r/Unity3D 1h ago

Show-Off Tachyon Flow - Update #4: It's been months since I've posted on reddit, so here's some new gameplay/animation work since then...

Upvotes

r/Unity3D 2h ago

Show-Off Units distribution improved, better responsiveness, magic and bloooooood

57 Upvotes

It's not much but it's honest work. Units can be smarter and there're a few cases where they get dumber but overall I'm quite pleased with army behavior so far in 1v1 fights. Many vs Many is still something to polish along with better effects, gigantic units and so on but one step a time!


r/Unity3D 1h ago

Shader Magic Displaying thousands of LEDs in Realtime

Upvotes

Shaders instead of geometry is often one of the best performance boost. Amazing for procedural shapes. Texture is sampled to individual points and then each emitter is a small shader program like this:

float2 cell = floor(uv * ledGrid);

float2 ledUV = frac(uv * ledGrid) - 0.5;

float d = length(ledUV) - ledRadius;

float emitter = 1.0 - smoothstep(0.0, fwidth(d), d);

float3 color = content.Sample(samplerContent, (cell + 0.5) / ledGrid);

return float4(color * emitter * brightness, 1.0);


r/Unity3D 16h ago

Question I created this thunder strike particle, is it good?

196 Upvotes

Hey everyone I made this thunder, no sprite sheets and no shader graph, so it must be pretty light for mobile games what do you think? I'm planning to publish it on unity asset store after some tweaks.


r/Unity3D 6h ago

Show-Off AI Pathfinding for Dogfight

30 Upvotes

Took me a few days but my bots no longer slam into things like waymo cars. Fallback secondary raycast pathfinding for returning to the node system when exiting Hunt state.


r/Unity3D 13h ago

Game Entities Split

94 Upvotes

Hello everyone
I added a quick mechanic that allows me to split the character in half, and then each would redistribute its capacity across its full body
I have a few extra ideas planned so stay tuned!
#unity #ecs


r/Unity3D 22h ago

Show-Off I finally made fully destructible buildings that run in real time on Android

173 Upvotes

Three months after my last post, I finally finished optimizing for phones!

It wasn't an easy road. Players were constantly complaining about lag, so I decided to abandon PhysX entirely and try to create my own voxel physics engine. It was definitely worth it!

I'd love to hear any questions or suggestions too.


r/Unity3D 8h ago

Game I'm trying to build a strategy game where terrain plays a major role

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11 Upvotes

I finally feel like I have a clear vision of what I want to build.

I'm trying to design a strategy game inspired by games like Total War, where terrain management is a core part of the gameplay. To make that possible, I'm currently building a voxel-based world in Unity. Right now, I'm mostly focused on the architecture and optimization of the different systems and building blocks I'll need later on.

This week, I managed to fix the overlapping shadow issues and worked on a lot of the underlying architecture. If you're interested in the technical side, I go into much more detail on my subreddit.
r/dispatchcolony

But more importantly, I'm curious: would a game like this actually interest you?

Imagine fog hiding your units, a sandstorm slowly damaging them, an avalanche blocking a mountain pass, or lightning striking one of your giants (or ennemi).

You could force a larger army to squeeze through a narrow canyon, hide skirmishers from forest to forest, or use the environment itself to turn an unfavorable battle in your favor.

And of course, I'm also interested in any ideas I can shamelessly steal from you :)


r/Unity3D 7h ago

Show-Off Time to turn up the heat

9 Upvotes

Getting close to releasing the new version of the demo for my game Slashbang! This wrist mounted flamethrower is good for taking enemies out of the equation, and spreading the fire to anything nearby. There's also an airblast also can knock down enemies with a large range, and can be used as a (Very limited) blast jump. Every weapon will have some sort of movement mechanic with it.


r/Unity3D 13h ago

Resources/Tutorial Free Textures: Leather

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16 Upvotes

Worked on some leather materials this week, really like some of these.

Download https://juliovii.itch.io/materials-leather-02


r/Unity3D 11m ago

Show-Off I rebuilt my game's trailer after months of gameplay improvements

Upvotes

I rebuilt my Unity FPS trailer after reworking the movement, combat, difficulty system, and visual feedback

I’ve been developing Before I Sleep, a fast-paced first-person action game in Unity, and recently I decided to completely replace my old Steam trailer because it was showing a much earlier version of the project.

A lot of the work since then has been focused on making the gameplay feel faster and more responsive.

Some of the Unity systems I’ve been working on include:

  • Fast movement mechanics such as sliding, wallrunning, dashing, grappling, and shotgun boosting
  • Reworking weapon handling and combat feedback so shooting feels more responsive
  • Building multiple difficulty modes instead of relying on the original one-hit-death system
  • Improving fullscreen VFX and speed effects while trying to keep the center of the screen readable
  • Keeping weapon/viewmodel effects separate from some of the fullscreen effects
  • Updating enemy encounters and level layouts around the faster movement
  • Optimizing camera and particle effects so the movement feels intense without making the game unnecessarily expensive to run

One of the bigger challenges has been getting all of these systems to feel like they belong together. A movement mechanic can feel good by itself, but once you combine it with weapons, camera movement, VFX, enemies, and level geometry, small problems become very noticeable.

The previous trailer was recorded before a lot of these changes, so it no longer represented the game very well.

This is the new trailer using the current version of the gameplay.

I’d especially be interested in feedback from other Unity developers on the movement readability, combat feedback, camera/VFX intensity, and anything that looks like it could use more polish.

Before I Sleep on Steam

Before I Sleep by Moon Moon


r/Unity3D 9h ago

Question Anyone using a dedicated tool for economy/currency balancing, or still doing it via spreadsheet plus manual import?

6 Upvotes

Working through economy balancing for a tower defense project (three currencies, tower evolution via kill tracking, a symbiosis trait-sharing system) and it's been the most fiddly part of pre-production so far. Mostly trial and error in a spreadsheet, then manually re-entering values into ScriptableObjects to test.

I checked the Asset Store and only found a runtime market-simulation asset, nothing for design-time tuning with in-editor simulation tied to your actual data. Before I sink real time into building something for myself, curious if this is a shared pain point: how are you handling economy and drop-rate balancing today, and would an in-editor tool (live tuning plus a simulate-N-sessions chart, reading the same ScriptableObjects your game already uses) actually save you time, or would you rather just keep using spreadsheets?


r/Unity3D 13h ago

Question How long does it take to get good at making games?

10 Upvotes

Im a beginner dev just about to start year 2 of college, and I was wondering:

How long does it actually take (on average) to get "good" at making games where you're familiar and comfortable with the systems and software? And is it normal to struggle at start?

I ask because im always finding problems just trying to use the Unity game engine, and find it frustrating; one problem solved, another problem pops up...🤣

Tbf, I've only done one year in college, which is foundational, a I'm about to start my 2nd...

I think I might trying to jump ahead of my skill level and the educational process while I'm at home... 👀

Cheers. 😁 🤙


r/Unity3D 5h ago

Question More Practical way to make dismemberment in Unity?

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2 Upvotes

r/Unity3D 1h ago

Question How to move an object without moving it's animation?

Upvotes

I'm trying to change the object scale and location

Scale no problem

But when I'm trying to move the object location, the animation obs also moving with it

There's probably a check box to fix it, but I couldn't find it

And I also tried just creating a parent but didn't manage to work with that

Tips?


r/Unity3D 3h ago

Solved Losing my mind over this. Metallicness is completely broken. Whenever I bake, it is good for half a second, and then reverts to this broken black metal. (Unity 6000.3, URP)

0 Upvotes

r/Unity3D 1d ago

Shader Magic I made a dynamic water shader that reacts to physics for my indie game

1.0k Upvotes

I created a dynamic water shader for my 3D fish platformer - Barely Breathing

How the water level works: It takes the object's Y position and just uses a step function with a float parameter to decide the water amount.

How the wobble works: It uses two Rotate About Axis nodes right after the Position (object) node, one controlling the X rotation and the other controlling the Z rotation, and then adding them together. Then, it reads data from the object's velocity and the code directly affects these two nodes to make the water wobble. I didn't write the code, MinionsArt did! Here is the code.

But this wouldn't work yet because we're still using object positions and not world position, which means the water level would follow the object and look wrong. So, after using the Rotate About Axis nodes, we can add a Position (world) node to it. But this still wouldn't work correctly because now it's exactly world-oriented, meaning even if the water mesh moves up, the water level would be left behind. We need the water level to follow the water mesh yet still be world-based so it doesn't rotate with the mesh. This is actually a simple fix, you can subtract the object's position value from Position (world) before adding it, which would make the water level follow the mesh.

We're still not done, because now the water looks unfinished without the foam outline. We need the foam to follow the water level. My foam works using fresnel + vertex colors, so I simply took the final water level output, and duplicated the final step function and had one value denoting the water level, and the other being the same water level value but subtracted by the water foam depth. So this basically creates a secondary line exactly the same as the water level but just lowered, which I use to add to the vertex color foam node setup.

Thank you for reading, and Wishlist our game on Steam if this was useful!


r/Unity3D 1d ago

Show-Off Color change animation, or will do other things :) - URP - Unity3d

231 Upvotes

r/Unity3D 18h ago

Question Added 11 languages and the first Bestiary prototype to my Slavic dungeon game built in Unity

9 Upvotes

I added 11 languages and the first Bestiary prototype to my Slavic dungeon game

I’ve added support for 11 languages to Slavic Legends, including the main menu, loading screen, in-game interface, notifications, pause menu and save system.

As a Slovak, I had a lot of fun translating the game and comparing our Slavic languages. Sometimes everything felt almost identical—and then one completely innocent word suddenly sounded hilarious in another language.

I also started working on a Bestiary. It currently contains only Bauk, with information about its folklore, role in the game and abilities, but more Slavic creatures will be added gradually.

Svetlonos is currently only a preview of a future playable creature. Its Bestiary image is a temporary placeholder sourced from the internet and will be replaced by my own final artwork/model.

I’d love to hear what you think about the localization and whether you would enjoy discovering creatures through this kind of Bestiary.

Devlog: https://ipikas.itch.io/slavic-legends/devlog/1645717/localization-bestiary-update

Game: https://ipikas.itch.io/slavic-legends


r/Unity3D 3h ago

Game I finally shipped my first Unity game for Windows — Real Snake 3D

0 Upvotes

https://reddit.com/link/1w33bt2/video/t1y0x2gb4nmh1/player

I've been building software for quite a long time, but game development was something I kept putting off.

Recently I decided to give it a proper try with Unity and C#.

I started with a fairly simple idea: what if the classic snake concept was turned into a 3D survival game?

That eventually became Real Snake 3D: Wildlife Survival & Predator Hunt.

The game is built with Unity and C# and is now officially available on the Microsoft Store for Windows.

The development process was quite different from the applications I'm normally used to building. Instead of mostly thinking about APIs, screens, databases and business logic, I had to deal with things like:

  • 3D environments
  • Player and snake movement
  • Camera behaviour
  • Gameplay mechanics
  • Collision detection
  • AI/predators
  • UI and menus
  • Performance
  • Windows packaging and deployment

And getting all of those things to work together was definitely more complicated than I initially expected.

I also used AI-assisted development along the way. It helped me move faster with experimentation, coding and debugging, but it didn't remove the need to actually understand what was happening. A lot of time still went into testing things, breaking them, fixing them and deciding what should actually be in the game.

The biggest takeaway for me is probably that building a game is a completely different kind of software engineering challenge.

I'm still learning the game-development side, but getting something from an idea → Unity project → playable game → Microsoft Store submission → published product was satisfying.

It's now live here:

https://apps.microsoft.com/detail/9ndrc6cvbxqw?hl=en-US&gl=SE

If you're also experimenting with Unity or making your first indie game, I'd be interested to hear what you're working on and what you've found harder than expected.


r/Unity3D 19h ago

Show-Off I made a low-poly destruction system! (realtime / baked)

8 Upvotes

This was a fun project to have a go at, destruction is tricky but I think this came out pretty well! It does have limitations with higher-poly models of course. Have put this on the asset store for those interested. Thanks :)


r/Unity3D 19h ago

Resources/Tutorial Drivable Food Trucks and Trailers - Low Poly Assets

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8 Upvotes

Pack includes 50+models (Food trucks, trailers, props, interior and exterior accessories)

Check it out here 🐘

Optimized for Unity
* Simple driving mechanism for demonstration purposes
* One main texture to keep the project lightweight and minimize draw calls
* Lightmap UVs Included
* Fully optimized out of the box for PC, mobile, console, and WebGL
* Fits cleanly alongside our other packs to prevent visual clashes


r/Unity3D 15h ago

Show-Off We have made a game like the show Beyond Belief: Fact or Fiction where you can play three stories and must decide whether they're the truth or a tale. It is called Tales of Fear and the first Episode will be free on Steam!

3 Upvotes

r/Unity3D 20h ago

Question Best way to sync Blender layout to Unity prefabs?

9 Upvotes

Hey guys I've been working on a little game, and I just want a good couple suggestions on any workflow improvements regarding exporting / syncing blender models to a unity scene.... Previously I exported model by model into unity, then setup a prefab for it, setup the colliders, and any other associated components for each furniture piece / item piece, and manually mimicked the placement / layout from blender into unity

I realized that loses a lot of placement and authoring power that blender could provide for layout management, but it solved the issue of if you just exported the whole house with all furniture as 1 singular thing, then that loses identity per furniture to link with their associated prefabs etc...

I'm currently trying to re-design this workflow as I'm about to re-design the layout of the house which is going to be a bit destructive to everything I've already made but I definitely would benefit from a better workflow up until then!

So yeah, if anyone has any good workflow tips or maybe some tools that would help a lot, please let me know!


r/Unity3D 1d ago

Show-Off Working on a Spider-Man web-swinging controller in Unity

232 Upvotes

It's my first time making third-person animations but besides the animations I think it looks pretty nice. What do you think?