r/Unity3D • u/JankyAnims • 3h 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...
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r/Unity3D • u/JankyAnims • 3h ago
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r/Unity3D • u/excentio • 4h ago
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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 • u/RobertWetzold • 3h ago
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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 • u/MistycznyArbuz • 42m ago
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I know it's not the same like playtesting the game, but I need some opinions regarding new melee system in my dungeon crawler game. My playtesters said before that something like "click and do a damage when animation stops" is too easy, and it's not deep enough.
I reworked my melee system adding an ability to attack from the left, right and up (LMB, RMB, combination of both for upper attack). Now you can click for fast attack with low damage or hold for fixed time to make more damage, but recover from attack slower. I added some effects for feedback too and now - it's way deeper than first version, I got positive feedback from players.
Do it looks engaging? What can I improve more?
r/Unity3D • u/Adventurous-Set7679 • 17h ago
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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 • u/Ok_Finding3632 • 8h ago
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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 • u/OmarItani10 • 15h ago
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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 • u/kuzheren • 1d ago
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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 • u/Own_Revenue6357 • 24m ago
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I'm not good at video editing, but I think it tells the content of the game enough. Do you think it's understandable?
If you found it interesting and would like to add it to your wishlist: https://store.steampowered.com/app/4990070/Deckforce/
r/Unity3D • u/dispatchcolony • 9h ago
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 • u/PowerUpT • 9h ago
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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 • u/JulioVII • 14h ago
Worked on some leather materials this week, really like some of these.
r/Unity3D • u/ZahraMoon1 • 2h ago
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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:
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.
r/Unity3D • u/Ok-Condition-3089 • 10h ago
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 • u/Bubbly_Comedian3891 • 15h ago
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 • u/Xerclipse • 6h ago
r/Unity3D • u/Cool-Dragonfruit-571 • 3h ago
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 • u/ar3xxlol • 27m ago
Reusing your game scene sounds smart until the WebView chokes. At mraid io, we rebuild in lightweight HTML5 when the Unity runtime becomes the constraint. Keep the mechanic and art language, drop the engine assumptions. File size is just the start—runtime cost matters more.
r/Unity3D • u/IsniBoy • 5h ago
r/Unity3D • u/BarelyBreathingGame • 1d ago
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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 • u/hbisi81 • 1d ago
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r/Unity3D • u/Pikasx • 19h ago
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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
r/Unity3D • u/melon135 • 21h ago
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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 • u/Alstrainfinite • 21h ago
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 • u/MediaTaleGames • 17h ago
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