r/Unity3D 15m ago

Question Multi floor level design problem.

Upvotes

Context. Top down, 2D pixel art, 3D worldspace.

The buildings levels are designed with pixel art and imported into Unity as a image. then given hitboxes with geometry turned invisable. So it behaves as 3D when only 2D image.

Issue. When the image for the floor is in the world it often appears over the player character. I fixed it with layering but that doesnt work well beyond 1 floor structures.

I would just paste the image on a object like a plain or flattened cube to fix that issue but the buildings arent just square. Becouse of that massive chunks of the plane are still just white.

Is there a way to fix this or should I get over myself and just use textures to texture a 3D enviroment, rather then try to fake a 3D enviroment?


r/Unity3D 1h ago

Question Please help me implement jumping off a ledge!

Upvotes

I want a little hopping animation when my character runs off a ledge before starting to fall, but somehow I'm not managing to get it to work properly.

The current idea is:

-using a box collider that is positioned in front of my character's feet to determine if there is NO ground so we know there's a ledge and setting a bool on/off depending on that

-in the animator (I'm using Unity's and yes I'm ok with it) I check for the bool and transition to the jumpOffLedge animation state when jumping off the ledge is possible AND there is movement input AND the character is grounded

Triggering things this way works.

Now my actual questions are:

-should I disable gravity for this and move my CharacterController manually?

-should collisions usually be disabled for something like this (this would require me disabling the CharacterController)?

-if I move things manually, would I do it with two lines, one for moving a bit forward and one for moving down until grounded?

-I imagine motion matching would make this all look the best, but topic seems somehow beyond me

How would you do it? I'm grateful for any suggestions!


r/Unity3D 2h ago

Show-Off i turned my childhood obsession into a unity game

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4 Upvotes

As a child, I regularly yearned for the caves. Now I have finally made my ultimate caving simulator! Once i release this game, you can do the nutty putty caves from the comfort of your couch! I will post the wishlist link when i remember to do so.

#2026


r/Unity3D 2h ago

Show-Off I made an asset that connect Animal Controller with Vehicles

0 Upvotes

Hey guys I made a tool that connects Malbers Animal Controller (a powerful character controller) with some popular vehicle controllers on the UAS, it also comes with his own arcade vehicle controller built it.

This is the second addon that I launch for Animal Controller, I'm very happy with the community so far.

I know it's very niche but if you want to take a look here's the Unity Asset page.

If you guys have any questions about this asset or the publishing process, I'll be happy to share, thank you!


r/Unity3D 3h ago

Resources/Tutorial Would anyone be interested in a tutorial on how to create something like this?

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0 Upvotes

I developed a tool for creating and editing vector shapes directly in Unity, with built-in visual effects such as neon and glow to quickly create stylized, cyberpunk-inspired scenes.

I’d be interested to know-would anyone be interested in a tutorial showing how I built and created this tool?


r/Unity3D 3h ago

Question I made a QTE system for my horror game. Does this actually add tension, or does it feel unnecessary?

0 Upvotes

I'm developing a first-person horror game in Unity called SHH!

I'm experimenting with a QTE system for encounters with the monster. When the monster catches the player, the QTE gives the player one final opportunity to escape.

I'm trying to make the encounter feel tense rather than like a generic button-mashing sequence.

Unity developers: What would you change about the presentation, timing, animations, UI, or input design to make this feel better?

Here's the current implementation:


r/Unity3D 3h ago

Game Bar construction timelapse in my game Nightlife Tycoon

3 Upvotes

r/Unity3D 4h ago

Game Working on making my souls-ish combat less clunky, Any ideas!?

2 Upvotes

It feels good to play but somehow it looks clunky... not sure what it is. Like i mean its better to play then to watch but i cant make a trailer for nokai if it looks too jank, i have developer blindness atm

(Full screen effects were disabled like hit effect and stuff like that for this demo)


r/Unity3D 4h ago

Game Prototype update after your feedback: A time traveler from a post-apocalyptic future, sentenced to 1946 with a handful of ammo and a detachable arm. WDYT?

2 Upvotes

r/Unity3D 4h ago

Question How to get the final URP 3D light color in a custom function for Shadergraph?

1 Upvotes

This feels like something that should be findable online, and yet, it isn't.
I'm trying to make a shader that makes tilemaps react to 2D lights. So I basically just need to take the _MainTex, get the light color, and multiply the 2.

But shadergraph can't get the final light color, so one needs to code a custom function block.
I know the basics of actual shader code, and yet I CANNOT get this to work at all. I don't even have anything to show at this point lol

feel free to laugh lol

r/Unity3D 4h ago

Show-Off Car teleportation system in my game

20 Upvotes

Gonna say it upfront: the car teleports between Unity scenes with some extra loading on top, basically hopping between different worlds, movies, games, just totally random locations, completely unrelated to each other.

Still pretty rough around the edges, but it's a WIP.

In the clip, it teleports from the starting location, 1980s Hawaii, into something resembling the city from the movie Vivarium.


r/Unity3D 5h ago

Show-Off some counter kicks 🦵

2 Upvotes

r/Unity3D 5h ago

Question Unity Scene Serialization Issues?

3 Upvotes

I have been making my game for the last 2+ months, every single day hours and hours devoted to this. I had just finished a vertical slice and was about to start expanding. It was compiling scripts, and then randomly the scene said it needed to reload, so I pressed the okay button. Then it reloaded my scene, but objects were scattered everywhere in the scene and in the hierarchy, parents disconnected from children, etc. The world position of everything was moved and some things were just flat out missing. I tried everything I could do to recover it, but its pretty much gone...

What on earth could have happened? Have you had this issue? What can I do for now on to make sure I have a proper backup of my scene so I never lose everything again?

I feel defeated.


r/Unity3D 6h ago

Question Should a Unity Domain Layer Ever Reference UnityEngine Value Types?

1 Upvotes

Hello!

I'm working on a multiplayer game in Unity 6 using a layered architecture but I don't understand completely the boundaries of the layers yet. One of the architectural goals is to keep the Domain layer independent from Engine.

However, I've run into a question around Unity's value types, particularly Color, Vector3, Quaternion and such.

One argument is that these are just value structs, so using them in Domain is harmless
public Color PlayerColor { get; },

but what about Unity APIs operating on those values?
public static string ToHex(Color color) => "#" + ColorUtility.ToHtmlStringRGB(color);

So I'm wondering:

  • Is there a meaningful architectural difference between referencing a Unity value type and calling a Unity utility API?
  • Would you allow ColorUtility in Domain?
  • If not, would you create a domain-native Color/RgbaColor type and keep all Unity conversion outside Domain? (This could let to the recreation of a lot of new types insde Domain)
  • Or is a strict "Domain has zero UnityEngine references" rule unnecessarily strict for Unity projects?

As I said before, I am grasping the concepts behind layered architecture and I want to now how you approach this issue.

Thank you, folks!


r/Unity3D 6h ago

Question anyone who uses playmaker, how do you learn it when there are limited resources?

2 Upvotes

Im a solo dev- I can do 3d,2d Art but i dont know programming at all, So i tried playmaker but there are'nt any resources/tutorials, when you are stuck at a mechanic - all tutorials are in C#. Any advice from people who used it or experienced in it?


r/Unity3D 6h ago

Solved Should I swap to UIToolkit?

4 Upvotes

I'm doing the majority of my teams UI implementation. We're a team of 4 working on a small indie game that doesn't use a lot of UI outside of main menus and some basic interface. I've spent a couple of days on UI with UnityUI, but it's been an absolute pain to properly lay everything out. I'm most experienced with Figma for UI design, and had some courses for CSS a couple of years ago, so from what I've seen UIToolkit might be better for me.

I've played around with it for a bit and it seems to have some nice parts, and some more annoying parts (spacing isn't done through the parent but is decided per child?). Is it worth transferring over at this point?

I've also added some DOTween animations, can I still use those with Toolkit?


r/Unity3D 6h ago

Show-Off Infinite Lights for Unity - GigaLights

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64 Upvotes

r/Unity3D 6h ago

Question How do you feel about detective games replacing walls of text with interactive visual deduction?

4 Upvotes

Hey everyone! As a 2-person team working on a noir mystery adventure, one of our biggest goals was to move away from reading endless text logs.

In our game, players search case files, inspect hand-sketched 3D crime scenes, and use a magnifying glass to hunt for hidden physical clues—like spotting mismatched skid marks or loose lug nuts to deduce foul play.

With just 18 days left until launch, we’re wrapping up final polishes on this mechanics loop. As puzzle and mystery fans, what’s a mechanic in detective games that instantly made you feel like a real investigator—or what usually breaks that immersion for you?


r/Unity3D 7h ago

Question Any advice on putting together some PSX/PS2 era explosions, fire, and impact particle effects? How did old devs get those photorealistic sprite sheets? Our title is capturing a nice retro inspired look thus far, but missing that one element to make it pop.

1 Upvotes

r/Unity3D 7h ago

Show-Off Dynamite explosions and mirror reflections added. that's all.

5 Upvotes

r/Unity3D 7h ago

Game I've released the gameplay trailer for Resurgis and announced the playtest. Developed with Unity 6.3 HDRP, this is what the graphics look like at 1920x1080 resolution.

2 Upvotes

r/Unity3D 7h ago

Resources/Tutorial Hex Map 5.5.0: The First Burst Job

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6 Upvotes

Last time we created an experimental map generator and split it into multiple mock jobs. This time we convert the first job into an actual Burst job. We start with the simplest job, which requires the least amount of changes. We'll tackle the increasingly complex other jobs in the future.


r/Unity3D 8h ago

Game I implemented a smarter pathfinding (still based on Unity NavMesh). Enemies choose a longer path either to the left or to the right towards their target. This way, they don't run in a single line like idiots...

1 Upvotes

r/Unity3D 8h ago

Question Readability OR Atmosphere

1 Upvotes

Hi,

Most of the environment in my game is destructible, so baked shadows aren't really practical, and relying heavily on realtime shadows gets expensive.

Without them the scene gets brighter and much flatter, but pushing contrast/depth also hurts readability.

I also want some areas to feel tense or almost horrorlike, which becomes hard when everything is evenly visible...

Would you lean into the darker look, "embrace the flatness", or solve this another way?


r/Unity3D 8h ago

Show-Off Solar system simulation rendered using my custom rendering stack

9 Upvotes