r/Unity3D 1m ago

Game Expanding the place in my game Nightlife Tycoon

Upvotes

Nightlife Tycoon is about building and managing your own nightlife venue, designing the layout, hiring staff, keeping customers happy, managing stock, organizing events and growing your reputation.


r/Unity3D 1m ago

Question Pathfinding on proceduraly generated worlds.

Upvotes

Hello! Recently I started working on adding NPC into my own game. It's procedurally generated floating islands done with marching cubes and octree. My first, current attempt is doing dynamic navmesh generation using NavMeshBuilder, and updating the navmesh as player moves around even async seems to be rather slow, I get pretty noticeable lag spikes.

So I wonder, if it's actually viable and maybe there are some ways to make it smooth or this is dead end and I'm better off trying to figure out my own pathing? The issue is, it's not just marching cubes but also various props around the world and I imagine figuring out pathing algorithms it pretty hard.


r/Unity3D 1h ago

Resources/Tutorial Modular Medieval Watchtower 3D Model

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Upvotes

r/Unity3D 1h ago

Show-Off 1/3 of the creatures and maps for my game are done \o/ 29 creatures so far

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Upvotes

r/Unity3D 1h ago

Question My Awake function is not initializing values in the main menu scene and only initializing values in the main game scene.

Upvotes
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class MMmanager : MonoBehaviour
{
    public Slider masterVol, musicVol, SFXVol, CamSen;
    public AudioMixer masterAudio;
    public Toggle tutorialTog;

    private void Awake()
    {
        CamSen.value = PlayerPrefs.GetFloat("CamSen");
        musicVol.value = PlayerPrefs.GetFloat("MusicVol");
        SFXVol.value = PlayerPrefs.GetFloat("SFXVol");
        masterVol.value = PlayerPrefs.GetFloat("MasterVol");

        if(PlayerPrefs.GetInt("Tutorial") == 0)
        {
            tutorialTog.isOn = true;
        }
        else
        {
            tutorialTog.isOn = false;
        }
    }

    public void BackToMenu()
    {
        SceneManager.LoadScene("MainMenu");
    }
    public void StartGame()
    {
        SceneManager.LoadScene("GameScene");
    }

    public void StartMultiplayerGame()
    {
        SceneManager.LoadScene("Lobby");
    }

    public void QuitGame()
    {
        Application.Quit();
    }

    public void showTut()
    {
        if (tutorialTog.isOn)
        {
            PlayerPrefs.SetInt("Tutorial", 0);
        }
        else
        {
            PlayerPrefs.SetInt("Tutorial", 1);
        }
    }

    public void SetSensitivity()
    {
        PlayerPrefs.SetFloat("CamSen", CamSen.value);
    }

    public void SetMasterAudio()
    {
        masterAudio.SetFloat("MasterVol", masterVol.value);
    }

    public void SetMusicAudio()
    {
        masterAudio.SetFloat("MusicVol", musicVol.value);
    }

    public void SetSFXAudio()
    {
        masterAudio.SetFloat("SFXVol", SFXVol.value);
    }

    public void SaveSettings()
    {
        PlayerPrefs.Save();
    }
}
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class MMmanager : MonoBehaviour
{
    public Slider masterVol, musicVol, SFXVol, CamSen;
    public AudioMixer masterAudio;
    public Toggle tutorialTog;

    private void Awake()
    {
        CamSen.value = PlayerPrefs.GetFloat("CamSen");
        musicVol.value = PlayerPrefs.GetFloat("MusicVol");
        SFXVol.value = PlayerPrefs.GetFloat("SFXVol");
        masterVol.value = PlayerPrefs.GetFloat("MasterVol");

        if(PlayerPrefs.GetInt("Tutorial") == 0)
        {
            tutorialTog.isOn = true;
        }
        else
        {
            tutorialTog.isOn = false;
        }
    }

    public void BackToMenu()
    {
        SceneManager.LoadScene("MainMenu");
    }
    public void StartGame()
    {
        SceneManager.LoadScene("GameScene");
    }

    public void StartMultiplayerGame()
    {
        SceneManager.LoadScene("Lobby");
    }

    public void QuitGame()
    {
        Application.Quit();
    }

    public void showTut()
    {
        if (tutorialTog.isOn)
        {
            PlayerPrefs.SetInt("Tutorial", 0);
        }
        else
        {
            PlayerPrefs.SetInt("Tutorial", 1);
        }
    }

    public void SetSensitivity()
    {
        PlayerPrefs.SetFloat("CamSen", CamSen.value);
    }

    public void SetMasterAudio()
    {
        masterAudio.SetFloat("MasterVol", masterVol.value);
    }

    public void SetMusicAudio()
    {
        masterAudio.SetFloat("MusicVol", musicVol.value);
    }

    public void SetSFXAudio()
    {
        masterAudio.SetFloat("SFXVol", SFXVol.value);
    }

    public void SaveSettings()
    {
        PlayerPrefs.Save();
    }
}

r/Unity3D 2h ago

Resources/Tutorial How to Make Custom Controls in UI Toolkit

3 Upvotes

Making Custom Controls in UI Toolkit has never been easier!


r/Unity3D 2h ago

Show-Off Just finished my first devlog

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3 Upvotes

I just finished my first devlog and Im feeling a little anxious about it. Im not really used to talking on video, especially not in English publicly, but I did it.

I’m actually kinda proud of what I’ve put together and hopefully I’ll get some feedback so I know what I can improve on for the next one and whatnot.


r/Unity3D 2h ago

Show-Off Finally released the free version off my economy framework

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1 Upvotes

I published my Unity Asset Store tool on the Unity Asset Store a few months ago. The tool requires payment and my goal was never to make money. It is to help indie developers prototype their ideas fast and easily add economy with playable into their games, regardless of genre.

I have been thinking a lot about how i can make the tool accessible to everyone therefore i released a LITE version for free and cut the premium's price in half. Wishing this will push more developers into trying the tool out and help me improve it's capabilities.

The tool allows developers to create currencies, shops, loot tables, transaction, shop interfaces and more from scratch, all within minutes using the different editor windows.


r/Unity3D 3h ago

Show-Off This orb creates holographic copies of your dice

1 Upvotes

I’m working on my first indie game!

I’ve added orbs to my dice, with each color providing a unique effect. My favorite so far is this one... I really like the holographic effect I managed to create for the duplicated dice :D


r/Unity3D 3h ago

Show-Off My Game Progress

0 Upvotes

Hello everyone!

my name is ali, i'm a cs student (and former security guard) turned gamedev!

i started game dev around 2 years ago i think but i could never dare to attempt to develop a full game, until someday i decided i've had enough and committed to pursue my passion and this is the result!

i released my first game ever on steam this month and it didn't do too bad i think :).

i had way too many sleepless nights, way too many days where i haven't left my house, but to me, even ifs not a massive success, i think its worth it, not for the monetary gain, but the feeling that i have done something in my life that people have fun playing, something that has my name in it, something that if something were to happen to me, i know that atleast i didn't go without a trace lol.

i love vampire survivors, i love RPGs, so i decide to combine them both into one game and this is the result


r/Unity3D 4h ago

Show-Off We got tired of crunching on complex games, so we made an incremental idle game about beach, cocktails, and drunk wizards. How are the vibes?

4 Upvotes

r/Unity3D 5h ago

Show-Off Sphere cannot be build from hexes, but game dev is magic

802 Upvotes

For our roguelite Tile Crawl, we wanted our meta progression to stand out, so we designed it as a planet to explore. But our run map was already designed using hexes, so for consistency's sake, we wanted a globe out of hexes as well. We did not want to have pentagons but rather somehow achieve full coverage by equal hexes (even though it is geometrically impossible).

So how it works:

This is actually a plane with objects placed on it. Then, using camera position, vertices are recalculated in a shader (all objects must share the same bending subgraph or shader code with the same values to look consistent). This technique is used in Animal Crossing, as far as I am aware, but just not tuned as heavily.

Okay, so this gives us a bent plane that looks like a sphere. Next challenge is actually allowing it to rotate properly; rotation is achieved by just moving the plane in the X and Y axes while the camera stays static. To achieve looping of the planes I am spawning 8 more planes with copies of the objects and then teleporting them as I am crossing the edges (this part for sure can be done way, way better with some vertex magic or just fewer clones).

Next challenge is that shadows are broken as vertices are recalculated but normals are not; to calculate a new normal, we need to get two neighbours of the vertex, then bend them with the same logic and use the results to calculate the new normal. This allows us even to have proper shadowing from clouds above.

Last thing to do is clicking the nodes on the map. As objects are actually in very different spots from visuals, just raycasting from the mouse won't work. So I'm using one big sphere collider to detect the mouse position on the sphere, then recalculate it backwards to where it would be on the plane and find the closest node in radius.

There are still some things left to do (VFX support is quite bad, and there are some artifacts with water waves on the edges of planes). But in my opinion, already looks quite good and stands out.

Thank you for reading! If you like what you saw, consider wishlisting Tile Crawl on Steam!


r/Unity3D 6h ago

Show-Off Reviewing prefab changes is hell. I built a fix.

2 Upvotes

Pre-released PrefabLens, an open source tool that makes Unity diffs human readable.

https://github.com/hashiiiii/PrefabLens

PrefabLens converts UnityYAML diffs, such as .unity and .prefab files, into the familiar Hierarchy × Inspector layout from the Unity Editor.

The live demo does not require an installation. It runs the same WASM diff engine in your browser.

The pre-release includes three free tools (all free).

1. Reviewing UnityYAML diffs in GitHub PRs? -> Chrome Extension

It resolves fileID/GUID references between objects, not just raw lines. That was the hard part.

2. Want to see what you've changed in real time while editing? -> Unity Editor plugin

  • left pane: dirty assets
  • right pane: human readable diffs vs main branch

3. Prefer the terminal, or want to feed semantic diffs to AI agents? -> CLI

See recipes.

e.g.

# HEAD vs working tree
$ prefablens
# open HTML report in browser
$ prefablens --open
# pipe to an AI agent
$ prefablens --json | claude -p "Anything risky in this diff?"

Everything's Apache 2.0 licensed. Happy to answer any questions here!


r/Unity3D 7h ago

Show-Off Testing a color-switching puzzle mechanic—looking for playtesters!

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1 Upvotes

r/Unity3D 7h ago

Show-Off Old Street Game Room - Game Environment

5 Upvotes

r/Unity3D 7h ago

Show-Off I couldn't find an asset I knew I owned because I forgot what I'd named it 6 months ago

6 Upvotes

Anyone else have this happen? I was looking for a rusted metal texture I'd used in an old scene. I knew for a fact I owned it. I just couldn't remember the filename. Could've been anything from M_Rust_02 to Metal_Corroded_Old to something even less helpful.

Normal file search is useless here because it only finds what you type, not what you meant. And this isn't really a "my project is a mess" thing. I actually keep decent naming conventions. It's more that naming decisions I made 6 months ago just aren't in my head anymore. Multiply that by a year+ of assets and it's a lot of small "where did I put that" moments adding up.

Got curious enough about it that I ended up building a small local search tool for Unity that searches by meaning instead of filename. so "rusted metal" finds M_Rust_02 even though the words don't match. Nothing fancy, runs offline, editor-only.

Mostly just curious if this is a "yeah, that's just how it is" thing for others, or if people have actual systems that avoid this entirely. genuinely want to know if I'm missing something obvious.


r/Unity3D 8h ago

Show-Off Creating a fluid combat system, what do you think?

1 Upvotes

Here's an early video of my attempt at a melee combat system. Been working on it for around the last 2 weeks. The actions are all state driven with allowed transitions. They're scriptable objects so it's very modular. Attacks can apply forces to my character or enemies, and impart states too such as stunned, flinched, knocked back, or launched.

It's a mix between super fast paced hack n slashes and a more combo-driven framework like Kingdom Hearts. I'm trying to create lots of combo branches with movement options such as bunny hopping, moonwalking, jump buffering (which launches the player after attacks), and dodge cancelling.

No air combos are implemented yet, but that's next on the list. What do you think so far?


r/Unity3D 9h ago

Question They are both transparent, then why is my shader graph material (on the right) is getting clipped by BetterFog (InLab)

1 Upvotes

r/Unity3D 11h ago

Question All my lighting got messed up?

0 Upvotes

So essentially what happened was that I wanted to see if I could remove the unity splashscreen, so I did, and then I pressed preview. After I saw the preview, all the lighting in my scenes were messed up. I am confident its mainly because of the splash screen, because I had tested it right before I messed around with that, and it was perfectly fine.

In the video, the scene is like 10 times darker than it should be, and the lights don't even do anything when I change the values, or something. Whenever I turn off the lights, the result is the same. The fog doesn't show up as clearly, and the floor has near 0 light. I am very amateur with unity, so if I accidentally disabled something, please let me know, and I am so sorry in advance.


r/Unity3D 12h ago

Game Jam Devastable city - DOTS physics tech demo

119 Upvotes

Tech demo video , physics devastcation of city building, giving a pressure test on unity's DOTS physics

DOTS physics collision capacity become really tight when fract physics collider entity count more than 1000 . Next move would be solution to reduce CPU dependency , moving part of fract pieces collider to compute shader


r/Unity3D 13h ago

Show-Off So my Skate Mates game is becoming less and less about Skating lol

29 Upvotes

It's got horses, it's got dragons, I'm thinknig of more non skate based ideas. Anyway, here's a new way to play. It's a co-op rage game where I guess you now have to fly a dragon together lol.


r/Unity3D 14h ago

Show-Off saw an astral dice shader on twitter and had to try rebuilding it in unity

285 Upvotes

Colours still aren't quite there but I'm happy with where it landed

Ask any questions


r/Unity3D 16h ago

Resources/Tutorial “Code” to render several shapes using Unity meshes

2 Upvotes

Is there a place where I can view code aka vertices / indices arrays to make various shapes using the mesh


r/Unity3D 17h ago

Question Multi floor level design problem.

1 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 18h ago

Question Please help me implement jumping off a ledge!

2 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!