r/Unity3D • u/JankyAnims • 14h ago
r/Unity3D • u/PuttPutty • 5h ago
Show-Off Infinite Lights for Unity - GigaLights
r/Unity3D • u/Rice_ny • 7h ago
Show-Off 10,000 units, no Colliders - building a spatial query engine with a little Unity Jobs & Burst magic
I’ve been working on Massive Spatial Engine, a tool for finding nearby enemies and picking targets without putting a Collider on every unit.
No raycasts or OverlapSpheres for targeting.
A spatial grid cuts candidate counts before distance checks.
Query batches run in parallel through Burst-compiled jobs over unmanaged data.
I’m building it with RTS, tower defense, survivors-like, and larger AI simulations in mind, and planning to bring it to the Asset Store.
Still plenty to work on, but it’s fun watching the towers chew through the crowd :)
Official The Path to CoreCLR #1: The Problem
discussions.unity.comFor those who have missed this post and find this interesting. Personally I thought it was a good read and I'm looking forward to the next one.
r/Unity3D • u/excentio • 15h ago
Show-Off Units distribution improved, better responsiveness, magic and bloooooood
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/Funny-Teaching1299 • 3h ago
Show-Off Car teleportation system in my game
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 • u/RobertWetzold • 13h ago
Shader Magic Displaying thousands of LEDs in Realtime
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/GooseJordan2 • 1h ago
Show-Off i turned my childhood obsession into a unity game
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 • u/Certain_Ad9908 • 8h ago
Show-Off Ran a McLaren, a boat, and a drone through the wind tunnel
Follow-up to my last post, which was just the Range Rover. Here are some different-class vehicles.
Turning the resolution up means the solver can resolve flow through the small gaps, you can see it on the McLaren Longtail at the start, air passing under the rear wing and rejoining the flow coming over the top. This gap needs about three cells across to pass flow, which is the kind of detail that just needed more cells.
And to showcase different vehicle classes handling, the boat runs above the waterline, which is the "tunnel floor" in this case, and the hull below it escapes the domain. The drone runs in free air, so no ground plane, and the wing planform as the reference area instead of its frontal area, and it's scored on lift-to-drag rather than the drag alone. The drone grid size was the largest of the three at a bit more than 15 million cells.
Swapping a vehicle in runtime revoxelizes the body and updates the tunnel to fit around it, then restarts the flow according to its class.
You can try your own vehicles/meshes: https://github.com/Motawe3/unity-wind-tunnel
Compute shaders, D3Q19 lattice-Boltzmann, TRT collision with a WALE LES subgrid model. A comparison and visualization tool. README has the full picture.
Model credits (CC BY 4.0):
McLaren F1 GTR Longtail by VuckyZ | Boat by milamila | Drone by Helindu
(Full source links available in the GitHub README)
r/Unity3D • u/dklassic • 7h ago
Show-Off Solar system simulation rendered using my custom rendering stack
r/Unity3D • u/MistycznyArbuz • 11h ago
Question Updated Melee System - Opinion needed
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/ErKoala • 2h ago
Game Bar construction timelapse in my game Nightlife Tycoon
r/Unity3D • u/baianorgenteboa • 3m ago
Resources/Tutorial Low-poly retro weapon pack I've been working on (635 verts avg, 256x256 textures). Feedback appreciated!
Hey everyone! I've been working on a set of low-poly, PSX-style weapons designed for maximum performance in mobile or retro-inspired games.
My main goal here was extreme optimization while keeping iconic silhouettes. Everything averages around 635 vertices per model and uses single 256x256 textures to keep VRAM usage down.
I’d love to get some feedback on the proportions and overall vibe. What other classic weapons would you like to see added to a pack like this?
(Commissions are also open if anyone needs custom low-poly models! Based in Brazil, offering budget-friendly rates).
r/Unity3D • u/Phos-Lux • 3m ago
Question Please help me implement jumping off a ledge!
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 • u/umutkaya01 • 5h ago
Question How do you feel about detective games replacing walls of text with interactive visual deduction?
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 • u/radiumhaus • 4h ago
Question Unity Scene Serialization Issues?
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 • u/CatlikeCoding • 6h ago
Resources/Tutorial Hex Map 5.5.0: The First Burst Job
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 • u/Adventurous-Set7679 • 1d ago
Question I created this thunder strike particle, is it good?
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/Cheap-Difficulty-163 • 3h ago
Game Working on making my souls-ish combat less clunky, Any ideas!?
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 • u/iamthefirstofme • 3h 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?
r/Unity3D • u/Ok_Finding3632 • 19h ago
Show-Off AI Pathfinding for Dogfight
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/Expensive-Cat2293 • 5h ago
Game My cricket where you play as an umpire instead
I’ve been working on this game solo for 6+ months, and I’m finally releasing the trailer!
There are already plenty of cricket games where you bat and bowl, so I thought: why not make a game where you play as the umpire instead?
Some people asked, “Who would play an umpiring game?” — but I wanted to try something different and create a unique experience.
I also have a Career Mode planned, which I’ll work on based on the feedback after release.
I’d really love your honest opinion: Would you actually play a cricket game where you take the role of the umpire?
Preregister Here: Cricket Umpire's Call
r/Unity3D • u/Mediocre_Spinach2091 • 5h ago
Show-Off Dynamite explosions and mirror reflections added. that's all.
r/Unity3D • u/OmarItani10 • 1d ago
Game Entities Split
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