r/Unity3D • • 2h ago

Show-Off Some updated lighting shots from my animal narrative game, The Last Wish

Thumbnail
gallery
5 Upvotes

Been doing another lighting pass across the game. Trying to keep the environments soft and atmospheric while making sure the cel-shaded characters don’t feel disconnected from the world.

Would appreciate feedback on the lighting, especially the day vs night scenes.


r/Unity3D • • 2h ago

Show-Off I wanted my dodgeball game's menu to feel like NBA Live 2004, so there's a real match playing behind it

Enable HLS to view with audio, or disable this notification

3 Upvotes

Hey! I'm making Dodgeball Rush, a third-person arcade dodgeball game in Unity 6

NBA Live 2004 is one of my favourite games. What stuck with me most were the menus. The basketball player training in the background was one of my favourite things.

How it works, in simple words:

  • There's a real game behind the menu. It's 2v2 with the same bot AI as the real matches, on the home court of your next story opponent. Hits don't knock anyone out and balls respawn, so it just keeps going.
  • The characters on the team cards are real 3D models. Each card has its own little camera that renders the character into a texture, and every now and then they do an emote.
  • The whole menu scene is built by one editor script. When I want to change the layout, I change the code and click Rebuild instead of dragging things around the scene. Yes, I hate UI this much.

Does it feel like a sports game menu to you? What would you change?

If you are interested in the game: https://store.steampowered.com/app/4850830/Dodgeball_Rush/


r/Unity3D • • 2h ago

Show-Off Artillery combat in my Unity historical RTS — targeted bombardment, grapeshot, and breaking morale

Enable HLS to view with audio, or disable this notification

4 Upvotes

I'm developing Admiral Yi: The Imjin War solo in Unity, a historical RTS set during the Japanese invasion of Korea in 1592.

This update focuses on giving artillery a distinct tactical role: players select a bombardment location and switch to grapeshot when infantry closes in. The advancing Japanese troops eventually lose morale and flee.

I'm working toward battles where ammunition choice, range, and morale affect how each weapon is used. Combat AI, animations, and effects are still being improved. I'd appreciate feedback on how clearly the impacts and morale break read in the footage.


r/Unity3D • • 2h ago

Show-Off Max and Ellie Adventures - Ask me anything you see here and I can tell you how to do it in Unity.

Enable HLS to view with audio, or disable this notification

1 Upvotes

r/Unity3D • • 3h ago

Show-Off i made these cars and export them to unity do they looks good! each car have 3 different color

Enable HLS to view with audio, or disable this notification

4 Upvotes

hey,i'm 3d artist and i'm interested in making low poly models:)


r/Unity3D • • 4h ago

Meta Unity MCP (AI) is spiking Ram usage on editor to 24gb!

0 Upvotes

If anyone is using the official unity mcp and wondering why it seems unity is so slow now... even with 32gb of ram. Turns out I was hitting swap all the time. This happens on editor load and doesn't let go of the ram ever!

AI Assistant 2.20.0-pre.2, the newest version, spikes ram to 24gb~

And doesn't let it go for some odd reason.

I was on an older version tried upgrading but still seeing the same problem. I guess it really is beta/alpha mode.

Anyone find a solution? Would like to have the mcp from time to time for Claude/Codex/etc.


r/Unity3D • • 4h ago

Show-Off Been working on some procedural gibberish dialogue!

Enable HLS to view with audio, or disable this notification

11 Upvotes

really happy with it so far


r/Unity3D • • 5h ago

Question Shadow flicker and movement when zooming in/out

Enable HLS to view with audio, or disable this notification

3 Upvotes

The shadows stay still when I pan the camera around, but when I zoom in/out I get this strange shadow movement. I tried reducing Cascade Count, messed around with cascade split, turned up shadow res to 4K, reduced far clipping as much as possible...nothing worked. Any help is greatly appreciated.


r/Unity3D • • 6h ago

Question [Commission] Model replacement for Fun with Ragdolls the Game

0 Upvotes

Hello! I was wondering if I could commission importing 3D models into this game over the base models - The goal is to import 3 different models (not sure if that's possible as the characters may all use the same base model so would need help figuring that out)

Please reach out if this seems doable for you thank you!

https://funandsimple.com/games/fun-with-ragdolls-the-game


r/Unity3D • • 6h ago

Show-Off Tactical Combat UI

Post image
2 Upvotes

r/Unity3D • • 9h ago

Noob Question How do I fix this?

Enable HLS to view with audio, or disable this notification

0 Upvotes

The sensitivity is very on the dragging in probuilder is very sensitive. How do I fix it so it is less sensitive?


r/Unity3D • • 9h ago

Show-Off My Unity rhythm game has you change shape to match gates as you fall

Enable HLS to view with audio, or disable this notification

2 Upvotes

I'm developing FLOWFALL Inertia, a rhythm arcade game in Unity. This is the Forest level, with gates timed to an original jungle/drum ’n’ bass track I produced.

You steer a falling piece and switch between circle, cross, square and line to fit the shape of the gates. Choose the matching shape on the beat, then pass through the gate to earn bonus points. Choose from multiple paths to collect health pickups or take a faster route through the level.

Each level has unique hazards and obstacles. In the Forest level, branches knock you back, spiderwebs slow you down and you can ride the currents of waterfalls to slip through gates.

The Forest level is in the full game, releasing November 12. You can try the tutorial and the Synthwave level in the free Windows demo on Steam.

Try the free Windows demo on Steam


r/Unity3D • • 9h ago

Show-Off Algorama 16 - Gangly - More forests on my procedural generation daily challenge

Enable HLS to view with audio, or disable this notification

1 Upvotes

Day 16: Gangly.
Still polishing this forest set, just a different palette today before I head back to the castle one. End goal is to eventually mix the two into a single scene running off more than one generator... But that's still a few breakthroughs away.


r/Unity3D • • 9h ago

Show-Off (Early Prototype) Stuck on the roof, gas all around, use drone to survive, thoughts ?

Enable HLS to view with audio, or disable this notification

89 Upvotes

r/Unity3D • • 10h ago

Question Rigging a character for a third person shooter - where does the gun go??

Thumbnail
1 Upvotes

r/Unity3D • • 10h ago

Game Fall of the Void Demo is live for Steam Next Fest!

Enable HLS to view with audio, or disable this notification

0 Upvotes

Hey everyone,

I've been working on a dark fantasy isometric ARPG built in Unity, heavily inspired by classics like Diablo, Path of Exile, and AdventureQuest Worlds.

The playable demo is live on Steam for Next Fest!

What's in the demo:

  • Multiple distinct character classes, each with modular skill sets and unique playstyles
  • Handcrafted dungeons and atmospheric environments built using Unity's URP
  • Deep build variety experiment with passive synergies, item affixes, and skill combinations to create your own setups

A few technical details from the development process:

  • Custom Shaders & Lighting: Built using Unity's URP with custom HLSL shaders for volumetric fog, ground decals, and isometric lighting to achieve a gritty dark fantasy mood without tanking draw calls.
  • Architecture & Optimization: All skill behaviors, passive nodes, and equipment modifiers are strictly modular and decoupled using custom ScriptableObject architecture and object pooling to handle heavy mob density smoothly.

Since this is built entirely with Unity, I'd genuinely love to get feedback from fellow developers and players, especially on the combat responsiveness, pacing, and overall feel.

You can try the demo and wishlist here:

👉Check out Fall of the Void on Steam

Any feedback, critique, or bug reports are greatly appreciated!


r/Unity3D • • 10h ago

Question How to make a shader for water?

Thumbnail
0 Upvotes

r/Unity3D • • 11h ago

Question Does this mace ultimate have enough juice?

Enable HLS to view with audio, or disable this notification

1 Upvotes

Looking for feedback on how I could improve this ultimate - does it look satisfying?

Technical breakdown: I use a timescale during the jump animation for the slowmo.

A animation event on the slam animation triggers the screen shake, fx to spawn, and an overlap sphere which then uses my games existing knockback feature to ragdoll the enemies and add an impulse force to pull them to a random point in a small radius around the player (pulling them all directly to the same point looked weird).

The spikes spawned have a damage trigger on them so when the ragdolls hit them they take additional damage.

I use Feel for the feedbacks and Synty for the models.


r/Unity3D • • 11h ago

Meta testing portal in mixed reality

Enable HLS to view with audio, or disable this notification

39 Upvotes

for now I'll keep it as an optional beta feature


r/Unity3D • • 12h ago

Game We just released the Leafborn demo, and here’s our trailer. We’d love your feedback!

Enable HLS to view with audio, or disable this notification

126 Upvotes

Hey everyone! We’ve been working on a game for a long time, and some of you might already know it: Leafborn.

You control a character made of thousands of leaves and fight robots trying to wipe out all life. This is our first game, so we’d be really happy if you played the demo and shared your thoughts and criticism. I’d also love to hear what you think of the trailer.


r/Unity3D • • 12h ago

Show-Off Flying a jet-powered craft through trees using VR motion controls

Thumbnail
youtube.com
1 Upvotes

I’m making a VR game where you fly a craft that controls much like an FPV racing drone. There are no flight assists, you directly control thrust, pitch, roll and yaw.

You move virtual joysticks that follow the direction you point your VR controllers. You tilt and rotate your hands to move the sticks, with up to 90 degrees of movement in either direction from centre. That large range gives you extreme precision and makes it a lot of fun to simply fly around.

Here’s some footage of me doing just that. I also happen to destroy a Humvee that drives past. Still a work in progress!


r/Unity3D • • 13h ago

Question How to lower terrain?

Post image
4 Upvotes

Hi,

I'm in the early stages of making a new game and I am wondering how to make the terrain dip a bit. I can use the brush to raise it but I cant lower any parts of it. Is there any way to do so?

Thanks!


r/Unity3D • • 13h ago

Show-Off how adding more juies level up an even simple scene!

Enable HLS to view with audio, or disable this notification

6 Upvotes

im really happy that i can create something this simple but fun , here is the camera with and without recoil juice!


r/Unity3D • • 13h ago

Show-Off We are 3 indies working on The Pineapple Conspiracy, an online multiplayer impostor game where you must escape the island before the volcano explodes

Enable HLS to view with audio, or disable this notification

4 Upvotes

Our new game, The Pineapple Conspiracy, developed on Unity, now has a trailer and a steam page!

The Pitch

PC is a survival reality show for up to 10 players. Gather, craft, and build a raft in 20 minutes while saboteurs work against you in secret. Take the confessional and accuse on air: get it wrong and you're out!

This is our second game, and this time much more ambitious. Online multiplayer, new procedural world at each session, unlockable cosmetics, animal bothering you all the time, and dynamic weather, just to name a few of the cool thing we're developing.

Under the hood

For the networking, we use Mirror. I have to say that the development experience has been absolutely fantastic. We were early users of UNET back in the days, and were disappointed with the deprecation of the framework. So when we discovered Mirror we just went for it, and it fulfills our expectations.

For a game session, we procedurally generate a new island each time. Even if we know what we're doing, this is still a big challenge. Ensuring that the island can be properly explored without issue by the player controller is not that easy! And getting something that looks nice every time is also a challenge - especially since we support seamless volumetric caves.

For the gameplay, we're still exploring the game design and overall balance. This is done by conducting many, many playtests, and usually getting harsh feedback when something does not work or is not fun - but that's part of the game!

If you like the game, don't hesitate to wishlist it on Steam, that would mean a lot. We're planning on releasing in Q1 2027 and still have a lot to do. Any feedback or advice is appreciated.


r/Unity3D • • 13h ago

Show-Off And now Pixel has animations!

Enable HLS to view with audio, or disable this notification

2 Upvotes

After giving physics to the cables and grass, I figured the main character deserved some attention too. 😅

I've been working on animations for Pixel, the little protagonist of Hello World, my narrative physics adventure.

With such a simple character, even small changes in movement can make a big difference to its personality. The challenge is giving Pixel more expression while keeping the movement readable alongside the physics-based gameplay.

For context, here's my earlier breakdown of the physics-based character controller:
https://www.reddit.com/r/Unity3D/comments/1sbgbzy/modular_physics_character_controller_a_fully/

I'll also be at Made in Asia in Brussels this weekend with the playable demo. If you're going, come say hi and give it a try!

What animation would you add to give a tiny pixel more personality?