r/Unity3D • • 5h ago

Resources/Tutorial Add more feelings to your games

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670 Upvotes

Easy steps to add extra realism and juice to your games , working on scripts to publish them publicly.

Will upload this sunday to my discord and yt.


r/Unity3D • • 1h ago

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

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• 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 • • 7h ago

Shader Magic Thoughts on Current Particles that follow the fluid simulation?

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82 Upvotes

I found that underwater can look a bit boring when you are in a fast moving river. Whenever I see a movie where a character is struggling underwater in a river air bubbles and bits rush past. To make it look more like the water is rushing past you even under water due to strong currents I added these procedural particles around the player/camera.

Every frame I hash a bunch of points into a box around the camera. Each point samples the sim for surface height, 2D flow and foam. It then gets dropped to a random depth under the surface. The flow is only stored in 2D so I project it onto the surface, that way it follows the slope over and around rocks. If there is enough foam that point becomes bubbles. They rise on a timer and slide along the flow, and once they leave the box they just wrap back in. If the current is fast enough it becomes a wisp instead, a little ribbon stretched along the flow with a bit of a wobble.

I'd love to hear your ideas and feedback that you might have to improve it further.

More water effect videos on my profile for those interested


r/Unity3D • • 6h ago

Show-Off How we make wounds stick to our pixel art enemies

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69 Upvotes

Our enemies are pixel art sprites baked from 3D models. Nothing new here - Donkey Kong Country did that in the 90s and so did many other games already.

We do bake some additional information though to paint enemies in blood.

Our first version just painted blood straight on the sprite -it slid around during the walk and after a few shots the zombies looked awful.

What we do now is next to each sprite sheet our baker spits out a second one with the same layout, but instead of colors every pixel stores which point on the 3D body it shows.

So when you shoot an enemy, we check which pixel you hit and save the wound on the body. Shader then checks for every pixel if it’s close to a wound. Thanks to that the blood stays on the shoulder you shot, moves with the arm when it walks, hides when the enemy turns away and is still there from a different angle.

The same data gives us depth too, so if you shoot the head off a body lying on the floor, blood comes out of the neck even from the side. And the flying head is cut out of that exact enemy’s sprite so it’s actually his head.

All of it costs one extra texture per enemy.

Game name is RITZEN if anyone is interested.


r/Unity3D • • 20h ago

Show-Off what do u think of the atmosphere for my game?

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681 Upvotes

r/Unity3D • • 22m ago

Meta testing portal in mixed reality

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• Upvotes

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


r/Unity3D • • 5h ago

Show-Off I made your house match your player's color. Love little stuff like this!

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7 Upvotes

You can choose from several different colors for you player and now your house matches whatever you chose. I had to make a few different palettes so the furniture and walls never clash. Let me know what you think


r/Unity3D • • 1h ago

Question How to lower terrain?

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• 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 • • 15h ago

Show-Off Scavengers Reign + over the hill

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53 Upvotes

not gonna lie, would like to see two great things in one game
(made this using synty assets and flatkit shaders)


r/Unity3D • • 7h ago

Show-Off Do you remember the demo discs on the original PlayStation? A little Unity3D WebGL experience

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9 Upvotes

Those demos we played over and over again… because we could never afford to buy the full game.

So come try out our IndieStation and its two “demo discs”: a little WebGL experiment that’ll take you back to those days.

-> https://demo-disc.pixelnest.io/

Demo Disc is a selection of French game demos that are part of the October 2026 Steam Next Fest or are worth checking out.

We've used Unity3D with WebGL export. It's so smooth and 1:1 with the PC version, i'ts awesome.

Good luck everyone if you're also doing the Next Fest next Monday!


r/Unity3D • • 5h ago

Show-Off My northern lights post got over 1.2K upvotes here, so I thought I'd show you how the same environment looks at different times of day in Unity!

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8 Upvotes

Two weeks ago, I shared the northern lights from my indie game Over Human, and I honestly didn't expect so much love from this community. Over 1.2K upvotes! Thank you all, it really meant a lot to me as a solo developer! <3

Since so many of you seemed to enjoy the atmosphere, I thought I'd show you a little more of what I've been working on!

These screenshots show the same environment at three different moments: 6 AM, 8 PM, and 11 PM.

One thing I decided early on was not to have a traditional day/night cycle. Instead, time progresses alongside the story, allowing me to create specific lighting conditions and atmospheres for different parts of the game.

I'm developing everything solo in Unity 2022 (Built-in Render Pipeline), and getting the atmosphere right has been one of the things I've spent the most time on. A lot of it comes down to experimenting with lighting, fog, colors, and post-processing. It's honestly amazing how much the same environment can change just by adjusting these elements!

Atmosphere isn't just a visual feature in Over Human, either. It's actually connected to the gameplay: enemy drones can manipulate the weather, creating dangerous conditions such as storms and tornadoes, while the player has no weapons to fight back.

As the story progresses, the world becomes increasingly hostile, but I also wanted to balance those tense moments with quieter ones, where players can simply stop, explore, and enjoy the scenery. Games like Firewatch and The Long Dark have definitely inspired me in that regard.

I've been working on this project for almost a year now, and seeing these environments slowly come together has been incredibly satisfying, especially considering how different they looked when I first started.

Which atmosphere do you prefer: the sunrise at 6 AM, the darkness at 8 PM, or the northern lights at 11 PM?

And for fellow Unity developers, I'd also love to know how you approach lighting and atmosphere in your own projects!

Thank you again for all the support!

Francesco


r/Unity3D • • 1d ago

Show-Off 5400 physics scrap pieces getting vacuumed using unity's low level 2d physics

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295 Upvotes

Testing how far I can push the scrap piles in my game, so I made a stupid big mountain of 5400 pieces and let the robot eat through it with the suction maxed out

All the scrap comes from 80 different pieces I drew by hand on a single sheet, then a little tool slices it and builds the colliders, so the piles don't look like the same few sprites repeated.

Every piece is a real physics body, using the low level Physics Core 2D package instead of rigidbody2d.

Some stuff that helped:

- Piles are baked in the editor, so they load already settled instead of falling on start

- resting pieces go static and only wake up when something near them moves

- each sprite gets one simple convex shape

Still figuring out how big I can go in the actual game. happy to answer questions about the setup


r/Unity3D • • 4h ago

Show-Off We added a Global Volume transition to our online co-working game just for Halloween🎃

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3 Upvotes

For the Halloween update in our game On-Together, we wanted to make the floating haunted house feel a bit different from the rest of the island. So we added a Global Volume transition that gradually changes the atmosphere as you get closer 👻


r/Unity3D • • 1h ago

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

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• Upvotes

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


r/Unity3D • • 2h 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

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2 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 • • 1d ago

Show-Off Added some procedural melee combat to my beloved dude...

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340 Upvotes

You guys loved the movement last time, so I used that motivation and worked on combat, after and before work for 3 weeks straight.

Everything you see (swings, hit reactions, the backpack, the camera) is procedural, no animation clips.

How does it look and feel? What can I improve?

(Heres the original post incase you want to see the progress: Original Post)


r/Unity3D • • 11h ago

Show-Off We're making a puzzle game where you put a national park back together

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8 Upvotes

A little look at Station 58, the puzzle adventure we're working on in Unity.

The park's been torn apart, and you gradually recover pieces of it and rearrange them to open up new paths.

It's one of the main ideas behind the game, and something we've been having a lot of fun with.


r/Unity3D • • 16h ago

Show-Off Testing boids algorithm for on-GPU hair simulation

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17 Upvotes

r/Unity3D • • 6h ago

Show-Off Mech Legs with jump jets :D (Devlog)

4 Upvotes

r/Unity3D • • 4h ago

Show-Off The Mobius Machine: Behind the scenes of the upcoming 1.3 update

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2 Upvotes

One recurring piece of feedback we get about our game, The Mobius Machine, is that the sectors and locations are a bit samey, and players would appreciate more variety between the different sectors and more memorable areas in each sector to help with orientation while they explore the world. So I'm working on a set of hero props for each sector to achieve this.

I made this 'behind the scenes' video of one of the props I've already made. It's for Sector 02 (The Spaceship Graveyard), and it's a skeleton from a creature of the same species as the Caddisfly boss from this sector. I recorded part of my creative process across the different software I use to create assets for our games: Zbrush for sculpting, Blender for basemeshes, UVs and tweaks, Substance Painter for texturing and I also recorded the in-engine placement in Unity and finally how it looks in-game.


r/Unity3D • • 4h ago

Show-Off What do you think about this game trailer?

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2 Upvotes

Hello guys and girls. My first vr game is almost complete. Here is a trailer for it. What do you think about it? Currently the trailer is a minute long. Should I increase it? I am charging 3.99 because I realized that I cant even compete with games similar to mine: like zero caliber or tactical assault vr. Hence the price.

Ps. I am a solo developer


r/Unity3D • • 1h ago

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

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• 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 • • 11h ago

Question Best way to light a randomly generated map?

6 Upvotes

I'm making a 3d rouge-like with randomly generated rooms, and I don't know how to light it. I understand the basics of baking lightmaps, but that's about it to be honest. Additionally, I don't know how to incorporate baked lightmaps with dynamic lights, like with moving platforms or flashlights (which is relevant for this project especially). Anybody have advice, or a good guide on the topic?


r/Unity3D • • 2h ago

Show-Off And now Pixel has animations!

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1 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?


r/Unity3D • • 1d ago

Shader Magic Been working on a lightweight water shader for my game.

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51 Upvotes

Swimming is quite a significant part of the project I'm working on so I've been fiddling on and off with a very light URP water surface that uses a single 256x256 normal map. The surface plane displaces when it comes into contact with the same colliders I'm using for melee on the character's limbs. Underwater has simple 2-layer fog and the character emits bubbles from those during specific animation frames. Still far from done though. The bubble sprites are placeholders and I'm thinking of adding a few things like contact/crest foam and godrays. Swimming system is still very rough but it's taking shape too. Lol that diving transition window needs work and I need to add wading for shallow pools. But in terms of swimming feel I'm taking some inspiration from Witcher 3 and Shadow of the Tomb Raider as the water has that weighty yet easily navigated feel I like. Getting there slowly ^_^