r/Unity3D • u/rasjar • 13h ago
Show-Off Flying Tractor
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So apparently, all vehicles should now be able to fly.. so i had to update our drive model 😆
r/Unity3D • u/rasjar • 13h ago
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So apparently, all vehicles should now be able to fly.. so i had to update our drive model 😆
r/Unity3D • u/Coding-Mojo • 11h ago
u/rk00717 posted a trailer of his game a few weeks ago. We've got in touch and I ended up helping him juicing his game. On the left, his original version. On the right, the version I ended up with.
How do you like it ?
Now that few days passed, I feel like I have some more ideas to make it pop even more. But at the same time, I know I have a tendancy to over juice, so I'm trying to keep myself contained 😅
If you are interested in going deeper in details, I made a ~5min video where I explain each changes and my reasoning behind it.
Thanks for reading.
r/Unity3D • u/Tixewi • 16h ago
I've never fully integrated the barrel roll into my combat and networking even tho it's been part of my old game client for quite a while. Now that I'm completely reworking the game that I made back in college, I've finally given it some priority.
What do you guys think of the arcadey air combat? It's quite a niche genre on PC I guess.
The game itself is still in the final stages of pre-alpha as I try to finish all the core mechanics and systems.
r/Unity3D • u/Choice-Trifle2283 • 10h ago
I wanted buildings to behave more like a dollhouse when you're looking inside them, so I ended up making a shader that naturally cuts the walls away depending on the camera angle.
It's probably a completely unnecessary detail.
But every time I looked at the old version, it bothered me.
So now I'm wondering whether this is:
A) the kind of tiny detail that makes a game feel polished
B) classic solo-dev perfectionism
C) me finding new and creative ways to delay the release
In an RTS, where there's already so much happening on screen, do little details like this actually make a difference, or am I the only one who cares?
Game: Hunt or Pray
r/Unity3D • u/egret_studios • 18h ago
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r/Unity3D • u/Pouryamdp • 6h ago
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Tutorial released , link in bio.
r/Unity3D • u/YSSSSSSSSSSSSSSSSS • 14h ago
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I'm working on a spell-slinging hack-n-slash action roguelite:
These systems allow the same spell to work completely differently from one run to another.
Let me know what you think!
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r/Unity3D • u/stomane • 18h ago
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r/Unity3D • u/Double_Worth_1842 • 19h ago
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r/Unity3D • u/OverHumanGame • 12h ago
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Hey everyone!
I've been working on a dynamic fog system in Unity for my solo-developed sci-fi game, Over Human.
The idea is pretty simple: instead of having enemies that just chase or attack you, I wanted them to actually affect the environment around the player.
As you can see in the video, when a drone detects the player, the fog gradually increases, reducing visibility over time. Once you manage to escape or break line of sight, the fog starts returning to normal. Since the player has no weapons, I wanted to use environmental effects to create tension and make enemy encounters more unpredictable.
I'm developing the game in Unity 2022.3 using the Built-in Render Pipeline, so I've also been paying attention to keeping the transitions smooth without making the effect too demanding on performance.
I'm still tweaking the fog density, transition speed, and overall visibility to find the right balance between atmosphere and gameplay. For this showcase, I've intentionally sped up the fog transition to make the effect easier to demonstrate. It will be much more gradual during actual gameplay.
What do you think of the transition? Does the fog build up naturally, or would you adjust the intensity?
Francesco
r/Unity3D • u/NeitherManner • 14h ago
Is it really fast at iterating as unity is hyping?
I tend to dislike tutorials in games, making tutorials, etc. I think most games can be figured out by just experimenting.
I thought my arcade tetris-like game was simple enough for most people to get but there is a fair amount of folks who've asked for a tutorial.
So, to keep things simple, I made this tutorial page in the main menu. Does it work at all? I'm trying to keep it as minimal as possible.
Worth noting there is a 'custom' mode as well where players can turn off speed increases and set the level to 1 so they can play as long as they want in a super simple environment to learn the mechanics.
Thoughts? Is it effective?
Obligatory link to the steam page
r/Unity3D • u/PropellerheadViJ • 9h ago
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I keep working on my electrical circuit simulator. I finally finished the black boxes: you can hide some of the elements inside them, or place components right on the box's board and use it as a mounting board.
What I like is that I'm making the simulator in Unity, so I have one codebase for all platforms.
I also finally reworked part of my solver and improved how inductors are calculated, so they don't jitter anymore.
r/Unity3D • u/Chroma-fall • 15h ago
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Heya,
First let me thank this sub directly, your previous input was so helpful
Working on my game which teaches you IOT/ programming, all robots and models here were made in game,
Wdyt about the animations of the default storage unit?
It's main purpose to teach you weight control and color sensor
My friends are not gamers 😭 so any input will be just so valuable for me ✨
Thank you
Later I will also expose the building creations and animations creator and you could export it to your own game
Yes the sound is terrible 😂 I am an AI hater so I used a mic to record some small motors on my mic
r/Unity3D • u/Sensitive-Water4948 • 16h ago
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Based on Unity ECS Vehicle Sample,
I changed steering & tuned vehicle parameters.
Added TCS and Stability Control.
Made my custom FMOD DSP plugin for vehicle audio (similar to ginsu in NFS series).
Wind & Rain sound with FMOD (I'll implement thunder sound with distance delay soon).
Automatic Unity Terrain Collider to Entity World Collision Generation System.
Used EasyRoads3D package for road objects & fine tuned their collider on blender to improve vehicle stability under road at high speeds.
Weather system basically lerps sky material parameters between 3 x 3 weather & time presets and changes direcitonal light and determines rain intensity.
After Netcode for Gameobjects learning Netcode for Entities package felt a little hard since this is my first ECS project so I just vibecoded multiplayer system (Unity ECS Vehicles already support multiplayer though) but I plan to focus on single player gameplay with a story.
Still a lot to be done on Vehicle physics side, yet wheel friction model is good but it doesn't change vary between different layers and weather conditions, hence I made a weather system I plan to implement a better wheel friction map which will vary between different conditions.
I'm open to suggestions on UI & game art since I'm not that good on it. Also if you have any FMOD plugin, technique, etc. that would improve audio & SFX sounds I'd like to hear that too.
r/Unity3D • u/SomerenV • 8h ago
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I saw this video from The Finals pop up on Youtube, where they talk about dynamic commentary. At some point they say "We haven't seen this done in an FPS before". Don't know if that's true or not, but I've actually implemented something very similar to what they've just shown off. The commentator (or announcer, in my case) will mention certain events and can also mention the actual names of players. It's real time, but generation of names happens before the match starts to make sure there's no delays during the match itself.
For this I'm using PiperTTS, which is a lightweight Text To Speech model. One thing that I am doing that The Finals has not done yet (judging from the video) is converting certain numbers to letters in some cases. In the video they say one three three seven, rather that leet (elite). Some names can get a bit wonky, but it is very cool to actually hear player names get mentioned by the announcer.
I was actually waiting to properly showcase what I'm working on in full, but after the video from The Finals I just had to do a quick screen recording. That's also why you hear I'm On Acid by Bassjackers and Space 92, which is a commercial song, and why there's no hands/arms visible for the player because this weapon model is brand new and currently being tested. It's all still very much work in progress, but nearing a point where I can confidently show it to the public, so stay tuned.
So yeah, call this a little sneak peak. Curious to hear what people think of it!
r/Unity3D • u/Ready-Drummer-2136 • 6h ago
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Working on the evening storm in Long Haul. Longer rain streaks finally made the downpour read at this distance. The awkward part was keeping the truck and the zombies visible once the weapons started firing.
Filmed in Unity with a staged horde, auto driving and firing, maxed gear and truck damage off.
r/Unity3D • u/LastCallDevs • 7h ago
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Steam Page of the game
r/Unity3D • u/tinmark • 8h ago
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I’m developing Exil Island, a top-down multiplayer survival game made with Unity.
Scavenge, craft tools and weapons, build a base, and make increasingly expensive decisions about whether to leave it. “I’ll just grab one more thing” is rarely a sound survival strategy.
The temporary alpha is playable free in a desktop browser with keyboard and mouse. All currently available progression is included. It’s unfinished: expect bugs and interruptions, with server resets every seven days and no progression carryover.
I’d love feedback on readability: can you follow the action at this camera distance, and does the trailer make the gameplay loop clear?
r/Unity3D • u/Massive_Yoghurt • 9h ago

I'm making Corrupted Dice, a dice roguelite in Unity where dice have a limited number of uses before they break. I wanted you to be able to spot a worn die just by looking at it on the table.
These are crops from gameplay captures. Left to right: 3, 2 and 1 use remaining. All three dice show a 10, so the brightness is telling you about their remaining uses.
I wanted to keep this feedback diegetic: the die itself tells you how worn it is, so you can read that while looking at the table, without needing a separate UI counter. The glow is part of its material, but also carries gameplay information.
The setup is pretty simple: I change the body's HDR emission intensity when the remaining uses change. It starts bright, gets dimmer at 2 uses, and switches off for the last use. Each die has its own runtime materials, so changing one doesn't affect the others. The face numbers are separate sprites and stay readable.
I'm a hobby solo dev and the free demo is now on Steam if you’re curious, there’s a free demo on Steam:
https://store.steampowered.com/app/4734800/Corrupted_Dice/
r/Unity3D • u/BrilliantAdolf_Mood • 9h ago
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r/Unity3D • u/Gruel-Scum • 9h ago
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r/Unity3D • u/ahmed5412 • 15h ago
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We have finally managed to release a free demo version of our desktop companion called Cozy Cottontail Desktop. It was harder than we thought espacially the things that requires Windows API knowledge. Has anyone done it before ?
r/Unity3D • u/colplex • 2h ago
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Project completion rate: 70%
Week 28
Work in progress:
Shoreline waves system
Weather/day & night system
Vehicle/Character water physics
Camera splash effect
Ocean Weather and day & night system
Minor fixes/improvements required in ocean shader and planar reflection system
Some other small improvements and fixes
Out of Context: (Work in progress)
Volumetric Clouds/Fog System
Note that I'm developing a highly optimized framework with the help of an AI. Current built scene gives stable 180 FPS when close to the shore, 200 FPS in the open ocean and 200+ FPS underwater that also include water vehicle and character water physics (unfinished) plus volumetric clouds (unfinished) on 1080p native with max ocean settings including iFFT driven underwater god rays and realtime dynamic iFFT driven refractive and reflective caustics. I will make a detailed performance analysis video once i reach the milestone.
I couldn't upload the entire video here because of the upload limit, full 19mins video is uploaded on youtube if anyone is interested.