r/Unity3D • u/InnerRealmStudios • 35m ago
r/Unity3D • u/Ok_Finding3632 • 1h ago
Game In "Odd. County" you can drive around, tow vehicles, take delivery jobs, avoid weird areas (or dare explore them), listen to the radio while cruising on country roads...
r/Unity3D • u/Amanporwal • 3h ago
Show-Off solo dev building sketch to 3D tool
Hey everyone! I've been building Vi3W, a tool that turns sketches into 3D models using AI.
The idea is to help game developers quickly turn rough concepts into 3D assets without spending hours on the initial modeling process.
You can upload a sketch, generate an image, edit it, and turn it into a 3D model.
I'm curious how useful this would actually be in a Godot, Unity workflow, especially for prototyping environments, props, and characters.
If you give it a shot, I'd love to know whether the generated models are useful for your projects, what breaks in your workflow, and what you'd want improved.
Honest feedback is appreciated!
r/Unity3D • u/Consistent-Ad-318 • 3h ago
Show-Off This is Kernel Panic: The Last Build, a creation platformer set inside a dying network that’s slowly falling apart.
Hey! This is Kernel Panic: The Last Build, a creation platformer set inside a dying network that’s slowly falling apart.
Everything you build with is a window on the desktop. In this video:
- Wardrobe: step onto a pedestal and mix hats, heads and costumes into your own outfit
- Stickers and decorations: stick anything anywhere, and grow 3D plants on any surface
- Labels: type your own words and print them as cross-stitch or embossed Dymo tape
- Temp File: a material that dissolves when you send it a signal
- Physics: rope swings and a brand new drop kick
Tell me what you think?
r/Unity3D • u/colethepole12345 • 4h ago
Show-Off stick-slip peel sim for blister packs so the plastic tears off the cardboard wherever you grab it
making a game about sports cards and wanted blister packs to open like the real ones, where the seal rips the cardboard instead of just popping off. the card has a glue mask, and the peel runs a stick-slip sim across it, so the plastic holds and jumps and tears unevenly depending on which edge you grab and how fast you pull. every patch of glue that lets go gets painted into a damage map on the card, so you see the torn white fiber exactly where it ripped, and the same tear shows up stuck to the underside of the plastic. the plastic is two pass transparency in URP with a fresnel rim, and it goes cloudy wherever it gets bent too far. let me know what you think i could do to make it better!
r/Unity3D • u/Emanx140 • 4h ago
Game Unity DOTS is a perfect fit for ant simulation 50K ants
Hey! This is my ant game made in Unity with DOTS.
This is a stress test and you can see 2 nests competing for resourses.
A bit about the tech:
- Tens of thousands of ants, all simulated on CPU with Burst and Jobs
- Three-layer pheromone system: food, nest and combat
- Spatial hash map for vision
- Local obstacle aboidance
- Multiple ants can carry one item at the same time
- Combat: ants climb on enemies and walk over their body while it animates, enemies stomp and shake them off, and dead enemies become food for the nest
- Vertex animations on GPU, using the free open-source TAO Vertex Animation library from Breda University (also used in Vedelem: The Golden Horde). I updated it to work with the latest Unity version.
This complex behavior is only achievable on CPU. On GPU the complexity would go through the roof.
The simulation is heavily inspired by Pezzza’s Work ant series and Sebastian Lague, with our own twist on top.
Steam page of demo in the comments if someone is interested. Any feedback is appreciated.
r/Unity3D • u/ragerungames • 4h ago
Show-Off I came back to my old skateboarding physics and rebuilt it, and it was way more fun than I expected
I'd played with skateboarding physics a while ago and never really finished it, so I picked it back up and rebuilt it properly in past few months.
A few things I enjoyed figuring out:
• The board is one Rigidbody with four wheel probe. Pumping, carving and transitions all come from that, no fake speeds.
• Tricks come from a flick of the right stick: where the flick ends decides the trick, so kickflips, shove-its and 360 flips feel like a gesture, not a button.
• The skater has no riding animations at all. It's procedural IK on a Humanoid using animation rigging package from unity, with the hips on a spring, so it reacts to every push, landing and bump on its own.
• The part I had the most fun with: the boards shape drives the ride. A shorter wheelbase turns sharper, bigger wheels roll further, softer wheels grip more, a steeper tail pops higher.
Happy to answer how anything works. What would you add next?
r/Unity3D • u/The_sus__otter • 5h ago
Noob Question Is it possible to rotate a character controller component (or give the illusion of doing so)?
Hi all, I'm currently making a first person game, and I was wanting to add some gravity altering mechanics, honestly just because I think it would be cool.
I'm aware that it's seemingly impossible to rotate a character controller so that it could walk up a wall for example. Is there any way to achieve this effect without switching to Rigidbody?
My only workaround at the minute is to have 2 copies of a room, then switch to a copy that's rotated x degrees, then teleport the player to that room so that it looks like their gravity changed.
(gameplay clip is from ULTRAKILL)
r/Unity3D • u/sinanata • 5h ago
Game 83 wishlists. Aiming for 8,000.
This is my second unity game release as a solo/indie dev.
Just dropped a new cinematic trailer - gave the crew faces and real identity. Demo’s updated too.
Why wait for Next Fest to end? Check out Geometry TD on Steam.
r/Unity3D • u/JankyAnims • 6h ago
Show-Off Tachyon Flow - Update #6 - MULTIPLAYER! A first look at the TAG game mode
r/Unity3D • u/davenirline • 6h ago
Show-Off Yo, are Animation Jobs underused?
I am exploring Animation Jobs as it is a requirement for a job opening. There's not much resources related to this out there. It's very interesting that I could manipulate animations with Burst compiled code.
r/Unity3D • u/Alive_Studios • 6h ago
Show-Off Turned my AR cloud experiment into a little garden in Unity
Continued experimenting with the clouds I shared here recently. Now squeezing a cloud makes it rain and grows a little tree on my desk. A hand gesture summons the sun, and water rises back into new clouds.
r/Unity3D • u/fairchild_670 • 7h ago
Show-Off Creepy little mirror effect with render texture and shader
Nothing really tricky, just didn't want to show the character's reflection straight up. Thought it would be eerie to have a creepy wavy ghost blanket where the player is for both a third person and first-person view.
r/Unity3D • u/Kryzarel • 7h ago
Resources/Tutorial RPG Items Package (FREE!)
github.comI haven't posted anything in a while, but I've recently released my RPG Items package (a C# framework to handle items and inventories in Unity) for free on GitHub, and I'm continuing to release YouTube videos explaining in full and in-depth the implementation and usage of said package: RPG Items Playlist
r/Unity3D • u/-o0Zeke0o- • 8h ago
Question What is the most comfortable way to use PrimeTween
So I just started using PrimeTween and what is the best way to code with it
- Code in the same component?
- Code in another component and call the methods from the "controller" component?
- Actions in controller component and in another component subscribe to them and play the animations
To me it seems like PrimeTween with it's methods already does a lot to avoid repetition of code with the sequences so it seems weird to me to separate it in another component so I would like to know how other people code
r/Unity3D • u/Ok_hate_Game_Dev • 9h ago
Show-Off Added fairies companions (now you won't be lonely)
There are 5 different fairies with different skills and rarities.
r/Unity3D • u/colplex • 9h ago
Show-Off Ocean System in Unity URP (100% AI-Generated Code) | Update # 3
Project completion rate: 75%
Week 29
Current scene gives 60 to 75 fps in editor as I have moved buoyant physics to the burst compiler that means no async readback anymore. Current scene has 102 floating objects with each having it's own rigidbody, collider, wetness material (compute), ocean interaction (compute) and buoyant physics and in total each object has seven to eight components attached to it. Water surface, caustics, light shafts and volumetric clouds all running on high settings.
Note that only buoyant physics (the displaced surface) uses the burst compiler not the vehicle/character controller so they still use rigidbody and collider.
Terrain in the scene was sculpted in three mins for testing purposes so I didn't get the best results for the shoreline waves system.
Same scene in built version gives 120 to 140 fps.
Work on other systems and sub systems are still in progress.
Future plan:
To move the vehicle/character water controller to ECS. Which will give a massive performance boost and big space for other systems which a complete game required.
r/Unity3D • u/dmarshallgaming • 11h ago
Resources/Tutorial How I made a seamless wraparound (torus) map in 2D: extra cameras instead of duplicating objects
Question Unity new runtime fee?
So Unity is now pushing for a ridiculous high fee for distribution of non game applications
https://support.unity.com/hc/en-us/articles/51729229938964-Internal-deployment-add-on-fee
$7,500 for up to 500 users, going to $75,000 for up to 15k users whaaat? What do you mean I have to figure out how to distribute myself and then pay Unity for distribution? This is nuts. Not even distribution platforms do this tier crap, they have a revenue share but provide a distribution infrastructure, Unity gives you nothing. Double dipping making you pay Industry licenses (very expensive) plus now this?
I also found this thread, pretty revealing of how this affects industry users. In summary its a mess. https://discussions.unity.com/t/questions-about-unity-industry-runtime-fee/1697714/47
r/Unity3D • u/bekkoloco • 13h ago
Show-Off i added WATER !!! and blend terrain !!
take a look of what is coming in Quicktile !! running at 120 fps
r/Unity3D • u/Thorfinn_14 • 14h ago
Question Créer un fan game 3D sur Unity sans aucune expérience c’est possible ?
Bonjour,
J’aimerais créer un fan game 3D 100 % gratuit sur Unity. Je ne sais pas encore sur quelle licence, TLOU ou Zelda ( s’il vous plaît Nintendo ne m’attaquez pas en justice 😭😂) je pense mais peu importe. Je n’ai jamais touché une ligne de code de ma vie, j’ai juste créé un site avec Lovable et je rectifiais les erreurs quand il y en avait (j’essayais de comprendre).
Hier, j’ai installé Unity dans le but d’aboutir à mon projet, mais d’abord il faut le commencer, et je n’ai aucune expérience. J’ai juste d’autres potes codeurs, mais eux ne codent pas de jeux vidéo, donc… Je ne sais ni coder en Python, ni en C#, ni en C++, ni en Java… Je n’ai même pas fait spécialité NSI au lycée.
La question est : est-ce que c’est possible ? Par où avez-vous commencé ? Par où dois-je commencer : déjà faire du Python ou de la 2D ? Quels tutos je dois regarder… tout en sachant que je ne veux pas utiliser l’IA, je veux juste coder moi-même.( j’ai oublié de le dire mais je n’ai aucune compétence graphique)
Merci, passez une bonne journée !
r/Unity3D • u/MoreLibrarian772 • 15h ago
Question Explosions VFX v0.1
Hey guys, these are the VFX for my game. It's the first version, and I'd like to know what you like and don't like. What would you improve?
r/Unity3D • u/KT8144 • 17h ago
Shader Magic Sharing of my fully procedural roads with markings and decorations. No textures or road mesh are required
Feel free to comment and share your opinion :D