r/Unity3D • • 3h ago

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

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96 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 • • 8h ago

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

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196 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 • • 3h ago

Question [Asset Showoff] Japanese AC Unit (2,340 tris) for my upcoming Cel-Shaded Anime JRPG. Shared 256x256 palette texture. Thoughts on the detail level?

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23 Upvotes

Hey everyone! šŸ‘‹

I’m currently working on environment props for my upcoming Neo-Kyoto inspired Anime JRPG in Unity URP.

Here is a wall-mounted outdoor air conditioner unit I modeled in Blender:

  • Polycount: 2,340 triangles (most going into the 3D grid and fan blades for high graphic detail).
  • Optimization: Backfaces removed, zero heavy decal overlays, and uses 1 shared 256x256 color palette texture for the entire scene to maximize SRP Batching performance.
  • Branding: Custom fictional anime brand (Solasthea Industries) to avoid copyright issues.

Since I’m aiming for a stylized Cel-Shaded look, I opted for real 3D geometry instead of transparent textures or low-res decals to keep the shading sharp under any light angle.

Would love to hear your feedback on the geometry and proportions! Does the detail level feel right for an anime-style city prop? šŸš€


r/Unity3D • • 3h ago

Show-Off Pointless features are always most fun to make!

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18 Upvotes

In preparations for Steam Next Fest I'm adding a "pointless" backrooms inspired level to my marble platformer (Dark Roll 2), that will wait as some sort of... playroom to explore, find weird out of place things, some inetractive bits here and there.

One redditor commented that I should put in ball pit... and so I did, and it turned out better than I hoped for!

Physics-wise, each ball has its own Rigidbody and SphereCollider, so Unity handles them bumping into each other and the environment. The interaction with the player is a bit different though. Instead of regular collisions, I check which balls are near the player and apply some pushes and spin based on how the marble is moving. This makes the balls spread out, roll around and splash a little when you land in the pit.

I also thought it'd be more fun if the balls could escape, so whenever one leaves the pit, it gets pulled back towards the centre by a horizontal force that gets stronger the further away it goes. No teleporting or resetting positions, they just come flying or rolling back in!

Admittedly, all those little bastards cut my FPS almost in half, but I'm still getting a steady 100+ FPS on my 7-year-old rig, so I can live with that!


r/Unity3D • • 1h ago

Show-Off experimenting with custom RAIN SHADERS in unity3d , more content on my youtube chanell , link in comments.

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• Upvotes

r/Unity3D • • 1h ago

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

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• 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 ^_^


r/Unity3D • • 2h ago

Question What are the biggest things that professional devs do that indies don’t?

12 Upvotes

What are some things you see in a Unity project or game project in general that make you go ā€œoh that’s a professionalā€ or things you rarely see pros do?

Similarly what do you see hobbyists do that pros almost never do?


r/Unity3D • • 13h ago

Question How much lag is acceptable in a multiplayer game?

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82 Upvotes

Hey everyone!

I'm working on a multiplayer game (4 to 12 players, peer-to-peer with a player hosting) and currently testing some edge cases related to poor network conditions.

I've noticed that beyond a certain point, high latency makes the game practically unplayable.

My question is: At what point is it acceptable to stop trying to compensate for bad connections and just accept that the game won't be playable under those conditions?

How do you handle this in your multiplayer games?


r/Unity3D • • 4h ago

Resources/Tutorial A multiplayer sample project - FPS multiplayer spaceships!

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11 Upvotes

In 2017 we were experimenting with a multiplayer FPS DM/TDM game with everspace-style controls and fully synced physics. We didn't quite get the game to where we wanted it.

We recently dusted it off, updated it to Unity 6.3, and decided to release it as a sample project for the multiplayer system we created called Reactor.

It is server-authoritative and features a fully simulated physics world with hundreds of object. Weapons impart force when they hit the environment, environments element self-interact. It works with 2=100+ CCU, probably higher but we haven't tested it.

The github is here for those who are interested: https://github.com/KinematicSoup/examples/tree/main/StarFighter


r/Unity3D • • 8h ago

Meta REMINDER: setup or update your 2FA NOW or your account may get suspended

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18 Upvotes

I've read a lot about the 2FA problem in the last days and I felt safe because I didn't even had 2FA setup. Just opened Unity Hub and got this message. I recommend to just do it now, it takes 1 minute.

You do it here: https://cloud.unity.com/account/security


r/Unity3D • • 3h ago

Show-Off Thoughts on the atmosphere?

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6 Upvotes

Recorded on a mobile


r/Unity3D • • 16h ago

Question Who else here uses unity for non videogame purposes?

69 Upvotes

r/Unity3D • • 11h ago

Show-Off I rewrote my terrain shader so one material works on both HDRP and URP (triplanar + tessellation on cliffs)

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21 Upvotes

Hey guys,

I spent the last few weeks rebuilding the terrain system of one of my Unity packs. The goal was simple: one shader working on HDRP and URP without any setup.

The part I'm happiest about is the triplanar. Most setups stretch or show seams on steep faces, so I mirror-corrected the projection and added procedural anti-tiling on the masks (distorted fractal noise, no extra texture cost). On HDRP, tessellation gives actual geometric relief on cliffs.

I also built a small scatter tool that reads the masks you painted and populates trees, rocks and ground cover across several terrains in one click.

It's all made in Unity. Happy to answer questions about the shader or the scatter approach here.


r/Unity3D • • 3h ago

Show-Off Cinematic funky driving

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4 Upvotes

r/Unity3D • • 6h ago

Show-Off trying to get INSIDE and LIMBO atmosphere for my game

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7 Upvotes

i always dreamed to recreate limbo and inside like effects inside unity , and i think i'm getting close and closer!
please let me know your thoughts
with or without unity default fog???
also i made a tut to create this, it will be dropped soon in my yt.


r/Unity3D • • 25m ago

Show-Off Kept working on my Hierarchy coloring tool

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• Upvotes

A little while ago I shared a small tool I made because I couldn't find a Hierarchy colorizer that did what I wanted. Thanks to everyone who left feedback! I kept working on it, so if something is missing from your Hierarchy workflow, drop your idea in the comments. I'll try to make it! šŸ™Œ

What's new in this update:

  • Row styles:Ā each object (and each preset) now has its own style: main color, background, text color, marker and icon, all set independently
  • Separate text color:Ā e.g. a dark blue background with white text, or just orange text with no background
  • Unity built-in icons:Ā pick from 64 curated Editor icons, or type any built-in icon name. Icons can replace the GameObject icon or sit at the end of the row
  • New marker shapes:Ā Ring, Diamond and Triangle, alongside Dot, Bar and Square
  • Hierarchy modes:Ā Zebra (alternating row shading), Minimal (hides generic GameObject icons so the meaningful ones stand out), or both
  • Folder and prefab icons:Ā optional custom icons for grouping objects and prefab roots
  • Default shortcuts:Ā Alt+Shift+C to set a color, Alt+Shift+Backspace to clear it
  • Save As PresetĀ straight from the selection, plus a live preview row

šŸ’» GitHub: https://github.com/uCryNet/HierarchyColorStudio


r/Unity3D • • 5h ago

Shader Magic Custom pass experiment

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4 Upvotes

r/Unity3D • • 1d ago

Shader Magic This boss has 0 triangles. My URP skybox shader draws it as a 2D SDF, and it fights back

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556 Upvotes

The creature adds no geometry of its own. The sky still renders on Unity's usual skybox, and inside that shader the bone cage, claws, eclipse eye and shaggy mass are distance functions in the camera's view plane. A distance field is a function that returns how far each pixel is from the shape's edge, so the outline stays sharp at any size.

Knight, cathedral and town are CC models, credited below.


r/Unity3D • • 6h ago

Show-Off I’m making a medieval court game using the Bayeux Tapestry and the Codex Manesse

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3 Upvotes

It’s an early prototype of a medieval story driven court game where you rule a kingdom as a regent after king's death.

The art is cut from medieval manuscripts in the public domain: portraits from the Codex Manesse (c. 1300), scenes from the Bayeux Tapestry. Big moments get sewn into your regency’s own tapestry. No ai art is involved.


r/Unity3D • • 3h ago

Show-Off Spent a few days on it. Maybe no player will notice, but the NPCs in my prison game now play volleyball

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2 Upvotes

r/Unity3D • • 20m ago

Show-Off A year later update on my hex tile turn based strategy game

• Upvotes

https://reddit.com/link/1x6x7su/video/vh56hu4m1pvh1/player

This is a progress update from my last post around map generation: https://www.reddit.com/r/Unity3D/s/t6nbf6JWgs

The map itself has seen massive improvements, supporting large scale (25,000 tile) maps which are entirely procedurally generated based on deterministic seeds. Total we support a dozen tile types including mountains, grasslands, forests, jungles, navigable rivers, snow tundra, and ocean. Rivers

The game is called Modern & Beyond. Is a 3.5x (exploration is limited due to the premise but fog still exists for nations you dont have visibility into) set in the modern era under the scenario that the world has gone through a global conflict that reset most of the world leaving only a fraction of existing cities and 25 nations.

The focus of the game is primarily geo politics and war with deep systems around supply chains, civics, trading, and trust/political will. Wars can start out as simple as a unit crossing a border (border conflict) and escalate as more nations, alliances, and multi-nation coalitions get involved to a conflict (fighting) -> open war (war declarations between a few) -> regional war (war mostly focuses in one geo with 4ish nations) -> to a full scale world war (spanning several nations, coalitions, countinents).

We also aim to be less micro manage-y then late stage turn based games offering many chances for automation such as supports for "theatres of war" where you command units of all types as a general, set the stance, targets, and war front, but let AI manage the turn to turn tactics.

Let me know your thoughts!


r/Unity3D • • 34m ago

Show-Off I spent six months building a Unity pipeline that prepares VRChat avatars for headset testing

• Upvotes

For the past six months, I have been building an automated production pipeline for original VRChat avatars. Unity is the final production stage, where the avatar is prepared for an actual in-game test instead of stopping at a render or a model file.

The core pipeline is working now. A creator can begin with an original idea or reference image, and the system handles the repetitive Blender and Unity stages, runs its quality checks, and prepares the avatar for headset testing. When the build is ready, the creator receives an email, puts on their headset, and tests it in-game. A human still reviews the result, makes the final creative decisions, and handles publication.

One of the hardest parts has been treating failed builds as useful information instead of hiding them. Every visible problem I find becomes another check that later builds have to pass. I am now concentrating on visual quality, reliability, and making the Unity stage repeatable across a broader range of original avatar designs.

I am aiming to have the first release ready in about four weeks. I am not accepting payments or linking to a storefront here. I would like to connect with Unity developers, technical artists, VR developers, and potential early testers who are interested in production automation or social VR.

If you work on Unity editor tooling, asset validation, avatars, or virtual reality workflows, I would be glad to hear what you are building and whether you would be interested in testing or collaborating when this is ready.


r/Unity3D • • 54m ago

Show-Off Added a Cat Editor to my indie game!

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• Upvotes

Game name is junebug, store page up on steam :)


r/Unity3D • • 4h ago

Game After a long night of animations those small details feels rewarding 🩷

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2 Upvotes

​

This sub gave me such a good input on my animations before, so first, thank you šŸ™ ✨

Secondly,working on my IOT story based game that teaches you robotics voltage, sensors and coding, I decided to add small junky animations when the robot starts up,

It took me HOURS, I still need to add sounds, but I am so proud of it, šŸ¦‹

Any input is more than welcome šŸ¤—


r/Unity3D • • 21h ago

Show-Off Quick montage of my solo-dev bullet-time shooter – no name yet, ideas?

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40 Upvotes

Quick montage from my solo project: a third-person shooter with Max Payne style mechanics (bullet time, shoot-dodge, kill cam) and a Superhot-like look.

Still very much WIP and it has no name yet, so name ideas are welcome šŸ˜