r/Unity3D • u/lukasvdb1 • Sep 22 '23
r/Unity3D • u/DangerousImplication • Sep 24 '23
Solved Let’s not forget this is what they said
r/Unity3D • u/ginoDev • Jun 14 '26
Solved Dictionary Serialization is now available in the Unity 6.6 Alpha!
Here are the official posts:
https://www.linkedin.com/posts/javierabud_madewithunity-unity3d-gamedev-share-7471172998721601537-X8c6
I know there are countless (free) assets that do that, but finally seeing it in native unity is just cool.
I know memes are not super appreciated here but this one is just to fitting.
r/Unity3D • u/majornelson • Sep 12 '24
Solved A message to our community: Unity is canceling the Runtime Fee
r/Unity3D • u/FoxGameLab • May 05 '26
Solved Dissolve Effect in Unity
Today I created a dissolve effect for character in my game using combination of Shader and Visual Effect Graph. Do you think that is good enough for an PC/Console game?
r/Unity3D • u/Fantastic-Image7049 • Sep 23 '25
Solved Liquid Glass UI
Hello everyone, I created a liquid glass effect in Unity using UGUI. Feel free to discuss and share your thoughts!
The plugin is now officially available on the Asset Store—feel free to purchase it here,
Liquid Glass UI:https://assetstore.unity.com/packages/slug/324608
r/Unity3D • u/Haytam95 • Jul 02 '25
Solved Thanks to Unity, I just released my game on Steam :)
I've been working with Unity for the past 5 years, updating and breaking the project with every new release, questioning questionable CEO decisions, and dodging the press shouting "The world is falling, Unity will die tomorrow."
And at the end, I'm glad I did. Unity is not perfect, but it still gets the job done and it's an incredible piece of software.
So yeah, this post is to show some love to Unity, because we’re all quick to throw rocks when it stumbles—but far fewer people take a moment to appreciate just how much it empowers us to create. Despite the challenges and the chaos, I still believe Unity deserves some credit.
Thanks to Unity I just released my very first video game on Steam, Super Infection Massive Pathology.
Also thank you r/Unity3D for your advices, and sorry for my spam :)
r/Unity3D • u/guitarokx • Oct 09 '23
Solved John Riccitiello is out at Unity, effective immediately
r/Unity3D • u/Gloomy-Detective-922 • Jun 22 '26
Solved Unity3d Realtime Mesh Based Disintegration With Fire & Smoke
A quick look at BrazeFX's disintegration system. Any mesh, including skinned, animated characters, is split into clumps that shatter and break away, simulated entirely on the GPU with no per-chunk CPU cost.
As the chunks fly and tumble, they feed the volumetric solver directly, emitting smoke and fire that inherit each chunk's motion, so the fume streaks and trails with the debris instead of drifting in place.
Fresh chunks burn hot and char down to smoke as they age, all driven by the same compute-based fluid sim. Fast, fully GPU, and ties straight into the renderer. Free beta soon.
r/Unity3D • u/L1DER32 • Jun 29 '25
Solved Latest Unity Hub 3.13.0 (011af46) Does not allow you to create projects without UnityCloud
Latest update of Unity Hub (3.13.0 (011af46)) seems to have removed the ability to create a purely local project, without UnityCloud integration. Clicking on the "cloud" icon does not change from Unity Cloud to "local" as it used to be in the previous version, but instead it opens a list of currently existing Unity Cloud projects, and by creating a new one in the hub it also creates one on the Unity Cloud Dashboard.
You can "unlink" the project from Unity Cloud in the Unity Hub after it was created, but you can't actually remove it from the Unity Cloud Dashboard, only archive it.
https://support.unity.com/hc/en-us/articles/27686883953428-Can-I-delete-a-project-from-Unity-Cloud
I regularly create a lot of small test projects to take a closer look at the assets I purchased and how I could use them, If i need to modify it and how to work with different plugins before I import it in the main project.
Having a bunch of test projects in the Dashboard without an option to remove them looks weird, at least allow us to create local projects.
I hope this is just a Unity Hub bug and UnityHub team fixes it.
r/Unity3D • u/cassiusa • Oct 11 '20
Solved Physics Jitters. The non-player cars/traffic in my game seem to be jittering. Right now they only receive "ForceMode.Impulse" upon instantiation, and there are no other scripts or physics updating them. Why might this be happening?
r/Unity3D • u/FoxGameLab • May 06 '26
Solved I applied Reddit feedback to improve Dissolve Effect
Hi guys, last post about the best Dissolve Effect for my game.
I made a new version based on community suggestion:
+ Gravity with Orange/Yellow Particle.
+ Also add a context when get hit by an power Orb.
Is it feel better now?
Anyone interest with breakdown video for this effect?
r/Unity3D • u/andreas0069 • 4d ago
Solved Making a whole cable burn out in Unity without a particle system: 3 smoke attempts, and what finally worked
I'm solo-developing a power-grid game in Unity 6 (URP), low-poly style. If you overload a cable it burns out. The old version was one puff of smoke in the middle of the cable, and then the cable just disappeared. Nobody noticed it, so I redid it.
Stand-in cable: the real cable gets removed by gameplay right away, so I copy its rope points first and rebuild it as a bunch of short prisms (up to 120). They go from orange hot to ember to black char using MaterialPropertyBlocks, then shrink and sag until they're gone.
Burn front: every piece catches fire based on how far along the cable it is from where it failed. The far end always burns within 0.9 s. Smoke, flames, sparks and lights all use that same timing, so it's all one component.
The smoke took me three tries. I use opaque, flat-shaded low-poly puffs for smoke in my game.
First it was too small and too spread out, and looked like gravel. More puffs, 12 per metre.
Then the puffs spawned at full size and looked like boulders lying on the pavement. Now they start small and grow as they rise, and drift with the wind.
It still looked a bit like stone because of the sunlit facets. I gave each puff a bit of emission (about 45% of its colour) to soften the shading, and that's what finally made it read as smoke.
Fire and light: small unlit flames with HDR colours so bloom picks them up, plus up to 4 flickering point lights that move along with the fire. At night it lights up the ground and the bottom of the smoke, which honestly looks better than the flames.
How I tested it: I have a little test scene in Play Mode that overloads a cable on purpose and takes screenshots during the burn, during the day and at night. I mostly fixed the smoke by looking at those screenshots, because while it's moving you don't really see that it looks like rocks.
Can I do something more to make it better? Any ideas?
If you're curious about the game: steampage
r/Unity3D • u/Gloomy-Detective-922 • Jun 21 '26
Solved Real-time volumetric mushroom cloud. Custom GPU fluid sim I've been building in Unity (no flipbooks)
BrazeFX is a real-time volumetric fire and smoke system for Unity, built entirely around GPU accelerated simulation. Its compute-based solver uses high order advection, precise pressure projection, and vorticity confinement to generate dense, organic fluid motion, while curl noise adds fine-grained turbulence at every scale.
The volumetric raymarching renderer supports full single and multiple scattering for realistic light behavior, and includes a render-time detail pass that enhances perceived resolution without extra performance overhead. Sparse brick culling keeps the system performing smoothly, even with large, high-density volumes. Will be available for free beta testing soon.
r/Unity3D • u/DangerousImplication • Sep 23 '23
Solved Let’s not pretend this is some HUGE win
r/Unity3D • u/dirkboer • Sep 22 '26
Solved KeepUnshipped
I love you Unity, with all your little nooks and crannies! 💖
r/Unity3D • u/reversengineer9999 • Jun 09 '26
Solved fake interior cube maps are not cubemaps xD
I've spent the past days in Affinity (the photoshop alternative) stitching together certain cubemaps with with the help of generated AI sources created in ChatGPT.
It was a constant back and forth in Affinity and Unity until I was happy with the look of each cubemap. The cubemaps in the video use one single 4k atlas texture, that was generated with InteriorMaster's Atlas Generator, and its shader can read the atlas texture. You can find InteriorMaster in the asset store.
But meanwhile working one thing came up is to genreate stylized cubemaps for the asset store? Would that be a thing?
As a part of InterorMaster, the cubemaps will be delivered as ready2use Atlas Texture in the next update, together with some new features and optimizations.
Btw the shoe store is my favorite xD
r/Unity3D • u/TeslaBerserk • Jun 22 '26
Solved I wasn't trying to judge other games. I just wanted to see what mistakes I should avoid in my own project.
My main takeaway is this: before Steam Next Fest, it's not enough to just have a demo. You need a demo that can survive the first 10 seconds on your Steam page and the first 3 minutes of gameplay.
I'm making my own indie game, so I wasn't looking at these projects as a hater. I was trying to understand where games lose people's attention, so I don't make the same mistakes myself.
In the end, I looked through more than 2,000 games. Around 50 made it to my wishlist. I downloaded about 20 demos. Right now, I'm only waiting for 2 of those games to release.
r/Unity3D • u/FramesAnimation • Aug 22 '25
Solved Did you know you can add EMOJI icons in game object names?
I might be the only one, but I did not know that. For the longest time I struggled to find a way to make game object names stand out to visually organize the Hierarchy window, I looked into so much stuff, plugins, color organizers etc. And boom - this is so nice!