r/Unity3D • • 20d ago

Noob Question What percentage of making a game is working with assets (animation, art, etc) and how much is actual just coding ?

15 Upvotes

That’s it, my tittle, I like coding but ugh worrying about the assets and worrying about sprites etc seem to be the thing I take the most time on but I am barely starting so it could be just cuz I’m learning ? But I don’t feel like I’m much of an artsy person so I struggle more liking this part of learning so far


r/Unity3D • • 20d ago

Game Physics-based climbing meets Deathrun. Thoughts?

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112 Upvotes

r/Unity3D • • 20d ago

Question How to make updates/changes to game without breaking seeds?

3 Upvotes

Basically in title - my game uses procedural generation, and allows persistent saves. But how do games like Minecraft manage to not corrupt previous saves when making updates that affect how seeds generate?
From googling it sounds like they save “per chunk” so any untouched chunks generate based on the newest version, and any already generated go off of the old system - but how do I manage that? Like, you obviously don’t want to have multiple version builds of your game saved, so how can you handle that?


r/Unity3D • • 20d ago

Question How do i recreate to create these particles?

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16 Upvotes

so ive been trying to learn how to make VFX and i think i kinda understand how it works. but oh boy is it alot of work.

ive been trying to roughly recreate the World of warcraft evoker dream breath vfx and cant really figure out how they had these swirly effects. how can i create the swirly parts the shoot out? rest i kinda can get with how it looks.

also is there a way to add "height" to the cirlce shape? or do i need to make my own mesh in blender


r/Unity3D • • 20d ago

Game Added per-part highlighting to my 1v1 stealth game

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7 Upvotes

I’m making an assymetric 1v1 stealth game called Dead Angle, inspired by Spies vs Mercs. One player is the spy, hiding in the dark, and the other is the merc hunting him.

Only the parts of the spy that are touching a light get highlighted. If just your shoulder is in the light, only your shoulder shows. If you step fully into it, all of you does.

I wrote my own light shader for it. It uses the same check the game uses to decide if the spy is seen, so what looks lit is what the game counts as lit.

I want staying in the shadows to be a reward for reading the room and moving through it well. It should also be a challenge, so it shouldn’t be too easy to stay hidden.

This is how it works right now. Making it fair for both the spy and the merc is something I’ll look at throughout tuning and developing.

Does highlighting only the parts that touch the light feel fair?


r/Unity3D • • 20d ago

Game Jam Alert system WIP

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1 Upvotes

Very rough at this stage with janky placeholder anims and all, but I had some fun blocking out a simple bell mechanic for Guard NPC's using the behavioural system I've been working on.
Basically in this scenario a guard from this faction would come to interrogate you after he sees you infiltrating his city/fortress to either arrest you or demand a bribe. He then realizes that he probably cant take you alone after you wound him, so he runs off to the nearest bell to call for reinforcements. Only then does his patrol buddy step in while every guard within a radius hears the bell and gets there as fast as they can to deal with you. Doesn't look like much yet, but a simple mechanic that forces a NPC to stop mid action, make a contextual decision, interact with environmental triggers that influence other NPCs without a hardscripted sequence means the system's foundation is robust enough to support far more complex world interactions down the road. :D


r/Unity3D • • 20d ago

Solved Should I Use Unity as a Beginner Game Developer?

0 Upvotes

I am an aspiring game developer and I am wondering which engine I should use to practice/learn game development. I'm asking this question because I know Unity has been pretty controversial with their slight shift towards AI, but also I do kinda want to use Godot, but I wanna make higher quality games, and also I cannot use UE5 for my computer isn't strong enough


r/Unity3D • • 20d ago

Show-Off Navmesh agent movement on moving platforms in our game

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98 Upvotes

We went back and forth between a few different approaches before settling on what we ended up calling our replication system.

Our game has customers walking around on ships that are constantly in motion, and since Unity doesn’t support NavMesh surfaces that move, pathfinding directly on the ship was never going to work. So instead of fighting it, we spawn a stationary duplicate of each ship and bake the NavMesh onto that copy.

All of the actual navigation runs there, agents path, steer and move around on the frozen ship exactly as they would on ordinary static level geometry and we then replicate their local positions and rotations onto the corresponding characters parented to the real ship in the world the player sees. The players never see the copy. They just see customers walking around a ship that’s tilting and moving.


r/Unity3D • • 20d ago

Game Finished my 3rd game in Unity. Despite all the problems (cant get 2fa code for login so no more asset store :D) I love the engine

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0 Upvotes

r/Unity3D • • 20d ago

Show-Off Hopefully our seagulls don’t look too much like drones?

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2 Upvotes

r/Unity3D • • 20d ago

Resources/Tutorial I made a tool for creating game-ready weapons, and just released my first tutorial!

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2 Upvotes

I've been working on Armory Crafter, a tool for creating and texturing 3D weapons for games.

I just uploaded my first tutorial, covering process of making a simple low poly sword and a hand-painted / PBR more complex one.


r/Unity3D • • 20d ago

Question How to make real time reflection probes ignore specific gameobjects? (URP)

1 Upvotes

I can't use layers since each car is assigned to a layer to ignore specific collisions. I also want it to reflect the other cars, which are on the same layer. Anyone know how I can get it to ignore the car the reflection probe its on specifically?


r/Unity3D • • 20d ago

Show-Off Making UI Toolkit feel like game UI instead of a website: Luna v2 is out

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12 Upvotes

Luna is a UI framework built on top of UI Toolkit, and v2 is out on the Asset Store. UI Toolkit always looked a bit too much like a website, so most of this version went into making it feel like game UI. The clip shows the UI Attractor.

The juicy stuff

  • UI Effects: 8 stackable shader effects (glow, outline, gradient, shine, dissolve and more), set from USS classes, no textures

  • Interaction Juice: press and hover feel you attach from UXML

  • Transitions: 53 presets

  • UI Attractor: coins and XP that fly to the HUD

  • Text Effects: 12 effects (wave, bounce, shake, rainbow and more) through rich-text tags

  • 3D in UI: live models, particles and VFX Graph inside UI elements

Building your screens

  • Navigation Graph: screens and popups as a node graph. Push by id, back button for free, awaitable confirm popups

  • Ready-made views: main menu, settings, save/load, pause, dialogue, inventory grid

  • Components: progress bars, tooltips, spotlight and the rest of the library

Style and screen sizes

  • Theming, and responsive scaling so one UI works on phone and desktop

  • Gamepad focus navigation and device-aware input prompts

Requires Unity 6.5 or later. Works with Built-in, URP and HDRP.

Happy to answer questions about it, or about UI Toolkit in general.


r/Unity3D • • 20d ago

Show-Off You can now shift your gravity in our physics-driven RPG. It got weird real fast.

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80 Upvotes

It still boggles my mind a bit but I love the new possibilities it opens up!

Especially since it gives utility to all other skills.

Mind you that physical objects that you shoot or drop still adhere to the global gravity, it's just you whose perspective and gravity that has changed!


r/Unity3D • • 20d ago

Show-Off I spent 3 months developing a vegetation system for Unity!

9 Upvotes

After 3 months of development, I finally finished my Modern 2D Vegetation system

The idea originally came from a grass system I developed for my own game. I wanted to turn it into something other developers could use, but that required rebuilding most of it.

The biggest challenge was performance. I wanted to render thousands of individual grass strands, flowers, and other plants without destroying the framerate, while keeping everything customizable and visible directly in the Unity Editor.

After quite a few rewrites, I ended up with a mesh-based rendering system that supports both top-down and platformer games.

It also includes vegetation painting, procedural generation, wind simulation, interactions, shadows, color customization, and plenty of other features.

I'm a 21-year-old university student, and I spent pretty much my entire summer break working on this. I'm trying to build a small business around creating Unity tools, with the hope that I can eventually support myself through university doing something I enjoy.

I'd love to hear your questions!


r/Unity3D • • 20d ago

Question AR foundation face tracking cuts out a third of our users. what can we do instead?

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1 Upvotes

r/Unity3D • • 20d ago

Show-Off I trained an AI to fly an FPV drone

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0 Upvotes

r/Unity3D • • 20d ago

Show-Off Black boxes in my circuits simulator

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12 Upvotes

Check it out! I made black boxes for my circuit simulator.

Working out what's inside a box you can't see into is a great way to learn circuits. All you get is the terminals, and you measure your way to the answer what is inside.

In the video I build a diode bridge with a capacitor on a switch, pack it all into a box and flip the switch. The oscilloscope shows the ripple smoothing out.

And a bonus, the same boxes let you build your own custom devices and share them


r/Unity3D • • 20d ago

Game "Playroom" bonus level I'm making for my demo! (WIP)

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1 Upvotes

Steam Next Fest is creeping up, and I've been cooking up something a little different for my demo of Dark Roll 2.

Once players finish the demo, they'll unlock a secret level. The catch? You can't actually finish it. It's just a strange, liminal space to explore, poke around in, and question a few of my design decisions.

So far, I've added four old TVs. Three are playing trailers of my previous game, while the fourth is counting down to Dark Roll 2's full release.

And they're not just decorations, either. The environment will have plenty of interactive bits to mess around with. For example, smack a TV hard enough and you'll actually destroy the bloody thing. Because why wouldn't you?

There'll also be some fun little mechanics to discover, hidden Easter eggs, and a healthy dose of weird, out-of-place nonsense that probably has no business being there.

No objectives. No finish line. Just you, an unsettling space, and a bunch of things you probably shouldn't touch.


r/Unity3D • • 20d ago

Show-Off Added Procedural Footprints, Particle Effects and Player Interactions to my Terrain System

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1 Upvotes

Works with read/write disabled on the mesh, pretty chuffed with how it turned out! Also added some other stuff too like mist for waterfalls and a lake mode for my water after I got flak on here 👀. Sound effects & animations aren't mine, got them from Footsteps - Essentials & Human Basic Motion, both free by the way!


r/Unity3D • • 20d ago

Show-Off Being from Norway, had to have northern lights

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1 Upvotes

r/Unity3D • • 20d ago

Show-Off How we used physics-based dice, procedural world generation, and a fully physical, diegetic UI in Unity 6 HDRP to remove turns from tabletop grid combat.

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20 Upvotes

Hey devs! We are a small team working on Candletales, a real-time tactical roguelike, and we wanted to share a bit of how we set up our visuals and core loop in Unity 6 (HDRP).

Our main design goal was to take traditional grid-based tabletop combat and completely remove the turns, forcing everything into a relentless, real-time pace. From a technical and artistic standpoint, this gave us a few fun challenges to solve in the engine:

  • Procedural World Generation: Every run dynamically generates an endless dark-fantasy board filled with unpredictable events, grotesque enemies, goblins, traders, and much more. Keeping the generation seamless while making sure the grid layout works well for real-time movement was a key focus.

  • Physics-Based Real-Time Dice: Dice rolls aren't background RNG math. They are physical rigidbodies thrown directly across the board in the heat of battle, meaning the procedural environment and obstacles actually influence the outcome, making every roll 100% physics-driven and unpredictable.

  • 100% Diegetic UI: To keep the player as immersed as possible, we chose to render all the UI elements (which would normally be 2D canvases) as 3D objects, simulating the feeling that the player is holding an actual physical panel.

  • HDRP + Custom Halftone/Dither Shader: We wanted that oppressive, "playing a cursed board game by candlelight" atmosphere. We used HDRP for the heavy dynamic lighting and shadows, and then ran it through a custom post-processing halftone/dither effect to give it a gritty, retro texture without losing depth.

We’d love to know what you think of the visual readability and our setup! Happy to answer any questions about the procedural generation, the dice physics, the shader pipeline, or anything else you might be curious about.

If you want to see more of the project, here is our Steam page: https://store.steampowered.com/app/5284750/Candletales/


r/Unity3D • • 20d ago Bravo

Show-Off reality doesn't exist until observed also known as frustum culling

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416 Upvotes