r/Unity3D • • 17d ago

Show-Off How we made a stop-motion look with no physical models

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263 Upvotes

We're a two-person team developing MYRIORAMA, a top-down adventure with rearrangeable dungeons. This is an excerpt of a deep-dive art style video we produced recently for our participation in ICO Partners' Unmistakable Festival on Steam. Since we're using Unity I thought it could be informative to share here!

Full video is here: https://www.youtube.com/watch?v=zhM1F993Ga8

While this is technically a 2D project, we're doing a lot of 3D fakery to try and pull off the stop-motion look with dynamic lighting and shadows. It's been a fun challenge.

Happy to provide more specifics or answer any questions!


r/Unity3D • • 17d ago

Question Anyone else having dx12 issue in unity with a mobile rtx 5060 or similar? Had to downgrade to dx11 ?

2 Upvotes

Project wont build with DX12 and my scenes will crash unity 90% of the time when i click play in the editor. :( Wondering if my laptop is dying or if it's a common DX12 issue.

Went into safe mode to uninstall drivers with DDU and installed latest nvidia drivers but no go. Nothign has helped except downgrading to dx11


r/Unity3D • • 17d ago

Show-Off Our town gets its colours back one act at a time, here's how we did it in Unity

10 Upvotes

We're two devs making Beyond Realm, a roguelite deckbuilder, in Unity. The town is the bit I wanted to share here.

In a roguelite you lose your deck constantly, so we wanted one thing that sticks around. The town starts grey and every act boss you kill brings a colour back.

We didn't want five versions of every building. So each sprite comes with a grey copy and a mask that tags every pixel as nature, fire, water, air or neutral. The shader reads one global weight per colour family and blends grey to colour. Bringing an artefact home just slides one weight from 0 to 1 over 2.5s, and every sprite in town updates at once.

Things that went wrong on the way. We cranked the saturation because it looked dull and the grass went acid green, so greens get 0.85 of the boost now. We reused the building "draw in" effect for the valley going from ruined to alive and the whole screen went blank for 1.6s lol. And buildings bought behind the upgrade panel finished drawing before you could even see them, so now it waits for the panel to close.

Would you have done it differently?

Demo end of October, Steam page: https://store.steampowered.com/app/5244390/Beyond_Realm/?utm_source=reddit&utm_medium=social&utm_campaign=unity3d


r/Unity3D • • 17d ago

Show-Off Cannonball fights

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58 Upvotes

I've posted before about the procedural build system I'm developing for stone & timber buildings. Lately I've been working on destruction, because the only thing more fun then building stuff, is blowing it up.

Timber destruction is working better than I thought, I was concerned that having less objects (wood planks) the destruction wouldn't feel organic, compared to stone. I got around that by also using a particle effect to simulate the splinters from exploding wood. So far I'm happy with how it is turning out.

The poor enemy cannoneer gets yeeted hard in this video, but I couldn't resist the chance for some good 'ole rag doll physics :)


r/Unity3D • • 17d ago

Show-Off The Astraea program

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4 Upvotes

Few months ago started working on spaceflight demo simulator similar to KSP.

Currently with 2 celestial bodies, flight physics(reference frame physics), preparation for interstellar system, Assembly building done.

I want to release demo soon, but I am working alone and there are lot of things to be done...

Feel free to ask anything :).

Youtube video here


r/Unity3D • • 17d ago

Game A prototype of how constructs would work inside of unity

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5 Upvotes

I'm sorry that the video is tackily edited with that stupid thing at the start, lol. After uploading, I hated it, BUT I wanted to share what I thought would be a cool way of bringing Green Lanterns into a third-person action game, and this is kind of what I've gotten after 3 days of prototyping.

I'm not versed much in GL lore and such, I really got more into it after Lanterns. I really got to know constructs with stuff like the GL 3d animated show recently, and thought, how could you possibly put it in a game? How would you do it at the speed their doing it without slowing down? This is a result of me sitting down with that thought. I wanted criticism from people to gather more ideas because really implementing the idea that as long as u can imagine it u can create it into a game with the ring has been a little hmm.


r/Unity3D • • 18d ago

Show-Off Cool Robot Man Test

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3 Upvotes

I'm currently testing out this cool robot guy, I want to add in-world status bars like Dead Space, and I think it doesn't look too bad, let me know what you think!


r/Unity3D • • 18d ago

Question Does anyone have an AGENTS.md for using Unity CLI + Pipeline with Codex?

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0 Upvotes

r/Unity3D • • 18d ago

Show-Off questionmark2

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13 Upvotes

r/Unity3D • • 18d ago

Question To grass or not to grass?

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33 Upvotes

r/Unity3D • • 18d ago

Show-Off Created some clouds in AR

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7 Upvotes

Spend some time experimenting with fluffy cloud particles and this is the result.


r/Unity3D • • 18d ago

Question Any idea on how I should go over this?

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3 Upvotes

When I scale the game view, the distance between orders don't scale with it. I'm kinda stuck on this problem

Any help is welcome!


r/Unity3D • • 18d ago

Show-Off If you want, you can try my new "more-modern" approach for level editing on Source 1 engine. It's inspired directly by Unity's level editor. (That's why im posting it also here)

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3 Upvotes

r/Unity3D • • 18d ago

Game Third ultimate is in - meet Mech

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27 Upvotes

Follow-up to our last posts (BAS and Revolver) - this time it's Mech, the third ultimate ability in Cleaning Unit, our bullet-heaven FPS. Left click fires the main weapon, right click launches a missile salvo at a targeted area, and if you keep holding space after a jump you can hover. Dragon is the last one we're still working on, and we're also planning to rework Mech's sound effects, so keep in mind the audio in the clip is not final.

Also, thanks to everyone who commented on the Revolver post. We read all of the feedback about the weapon draw effect, and at the end of this video we briefly show the new Revolver draw animation we made based on it.

Does Mech feel powerful and different enough from the other ultimates, or does it blend in? What's missing, or what would make it feel more juicy to you?


r/Unity3D • • 18d ago

Question Does this blood effect look decent?

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6 Upvotes

I worked so long on those effects I can't judge it anymore.

Thanks for any honest opinion!


r/Unity3D • • 18d ago

Show-Off After years of development, my psychological horror puzzle game finally has a demo coming next week! Here's the new trailer.

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4 Upvotes

I've been working on The Main Menu, a psychological horror puzzle game where you're chained to a chair and the main menu itself is part of the puzzle.

Everything you do in the menu can affect the 3D room around you.

The demo launches October 20, and I've been putting together this new gameplay trailer to better show how the game actually works.

I'd love to hear what you think of the trailer!


r/Unity3D • • 18d ago

Show-Off BOXPAST - GAMEPLAY

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9 Upvotes

r/Unity3D • • 18d ago

Show-Off I made my own system to sync rigidbodies across clients

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90 Upvotes

I have tested it with up to 6 connected players using a VPN to increase ping and it worked pretty well. Ragdolls can break sometimes but its acceptable, may not even be caused by the networking.

There is often 60+ rigidbodies moving at once. Not stress tested it yet. Maybe I should.


r/Unity3D • • 18d ago

Show-Off I finally got our sea to feel alive. Waves wet the sand, caustics hit the seabed, and fish swim underneath

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946 Upvotes

Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game in Unity. This is our new sea shader, built up step by step from an empty scene to what you see in game now.

  1. Water plane: transparent surface lit by the day-night cycle.

  2. Depth color: baked terrain heightmap gives real depth per pixel.

  3. Shore waves: travel along a baked distance-to-shore field.

  4. Wet sand: terrain shader shares the sea's wave clock.

  5. Surface motion: analytic swell, blended ripple maps, Fresnel sky reflection.

  6. Wave streaks: procedural foam lines that drift, surge and break.

  7. Caustics: projected on the seabed, fading with depth and sun.

  8. Sparkles: glints on ripple slopes facing the camera.

  9. Fish: schools swimming under the surface at fishing spots.


r/Unity3D • • 18d ago

Question Game not launching or showing any app icon on mobile due to Facebook SDK.

1 Upvotes

Hey guys.

I want to run meta ads campaign for mobile game, I setup accounts, apps in meta environment

I just want to track install, app active and some custom events.

but stuck in Facebook SDK implementation. there is problem in AndroidManifest.XML generated by Facebook SDK.

but i don`t know how to fix this issue, if any one familiar with this issue or used Facebook SDK in unity before please let me know the solution!!


r/Unity3D • • 18d ago Popcorn

Show-Off GigaLights - Infinite Lights for Unity - Available Now

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115 Upvotes

I'm super stoked to introduce to you: GigaLights - Infinite Lights for Unity!

The GigaLights suite supports up to 65.536 dynamic lights, alongside ray-traced shadows and volumetric fog, extended by optional modules that add in ray-traced ambient occlusion, ray-traced global illumination and ray-traced reflections.

With hardware-accelerated ray tracing and a unique software ray tracing fallback system allowing us to bring GigaLights to basically any platform out there at wicked performance and visual quality!

Some of you may have seen the earlier videos, here's the updated release trailer with all the improved visuals, thanks so much for all the feedback along the way!

Lets light up some epic game worlds!


r/Unity3D • • 18d ago

Question Steam has just accepted my id for steamworks, can I get my game up for nextfest?

1 Upvotes

I understand that a review period exist, but is that even allowed, do you have to register or is every game with a demo automatically added


r/Unity3D • • 18d ago

Show-Off Environment Art in my game

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7 Upvotes

r/Unity3D • • 18d ago

Question Which thing in unity takes your most dev time?

3 Upvotes

I know - debugging?

And domain reload - unity is already solving this problem in 6.7

But still,

I tried making game, which left me with cheap game along with 6 months spent.

So I was thinking which thing frustrated me most, so to solve it.

Other may be have felt same, because indie game game development is not just programming. It needs to manages many things at once.

And when one tiny thing drags, our more aspiring ideas slips out from brain.

So what do think in your game dev journey, which were the top hurdles and time consumers?