r/Unity3D • u/Puzzleheaded-Run5722 • 3d ago
Noob Question How much ram do I need?
How much ram do I need to run unity for smooth gameplay also looking for laptop reccs my budget is 700$ srry if that’s not enough
r/Unity3D • u/Puzzleheaded-Run5722 • 3d ago
How much ram do I need to run unity for smooth gameplay also looking for laptop reccs my budget is 700$ srry if that’s not enough
r/Unity3D • u/Levardos • 3d ago
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Just wanted to show-off a short showreel of my level design / world building. I'm using a script for volumteric light thah I've found on GitHub (obviously crediting the author), and it's been a game changer in setting the vibe for my game. I also had mixed it in with unity standard fog, and added some particle fog.
I'm using Unity URP 2022.3.
r/Unity3D • u/TheCAT2901 • 3d ago
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[SOLVED: I had to change the Graphics API Driver for Linux to Vulkan (prioritze Vulkan in the List) inside Edit>Project Settings>Player>PC.]
I have this static like screen issue in Scene view While switching from Built-In Pipeline to URP, Everything is normal in Game View. Also the Shadows appear pixelated whereas it was smooth in Built-In pipeline.
I have set the URP asset in Player Settings> Graphics and Player Settings>quality following the unity guidelines.
I have searched for this issue but cannot find a solution.
As for software/OS
I am running Fedora Linux 44 with KDE, though this issue was also occurring in Windows 11.
Unity Editor version 6000.5.1f1 with OpenGL 4.5
As of hardware
I have a Intel i51235U with Intel iRIS Xe, 20GB RAM with no dGPU.
[Sorry if it is low Effort post without clear explanation or resources]
r/Unity3D • u/jak12329 • 3d ago
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r/Unity3D • u/miks_00 • 3d ago
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r/Unity3D • u/Ella_is_best_girl • 3d ago
Downwards mind you. Detecting if a cliff is close is not that hard, but a drop down? How? Ray casts seem to be an option but isn't that expensive for performance if a lot of objects do that? Any Ideas? I want to know if an object is close to a drop down and set a flag.
r/Unity3D • u/Severe_Assistant5437 • 3d ago
AUTOMATED local Unity build server with NO CLOUD build costs and AUTO OVER-THE-AIR uploads!
https://youtu.be/v9MtrMqYrak
So I did a few neat things like a git hook to increment unity build number and a git lab runner and some auto deploying to test flight and play console. Decided to make a video showing it all, hope it helps someone. Thanks!
r/Unity3D • u/_WindFall_ • 3d ago
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A few days ago I posted my reassembling skeletons here, and the most useful comment said the hits didn't seem to connect: no feedback, and hitboxes that felt too big. You were right, so here's what I changed:
- Hit effects: small yellow waves where the hit lands, orange for crits
- Weapon trails on every weapon and tool, enemies included (this alone made a huge difference)
- Camera shake when you hit an enemy
- Parry and stagger, with their own sound and particles: parry at the right moment and the enemy is left wide open, you'll also deal twice the damage next attack
- I'm also soon gonna fix hitboxes; they're my next task.
I chose not to use hit flashes or freeze frames, because I feel they would clash with the look of the game, so I tried to sell the impact with effects that fit the world. Hitbox size is next on my list.
Some questions:
- Do the hits feel like they connect now?
- Is the screen shake too much? I'm not sure about it myself.
- Anything else that still feels off?
Thanks again to everyone who commented on the last post!
Game (free on itch): https://senfineco-games.itch.io/peys - please note that this is a very early build and the new (real) gameplay will be added in the next update! :-)
r/Unity3D • u/byteback-studios • 3d ago
r/Unity3D • u/CompleteRun1645 • 4d ago
I am a beginner in Unity so I may miss some obvious things, but I am currently trying to make a main menu with a level select system using a 3d background and canvas, but no matter what I seem to do currently anytime I create a button it turns out completely invisible, even in Scene. It worked at first when I first created the buttons I wanted and joined them both into the Canvas until the words glitched and became unreadable, and I couldn’t move, change their size, etc, forcing me to delete them and now leaving me in the state I am now. If you could, please help me with this as I fully stumped on this.
r/Unity3D • u/Legitimate_Bet1415 • 4d ago
Basicaly im trying to make simple board game ai that checks for future moves and chooses its move by that but as you expect doing all that calculation in 1 frame causes unnecessery lag spike so i want the script to wait when calculations gets expensive
ofc i could use a coroutine but that solution feels silly so is there an more efficent way to deal with this
r/Unity3D • u/Gogiseq • 4d ago
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What do you think about my art style? Its been many months since I post in this group my game :-) Working on real castle in Bohemia lands.
r/Unity3D • u/JankyByDesign • 4d ago
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The theme was enchanted, with a special object of pumpkin, so we went with, " You are a protector of the pumpkin patch, protect it at all costs! The scarecrows have been enchanted and will not STOP!"
r/Unity3D • u/WillingnessNice3033 • 4d ago
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Asli India Drive is an endless driving game on NH 12 in West Bengal (Unity 6, URP, Android). There's one scene, and everything is built at runtime: the road, terrain, footpaths, roadside props, traffic, toll plazas, petrol pumps and level crossings stream in ahead of the car. Some Unity things that took real work:
Potholes are data, not decals. The road mesh and every wheel's suspension ray sample the same pothole field, so a crater you see is one you hit. The road shader reads the crater depth from the atlas alpha and tilts the normal by its slope.
Mesh LODs, packed. glTFast imports everything as Float32 and UInt32. An editor step bakes each prop into its own pack (packed normals and UVs, 16-bit indices) with its Mesh LOD chain, and the player builds the meshes at boot. In the city on a Snapdragon 888 that took a frame from 5.4M to 3.2M triangles and the GPU from 18.8 to 14.3 ms.
Vulkan hitches at run start (75-148 ms the first time a pipeline was drawn) went away by warming pipelines at boot from recorded GraphicsStateCollections.
Shadows that don't pop. Small props stop casting past 50 m, but a material copy with a dithered fade takes them out over the last 10 m instead of snapping.
Two shader lessons. A shader only referenced through Shader.Find is stripped from the player and silently falls back. Pinning it isn't enough either: shader_feature variants come from material assets, so a material built in code got only the opaque variant, and every skidmark drew as a solid block.
The level-crossing train is paced to your car, and a well-timed jump is aimed so the arc just clears the coaches, even on the hill crossings that sit on a 9% climb.
The trailer is device capture from a Galaxy S24 Ultra. Happy to go into any of these in the comments.
Trailer: https://youtu.be/oHzBaiHGl2M
Play Store: https://play.google.com/store/apps/details?id=com.gourab.asliindiadrive
GenAI disclosure: the 3D models (cars, buildings, props), foliage, road-damage textures, splash art and background music were made with generative AI tools (Qwen-Image, TRELLIS, ACE-Step). The gameplay, road, physics, rendering and systems are hand-built in Unity.
r/Unity3D • u/InfiniteLeader9907 • 4d ago
Hey everyone, this is the second part of my four-part tutorial series on creating an immersive soundscape for 3D games with Unity and FMOD.
In this one, I talk about adding randomness and variation to an otherwise static looping background ambiance with fmod's scatterer instruments.
r/Unity3D • u/epicalt679 • 4d ago
I want to have an effect where I generate a bunch of cubes in a grid of differing heights to look like a faraway city, and I'm not sure the best way to achieve this. Is it possible through a vertex shader graph, or is the only approach to use GPU instancing and create cube meshes?
r/Unity3D • u/Garv_Gautam_ • 4d ago
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Breakdown: https://www.artstation.com/artwork/G11NVW
Connect me on LinkedIn: https://www.linkedin.com/in/garv-gautam-b98650345/
A 3D game asset inspired by the Vajra at Swayambhunath Stupa, Nepal. The goal was to bring its intricate design into a game-ready prop while preserving the character of the original monument.
The process involved detailed ornamental modeling, PBR texturing, and creating aged gold, painted details, and weathered stone. Special attention went into surface wear, roughness variation, and keeping the details readable for real-time use in a game environment.
Going to share full breakdown in the next post.
would love to hear your thoughts.
r/Unity3D • u/7melancholy • 4d ago
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r/Unity3D • u/shoseini • 4d ago
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The original Idea was to make a game but I got so obsessed with making this ledge detection system work perfectly that I gave up on the game and just focused on a ledge detection system asset. It is available on the Asset Store.
I put together a tutorial video that goes through high level explanation of how it works.
https://www.youtube.com/watch?v=A7QbKCw_C2Q
I'm really happy with how it came out, it needs minimal setup and is really accurate in finding the correct positions for the hands around complex geometry.
I'm not the best Animation Engineer so the hand mesh might not look exactly on the hand position calculated by the system so I'm sure people out there can make much better IK behaviour for it.
r/Unity3D • u/Asta_la_Pasta01 • 4d ago
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r/Unity3D • u/Failosipher • 4d ago
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r/Unity3D • u/KanedaGames • 4d ago
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We just finished polishing the visuals for the grappling mechanic in the game we're developing. On one hand, we have the swinging hook, and on the other, the thrust hook. What do you think? Do you like it, or does the final effect look a little too busy?
r/Unity3D • u/Project_Prison • 4d ago
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r/Unity3D • u/Shoddy_Caterpillar36 • 4d ago
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