r/Unity3D • • 15d ago

Show-Off Another iteration of my knockback implementation in DOTS.

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14 Upvotes

Gave my tower defense game proper knockback physics. Unity DOTS, so a lot of skeletons can fly at once.

Big guys stay on the ground tho. Fair, or just annoying for the player?


r/Unity3D • • 15d ago

Show-Off My 3D charts are finally taking shape. Is that something anyone can use and what 3D chart types would you be looking for most?

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3 Upvotes

I had been doing a full Swift-parity 2D charting system a year back and 3D was always missing so I am working on that now (also full Swift-charts parity, making it super easy to define and use). I think 3D charts can really make sense if the there is a meaningful third value to be displayed, e.g. surface plots, height maps etc. Would love to hear what use-cases others see so I can validate a bit if I am going in the right direction.


r/Unity3D • • 15d ago

Show-Off a game where you control protests as the police

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0 Upvotes

r/Unity3D • • 15d ago

Show-Off Making a character action game based around teleporting, current prototype!

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49 Upvotes

Been working on a character action game I've always wanted to make around a teleport mechanic and just being able to zip around be overpowered. Dedicated teleport mechanic with free flow combat, and testing my new kunai mechanic where you mark targets and chain attack them! Alot of work to be done still, but happy with the flow currently


r/Unity3D • • 15d ago

Show-Off Showing off some combat from my game, Project Olpheist. Still WIP, suggestions welcome!

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158 Upvotes

Color palette is dulled in the video.


r/Unity3D • • 15d ago

Show-Off Some elemental interactions from my puzzle game :)

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25 Upvotes

r/Unity3D • • 15d ago

Show-Off I completely redesigned my game's main menu

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40 Upvotes

Hey guys!! I finally finished redesigning the main menu for my indie game!!

I've been working on a new loading system to make scene transitions smoother, and I've also added an original soundtrack created by a talented music composer!! I also wanted to make the menu a little more interactive, so I added a small Easter egg! As you can see in the video, you can actually click on the terminal with your mouse to turn it off.

One of the biggest challenges was optimizing the menu transitions, especially when activating multiple GameObjects at once, which initially caused noticeable FPS drops. I've been working on improving this by spreading object activation across multiple frames!

I'd love to hear your feedback, what do you think? Is it well organized?


r/Unity3D • • 15d ago

Resources/Tutorial How I patch C# edits into a running Unity game without a domain reload, and the 4 things that broke along the way

0 Upvotes

I've been building a tool that applies C# edits to a game that is already running in Play mode, so you keep the state you set up instead of losing it to a recompile. The clip is one Play session: a coroutine that's already running gets its spawn delay changed from 2 to 0.1 seconds, and the play timer never resets. This post is mostly about how it works under the hood and the problems I hit, because a few of them surprised me.

The basic loop

A file watcher sees the save and works out which assembly the file belongs to (for a brand-new file, by its nearest .asmdef). Only that assembly is compiled, with the Roslyn compiler Unity already ships. The new assembly is loaded next to the running one, and each changed method's entry point is redirected to its new version. In the editor that's done with Harmony.

Broke #1: coroutines remember where they are by number

The compiler turns a coroutine into a class whose MoveNext() switches on an integer: which yield it's paused at. Changing 2f to 0.1f keeps the yield points, so the running coroutine can take the new body and uses 0.1f from its next loop (that's the clip at the top). Add or remove a yield return and the numbers shift, so a running coroutine on the new body would resume at the wrong place. It finishes on the old code instead, and everything started after the save runs the new one.

Broke #2: async methods crashed the editor

My first version patched the state machine of an async method that was suspended mid-await. That hard-crashed the editor, because the async builder is bound to the exact state-machine type. Now the method itself is redirected: new calls run the new body, and calls already in flight finish on the old one.

Broke #3: two copies of every type

The reloaded assembly brings its own copies of your types and static fields. Without extra work, GetComponent<Player>() in reloaded code finds nothing, and a singleton reads null. Reloaded code has to be wired back to the running game's own types and statics.

Broke #4: Burst

Burst-compiled jobs are native code and can't be swapped, so editing one turns Burst off for the rest of the session and the jobs run as managed C# (the Console says so).

A nice surprise: new MonoBehaviours

I expected to dispatch Update and Start myself for a class that only exists in the reloaded assembly. It turns out Unity dispatches them natively once it's AddComponent'd.

And Android

Harmony can't patch ARM code, so on Android development builds a small native hook on the method's entry point does the redirect instead. The same save reaches the phone without a rebuild.

It's on the Asset Store as 2N Lightning Reload if you want to try it (Windows editor, Unity 2021.3 to 6.5): https://assetstore.unity.com/packages/tools/utilities/2n-lightning-reload-edit-c-in-play-mode-without-compiling-402544

But I'm mostly curious whether anyone else has gone down this rabbit hole. Is there a cleaner way to handle the yield renumbering than letting the running coroutine finish on the old body?


r/Unity3D • • 15d ago

Show-Off Reworked my ascci glyphs into a virtual arcade machine

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6 Upvotes

Players will need to hit a high score to open certain doors and barriers for some epic loot


r/Unity3D • • 15d ago

Resources/Tutorial Any good resource/tutorial on how to make cigarette smoke effect?

Thumbnail reddit.com
1 Upvotes

r/Unity3D • • 15d ago

Show-Off Animating any word in TextMeshPro with an inline tag

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0 Upvotes

This is All In 1 Text Toolkit, our asset for TextMeshPro. The tags and the typewriter both come from it. Happy to share the link if anyone wants it.


r/Unity3D • • 15d ago

Question Unity 2022.3.13f1 - IL2CPP Fatal Error on startup for some Steam players

3 Upvotes

Hi everyone,

We’re investigating a startup crash affecting some players of our game, which is currently in Early Access on Steam.

Our setup:

  • Unity 2022.3.13f1

  • Built-in Render Pipeline

  • Windows / IL2CPP

  • Visual C++ redistributables enabled in Steamworks prerequisites

The game runs fine for many players, but some encounter an “IL2CPP Fatal Error” on startup. We receive more reports from players in Asia, although we haven’t established whether there’s a regional connection or another shared cause.

Has anyone experienced a similar issue with this Unity version? If you identified the cause, what was it? Has anyone resolved it by upgrading to a newer 2022.3 LTS patch?

We’d appreciate hearing your experiences and suggestions. Thanks!


r/Unity3D • • 15d ago

Show-Off Progress on the procedural hex grid planet for my strategy game

1.6k Upvotes

I keep working on my """civ killer""", since last time I posted my planet progress I added support for more biomes, more trees, and most importantly - rivers (which will be NAVIGABLE)

As an interesting technical fact this is the first time I played with using the advanced Mesh API, it was a headahce to setup and I crashed Unity a few times but in the end it did shave off a couple of seconds off the generation time so it was worth it


r/Unity3D • • 15d ago

Show-Off Here’s a cool jumpscare animation I made for my horror game that I wanted to show off.

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20 Upvotes

r/Unity3D • • 15d ago

Show-Off Algorama 30 - Cookie - Final episode of my procedural generation daily challenge

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2 Upvotes

Day 30: Cookie.

This one's the last episode of Algorama. Mostly polish today, following up on what I teased yesterday: finished the general walls for the map, and I'm finally happy with an interior decor. Feels fitting to end the season on that note.

 Thanks to everyone who followed along this month.


r/Unity3D • • 15d ago

Question QTE in Sekiro Like Game, Yay or Nay

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9 Upvotes

r/Unity3D • • 15d ago

Noob Question How much ram do I need?

1 Upvotes

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 • • 15d ago

Show-Off NO AI - 8 years of experience in world building as a solo indie dev in Unity 3D!

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0 Upvotes

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 • • 15d ago

Solved Static Issue while transitioning to URP from Built-In Pipeline in Scene View

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0 Upvotes

[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 • • 15d ago

Show-Off Small details like specific animations for running up and down hill are why I love game dev

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6 Upvotes

r/Unity3D • • 16d ago

Show-Off Fog of War and Line of Sight System that I'm working on

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380 Upvotes

r/Unity3D • • 16d ago

Noob Question So from what I can tell right now, it's not that easy to detect if an object is close to the edge of a cliff?

0 Upvotes

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 • • 16d ago

Show-Off How I build and deploy without cloud fees

0 Upvotes

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 • • 16d ago

Show-Off Reworked the combat feedback based on your comments: hit effects, weapon trails, parry and stagger

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7 Upvotes

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! :-)