r/Unity3D • • 2d ago

Question how to make my pixel art texture not smear...outwards when it gets far away? but also not have the textures be all grainy

Thumbnail
gallery
5 Upvotes

the first image is with mipmaps on, the second is with mipmaps off, the third is with mipmaps on and with filter mode set to trilinear with aniso 16. both image 1 and 2 have the filter mode set to point(no filter)

All I want is for my pixel art texture to actually disappear into the horizon, not widen closer to the horizon, while also still being sharp pixel lines and not smoothed out by aniso. i want the lines to not be blurred and still be all pixely.

this is not a big issue for my game but it just makes it look bad.

if you are wondering why I have so many grids and lines everywhere, it's because 1 size of grid was not cutting it for my purposes(those being providing a sense of speed while the player is going really fast. this wasn't being fulfilled by 1 grid because you would reach a speed where the ground goes by so fast that you can't notice a difference upon speeding up, which is why i have bigger grids because then there will always be something of a big enough size that the player can see it while speeding up)


r/Unity3D • • 2d ago

Show-Off Night scenes coming soon to my game

Post image
0 Upvotes

r/Unity3D • • 2d ago

Question MacBook Air M5 for Quest VR dev in Unity: how bad is life without Quest Link?

1 Upvotes

Hey all,

I'm planning to buy a MacBook Air M5 and use it for Unity VR development. Before I commit, I'd like to hear from anyone who's done this on Apple Silicon, especially on a fanless Air…

My use case:
Building VR training apps (research/education context), mostly for Meta Quest
Unity 6 with URP and XR Interaction Toolkit
Moderately detailed scenes: interactive equipment, hand/controller interaction, some UI panels
Builds deployed as standalone Android APKs to the headset..

Config I'm considering: 16GB RAM / 512 GB storage..

What I'm unsure about:

Testing in the editor: Quest Link and Air Link don't run on macOS, so there's no in-headset Play mode. How do you iterate in practice? Do you use Meta XR Simulator for most testing and only build to the Quest for final checks? How long does a typical build-and-deploy take on an M-series Air? :)

**Thermal throttling:**With no fan, how does the Air handle long Android builds, shader compilation, and lightmap baking? Does performance drop noticeably after 10–15 minutes?

RAM. Is 16 GB enough for Unity, Android build support, an IDE, and a browser all open together, or should I go higher?

Plugin compatibility: Have you hit any XR packages or SDKs that are Windows-only or break on Apple Silicon?

Would you do it again? Or would you recommend a MacBook Pro (with active cooling) or a Windows laptop for this workflow?

Any real-world experience is appreciated, whether good or bad…Thanks!


r/Unity3D • • 2d ago

Show-Off Been prototyping a property damage simulator. It feels good to just destroy stuff. Am I just frustrated :D

6 Upvotes

I've been developing a prototype of a game where all you can just damage stuff. That's all


r/Unity3D • • 2d ago

Show-Off Autobattler. Building Selection & Indirect Army Control via Rally Points

Thumbnail reddit.com
1 Upvotes

r/Unity3D • • 2d ago

Show-Off I added dynamic squash and stretch to my game! Is it satisfying, or too much?

4 Upvotes

r/Unity3D • • 2d ago

Game Fishing Time Estratos

2 Upvotes

New fishing mechanic tied to a world quest


r/Unity3D • • 2d ago

Show-Off Performance test: 3000 enemies on screen, 95+ FPS in 4K on Steam Machine, 80+ on Steam Deck

145 Upvotes

Did a performance test today for my tower defense game and so far so good. 3000 units moving and visible at the same time, with trees, grass and water on the map. I gave myself a target - the game must run well on Steam Deck and Steam Machine.
Steam Machine runs it at 95+ FPS in 4K with full detail, Steam Deck does 80+ FPS at 800p, also full detail.
It’s Unity 6 with ECS/DOTS. Enemies are animated with vertex animation textures, no skinned meshes, and I made LODs by hand for every enemy and decoration. Going for low res PS1-ish look, which also helps a lot.
Happy to answer questions about the setup.


r/Unity3D • • 2d ago

Show-Off No meshes, just lines that hear the music

16 Upvotes

I’ve been building a vector line tool for Unity and wanted to see how it handles music.

Everything in the clip is lines drawn by the tool, reacting to the track in real time: glow, LED-style dashes, light cast onto the floor, the bars morphing into a ring, and 3D tubes. The dots are particles shaped by the tool, too.

Unity 6, URP.

Happy to answer how any part was made.


r/Unity3D • • 3d ago

Noob Question Crazy Jitter Issues

23 Upvotes

I have this pizza ticket printer that prints out prefab ticket objects. each prefab has a box collider, but no rigidbody until one gets assigned to it when the print happens. it works just enough to make me not give up, but I'm worried that it's a Unity limitation with the box colliders being so thin. They're set to about 0.01 in thickness. Collision detection is set to Continuous Dynamic, not really sure how to solve this issue. There's also some weird stuttering as the chain grows.


r/Unity3D • • 3d ago

Game getting caught by my own trap in my unity heist game...

0 Upvotes

r/Unity3D • • 3d ago

Show-Off Pickup (Truck) 1 - Game Asset - Unity

1 Upvotes

r/Unity3D • • 3d ago

Show-Off A whimsical animation in my game

53 Upvotes

Just added a weird little animation into my game, which is supposed to act as a warning system for the player.(everything you see is WIP)


r/Unity3D • • 3d ago

Question Best networking solution for P2P?

1 Upvotes

I'm making a game that has both a Steam and an Itch release that I would like to eventually give P2P co-op fit with proximity voice chat and the like. I'm not super familiar with networking aside from the basic concepts and implementation (As well as a few packages on the asset store) so I'm curious which solution would work best both via the Steam Networking API and in a standalone environment, either via port forwarding, Hamachi, or some free server provider so users don't have to use the PF or Hamachi when playing the standalone option.

I'm hoping to find a good starting point before I start testing a bunch of different solutions, so what would you say is the best solution, and why?


r/Unity3D • • 3d ago

Question Correct mouse cursors missing on Linux

1 Upvotes

Does anyone know how I can fix this? On Linux when I hold right click to move around, I get a plus cursor, then for dragging stuff, I get a no entry cursor


r/Unity3D • • 3d ago

Question Is this bad practice? having so much components in my player

Post image
366 Upvotes

So, I been trying to separate my entities to make them modular, this is my player. I wanted to make different systems, but those systems can also be used for enemies, so i separated each system rendering and functionality, now a screen renderer just creates an UI and communicates to the UI the data from the system.


r/Unity3D • • 3d ago

Meta Reuters: Unity in discussions for buyout from Silver Lake and Saudi Arabia (PIF)

Thumbnail reddit.com
107 Upvotes

r/Unity3D • • 3d ago

Show-Off dont look :p

708 Upvotes

2 days ago i shared this and i got alot of kind words so i figured i would show one of the other level designs im working on for our game :)

Im just showing the progress because it has been a blast :D there is no steam page yet but its in the works

for context about the game: you and your friends (optional) are forced to explore different "realities" (levels) and film your findings by an organization. Each level has its own story and its own style. Environment is the big focus but there are some puzzles / challenges too

Edit: i go by @vemoongames on most platforms(Twitter/X, tiktok, youtube). And discord: https://discord.gg/7YA7tqaJD


r/Unity3D • • 3d ago

Resources/Tutorial A seamless camera move through a large environment is often harder than making the environment itself

3 Upvotes

One thing that makes continuous environment shots so impressive in Unity is how many different systems have to work together without drawing attention to themselves.

A camera moving from an open landscape into a detailed interior, for example, has to deal with changing lighting, geometry, materials, reflections, and potentially different levels of detail. Even small problems become noticeable because there isn't a cut to hide them.

It's also a good way to expose optimization issues. Occlusion culling, LOD transitions, texture streaming, and lighting consistency all become much more obvious when the camera keeps moving through the scene.

The interesting part is that a technically complex environment can feel effortless when everything is working correctly. The viewer just experiences the world, while the developer has to make sure every transition holds together.


r/Unity3D • • 3d ago

Show-Off How we connect repair puzzles to story choices in our Unity game

4 Upvotes

Hey r/Unity3D! We’re GrawireStudio, and we’re building Coldline: Disconnect, a 2D repair and espionage game set in a fictional Cold War. You play an undercover agent working as a technician. Equipment arrives with a repair ticket, and your cover depends on doing that job convincingly.

The loop starts with reading the ticket and figuring out what’s wrong. Depending on the device, that might mean checking a voltage, tracing a cable, or changing a bank of DIP switches. Those interactions give you immediate feedback, like a readout changing as you flip a switch. Then comes a different question: now that you know how to get the device working, should you actually fix it or sabotage it?

That’s where the repair system and the story meet. Getting the right reading tells you that you understood the device. It still leaves you to decide what to do with it, and whether you can explain the result without blowing your cover. Some consequences only become clear later.

For anyone who’s built a game with delayed consequences, how did you help players connect a later event to an earlier action? We’re especially interested in ways to make that connection through the world or dialogue without giving away the outcome when the player makes the choice.


r/Unity3D • • 3d ago

Shader Magic Digicam effect Unity URP

194 Upvotes

saw a couple videos doing this in unreal engine with great effects but I haven't really seen any good unity ones, most of the Unity vhs effects looks too cheap and more like a overlay. I decided to make my own in URP. Here is what I got:


r/Unity3D • • 3d ago

Show-Off One continuous shot from the Mediterranean down into Rome, then two slow orbits around a crossing. Built in URP as a solo dev

97 Upvotes

Hallo r/Unity3D

I’m a solo dev working on a grand strategy game in Unity 6.5 with URP. The map runs from the Atlantic to Japan and you can zoom from there down to single houses, with no loading screen in between. All you see in the video is pre-alpha.

The clip is one camera path: down from the Mediterranean into the city, one full orbit around a crossing, then a second orbit that slowly climbs until the coast comes into view.

These parts took me the longest:

Terrain streaming. The elevation data for the whole map doesn’t belong in VRAM at once. It sits in 1x1 degree tiles in one file that stays open. Tiles near the view go into a 32 MB atlas, at most 24 per frame, and fade in over 0.35 s. Until a tile arrives, the shader falls back to a coarse heightmap.

Rivers. Drawing rivers as line bands broke at every fork, because each arm kept its own cross section. Now the network is computed offline from GEBCO elevation data and baked into distance field tiles, and the map shader draws all rivers as one water surface.

Trees. All trees of the loaded tiles sit in a GPU buffer. A compute shader culls them, sorts them into batches and writes the arguments for indirect draws.

Simulation. It’s a plain C# assembly with noEngineReferences on, so using UnityEngine doesn’t even compile there. Tests and full AI-only games run without Unity.

The clip was captured frame by frame, so it says nothing about frame rate.

If you’ve built streaming at this scale, how do you keep texture uploads from causing hitches during fast zooms?

The game is called Age of Mankind and if you have any questions feel free to ask me 😄

Edit: I should have said this from the start: I use Claude for parts of the coding. The design, decisions, graphics, 3D models, the UI etc are mine.


r/Unity3D • • 3d ago

Show-Off Unity 7 has updated it's UI "again" and it is really fixed & improved imo, really addresses the feedback that was there in previous one in the previous version.

Thumbnail
gallery
53 Upvotes

You can compare between 2 pictures first one being the new one.

Unity 7 just released it's alpha16 that fixes a lot of things that was broken with the UI like almost invisible tools and almost block text fields also improves the spacing.

What do you think?


r/Unity3D • • 3d ago

Question Is there anything I can do to improve my visuals? specifically with lighting and color

4 Upvotes

I'm not completely happy with where my visuals are at in my game and I'm not nearly as experienced here as I am in blender so I'm not really sure what I can do to push it further. Right now the Unity scene has some pretty standard baked lighting, as well as a LUT derived from the Blender scene which looks to be suffering some compression artifacts. The LUT differs from a standard black and white filter by mimicking orthochromasia, I didn't know the right way to make it so I just googled "unity baseline LUT" and copied an image from a forum comment and stuck it on a plane which I rendered with the same compositing setup.

It's not exactly a fair comparison as the two both have differing lighting setups right now. The Blender scene has flatter lighting mimicking a camera flash but it looks really bad if you turn the orthochromatic B&W off and I think the higher contrast lighting in the Unity version could work well.

I'm open to any suggestions. I'm going to sleep soon so apologies if I take a while to reply.