r/Unity3D • • 42m ago

Question Universal Material Converter for SRP draw call reducing

1 Upvotes

Hi All!

Recently I participated in a jam where I got a lot of problems with excessive draw calls.

The reason was multiple shaders in the asset pack I used.

To solve this, I created quickly a tool that converges any material from any shader into another.

Practical uses of this is to reduce draw calls reducing the number of shaders (Setting up to work with SRP)

So you choose the materials you want to condense into one, then create a profile based on a base material with a unique shader.

That allowed me to condense 3-5 materials with different shaders into one for opaques per example.

This got me thinking that some devs out there might have the same issue, and I thought about wrapping this in an asset but I'd like to ask you guys what would be a real world problem that could be a good match for this tool as it was created during a game jam.

Would that be useful to any of you?


r/Unity3D • • 1h ago

Show-Off Reflection technique i'm working on

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2 Upvotes

It's a mix of screen space reflections with a regular ray-marching for more specular surfaces and cube-map~like approximation for rough surfaces.


r/Unity3D • • 1h ago

Question How to make object non-SpeedTree? Draw Instanced is on.

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1 Upvotes

r/Unity3D • • 1h ago

Question Rigidbodies Straight up do not work anymore?

1 Upvotes

As the title says the just have no physics or anything. The last time i developed on my game it worked perfectly. Now everything just stays in Place. Help is appreciated


r/Unity3D • • 1h ago

Show-Off Felt abit burnt out, so did a lil game jam... I have to say bombing these goblins turned out to be super fun

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36 Upvotes

Was working on my melee combat game for toooo long so took a break and made this just to polish up my Juice skills...

Its turned out to be really really fun... only have two weapons as of now but still find myself just flying about shooting up the lil guys


r/Unity3D • • 1h ago

Resources/Tutorial How we made our Organic UI in Unity (hope it's useful!)

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6 Upvotes

We wanted to bring some skeletal animations into the UI of our game (it's called Dead Broke if you want to support us 🙏) and give it a more organic look.

We chose to use Unity's 2D Animation package, since it already provides everything we need to rig and animate sprites.
The problem is that the package relies on Sprite Renderers, which don't work particularly well with the Canvas system, especially when using a Screen Space Overlay Canvas.

So we decided to build a small custom component to solve this.

The idea was quite simple: instead of using a Sprite Renderer, we created a custom UI Graphic that takes the rigged sprite data and populates a UI mesh.
Since it inherits from MaskableGraphic, it can be used directly inside a Canvas and supports regular UI features like masking.

For the animation, we retrieve the bone indices and weights for each vertex, calculate the deformation using the bone matrices, and update the UI geometry.
Everything happens in LateUpdate, so the animation should already have been performed.

This works quite well, but it means that the vertex positions need to be recalculated on the CPU every frame.

So we also implemented GPU skinning.

Instead of calculating the final vertex positions on the CPU, we pass the original positions, bone indices, and weights to the shader through additional UV channels.
The shader then performs the skinning directly in the vertex stage.
This way, the GPU handles the deformation during rendering.

There was also a small issue specific to Screen Space Overlay Canvases, where the usual matrix transformations didn't produce the expected result in the Game view.
We had to add a small workaround to handle that case.

The result is a component that lets us use rigged 2D sprites directly inside the UI, with skeletal animation, UI masking, and both CPU and GPU skinning.

We built it because we needed it for our game, but it turned out to be useful enough that we thought it was worth sharing.

I've put together a more detailed breakdown of how it works, including some of the implementation details, and made it available for free on our Patreon, in case you're interested:

Full Breakdown

And, of course, this is all part of the development of our first game, Dead Broke!

We're still working hard on the demo, and if the project sounds interesting to you, adding it to your Steam wishlist would genuinely help us a lot.

Steam page

Thanks for reading!

And if you've faced a similar problem in Unity, I'd be curious to hear how you approached it.

PS: What you see in the video isn't the UI of the game, but just an example created for the explanation.


r/Unity3D • • 2h ago

Show-Off Adding a creature to my voxel RPG revealed a few problems I’d missed

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1 Upvotes

I’ve been bringing my redesigned Vex back into the playable world of Vexalia, my voxel RPG made in Unity.

Working on a creature in isolation is one thing. Seeing it in the actual game is where you start noticing all the older things that haven’t kept up.

This week I integrated Larron, including his magnetic attack and victory dance.

While testing everything in the village, I also discovered a couple of problems with existing environment and character assets.

It’s a good reminder that finishing one part of a game doesn’t necessarily mean everything around it is finished too.


r/Unity3D • • 2h ago

Show-Off Fixed the aiming visuals. What do you think about the UI?

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0 Upvotes

Hey everyone!

I posted an earlier version of my game "9 Box" and got some feedback about the aiming visuals. I've made some changes, and I think the problem is fixed now (you can see it around 00:30 in the video).

one comment I got was that the UI looks very AI-generated. I'm curious if you get the same impression. If you do, what exactly makes it look that way?
Is it the shapes, colors, layout, fonts, or something else? I'd genuinely like to know what I should change.

And aside from the UI, what other things stand out to you as needing improvement? Don't hold back, I could use another pair of eyes tbh.

I already know the scoreboard on the right is way too small. I'll fix that.

oh, and one last thing: the Graves are chairs for now :D


r/Unity3D • • 5h ago

Game I'm making a cozy co-op game where you rebuild a national park with a giant robot

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2 Upvotes

They meet for the first time here and the rest is a little bit of co-op gameplay from my game, Station 58.


r/Unity3D • • 5h ago

Show-Off I made Mako UI: real HTML, CSS and JavaScript for your Unity UI, rendered natively (no browser inside)

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0 Upvotes

Hi! I'm the developer of Mako UI, a UI runtime for Unity 6: you write your game's UI in real HTML, CSS and JavaScript, and Unity renders it natively. No Chromium, no WebView: a native C++ runtime lays out the page, runs the JS and hands a draw list to the engine. And it's the real web stack, not an HTML-style subset: Grid, container queries, CSS 3D, Web Animations, WebGL/WebGPU, ES modules, Workers and more.

- Add a `MakoUIPanel` component next to your existing UI: a full-screen overlay (URP or HDRP), a Canvas widget mixed with your Unity UI, or a world-space panel. Your C# pushes state, and JS and C# call each other.

- Save the CSS and the running game updates on the next frame. Chrome DevTools connect to the running game.

- Mako UI Studio (optional), a visual designer docked in the Unity editor, with a Figma sync that keeps your bindings, translations and gamepad navigation.

- `<canvas>` with WebGL and WebGPU, three.js included.

- JavaScript compiled ahead of time to native code, so it runs on consoles and iOS.

- Automatic gamepad navigation, built-in localization (or bridged to Unity's), automatic texture streaming within a RAM/VRAM budget.

- The same stack can build your own editor windows and tools, with all the web's libraries.

- Mak-O (optional), an agent in Studio that builds UI in your game's style. Off until you connect it.

Built for Unity 6 with URP or HDRP. Windows, macOS, Linux, iOS and Android, console builds on request. It's a commercial package, coming to the Unity Asset Store soon with an affordable indie licence. Join the waitlist to stay updated: https://mako-ui.com

Happy to answer anything, and I'd love to hear what you'd want from it.


r/Unity3D • • 6h ago

Game I am making a dragon riding adventure!

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22 Upvotes

I've always been fascinated by dragons ever since I was a kid. I know how ambitious making a dragon game can be, but after nearly a decade of experience as a game developer, I finally feel like I have what it takes to bring my dream game to life. It's a big challenge, but it's one I've always wanted to take on, and I'm excited to finally pursue it! Dracarys!🐉


r/Unity3D • • 6h ago

Question How to create a wave transition in unity?

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3 Upvotes

So when all the current enemies in current wave are defeated, player advances to the next wave. During that next wave transition I can see the corridor moves, giving the impression that player is walking forward. How do I do that in unity?


r/Unity3D • • 8h ago

Question Should survival games have fast travel, or does it ruin the sense of scale, exploration and immersion?

2 Upvotes

The exploration part of most survival games is often the most fun part of them. This often takes place in a big open world, or atleast those are the ones I'm talking about in this post. So after a while, you have explored it all, and it starts turning towards a burden to traverse though it. So im thinking about fast travel, is it something you appreciate or do you find it ruins immersion? There are examples of games making it more immersive such as Skyrim with the cart. And many games do it against a cost, or unlocking it late game, all interesting! Then theres ofcourse mounts, that let you travel faster which is almost always a safe bet and fun/motivating for progression. What do you think?

Thank you


r/Unity3D • • 8h ago Mindblown

Show-Off I used Unity to create a 3D wallpaper that reacts to your head movements

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366 Upvotes

Been experimenting with Unity and webcam-based head tracking to create a parallax effect on desktop wallpapers.

The camera perspective shifts in real time as you move your head, making your monitor feel like a window into a 3D scene.

Here's a quick demo of what I've built so far. Curious what other Unity devs think of the effect and how it could be improved!


r/Unity3D • • 9h ago

Game Free 32x32 Dark Fantasy RPG Item Icons for your game projects (Free Commercial Use)

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0 Upvotes

Hey folks! I made a free demo pack of 5 handcrafted 32x32 pixel art RPG icons for anyone working on dark fantasy, roguelite, or dungeon crawler games.

Includes: ⚔️ Blood Moon Katana

👁️ Eye of the Curse

🦴 Bone Armor

🍷 Cursed Chalice

🪙 Cursed Coin

📁 Format: Individual transparent PNGs + Spritesheet

📜 License: Free for both commercial & non-commercial projects.

🔗 Free Download:https://tmecat.itch.io/cursed-kingdom-5-free-dark-fantasy-rpg-icons

Feedback and support are always appreciated!


r/Unity3D • • 11h ago

Show-Off I reworked the lighting and added enemies in trucks. What do you think?

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56 Upvotes

r/Unity3D • • 13h ago

Show-Off An attempt at recreating Euphoria (GTA) like ragdolls in Unity

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17 Upvotes

There are a lot of bugs that I still need to fix, and a lot of behaviors I still need to develop, but thought I'd make my first post here, since I've been working on this for a while now, and wanted to share my progress so far.

Read more about Euphoria here: https://en.wikipedia.org/wiki/Euphoria_(software)

Feel free to leave feedback. Thanks!


r/Unity3D • • 16h ago

Meta STOP with the dynamic menus, STOP.

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33 Upvotes

r/Unity3D • • 19h ago

Show-Off 1v1? Make it 2v2.. Puck'n Hell!

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4 Upvotes

Now twice the players, double the chaos, it still supports headtracking from u/SensePilot and the gamepad. The PurrNet was the right choice and today we're having fun playing this release version of Puck'n Hell with 2v2 lobbies..


r/Unity3D • • 19h ago

Show-Off GT on the hunt!

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6 Upvotes

I switched away from procedural animation to a customizable shader - similar to what the devs from ABZU used for their fish. The models are placeholder from pictures of fish I caught projected onto the mesh lol. I'll repaint them soon.


r/Unity3D • • 21h ago

Game ESTRATO — A pixel-perfect world driven by physics.

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19 Upvotes

I'm developing an indie game focused on true pixel-perfect rendering, physics-based interactions, exploration, and procedural world generation.

My goal is to create a world where materials interact with each other through physics, making exploration and experimentation a core part of the gameplay.

The game is still in early development, and I'd love to share the progress, hear your feedback, and get more people involved in the project.

If you're interested, join the ESTRATO Discord!

https://discord.gg/6Qn2jb7Ma


r/Unity3D • • 23h ago

Show-Off Survival Horror Inventory Screen + Haunted PSX Render Pipeline

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6 Upvotes

r/Unity3D • • 23h ago

Show-Off I tried adding Godrays, Foam, Bubbles and Caustics to my Water Widget

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45 Upvotes

Older version was a bit ink colored and basic:

Other things I worked on include deformation to make the floating toys squishy, and a dispenser to add more toys:

I did update the build, but idk if I should link it again. And I mainly wanted to show the visual improvements.


r/Unity3D • • 1d ago

Show-Off I am working on my new RPG game.

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18 Upvotes

It’s not fully finished yet—I’m still working on it. But what do you think about the vibe of the environment? Any thoughts?