r/Unity3D 13h ago

Show-Off My Game Progress

Enable HLS to view with audio, or disable this notification

0 Upvotes

Hello everyone!

my name is ali, i'm a cs student (and former security guard) turned gamedev!

i started game dev around 2 years ago i think but i could never dare to attempt to develop a full game, until someday i decided i've had enough and committed to pursue my passion and this is the result!

i released my first game ever on steam this month and it didn't do too bad i think :).

i had way too many sleepless nights, way too many days where i haven't left my house, but to me, even ifs not a massive success, i think its worth it, not for the monetary gain, but the feeling that i have done something in my life that people have fun playing, something that has my name in it, something that if something were to happen to me, i know that atleast i didn't go without a trace lol.

i love vampire survivors, i love RPGs, so i decide to combine them both into one game and this is the result


r/Unity3D 11h ago

Resources/Tutorial How to Make Custom Controls in UI Toolkit

Enable HLS to view with audio, or disable this notification

2 Upvotes

Making Custom Controls in UI Toolkit has never been easier!


r/Unity3D 3h ago

Question Our game is ugly and disgusting, help us with a new AD

Enable HLS to view with audio, or disable this notification

0 Upvotes

We are two devs behind this, emphasis on the dev part.

Our current art direction has been described as bland, uninspired and risk-free, which is true.
To be honest, it's a mix a commissioned bodies model and synty assets.

Not really sure that we can consider it a art direction.

We'd like to head for something cleaner, simpler all around the board

Maybe flat colors, no texture ?
Tuning down every colors and tune up VFX to make them pop-out as to make the gameplay more readable ?

Do you guy's have any game like this that we can take inspiration from ?
It would be really nice


r/Unity3D 34m ago

Show-Off Blood system for my indie game Pull on Heart

Enable HLS to view with audio, or disable this notification

Upvotes

I've been trying to improve the bleeding and damage feedback system I had; I'm satisfied with the result, but I'm open to suggestions :D


r/Unity3D 17h ago

Show-Off Creating a fluid combat system, what do you think?

Enable HLS to view with audio, or disable this notification

3 Upvotes

Here's an early video of my attempt at a melee combat system. Been working on it for around the last 2 weeks. The actions are all state driven with allowed transitions. They're scriptable objects so it's very modular. Attacks can apply forces to my character or enemies, and impart states too such as stunned, flinched, knocked back, or launched.

It's a mix between super fast paced hack n slashes and a more combo-driven framework like Kingdom Hearts. I'm trying to create lots of combo branches with movement options such as bunny hopping, moonwalking, jump buffering (which launches the player after attacks), and dodge cancelling.

No air combos are implemented yet, but that's next on the list. What do you think so far?


r/Unity3D 12h ago

Show-Off Finally released the free version off my economy framework

Thumbnail
gallery
0 Upvotes

I published my Unity Asset Store tool on the Unity Asset Store a few months ago. The tool requires payment and my goal was never to make money. It is to help indie developers prototype their ideas fast and easily add economy with playable into their games, regardless of genre.

I have been thinking a lot about how i can make the tool accessible to everyone therefore i released a LITE version for free and cut the premium's price in half. Wishing this will push more developers into trying the tool out and help me improve it's capabilities.

The tool allows developers to create currencies, shops, loot tables, transaction, shop interfaces and more from scratch, all within minutes using the different editor windows.


r/Unity3D 21h ago

Question All my lighting got messed up?

Enable HLS to view with audio, or disable this notification

0 Upvotes

So essentially what happened was that I wanted to see if I could remove the unity splashscreen, so I did, and then I pressed preview. After I saw the preview, all the lighting in my scenes were messed up. I am confident its mainly because of the splash screen, because I had tested it right before I messed around with that, and it was perfectly fine.

In the video, the scene is like 10 times darker than it should be, and the lights don't even do anything when I change the values, or something. Whenever I turn off the lights, the result is the same. The fog doesn't show up as clearly, and the floor has near 0 light. I am very amateur with unity, so if I accidentally disabled something, please let me know, and I am so sorry in advance.


r/Unity3D 6h ago

Show-Off Frag grenade logic implementation.

Enable HLS to view with audio, or disable this notification

13 Upvotes

r/Unity3D 11h ago

Question My Awake function is not initializing values in the main menu scene and only initializing values in the main game scene.

Enable HLS to view with audio, or disable this notification

1 Upvotes
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class MMmanager : MonoBehaviour
{
    public Slider masterVol, musicVol, SFXVol, CamSen;
    public AudioMixer masterAudio;
    public Toggle tutorialTog;

    private void Awake()
    {
        CamSen.value = PlayerPrefs.GetFloat("CamSen");
        musicVol.value = PlayerPrefs.GetFloat("MusicVol");
        SFXVol.value = PlayerPrefs.GetFloat("SFXVol");
        masterVol.value = PlayerPrefs.GetFloat("MasterVol");

        if(PlayerPrefs.GetInt("Tutorial") == 0)
        {
            tutorialTog.isOn = true;
        }
        else
        {
            tutorialTog.isOn = false;
        }
    }

    public void BackToMenu()
    {
        SceneManager.LoadScene("MainMenu");
    }
    public void StartGame()
    {
        SceneManager.LoadScene("GameScene");
    }

    public void StartMultiplayerGame()
    {
        SceneManager.LoadScene("Lobby");
    }

    public void QuitGame()
    {
        Application.Quit();
    }

    public void showTut()
    {
        if (tutorialTog.isOn)
        {
            PlayerPrefs.SetInt("Tutorial", 0);
        }
        else
        {
            PlayerPrefs.SetInt("Tutorial", 1);
        }
    }

    public void SetSensitivity()
    {
        PlayerPrefs.SetFloat("CamSen", CamSen.value);
    }

    public void SetMasterAudio()
    {
        masterAudio.SetFloat("MasterVol", masterVol.value);
    }

    public void SetMusicAudio()
    {
        masterAudio.SetFloat("MusicVol", musicVol.value);
    }

    public void SetSFXAudio()
    {
        masterAudio.SetFloat("SFXVol", SFXVol.value);
    }

    public void SaveSettings()
    {
        PlayerPrefs.Save();
    }
}

r/Unity3D 14h ago

Show-Off We got tired of crunching on complex games, so we made an incremental idle game about beach, cocktails, and drunk wizards. How are the vibes?

Enable HLS to view with audio, or disable this notification

7 Upvotes

r/Unity3D 9h ago

Show-Off First impressions of my megabonk-meets-zelda unity prototype

10 Upvotes

r/Unity3D 17h ago

Show-Off I couldn't find an asset I knew I owned because I forgot what I'd named it 6 months ago

6 Upvotes

Anyone else have this happen? I was looking for a rusted metal texture I'd used in an old scene. I knew for a fact I owned it. I just couldn't remember the filename. Could've been anything from M_Rust_02 to Metal_Corroded_Old to something even less helpful.

Normal file search is useless here because it only finds what you type, not what you meant. And this isn't really a "my project is a mess" thing. I actually keep decent naming conventions. It's more that naming decisions I made 6 months ago just aren't in my head anymore. Multiply that by a year+ of assets and it's a lot of small "where did I put that" moments adding up.

Got curious enough about it that I ended up building a small local search tool for Unity that searches by meaning instead of filename. so "rusted metal" finds M_Rust_02 even though the words don't match. Nothing fancy, runs offline, editor-only.

Mostly just curious if this is a "yeah, that's just how it is" thing for others, or if people have actual systems that avoid this entirely. genuinely want to know if I'm missing something obvious.


r/Unity3D 8h ago

Resources/Tutorial Unity 6.6 Just Released! Here's What's New

Thumbnail
youtu.be
76 Upvotes

Unity 6.6 released today! I did a recap video that covers some of my favorite changes as well as a few things to know about them (including code samples).


r/Unity3D 8h ago

Game After 2 years of work, it’s finally ready for release! Apocalypter - a Mad Max-inspired, procedurally generated, open-world survival game.

Enable HLS to view with audio, or disable this notification

33 Upvotes

r/Unity3D 22h ago

Show-Off So my Skate Mates game is becoming less and less about Skating lol

Enable HLS to view with audio, or disable this notification

33 Upvotes

It's got horses, it's got dragons, I'm thinknig of more non skate based ideas. Anyway, here's a new way to play. It's a co-op rage game where I guess you now have to fly a dragon together lol.


r/Unity3D 6h ago

Show-Off Sometimes HDRP lighting hits just right

Enable HLS to view with audio, or disable this notification

51 Upvotes

r/Unity3D 15h ago

Show-Off Sphere cannot be build from hexes, but game dev is magic

Enable HLS to view with audio, or disable this notification

1.4k Upvotes

For our roguelite Tile Crawl, we wanted our meta progression to stand out, so we designed it as a planet to explore. But our run map was already designed using hexes, so for consistency's sake, we wanted a globe out of hexes as well. We did not want to have pentagons but rather somehow achieve full coverage by equal hexes (even though it is geometrically impossible).

So how it works:

This is actually a plane with objects placed on it. Then, using camera position, vertices are recalculated in a shader (all objects must share the same bending subgraph or shader code with the same values to look consistent). This technique is used in Animal Crossing, as far as I am aware, but just not tuned as heavily.

Okay, so this gives us a bent plane that looks like a sphere. Next challenge is actually allowing it to rotate properly; rotation is achieved by just moving the plane in the X and Y axes while the camera stays static. To achieve looping of the planes I am spawning 8 more planes with copies of the objects and then teleporting them as I am crossing the edges (this part for sure can be done way, way better with some vertex magic or just fewer clones).

Next challenge is that shadows are broken as vertices are recalculated but normals are not; to calculate a new normal, we need to get two neighbours of the vertex, then bend them with the same logic and use the results to calculate the new normal. This allows us even to have proper shadowing from clouds above.

Last thing to do is clicking the nodes on the map. As objects are actually in very different spots from visuals, just raycasting from the mouse won't work. So I'm using one big sphere collider to detect the mouse position on the sphere, then recalculate it backwards to where it would be on the plane and find the closest node in radius.

There are still some things left to do (VFX support is quite bad, and there are some artifacts with water waves on the edges of planes). But in my opinion, already looks quite good and stands out.

Thank you for reading! If you like what you saw, consider wishlisting Tile Crawl on Steam!


r/Unity3D 9h ago

Official Unity 6.6 is now available

218 Upvotes

Howdy everyone! Your friendly neighborhood Community Man Trey here to share the news that Unity 6.6 is now available!

This is a Supported release. So, for those of you who don’t know what that means, it carries the same stability and critical update commitments as our LTS versions. 

One heads up before the feature list, because it changes how the Editor behaves out of the box: the default setting for entering playmode is now reload scene only for all new projects. Code won't reload and static state won't reset between runs. Existing projects keep whatever you've already got set. It's the biggest workflow change in the release, and it's deliberate prep for Unity 7, where domain reloads go away entirely. If you're planning that migration, making your code domain-reload-safe now is the cheapest time to do it. There's a technical upgrade guide on Discussions if you want the details.

Beyond that, here's a taste of what's in there:

  • Native Dictionary Serialization: put [SerializeField] on a dictionary field and it just works, with a two-column key/value layout in the Inspector and a compile-time analyzer that flags unsupported key or value types
  • Content Directories: load and hold only the assets a scene actually needs instead of whole bundles, using the same Addressables API you already have. Existing AssetBundle groups convert with a right-click, and AssetBundles aren't going anywhere for remote content
  • Build Analysis window: build history plus views for your largest assets, long dependency chains, per-step timings, and the actual root cause of a failed build instead of all the surrounding noise
  • Shader Build Settings: opt into DXC for DX12 (Shader Model 6, wave intrinsics, native 16-bit) and let Unity convert keywords into dynamic branches. A clean build of Survival Kids went from 1 hour 46 minutes down to 32 minutes with that turned on
  • New Hierarchy window is now on by default: better performance in large scenes, horizontal scrolling, reorderable custom columns, public APIs for extending it, and support for non-GameObject items. The legacy window is still there if you'd rather stay put
  • Unity Compute Light Baker: lightmaps, light probes, and adaptive probe volume data now bake through Unity compute shaders and the Unified Ray Tracing API, so baking can lean on hardware-accelerated ray tracing where you've got it
  • 2D: rendering layer support for 2D lights on top of sorting layers, 2D shadows that finally work with GPU skinning, and new Profiler modules for 2D Animation, Tilemap, and 2D Graphics
  • Web: WebGPU is production ready, which brings compute shaders, GPU skinning, indirect rendering, and VFX Graph to browser builds. WebGL 2 is still the default until you opt in. Also Progressive Asset Loading for per-scene downloads instead of one big upfront pull, and WebAssembly64 for projects that need to go past the 4 GB heap ceiling
  • UI: a SafeArea component for uGUI that keeps content clear of cutouts and gesture areas without per-device margins, max width and height on layout elements, and backdrop-filter in UI Toolkit for frosted glass and dimmed overlays with no render textures or custom shaders
  • Package signing for .unitypackage: publishers can sign .unitypackages so you can confirm authorship and that its contents haven't been tampered with after publishing

All the details are in the Discussions post. Feel free to head there to ask questions of the experts, or here and I’ll do my best to chase down what I don’t know.

Cheers,
- Trey
Community Man @ Unity


r/Unity3D 21h ago

Game Jam Devastable city - DOTS physics tech demo

Enable HLS to view with audio, or disable this notification

153 Upvotes

Tech demo video , physics devastcation of city building, giving a pressure test on unity's DOTS physics

DOTS physics collision capacity become really tight when fract physics collider entity count more than 1000 . Next move would be solution to reduce CPU dependency , moving part of fract pieces collider to compute shader


r/Unity3D 23h ago

Show-Off saw an astral dice shader on twitter and had to try rebuilding it in unity

Enable HLS to view with audio, or disable this notification

336 Upvotes

Colours still aren't quite there but I'm happy with where it landed

Ask any questions


r/Unity3D 10h ago

Resources/Tutorial Modular Medieval Watchtower 3D Model

Thumbnail gallery
5 Upvotes

r/Unity3D 11h ago

Show-Off Just finished my first devlog

Thumbnail
youtu.be
4 Upvotes

I just finished my first devlog and Im feeling a little anxious about it. Im not really used to talking on video, especially not in English publicly, but I did it.

I’m actually kinda proud of what I’ve put together and hopefully I’ll get some feedback so I know what I can improve on for the next one and whatnot.


r/Unity3D 9h ago

Game Expanding the place in my game Nightlife Tycoon

Enable HLS to view with audio, or disable this notification

10 Upvotes

Nightlife Tycoon is about building and managing your own nightlife venue, designing the layout, hiring staff, keeping customers happy, managing stock, organizing events and growing your reputation.


r/Unity3D 9h ago

Show-Off Making our monster tamer Metroidvania with Unity, even using a perspective camera for that sweet parallax

Enable HLS to view with audio, or disable this notification

4 Upvotes

r/Unity3D 8h ago

Question How to prevent visual studio from auto-adding folder structure to namespacd

1 Upvotes

Title: I have the namespace set in Unity but then when creating a file in Visual Studio it auto-adds the file structure after

Unity I have set to TestGame namespace

Visual studio when making new scripts puts like Testgame/scripts/movement namespace. I would rather have no namespace or just my Testgame namespace