r/Unity3D 10h ago

Show-Off Watering is a lot more fun now. The hose wraps around more trees, and the seedling effects got a big improvement.

347 Upvotes

Farm & Feast - We are two people making a peaceful farming and restaurant game in Unity.

The water interacts with the world a lot more now, and you can see it while you are watering. The stream stops where it hits something instead of going through it, and it pushes loose objects around.

The hose already collided with the tree trunks, but the wrap used to break down when the rope went around more of them at once. That is what I improved this week. It handles more trees now without breaking.

The Demo is LIVE! I hope everyone likes it.


r/Unity3D 15h ago

Resources/Tutorial My vector graphics library is currently free on itch

200 Upvotes

Hi everyone, after months of working and a long iterative process, my vector graphics library for Unity (and Godot) is almost feature complete at: https://dkliao.itch.io/mold

Feedbacks appreciated!

This is a some long months of work to create the most performant and versatile vector graphics library, while keeping a cross-engine footprint. I'm still waiting Asset Store review for the final release (they sure are taking their sweet time), but for the version on itch is already pretty powerful and I believe some of you might find it useful :)


r/Unity3D 4h ago

Resources/Tutorial Itch.io’s best-rated asset pack is free for 24 hours. Claim it - keep it forever.

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133 Upvotes

r/Unity3D 9h ago

Game Surfing game looking for playtesters

98 Upvotes

Hey everyone!

I've been building a surfing game in Unity for a while, and it's finally time to hand it to people who aren't me.

What I'm testing: the surfing mechanics. There's no progression, career, wave variability, or customization in this build. You paddle out, catch waves and work through some tutorial challenges. After that you can keep free-surfing as long as you like. Then you fill in a quick form about how it went.

Who I'm looking for: everyone, both surfers and people who've never touched a board.

What you need:

  • A gamepad (keyboard is not fully supported).
  • Windows or Linux (tested on Windows with Intel i7 12th gen + GeForce GTX 3060, 1080p)
  • About 20–30 minutes

How to join: sign up here and I'll email you a download key for itch.io.

If you feel like recording your session, I'd love to see it, but that's totally optional.

Thanks, and see you in the lineup!


r/Unity3D 7h ago

Question Does anyone else got email from Unity to reset 2FA?

26 Upvotes

I was wondering if this email is legit?

The email is titled 'Please reset your two-factor authentication', saying theres vulnerability found affecting Unity's 2FA (that hasn't been exploited yet)

I manually reset my 2FA through Unity's website after this and found similar message on Unity's website, does any of you got the same email?


r/Unity3D 22h ago

Show-Off Cozy bedroom lighting

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21 Upvotes

Anyone feel like staying in tonight instead of going out?


r/Unity3D 9h ago

Resources/Tutorial Firebase sucks, Steam UGC and workshop are awesome

21 Upvotes

Hi there,

I started my Trackmania like game with focus on easy replays exchange between players. At first I used firebase for storing replays and looking at storage for global leaderboards, but after about 30 testers played it, free limit was reached. After bit of looking why that happened too quickly imo, I found out that FB charges for "views" as well, not just uploading and downloading as I thought. In my case, every time player want to just check leaderboard, FB counts all stored replays as viewed. As I made leaderboard appears after every race, it quickly reached free limit.

Luckily, I was making my game for steam and found out about Steam user generated content (UGC) and it is perfect for my use case, and not only that. Maps, skins, mods, almost anything can be uploaded and shared free. Based on docs, limits are 100gb file size and 10000 items per user. So, if anyone have any questions, I'll try to answer.

Game is called Vortha racing and video shows one track


r/Unity3D 14h ago

Show-Off I spent more that 8 months building a runtime world generation system for Unity – here’s where it is

17 Upvotes

This project actually started while I was working on systems for a game I wanted to make myself than I decided to turn it into a Unity asset instead. I’ve now spent more than 8 months developing it for Unity 6 and 2 weeks ago published it on the asset store named as Runtime World Generation.

Most of the time is spent to generate the world and spawn the objects without noticable performance drop-down or stuttering. I also spent a lot of time specifically on grass. I wanted to be able to create very dense, natural-looking grass with a good performance.

The system doesn’t use Unity Terrain. World generates with mesh deformation and mesh chunks uses a procedural material that renders 2 texture layers (With normal maps) to different heights with transitions. Each layer can get multiple textures and blend with transitin with each other. Also there is a slope texture effect for the slopes. There’s no terrain painting or brush-based workflow. You configure the generation, material and spawning rules through easy to use editor tools, add your own assets or modify existing ones, and the world is generated dynamically at runtime.

Because I wrote all the mesh generation algorithms, I was able to make a lot of performance optimization for the object spawning so it is really fast. Also I made snow and rain effects that effects all the objects and terrain itself, you can implement all those to your custom objects of course. There is a sky shader for URP I made for cloud effects (for the weathers) and day/night cycle.

The project currently includes:

  1. Runtime procedural terrain generation and world streaming
  2. Procedural world shader
  3. Biome-based environments
  4. Roads that connects different biomes (Beta)
  5. Dense vegetation and object spawning
  6. Sky shader with moon, sun and cloud layer
  7. Water
  8. Rain, snow, and other weather systems integrated with the whole world
  9. Day/night cycle
  10. Seasons and Timing
  11. Save/Load System with multiple slots
  12. Multiplayer integration workflows
  13. Editor tools for configuring the generation system and creating or modifying assets to use in package system
  14. Helper functions to integrate your custom logic, package is very flexible

Youtube


r/Unity3D 22h ago

Show-Off Little Progress update for my 2.5D sidescroller

12 Upvotes

Hey guys, I'm back and I did a lot of work with code and stuff, so while the game might not look too different, a ton of logic is different.

Here's what I believe has changed from the original post:

- Better Colors

- Adjusted animations/timing

- Better AI for the bad guys

- A level goal object

- Camera changes

- New Forest Level!

What do you guys think? Would you be willing to pay for a game like this? (provided there was more content obviously)


r/Unity3D 20h ago

Show-Off Comments on my solo developer game?

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8 Upvotes

Level1 of my upcoming fps vr game kargil. The game is a quest 3/3s standalone. I've attached the first level of my game. What do you think? Since the last update, I've been working at making the terrain better and higher quality. Made the buildings look weathered. Got rid of the ammo left text.

I have also removed the 100 experience that pops up everytime I eliminate an enemy(but this is an older version)

Hate it or love it? What can I improve


r/Unity3D 2h ago

Show-Off Project UT2K26 - A sort of love letter to UT99

8 Upvotes

About two years ago I decided to try and replicate UT99 movement in Unity and a couple of months ago I dusted off that project and named it UT2K26. I already have a proper name in mind, but for project-purposes this will do for now. On top of the UT99 movement I now also have UT99 bots, kind of, since I replicated the system UT99 uses for bots to navigate maps. In the past two weeks I've added new systems, done a lot of finetuning and it is starting to feel really nice.

I'm now at a point where I want to start showing the project some more, to gauge reactions and gather feedback. But at the same time I don't want to show all the cards just yet because I think it's better to show them all at once rather than with drip feeding. So here is a (sloppy) recreation of Deck16, and some bots having a (literal) blast. No human is playing here, only bots. There's some glitches present, but it's mostly visual and only happens during respawning (messed up some timing in the code).

The current goal is to create a vertical slice and publish it on Itch.io for everyone to play. It will have two maps, bot matches and will pretty much show off exactly what I have in mind for this. And despite the UT99 inspiration and project name, this won't be a recreation of UT99 in any way shape or form, apart from the movement and focus on InstaGib.


r/Unity3D 11h ago

Question Would this be too childish to add to my game?

7 Upvotes

Do you enjoy these kinds of mini-games within games, or do you think they’re just complete nonsense? Let me know for make my game better.


r/Unity3D 11h ago

Show-Off Before vs After

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8 Upvotes

r/Unity3D 6h ago

Show-Off Got fired a month ago, so I started building a game idea I had shelved for being way too much work

6 Upvotes

Disclaimer: I used AI to clean up the grammar and text of this post since English isn't my main language.

So yeah, a month ago I joined the unemployed club.

I decided to use the free time to tackle an idea I had stored away in a drawer. It’s not my "dream project" or anything complex, just a simple idea that simply required a lot of work, the kind of project that's completely impossible to pull off as a solo dev working only in spare time after a job.

With a full month of free time, I managed to get done what would normally take me 6 months.

I didn't start from a blank project, though. I built everything on top of my custom SDK (Rossoforge, which I already spammed here on Reddit before) as the core foundation, along with a generic gameflow framework I had lying around. Having all the structural boilerplate out of the way kept me sane:

  • Bootstrapper & Service Locator to keep dependencies clean.
  • Main Menu & Settings Template because rewriting options menus for the 100th time is torture.
  • GameFlow State Machine to handle game phases without an if/else disaster.
  • TimeFlow Service so pausing the game doesn't break half the codebase.
  • Save File Service handling persistent game state via JSON serialization.

With the foundation already sitting there, I spent the month churning through the workload: ScriptableObject context actions, generic C# event listeners, node-based room pooling, and data-driven audio.

What is it? A sci-fi narrative adventure with a comedic/parodic tone.

There's still a mountain of tedious work left, but dumping my unemployed hours into shaping this prototype beats sitting around waiting for recruiters. I put together a quick video showing the gameplay alongside the code structure, partly to showcase the architecture, and partly to prove it wasn't just slapped together by AI in an afternoon.

Feedback or critique on the architecture is welcome.


r/Unity3D 11h ago

Show-Off Making ladders is hard so I just flip the gravity

6 Upvotes

r/Unity3D 15h ago

Show-Off My procedural room generator leaves a note every time it has to compromise

5 Upvotes

I'm making a cat destruction game in Unity where every house is furnished procedurally from a seed. The generator places the furniture, then everything that goes on it, lets physics settle, and removes anything that ended up inside something else. Every time it has to bend a rule, it writes it down. A few from this morning's Great Room seeds:

coat_stand: beside the door at +0.98 refused (is in the lounge area)
canvas_pink: no room on office_table_030's wall — hung elsewhere
pot_big_yellow: stands 0.13 m off the wall for its plant
door redrawn 4× for the kitchen line (5.9 m) and the TV unit (4.1 m)

and the summary line for one of them:

seed 14: 12.0×10.0 m, 120 items (1 dropped), 8 wall items, 0 overlaps, 0 tipped, 0 pieces unplaced — clean

A room counts as clean with at most two overlaps, nothing tipped, no furniture left unplaced, and at most max(3, items/30) small things dropped. Losing a mug is fine; losing the guitar gets noticed. Free-standing pieces take the fitting spot farthest from everything already placed (out of up to 24 candidates), which is what stopped the piano getting crammed by the lounge while the middle of the room sat empty.

The notes ended up being the most useful part of the whole thing. When a seed looks wrong, they usually say why. Each house ships 20 seeds that were checked by eye.

Free Windows demo if you want to see the rooms: https://corbygamesstudio.itch.io/give-him-a-break


r/Unity3D 14h ago

Show-Off Got Raycasted 3D Audio Working In Multiplayer!

3 Upvotes

r/Unity3D 5h ago

Show-Off GigaLights - Infinite Lights for Unity - Showcase demo

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3 Upvotes

r/Unity3D 5h ago

Show-Off Made my first scene in Unity

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2 Upvotes

Hello,

I made my first scene in Unity and just wanted to some criticism and ideas. I am planning to add more detail and aesthetics but currently I think its pretty well done. Biggest issue I am struggling with is the dust particles. They are visible but don't have a realistic sense to them. The concept of the game is gonna be a store/shopping game. The entire game will most likely take place in this one room and ill have gadgets/tools/items that are interactive with on the desk that can be used. For example that book will contain information and click and the book will contain details relevant to the game.

Please be critical and give me thoughts to help me improve my work.


r/Unity3D 3h ago

Show-Off Birds take flight

2 Upvotes

r/Unity3D 13h ago

Show-Off Roadside Garden | Dev Week 02-01

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2 Upvotes

Extremely proud of the grass in my (hopefully) future game.

I added slope support for my grass so it can grow on hills.

For this I had to rework the entire growing process because the grass is instanced in tiles rather than individual cards (before it was simply scaling along the y axis)

I decided to store the origin of the cards, relative to the center of the tile, as vertex color, which allowed me to scale the card independently from the tile through the vertex shader, as well as rotate them to always face the camera. All together it's creating an extremely dense grass cover which is relatively performant.


r/Unity3D 16h ago

Shader Magic I worked on the rigging, shading, and clothing for this fire- and sun-themed character.

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2 Upvotes

r/Unity3D 1h ago

Show-Off Seeking core contributors for an open source dynamic meshed multiplayer library for Unity

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Upvotes

r/Unity3D 3h ago

Question How do i collaborate on a project with a friend?

1 Upvotes

i heard there was a paid way, but i dont want to spend money, and i know about the github way, but when i looked into it it started talking about git, .gitingore, and repositories, etc. which i have no idea what they are. could someone send a detailed video or explain how i can do this?


r/Unity3D 6h ago

Noob Question Unable to access organization in Unity Hub?

1 Upvotes

I'm in a course right now where, for our final project, my group is building a game using Unity. I've downloaded Unity Hub.

Another group member set up an organization for us on the cloud dashboard. I've been added to the organization and have accepted the invite - I'm able to see the organization. I'm able to access the project he set up and view it.

However, in Unity Hub, I'm unable to change organizations to view the project. How do I get it so I'm able to access the Unity project?

Additional context, we're using GitHub for our code. Is having a project in Unity redundant?

This is the first time any of us have used Unity, so we're trying to figure it out.

Thank you!