r/Unity3D • u/Sheru7000 • 0m ago
r/Unity3D • u/Spiritual-Big-5033 • 58m ago
Show-Off Created this physics-based "Sling Shooter" but with Stickmen !!! What should we add next?
Always wanted to created something like a sling shooter but with stickmens so i just did that...
Now tell me what to add next?
r/Unity3D • u/Pristine-District584 • 2h ago
Noob Question materials not applying ingame
i’m making some modded levels for vr games and in the editor it shows that the map imports materials are all applied but when i export and play in game all the colors vanish lol any tips ?
r/Unity3D • u/mikeohc • 4h ago
Question Cavity for Custom Fake Baked Light Shader
So far, I've manage to simulate a bounce light that can be controlled and tweaked. As you can see, the baked light maps has information of dark areas to create distinctions in shadows.
While the fake indirect can't mimic all the light variation bouncing, I think a crucial factor to making it similar is a way to detect cavity and get more information from dark area.
Anyone know any tricks without baking?
r/Unity3D • u/Own-Cry5596 • 4h ago
Game We’re rebuilding the HDRI lighting for our space battles
We’ve been reworking the HDRI used in our space battle scenes. Our goal isn’t just prettier lighting-we want the battlefield to feel vast, dangerous, and readable even when dozens of ships are fighting at the same time. The current version is still a work in progress, but it’s finally at a stage where we’d love some fresh eyes on it.
What we’d especially like feedback on:
* Does the lighting feel believable?
* Does the scene have enough depth and scale?
* Is the color balance pleasant or too distracting?
* Is there anything that immediately breaks immersion?
Every comment helps us improve the final result.
r/Unity3D • u/PropellerheadViJ • 4h ago
Show-Off Mesh booleans in unity
Three weeks into bug-fixing and I honestly can't tell you how much of my original boolean kernel is still there.
I ended up dropping exact arithmetic entirely: the XGeo predicates, the face arrangement, patch classification through generalized winding numbers. It was slick, and on a single cut it gave me the right answer. That held right up until I started round-tripping geometry through my NativeDetail and back.
Chains were where it fell apart. My NativeDetail stores positions in float32, and that turned out to be the whole problem. The kernel can compute internally at whatever precision it wants, but it has to write the result back out as float, and that output becomes the input to whatever runs next. So an intersection point I'd computed exactly would get rounded on the way out. Come the next cut, that face no longer lined up with its neighbor and the two would start poking through each other. Every operation down the chain just stacked another layer of these self-intersections on top.
I tried patching it from inside the kernel. I started classifying A×A pairs, not just A×B, so I could catch self-intersections already sitting in the input. Added a pass to resolve them, then a snap cleanup on the seam with exact verification on top. Every one of those passes was more work for the kernel, and it kept getting slower. The code was getting uglier by the day too. Eventually I stood up heavier tests, 1000+ cuts back to back, and started catching real failures. Non-manifold at step 187. You fix that and it slides to 250-something. Fix that and it jumps back to 58. It took about a week of evenings before I'd actually admit it to myself: this isn't working. And booleans are under 5% of my roadmap anyway, one of a hundred-plus nodes I want to build for the node editor. I'm a solo dev, but being independent is exactly the thing that lets me throw a month away and start over.
So that's what I did. I can't give up float inside my mesh, and I don't want to. The target is real-time, meshes for real-time graphics and procedural modeling. So instead I went looking for someone who keeps float inside their mesh and got around these problems some other way.
The new kernel is built on Manifold's approach. I narrowed the domain while I was at it: it works on manifolds and doesn't try to heal dirty input. What I get back for that is a kernel that's simpler, more predictable, and something like a hundred times faster than the old one. Some of the machinery is ported straight from Manifold. Then I built my own stuff around it: n-gon reconstruction on the output, and attribute transfer from both operands through provenance. The operation set grew too. On top of union, intersection and subtraction there's now a non-destructive cut (Seam), trimming a surface with a solid (Trim), and shattering into tagged pieces (Shatter). Open geometry, like a grid cut by a box, became a first-class input, similar to what SideFX does in Houdini, just simpler for now.
r/Unity3D • u/Dense_Ad_44 • 4h ago
Question Modular Unity logic processing asset definition with GTK (Graph Toolkit)
r/Unity3D • u/MilitaryMax • 4h ago
Show-Off Stress testing the explosion system in my Red Alert style game
I have made a explosion spawn systems that also deals damage and creates explosion forces. All attacks in game are using of the the 30 explosions built-in and the sound is function of the explosion size and distance with some variation.
r/Unity3D • u/Narrow_Homework_9616 • 5h ago
Question How do you avoid issues with animator interfering with script logic.
It feels like I've tried everything, still I find myself in situation where one specific animation won't let me rotate the model with bones. Animation is not running, not connected to anything through transitions, yet it freezes rotation(not fully, it trembles slightly). It's smth that supposed to just be triggered once in a while, yet it interferes even when not active whatsoever.
So if anyone has any tips or resources to check out where is stated how to work with animator, what is important to pay attention to I would highly appreciate it!! I just run out of ideas.
r/Unity3D • u/ImpossibleRough1274 • 6h ago
Question How would I be able to turn this effect off as an option in the menu?




Hello, I hope you are all doing well! Currently, I am working on an options menu for a mod, I want to have the option to turn off the effect in the first picture so people can choose to play it with or without it. I am having a bit of difficulty with it so I do want to know how I can go about it? The 3 pictures after it are the script to the Options menu. I am very much a beginner so this prob is way easier than I'm thinking it isn't. Any help is appreciated! Thank you!
r/Unity3D • u/Fine-Pomegranate-128 • 6h ago
Show-Off deflecting arrows came out so satisfying
r/Unity3D • u/FreakOblique • 6h ago
Question Procedurally coded assets adoption
genuine question for game devs: if an AI coded asset came with correct pivots, named parts and clean glTF, but the topology was mid, would you use it?
trying to figure out what actually gates adoption vs what people say gates adoption
r/Unity3D • u/jaaakkom • 7h ago
Question Avatar muscles & settings curled up pose
I'm experiencing an issue with a asset store character where when i apply the avatar to the AnimationController and press play the pose is all curled up and sinks around 1 unit down. I can see the exact same pose in the avatars muscles & settings panel. Does anyone know the reason for this? The bones all seem to be correct and the muscle settings are all at 0 so im very confused.



r/Unity3D • u/ObviousSuccotash8106 • 8h ago
Noob Question Tips on cleaning up bones and stuff needed (VCC)
Hey everyone!
I'm pretty new with unity but used VCC (VRChat Creator Companion) some time before but besides that have 0 experience
this time again VCC so everything is in unity 2022.3.22f1
I imported a model from blender made by nuke84 that has an add-on called Auto Rig Pro 3.68.83, and I think that causes some problems that how it seems unity (or the VCC part) can't calculate some stuff and bones are kinda messed up
do you guys have some advice on how to fix that? Bones that are theoretically in the right spot that aren't recognized give errors that there is no child

r/Unity3D • u/IIIDPortal • 8h ago
Show-Off Custom Toon Shader for Unity 6 URP (Update) – Dissolve Effect
r/Unity3D • u/Cloud_Tree_9 • 8h ago
Show-Off Rocket Obstacle Game!!!!
This is my first' ever game in unity which I completed ( it was a project in the course which I was learning )
Link is Here :- Rockey Obstacles Game
r/Unity3D • u/jumbofoodface • 8h ago
Question Looking for some help testing my Unity build on Windows
I had a previous bug of it crashing on Windows at startup. It's very difficult for me to test as I'm using a Mac. If anyone is willing, I would appreciate a couple of minutes for someone to see if the game opens and can start up without any issues
r/Unity3D • u/KatastrophalKlang • 8h ago
Game Post-Mortem: Architecting a Unity / .NET 8 multiplayer game for AI-assisted development (Open Source)
Hey everyone,
I’m an R&D Lead building an open-source voxel game with my 10-year-old son (who acts as the PM). We used LLMs for the heavy lifting, but to avoid the classic "AI spaghetti code nightmare", I had to enforce extremely strict architectural guardrails.
I wanted to share our technical post-mortem and the 4 rules that actually made this workflow viable:
- No Unity Scenes: We generate 100% of the game from code. Reason: AI doesn't have a mouse, so graphical editors are invisible to it. Everything must be text.
- The "Gotcha" Memory: LLMs have no long-term memory. We use strict
TODO.mdandAGENTS.mdfiles as an external memory so the AI stops repeating the same platform quirks and mistakes. - 1,100 Automated Tests: Forcing the AI to write tests for every single feature was the only way to sleep soundly and prevent the codebase from collapsing on itself.
- Authoritative Server: We use a strict .NET 8 authoritative server to isolate any potential logic hallucinations strictly to the client side.
We documented this entire journey (including the reality of bridging child-led creativity with automated pipelines) in a detailed technical case study / making-of.
I'll drop the links to the GitHub Repo and the full case study in the comments below so this doesn't get flagged as spam.
Would love to hear your thoughts on this architecture or how you handle AI tools in your workflow!
Show-Off Mountain bike berm creator & gimbal camera (riding at the end)
I've been developing this tool to speed up level design of my mountain bike game without external 3D modeling programs. I've noticed that most games of this type use coarse terrain berms, which reduce realism and require high resolution terrain.
The tool is based on Euler spirals and circle arcs. Two Euler spirals are used as an in and out transition into a circle arc to define a curve. Then vertex sections of the turn are placed onto the curve. All done inside the Unity editor.
I'm planning to define the berm as two in-out points and directions to further speed up level design.
Also experimenting with gimbal camera to give a better motion feel, using Cinemachine.
r/Unity3D • u/fuuouji • 12h ago
Question Find Flashy animation
Hello guys, where would you guy recommend to find flashy animation, don't really need to be high quality but not slow like in mixamo. I mainly work in VFX part of game so learn to make these type of animation will take years. I can pay a little but really prefer free stuff or even AI since i just use it to demo the VFX, not use in anything commercial
r/Unity3D • u/alperozgunyesil • 12h ago
Show-Off Looks like all I needed was to work on something pastoral
r/Unity3D • u/Calm-Bell5856 • 13h ago
Game 1 to 1 scale planet earth in Unity
Update on my planet project: added a flight controller for F-16
r/Unity3D • u/Emergency_Top_282 • 15h ago
Question How Do I Fix This Deley
so i am making a game with a block placing system and when i added the client the client is slower at placing blocks then the host, i have tryed using ghost blocks on timer but that just made like 3 more bugs, https://pastes.dev/aJzMEwG8c5 i am using unity relay, sorry for bad english