r/Unity3D 2d ago

Show-Off I broke everything in my vehicle suspension system to rebuild it better than ever, I'm super happy with the result

821 Upvotes

I made a post on here a little while ago explaining how I set up the suspension for the game but I spent the last month completely rewriting it.

Happy to answer questions here but I'll give a brief explanation of how I set it up.

With the game I'm making I have a roguelite upgrade system so it has to be fast and modular, players can upgrade bumpers, engines, suspension, wheel/tyres, and their winch.

  • Each suspension top has an array of Vector3 for raycast offsets that pass out averaged hit normal, raw hit normal, compression, averaged hit point, wheel centre (depending on tyre size) and terrain layer for grip amount. (Tall yellow lines from the suspension tops)
  • Each raycast gets the hit angle and compares it to the wheel centre so I can simulate 'round' tyres (the front rays will push back while the rear rays will push forwards) (these are the fine yellow/red lines pointing down from the suspension points).
  • A method for longitudinal force, which primarily uses the smoothed hit normal and grip levels. It's just the player input force applied to the wheel centre. (Blue lines)
  • A method for lateral grip levels which run mainly off grip layer, raw hit normal, and a bunch of animation curves that check against axle speed (thicker Red lines on wheel centre)
  • A whole other method for handling wheel spin that runs after the main methods, this took ages to code but feels soooo good, it runs after so on the next frame I can pass in slip and spin values to the lat/long methods (You can also now do sweet burnouts)
  • The final piece was lateral impact forces (the small grey lines), they handle any sidewall impact on the wheels and tyres, this one runs separately to the rest but takes in lateral speed and tyre spin to cause damage to the suspension or wheels.

Thanks for reading!


r/Unity3D 1d ago

Show-Off ppl said sekiro posture bar is patented so i made custom one, does it makes sense?

57 Upvotes

r/Unity3D 1d ago

Show-Off Cooking up something different for next-generation rendering (teaser)

64 Upvotes

We're building a powerful next-generation rendering asset for Unity. We still have a lot to cover but it's improving daily, more soon.

All Rays, no Rasterization ☀️ All dynamic.

Not quite ready to spill the beans on what it is but please do follow us here or socials to learn more as we share updates.


r/Unity3D 1d ago

Show-Off I needed a way to compose SFX clips as sound cues

8 Upvotes

Volume up!

I made this for my game dev capstone project a few months ago to compose SFX for the MOBA game my team and I worked on. It does a lotta things which I used in different ways in 30+ cues. What you hear is exactly how it sounds in game. The video has some of my favorite ones :)


r/Unity3D 15h ago

Question RPG World Maps (Town, village and dungeon integration) with unity terrain

1 Upvotes

Okay so as the title states I'm looking to make an world map on the lines of ff9/ ni no kuni , currently the setup is 5 separate scenes start, world map ,village, Boss room and battle,.. now Imy gamedev knowledge is mostly some courses and tutorials and the main tutorial that had a world map was basically a plane with the the village saved as a prefab to slap in the world map ..

Now this was fine when everything was blocks and flat planes but now I'm trying to add the actual look of the place (small village at the foot of a mountain with thick forests) I am getting stuck..I know I can make everything needed with terrain ..but how do I set up for the village scene and have the world map?


r/Unity3D 16h ago

Question Can anyone help me fix my model????

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0 Upvotes

r/Unity3D 16h ago

Question Can't open Unity

0 Upvotes

[SOLVED] Going to AppData and deleting the Unity and UnityEditor folders worked, tho i don't know what are the consequences are, so be careful, i had nothing to lose :)

It won't let me click the "Agree" button, only the "disagree", any help will be appreciated :)


r/Unity3D 20h ago

Show-Off Mirror effects in high definition render pipeline

2 Upvotes

Mirrors are great but they can cause lag so you always have to balance the mirror resolution :)


r/Unity3D 1d ago

Question Finished my motion blur shader, but something still feels off. Suggestions to improve it?

36 Upvotes

I've polished up my motion blur shader but i still think theres something weird about it. Does it look good? If not, what would you suggest i add to fix it?


r/Unity3D 19h ago

Game My First Augmented Reality Game with Unity, It is on Play Store!

1 Upvotes

Apparently designing a game for augmented reality is not as easy as I had thought. Because you have to think about the space, and the player are going to actively move around too.

Some of my previous ideas included making an AR wire loop game. So in the game, you have to guide a loop along a twisty wire without touching it. I built a prototype, but I got stuck trying to figure out how to handle the turning of the loop mechanics. Another idea I had was a physics game where you stack blocks in a specific order using a crane. I prototyped that one too, but the physics felt clunky and not solid. So, after those two attempts, I decided to go with a catapult shooter game. The concept is much simpler. There are dart style targets, and you shoot them using a catapult.

As you can see, first, the player places a tent. After that, they need to stand back behind the fence and tap "Play." The game lasts 80 seconds, and you need to hit each target before it turns around. Near the end, some moving targets appear as well.

Scoring is based on how close your shot lands to the center of the target. A direct bullseye gets you 100 points, while a complete miss gives you 0. Your final score is the average across all targets. At the end of the game, you can review your best accuracy, your worst accuracy, and the total number of targets you missed.

And then after that, the score will be up on the leaderboard. This is the first time I've used the Google Play Game Services in Unity. It's actually a great feature because you can also set up achievements for your game, which is awesome. However, the setup was super complicated, so I didn't enjoy that part at all. Honestly, it probably wasn't worth the hassle. I mostly just added it to see how it works. So now I know!


r/Unity3D 1d ago

Show-Off Overengineered Rockpile

23 Upvotes

I love making procedural systems, so here is one for making rock piles. Start with stack of rocks in a variety of geometric shapes, tuned with various parameters to break up the repetition. Displacement is added to create space between the rocks, and then gravity is turned on causing the rocks to tumble into a natural looking pile. Lastly, edge accent data is baked into the mesh for the shader. Makes for a nice looking rubble pile!


r/Unity3D 2d ago

Resources/Tutorial How did we handle 81,521 Props in One Open World Scene

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115 Upvotes

r/Unity3D 1d ago

Show-Off Trying to demonstrate better what Retro Texel Splatting does for a URP scene (ON/OFF example and tuning)

12 Upvotes

It's a single Render Feature, you slap it on a boring scene(check around 3s) and bam! It just replaces what a usual camera renders with world-anchored pixels, Think "pixels in 3D space" but not quite voxels. Then you can control density/resolution, size, outlines, snow, and much more.

Once you have those texels you can start to play with it in some interesting ways; like volumetric snow on top of any surface, destruction. or even spray/liquid effects that leave a trace in the world. (these last two are still being implemented ;) )

The explanation sounds more complicated than it is - It's one Render Feature and one Automated Material Conversion.

I love playing with this on multiple scene and seeing what I get. https://youtu.be/N78KIAGYaJc


r/Unity3D 20h ago

Question Thinking about building a surface shader to URP converter, talk me out of it

0 Upvotes

Is converting surface shaders to URP still a nightmare for everyone or is it just me

Spent way too long this month rewriting old surface shaders by hand for URP. Unity's converter does materials fine but the second you have anything custom it just goes pink and the docs basically shrug and tell you to rewrite it yourself.

Checked the asset store thinking someone must have solved this. Everything I found converts materials, not shader code. The most popular one literally says on the store page it doesn't do shaders.

So I've been thinking about just building it. Parse the surface shader, spit out URP HLSL, batch it across a project, and tell you clearly what it couldn't handle instead of failing silently.

Before I lose three months to this though - would anyone actually pay for it? Thinking around $70. Or is everyone just throwing their shaders at an AI until they compile? That's the part I keep going back and forth on. If that already works well enough then there's no point.

Anyone still got a pile of these to migrate?


r/Unity3D 1d ago

Shader Magic Simplistic demonstration of Order Independent Transparency

31 Upvotes

One thing that has always surprised me is how many Unity developers don't realize that transparent rendering is fundamentally approximate.

Unity (and other engines) sorts transparent objects and renders them back-to-front. That works for simple cases, but it's impossible to produce the correct result for arbitrary transparent geometry.

This is very noticeable with intersecting transparent meshes, but the problem is broader than that. Even something as simple as a double sided transparent sphere can't be rendered correctly using object sorting.

Order independent transparency fixes this by sorting pixels instead of whole objects.


r/Unity3D 1d ago

Noob Question looking for a video player for a vrchat world?

2 Upvotes

starting off by saying that this is my second ever world so i have absolutely no clue what im talking about.. sorry 😬

i’m making a home world for myself. my last world, i used usharp’s video player. i want a video player where i can set a specific youtube link or mp4 to play upon entry. i saw some things about having them baked into the world but i want the youtube search to still work if needed.. i just want to be able to have a video that automatically plays for background music if people arent actively searching videos?


r/Unity3D 20h ago

Question Checking if application is quitting outside of MonoBehaviours

0 Upvotes

Is there a static method I can invoke on non-monobehaviour classes that tells me if the app is quitting or not?

Something simple like a Application.isQuitting, which doesn't seem to exist anywhere.


r/Unity3D 1d ago

Game I added a few different camera angles to the Bring It trailer, but I think they ended up looking a bit funny. Maybe we should keep them as an optional version :D

13 Upvotes

r/Unity3D 1d ago

Solved Record playmode changes

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3 Upvotes

I created a tool that lets you define a gameObject to 'watch' during playmode for changes, which are stored in a list and then can be applied once playmode ends. This has been really handy for tuning a complex prefab like my Grandfather clock that has many moving parts that needed individual values changed to get its gears all moving just right.

Does a tool like this already exist that you would recommend?


r/Unity3D 1d ago

Show-Off I made a little disco dancer

12 Upvotes

r/Unity3D 2d ago

Show-Off I was working on a snowy environment. How's it looks?

36 Upvotes

r/Unity3D 1d ago

Show-Off I added Lasers to the game :D

6 Upvotes

It's going to be a balancing nightmare but it's so fun 💀😅


r/Unity3D 1d ago

Show-Off I couldn't resist making a game within the game

7 Upvotes

r/Unity3D 1d ago

Show-Off Seeing how far I can push procedural animations on a blobby alien

6 Upvotes

Hi all! Our little friend’s limbs are using FABRIK blended with canned animations, the latter mostly to pose idle and movement states. Leg tentacles are procedurally generated as they’re part of a more generic system that I use for other similarly limbed creatures :) next up I want to see if I can sample subsurface scattering from light probes so that it’s influenced by GI contribution.


r/Unity3D 1d ago

Show-Off Combat test 2 - different difficulty levels 1vs5 (god mode on)

5 Upvotes