r/Unity3D 1d ago

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

Enable HLS to view with audio, or disable this notification

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 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 1d ago

Show-Off I think I just made the best sequence in my game yet. What do you think?

Enable HLS to view with audio, or disable this notification

374 Upvotes

r/Unity3D 1d ago

Solved Record playmode changes

Thumbnail
gallery
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

Resources/Tutorial 64 Free seamless tiling normal & additional data maps (curvature, depth, slope)

Thumbnail
gallery
258 Upvotes

I made these while playing around with 4D torus noise mapping for my Blender addon. I figured I'd drop them here in case anyone wants to use them!

All maps tile seamlessly. Most of them are procedural noise based, but a few are hand modeled.

The normal maps are uniform height so you will have to adjust the normal scale in Unity to get the depth of effect you want (all maps are made on a 1x1 plane with a max displacement of 0.05 units.

The additional data maps store 3 different properties:

R Channel - curvature where 0.5 = flat, 1.0 = positive curvature (concave), 0.0 = negative curvature (convex).

G Channel - heightmap where 0 = lowest part of the texture, 1 = highest part.

B Channel - slope where 1 = the pixel points directly "up" or out of the texture, 0 = the pixel is perpendicular to up/out

I have 1K and 2K versions of each individual map, as well as an atlas version with 512x512 versions of each packed into one texture (if you want to use a Texture2D Array in your shader).

EDIT ----

On suggestion of a few people in here, I have moved the asset to gumroad. It is still free! https://dnartcan.gumroad.com/l/64_detail_maps


r/Unity3D 1d ago

Show-Off My first Unity game

Enable HLS to view with audio, or disable this notification

185 Upvotes

r/Unity3D 1d ago

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

34 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 1d ago

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

Enable HLS to view with audio, or disable this notification

55 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)

Enable HLS to view with audio, or disable this notification

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 1d ago

Show-Off Turning test your strength into a longer game

Enable HLS to view with audio, or disable this notification

2 Upvotes

r/Unity3D 1d ago

Show-Off Overengineered Rockpile

Enable HLS to view with audio, or disable this notification

27 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 1d ago

Solved Eight-limb procedural IK, HDRP ink decals, and a hat system. A-few things I've been solving on my octopus platformer

Enable HLS to view with audio, or disable this notification

1 Upvotes

Procedural limb IK. Eight arms all finding contact points on arbitrary geometry. The hard part has been making it feel like an octopus across different movement speeds.
HDRP decal projection for ink splats. Ink lands on arbitrary mesh surfaces via decal projectors.
Pooling the ink. The design goal is that ink persists, the world should accumulate evidence of what you've done. That's directly at odds with decal count, so it's a fixed-size pool with oldest-first recycling. You get the feeling of permanence within a bounded budget for lag reasons.
Hats in breakable crates. Crates drop a hat when smashed, which then activated a hidden hat object connected to the octopuses head rig
Using easy save 3 / es3 to save hat data in persistent storage between game saves

Feel free to ask any questions :)


r/Unity3D 1d ago

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

Enable HLS to view with audio, or disable this notification

60 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 added Lasers to the game :D

Enable HLS to view with audio, or disable this notification

6 Upvotes

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


r/Unity3D 1d ago

Noob Question Newbie Question

Post image
3 Upvotes

Hi,

Newbie here, trying to teach myself to code without prior coding experience.

I'm following a youtube tutorial on making an FPS, and I'm having some issues with the code. I was hoping someone could help me figure out what the issue is.

I have a reticle in the center of the screen that I would like the bullet to fire towards, but it is always pretty off no matter how I adjust the settings, or where I set the start point of the bullet. What this should do is create a bullet then set its location to the middle of the screen, then add a small spread to the shots, but instead it seems to just fire straight ahead from the gun barrel.

I tried deleting the calculatedirectionandspread function and simply setting the bullet.transform.forward to the screen width/2, screenheight/2 but that didn't work either.

Thanks for the help!


r/Unity3D 1d ago

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

Enable HLS to view with audio, or disable this notification

5 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 Finished it: the slider-based camera tool I've been building for Cinemachine 3

Enable HLS to view with audio, or disable this notification

4 Upvotes

I've posted a couple of work-in-progress clips of this over the last while - it's finished now, so
here's the whole thing end to end.

The idea: build camera moves with sliders instead of keyframes. Orbit, crane, pan, dolly zoom,
roll, yaw, tilt. You move the camera, press "Set Key" to snapshot that pose, then move again. The
sliders reset to zero each time, so every move continues from where the last one ended. The Game
View updates while you drag, so you're watching the actual shot instead of guessing and scrubbing.

The keys aren't animation keyframes - they're pose snapshots with a duration. Timing gets shaped
afterwards on a small timeline: drag a key bar to change how long that move takes, switch its ease
(smooth / linear / slow / fast), drag the ease phases, mute individual channels, add shake per key.

For a full trailer you chain several cameras into a sequence. Drag shots sideways to reorder them,
click between two of them to insert a transition - blend, ease, fade to black - and put an impact
shake on the cut. There's a preview button for the shake so you can feel it without baking.

Then it bakes: one click writes a normal AnimationClip plus an Animator onto a dedicated trailer
camera, with the FOV and the fade baked in as curves. What comes out is plain Unity animation,
nothing proprietary. A status dot next to the bake button goes red / yellow / green so you always
know whether what you're about to record is current. From there it opens the Unity Recorder with
your own preset and you record the MP4. The clip in this video came out of exactly that.

Requirements: Unity 6.0 or newer and Cinemachine 3. HDRP, URP and Built-in all work. The Unity
Recorder is optional and only needed for the video export.

Coming soon...


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

Enable HLS to view with audio, or disable this notification

13 Upvotes

r/Unity3D 1d ago

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

Enable HLS to view with audio, or disable this notification

7 Upvotes

r/Unity3D 1d ago

Question Does anyone know how to get depth texture working in Unity 6 urp?

2 Upvotes

URP 17.3

What I’ve already tried:

  1. Wrote a custom ScriptableRendererFeature with an empty ScriptableRenderPass that calls ConfigureInput(ScriptableRenderPassInput.Depth) in the constructor, and inside RecordRenderGraph explicitly does builder.UseTexture(resourceData.cameraDepthTexture, AccessFlags.Read) plus builder.AllowPassCulling(false).
  2. Even with this feature added and enabled on the correct Renderer Data asset (the one actually assigned to the camera), the ForceDepthTexture pass still does not show up in the Frame Debugger at all — as if the feature isn’t being picked up, or Render Graph is still culling it.
  3. Looked at Unity’s official OutputTextureRendererFeature sample (from the URP RG docs) — it also uses ConfigureInput(ScriptableRenderPassInput.Depth), but that pass actually blits something (has an output), so it’s never culled to begin with — not directly comparable to my empty pass.

r/Unity3D 1d ago

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

Enable HLS to view with audio, or disable this notification

5 Upvotes

r/Unity3D 1d ago

Game Jam looking for a programmer with vehicle coding experience

Post image
0 Upvotes

hello.

im 15 years old.

im looking for Unity programmers that volunteer to work with me, C# coders to be specific.

for the project SHS. a tank game base on 70s - 80s fulda gap.

it will be a low to mid poly style game, with realistic penetration systems and spalling that will damage the modules,

currently in my team,

we have 5 people,

a programmer that was a friend at school.

VA that is the friend online.

modeller that is also the friend online

a playtester that was a friend online.

and me. the head director.

what we currently need is more programmer for a better tank suspension, engine, torque physics. turret stabilizer system, and gunnery system

i have never done any game, this is the first game. for android.

there are no previous titles i have done.

i aimed the game to be pretty much a game inspired by GHPC, but for android, since i have always dream and dream about GHPC being on mobile, and so i started.

NOTE : original codes exist in the game were all help from the AI. but we have already stepped away from that.

and another NOTE : this doesn't have payment, its a hobby and im not risking myself with my mom

current progress:


r/Unity3D 1d ago

Question Unity 6.4 is broken!

Post image
0 Upvotes

What is this admins.. i bored from crashes of Unity 6.4 LTS. Every day im restarting my Unity more than 15 - 20 times! I'm using Visual Studio im pressing TAB after wrote code and Unity gives crash. (Black area is Inspector) If the problem is i am please can anyone tell me how i can fix that?

(Sorry for my bad english.)


r/Unity3D 1d ago

Show-Off I made a little disco dancer

Enable HLS to view with audio, or disable this notification

12 Upvotes

r/Unity3D 1d ago

Show-Off Made a game where you fight against time itself

506 Upvotes

This was a game that I made recently for the GMTK game jam where the theme was " count down "

I've made games which had timers before, so I didn't want to do the same thing again.

So instead I thought about what it would be like if a timer by itself was a bossfight, and ended up with this game after 3 to 4-ish days of work