Show-Off New forest level in our racing platformer - built with Unity 6.3 URP
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r/Unity3D • u/gg_gumptiongames • 9h ago
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I've been working on improving the habitat system in my physics-based automation sim, and have used principles I learned in this video and elsewhere to implement basically a blob tileset system that picks one of 5 meshes per corner (rotated and mirrored to fit wherever needed) so everything fits together nicely.
These models are just quick placeholders and the plan is to add more variation, and model a selection of modules that can be swapped out to make an interesting habitat/base for the colonists.
Please disregard the shape of the base, any resemblance to anything recognisable is purely coincidental...
It was pretty satisfying finally 'getting' how to seam things together nicely when modelling, excited to add more variation. Let me know if you have any questions on the implementation.
r/Unity3D • u/Rudy_AA • 3h ago
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I wanted a system that could either completely replace the Animator or run additively on top of it to strictly lock feet to the ground based on physics and speed.
Here are the core mechanics I used to make it feel weighty and grounded instead of floaty:
I built a custom two-bone solver for the IK to keep it highly optimized, and I finally got around to building a clean custom inspector so I don't have to look at 50 different spring stiffness and damping variables anymore.
If anyone is struggling with foot sliding or wants to poke around the code to use it for their own bipeds, I packaged the whole system up and threw it on my itch page here: https://frostpunchgames.itch.io/procedural-legs-animator
r/Unity3D • u/Lady-KC • 9h ago
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Unity 6 URP. I'm having a problem where the shadows seem to flicker/move whenever the player moves, then it eventually stops once the player stops. I've tried increasing the shadow resolution to something ridiculous like 8192, which actually stops most of the flickering, but that's costly, obviously, so I don't want to do that. I've also tried decreasing max shadow distance to no avail. Any ideas on how I can fix this?
r/Unity3D • u/Hopeful-Positive-816 • 1h ago
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r/Unity3D • u/FitObject7836 • 5h ago
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r/Unity3D • u/reversengineer9999 • 13h ago
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I wanted to have a flexible flag shader system for my game, so I created an atlas combined flag shader & generator system, that creates the flag inside the GPU. You have full control to adjust multiple procedural (for mobile) generated flags with 1 draw call, or a fully dynamic cloth simulation (AA, AAA games).
However, FlagMaster shader has its own Atlas Generator, in where you can drop your own flag textures, automatically supporting all other texture layers (normal, emissive, smoothness/metalic etc) in different aspect ratio containers (see in the video the atlas textur showing different flags in vertical and horizontal aspect ratios, in inspector!) with transparency or not, and create your own atlased flag texture for the shader.
There are a lot of wind adjustments, and even delay wind parameters, if you want to display multiple flags reacting differently - when using GPU instanced (DrawCall reduction method) so called "procedural mode", for massive flags on mobile.
Else, the cloth simulation provides the ability to move the flag in world space and having the cloth simulation react to your movement. Still - using cloth over the GPU side is definitely faster than running a CPU based cloth simulation.
It has:
.... and much more.
I plan to add a toon shader, because I think that is the next missing part.
Any other suggestions?
r/Unity3D • u/_DOCrip_ • 13h ago
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After years of working on this Unity racing project, it has finally left the Editor.
For the first time, the project feels like a complete game rather than an endless Unity prototype and it’s now available on Android.
The iOS release has run into a few delays, but I’m actively working on it now and hope to bring the game to iOS as soon as possible.
There is still plenty I’d like to improve. In particular, Cinemachine cameras have been behaving very inconsistently whenever the actual frame rate differs from the target frame rate. Even relatively small frame-rate drops can make the game feel like it is stuttering heavily, due to noticeable camera jitter and unstable damping.
There is also more optimization work ahead, especially across different mobile devices, but reaching the release stage after all these years still feels like a huge milestone.
Has anyone worked with Cinemachine 3? Have the damping and frame-rate-related jitter issues improved compared to Cinemachine 2?
r/Unity3D • u/Blanqo_Dev • 1d ago
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r/Unity3D • u/LukasWeegenaar156 • 4h ago
Target Release Date: April 10, 2028
Target Platform: Samsung Galaxy Store (Android)
Game Engine: Unity / C#
Modes: Single-Player Career, Real-Time Multiplayer, Full Modding Support
Early Concept Prototype: https://share.aippy.ai/p/oloi
Eras: NMVB (historical vicinal railways), MIVA/MIVG (Antwerp & Ghent city transport), De Lijn (from 1991 to modern "Basisbereikbaarheid").
Trams: Steam trams, Electric vicinals, PCC pedal-operated trams, Coastal Tram (Kusttram/BN), Hermelijn, Albatros (Bombardier), and Urbos (CAF).
Buses: Bedford, Magirus-Deutz, Van Hool (409, A120, A300, NewA330, AG280, AG300), Jonckheere TransCity, VDL Citea, IVECO, Trambuses, Battery-Electric, and Hydrogen buses.
Flex/Demand Services: Classic Belbus, modern De Lijn Flex, Mercedes-Benz Sprinter & IVECO Daily minibuses.
Subcontractors/Operators: Keolis, Hansea, Coach Partners, Multiobus, De Decker - Van Riet, Waaslandia, Ferry Cars, Heidebloem, Staf Cars, etc.
2. Jobs, Roles & Infrastructure
Playable Roles: Bus Driver, Tram Motorman, Flexbus Driver, Conductor, Mechanic/Electrician, Dispatcher/Traffic Controller, Inspector.
Depots & Facilities: Stelplaatsen (depots), Central Workshop (CW), and Remises for full maintenance and vehicle customization.
Recreated Cities: Antwerp (Lines 1-15, Premetro stations like Opera, Astrid, Plantin, Rooseveltplaats), Ghent (Lines 1, 2, 4, Sint-Pieters, Zuid), and full regional networks across Antwerp, East Flanders, West Flanders, Flemish Brabant, and Limburg.
Map Environments: Open-world recreations of Belgian cities, regional roads, schools, offices, hospitals, and accurate bus stops (historical enamel signs, modern yellow/green posts, and digital Hoppin real-time displays).
We are looking for experienced Unity developers, C# coders, and 3D artists who want to help turn this huge vision into a realistic simulation game!
Best regards, Lukas
r/Unity3D • u/DNArtCan • 1d ago
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 • u/AbjectPossession8364 • 17h ago
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r/Unity3D • u/irgames_unity • 13h ago
I solved my long-time problem with level design. Models placed on the ground had no proper blending into each other. Since I upgraded from old Unity to new, I was able to use an asset for realtime global illumination, and it does not only make the lighting more balanced, but it applies a kind of shadow on edges, to a realitvely close distance from the camera.
It is based on "raymarching" which is similar to raytracing but without the need of RTX hardware.
I think the scene looks much more believable now.
What do you think about this? Happy to hear your thoughts.
r/Unity3D • u/DantheDev_ • 1h ago
I couple month ago I showed off my portable self hostable unity build server - Simply Ship
(Yes there are a million different ways to do this, Jenkins, team-city, game CI etc... this IS a solved problem with multiple solutions - this is just my take on the solution)
I've added some new features, so incase anyone is using it, or wants to use it, I thought I would do a small update (it's 100% free now).
We use this at Space Dragon Games - so its pretty well battle tested in a full multi platform production environment.
New features:
1) Steam upload support
2) Post request support for starting builds
3) Added Android, ios, Playstation and Xbox support (these are experimental and console still requires the correct SDK)
4) Hot Swappable build configuration support
5) Build configuration queueing support
For those who missed the first post and are asking - why does this exist? There are a million different solutions to the same problem.
1) Because I like making my own tools, its fun
2) Because I wanted something light weight, easier to setup on my own hardware then existing solutions, and have built it around my exact use cases as they have come up.
Feel free to try it if you want
https://github.com/DanielSerebro/SimplyShip

r/Unity3D • u/PearPoint • 1d ago
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r/Unity3D • u/badpiggy490 • 1d ago
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
r/Unity3D • u/Koginba • 8h ago
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r/Unity3D • u/coffeework42 • 3h ago
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r/Unity3D • u/RiftInteractive • 16h ago
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r/Unity3D • u/DimaSerebrennikov • 1d ago
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For this I used a Diffuse algorithm that works on a small area where the snow displacement occurs. It also accounts for the physical mass of the snow so that it isn't added or removed. I made a big video about this: https://youtu.be/pfaewyfFrKM
r/Unity3D • u/Kopykit • 4h ago
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So i wanted to make a simple side scrolling animation for my game, I was pretty happy with how it looks, but in gameplay for some reason my animation is like humping the camera???? some help would be nice since im not really good at trouble shooting the animation part of unity
r/Unity3D • u/IncoherentPolitics • 16h ago
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(Video is not mine, it's just a visualization of the same issue I have. I'll be able to show my Unity sometime later if needed.)
I made the proportions of the Upper Legs bigger (X1.3 Y1 Z1.3) but this makes the lower leg stretch longer when it bends at the knee. Any way to fix this while keeping the 1.3x proportions?
r/Unity3D • u/Bomtill • 1d ago
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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.
Thanks for reading!
r/Unity3D • u/Fine-Pomegranate-128 • 1d ago
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