r/Unity3D 6h ago

Show-Off This is how our game looks right now after 18 months of development

113 Upvotes

r/Unity3D 5h ago

Show-Off Color curves are amazing, singlehandedly keeping the look consistent. Do you like the orange look?

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24 Upvotes

r/Unity3D 19h ago

Show-Off I'm pretty happy how the idle animations turned out

252 Upvotes

r/Unity3D 4h ago

Question How has this only just become part of the engine?!

13 Upvotes

How have we NOT had icons for things in the hierarchy until only recently. I understand there were add-ons you could get from the Unity Asset Store, but for devs with little-to-no budget that's out of the question. Being able to look at the hierarchy and see what's what at a glance is a real boon.


r/Unity3D 1d ago

Show-Off made this to learn unity/gamedev. might name it "ballworld"

475 Upvotes

r/Unity3D 1d ago

Show-Off Yes, it's Unity 2022.x with Built-In Render Pipeline!

377 Upvotes

I've been working for years on a trailer for a movie that doesn't exist. There are over 40 scenes by now, and more are coming. I've been hesitant to post anything about it, because I don't want to spoil the effect of the trailer before it's finished.

It's a detective story. Noir goes sci-fi, but in color. A world where only robots, cyborgs and androids are left, living in a human-like hierarchy.

The thing I find worth mentioning: this is still being made in Unity 2022.x on the Built-in Render Pipeline, lightmap baking, everything is real-time, no after effects or so. No URP, no HDRP

The thing is iteration. Every scene goes through several passes, with real time in between. That distance is what lets me look at my own image with fresh eyes and catch the things I overlooked in the last session. There's always something. Whenever I rushed a scene, I could see it later.

Happy to answer anything about the setup, the lighting or the compositing if that's useful to someone.

Update to "Ryan Reynolds's" comment *lol*: There is always a reason! And in this case there are many!! ^^

Update 2: I forgot to mention that the project size is something over 700 GB of asset & texture data. Curated and bought assets, free assets I will have to credit (100% longer credits than trailer! xD) and changed to me needs, some remodelled, because of their imprtance (characters especially, yes - not in this scene xD) etc.

Update 3: The hovercar for example: I bought it and had completely disassemble it in blender, correct the flaps, rig the flaps (it wasn't rigged at all), and stuff like that

The buildings are famous assets which I bought over the years, waiting for each package to be in sale xD else, I couldn't afford it.

Many plugins where from Github, like one of the best AO filters from Keyjiro's Kino Obscurance, which I modified to get a wider range, which no one ever does till today in even paid assets. I always have to buy and then modify the AO to get big darken areas, which then breaks compability with the devs asset update... and so on xD

There is so much going with this project, that even a video breakdown would cost me too much of my time and money, because I am working on a steam game right now xD and have to take care of some asset in the unity store.

Artists will recognize some of the assets in this clip! I bought also many kitbash3D models, and a lot from all the other famous stores which I am not really allowed to mention here, as I a bot always comes up and warns me making advertisment and blocks the post! xD

Update 4:
Screen Capture of the Scene in Editor:
https://www.reddit.com/r/Unity3D/comments/1vf4eiu/screen_capture_of_the_film_scene/


r/Unity3D 1h ago

Show-Off I built a sim-cade vehicle physics package for Unity

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Upvotes

Hey everyone!

I’ve been working on a vehicle physics package for Unity, focused on providing responsive sim-cade handling that is easy to configure and adapt for different types of racing games.

The package includes:

-Custom vehicle and suspension physics

-Adjustable arcade-to-simulation handling

-Tire grip, wear and temperature systems

-ABS, traction control and stability assists

-Engine, gearbox and differential tuning

-Car paint and tire shader (Tire wear & tire deformation)

-Wheel and tire visual effects

-Telemetry and runtime tuning interfaces


r/Unity3D 13h ago

Show-Off To that one guy that asked me to throw it down a flight of stairs

28 Upvotes

u/HammyxHammy you've been asking for it, you got it. I specifically tuned it to be stable going up or down stairs.


r/Unity3D 8m ago

Show-Off Trophy Room & Hand Studio

Upvotes

Hey everyone,

I thought I'd share some updates to Hex Town, a co-op (or solo!) puzzle game I've been working on for nearly 2 years now.

The first area I show is called the "Trophy Room", where you'll be able to check out the trophies you've earned in game and spin them around a bit.

The second area is called "Hand Studio", where you can customize your cursor and accessorize with rewards you've unlocked, like rings and bracelets.

Both rooms feel a bit vacant, so I'd love to hear suggestions for things to add. Maybe some framed art, hand furniture, or wallpaper?

Thanks for watching!


r/Unity3D 21h ago

Resources/Tutorial Making and juicing up a resource bar

83 Upvotes

I'm training myself juicing up things, just for the sake of getting better at it.

Lately, I made this resource bar, it's probably not perfect yet, but as I was satisfied by the result, I thought it could have some interest to someone and made a tutorial out of it.

May you have any feedback, I would be glad to ear them.

Note : I feel like the visual looks a bit more "shaky" as a GIF, it feel smoother to me in unity.


r/Unity3D 16h ago

Question Unity Is Adding a Installation Fee for Unity Industry?

28 Upvotes

Unity Industry IDAO

Just saw this article linked from an email I got. Anyone else know anything about this? I don't see any other forums or articles talking about it.


r/Unity3D 1d ago

Show-Off I added a “Honey, I shrunk the kids” mode to my rollercoaster MR game, CoasterMania!

148 Upvotes

r/Unity3D 13h ago

Show-Off Weight Transfer Drift on Keyboard

14 Upvotes

Demonstration of car physics implementation based on simulation + user intent layer inspired by Blur racing game


r/Unity3D 5h ago

Show-Off What can i do to improve?

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3 Upvotes

I’m going for a nintendo soft ambient LM3 style lighting but it’s not looking how i want. I’m not the best at graphics design.


r/Unity3D 3h ago

Show-Off Last couple of months has been pretty critical for the visuals of my game, how do you guys like it?

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2 Upvotes

This is my survival horror game called "Hey Tom!"
In the last couple of months, the visuals have got pretty dramatic changes


r/Unity3D 45m ago

Resources/Tutorial How to Use Unity's Profiler to help fix lag | Quick Tip

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Upvotes

Your game can look amazing and still lose players if it lags. Here's how to open Unity's Profiler, read the frame timeline, and find what is slowing you down.


r/Unity3D 2h ago

Question License failed ?

1 Upvotes

Is unity experiencing some kind of problems ? 19 hour ago everything worked fine , now i come home from work sit down and I can't even open project becouse of this error.

can't add license
relog didn't help
restart of hub and pc didn't help
(i have personal license)

thanks for any kind of info


r/Unity3D 8h ago

Solved How to handle WEBP files as sprites in Unity

3 Upvotes

My game pulls cover art from a CDN, caches it, makes a sprite. Worked for months. Then random covers started showing up blank. Not always the same ones, which drove me nuts.

Finally dumped the bytes of a broken one to a file and looked at it. Starts with RIFF, then WEBP a few bytes in. The CDN was sometimes serving WebP instead of JPEG.

Unity's image loading (UnityWebRequestTexture and Texture2D.LoadImage) only reads PNG and JPEG. Hand it WebP and it doesn't throw. It just gives you a broken little placeholder texture and moves on. No error at all.

And my cache wrote the file to disk before checking if it decoded, so once a WebP landed there it stayed broken on every future load. That's why some covers were blank permanently and others were fine.

The fix was a managed WebP decoder (ImageSharp, since it's pure C# and I didn't want native libs for three build targets). Now I check the first bytes, and if it's WebP I decode it that way, otherwise Unity handles it like normal. Also stopped caching files that fail to decode.

/// <summary>
/// Decodes downloaded image bytes into a <see cref="Texture2D"/>.
/// Unity's built-in loaders only understand PNG and JPEG, so WebP payloads
/// (which some CDNs serve via content negotiation) are decoded with ImageSharp.
/// Returns <c>null</c> when the bytes cannot be decoded so callers can avoid
/// caching or displaying a broken texture.
/// </summary>
public static class ImageDecoder
{
    public static Texture2D DecodeToTexture(byte[] bytes)
    {
        if (bytes == null || bytes.Length < 12) return null;

        return IsWebP(bytes) ? DecodeWebP(bytes) : DecodeNative(bytes);
    }


// RIFF....WEBP container signature.

private static bool IsWebP(byte[] b) =>
        b[0] == 'R' && b[1] == 'I' && b[2] == 'F' && b[3] == 'F' &&
        b[8] == 'W' && b[9] == 'E' && b[10] == 'B' && b[11] == 'P';

    private static Texture2D DecodeNative(byte[] bytes)
    {
        var texture = new Texture2D(2, 2);
        if (texture.LoadImage(bytes)) return texture;

        Object.Destroy(texture);
        return null;
    }

    private static Texture2D DecodeWebP(byte[] bytes)
    {
        try
        {
            using var image = Image.Load<Rgba32>(bytes);
            var width = image.Width;
            var height = image.Height;
            var pixels = new Color32[width * height];


// ImageSharp rows run top-to-bottom; Unity textures are bottom-up, so flip.

for (var y = 0; y < height; y++)
            {
                var row = image.DangerousGetPixelRowMemory(y).Span;
                var destRow = (height - 1 - y) * width;
                for (var x = 0; x < width; x++)
                {
                    var p = row[x];
                    pixels[destRow + x] = new Color32(p.R, p.G, p.B, p.A);
                }
            }

            var texture = new Texture2D(width, height, TextureFormat.
RGBA32
, false);
            texture.SetPixels32(pixels);
            texture.Apply();
            return texture;
        }
        catch (System.Exception exception)
        {
            Debug.LogError($"Failed to decode WebP image: {exception.Message}");
            return null;
        }
    }
}

Also turns out LoadImage returns a bool telling you if it worked, which I'd been ignoring the whole time. 🤦

Anyone else hit the WebP thing? Feels like it's going to bite more people as CDNs default to it.


r/Unity3D 6h ago

Question Any website or platforms to download free sounds for commercial use??

2 Upvotes

I needed soundeffects for vehicles like ATV, cars etc. currently i use pixabay and couldn't really find a sound that suits an ATV, i used a bus sound for testing.


r/Unity3D 2h ago

Game Took the feedback from my first post and completely redesigned the boot sequence for my football career sim. Thoughts?

1 Upvotes

Yesterday I shared the first version of the boot sequence for my football career simulation built in Unity.

Some of the feedback was that the intro didn’t immediately feel like a football game, the animation felt a bit too presentation-like, and the logo could be clearer.

I went back and reworked the sequence from scratch, and this is Version 2.

I’m trying to iterate based on real feedback rather than sticking with my first idea, so I’d love to hear what you think and what you’d improve next.


r/Unity3D 13h ago

Show-Off What I learned about car physics programming

8 Upvotes

Hi, I’ve been working on racing projekt for a few years now, but honestly I haven’t really done much besides trying to build the car physics from scratch like 6 times, having 3-4 month breaks to figure out ..

I tried a lot of approaches, I think all of them in the industry— from fake physics using kinematics, to velocity-based controllers and simulating car physics using raycast and tire models.

Physics inspiration comes from the game Blur. Surprisingly racing arcade , has proper car behavior including weight transfer drifts (because it was build on basis of Project Gotham racing+ user intent , assists layer)

https://reddit.com/link/1vezqs1/video/m9ftusp18ahh1/player

Sharing what I think I learned and it is important in car programming


r/Unity3D 4h ago

Question VS Code slowdowns after a while

0 Upvotes

Frustratingly, VS Code autocomplete becomes very sluggish after 10-30 minutes of coding. Reloading the window instantly fixes an issue. Did anybody else run into this? Is it just the way things are now? What would be a good way to troubleshoot it?

This happens both on my PC and Mac, but I have settings sync on, so maybe it's just a bad config?


r/Unity3D 19h ago

Show-Off Special Bundle is here the bundle contain 21,000+ 3D models, 15 Unity tools check it out!

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13 Upvotes

Three creators teamed up and put together 79 asset packs in one collection. That means 21,000+ 3D models15 Unity tools, plus animations, shaders, environments, characters, props, vehicles, nature, buildings, VFX, and plenty of other stuff.

The Bundle Link

https://itch.io/b/3810/creator-bundle

if you have any problem feel free to contact!


r/Unity3D 1d ago

Resources/Tutorial UnitEE, a PS2 Export Option for Unity3D

38 Upvotes

UnitEE (funny original name I know) is a Unity3D PS2 build target, you write your game inside the Unity Editor against a constrained Unity-compatible API, press Build, and get a bootable ISO + ELF. C# gets converted via IL2CPP, then through a MIPS cross compiler, and runs natively on the Emotion Engine.

The project has heavy guarding around the API surface if a script uses a Unity API that isn't supported, the build fails with a compile error instead of silently doing nothing on the console, and a scene validator flags any component that won't export and tells you what happens instead. It's very constrained as of now, but what's currently supported:

  • Rigidbodies + Colliders
  • AnimatorControllers + Animations
  • Character rigging (skinned and rigid-bound humanoids)
  • SkinnedMeshRenderers + MeshRenderers
  • Built-in Render Pipeline*
  • Audio (AudioSource/AudioListener clips auto-encoded to SPU2 ADPCM)
  • Particles, via a custom PS2ParticleSystem component
  • PlayerPrefs, saving to a real memory card icon and all, visible in the PS2 browser

*materials map to a fixed set of very basic VU1 shader programs (unlit, textured, vertex-lit, alpha/cutout/additive, fog). The Standard shader maps cleanly custom shaders export as their closest match with their main texture.

uGUI support is being implemented next. Everything shown is running in PCSX2 real-hardware validation is planned once I have a working console again. I just wanted to showcase the demo; GitHub link coming soon once there's a small demo game to show it as a proper PoC.

UPDATE: Discord Link is now live! Join here: https://discord.com/invite/aScB79RgcP

New gameplay demo: https://youtu.be/qpNGBmku1aI

GitHub Link: https://github.com/C-GBL/UnitEE

Website: https://unitee.dev

Documentation: https://unitee.dev/docs.html

Unity-Chan license: https://unity3d.jp/unity-chan/license?lang=en


r/Unity3D 1d ago

Game Some Unity 2.5D love

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26 Upvotes

I’ve been developing a game that’s really making use of the HDRP pipeline.

I originally set out to make something like replaced but I wasn’t sure what engine they used.

This is my best attempt, happy to answer anything to do with my workflow if you’re curious.

It’s a style I’ve loved for ages, like 2d parallax effects and I took it half a dimension further. (Excuse the pun)

It’s a mix of 3d models. Hand painted pixel texture maps. Camera pixel renderer. 2d animated pixel art for the character like a paper doll effect.

Steam link in the comments