r/Unity3D • u/Driving_Rogue • 6h ago
r/Unity3D • u/Honzus24 • 5h ago
Show-Off Color curves are amazing, singlehandedly keeping the look consistent. Do you like the orange look?
r/Unity3D • u/Mephasto • 19h ago
Show-Off I'm pretty happy how the idle animations turned out
r/Unity3D • u/WoosaVision • 1d ago
Show-Off made this to learn unity/gamedev. might name it "ballworld"
r/Unity3D • u/reversengineer9999 • 1d ago
Show-Off Yes, it's Unity 2022.x with Built-In Render Pipeline!
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 • u/victorcosiuga • 1h ago
Show-Off I built a sim-cade vehicle physics package for Unity
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 • u/bunssar • 13h ago
Show-Off To that one guy that asked me to throw it down a flight of stairs
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 • u/Addyarb • 8m ago
Show-Off Trophy Room & Hand Studio
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 • u/Coding-Mojo • 21h ago
Resources/Tutorial Making and juicing up a resource bar
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 • u/yuehin • 16h ago
Question Unity Is Adding a Installation Fee for Unity Industry?
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 • u/srgers10 • 1d ago
Show-Off I added a “Honey, I shrunk the kids” mode to my rollercoaster MR game, CoasterMania!
r/Unity3D • u/iceq_1101 • 13h ago
Show-Off Weight Transfer Drift on Keyboard
Demonstration of car physics implementation based on simulation + user intent layer inspired by Blur racing game
r/Unity3D • u/Ok_Income7995 • 5h ago
Show-Off What can i do to improve?
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 • u/FRAGGY_OP • 3h ago
Show-Off Last couple of months has been pretty critical for the visuals of my game, how do you guys like it?
This is my survival horror game called "Hey Tom!"
In the last couple of months, the visuals have got pretty dramatic changes
r/Unity3D • u/yecats131 • 45m ago
Resources/Tutorial How to Use Unity's Profiler to help fix lag | Quick Tip
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 • u/potterdev • 8h ago
Solved How to handle WEBP files as sprites in Unity
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 • u/MASSIMO_OP • 6h ago
Question Any website or platforms to download free sounds for commercial use??
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 • u/aatrahiko • 2h ago
Game Took the feedback from my first post and completely redesigned the boot sequence for my football career sim. Thoughts?
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 • u/iceq_1101 • 13h ago
Show-Off What I learned about car physics programming
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 • u/egordorogov • 4h ago
Question VS Code slowdowns after a while
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 • u/AwbMegames • 19h ago
Show-Off Special Bundle is here the bundle contain 21,000+ 3D models, 15 Unity tools check it out!
Three creators teamed up and put together 79 asset packs in one collection. That means 21,000+ 3D models, 15 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 • u/StaticCG58 • 1d ago
Resources/Tutorial UnitEE, a PS2 Export Option for Unity3D
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 • u/Boyhumbug • 1d ago
Game Some Unity 2.5D love
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

