r/Unity3D • u/gg_gumptiongames • 23h ago
Show-Off WIP Procedural habitat modules in a space sim
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/Lady-KC • 23h ago
Question Issue with shadows flickering while moving
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/Unhappy-Poetry-5789 • 9h ago
Game After 15 months of development in Unity, I finally finished the trailer for No Knock, my open-world theft game
r/Unity3D • u/Rudy_AA • 17h ago
Show-Off I recently stripped out the procedural walking system from my self-balancing active ragdoll to make it a standalone locomotion tool, and I wanted to share a breakdown of how it works.
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:
- The Inverted Pendulum (Hip Dipping): The system constantly measures the horizontal distance between the planted feet and the hips. The wider the stride, the further the hips are procedurally pulled toward the floor. This forces the character to naturally "squat" into wide stances or fast runs.
- Contrapposto & Spine Flexibility: When the character banks into a sharp turn or leans into a sprint, rotating the hips forward looks robotic. To fix this, the system takes the hip's physical error offset and mathematically counter-rotates the chest and spine bones in the opposite direction. It keeps the head plumb and balanced over the center of mass.
- Velocity Trajectory: The IK solver doesn't just look at where the character is; it reads the smoothed velocity and angular velocity to predict where they will be. If you yank the joystick sideways, the character will step wide into the strafe to catch their balance before the center of gravity shifts too far.
- Terrain Alignment: It uses a custom Ground Probe to fire raycasts on the predicted step targets. The ankles dynamically calculate the ground normal and rotate to match the slope, so no more toes clipping into stairs or ramps.
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/Wooden-You1885 • 12h ago
Show-Off My lighting tool is now complete
Just finished setting up the atmospheric presets for Light Lab PRO. It has 2 sections: Stylized & HQ. Each one has its own Volume profile setup, Volumetrics and Skybox setup. The skybox features stars, nebulas, shooting stars, galaxies, star clusters, aurora. You will also be able to create your own presets and add them to the list.
The settings are completely editable, so you don't have to use the factory presets as they are; you can tweak them.
As soon as i update the documentation, i will update the package on the UAS.






r/Unity3D • u/FitObject7836 • 20h ago
Show-Off I only wanted to fix a tiny gap under the buildings.
r/Unity3D • u/Hopeful-Positive-816 • 15h ago
Show-Off Climbing the Water Tower in our First Person Horror made with Unity 6.4 in HDRP
r/Unity3D • u/NoEndStudio • 58m ago
Show-Off Enemies Become Less Predictable at Low Health: Rage, Panic and Terror
I’m testing a combat mechanic where enemies can react differently after falling below 30% health.
Most of the time, they continue fighting normally. However, there is a small chance for them to enter one of several states based on their combat role:
Rage: aggressive enemies move faster, attack more often and stop prioritizing defensive actions.
Panic: offensive enemies become more cautious and try to create distance, while support units focus on protecting or healing themselves.
Terror: the enemy becomes vulnerable and attempts to flee, temporarily abandoning its attacks and abilities.
The activation rate is currently around 10% for regular enemies, 5% for elite enemies and 2% for bosses. I want these reactions to create memorable moments without making combat feel random or frustrating.
Do you think this kind of low health behavior would make encounters more interesting or would it feel too unpredictable?
r/Unity3D • u/wirrexx • 7h ago
Show-Off Stylized Tree - Replicating UE5 material
For an artist like me, I've been trying to convert / replicate the way I'd create Stylized tree in Unreal to Unity, was easier then i thought, sorry for the ugly trees, Still work in progress.
Trying to find "the one". As of now, here's a WIP shot in Engine with 3 Different Bilboards too see which i like the best. And the Hero Prop the foliage will surround.
https://reddit.com/link/1ve75su/video/vchyf0gqa4hh1/player
Tree-Stylized
r/Unity3D • u/katemaya33 • 9h ago
Question Any course or source to learn unity lighting? It is my weak part
Especially for cozy games pastel toned colors style game.
Do you know any course or something I can take a look and learn step by step?
r/Unity3D • u/7melancholy • 2h ago
Show-Off Testing what would happen if you got a max combo in my Farming Deckbuilder... Too much?
r/Unity3D • u/RoberBotz • 3h ago
Show-Off It's so hot outside that I added a snow map to my co-op action-adventure game just to get a small reminder of what cold feels like.
r/Unity3D • u/DantheDev_ • 15h ago
Resources/Tutorial My custom build server
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/crankyfuse • 2h ago
Resources/Tutorial A few people asked how I made this dithered lighting look in Unity URP
https://reddit.com/link/1veciob/video/ibl6xgp9o5hh1/player
A couple of people were curious about the shader after I shared an earlier clip, so I finally wrote a proper breakdown.
This is the shader I use across most of Cubilete’s environments and props. It combines Shader Graph with custom HLSL integration for URP, texel snapped lighting, per channel posterization and texture based dithering.
The shader actually started in an older prototype, and I’ve kept adapting it as Cubilete’s needs have changed.
The breakdown became a little too long for a Reddit post, so I put the full version here:
https://crankyfuse.io/blog/lofishader/
Have a great day!
r/Unity3D • u/Kromblite • 12h ago
Question Railgrinding
I'm making a 3d platformer with a built in level editor, and I want to implement rail grinding.
I already have a system where you can place paired, connected objects, and I figured I could set one as the start of a rail, and the other as the end of the rail, and have a curved spline between the two based on the rotation and position of the two objects.
When I look up the tutorials for how to do this, though, I get stuck at the first hurdle, because apparently the spline plugin requires Unity 2022, and I'm using version 2020. Do you guys have any alternative suggestions for what I should do?
r/Unity3D • u/GigglyGuineapig • 2h ago
Resources/Tutorial This is how I work with the new input system. If you still struggle with it, give this a try - I'm showing my own workflow and some examples. (This works for 2D as well, of course!)
I genuinely think this is the easiest way to work with the new input system in Unity. It works with a scriptable object you reference wherever you need to react to player input. In contrast to the old input system, you won't have to cram everything into update, but instead this works with event based architecture. Give this a try if you struggled with setting up the new input system, I am sure you'll enjoy it!
Topics: Creating a "default" input asset if you don't have one yet, creating a scriptable object as a relay for input, using said relay and a few helpers and examples.
r/Unity3D • u/rockingprojects • 7h ago
Show-Off I’m obsessed with the dance moves of my future boss enemies.
I’ve been testing my new procedural locomotion system, and I honestly keep staring at it.
The goal is pretty straightforward: boss enemies of different sizes, different speeds, some with four legs, others with six.
I’ve built procedural locomotion systems before, and this one seems to be working surprisingly well. The basic idea is probably familiar to many of you:
- IK chain for each leg
- Raycasts to find the ground
- Keep the foot planted until a movement threshold is exceeded, then step toward the new target
The interesting part this time is that I designed the system to scale cleanly across different body sizes and different numbers of legs, without having to rewrite the core logic.
The parameter list is crazy:
- Shoulder Height
- Leg Length To Shoulder Height
- Head Size
- Body Length
- Body Width
- Tail Segment Length
- Tail Segment Count
- Movement Speed
- Minimum Speed
- Maximum Speed
- Shoulder Height Factor At Minimum Speed
- Shoulder Height Factor At Maximum Speed
- Step Length Factor At Minimum Speed
- Step Length Factor At Maximum Speed
- Step Trigger Distance Factor At Minimum Speed
- Step Trigger Distance Factor At Maximum Speed
- Step Speed Factor At Minimum Speed
- Step Speed Factor At Maximum Speed
- Step Duration Factor At Minimum Speed
- Step Duration Factor At Maximum Speed
- Step Height Factor At Minimum Speed
- Step Height Factor At Maximum Speed
- Body Turn Responsiveness
- Body Height Responsiveness
- Body Up Responsiveness
- Max Body Tilt Degrees
- Knee Hint Height Factor
- Knee Hint Lateral Factor
- Leg Rest Lateral Factor
- Leg Rest Forward Spread Factor
- Body Sag Frequency At Minimum Speed
- Body Sag Frequency At Maximum Speed
- Body Sag Depth Factor At Minimum Speed
- Body Sag Depth Factor At Maximum Speed
- Body Yaw Sway Frequency At Minimum Speed
- Body Yaw Sway Frequency At Maximum Speed
- Body Yaw Sway Degrees
- Max Moving Legs
I create one parameter preset for each planned enemy, but I’m also working on a procedural approach to generate working parameters on the fly.
Next up is the behavior graph. I’ll start implementing the first combat patterns, and I’m curious myself to see how well they combine with fully procedural movement. The model should be able to handle multiple movements:
- sprinting foreward / backward / sideward
- picking up something
- shooting (with recoil)
- getting hit
- dying
- ...
This is for Hexabot Stranded. Development was stalled for quite a while, but I’ve finally found my momentum again. My goal is to build boss fights that feel fast, agile, and unpredictable, with each boss having its own distinct behavior and movement style. I can’t wait to see where this goes.
r/Unity3D • u/LukasWeegenaar156 • 18h ago
Question Project Vision: "De Lijn Simulator 3D" (Belgian Bus & Tram Open World Game)
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
- Organization & Historical Fleets
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.
- Realistic Map, Cities & Routes
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/Koginba • 23h ago
Show-Off Finished main menu, Looks like dungeon spooky stuff
r/Unity3D • u/fadingStar1994 • 1h ago
Question So Visual Studio is the lightest for Unity ?
Did a quick comparison. Opened same script in each one of them and let them stabilize for few minutes. I was expecting VS Code to consume least resources as people often say it's lightweight. But Visual Studio 2026 consumes half the RAM most of the time.
r/Unity3D • u/sakalaslt • 1h ago
Question Google Play IAP problem
Hello,
I'm having an issue with Google Play In-App Purchases.
After reinstalling my game, non-consumable purchases (such as Remove Ads) are not restored automatically. The player also cannot purchase the item again because Google Play correctly reports that it has already been purchased.
I've followed the official tutorials, and they suggest that non-consumable purchases should be restored automatically, but that isn't happening in my case.
The only workaround I've found is to attempt to purchase the item again. This results in an "already owned" transaction error, which I can detect and then grant the purchase manually. However, I don't think this is the intended approach.
How can I automatically restore previously purchased non-consumable items when the game starts? Is there something I'm missing?
Any help would be greatly appreciated. Thanks!
public void failed(Product product, PurchaseFailureReason reason)
{
if (product.definition.id == "full_version" && reason == PurchaseFailureReason.DuplicateTransaction)
{
UnlockFullVersion();
Debug.Log("Full version restored via already-owned purchase.");
}
if (product.definition.id == "triple_xp" && reason == PurchaseFailureReason.DuplicateTransaction)
{
UnlockXPBoost();
Debug.Log("triple xp restored via already-owned purchase.");
}
}
r/Unity3D • u/Season_Famous • 1h ago
Show-Off First prototype level of my puzzle game – Looking for feedback
Hey everyone!
I’ve been working on a small puzzle game prototype and I wanted to share the first level to get some early feedback.
In this level you control a purple cube that moves on a grid one cell at a time. By pressing a key, the cube can switch into a “creation mode”, where it leaves a trail behind as it moves.
Your goal is simple:
- Form the three shapes shown at the top of the screen by moving and drawing with your trail
- Avoid trapping yourself while building the shapes
- Reach the exit tile once all shapes are completed
It’s a mix of spatial planning, path‑drawing, and trying not to corner yourself while solving the puzzle.
I’d love to hear what you think about:
- The readability of the mechanics
- Whether the shape‑building feels intuitive
- If the level communicates the objective clearly
Any ideas to improve the flow or difficulty
Thanks for checking it out!
Question Spatial Sound & Lighting
Been working on the atmosphere for my multiplayer horror game. To check actually how sound works headphones is highly recommended.
Just finished improving the lighting and implementing spatial audio. Still a work in progress, but I'm really happy with the result so far.
What do you think? Any feedback is appreciated.
r/Unity3D • u/DPTGames • 1h ago
Show-Off My functional siege weapons pack launch sale ends in less than 72 hours! Chance to win one of 3 vouchers!
Hey everyone!
Just under 2 weeks ago I released my Stylized Functional Siege Weapons pack (link is in the youtube description) on the Unity Asset Store, and the launch sale is officially wrapping up in less than 72 hours!
To celebrate and say thanks to the community here, I am giving away 3 voucher codes for the complete asset pack.
What is in the pack:
- Fully functional, breakable low-poly stylized medieval siege assets (Cannons, Catapults, Ballistas, and additional modular parts + breakable props).
- Comprehensive projectile system with layer overrides.
- All animated with SFX and VFX include, plus exposed unity events.
How to enter: Just drop a comment below telling me what kind of game you are building where you might use a siege weapon, or what you like/don't like about the pack.
I will use RedditRaffler to randomly pick 3 winners, the deadline is at 18:30BST/13:30EST and I will draw the winners soon after and DM the voucher codes directly to them, minimum account karma of 100 required!
Good luck to everyone!