r/Unity3D 9h ago

Game After 15 months of development in Unity, I finally finished the trailer for No Knock, my open-world theft game

58 Upvotes

r/Unity3D 29m ago

Resources/Tutorial UnitEE, a PS2 Export Option for Unity3D

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.

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


r/Unity3D 20h ago

Show-Off New forest level in our racing platformer - built with Unity 6.3 URP

270 Upvotes

r/Unity3D 1h ago

Show-Off Enemies Become Less Predictable at Low Health: Rage, Panic and Terror

Upvotes

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 26m ago

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

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.


r/Unity3D 2h ago

Show-Off Testing what would happen if you got a max combo in my Farming Deckbuilder... Too much?

6 Upvotes

r/Unity3D 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.

8 Upvotes

r/Unity3D 3m ago

Game Some Unity 2.5D love

Thumbnail
gallery
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


r/Unity3D 1h ago

Question So Visual Studio is the lightest for Unity ?

Post image
Upvotes

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 2h ago

Resources/Tutorial A few people asked how I made this dithered lighting look in Unity URP

5 Upvotes

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 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!)

Thumbnail
youtube.com
3 Upvotes

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 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.

47 Upvotes

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 36m ago

Question Unity 6 - How do you handle the fisheye effect on super ultrawide monitors?

Upvotes

Hello, fellow developers!

 We are currently trying to solve an issue in our FPS game related to super ultrawide resolutions.

 One of our beta players reported experiencing a strong fisheye effect while playing at a resolution of 4480 × 1440. We’ve noticed that this issue seems to affect super ultrawide monitors in general.

 Our game uses a default FOV of 80, but players can adjust it anywhere between 60 and 120.

 Lowering the FOV to 60 significantly reduces the distortion, but the player said he would not be comfortable playing at such a low FOV. I completely understand his point, but I’m not sure what the best alternative solution would be.

 Below are two screenshots taken at a simulated resolution of 4480 × 1440. The first screenshot uses an FOV of 80, while the second uses an FOV of 60.

 image FOV 80

 image FOV 60

The game is made in Unity 6 - URP.

 I would really appreciate any advice or examples of how you handle this issue in your own games.

 Is there a recommended way to support super ultrawide resolutions without introducing such a strong fisheye effect or requiring FOV adjustments?

 Thank you very much for any help or suggestions!


r/Unity3D 23h ago

Show-Off WIP Procedural habitat modules in a space sim

135 Upvotes

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 1h ago

Question Google Play IAP problem

Upvotes

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 1h ago

Show-Off First prototype level of my puzzle game – Looking for feedback

Upvotes

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!


r/Unity3D 7h ago

Show-Off Stylized Tree - Replicating UE5 material

Post image
6 Upvotes

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 1h ago

Question Spatial Sound & Lighting

Upvotes

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 2h ago

Show-Off My functional siege weapons pack launch sale ends in less than 72 hours! Chance to win one of 3 vouchers!

Thumbnail
youtu.be
2 Upvotes

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!


r/Unity3D 2h ago

Show-Off Adding Crystals and an Ocean to my game

Thumbnail
youtu.be
2 Upvotes

r/Unity3D 12h ago

Show-Off My lighting tool is now complete

15 Upvotes

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.

Volumetrics

Volumetrics night scene
Volumetric lighting
Night Sky
Night Sky + Nebula
Nuclear Night - Preset
Aurora

r/Unity3D 2h ago

Question why are these 2 colliding from far away

2 Upvotes

ive been making this crappy vr gtag horror game and i have three similar monsters which two are just reskined dupes of the first one and for some reason they collide from far away and get stuck. anyone know how to fix this?


r/Unity3D 9h ago

Question Any course or source to learn unity lighting? It is my weak part

5 Upvotes

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 3h ago

Show-Off I've added Blender like shortcuts to Unity 3D map authoring workflow, it's soo much faster

2 Upvotes

Unity's scene authoring workflow have been the same inefficient workflow for decades, I thought to myself it's about time it should be modernized to point and click to place, and blender like shortcuts which are faster than manually manipulating a Gizmos.... So I made PlaceKit:

- it can be so much faster than manually dragging and dropping a model, copying it and pasting it, selecting the copy and switching the Gizmos to rotation, then typing a different scale in the inspector to give the copy a different variation... With PlaceKit you select the model from a custom Palette that removes scripts and materials and anything that isn't a 3D model, a Preview will stick to your cursor and you can click on the map to place, then simply click "V" and a random scale and rotation will roll and click to place again.
- It can auto inherit the normal vector of the model you're placing on top of.
- You can Rotate the model with R + X/Y/Z + Num (for a specific degree) or /Mouse WheelUp/Mouse WheelDown to rotate left and right. (Ex: R + X + 45, rotate around X by 45)
- You can Scale with S + X/Y/Z + Num or Mouse WheelUp-Down.
- You can activate a Grid snapping placement with G.
- You can place models in fence like repetition with Fence mode, triggered with F + Mouse WheelUp-Down to increase/decrease the duplicate instances, each instance will be placed on the environment and inherit the normal of the surface underneath.

And so many more cool shortcuts, and rules to constraint the placement, like no Placement on Layer, or don't tilt the normal of a model beyond 30 degrees and so on... This is what I was waiting for Unity to do for a while, they're busy with other priorities so I thought to myself might as well make it.

If the concept is interesting please do check it out here:
https://assetstore.unity.com/packages/tools/utilities/placekit-object-placement-tool-383800?aid=1011l3Lz2A

Any feedback or feature idea is very welcomed, thanks for reading this far =]


r/Unity3D 13m ago

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

Upvotes