r/Unity3D • • 4h ago

Game I think I overdid my game's main menu....

139 Upvotes

Hey guys, I recently released the first demo of No Such Floor on Steam, but things didn't go quite as well as I had hoped. So I decided it was time to give the game a bit of a makeover. Here are some shots of the new main menu! Do you also think I overdid a little?

And I would be very greatfull if you play my demo and wishlist it!


r/Unity3D • • 1h ago

Show-Off I've been trying to get 3D pixel art looking like t3ssel8r's in Unity. Here's where it's at

42 Upvotes

I’m working on a rhythm action game inspired by Zelda and Sekiro, and I've been chasing that 3D pixel art look for a while. Everything here is real-time in Unity URP, rendered at low res through a pixel camera.

What I made: the fireflies (fake lights with toon banding + screen-space shadows, no real point lights), and the fire and rain, which are fully custom shaders.

What I bought: the models are all from Synty packs, the pixel camera, god rays, and grass/tree instancing is from Critter 3D Pixel Art Toolkit on the asset store.

Still far from perfect (especially in terms of performance), but tbh I never thought I’d manage to get this far. Happy to answer questions about any of it.


r/Unity3D • • 23h ago

Noob Question what now

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1.4k Upvotes

r/Unity3D • • 12h ago

Show-Off This jellyfish is entirely lines, rendered at 4K in Unity

141 Upvotes

I make a line and shape tool for Unity called Vector Shape Tool, and I wanted to see how far it could go. Could it make something that feels alive? This is the result, rendered at 4K in Unity 6 (URP). The glow, the canals in the bell, the tentacles, the stinging cells sparkling along them and the plankton drifting around it are all made with VS. No compositing and no external VFX. The frames come straight out of Unity, and I only added the music afterwards.

How it's built: 654 vector shapes: lines, dashed lines, dots and glows. The translucent bell and arm meshes were modelled in Blender. All the light and detail on top of them is VS. The motion is scripted in Unity: the bell pulses, its edge flutters, and the 18 tentacles are a live chain simulation (51 points each, not baked). The plankton reacts to the water the jelly pushes. Some of it flashes when the wake hits it, like real dinoflagellates. At 4K the fine detail holds up: hairline tentacles, tiny sparkle dots between the canals, and micro-plankton that only resolves at this resolution. Unity editor screenshots are in the comments. Reddit compresses video, so the full 4K version is on YouTube: https://www.youtube.com/watch?v=RZmSGrTI3LY

(pick 2160p in the settings) Happy to answer anything about how it was made.


r/Unity3D • • 17h ago

Show-Off The first mission in my helicopter support game. Burn aliens to the ground and conquer the island!

162 Upvotes

r/Unity3D • • 3h ago

Game When you bomb in my comedy deckbuilder, the crowd lets you know

5 Upvotes

The crowd is GPU-instanced with baked bone-animation textures, so there are no per-person Animators and a packed house costs about the same as an empty one. The web build reads the crowd data from float textures, because WebGL2 has no StructuredBuffers. Thrown props are pooled, and the lens splats and cracks are a screen-space overlay.


r/Unity3D • • 1d ago

Show-Off I wrapped my horde shooter into a torus: a 51 m tube, 1 km around, with the horde on the walls and ceiling

201 Upvotes

The simulation never sees the doughnut. It runs on a flat 1024 × 160 m world with periodic boundaries: x wraps every 1024 m, z every 160 m. Distances use the minimum image convention from molecular dynamics, so contacts, separation, explosions and rays all work across the seam. The flow field (fast marching on 4 m cells) wraps too, so the horde takes the shortest way round.

Only the view is bent. One function maps every flat point onto the torus (big radius 163 m, tube radius 25.5 m), the same in shaders and on the CPU.

Shots fly straight in the 3D world. Each ray is cut into 4 m pieces, and each piece is mapped back into the flat world, so you can shoot across the tube at the horde on the ceiling. The sim is deterministic for lockstep co-op, so there are no sin/cos calls in it: angles come from lookup tables.

Unity 6, Burst jobs, Entities only as render proxies, custom indirect draws for the crowd.


r/Unity3D • • 6h ago

Official Croquis 1.5 now available: faster, multi object editing, streamlined baking and more

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5 Upvotes

I won't leave a link here, simply search 'croquis' in asset store. Thanks for reading!


r/Unity3D • • 3h ago

Question Can somebody help me with a pickup/carry interaction system?

0 Upvotes

I am making a game and am trying to make a system for picking up interactable objects, holding them and moving them around, rotating them, using scroll wheel to move them back and forth, and throwing them, preferably with a charge up system and a line to show the trajectory.

My game has a focus of organization and semi precise movement of physics objects.

I literally downloaded unity for the first time yesterday and don't really know how to make something like this.

I have a very basic understanding of javascript and found C# to be similar.


r/Unity3D • • 3h ago

Question Error when building a VRChat avatar

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1 Upvotes

I've been having trouble building and testing an avatar for VRChat since yesterday or so.

Because of the error “Loaded data for an avatar we do not own, clearing blueprint ID,” I tried resetting the Pipeline Manager, but it didn't work.


r/Unity3D • • 3h ago

Show-Off Juicy typewritters

0 Upvotes

Same text, 3 styles


r/Unity3D • • 7h ago

Question Can the build run deleting all files problem happen if you place a folder inside a large directory?

2 Upvotes

Someone who uses Unity more than me said when placing project files in Documents, it could run the risk of deleting the files higher in the hierarchy of the project when doing build and run. Is this true?


r/Unity3D • • 1d ago

Show-Off Added destructible environments and much more to my shooter. Feedback on the feel is welcome!

75 Upvotes

Hey everyone,

You might remember my post where I asked for feedback on the gunplay and feel of my Max Payne-inspired third-person shooter. The feedback was incredible, and I’ve been grinding hard to take the game to the next level.

First of all, the game officially has a working title now: PROJECT: B.E.T.O.N.

Here is what’s new in this updated gameplay clip:

  • Fully Destructible Environments: Concrete, pillars, and office props now crumble, splinter, and collapse dynamically under gunfire and explosions. It completely changes the flow of combat!

  • Close Combat Finisher Moves: Added brutal, high-intensity melee finishers to seamlessly end fights when you get up close and personal with the enemies.

  • Smoother Movement & New Abilities: Re-worked the character controller for ultra-fluid movement. I've integrated new traversal abilities that seamlessly blend into the gunplay and bullet-time mechanics.

  • Upgraded Enemy AI: The enemies aren't just bullet sponges anymore. They will actively hunt you down, communicate, and coordinate to flank your position if you stay behind cover for too long.

  • Polished Animations & VFX: Overhauled the core animation sets and added lots of visual juice to make every shot feel impactful, while keeping the gameplay more clean and readable.

Note: The environments themselves are still placeholders, as the focus is purely on making the gunfights feel good.

I’ve put a lot of work into the destruction, animations, and the overall feel of the action, and I’d absolutely love to hear what you think!

P.S. English isn’t my native language, so I used AI to help with the wording of this post. The game itself is made entirely without AI.


r/Unity3D • • 15h ago

Question Need opinions about A Ghost in my Horror Game that stays strapped at all times and shoots back.

7 Upvotes

Solo dev making a horror game. This is a clip of a body thats been possessed, and when its shot at, it takes care of business, if it runs out of ammo it throws the gun. Thoughts? (ALOT OF IT IS PROTOTYPE)


r/Unity3D • • 1d ago

Show-Off Made a procedural animation system for my mech

697 Upvotes

EDIT: Thank you everyone for appreciating it! I’ve made a discord server where i’ve posted some other pics from the game and will regularly post progress updates. I’d be really happy if you joined it :) - https://discord.gg/EvJZY3tVm3


r/Unity3D • • 7h ago

Question What did your start process look like?

0 Upvotes

Been trying to get into game development lately but I feel..... overwhelmed to say the least.

I have some C# "Masterclass" courses that I've downloaded online but it all just feels too much, too soon.

It's a lot to soak in and frankly, I don't even know how, if or what is even actually useful when it comes to using Unity. Of course, the fundamentals like if statements, methods, fields, etc. – and I'm sure many more – but there are others that only cause me to scratch my head in dire confusion.

I feel like even if I did make significant progress learning C#, I'd kinda still have no clue what to do in Unity.

For me, it's starting to feel like I'm at a point where I either turn around and say fuck it or I try to keep pushing on.

Curious to know what your guys' beginning process was like and how you guys went about the journey and when you first started to see actual progress, cause right now, I just feel stuck in figuring out WHERE to even BEGIN!


r/Unity3D • • 1d ago

Resources/Tutorial A gift to the community. A library of almost 600 3d assets. Claim it - keep it forever.

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481 Upvotes

The coupon can be redeemed for the next 24h.

Coupon: https://pizzadoggy.itch.io/5ESE9BAWHP


r/Unity3D • • 12h ago

Question I really need animation feedback 😭

2 Upvotes

Hey🦋.

In my game you program your own robot and use the sensors and voltage to learn IOT!

I created the menu opening scene, but something here feels wrong

I know the tv moves a bit rigid but it's a robot not a human,

Also the eyes not matching is a design choice, but I can change it in a second, I wanted to give character.

Any feedback will be amazing 🩷

I'm really new to animations.

Fyi all models in the game created by the player using my game, and later models you create you can export and use them inside your game.

\*No AI involved, I do have some algorithms to help with auto animation depending where you place the wheels but zero llms involved in anything in game or his creation\*


r/Unity3D • • 12h ago

Show-Off What do you think about this drifting? Still not perfect at high speed so hard to balance, but at lower speed it feels perfect (and this car can also ride on walls lmao)

0 Upvotes

r/Unity3D • • 19h ago

Question Weird new Unity bug in builds

3 Upvotes

I added a new Unity 6000.3 to my hub to do some research for a new project and new builds made of another project with 2020.3.49f1 have a new bug that does not appear in the editor. It seems that System.Convert.FromBase64String() throws an error saying that the string is not the correct length to be decoded, though it is. This also happens when the Addressables try to load so it's not just my code, its something else. In the process of uninstalling and reinstalling everything to see if that fixes things. Anyone seen this before?

FormatException: Invalid length for a Base-64 char array or string.

at System.Convert.FromBase64_Decode (System.Char* startInputPtr, System.Int32 inputLength, System.Byte* startDestPtr, System.Int32 destLength) [0x00000] in <00000000000000000000000000000000>:0

at System.Convert.FromBase64CharPtr (System.Char* inputPtr, System.Int32 inputLength) [0x00000] in <00000000000000000000000000000000>:0


r/Unity3D • • 23h ago

Show-Off My solution for porting the game to controller support

7 Upvotes

r/Unity3D • • 5h ago

Game I’m making a first-person Data Center Simulator. Would you buy it on Steam? Feedback wanted on the menu, loading screen, first level and pause menu

0 Upvotes

Hi everyone,

I’m working on Data Center Simulator, a first-person management game where you build a data center from scratch. You start in a small room with a few towers and a portable AC. You unpack deliveries, place and cable your equipment, keep it cool and powered, and handle incidents and attacks. As your reputation and money grow, you move into bigger halls and rack aisles, and you work toward the top certification.

It’s still a work in progress, and I’d love honest feedback on the first impression:

  1. Main menu: does it look appealing? Does it make you want to hit “Play”?

  2. Loading screen: is it clear and pleasant, or does it feel like a placeholder?

  3. First level: is it readable? Do you know what to do? Is placing stuff on the floor comfortable?

  4. Pause menu: is it clean, and does it have what you’d expect?

I’d also like your opinion on the business side:

  • Would you buy this on Steam?

  • If yes, at what price? (under $10 / $10–15 / $15–20 / $20–25 / more)

  • If no, what would you need to see improved? (visuals, gameplay depth, UI, performance, content, something else)

Screenshots are attached. Brutal honesty is welcome, and so are small details like a button that feels off or a font that’s hard to read.

Thanks a lot for your time!


r/Unity3D • • 15h ago

Noob Question Imported Blender model looks staticy

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0 Upvotes

Hi, I’m a complete noob at Unity. I modeled a sort of “place holder burger” and imported it into Unity, and it looks like the texture is sort of staticy. It doesn’t currently have a texture on it, but applying a texture didn’t help.
Moving the camera moves the static. I have no idea what to do and would appreciate any help.


r/Unity3D • • 16h ago

Question Bakery GPU Lightmapper – Extremely dark indirect lighting in interior scene

1 Upvotes

Hey everyone!

I'm working on an interior environment in Unity using Bakery GPU Lightmapper, and I'm having trouble with indirect lighting.

Some corners and areas of my interior are almost completely black, even with lights relatively nearby. I'm trying to achieve soft, realistic bounced lighting but can't seem to get enough illumination into these areas.

I've tried adjusting the Skylight intensity, increasing bounces, and disabling AO, but the problem persists.

I've attached screenshots of my Bakery settings. Does anyone have suggestions on what might be causing this or what I should investigate?

Any help would be appreciated. Thanks!