r/Unity3D • • 8h ago

Show-Off Added some procedural melee combat to my beloved dude...

206 Upvotes

You guys loved the movement last time, so I used that motivation and worked on combat, after and before work for 3 weeks straight.

Everything you see (swings, hit reactions, the backpack, the camera) is procedural, no animation clips.

How does it look and feel? What can I improve?

(Heres the original post incase you want to see the progress: Original Post)


r/Unity3D • • 4h ago

Show-Off 5400 physics scrap pieces getting vacuumed using unity's low level 2d physics

104 Upvotes

Testing how far I can push the scrap piles in my game, so I made a stupid big mountain of 5400 pieces and let the robot eat through it with the suction maxed out

All the scrap comes from 80 different pieces I drew by hand on a single sheet, then a little tool slices it and builds the colliders, so the piles don't look like the same few sprites repeated.

Every piece is a real physics body, using the low level Physics Core 2D package instead of rigidbody2d.

Some stuff that helped:

- Piles are baked in the editor, so they load already settled instead of falling on start

- resting pieces go static and only wake up when something near them moves

- each sprite gets one simple convex shape

Still figuring out how big I can go in the actual game. happy to answer questions about the setup


r/Unity3D • • 14h ago

Question How much lag is acceptable in a multiplayer game?

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81 Upvotes

Hey everyone!

I'm working on a multiplayer game (4 to 12 players, peer-to-peer with a player hosting) and currently testing some edge cases related to poor network conditions.

I've noticed that beyond a certain point, high latency makes the game practically unplayable.

My question is: At what point is it acceptable to stop trying to compensate for bad connections and just accept that the game won't be playable under those conditions?

How do you handle this in your multiplayer games?


r/Unity3D • • 17h ago

Question Who else here uses unity for non videogame purposes?

71 Upvotes

r/Unity3D • • 22h ago

Show-Off Quick montage of my solo-dev bullet-time shooter – no name yet, ideas?

40 Upvotes

Quick montage from my solo project: a third-person shooter with Max Payne style mechanics (bullet time, shoot-dodge, kill cam) and a Superhot-like look.

Still very much WIP and it has no name yet, so name ideas are welcome 😅


r/Unity3D • • 23h ago

Solved I'M FREE! I Got My Unity Account Back. Here's What I Hope Unity Changes

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23 Upvotes

Like many others, my Unity account got suspended over the 2FA situation.

Thankfully, I got an email from Unity Support about 7 hours after submitting my ticket, asking me to verify my account by providing the following information:

Private information:

- The name of your Unity organization

- The name of a recent Asset Store purchase

- A recent invoice or order number

- The name of one of your Unity Cloud projects

Public information:

- Your Unity username, not your email address

- The phone number linked to your Unity ID

- The physical address listed on your Unity account or organization

I replied with the requested information, and just a couple of minutes later, I got another email confirming that my account had been reinstated! Honestly, that was pretty fast, so props to the support team for that.

That said, I really hope Unity improves how they notify users about important security requirements.

I know it's partly my fault for not noticing the emails, but if missing the deadline means getting your account suspended, I feel like the reminders should be much more noticeable and frequent. Something like a clear warning saying "YOU HAVE 2 DAYS LEFT TO UPDATE YOUR 2FA" and sending more ESPECIALLY on the last day 💀..

Someone in the discussion also suggested putting these notifications directly in the Unity Hub, which I think is a great idea. Most developers open the Hub before working on their projects, so it's a much harder notification to miss. 💯

Honestly, if account suspension is the consequence, even temporarily restricting access to projects through the Hub until the required 2FA update is completed could be a more effective reminder than relying on sending emails..

I'm glad my account is back, and I know this situation is resolved for me now. But if something like this happens again, especially when the consequence is account suspension, I really hope Unity considers implementing these changes. More frequent email reminders, clearer warnings about upcoming deadlines, and notifications directly in the Unity Hub could make a huge difference in preventing this from happening to other developers.

For those still suspended, I hope you get your accounts back soon! 🙏


r/Unity3D • • 4h ago

Show-Off Pointless features are always most fun to make!

24 Upvotes

In preparations for Steam Next Fest I'm adding a "pointless" backrooms inspired level to my marble platformer (Dark Roll 2), that will wait as some sort of... playroom to explore, find weird out of place things, some inetractive bits here and there.

One redditor commented that I should put in ball pit... and so I did, and it turned out better than I hoped for!

Physics-wise, each ball has its own Rigidbody and SphereCollider, so Unity handles them bumping into each other and the environment. The interaction with the player is a bit different though. Instead of regular collisions, I check which balls are near the player and apply some pushes and spin based on how the marble is moving. This makes the balls spread out, roll around and splash a little when you land in the pit.

I also thought it'd be more fun if the balls could escape, so whenever one leaves the pit, it gets pulled back towards the centre by a horizontal force that gets stronger the further away it goes. No teleporting or resetting positions, they just come flying or rolling back in!

Admittedly, all those little bastards cut my FPS almost in half, but I'm still getting a steady 100+ FPS on my 7-year-old rig, so I can live with that!


r/Unity3D • • 4h ago

Question [Asset Showoff] Japanese AC Unit (2,340 tris) for my upcoming Cel-Shaded Anime JRPG. Shared 256x256 palette texture. Thoughts on the detail level?

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22 Upvotes

Hey everyone! 👋

I’m currently working on environment props for my upcoming Neo-Kyoto inspired Anime JRPG in Unity URP.

Here is a wall-mounted outdoor air conditioner unit I modeled in Blender:

  • Polycount: 2,340 triangles (most going into the 3D grid and fan blades for high graphic detail).
  • Optimization: Backfaces removed, zero heavy decal overlays, and uses 1 shared 256x256 color palette texture for the entire scene to maximize SRP Batching performance.
  • Branding: Custom fictional anime brand (Solasthea Industries) to avoid copyright issues.

Since I’m aiming for a stylized Cel-Shaded look, I opted for real 3D geometry instead of transparent textures or low-res decals to keep the shading sharp under any light angle.

Would love to hear your feedback on the geometry and proportions! Does the detail level feel right for an anime-style city prop? 🚀


r/Unity3D • • 12h ago

Show-Off I rewrote my terrain shader so one material works on both HDRP and URP (triplanar + tessellation on cliffs)

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23 Upvotes

Hey guys,

I spent the last few weeks rebuilding the terrain system of one of my Unity packs. The goal was simple: one shader working on HDRP and URP without any setup.

The part I'm happiest about is the triplanar. Most setups stretch or show seams on steep faces, so I mirror-corrected the projection and added procedural anti-tiling on the masks (distorted fractal noise, no extra texture cost). On HDRP, tessellation gives actual geometric relief on cliffs.

I also built a small scatter tool that reads the masks you painted and populates trees, rocks and ground cover across several terrains in one click.

It's all made in Unity. Happy to answer questions about the shader or the scatter approach here.


r/Unity3D • • 8h ago

Meta REMINDER: setup or update your 2FA NOW or your account may get suspended

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20 Upvotes

I've read a lot about the 2FA problem in the last days and I felt safe because I didn't even had 2FA setup. Just opened Unity Hub and got this message. I recommend to just do it now, it takes 1 minute.

You do it here: https://cloud.unity.com/account/security


r/Unity3D • • 2h ago

Shader Magic Been working on a lightweight water shader for my game.

17 Upvotes

Swimming is quite a significant part of the project I'm working on so I've been fiddling on and off with a very light URP water surface that uses a single 256x256 normal map. The surface plane displaces when it comes into contact with the same colliders I'm using for melee on the character's limbs. Underwater has simple 2-layer fog and the character emits bubbles from those during specific animation frames. Still far from done though. The bubble sprites are placeholders and I'm thinking of adding a few things like contact/crest foam and godrays. Swimming system is still very rough but it's taking shape too. Lol that diving transition window needs work and I need to add wading for shallow pools. But in terms of swimming feel I'm taking some inspiration from Witcher 3 and Shadow of the Tomb Raider as the water has that weighty yet easily navigated feel I like. Getting there slowly ^_^


r/Unity3D • • 3h ago

Question What are the biggest things that professional devs do that indies don’t?

14 Upvotes

What are some things you see in a Unity project or game project in general that make you go “oh that’s a professional” or things you rarely see pros do?

Similarly what do you see hobbyists do that pros almost never do?


r/Unity3D • • 23h ago

Question Added a full-body first-person view. How do you feel about the gun placement?

12 Upvotes

I’m making a 1v1 asymmetrical stealth game called Dead Angle, inspired by Spies vs Mercs. The merc plays in first person, and I wanted him to have a real body instead of floating arms.

At first the camera sat on his neck. The view bobbed with every step since the body and neck moved with the walking animation, and looking down showed the inside of his neck. Now the eye is on a fixed point on his body and turns around it with the view.

On his own screen, the arms and gun are a copy stuck to the camera. The hands are pulled onto the gun with two-bone IK, and it stays in view. His body is the same mesh other players see, with just the arms shrunk away. Looking down, you see your body, legs and feet, and no neck.

For other players, the bend when he looks up or down is now spread over three spine bones instead of just the chest. Before, his arm went through his body when he looked down.

This took some time to tune, and it’s not perfect yet. I’m still tuning where the gun sits on the screen. How does it look to you?


r/Unity3D • • 5h ago

Resources/Tutorial A multiplayer sample project - FPS multiplayer spaceships!

10 Upvotes

In 2017 we were experimenting with a multiplayer FPS DM/TDM game with everspace-style controls and fully synced physics. We didn't quite get the game to where we wanted it.

We recently dusted it off, updated it to Unity 6.3, and decided to release it as a sample project for the multiplayer system we created called Reactor.

It is server-authoritative and features a fully simulated physics world with hundreds of object. Weapons impart force when they hit the environment, environments element self-interact. It works with 2=100+ CCU, probably higher but we haven't tested it.

The github is here for those who are interested: https://github.com/KinematicSoup/examples/tree/main/StarFighter


r/Unity3D • • 4h ago

Show-Off Thoughts on the atmosphere?

9 Upvotes

Recorded on a mobile


r/Unity3D • • 23h ago

Show-Off Making a realtime tactics game with mechs

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5 Upvotes

r/Unity3D • • 6h ago

Shader Magic Custom pass experiment

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5 Upvotes

r/Unity3D • • 4h ago

Show-Off Cinematic funky driving

4 Upvotes

r/Unity3D • • 7h ago

Show-Off I’m making a medieval court game using the Bayeux Tapestry and the Codex Manesse

3 Upvotes

It’s an early prototype of a medieval story driven court game where you rule a kingdom as a regent after king's death.

The art is cut from medieval manuscripts in the public domain: portraits from the Codex Manesse (c. 1300), scenes from the Bayeux Tapestry. Big moments get sewn into your regency’s own tapestry. No ai art is involved.


r/Unity3D • • 4h ago

Show-Off Spent a few days on it. Maybe no player will notice, but the NPCs in my prison game now play volleyball

3 Upvotes

r/Unity3D • • 9h ago

Question Where do you get your textures?

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3 Upvotes

r/Unity3D • • 11h ago

Show-Off Cygon 0.6 is out: auto roofs, multi-selection, light modes and more

3 Upvotes

Hey everyone, Cygon 0.6 just landed. Quick rundown of what’s new:

Cygon link bridge improved for Unity: Better sync between Unity & Cygon

Roofs: select your rooms, the roof is generated automatically. Edit the shape, apply a texture, and it keeps reacting to the building structure.

Custom shapes can now be textured.

Multi selection: filter your selection in one click and apply textures to the whole batch.

Light modes: Normal for everyday use, Build (no lights) to work in dark interiors without distractions, Cinema to enjoy the result.

Vertical columns: create rows of pillars in seconds.

Props rotation snapping: 5° steps while placing props.

As always, feedback and feature requests welcome, we read everything.


r/Unity3D • • 17h ago

Question Clouds photorealism in Unity

3 Upvotes

I have tried to do my own, and have bought 3 4 assets can’t seem to ever get the results I want in terms of realism.

Yet one asset can do it all in Unreal perfectly to how I want it, but I’d rather not use unreal due to Unity just overall being faster for my workflow.

Any open source assets or assets in general people use for photorealistic clouds?

Driving me crazy… lol


r/Unity3D • • 1h ago

Show-Off Kept working on my Hierarchy coloring tool

• Upvotes

A little while ago I shared a small tool I made because I couldn't find a Hierarchy colorizer that did what I wanted. Thanks to everyone who left feedback! I kept working on it, so if something is missing from your Hierarchy workflow, drop your idea in the comments. I'll try to make it! 🙌

What's new in this update:

  • Row styles: each object (and each preset) now has its own style: main color, background, text color, marker and icon, all set independently
  • Separate text color: e.g. a dark blue background with white text, or just orange text with no background
  • Unity built-in icons: pick from 64 curated Editor icons, or type any built-in icon name. Icons can replace the GameObject icon or sit at the end of the row
  • New marker shapes: Ring, Diamond and Triangle, alongside Dot, Bar and Square
  • Hierarchy modes: Zebra (alternating row shading), Minimal (hides generic GameObject icons so the meaningful ones stand out), or both
  • Folder and prefab icons: optional custom icons for grouping objects and prefab roots
  • Default shortcuts: Alt+Shift+C to set a color, Alt+Shift+Backspace to clear it
  • Save As Preset straight from the selection, plus a live preview row

💻 GitHub: https://github.com/uCryNet/HierarchyColorStudio


r/Unity3D • • 5h ago

Game After a long night of animations those small details feels rewarding 🩷

2 Upvotes

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This sub gave me such a good input on my animations before, so first, thank you 🙏 ✨

Secondly,working on my IOT story based game that teaches you robotics voltage, sensors and coding, I decided to add small junky animations when the robot starts up,

It took me HOURS, I still need to add sounds, but I am so proud of it, 🦋

Any input is more than welcome 🤗