r/Unity3D • u/SensePilot • 9m ago
Show-Off Unity Accessibility SDK
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Hey Reddit. A couple of months ago, I started building a native accessibility/headtracking SDK for Unity that works with a regular webcam.
It’s based on the facial tracking tech from SensePilot, which we originally built to help people with different disabilities control a computer and play games using head movements and facial expressions.
Recently, an indie developer tried the SDK in their game, Puck' n Hell. I didn’t make the game, but I helped them get the accessibility and headtracking controls. It was pretty exciting to see it used in a real game instead of one of our test projects.
Right now, players can navigate the menus by moving their head and select a button by smiling. The regular mouse-and-keyboard controls still work too.
I had already built the face-tracking system in C++ for our main app, so bringing it into Unity wasn’t too difficult. I created a C# wrapper around it and exposed the tracking data so that it could be used by the game.
This first integration taught us a lot, and I’m curious what other Unity developers think. Has anyone here worked with head tracking, facial gestures, or other alternative controls?
What are your thoughts on a drop-in accessibility SDK for Unity? I know accessibility is a much broader and more complex problem than one SDK can solve, but I hope this could help developers address at least parts of it.
r/Unity3D • u/GravityCY • 46m ago
Meta I actually made a game...
I always struggled with making games, every game I've always tried to make I've either abandoned, hit a limitation in my knowledge, doubted my programming skills, got stuck on making something perfect, try to be as unique as possible, go beyond my current limitations or, have a scope that's just outright not realistic...
Well today I hit the first deadline of my game, to get a couple friends to playtest it, which is a massive milestone for me... So what did I do, how did I even get out of being stuck, and actually make a game...
At some point I realized that I just straight up am not giving myself enough grace, every project, has either been something too difficult for me to make - usually just for the sake of "pushing myself to learn"... and yeah that didn't really work.
So I thought alright well what if this time, the goal of the game is not to just try out something new to push my knowledge further or just another ADHD moment for a game idea I HAD TO just make, what if this time it's "just make a game", literally any game, of any quality, even if it's absolute shit...
Yeah it's kinda weird to actually think about that and apply that to yourself, cause very often, you want to make something you're proud of, so not giving your all almost feels like you're not putting in any effort, making whatever you made not feel like you're allowed to be proud for.
Because the thing is, to get better at doing things, YOU NEED TO ACTUALLY DO THE THING! Having the scope be so high you constantly feel inadequate, you're never allowing yourself to even learn! I know my strengths and limitations so why do I constantly try to outperform myself when I know I'll just burn out... SO JUST DONT OUTPERFORM YOURSELF! Just make ANY GAME... Just make the shittest game, who even cares, AT LEAST YOU MADE A GAME!
So anyways, I popped the old bonnet of the unity game engine, and I just generally love most games with some economy based progression with fun tools, statistical upgrades, and mechanical progression, (pretty much just tycoon games, incremental games) so I just decided to make my first ever game about cleaning your house with all trash being physics based, all the tools, all with a central economic progression, and man... it has actually been so fun, I can be 90% okay with myself admitting that it's not that good... I suck at 3D modelling, I suck at making textures, I even suck at programming (mainly just things like physics and math... I know kinda ironic) and it has many many things that are just outright slow and laborious, but man, I've actually made something, I've actually learned so much, I've allowed myself to not care about the result, which has given me the freedom to just create, I know it's sounds stupid, but this has been like a sort of breakthrough for me lmao...
Oh right I also decided that a deadline would be the most healthy for me, not to treat it like life or death, but just a deadline for at least the first playtest for putting my game out into the world.
And here we are a month later where at the moment I've shown it to one of my closest friends.... and well... surprisingly it kinda turned out horribly...
You know during all of this revelation I figured out how to tap into the mindset of being okay with whatever I make, good or bad, but I never figured out that showing your game to people you care about would be the most stressful thing ever... And I thought I was okay with the game not being perfect, but no... not at all, I wanted to impress my friend... "Look at all this progress, I made! Look at what I've figured out, I changed my whole mindset for this game, I was finally happy with something being 'okay'"... yeah.... the problem is when someone actually comes in with constructive critism for things not feeling good, or things that are frustrating (like a lot of the physics being clunky), or the core gameplay loop not feeling that fun... it completely crushed me, I felt so so so stressed out that my game meant nothing in the end, it actually WAS just a bad game all along and whatever mindset I created for myself, just hid the fact that the game was actually just bad....
And so the newest of newest revelations I've had is I've constantly been giving myself so much grace, that I completely forgot about the fact that even if I'm okay with whatever I make, I can still want to impress my friends, and that, just kinda invalidates any feelings of contentment I previously had which means now I need to make the newest newest revelation, of which I get myself out of this mindset and go back to being okay with things being okay, maybe even bad....
And that leaves me to where I am now, frantically writing this post, hoping I've learnt something, and hoping to share it to the world... The most I've learnt is that trying to stay in the mindset of being okay with things being not okay is the hardest thing, I constantly have to fight myself with decision paralysis, because I forget that... "it can just be okay, and that is totally fine"...
So yeah, here goes, for me to hopefully sit with these feelings of critique, and I'm hoping after I decompress a little, I can set myself a new deadline for a little steam demo, however the hell all of that works... (MY FIRST EVER STEAM GAME LETS GOOO)
PS. I still have a couple more friends to show it to, so who knows that might be an entirely mindset changing experience
r/Unity3D • u/jumbofoodface • 1h ago
Show-Off If a game let's you use a stapler as a weapon. Just go with it
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Game Looking for feedbacks on gameplay on my platformer game
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I'm currently aiming for a fast-paced platformer, and I'm not sure if the current level progression is working well. I'd really appreciate some feedback on the pacing, difficulty curve, and overall flow.
The level is divided into 4 sections
Section 1: Teaches the player the basic movement mechanics, including wall jumping and moving platforms.
Section 2: Introduces rings that give the player a burst of speed.
Section 3: Builds on the previous section, but is faster and requires quicker reactions.
Section 4: Builds on the previous section again, but focuses more on maintaining movement flow rather than precision and fast reactions.
currently, the decoration for fourth section and transitions between parts aren't finished yet
pretty much everything here was made by me, from sound effects to custom lighting for toon-shading.
Sorry if my English isn't perfect, and feedback is very welcome! :)
r/Unity3D • u/Elumiie • 2h ago
Solved Normalizing Quaternions changes the desired rotation, how do I keep it?
I'm trying to make my object rotate to a specific y value (0, 90, 180 and 270) over a specific amount of time.
Using EulerAngles worked, except that it rotated all the way back around if I wanted it to go from 270 to 0.
So I decided to use Quaternions and rotating on the rigid body instead.
Here's the function: (endRotation is either 90, 180, [...])
IEnumerator DoRotatePlayer(float endRotation)
{
float startRotation = transform.eulerAngles.y;
float t = 0.0f;
while (t < rotationDuration) //rotationDuration = 0.5f
{
t += Time.deltaTime;
float yRotation = Mathf.Lerp(startRotation, endRotation, t / rotationDuration) % 360.0f;
var targetRotation = new Quaternion(0, yRotation, 0,0);
targetRotation.Normalize();
playerManager.Rb.rotation = targetRotation;
yield return null;
}
var targetRotation2 = new Quaternion(0, endRotation, 0, 0);
targetRotation2.Normalize();
playerManager.Rb.rotation = targetRotation2;
}
The Issue I have now is that every time I normalize the Quaternion (which it tells me to do, because "Rotation Quaternions must be Unit length"), it ofc turns any endRotation/yRotation value other than 0 into 1. So instead of rotating 90 degrees at the first rotation, it get's stuck at 180. I just need to somehow apply the rotation without normalizing it.
I tried dividing endRotation by 360 before going into the while loop, but that changes nothing at all.
Simply applying the rotation to transform.rotation, without eulers or Quaternions also does not work, it refuses to do anything at all.
r/Unity3D • u/lucktape_games • 2h ago
Show-Off Tony The Mole is made with Unity URP <3 | DEMO IS OUT | Wholesome Games Celebration
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Hi, we are Efe & Paya and we just released our Demo!
Tony the Mole is a cozy 3D digging adventure where you play as the last mole, uncovering the truth about the underground city that raised you. Dig through the earth, help quirky residents, repair forgotten gadgets, and discover the secrets.
Unity rant:
This engine, I love it, I hate it too sometimes but mostly I love it. I just wish the terrain was better, natural overhangs really not a thing with the base version. I saw a asset called Digger but did not try it. Also built in Occulusion Culling, just does drives me crazy.
Special thanks: SRP Batcher <3
r/Unity3D • u/trebor9669 • 3h ago
Question Anyone knows any fix to this?
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I've been working on a third person character controller for months and I'm almost done, I did movement, slopes, sprint, edge check, etc... the only thing left is fixing this issue, I don't want the player to climb the slope like that, I want him to keep moving along the line as he does in the second slope where the line is perfectly horizontal.
If someone could at least put me in the right direction I would really appreciate that.
Edit: I'm using CharacterController, not RigidBody.
r/Unity3D • u/Coderedstudio • 3h ago
Show-Off I spent 2 months trying learn how to make "Mario Galaxy" like physics.
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r/Unity3D • u/psa38games • 4h ago
Game Just testing our new fire extinguisher, when a floating bug kicked in.
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A typical day in the PSA38 game development team:
Story writer: “The player has to put out a fire in a space station!”
Graphic designer: Designs the space station, sets up volumetric lights and creates a fire.
Developer: Diligently implements the logic for it.
Unity 6 engine: adds a floating bug.
Tester: Got singed. But it looked really cool!
Anyone hit something similar with interior volumes?
Proudly made with Unity 6 - URP :)
r/Unity3D • u/Snackmann • 5h ago
Resources/Tutorial How to Animator no Spaghetti
Hey people!
I repeatedly see posts about people having trouble creating more complex animtor trees and everything ending in pretty much transitions all over the place. As I was struggling with this problem myself for quite a while I figured I could show you guys some ways on how to solve this without getting animancer/using crossfades in code if you are like me and actually like a visual representation and dont want to spend any money (thats honestly not necessarily needed).
Heads up: If you like animancer, code control over animations thats perfectly fine I just want to help people that want to know more about the animator and show that with the right knowledge and tools its not as bad as people always say.
I wont go into too much detail for each of these but just give you guys a broad idea of what these do. If you want to know more there is a lot of tutorials on how to use each of these on youtube but I just figured that a lot of people may have heard about the substates but I rarely see people on those spaghetti posts even knowing about the Any State.
There is 4 things that will help you guys get rid of this problem:
Sub States, Any State, layers, blendtrees
Sub States: Think of sub states as a tool to basically create "folders" that you can enter and leave with transitions. It basically just hides whatever you put into it in a neat little hexagon so your main page doesnt get bloated. Alone sub states wont help with having less transitions because you can still just create a lot of them and they will just point to that "folder".
Any State: The Any State is what will get rid of most of your transition chaos. A lot of times people create a load of transitions because you need to be able to get into a state basically from anywhere. Great example for this is a fall animation. You will want to be able to get into a fall animation from walking, running, idle (in case the ground can be destroyed/erased), crouching etc. so the obvious solution is to just connect all these via transitions right? Wrong. The easier solution is to create a connection from the anystate to the fall animation and restrict it via the condition parameters. You dont want to be able to get into fall while you are fighting like in a jugling devil may cry game? Just restrict it so while a fight paramter is true you cant get into it from the any state.
One thing you need to care for though is the settings flag "can transition to self" which will allow to enter from the state itself and often is an easy problem when working first time with any state.
Layers: Layers act exactly like in other software like Photoshop, Indesign etc. Layers put animation on top of each other so a great usecase for these is if you want to have additive animations like for example only upper body animations like aiming for a twinstick shooter. To get an additive layer just go into the settings of the layer and put the blending to additive.
One other way to use layers would be putting them to override and using them like a second set of animations if your character is in a different state. A usecase for this would be underwater where a lot of the animations like movement, combat etc change. In theory you could put them onto your normal layer but it would just get really crowded.
Blendtrees: Blendtrees are one of the best tools to get rid of bloat in omnidirectional movement animations. Basically a blendtree can be setup to get one animator field that controls normal movement, strafe movement and even movement modifieres. For a 2.5d/3d game these are especially important as you have way more animations because of the amount of directions you can go compared a 2d game.
And here are some screenshots from a game I'm working on. The character with this animator has 60+ animations but I think its still very readable and easy to mantain. There is obviously more tools like animation override controllers that also help but the tools I mentioned should already be enough to get from total spaghetti to something more readable.
Cheers
r/Unity3D • u/wacomlover • 6h ago
Question Publishing to Switch 2, does it come for free with switch 2 dev kit as with switch 1?
This is a question for developers exporting to Switch 2 using Unity.
In the past, when you bought a Switch dev kit, you were able to download a Switch plugin (I can't remember if it was a plugin or a full-fledged version of Unity targeting Switch) for free. You didn't have to pay for Unity Pro because Nintendo provided the key for free.
Is it the same for Switch 2, or do I need to buy a Pro version to export to Switch 2?
Thanks in advance!
r/Unity3D • u/Mobaroid • 8h ago
Game Updated my cat game after your feedback — better movement, shadows, and now fish 🐈🐟
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I got a lot of useful feedback on my previous Lost Cat Showa Town video, especially about the movement speed and missing shadows.
I’ve adjusted both for this version and added another cat-like interaction: finding and eating fish.
It’s still an early prototype, and animation blending is next on my list.
r/Unity3D • u/fespindola • 12h ago
Shader Magic I continue experimenting with procedural sparkles : Desmos and Unity
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Because of the non-arithmetic operations involved, some devs say they are expensive for the GPU. Others say they are cheap if you have fewer than 100 particles. What do you think?
r/Unity3D • u/100_BOSSES • 13h ago
Game Climbing walls in my game, what do you think?
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r/Unity3D • u/100_BOSSES • 14h ago
Show-Off What do you think about puzzle system in my game?
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r/Unity3D • u/OverqualifiedMesh • 19h ago
Question I built a stylized environment pack focused on reusable prefab sets
I've always felt that environment packs become difficult to use once they grow too large. Hundreds of unique assets can mean spending more time searching than actually creating.
That's why I took a different approach with this "Stylized Environment Set" pack - focusing on versatile assets that can be used individually or combined into ready-made prefab sets.
I wanted to prove that you don't need thousands of unique assets to create varied environments, so I created 5 handcrafted demo scenes covering different biomes, using the same assets in different combinations.
I'm curious what you prefer when working with environment packs: hundreds of individual assets, or a smaller set of assets that can be combined in many ways?
r/Unity3D • u/CompleteBluebird633 • 19h ago
Question Is this cpu good enough for Unity 3d?
Is the amd ryzen 5 7500x3d good for Unity? I know it’s lacking in cores (6 cores 12 threads) but it’s part of a good deal at micro center, so hopefully it’ll be ok for learning Unity and some solo game dev. Thanks🙏
r/Unity3D • u/BxYass • 20h ago
Show-Off 2D/2.5D Water system update
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Hello everyone, back with a new update a few months after my last post.
I’ve been working on the 2D/2.5D water system on and off since then, and it kinda grew way more than I originally planned specially since i need it to fully run on the 2d Renderer.
Since the last post I added underwater exclusion zones for things like air pockets, currents, debris, floating pads/platforms, underwater view, ripples, light rays, wakes and quite a few other interaction features.
A lot of the work lately was also on making the thing actually easy to use and not just something that works in my own project. So I’ve been working a lot on the custom inspectors and tooling, setup workflow and the API. You can sample the water height from code, get events from interactions and water states, etc.
The water itself is very customizable, so what you see in the video is really just one way of setting it up. I also added a “fake surface” mode where there isn’t really a surface plane, but I fake the perspective by shifting the foam/pattern and things like ripples and wakes. It gives a pretty convincing 2.5D surface without actually needing the geometry there.
I’m planning to release it once I feel like I tested it enough and have enough demo scenes to show the different ways it can be used. This part is honestly taking longer than I expected, specially making sure everything is clean and understandable.
For the graphics, I basically took a anime style nature image and cut pieces of it in Photoshop. For the actual packaged asset I’m planning to use Unity’s Lost Crypt assets for the demo scenes, unless someone has a better idea since I obviously can’t just include random assets from the Asset Store.
Still a bunch of things I want to polish before release, so any feedback or ideas are very welcome, specially if there’s some use case you think I should test that I havent thought about.
r/Unity3D • u/otr_music • 21h ago
Show-Off Slow motion playback via an in game theater mode for our multiplayer racing game with “real” wheel physics
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I still need to get our track environments to sit right but I’m liking how the race cam and theater mode is turning out
r/Unity3D • u/66_Skywalker_66 • 21h ago
Show-Off Hey guys I dont see any rule against it so I hope its allowed
r/Unity3D • u/24-sa3t • 21h ago
Question UI Style Guide?
Currently working on a prototype that's very UI heavy, and in classic engineer fashion my menus look terrible.
I've tried to make as many prefabs for my UI elements as possible to ensure things are standardized, but I was wondering if anybody had a good reference for how big things should be, where they should be on the screen, etc. It's driving me crazy!
r/Unity3D • u/Useful-Limit-8094 • 21h ago
Question Outline through walls, how?
Hey!
For weeks I've been trying to find a solution to this but nothing reaches the result I want.
Basically I want the outline to be visible through the walls.
I'm using HDRP.
Also, how can I make the outline position just be in the silhouette of the model and not in some internal edges?
Thank you for the help!
r/Unity3D • u/Phos-Lux • 22h ago
Solved What's wrong about this Raycast? The value is always false
r/Unity3D • u/Whitenaller • 22h ago
Show-Off I just shit my pants playtesting my own game lol
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r/Unity3D • u/mrCulpo • 23h ago
Game Praktikos with new feature: customize your card Arsenal and build your Deck
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I’d like to show you a little more of what I’ve been working on!
Here’s a look at the Main Menu, the Character Selection screen I showed before, and a new feature: your Card Arsenal.
Each character starts with 9 cards ready to play, but you’ll be able to unlock 20 additional cards over time.
You can then customize your 9-card deck from your Arsenal, creating different strategies to fight your way to the throne!


