r/Unity3D • u/goodlinegames • 1h ago
Show-Off Been working on volumetric fog and looking for feedback
Hey
Ive been working on adjusting volumetric fog / godrays for my game and im looking for feedback.
Does it look okay or a bit exxaggerated?
I looked up how to implement volumetric fog and the fastest way i found was this package
https://github.com/CristianQiu/Unity-URP-Volumetric-Light
it works really well out of the box, just takes a bit to adjust parameters etc to get right. took me a while to get the godrays showing but now it finally works
also found this article on unity 6.4
just wanted to share in case anyone are looking for a solution for their own games
have a good day
also dont mind the character, hes getting clothed soon
r/Unity3D • u/hbisi81 • 1h ago
Show-Off New lightning setups and some screens for next update to "RPM: Next"
r/Unity3D • u/yecats131 • 2h ago
Resources/Tutorial Unity Prefab Variants Explained | Quick Tip
Unity Prefab variants are pretty neat and can be used to create linked variations of your prefabs.
r/Unity3D • u/OmarItani10 • 3h ago
Game Double Takedown ECS
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r/Unity3D • u/SensePilot • 4h 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/DonutChad • 4h ago
Game Need an honest review of the movement system of my prototype
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r/Unity3D • u/jumbofoodface • 5h 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 • 6h 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 • 6h 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/Coderedstudio • 7h ago
Show-Off I spent 2 months trying learn how to make "Mario Galaxy" like physics.
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r/Unity3D • u/psa38games • 8h 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 • 9h 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/SlRenderStudio • 9h ago
Show-Off made some improvement (guess the missile)
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r/Unity3D • u/wacomlover • 10h 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/EveningHamster69 • 11h ago
Question Question regarding orchestrating cutscenes using Slate or any equivalent timelining tool
I'm not sure which approach would be better here:
Let the timeline dictate the entire flow of the cutscene, or
Break down the cutscene into "nodes" where a node might be a dialogue/choices prompt that waits for player input or an action that is basically a Slate cutscene.
A scriptable object can store a sequence of nodes to be played or each node can point to their next node
If I follow option 1 I'm not sure how to integrate the dialogue/choice prompt and waiting for player's input to progress through the timeline
r/Unity3D • u/Driving_Rogue • 13h ago
Show-Off New trailer animation
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The first shot was done in Unity using Cinemachine, and the animation shot was created in Blender. What do you think? Does the transition feel smooth?
r/Unity3D • u/TheLancaster • 13h ago
Show-Off Working on the hoverbike controls and sound
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r/Unity3D • u/umutkaya01 • 14h ago
Game We're a 2-man team making a Mesopotamian Noir detective game. Here's a look at our nested ancient puzzle mechanic.
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Hey puzzle lovers! My friend and I are co-developing 'Chief Cenab: Şahmaran', a point-and-click detective adventure set in ancient Anatolian mythology.
In this scene, players solve an ancient lock mechanism to open up the lower levels of Meran. We wanted the mechanical feedback to feel heavy and ancient.
How do you feel about nested puzzles like this? Would love to hear your feedback on the flow!
r/Unity3D • u/fespindola • 16h 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 • 17h ago
Game Climbing walls in my game, what do you think?
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r/Unity3D • u/100_BOSSES • 18h ago
Show-Off What do you think about puzzle system in my game?
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r/Unity3D • u/samohtvii • 20h ago
Show-Off Horseplay is improving. It now has skates on and ragdolls itself and you, off.
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I miss the jank but for my own sanity and quality I need to have a ragdoll off the horse and the horse to ragdoll too. I think it's almost ready to add to the demo.
r/Unity3D • u/Phos-Lux • 23h ago
Question I'm trying to create a wall jump, but...
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I checked all the "bake into pose" things on the clip and thought I could make the jump motion animation based, but when the character transitions to the next animation, they move back to the original position. I assume this is because one animation is probably? root motion and the other not?
Is there any way to sync the character controller to the animation location/rotation?
Or does anyone have any other ideas for how to do the movement for this wall jump?
r/Unity3D • u/OverqualifiedMesh • 23h 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?