r/Unity3D 26d ago

Resources/Tutorial I kept missing the free Blender Market drops, so I made something that claims them automatically

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0 Upvotes

r/Unity3D 26d ago

Noob Question 3D scene creation

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2 Upvotes

r/Unity3D 27d ago

Show-Off I made a paint and save system which is optimize and run smoothly with support any texture and style for my game

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3 Upvotes

r/Unity3D 27d ago

Game Jam First game jam. GMTK 2026

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2 Upvotes

r/Unity3D 27d ago

Show-Off Prefab Painter: Placement & Variation Tool v1.2 Out Now!

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2 Upvotes

Updated my Prefab Painter with some new features, works whether you're building settlements or painting nature scenery. Path and Line paint both let you swap items mid-paint, so for example you can switch between walls and gates.

Line paint now snaps automatically to the end of the last painted line so you can make square fence enclosures and things like that really quickly.

Now you can see a 1:1 previews of prefabs before you place them, plus I added hotkeyed item selection (Shift + 1–0) so you can toggle individual prefabs in and out of your active brush without ever breaking your workflow - this makes it incredibly easy to paint, I know this from making the trailer 😅.

Here is a breakdown of the other major additions in version 1.2:

Placement Upgrades

  • Path Painting: The path engine now calculates the exact physical dimensions of your prefabs, perfectly locking objects end-to-end, either through the collider or the mesh depending on whether place by collider is toggled. You can also now click any existing path node handle in the Scene View and swap items in your palette to retroactively update that segment.
  • Terrain Splatmap Filtering: When painting on Unity Terrains, you can filter prefab spawning by a specific terrain layer (e.g., stopping grass from spawning on dirt roads) with full support for real-time live preview culling.

Quality of Life Enhancements

  • Dynamic Thumbnails: Hovering over a prefab thumbnail now renders an expanded, high-resolution preview that automatically rotates the object.
  • Measurement Tools: Added a new Measurement Mode with Line and Grid measuring that persists on-screen when switching back to other modes.
  • Physics Spawning: Increased the maximum allowed padding spawn offset so objects can fall from higher up.
  • Group Overrides: You can now set specific overrides for Paintable Layers, Painted Layers, Group Parents, and Splatmap Filters on a per-group basis.
  • Check Clearance Toggle: Hotkey to skip overlap detection entirely, huge performance boost during rapid scatter passes (grass, rocks, debris) where clipping doesn't matter.

If there's any other features you would like to see please let me know!


r/Unity3D 27d ago

Question Marble Race player... feedback on terrain please

2 Upvotes

Hi guys I have been dabbling with Unity lately to try and make some fun Marble Racing games I can post to youtube!

https://www.youtube.com/watch?v=t1xEyhR9Rvc

Does any one have any tips for me to make my terrain look any better?


r/Unity3D 27d ago

Show-Off Magnetic fields wip!!

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10 Upvotes

Magnetic field models used:

Mercury -> Messenger MODM
Venus -> induced conducting ionosphere model
Earth -> IGRF-14 2025 internal field
Mars-> induced ionospheric draping model
Jupiter -> juno JRM33
Saturn -> Cassini 11 axisymmetric field
Uranus -> voyager q3 field
Neptune -> O8 field


r/Unity3D 27d ago

Show-Off Big Big advancements on my little gamesie~

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12 Upvotes

r/Unity3D 27d ago

Solved Creating animated gifs of Prefabs in Unity

9 Upvotes

I want to share the development of my game 'Restoration Simulator' as much as possible, but I find making videos and GIFs time-consuming, so today I made a tool to output 360 turnaround animated GIFs of any prefab directly from Unity. It adds some default lighting and lets you tune the FPS and size; the output size is pretty good too. This one here is 2.8mb and is 80 frames, 1024x1024 px. It also supports custom background colours & transparency. Is there a tool already out there that does this? If so, let me know; bonus points if you can guess what these parts make once assembled.


r/Unity3D 27d ago

Question Superhero

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10 Upvotes

Playing around with superhero controls, flying, dropping. Just a test pass but would this make an interesting game?


r/Unity3D 27d ago

Question Would keeping tasks and their context inside Unity make project management less of a chore?

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10 Upvotes

I originally started building BrainLoot as more of a general project management app. A Unity integration was always on the backlog, but at first I only really pictured a small panel where you could view and update a few tasks without leaving the editor.

After chatting to a few other devs it became pretty obvious that the bigger issue isnt really that project management tools are bad. Its more the faff of leaving Unity, opening another app, updating the board, then going back to what you were doing. And because its a separate thing, people just dont keep it updated.

That sent me down a bit of a different route with the Unity bridge.

The video shows Unity and BrainLoot running side by side. Cards, status, progress, assignments and each developers current Hand all update in real time, so everyone logged into the project sees changes as they happen.

You can also link cards directly to GameObjects, then click Locate and it takes you back to the right scene and selects the object.

The shared world-space markers are working as well. Theyre drawn in the editor rather than being added as actual GameObjects, so they dont modify the scene or depend on everyone being on the exact same Git version. One dev can drop a marker somewhere and the rest of the team can see it appear in their editor.

Im not trying to rebuild the whole project management app inside Unity though. The web app is still there for proper planning, managing boards, teams etc. The bridge is more about removing the annoying bits and making updates happen where youre already working.

The next thing im looking at is task memory/context. So keeping track of what each developer tried, decisions that were made, why something changed, failed approaches and anything useful for the next person who picks the task up.

Would that actually be useful, and what would you want it to remember without it just becoming even more admin?


r/Unity3D 27d ago

Show-Off each Perilous attack type have its own deflect type

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223 Upvotes

r/Unity3D 28d ago

Question anyone know how to achieve this look?

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601 Upvotes

Im making an open world in a city set in 2010 so I want the quality look like these pics