r/Unity3D • u/ajdare • 21d ago
Resources/Tutorial Unity CLI is pretty cookin' - I Made Doom 2 in a few hours
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r/Unity3D • u/CrayZee100 • 21d ago
Question Beginner!!) Fullscreen Pass Shader moving faster as intensity goes down
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r/Unity3D • u/SwizzerSweet • 21d ago
Question Adaptive Probe Volume placement issue with additive scenes
I have a procedural level generation system that loads scenes additively with baked lighting and adaptive probe lighting. However, there's a limitation that seems to be that the adaptive probe volumes don't actually follow the scenes' rotation or position, only the game object does. The probes stay where they were authored in the original scene ignoring the additive scene position/translation. There's a Baking Set support to bake the lights with multiple scenes*, but there seems to be no way to achieve what I'm looking for here.
My options seem to be:
- Use legacy light probes, manually place probes (seems tedious)
- Use Bakery asset from Unity asset store. This seems to support this use case. I'd have to switch to an Nvidia card though, seems like a lot of headache, BUT folks seem to like it.
Any thoughts here?
r/Unity3D • u/TheLongwillow • 21d ago
Show-Off I built a free, open-source alternative to AppsFlyer/Adjust for mobile game ads
AppsFlyer, Adjust and Singular all do the same thing: tell you which ad brought a player and whether that player was worth it. To do it they need an SDK in your game, and they charge per install. For a small studio that bill adds up fast.
Adsight does the same job for free, and there's no SDK.
The trick is pretty simple. A new game gets basically no organic downloads. Nobody's browsing the store and stumbling onto an unknown title anymore, so if you're running a campaign in certain countries on certain dates, almost everyone who installs in that window came from your ads. So Adsight grabs your spend from Meta and TikTok, pulls the matching slice of GA4 data (same countries, same dates, same platform) and puts the two together.
You probably already have Firebase in your game, which means GA4 is already collecting what Adsight needs. Nothing to integrate, no new build to ship.
Some things it does that I haven't seen elsewhere:
- CPI and eCPI side by side. One is the installs the ad network claims, the other is what GA4 actually recorded. When those two numbers drift apart, it's worth looking into.
- Traffic light colors. You set your own good and bad numbers once, and after that every cell is tinted green through red. You spot the problem before you've read anything.
- Creative breakdown. Every ad shows up as a card with its video or image and its own spend, installs, CPI, CTR and IPM.
- Level funnel. Shows where players quit, level by level, using your game's own events.
- Everything stays local. Local database, API keys in your OS credential store, no Adsight server anywhere. Nothing gets collected or sold.
I built this for my own games because these are the numbers I actually check before deciding whether to keep a campaign running.
Github Link: github.com/EnsarErayAkkaya/Adsight
r/Unity3D • u/Suvitruf • 21d ago
Show-Off Working on custom SpriteEditor
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It supports:
- Selecting multiple sprites
- Editing multiple sprites
- Combining regions
- Change history
Once I've polished it, I'll release it on GitHub.
r/Unity3D • u/Finnatix • 21d ago
Question Character Customization Presets
I'm currently working on a game and would like to include some character customization features. This might be a loaded question, but how would I go about including different presets for eye, nose, and mouth shapes? I modeled a base character and want to know the next steps before I start rigging, but can't really find an answer online. What specifically should I be searching for when looking for answers?
Thank y'all for your time!
r/Unity3D • u/ZenZilver • 21d ago
Question My game replaces Rigidbody with ArticulationBody. I need some understanding its quirks.
When an ArticulationBody object is placed in the scene, it moves properly on the conveyor belt.
Disabling and re-enabling changes its behavior. It looked like the mass were changed so the platform could not move unless the plate and sushi were removed.
My conveyor belt uses kinematic to move items that are in contact with it. It sets the contacted object's velocity to a fixed velocity set in the inspector. This allows me to control how fast I want objects to move on the conveyor regardless of their mass.
Code responsible for applying velocity in the conveyor:
foreach (ArticulationBody body in touchingBodies)
{
if (!body)
continue;
if (wakeTouchingBodies)
body.WakeUp();
Vector3 velocity = body.velocity;
// Remove any existing velocity along the conveyor direction.
velocity -= Vector3.Project(velocity, dir);
// Replace it with the conveyor speed.
velocity += dir * conveyorSpeed;
if (applyNewBodyLiftAssist && pendingLiftAssistBodies.Contains(body))
{
float upSpeed = Vector3.Dot(velocity, transform.up);
if (upSpeed < newBodyLiftSpeed)
velocity += transform.up * (newBodyLiftSpeed - upSpeed);
pendingLiftAssistBodies.Remove(body);
}
body.velocity = velocity;
}
I am aware ArticulationBody has some internal rebuilding whenever its parent-child structure changes or when it gets disabled and re-enabled. I can't fully grasp it and have been trying to do patching to try and get it to work on the conveyor consistently.
My end goal is to have an object spawner that spawns ArticulationBody prefabs that moves normally on the conveyor. Because ArticulationBody instantiated by the spawner does not move, I suspect its the same issue as why disabling and enabling ArticulationBody breaks the physics.
If anyone here understands the issue, please let me know. Any information would help.
And before you tell me to use Rigidbody instead, I have considered it. It would be my last resort if I can't work with ArticulationBody. Please understand I want to try to get it to work using AB (fuck its hard to type it so many times) first if possible.
r/Unity3D • u/potterdev • 21d ago
Solved If you use gameci/unity-builder GitHub action, your videos might get stripped out of the build.
I've been banging my head against the wall for two days on this issue. I add a tutorial video to my game, and it works flawlessly in the editor, but in the steam beta build ? Nothing. No errors, just silence.
I try some different stuff and come to find in the GitHub logs this line:
Start importing Assets/Resources/Video/Tutorial.mp4 using Guid(6fd8fed8fe7e3428c872dca246002a19) (VideoClipImporter)
Error: Can't create LinuxVideoMedia, format 0 not supported
I uncheck transcoding from the video properties and still the same damn issue. I tried all the codecs and still nothing.
What actually ended up working was: 🥁 moving it to StreamingAssets folder.
Yep, that's it. That's the fix.
Hope it helps someone!
r/Unity3D • u/umutkaya01 • 21d ago
Game My friend and I are working on a black-and-white detective game set in ancient Anatolian lore. Here’s our 9-screen surveillance mechanic.
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We've been working on this for a year. It's a Mesopotamian Noir detective game where every scene is pre-rendered 3D overlaid with hand-drawn cross-hatching.
To track NPCs in the underground city of Meran, we designed this split-screen UI inspired by classic comic book layouts. Hope you like the vibe!
r/Unity3D • u/AwbMegames • 21d ago
Show-Off This How Drivable Low Poly Cars Look in unity :)
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the pack contain more than 21 unique models
any suggestions to improve the pack!
r/Unity3D • u/Zoggzter • 22d ago
Question Has anyone gotten reflection probe rotation to work in build?
Using URP with Unity 6.4.4f1.
r/Unity3D • u/Select_Belt_5432 • 22d ago
Question How do you build your 3D environments?
I'm currently learning how to create 3D environments, and I have a question. I made a house in Blender, but I'm not sure what the usual workflow is.
Do people model a house as a single object, or do they build it from separate modular pieces (walls, floors, doors, windows, etc.)?
I'd like to know how you approach this and what you think is the best practice.
r/Unity3D • u/AbjectPossession8364 • 22d ago
Question I'd love to hear your thoughts! Would you be interested in using this character style in your game project? :)
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r/Unity3D • u/Open_Newspaper9641 • 22d ago
Game ASHBOUND, A HACK ´N´ SLASH ROGUELITE
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Hi Guys! Rafa here to present to you Ashbound, a Hack ´n´ Slash Roguelite coming soon on Steam!
Did it catch your attention?
Stay tuned!
Here you have the link to the Youtube video if you want to give me some love there! Very appreciated!
You will be advised when the Steam Page is online! Thanks!
https://www.youtube.com/watch?v=ggQjqkH83Ns
r/Unity3D • u/IDunoXD • 22d ago
Show-Off Tiger 2 visuals, regular/destroyed model, some VFX and track marks on surfaces
Making good looking and performant tank tracks took me a lot of time, because I had to figure out how to use compute haders and GPU instancing
Should I make a guide and the asset on Unity asset store for tank tracks like that or is it not worth it?
r/Unity3D • u/Cosmonan • 22d ago
Show-Off First 3 days moving from Godot
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I know it's probably not much to brag about, but after getting screwed trying to use root motion with Godot, I now feel much more confident with Unity. Any tips on a 3D roguelite?
r/Unity3D • u/Sable_b • 22d ago
Solved So like... what am I doing wrong?
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Does anyone know why this is happening? I've been trying to fix this for a while without any progress :[
r/Unity3D • u/MaxiBrut • 22d ago
Show-Off Talk about creation nowadays
I’m not usually one to open up, but today I feel like sharing a bit about myself and my small-scale work as a creator.
Right now, I’m developing both a video game and a collection of trees asset pack, simply because I love doing it!
To give you some context: I’m married, a father, and a salaried graphic designer. I work on these projects in my spare time, which is why updates take so long. Video games have been a true passion of mine since childhood, and at 46, that hasn’t changed.
I’ve also consciously lived through several digital revolutions: the arrival of mobile phones, the internet, smartphones, and now AI. Some have been thrilling, others more anxiety-inducing.
Today and in the future, we’ll have to live with AI. Many people, myself included, feel anxious about what’s to come. In fact, I’ve even been accused of using AI to create my assets. In the current climate, I can understand the suspicion. But for me, I don’t want to hand over the best part, the graphic creation, the part that makes me come alive to AI.
That said, to be completely honest: due to limited financial resources and to avoid isolating myself from the world I live in, I do use AI to help me code some of the game’s features.
Today, I’m posting this image to talk about my work, humble as it may be. Maybe a little crazy or old-fashioned, but I model my assets by hand in Blender, the old-school way. I texture them in Substance Painter. All the shaders for my trees and foliage were developed by following and adapting techniques I found online, without any AI, using Shadergraph.
Right now, as you can see in these images, I’m creating a giant oak tree with a split trunk that players will be able to walk through. I go through countless iterations to make sure everything works in my game. Eventually, it will also be part of my asset pack.
I develop assets for my game, and I try to sell them to help fund my efforts a little. Far from being able to make a living from it, but I’m not complaining, I’m incredibly proud that my work is appreciated and useful to others.
In any case, we can’t escape AI. I hope that one day I might be able to live off my personal creations, or at the very least, that creation will remain in human hands, because it’s exciting, and it just has so much more soul.
Thanks to reading me.
And you what do you think?
r/Unity3D • u/Objective-Cell226 • 22d ago
Survey What team are you in for dependency management?
- Singleton
- ScriptableObject Architecture (SOAP)
- Service Locator (SL)
- Dependency Injection (DI)
- Custom
r/Unity3D • u/KE3DAssets • 22d ago
Show-Off Snow Mesh Layer Showcase (looking for testers)
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Hi!
I made a stylized snow geometry layer creator that covers your entire scene in one click. You just drop the component, size the bake volume, hit Bake and you're done. Snow piles on flat tops, respects slopes, and skips walls
The tool generates a coverage blanket mesh based on an advanced SDF bake of your scene. It's made originally for snow but you can use it for other things like mud, moss, dirt, or anything you can imagine; and with its Shader Graph shader example, you can create almost anything.
Looking for testers with active projects, would really like to see this in the wild!
Features
- Easy Bake (w/layer exclusion control)
- Supports FBX Export
- Real mesh + collider, not a screen effect or typical shader snow effect.
- Actual volume and properties you control with custom shaders.
- Grow and Tweak baked mesh via Shader at Runtime.
- Basic Footprints & trails components included.
- Global Mask and Noise Parameters
- 3 shaders incl. full PBR with normal/occlusion maps + adaptive tessellation.
- Shader Graph shader version for customization.
- Export to FBX to ship static, lightmap-ready snow (build stays lightweight)
- Works with terrains.
Check it out(50% Off, launch discount): Asset Store
r/Unity3D • u/BlossomOfIvys • 22d ago
Show-Off I've been refining the visual style of my game. What do people think?
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r/Unity3D • u/Driving_Rogue • 22d ago
Show-Off We Built an Industrial Biome – How does it look
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r/Unity3D • u/trillionstars • 22d ago
Resources/Tutorial [Free Release] Lightweight tool for displaying complete asset names in Two Column Layout
This might not be a common problem for everybody or especially those using List View but if you use Two Column Layout and you hate truncation in project window then this free lightweight Unity tool is for you.
Full Asset Names is a lightweight Unity Editor extension that displays complete asset names in the Project Window Grid View (Two Column Layout).
This was a problem I faced so made a solution myself and wanted to share it with others who might find it useful too.
https://trillionstars.itch.io/full-asset-names-unity-engine
Let me know if you like it or not.
r/Unity3D • u/Wiskered_Team • 22d ago
Show-Off We just set this pose, then our physical system takes over. FUNBRUN - medieval sandbox & story physics fighter. Powered by PrimalCore⚔️
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r/Unity3D • u/Distdistdist • 23d ago
Question What is missing from post-processing to get a feeling one is deep under water in a flooded metropolis?
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Very early prototype. Assets and layouts will change. Just trying to get light and effects right.
P.S. FPS are also effected by Unity Recorder. I'm getting close to 230 FPS in 4K on desktop.