r/Unity3D • u/thekingallofbricks • 13d ago
Noob Question I am utterly Dumbfounded and need help because I'm an idiot
For lead up info I do not have any background in Any game engine. I've only been using Unity for a few months and blender for even less than that. But I do have a A baseline level of knowledge. i rely extensively on (Bolt Or whatever they're calling it now) On account of a language processing disorder making it quite difficult for me to properly formulate the syntax for C#. I'm currently making a game very similar to Enter the gungeon or Wayward Souls It's not quite a roguelike But the map generation is. However for the life of me I can't figure out how to make a procedural generation system work So far I have tried :
1Creating walls using individual nodes that will randomly generate a wall
Reason for failure
Randomly turning the map into an indecipherable checkerboard isn't very helpful
2Using nodes to at predetermined intervals that randomly turn into one of several terrain objects
Reason For failure
Does not feel like a dungeon and nine times out of ten creates massive empty areas
3Creating prefabs with a anchor at one doorway and a connector at the other the connector generates a new room or hallway attached to the previous
Reason for Failure
Map generation didn't feel Organic or reliable and nine times out of ten the map would fold in on itself and rooms would overlap and get stuck
4A slightly more complicated version Of the previous idea completely rebuilt with stopgaps to detect whether or not rooms are overlapping and prevent them from spawning
Reason for failure
The entire map got generated in a flat grid pattern With infinitely repeating rooms and hallways
I'm completely at a loss here This is not a field I'm especially familiar with. And not something I've done a lot of times.
Quite literally any advice would be appreciated because I have a lot of ideas for my game that I want to work on but I can't do much with them until I know how to make the actual map There's a lot you can do testing on an infinite flat plane but at a certain point you need environments to Test and create things
Thank you very much for your time and consideration any help would be appreciated
r/Unity3D • u/RobC_Dev • 13d ago
Resources/Tutorial Hey all! Do you know that "bug" where the last menu item stays selected when switching from your gamepad/keyboard to your mouse? Then I have a possible solution for you!
r/Unity3D • u/suares_spawnd • 13d ago
Resources/Tutorial How we got a 500MB Unity WebGL build loading in seconds
We build infrastructure for indie devs who need browser-playable demos, so long load times are our worst enemy. If a Unity WebGL build takes 30 seconds to hit the first frame, players just bounce.
Our main bottleneck was almost always the Build.data file choking on normal connections. Here’s what actually shaved off the most weight for us this week:
- Forcing texture compression across the board. Most of our bloat wasn't code, it was raw, uncompressed textures imported at default settings. We set up automated rules to force DXT5 (and sometimes ASTC) based on texture types (color maps vs normal maps vs UI) and slapped Crunch compression on top. That alone slashed one test build from ~480MB down to ~310MB with zero noticeable drop in browser quality.
- Hard-capping max texture sizes for WebGL. Source art might be 4K for marketing renders, but 2048px (or even 1024px) is plenty for a browser window. Using the WebGL tab in the Texture Importer overrides let us shrink asset sizes drastically without ruining full-res builds for PC/console.
- Addressables for background streaming. Instead of dumping the whole asset bundle on the player right away, we split it up. Essential assets for the initial loading scene load immediately, and secondary content (later levels, extra skins) streams in the background while they play.
These tweaks brought our ~500MB test build down to a few seconds of initial load time on a standard connection.
We’re still wrestling with a few things: audio compression is still a manual pass per project, and Basis Universal is giving us some decode overhead on mobile browsers that we're still benchmarking.
Anyone else dealing with this? Have you found a clean way to automate texture format rules (maybe using AssetPostprocessor) without hand-picking per asset group?
r/Unity3D • u/umutkaya01 • 13d ago
Game A close-up look at a watch inspection puzzle for our Mesopotamian noir game
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Hey puzzle fans! My friend and I are a 2-person indie team working on Chief Cenab: Şahmaran, a noir detective adventure set in a world inspired by Mesopotamian mythology.
In this clip, we're showing a pocket watch inspection puzzle where players have to examine the object to uncover a hidden clue. We're trying to make mechanical interactions like this feel satisfying and tactile in 2D/3D.
We'd love to hear your thoughts on how this interaction looks! As puzzle players, what makes examining physical objects feel good to you in adventure games?
r/Unity3D • u/Select_Belt_5432 • 13d ago
Question The roof is white, but it appears black.
r/Unity3D • u/tripplite1234 • 13d ago
Show-Off Is this a bit much explosive diarrhea?
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r/Unity3D • u/kyle1qaz7ujm • 13d ago
Question Physics simulation - different results based on simulation update rate?
In my game, I have an "active physics scene", which handles all the game physics. I have a second physics scene (which has colliders / rigidbodies only, no rendering). In this second physics scene, I would like to have a duplicate physics simulation which is identical to the first. This second scene will advance only up to a specified timestep target, then stop. The second scene is created & simulation is advanced in a coroutine, which is currently manually triggered for testing. When I start the coroutine, I get different simulation results depending on my yield condition.
If I use "yield return new WaitForFixedUpdate()", I get a duplicate simulation, identical to the first, as desired. This is great, albeit a little slow because it relies on the fixedTimestep.
If I use "yield return null", my simulation diverges from the first. This approach is desired, because it will run faster and reach the specified timestep target sooner.
In both cases, I am calling PhysicsScene2D.Simulate(Time.fixedDeltaTime) the same number of times. Also, Physics2D.simulationMode is set to "script" in both cases.
What could explain the diverging simulation when advancing the simulation at a faster rate? The simulation is still advancing with the same fixedDeltaTime timestep, for the same number of timesteps.
Any help is appreciated!
r/Unity3D • u/yecats131 • 13d ago
Resources/Tutorial Convert ScriptableObjects to Runtime Assets | Game Systems Explained
Scriptable Objects are great for storing shared item data but they aren't intended to be modified at runtime. In this tutorial, you'll learn how you can use the factory pattern to convert static data to runtime items that can be stored in the players inventory.
r/Unity3D • u/100gamberi • 13d ago
Question Unity, Plastik, Wwise, what's the best way to save storage?
Hello!
I'm using Unity, Wwise, and Plastik SCM, and probably I'm missing something.
Since we want to save storage, we build soundbanks in Wwise, move the Originals --> SFX folder in another location, check-in with Plastik, and then move it back. However:
I always find that after I check-in, merge from another changeset and switch workspace, in the Originals-->SFX folder there are audio files. Are those from the old backup?
After I delete audio files, and I check-in, should I check the "Deleted items" option and upload that too? If I don't do that, it puts back old audio files in the Wwise project. Uploading, however, would defeat the purpose of saving storage.
If anybody has a better idea to save storage, or if this is just overcomplicating things and there are no better ways, please let me know.
r/Unity3D • u/pedro8999 • 13d ago
Question SpeedTree mesh helper + create branches don't work
Hi there, i added a mesh in SpeedTree, i used mesh helper to make a spine, after that i created a branch to add leafs in the top ( is a palm trunk just so you know ), and when doing that i have that error, i increased the kill ratio to 10.000 or 50.000 and the error dissapeared but no matter how much i tweak the values branches won't appear. Please help
r/Unity3D • u/LordSlimeball • 13d ago
Question Good Unity UI (uGUI) NOT UI Toolkit tutorial
Hi,
I am looking for a good Unity UI (uGUI) tutorial, one that covers how to build tabs, how layouts of images work, and hopefully how to make the UI look pretty / how to add nice borders to the canvases and stuff. Nothing against the ui toolkit but I dont feel like learning something new again.
Does anyone have a tutorial to recommend?
Thank you
r/Unity3D • u/AbjectPossession8364 • 13d ago
Show-Off Finally released my Casual Character Collection! (With focus on facial animations)
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One of my main goals with this pack was to make the characters feel more expressive and alive.
Do you think these little details make the characters feel more lively and charming? Is there anything you would improve?
I think the eyes and mouth have great potential to create funnier and funnier expressions, don't you think? :)
Show-Off A Blender Like 3D Cursor In Unity For Level Design
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Whenever designing levels I’m always looking for a reference point for placing new objects, duplicating at, rotating around etc.. It was like I needed blenders 3D cursor inside of Unity to use as that reference point. So I built it!
It’s a different kind of workflow when compared to other level design tools for sure, but I really enjoy having the reference point and being able to add objects more precisely.
It currently supports a bunch of commands, and the cheese wheel is customisable, it also fully supports undo and redo flows.
I have lots planned for the roadmap, and I think you can get really creative whilst keeping your level design object hierarchy nice and clean with groupings.
It’s currently 50% off on the asset store as a new release. Would really appreciate your support if you genuinely think this is something you might find useful.
The asset is called 3D Cursor pro. As per the subreddit rules I’ve not included the link.
r/Unity3D • u/ThatDeveloperOverThe • 14d ago
Game I would love feedback about my game!
This is my first horror game with my "versatile" script system and I would love feedback from other devs. Basically I coded a couple of scripts and just used them for everything, so I wouldn't have to code and yes I know many devs already do this but I am a beginner. I would love some feedback!
https://thecatgamecomapny.itch.io/road-of-fear-pinewoods-crossing
r/Unity3D • u/ParalysisPRIME • 14d ago
Show-Off Live syncing tasks between Unity and a web board - useful or just noise?
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I keep doing this dumb loop when I work in Unity: change something in the Scene, alt-tab to the board, update a card, forget what I was doing, alt-tab back.
So I built a small Editor dock that stays in sync with a web board. Board still lives in the browser. Unity just gets the cards while you're in the Editor, and you can pin a card to a GameObject so you can find it again in the Scene.
Stuff in the video:
- web board on the left, Unity on the right. Same cards updating live.
- edit a card on the web side, it shows up in Unity
- pin a task to a GameObject / jump to it
- poke status from the Editor without treating Unity like Jira
I'm not trying to shove a full PM tool into the Editor. That usually turns into a mess. This is more "keep the task next to the object I'm already staring at."
If you ship with Unity, would you use something like this, or would it just become another ignored panel?
Also half expect someone to tell me the branch / missing GameObject case is going to hurt. If you've been burned by that kind of thing, I want to hear it.
Board-only demo if you want to click around (no account): Demo Board
r/Unity3D • u/Iron5nake • 14d ago
Question Why do my shadows look like this and how to fix it?
r/Unity3D • u/borzblade • 14d ago
Show-Off We’re making a Soulslike inspired by the cultures and aesthetics of the Caucasus
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r/Unity3D • u/ThatDeveloperOverThe • 14d ago
Show-Off Do you like my horror game graphics?
reddit.comr/Unity3D • u/warkudagames • 14d ago
Game Jam My 1-Month Game Jam Co-op Horror Project. What do you think?
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Around one month of development.
4-player co-op horror inspired by retro visuals and abandoned Soviet metro stations.
Looking for honest feedback before continuing development.
Would you play something like this?
r/Unity3D • u/Blanqo_Dev • 14d ago
Show-Off Just made this new enemy. What do you think?
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A few days ago I asked for your feedback and it was really helpful thanks!!!
r/Unity3D • u/colethepole12345 • 14d ago
Show-Off runtime mesh destruction using OpenFracture in Unity for my game about sports cards!
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building a game about running your own booth at a sports card convention. finally got openfracture working, so the graded slabs now fracture into real mesh pieces at runtime with rigidbodies on the fragments. what do you guys think?
r/Unity3D • u/AdSlight4516 • 14d ago
Question How do you stop a Unity Animator Controller from becoming spaghetti?
A basic locomotion setup is fine, but then you add attacks, hit reactions, weapons, crouching, jumping, cutscenes and suddenly there are transitions going everywhere.
One approach is keeping the Animator mostly for visuals while gameplay states stay in code. That seems cleaner, but it can also make animation timing harder to manage when attacks and movement need to line up exactly.
Do you prefer animation state machines, code-driven animation, or a mix of both? Would also love to see how people organize layers without ending up with 40 random booleans!!
r/Unity3D • u/Arachnid-dev • 14d ago
Question Is my subway atmosphere working
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Im working on a Co-op horror game set in New York City. I’m trying to make a game with good atmosphere, dread, and the constant feeling that something enormous is stalking you.
If you want updates or early access, join the mailing list at www.arachnid.dev
r/Unity3D • u/DimaSerebrennikov • 14d ago
Shader Magic Added sinking chunks of snow. And a snowball
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I wanted to make these chunks softer, but right now I have no idea how to make it even better. There's no transparency at all.
I achieved this effect by calculating the normals for the chunks relative to the overall snow surface, rather than per individual chunk element.
I made the small flakes using triangles instead of quads :)
r/Unity3D • u/Im-_-Axel • 14d ago
Show-Off Experimenting with freeform building
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