r/Unity3D 4m ago

Show-Off Remade the intro cutscene from a game I built 13 years ago in Unity 4 — kept it exactly as cringe as the original, on purpose

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Upvotes

This is Onager, a catapult physics game I made for Android as a student project 13 years ago. Found the original Unity 4 source a while back and I'm remastering the whole thing - mostly been posting before/afters of the visuals, but this one's about the intro cutscene.

Rebuilt it to match the original as closely as I could, cringe writing and all. Kind of fascinating (and a little embarrassing) watching how student-me thought about scene direction, the "story," and pacing back then.

Original intro for comparison, if anyone's curious: https://youtu.be/cUfn2C6801w?t=23 (longer gameplay after it too)

Rebuilt in Unity 6 with URP - happy to talk specifics on the cinematic camera/lighting setup if anyone wants them.


r/Unity3D 29m ago

Show-Off Terrain Lasso Tool

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Upvotes

Made just for level design for my game


r/Unity3D 37m ago

Show-Off Adding Tube Deformation… Is It Worth the Trouble?

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Upvotes

r/Unity3D 54m ago

Game Finally launched our steam page after a year of hard work, sweat and tears. Does the trailer do it justice?

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Upvotes

We launched our steam page for Last Wail of the Sea King. It's a first-person adventure game with JRPG combat. We're super excited to show it off.

What do you guys think of the trailer? Marketing might be the most challenging part of the whole process.

You can find it here: https://store.steampowered.com/app/4948110/Last_Wail_of_the_Sea_King/


r/Unity3D 56m ago

Resources/Tutorial Fix for Unity Remote not working with new Input System

Upvotes

So, after switching to Input System package, i wasnt able to use Unity Remote as it wouldnt send any inputs to the editor.

After some debugging, i was able to figure out what was the issue. The issue was with UnityRemoteSupport class within the input system. (InputSystem/Editor/Plugins/UnityRemote)
On line 66 it tries to get the UnityEditor.Remote.GenericRemote class from the wrong assembly.

The fix was to replace the line 66

var editorAssembly = typeof(EditorApplication).Assembly;

with following:

var editorAssembly = Assembly.Load("UnityEditor.GenericRemoteModule");

Doing that fixed the issue.

I am making this post here because i myself wasnt able to find any fixes other than "Use our product its better!"
Respect to anyone who tries to make better Unity Remote, but i just dont want any unnecessary packages or pay for any plugins when there is a working one already, just a bit broken :)


r/Unity3D 2h ago

Show-Off Made some parts for my watch making game. ⌚ What designs would you like to see in game?

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19 Upvotes

r/Unity3D 2h ago

Game I need help naming my swinging game. I suck at naming things... [Sped up 2x]

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10 Upvotes

I've been working on asset loading and level streaming last week, now the game is endless btw. I just need to add more "level fragments", events, and enemy types to make it more interesting.

Sped it up 2x because, right now the gameplay is very sparse. There will be drones tracking the player and military guys trying to shoot him down.

But I can't keep calling it "Spider Prototype" anymore... I need to post about it on my socials and websites. Please suggest some good names. Whosoever name I will choose will get some reward in the final game.


r/Unity3D 3h ago

Question Converting Seb Lague’s raymarched clouds into a regular scene-rendered shader?

1 Upvotes

I’m currently trying to use Sebastian Lague’s raymarched Clouds project in a VRChat World.

The original project works fine in Unity, but the clouds are rendered through CloudMaster using OnRenderImage() / Graphics.Blit(), so they are essentially tied to the camera/render view.

What I would like to do is:

  • Keep Seb Lague’s existing raymarching/cloud appearance and settings.
  • Remove the dependency on OnRenderImage() and the fullscreen RenderView.
  • Have the clouds rendered as a normal volumetric object/volume in the scene, for example using a large cube with a custom shader.
  • Ideally, the cloud volume would exist independently in the scene, while the player camera simply views it like any other object.

Is this technically possible with Seb Lague’s current implementation?

And, more importantly, what parts of the shader/code would need to be changed to achieve this? Would it mainly be a matter of replacing the fullscreen camera ray setup with world-space ray/volume intersection, while keeping the existing raymarching and density functions?

I’m new to shader programming, so I’m particularly interested in a practical explanation or an example of how to approach the conversion.

Repository:
https://github.com/SebLague/Clouds

Thanks!


r/Unity3D 4h ago

Show-Off I implemented Nvidia MotionBricks in Unity as a third person controller! It generates animations from key-frames in realtime using a tiny model on your PC! Planning to release it as an asset soon.

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91 Upvotes

r/Unity3D 4h ago

Show-Off Snow and Penguins

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3 Upvotes

r/Unity3D 7h ago

Question Anyone know how to fix this?

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0 Upvotes

i made a pixelated filter using a fullscreen shader graph, but the grass is obnoxious. does anyone know if theres a wait to fix this?

(pls ignore the fact that its a medal clip)


r/Unity3D 8h ago

Question (ASE) Help with transparent shader

0 Upvotes

Hi! I'm trying to make a ghost-y spirit shader inspired by how Rauru is rendered at the beginning of Tears of the Kingdom. I got it so the material doesn't render through itself, but I've run into an issue where other materials with the same shader can still render through each other. I've tried messing around with depth, stencil buffer, render queue, etc. and nothing seems to work.

The effect in question. You can see the hair is still visible through the body when it is supposed to remain obscured.


r/Unity3D 9h ago

Game The result is already starting to look better...

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5 Upvotes

It’s one of the projects I’m putting the most detailed work into—and, above all, playing a lot of similar games to verify ideas.


r/Unity3D 11h ago

Shader Magic Turning Particle System into a VFX Portal with metaballs

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375 Upvotes

r/Unity3D 12h ago

Show-Off DREAMFALL teaser

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43 Upvotes

Just showing off my animated series im making in unity.


r/Unity3D 14h ago

Show-Off I finnaly finished my Low Poly & Voxel terrain editor

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1 Upvotes

I really like how it went as it can now do both low poly and blocky/vertex terrains along with a adjustable vertex jitter so the strength of the „low poly“ look can be adjusted 😊


r/Unity3D 14h ago

Resources/Tutorial I made three post process effects with Render Graph in URP (outlines, greyscale, and silhouette) and here's a tutorial about the process.

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3 Upvotes

r/Unity3D 15h ago

Show-Off From old projects :)

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12 Upvotes

r/Unity3D 15h ago

Question When I play an animations for my character asset in Unity part of it moves like an inch and when its done it goes back.

1 Upvotes

Been over it and over it, still dont know whats going on.


r/Unity3D 16h ago

Show-Off Balloon around the World

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2 Upvotes

r/Unity3D 16h ago

Resources/Tutorial Simple way to make a black and white impact frame to ur game unity urp

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7 Upvotes

Make an unlit shader graph put those nodes with the excat same numbers

Make a plane child to ur camera *Remove the collider* give it the shader material set the scale to 0

when u want the impact frame to start just make a simple IEnumrator that scales the plane to 1 and reset it back to 0 after like 0.2 seconds

(theres stuff i dont understand in the shader but somehow i made it working so if there is any thing that is setup wrong just tell me)


r/Unity3D 16h ago

Show-Off procedural galaxy in unity urp

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112 Upvotes

raymarched in a single urp pass, no meshes and no hand-painted textures, noise is baked into a 2048^2 field plus two small 3d textures, stars are a separate point cloud driven by the vertex index

214 ms down to 24 at 2916x1640 measured inside the disk plane, most of it came from bounding density analytically before touching any noise, skipping straight to the disk slab instead of marching the whole box, and rendering the volume at half res

https://github.com/tantaneity/procedural-galaxy


r/Unity3D 19h ago

Question 480 KB is impressive, but runtime cost matters more than package size.

0 Upvotes

Texture decoding, shader compilation, and memory allocations can still hurt time-to-first-interaction in a WebView. This happens even when the HTML file passes the upload limit.

At MRAID, a 1 MB target requires an explicit budget. You must allocate space for runtime code, geometry, textures, animation, wrapper/analytics, and a safety margin.

The biggest performance win is not another compression trick. The biggest win is deciding which visual details are actually necessary to understand the core mechanic.

What is your go-to strategy for reducing runtime cost in lightweight Unity builds?


r/Unity3D 19h ago

Show-Off I finally added instancing to my procedural modeling tool, CosmoNode

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7 Upvotes

CosmoNode v0.4.0 is out, and the biggest update is mesh instancing!

v0.4 is here and the biggest update is that now you can instance meshes! What I thought would be a few hour long refactor became a few weeks long architecture change haha! But it was definetaly worth it because that's pretty essential for any procedural tool line CosmoNode. You can "Pack Geometry", which essentially converts any mesh into an instance, a single source mesh and any number of transforms that represent instances, and "Realize Geometry" which does the opposite, converts all the meshes to real meshes.

You can also have the option to use instances in nodes like "Copy" and "Copy to Points", and they will output instances objects instead of real objects. This will make many other operations very lightweight. And depending on the node setup this can significantly boost you evaluation time. To such degree that, without instances the graph in the video takes about 150 ms to evaluate, and with instances it's only 18 ms.

But it's not all sunshine and rainbows because this introduces another problem. At the end of every graph evaluation it needs to convert everything to a real mesh in order to be displayed. And the more instances you have, the longer this process takes. There is still some performance gain, but not that significant.

To solve this, I have few options. The obvious one is GPU instancing which will potentially eliminate the need for realizing the instances. The other one is optimizing the realization process, possible with jobs. And this is what the next update will focus on.

But there is more! There are other, although smaller but still important updates. Mainly bug fixes and QoL updates. Here are a few of them,

Curve tools got better. Now you can box select curve points, yeah I know pretty obvious but better late than never right? You can also extrude new points by using the axis arrow which makes things like pipes significantly easier (check out my other video about procedural pipe generator).

Follow path node now creates UV's automatically. Those who are familiar with how Blenders curves work should be familiar with this as well.

You can expose materials and curve inputs as parameter. This means that if you plug a material or curve input to an input node, it will appear in the inspector window, this will let you change the values very easily without touching the graph and also allow you to modify the values for each game object that the graph is attached to.

And there are various bug fixes, you can find the entire change log here,

Lastly, I would really appreciate any feedback you might have, CosmoNode is a pretty big tool, and it's impossible for me to test for every case, so don't hesitate to let me know if you have a problem or something that needs to be improved!

If you want to try it out, the documentation and full changelog are here: https://uumutunal.github.io/CosmoNode_Manual/


r/Unity3D 20h ago

Question Easier UI Toolkit Workflow?

16 Upvotes

Anyone out there have a few methods that makes the UI Toolkit workflow easier/faster? It seems kind of clunky that to say add a button, you have to (1) add it to your doc, (2) give it a name, (3) put it in your UI script, (4) grab a reference to it using rootVisual.Q("Exact_string_name_or_kys"), (5) make a method that does whatever you need it to do, (6) subscribe onEnable to that method with .clicked or whatever you're using, and finally (7) unscubscribe onDisable. Like, nothing terribly complicated about it, but man it gets tedious over and over again. I feel like you could throw together a few methods that you basically throw in the name of your button (or any visualelement) and name of your method that does stuff you could make it way less code. Any1 out there taken the time to play around with this?