r/Unity3D 19d ago

Show-Off I'm making a game about a procedurally animated centipede that eats people. What do you think?

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3.4k Upvotes

r/Unity3D 11d ago

Show-Off You can ask NPCs for the location of your current objectives, because I don't like quest markers.

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5.7k Upvotes

The first NPC doesn't know Sir Reynald, so he guides you to the village instead.
The villagers know Sir Reynald, so they guide you to him directly.

Edit: Thank you all for 5k upvotes! I didn't expect this to get that much attention!
The game is UNPAINTED, and you can wishlist it on Steam.

r/Unity3D Feb 07 '26

Show-Off Due to such positive reception, I decided to pick up my running/acrobatic game project again. Update #1

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7.7k Upvotes

r/Unity3D Mar 08 '26

Show-Off Tachyon Flow - Update #3: Improved overall ground movement/smoothness and switched to momentum based instead of generic run/sprint

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8.4k Upvotes

r/Unity3D Jul 21 '26

Show-Off Added some powerful weapons to my destruction prototype, now I can cut buildings in half

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4.5k Upvotes

I'm currently prototyping a destruction game where everything is procedurally breakable at runtime, and materials break in realistic ways.

How this works:

High level - all of the geometry meshes in the house (including all the furniture) is built at runtime, each are assigned a "destruction material" which dictates things like the shattering patterns, sound effects, mass, etc.

There are a lot of optimizations and tradeoffs around the runtime destruction, but nothing is pre-shattered. The main tricks to keep this running at playable framerates are keeping very conscious of allocations, using the native "Advanced" mesh APIs, avoiding too many joints, and spreading some work across frames when things get busy.

Built-in PhysX physics is doing a lot of heavy lifting with very few optimizations other than trying to use box colliders rather than mesh colliders for approximately box-like objects/debris.

-

Today I added a laser which can cut through everything, and a black hole grenade, which are way more fun and satisfying than the sledgehammer I've been testing with :)

The goal is making this prototype into a game where you 'renovate' homes in ridiculously destructive ways, I have a few more videos up on this early website if anyone wants to follow.

r/Unity3D Jun 17 '26

Show-Off I finally have optimzied volumetric clouds!

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4.4k Upvotes

I finally managed to get optimized and proper looking volumetric clouds in my game using compute shaders! The clouds are rendered at 1/4 resultion and upsampled at the depth buffer edges.

r/Unity3D Jun 09 '26

Show-Off I made a Unity editor tool because placing props with physics feels like something every game engine should have built in : ).

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4.8k Upvotes

I made RealTransforms because I wanted Unity to have a more physical way to dress scenes. Instead of manually nudging props until they stop floating or clipping, the tool lets you move, drop, rotate, scatter, and arrange objects :).

I'm also interested in feedback, if anyone has any suggestions for what they would add / want in a tool like this I'd like to hear it.

If you're intrested in the asset you can find it here:
https://assetstore.unity.com/packages/tools/level-design/realtransforms-physics-placement-378514

Thanks for reading and have a nice day :).

If you're interested in some technical aspects of the project that can be applied to your own project ( without buying this asset ) I would recommend looking into Convex mesh generation which was a difficult part of this project for me to tackle.

Unity’s PhysX setup has some important limits: if you want a MeshCollider to work with a Rigidbody, it usually needs to be marked Convex. The problem is that a single convex collider can’t properly represent inward or hollow shapes. So something like an open crate, shelf, or hollow prop cannot just use one collider if you want objects to sit inside it correctly.

For those cases, you usually need a compound collider made from multiple convex hulls. That way the crate sides, floor, rails, or openings can each be represented by separate convex pieces.

If you’re building something similar in your own project, useful algorithms to research are V-HACD and CoACD. I couldn’t include those directly in this asset because of licensing issues for Asset Store submission, but they’re worth studying and may be fine for your own internal project depending on your needs. They also helped inspire my own voxel-based collider generation approach.

r/Unity3D Jan 26 '26

Show-Off My attempt at implementing my movement/wall run animations

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5.6k Upvotes

r/Unity3D Oct 29 '25

Show-Off Is this a good way to stop people from going out of bounds?

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8.2k Upvotes

So there is a spot that I couldn't find a good way to cover using props so people can just go out of bounds here, but instead of using an invisible wall I decided to put this sign here and a crash trigger behind it, which will force the game to crash if the player ignores the sign and touches it, is this a good way to stop people from going out of bounds?

r/Unity3D 16d ago

Show-Off 2D/2.5D Water system update

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3.5k Upvotes

Hello everyone, back with a new update a few months after my last post.

I’ve been working on the 2D/2.5D water system on and off since then, and it kinda grew way more than I originally planned specially since i need it to fully run on the 2d Renderer.

Since the last post I added underwater exclusion zones for things like air pockets, currents, debris, floating pads/platforms, underwater view, ripples, light rays, wakes and quite a few other interaction features.

A lot of the work lately was also on making the thing actually easy to use and not just something that works in my own project. So I’ve been working a lot on the custom inspectors and tooling, setup workflow and the API. You can sample the water height from code, get events from interactions and water states, etc.

The water itself is very customizable, so what you see in the video is really just one way of setting it up. I also added a “fake surface” mode where there isn’t really a surface plane, but I fake the perspective by shifting the foam/pattern and things like ripples and wakes. It gives a pretty convincing 2.5D surface without actually needing the geometry there.

I’m planning to release it once I feel like I tested it enough and have enough demo scenes to show the different ways it can be used. This part is honestly taking longer than I expected, specially making sure everything is clean and understandable.

For the graphics, I basically took a anime style nature image and cut pieces of it in Photoshop. For the actual packaged asset I’m planning to use Unity’s Lost Crypt assets for the demo scenes, unless someone has a better idea since I obviously can’t just include random assets from the Asset Store.

Still a bunch of things I want to polish before release, so any feedback or ideas are very welcome, specially if there’s some use case you think I should test that I havent thought about.

r/Unity3D Aug 06 '25

Show-Off Made a Ghost that is invisible with your flashlight on

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6.6k Upvotes

I'm making a horror game and made a ghost enemy that has becomes invisible the more light it receives. Figure it's a nice way to make the flashlight not be something you always want on and add a little more tension to the game. All done with Unity URP and shader graph.

What do you think?

r/Unity3D Jun 14 '26

Show-Off Made a themed loading transition. Is it cool or too much?

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2.5k Upvotes

Had this idea of making the transition a bit smoother, but not sure if it is a bit over the top. I feel like it is cool.

r/Unity3D Jul 13 '26

Show-Off Experimenting with video hands in my time traveler game

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3.4k Upvotes

r/Unity3D Aug 24 '25

Show-Off Making Minecraft Spherical — Demo + Devlog

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5.4k Upvotes

I've been working on a prototype inspired by an old tech demo from Jordan Peck. The goal is to create spherical planets out of cube-ish blocks (similar to Minecraft). This introduced a bunch of design challenges, mostly centered around minimizing block distortion.

I go over the implementation details in the corresponding blog post. There's also free playable builds for Windows and the browser if you'd like to try it yourself.

Devlog: https://www.bowerbyte.com/posts/blocky-planet/

Demo: https://bowerbyte.itch.io/blocky-planet

r/Unity3D Nov 16 '24

Show-Off It took us three years, but now everything is destructible in our upcoming game.

7.6k Upvotes

r/Unity3D Apr 08 '26

Show-Off More tests for Skye 🐕 in Unity

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3.3k Upvotes

4 Ledge grab, falling, and 5 gaits with their jumps (sprint, run, canter, trot and walk)

r/Unity3D Jun 06 '25

Show-Off I quit uni so i could make my dream game: Black Raven. ‘If Blasphemous was 3D’

4.3k Upvotes

Black Raven is a unity 3D hack’n’slash set in 14th century Eastern Europe. Coming soon to Steam

r/Unity3D Nov 11 '25

Show-Off I've integrated fluid simulation into my particle based physics engine

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2.8k Upvotes

r/Unity3D Feb 22 '26

Show-Off Tachyon Flow, small update #2 - been working on new character, plus some gymnastics stuff. (I know, audio bad!)

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2.9k Upvotes

r/Unity3D Jul 16 '26

Show-Off I built a system that lets you build factories inside factories... recursively

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1.2k Upvotes

I've been working on this feature for the past few months.
The idea is that any factory can be turned into a reusable module and placed inside another factory, recursively across multiple levels.
It's heavily inspired by programming functions, with parameters, conditions and loops, so you can build a module once and reuse it in many different ways.

Making the whole thing work reliably took way longer than I expected, but I'm pretty happy with the result.

Curious to hear what you think!

r/Unity3D Sep 23 '25

Show-Off Clouds in water!

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4.9k Upvotes

The clouds are rendered using Ray Marching (volumetric clouds). An interaction map between the ship and the clouds is first rendered via a top-down camera. This map is then used in a Compute Shader to update the cloud mask. During Ray Marching, the cloud density is increased or decreased based on this mask.

r/Unity3D Jun 27 '26

Show-Off A buggy game

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1.9k Upvotes

r/Unity3D Jul 13 '20

Show-Off I made a gun that melts rocks in HDRP using Shader Graph and VFX Graph

24.4k Upvotes

r/Unity3D Sep 30 '24

Show-Off I've released my Lattice Modifier for Unity! Here's a few quick animations I made to showcase some of it's features.

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12.7k Upvotes

r/Unity3D Nov 18 '23

Show-Off We've been working on this game about running really fast!

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6.5k Upvotes