r/Unity3D • • 25m ago

Question AI in video games, but not what you’re thinking

• Upvotes

I’m not talking about AI art or code or any of that. I remember as a kid, long before anyone knew what AI would look like today, thinking how cool it’d be to have adaptable, learning enemies that respond to your tactics. I’m not talking about games where it’s hard-coded “AI” behavior, like say shadow of mordor’s nemesis system, but actual LLM-style AI where the enemies can come up with their OWN decision trees, actions, ect. Whatever happened to that?
From a quick Google search it sounds like Arc Raiders might do this to some extent, although it still puts a lot of restraints on enemy behavior. Are there any experimental-type games that do this? I think it’d work best with boss-heavy fights, like souls games or something. Or i could see it in a strategy game, although I feel like it’d be way too good lol.
With the current way the AI market works it’d probably be way too expensive to run the game, but still would be cool to see it. I could also see a way where you’re not constantly running the AI, but instead you “snapshot” it after every encounter to tweak it’s behavior. Thoughts?


r/Unity3D • • 42m ago

Show-Off I updated some of the visuals in one of my minigames! Im really happy with the result

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• Upvotes

r/Unity3D • • 55m ago

Show-Off Scavengers Reign + over the hill

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• Upvotes

not gonna lie, would like to see two great things in one game
(made this using synty assets and flatkit shaders)


r/Unity3D • • 1h ago

Show-Off Testing boids algorithm for on-GPU hair simulation

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• Upvotes

r/Unity3D • • 1h ago

Show-Off What The Banana...

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• Upvotes

r/Unity3D • • 3h ago

Show-Off I made a texture painter for Unity: paint 4 material layers, add stamps and edge wear, then bake to PBR textures (URP/HDRP)

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0 Upvotes

Hey everyone!

I've been working on BrushMix 3D, a PBR texture painting tool that runs inside the Unity Editor. The video above shows the workflow.

Why I built it: I wanted a fast, flexible way to paint and blend materials directly on 3D models inside Unity. BrushMix 3D gives you a complete texturing workflow right in the editor: paint layers, add detail with stamps, stitching, stencils, edge wear and dirt, then bake everything into clean, production-ready PBR textures.

How it works:

● Paint up to 4 material layers with height-based blending

● Normal & detail stamps (dents, domes, rivets, screws) with up to 4 stamp slots

● Stamp stitching: stamps follow your stroke path smoothly

● Edge wear & scratches, plus a dirt & dust generator

● Alpha stencil / decal painting

● Bake to Albedo, Normal, Metallic & Smoothness textures for URP and HDRP

Coming soon to the Unity Asset Store too!

It's live on Fab

here: https://www.fab.com/listings/0c7e9e16-9b57-4433-9788-68b6de4de678

Thank you so much for watching!


r/Unity3D • • 3h ago

Question How long do your scenes take to enter play mode?

1 Upvotes

I know if I disable Reload Domain , an empty scene is like 2 seconds vs 1min+

But sometimes bigger scenes still take 1+ minute with both Reload Domain + Reload Scene Disabled . This is true of assets I've purchased too. Sometimes I wonder if my 32gb of ram is not enough :(


r/Unity3D • • 4h ago

Question How long does unity store's autumn asset sale last?

1 Upvotes

Anyone know? Thanks.

BTW: Unity asset sale not valve's game sale.


r/Unity3D • • 5h ago

Game INFINIHELL Beta Trailer (Halo X DRG X Doom) Looking for playtesters!

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1 Upvotes

Playable Link: https://tommymcflurry.itch.io/infinihell

Platform: PC Windows made entirely with unity

Description: InfiniHell is a fast arcade FPS. Each floor is a procedurally generated 3D cube maze full of soldiers, mechs, and entities from beyond. Survive the maze traps, events and find the exit lift before your clock runs out. Every floor you clear adds time, but the clock has a cap, and the floors keep getting bigger and meaner.

Between floors you draft powerups that turn your soldier and railgun into something worse: beams that ricochet and split on every bounce, explosive HEI rounds, a gravity gun that throws enemies into each other, chain lightning, a shotgun, charge shots, grenades, a plasma launcher, a grappling hook, a sword, ways to erases the maze itself and so much more.

New feature: 1-4 players Co-op descent (LAN)


r/Unity3D • • 5h ago

Show-Off Made some cheap clouds + fake shadows that match, what do you think?

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4 Upvotes

To try to get some cheap lighting, I matched the scrolling noise texture that makes the clouds with a scrolling noise texture on the grass that darkens it adjusted through maths via sun angle and scale.

Pretty happy with the results.

Feel free to share any thoughts on how to improve it.


r/Unity3D • • 5h ago

Show-Off what do u think of the atmosphere for my game?

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294 Upvotes

r/Unity3D • • 5h ago

Question Ragdoll mode

0 Upvotes

Does anyone know how to use ragdoll mode? In scripting, C# for unity?


r/Unity3D • • 5h ago

Show-Off From blockout to final composition

2 Upvotes

A quick look at how this scene evolved during development in our Dystopian side-scrolling game we're building as a 2-person collab.

GIF shows 3 stages:

  1. Blockout: Establishing the main shapes, scale, and overall composition.

  2. Atmosphere: Adding fog to create more depth, introducing background elements, and dressing the mounds with instanced scrap objects.

  3. Final details: Adding more midground elements to enhance depth and parallax, increasing the foreground dressing with instanced objects, and adding ground detail and plants using PNGs. Finally, refining the overall composition to bring everything together.


r/Unity3D • • 6h ago

Show-Off Unity Better Sprite Editor

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3 Upvotes

While working on my current game Pocket Cat Desktop, I spent quite a lot of time in Unity's Sprite Editor. And it's really bad.

So I've been working on a custom editor window for a while now.

I've finally released it on GitHub. - Multi-select and batch editing - Splitting and combining sprites - Reference search - Change history with undo/redo - Previews - Hotkeys - And more

You can download it from Github: https://github.com/Suvitruf/unity-sprite-editor

Or install via UPM: https://openupm.com/packages/com.suvitruf.better-sprite-editor/

I'll improve it, for sure, during game development, but if you have ideas or feedback, I'd happy to listen 😺


r/Unity3D • • 6h ago

Resources/Tutorial Add some juice to your games with simple scripts , tutorial coming this sunday

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5 Upvotes

r/Unity3D • • 7h ago

Question How to make this level looks better ?

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2 Upvotes

I am using synty assets and I want to make the level looks better (I build the level I did not use the demo scene) how to make it looks better as graphics ?


r/Unity3D • • 7h ago

Show-Off A year later update on my hex tile turn based strategy game

3 Upvotes

https://reddit.com/link/1x6x7su/video/vh56hu4m1pvh1/player

This is a progress update from my last post around map generation: https://www.reddit.com/r/Unity3D/s/t6nbf6JWgs

The map itself has seen massive improvements, supporting large scale (25,000 tile) maps which are entirely procedurally generated based on deterministic seeds. Total we support a dozen tile types including mountains, grasslands, forests, jungles, navigable rivers, snow tundra, and ocean. Rivers

The game is called Modern & Beyond. Is a 3.5x (exploration is limited due to the premise but fog still exists for nations you dont have visibility into) set in the modern era under the scenario that the world has gone through a global conflict that reset most of the world leaving only a fraction of existing cities and 25 nations.

The focus of the game is primarily geo politics and war with deep systems around supply chains, civics, trading, and trust/political will. Wars can start out as simple as a unit crossing a border (border conflict) and escalate as more nations, alliances, and multi-nation coalitions get involved to a conflict (fighting) -> open war (war declarations between a few) -> regional war (war mostly focuses in one geo with 4ish nations) -> to a full scale world war (spanning several nations, coalitions, countinents).

We also aim to be less micro manage-y then late stage turn based games offering many chances for automation such as supports for "theatres of war" where you command units of all types as a general, set the stance, targets, and war front, but let AI manage the turn to turn tactics.

Let me know your thoughts!


r/Unity3D • • 8h ago

Show-Off Kept working on my Hierarchy coloring tool

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9 Upvotes

A little while ago I shared a small tool I made because I couldn't find a Hierarchy colorizer that did what I wanted. Thanks to everyone who left feedback! I kept working on it, so if something is missing from your Hierarchy workflow, drop your idea in the comments. I'll try to make it! 🙌

What's new in this update:

  • Row styles: each object (and each preset) now has its own style: main color, background, text color, marker and icon, all set independently
  • Separate text color: e.g. a dark blue background with white text, or just orange text with no background
  • Unity built-in icons: pick from 64 curated Editor icons, or type any built-in icon name. Icons can replace the GameObject icon or sit at the end of the row
  • New marker shapes: Ring, Diamond and Triangle, alongside Dot, Bar and Square
  • Hierarchy modes: Zebra (alternating row shading), Minimal (hides generic GameObject icons so the meaningful ones stand out), or both
  • Folder and prefab icons: optional custom icons for grouping objects and prefab roots
  • Default shortcuts: Alt+Shift+C to set a color, Alt+Shift+Backspace to clear it
  • Save As Preset straight from the selection, plus a live preview row

💻 GitHub: https://github.com/uCryNet/HierarchyColorStudio


r/Unity3D • • 8h ago

Show-Off I spent six months building a Unity pipeline that prepares VRChat avatars for headset testing

1 Upvotes

For the past six months, I have been building an automated production pipeline for original VRChat avatars. Unity is the final production stage, where the avatar is prepared for an actual in-game test instead of stopping at a render or a model file.

The core pipeline is working now. A creator can begin with an original idea or reference image, and the system handles the repetitive Blender and Unity stages, runs its quality checks, and prepares the avatar for headset testing. When the build is ready, the creator receives an email, puts on their headset, and tests it in-game. A human still reviews the result, makes the final creative decisions, and handles publication.

One of the hardest parts has been treating failed builds as useful information instead of hiding them. Every visible problem I find becomes another check that later builds have to pass. I am now concentrating on visual quality, reliability, and making the Unity stage repeatable across a broader range of original avatar designs.

I am aiming to have the first release ready in about four weeks. I am not accepting payments or linking to a storefront here. I would like to connect with Unity developers, technical artists, VR developers, and potential early testers who are interested in production automation or social VR.

If you work on Unity editor tooling, asset validation, avatars, or virtual reality workflows, I would be glad to hear what you are building and whether you would be interested in testing or collaborating when this is ready.


r/Unity3D • • 8h ago

Show-Off Added a Cat Editor to my indie game!

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3 Upvotes

Game name is junebug, store page up on steam :)


r/Unity3D • • 9h ago

Show-Off Starting to build some NPC variation for my game

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1 Upvotes

I’ve been working on the NPCs recently so here a short clip showing a few of the current variations. These four are still very simple and just standing in their idle animations but they’re all built from the same character system with different hairstyles, clothes skin tones and colors

The idea is to have quite a lot of variation between the people walking around the town without having to create every character completely from scratch. I’m trying to keep the characters fairly simple and stylized so most of the personality comes from their silhouette

There’s still a lot missing, more hairstyles, outfits, body variations, accessories and eventually different animations / behaviors. But it’s already nice to see a few characters next to each other.

Eventually I’d like the town to feel populated by a slightly messy mix of merchants, workers, guards, customers and other weird medieval people rather than obvious copies of the same character

Still early, but I’m pretty happy with how the character system is starting to come together.


r/Unity3D • • 9h ago

Shader Magic Been working on a lightweight water shader for my game.

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30 Upvotes

Swimming is quite a significant part of the project I'm working on so I've been fiddling on and off with a very light URP water surface that uses a single 256x256 normal map. The surface plane displaces when it comes into contact with the same colliders I'm using for melee on the character's limbs. Underwater has simple 2-layer fog and the character emits bubbles from those during specific animation frames. Still far from done though. The bubble sprites are placeholders and I'm thinking of adding a few things like contact/crest foam and godrays. Swimming system is still very rough but it's taking shape too. Lol that diving transition window needs work and I need to add wading for shallow pools. But in terms of swimming feel I'm taking some inspiration from Witcher 3 and Shadow of the Tomb Raider as the water has that weighty yet easily navigated feel I like. Getting there slowly ^_^


r/Unity3D • • 10h ago

Question What are the biggest things that professional devs do that indies don’t?

26 Upvotes

What are some things you see in a Unity project or game project in general that make you go “oh that’s a professional” or things you rarely see pros do?

Similarly what do you see hobbyists do that pros almost never do?


r/Unity3D • • 10h ago

Show-Off How I draw my tiles in paint.NET and set them up as a Tilemap in Unity

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0 Upvotes

Hey everyone! Sharing my tile art workflow for my game Trollvein.
The picture are then split in 16x16 pixels in Unity.


r/Unity3D • • 10h ago

Show-Off Cinematic funky driving

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3 Upvotes