r/Unity3D

▲ 64 r/Unity3D+1 crossposts

I wanted camera moves without touching a single keyframe - so I built a slider-based camera tool for Unity

It's been two months since my last post - I've been working on three projects in the meantime. One of them: my own camera tool for Unity, built with the help of Claude Code. 🎬

It started very unspectacularly: I routinely record showcase footage of my props, and the usual Unity route - Timeline, keyframes, curves, configuring the Recorder - slowed me down every single time. At some point I thought: why not just build yourself a little tool for that? Well… it naturally kept growing - with every test, more and more features found their way in. That "little tool" turned into "CineShot Setup":

▪ Click a camera and dial in the move with sliders - orbit, crane, dolly, pan, roll, dolly zoom (vertigo). Framing couples directly to the Scene view, and the tool auto-detects the mesh you're aiming at to set the pivot point for orbits & co. Not a single keyframe.
▪ Every setup is stored as a key on a mini timeline: drag durations, one-click easing (Smooth/Linear/Slow/Fast), live scrubbing right inside the key graph.
▪ Handheld shake per key - full length or just at the start/end, with a preview button.
▪ Chain multiple cameras into a sequence: cuts, blends, fade-to-black, music stays in sync and ends up in the video.
▪ One click on ⏺ Record: the tool bakes everything, enters Play Mode and renders a finished MP4 through the Unity Recorder (using your own Recorder settings).
▪ Everything exports as plain AnimationClips - so the moves also work in a build, e.g. for in-game cutscenes.

To be clear: this is deliberately NOT a full video editor. Cutting, titles and polish still happen in my video editor afterwards - the tool reliably delivers the raw material: the camera moves. Perfect for asset showcases, store trailers and devlog footage.

I built it for my own needs. If there's interest from the community, I'll happily release it.

u/wb-gameart — 9 hours ago
▲ 28 r/Unity3D

Black hole effect I've been working on

I've been working on a real time path tracer to accurately simulate the light bending around a black hole and through the accretion disk. It can also accurately distort scene objects using a screen space effect. All of this is done with performance in mind, so there are multiple options to increase performance as you need, like reducing the resolution of the accretion disk or increasing the step size.

u/EventHorizonFX — 5 hours ago
▲ 449 r/Unity3D+1 crossposts

Would you rather have this than a standard "6/50" ammo counter?

u/jumbofoodface — 14 hours ago
▲ 504 r/Unity3D+2 crossposts

I love glitches

I was playing around with some assets and this happened

u/Lord-Velimir-1 — 15 hours ago
▲ 112 r/Unity3D+2 crossposts

Does this chain mechanic look fun to use?

I've been experimenting with a new chain ability for Blast Vein, my biomechanical horror FPS.

This ability throws a chain that immobilizes enemies, giving you a chance to reposition or isolate tougher targets.

I'm still tuning it, so I'd love to hear your first impressions. Does it look satisfying to use?

u/Popular-Ruin-7464 — 14 hours ago
▲ 390 r/Unity3D+3 crossposts

I got tired of rewriting the same ground check code for every new project, so I made this drag-and-drop script (Free / PWYW)

Hi everyone,

Every time I start a new Unity project, I find myself wasting an hour or two recreating the exact same foundational mechanics from scratch. The ground check is always one of them, and it usually ends up being a rushed single raycast or spherecast that causes jitter or edge issues later on.

To stop wasting time, I finally wrote a proper, reusable Advanced Radial Ground Check script in C# that I can just drop into any new project and forget about. I’ve put it up on Itch.io for free (pay-what-you-want if you want to support me) so others can skip that tedious setup too.

It uses a concentric ray-ring system to calculate averaged ground normals and impact points, making character movement on slopes completely smooth with zero micro-bouncing or jitter.

Here are some of its characteristics:

  • Zero Setup Time: Just drag, drop, and it works out of the box.
  • Built-in Coyote Time: No need to waste time coding jump buffers and timing windows manually.
  • Performance Friendly: Directions are cached and only update if you change parameters in the inspector.
  • Zero Dependencies: No third-party packages or paid inspectors needed.
  • Clean Code: Fully commented in English and structured under strict Allman.

You can download it here.

Hopefully, this saves you some setup hours on your next prototype. Let me know if you have any feedback or features you'd like to see added.

u/mvalera-dev — 16 hours ago
▲ 23 r/Unity3D+3 crossposts

Just finished this pack of 5 Game-Ready Sci-Fi Barrels. How do you feel about the texture work and overall style?

Hey everyone,

I just released Vol.2 of my Sci-Fi Barrel asset pack on ArtStation. I tried to balance low-poly optimization with high-quality PBR textures so they look good even in close-ups.

I’d love to get some honest feedback from fellow devs:

How does the texture quality look to you? Does the weathering feel realistic for a sci-fi game?

What do you think of the asset variety?

If you have a spare minute, check out the wireframes on ArtStation and let me know where I can improve for Vol.3!

link to full previews

u/shayanthegrey — 8 hours ago
▲ 49 r/Unity3D+1 crossposts

Does this look better?

Made some visual and studio changes to the crack portal based on your feedback! Added some fog to make the transition from space to water cleaner and sped up the whole process. This portal and the respawn system of jumping off won't be a super common thing for the player as well, but I still wanted it to look good.

Do you like it more?

https://store.steampowered.com/app/4752950/Still_Wild/

u/TheWanderingWaddler — 12 hours ago

Built a procedural footstep system that detects surface materials at runtime - worth sharing my approach

Been working on a footstep audio system for my thirdperson game and finally got it to a place I'm happy with. Instead of manually tagging every surface, I'm using Physics.Raycast downward each step to sample the texture of whatever the character is standing on, then crossreferencing that against a ScriptableObject lookup table to pick the right audio clip set.

The cool part is it handles blended terrain textures too. I sample the dominant texture weight at the hit point and blend between two clip sets if the weights are close enough, so walking from grass onto gravel actually transitions naturally rather than snapping.

Performancewise it's pretty light. The raycast only fires on footstep animation events, not every frame, so it stays cheap even with a crowd of NPCs using the same system.

A few things I'm still figuring out: whether to bake surface data into a custom component on mesh colliders for nonterrain objects, or just rely on Physics Materials. I'm also debating whether a texturetosurface mapping approach scales well once the asset list grows.

Has anyone tackled something similar? Curious how others handle dynamic surface detection without making the inspector a nightmare to maintain. Always looking for cleaner ways to set this up

reddit.com
u/pratty041182 — 7 hours ago
▲ 44 r/Unity3D

Anvil update 4, brush level editor for Unity

Sorry for repost, accidently deleted first one :/

first off, my brain hurts.

second, i changed the name from Anvil to Anvil CSG so it does not get confused with other tools called Anvil.

small update. most of the work lately was optimization, bug fixing, build/bake cleanup, and a simple terrain mesh system. i also added quick export, so you can export the whole map as OBJ with materials and textures.

the little map in the screenshots is just for showing the workflow in a boomer shooter style. i am not an architect, so do not judge the layout too hard lol.

the whole idea of Anvil CSG is slowly coming together: old-school brush level editing inside Unity, with four views, primitives, carving, clipping, material painting, decals, terrain mesh editing, light baking, colliders, and export.

i know ProBuilder exists, but this is a different style of level building. much closer to Hammer / TrenchBroom workflow.

still WIP, but it is getting closer to something i can put on the Asset Store. plan is to keep it cheap, probably around 15-20 USD.

Any question are welcome.

Cheers!

u/GospodinSime — 15 hours ago
▲ 13 r/Unity3D

Looking for some advice on a cliffside I have made for a project. My goal is a similar style to sea of thieves with the pirate fantasy stylized look. Before I continue with them what is some thoughts on it?

I plan to redo most of the other stuff in the scene(clouds and rework lighting).

u/I-hate-wet-toes — 12 hours ago
▲ 32 r/Unity3D

I have developed a "fake soft body" lightweight real-time car deformation system for my combat racing project.

Hello Everyone,

I am working on a simcade combat racer where I have developed a lightweight real-time mesh deformation system for car damage with body panel and frame deformation. The system also includes a, soft body like, collision system using Modifiable Contact Pairs.

PHYSICS:

  • I have two colliders on each car where there is a "soft shell" surrounding the car and a rigid regular collider inside.
  • I use Hooke's Law to calculate a spring force acting against the collision normal affected by the depth of penetration on the outside soft shell to smooth the collision impact.
  • The inside rigid collider acts as a normal PhysX collider that prevents over penetration.

VISUALS:

  • The depth value from the soft collider is used to calculate the amount of deformation that should occur on the visual mesh.
  • The deformation is applied using a lattice outside the cars body.
  • There are also some authored dent models that are applied on the frame and panels as smaller impacts that do not penetrate a lot does not trigger the lattice deformation but smaller dents.

What do you think?

u/Rageception — 12 hours ago
▲ 38 r/Unity3D+1 crossposts

Added sliding on ice (playing with animation speed), how do you like it?

Game: The Last Opening

u/lynxbird — 18 hours ago
▲ 3.1k r/Unity3D+3 crossposts

Currently working on a Mosquito game. Your objective is to drive NPCs absolutely crazy.

u/FairMarsupial3996 — 1 day ago
▲ 275 r/Unity3D+1 crossposts

We just finished our town map. What should happen here?

We finally finished the town map for our game!

There’s a plaza, fountain, shops, NPCs, scooters, and a few areas we want to make more interactive later.

But now I’m curious what other people expect from a town like this.

What feels missing?
What would you try to interact with first?
What kind of event, quest, shop, or weird character should appear here?

I feel like this place should be cute, but also slightly suspicious.

Would love to hear your ideas.

u/PepperStones96 — 1 day ago
▲ 34 r/Unity3D+1 crossposts

I rebuilt my physics placement tool Grabbit from scratch. It was released back in 2021, and the new version is a whole new level of Physics placement. I'm here to gather feedback and your impressions!

This is Grabbit 2, a ground-up rebuild of the tool I've been working on since 2021.
The core idea is to make transform tools that collide properly for realistic prop placement in edit mode without any setup or anything added to game objects.

A rebuild was needed to fit the newer version of Unity and the new Scene tools, and so I rebuilt it almost entirely to also fix some of the common issues that people reported on the first version.

If you tried Grabbit in the past or are new to Physics transform tools, I'll be more than happy to hear your thoughts and feedback!

I'm incredibly happy with the end result of the update, it is all I dreamt of Grabbit being 5 years ago :)

New in 2: around twenty new operations across five modes (including new Create and Select modes), baking the generated colliders permanently onto prefabs as native colliders or convex meshes so you can use them at runtime, full hotkey support and native scene toolbar integration, and MCP support so AI assistants can place and scatter things with physics-accurate results.

If you own Grabbit 1 the upgrade is $6. I'll continue support Grabbit 1 for earlier Unity versions.

Happy to answer anything about editor-time physics and collider generation! It made me go down the rabbit hole for many years, I think I know a thing or two about it now :D

u/BillSansky — 20 hours ago