r/Unity3D
I finally finished the new trailer for my cozy colony sim, WildRoot. I'd love to hear what you think.
I've been working on improving WildRoot's first impression and recently finished a new trailer.
It's a cozy colony sim where you build a settlement in a mysterious forest, manage your colonists, and every season and setback creates a different story.
I'd really appreciate any feedback—especially on the pacing, music, and whether the trailer makes you want to learn more about the game.
Working on stealth moments in our game Vaska. You play as a cat, hiding in the grass. Just tension. You must be quiet – because the enemy is always watching.
Rigidbody no collision despite colliders
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class PlayerMovement : MonoBehaviour
{
float inputH;
float inputV;
public float speed = 5f;
public Rigidbody rigidBody;
public float maxSlopeAngle;
private RaycastHit slopeHit;
public float groundDrag;
public float CarHeight;
public LayerMask WhatIsGround;
bool grounded;
public Transform orientation;
private Vector2 moveDirection;
private void Start()
{
CarHeight = transform.localScale.y; //sets the car height
}
private void Update()
{
//ground check
grounded = Physics.Raycast(transform.position, Vector3.down, CarHeight * 0.5f + 0.2f, WhatIsGround);
//handle drag
if (grounded)
{
rigidBody.linearDamping = groundDrag;
}
else
{
rigidBody.linearDamping = 0;
}
}
void FixedUpdate()
{
inputH = Input.GetAxis("Horizontal");
inputV = Input.GetAxis("Vertical");
moveDirection = orientation.forward * inputV + orientation.right * inputH;
Vector3 movementInput= new Vector3(inputH * speed, rigidBody.linearVelocity.y, inputV * speed);
rigidBody.MovePosition(transform.position + movementInput * Time.deltaTime * speed);
if(OnSlope()) //happens when on a slope
{
Debug.Log("Getting called");
rigidBody.AddForce(GetSlopeMoveDirection() * speed * 20f, ForceMode.Force);
}
}
private bool OnSlope()
{
if (grounded) //check can only now happen when grounded
if(Physics.Raycast(transform.position, Vector3.down, out slopeHit, CarHeight * 0.5f + 0.3f))
{
float angle = Vector3.Angle(Vector3.up, slopeHit.normal); //how steep slope is
Debug.Log(angle);
return angle < maxSlopeAngle && angle != 0;
}
else
{
return false;
}
else
{
return false;
}
}
private Vector3 GetSlopeMoveDirection()
{
return Vector3.ProjectOnPlane(moveDirection, slopeHit.normal).normalized;
}
public void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Ground")
{
Debug.Log("Collided");
}
else
{
Debug.Log("AAAAAA");
}
}
}
>Code for player controller
https://reddit.com/link/1x048d8/video/bu4qagf883uh1/player
I am losing my mind. The cubes and the car have rigid bodies. They all have colliders that are not mesh colliders. I developed it using kinematic but turned that off trying to make it work. You can see in my code and debug log that the cubes are in fact colliding, the collision is happening, but the car is still passing through the cubes! I don't know what to do.
[Brutal Bible Bloodbaths] Chopping & tipping tree trunk pieces with magic laser sword
The chopping works no matter how slow or fast you go. The trunk piece tipping at the end isn't realistic but I thought it was interesting and original.
I spent this week creating an art pipeline and tools for my procedural megacity. Skip to the end for the result! (survivors-like driving game)
I spent a lot of this week creating a whole modular building system so that I can create a bunch of city blocks more quickly for my game.
Once the city block is built, there's a second tool (a node based editor) which allows me to setup logic for toggling certain objects on/off. There's a tree structure to it so there can be more advanced randomization like "if this box is enabled, pick from these 2 boxes to enable with it". It results in a lot of variation in the map for not much work.
The map shown at the end here is just two different 1x1 city blocks and there's already quite a bit of variation. But there are 2x1, 3x1, and L shaped corner pieces as well which help break up the repetition of the flat grid.
This is a timelapse showing off the build tools and how the buildings are randomized a bit each time they're placed. Skip to the end if you just want to see the finished product.
Not certain I'll be sticking with the pixel texture style or not. But the tone and style of the environment is heading in the right direction. Let me know what ya think.
EDIT: upload failed so I put the video in the body. thanks Reddit.
Made a simple interactive guitar where players can shred depending on where on the fretboard they're looking.
To hit 4K 120FPS I'm rendering with Sparse Octree Ray Tracing! This is what 3.5 years of working on my Unity game looks like!
Game is called VOXTOPOLIS!
Please let me know what you think :D
Unity via Visual Scripting
Dear folks,
I'm an old time UE user yet nowadays I have to learn/relearn Unity but this time with Visual scripting. Any serious and deep visual scripting sources that you know and recommend? I don't know how long this project is actually but it has many branches and I may have to cover all of them by time. So I think my efforts in Unity will split my game engine life into 2 for a long time. So I am looking for a way to build a strong background. Any help? recommoendation? or Directions please?
Improved the visuals for my ASCII horror game. What do you guys think?
Open-source library for boolean operations on meshes
What do you think of this atmosphere
We’re building a mobile MMORPG with lots of sea content.
This is when it’s cloudy, we have a full day/night cycle of course with brighter days too.
To test my new SRP I tried making a diorama of a hangar scene...
I decided to continue my Voxel Experiments. This is the third iteration of the render tech. Runs at 120FPS on 1080, around 110 at 2K and 30 - 60 at 4K. The biggest cost is the specular highlights since they are being brute forced. It doesnt really like me screen recording at the same time, and there are some lighting artifacts when destroying the robot due to the calculations being defered.
Everything on that scene is a voxel, there are multiple sized voxels, and they support arbitrary rotations. Physics is disabled since the new renderer approach change the underlying model, so I will need to rethink how to re implement it.
Still too much to go.
Bit more tech:
- The Engine is Full Hardware Raytraced.
- It uses Restir for light accumulation
- Makes heavy use of Nvidia tech (such as the NRD denoisers, Ray reconstruction - although this last part is not correctly implemented, and actually makes things slower - but well I am learning lol.
- Voxels can be arbritray sizes, and placed randomly , rotated, mixed and matched without issue.
- has custom Postprocessing stack, supports motion blur, bloom, depth of field , exposure, and sky/day/night ambient ilumination.
The next goal is to get this running closer to 120FPS @ 4K with DLSS, and ideally get rid of the ghost/artifacts.