Unity Voxel Destruction 🧱, 3D Pixel Art 🎨, Custom Dialogue DSL 👨‍💻
đź§± Voxel Worlds & 3D Pixel Art
New Unity Tool Teases Hyper-Satisfying Destructible Voxel Buildings
A6oo is building a voxel + CSG-based destruction system that makes demolishing 3D buildings in Unity look both easy and spectacular. The work-in-progress tool targets destructible cities, letting you punch holes in structures and watch chunks peel off naturally. While it’s not downloadable yet, a demo is planned ahead of a full asset release. Curious devs can already preview the destruction and follow the creator’s other experiments on Reddit.
Automatic 3D Pixel Art: A New Tool Inspired by Aseprite Plugins
Elunvar is prototyping a tool that takes three 2D views of an object, reconstructs them as 3D geometry, and automatically applies a pixel-art style. It’s a fast way to get consistent pixel assets across multiple projections, with plans to fold it into his in-progress 3D pixel art editor. The project echoes ideas from Oroshibu’s unreleased Aseprite plug-in, rekindling interest in 2D-to-3D pixel workflows. Follow his X/Twitter for updates and more experiments.
đź’¬ Smarter Game Logic & Dialogue
Reinventing the Dialogue Wheel: How BMB_DSL Was Born in Unity
While building a retro-style action-adventure in Unity, Alexandre Lacombe’s dialogue system grew far beyond a basic ScriptableObject controller. Struggling to debug it, he created a preview that exposed the entire dialogue structure, revealing it effectively functioned like a scripting language. He leaned into that insight and rapidly built BMB_DSL, a custom dialogue DSL with hooks, conditions, localization, and a parser. He even shipped an open-source VS Code syntax highlighter to make writing dialogue feel like real coding.
InfiniGLASS: Stunning Density-Based Glass Shader for Unity URP
InfiniGLASS is a new density-based refraction and transparency shader by ARTnGAME, built for Unity’s Universal Render Pipeline with HDRP support on the roadmap. It already plays nicely with shadows and subsurface scattering, creating striking, otherworldly glass materials. The developer plans to add point/spot light integration and water droplet effects using tech from their Sky Master system. The piece also points to other premium glass shaders and where to follow InfiniGLASS development.
🎥 Next-Gen Unreal Workflows
Modernizing Asset Imports in UE5: Interchange, Substrate, glTF, and USD
Unreal Engine is quietly overhauling its content pipeline, moving FBX, glTF, and USD imports onto the new Interchange framework. This Unreal Fest talk explains where each format stands today, how Substrate and MaterialX improve imported materials, and what’s changing in UE 5.5–5.7. You’ll see how to build custom import presets and per-team stacks, when to stick with legacy importers, and how to future‑proof your DCC → UE workflows for large productions.
Inside The Witcher 4 Trailer: Building a Custom Anamorphic Camera in Unreal
Platige Image breaks down how they created The Witcher 4’s six-minute reveal trailer entirely in Unreal Engine—no offline render or comp. The team built a custom “PIC camera” to mimic true anamorphic lenses, with oval and swirling bokeh, lens breathing, distortion, chromatic aberration, and more, all in real time. After hitting limits with post-process materials, they rebuilt DOF using Scene View Extensions and a dedicated plugin. It’s a masterclass in pushing UE5’s camera system for cinematic storytelling.