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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
I have a question about UI-related scripts.
Would it generally be better to create and manage UI scripts for the inventory, settings, minimap, etc., individually rather than integrating them?
https://redd.it/1sxqlnf
@r_Unity3D
Fixed my spiders broken procedural walk animation. What do you think?
https://redd.it/1sxi5op
@r_Unity3D
You guys seemed to like my Free Cozy Kitchen pack - so I updated it with a bunch of food!
https://assetstore.unity.com/packages/2d/environments/timbeaux-s-cozy-kitchen-asset-pack-353510
https://redd.it/1sxfgg7
@r_Unity3D
Some hurdles I got over when integrating Skillz SDK with my Unity for prize tournaments
Been building a mobile arcade game (Combat Corridor) and integrated the Skillz SDK for real-money skill tournaments. Took way longer than expected to get right.
Main issues I ran into:
* Apple Pay sandbox testing didn't work the way the Skillz docs described
* Tournament flow needed significant customization to feel native
* Push notification setup had some gotchas not covered in the docs
Happy to share what I learned if anyone is going down this path. Drop a comment if you want specifics on any of it.
https://redd.it/1sxcvlk
@r_Unity3D
I'm making a "Super Zelda(-like) Maker", and playtesters have already started making Kaizo dungeons
https://redd.it/1sx7i0o
@r_Unity3D
How many effects in a pack
/r/unity/comments/1sx3ica/how_many_effects_in_a_pack/
https://redd.it/1sx3iql
@r_Unity3D
Made a vending machine stocking system in Konbini Simulator
https://redd.it/1sx2202
@r_Unity3D
Unlocking the doors !! #gamedev #indiedev #solodev #reelsinstagram #shorts
https://redd.it/1swwz4w
@r_Unity3D
[Help] Pixel sprite distorted into a "blob" in Shader Graph
https://redd.it/1swvloz
@r_Unity3D
Teenage Engineering Design Principles: User Interface
/r/teenageengineering/comments/1swnw24/teenage_engineering_design_principles_user/
https://redd.it/1swnwbv
@r_Unity3D
I just launched my Steam page for a pretty unusual Unity project
https://redd.it/1swlsrf
@r_Unity3D
I'm creating a next-gen motocross simulator.
https://redd.it/1swfqlg
@r_Unity3D
i'm having way too much fun playtesting my car controller🎮
https://imgur.com/a/usGHHmP
https://redd.it/1swcsi7
@r_Unity3D
Working on spider movement for my horror game
https://redd.it/1swbj5c
@r_Unity3D
An INCREDIBLY frustrating issue with Unity itself, is there any fix?
I've been learning to make code for games in unity for a few months now, and don't get me wrong, I love it. Being able to make your own little world is great.
Except for one, singular issue:
It is SLOW
Every time you tab back in, every time you make a file, every time you hit play or start, it gives that 'hold on' message for a full minute.
Hell sometimes it just seems to do it for fun. I'll have looked something up on my phone to see what might be going wrong, and I turn back and it's doing it again.
I really want to keep using it, but it's so frustrating when I'm waiting for Unity to get its shit together for more time than I'm making anything.
Is there any kind of remedy or fix for this? I've looked everywhere I can think of, and can't find anything that works for me. Is it just my device? I can't really tell.
https://redd.it/1sxpr6v
@r_Unity3D
How’s our atmosphere looking? HDRP 17
https://redd.it/1sxht7b
@r_Unity3D
Making some minimal enemies. Any ideas for other easy ones to do?
https://redd.it/1sxhlbo
@r_Unity3D
Why I stopped using Trello for game dev notes and attached them directly to my GameObjects instead
I still use Trello for high level planning and roadmaps. But for anything that lives inside the project, it never really worked.
I'd write things like "fix the broken trigger on the door - Mansion scene, second floor, office door" and then spend way too much time figuring out which door I meant, in which scene, with which script attached. The Trello note existed, but without context.
It made me think of Word. Imagine if Word didn't let you add comments to text - you'd write "there's a typo in paragraph 3, line 4" in a separate document. That's essentially what we do in game development - describing locations instead of marking the objects directly.
The other thing that bothered me. There was no good place to put documentation for game objects or assets. Documentation often gets placed in separate documents if at all. If I wanted to learn more about a game object or asset, I would need to search through scattered files in the hope of finding some information. Often times figuring a system out again takes less time than finding documentation. But now I can just attach a warning note saying "Do NOT enable gravity on this Rigidbody - controlled by the movement script" this gets displayed directly on the object itself. Allowing me to warn and inform anyone who wants to touch something in the future. It is knowledge that lives on that component permanently - visible to anyone who touches it, including myself six months later.
For that reason I built a tool that attaches notes directly to GameObjects, components, prefabs, and assets inside Unity. Colour-coded icons appear in the Hierarchy so you can see at a glance what has bugs, warnings, or documentation. When I find something during playtesting I can't fix immediately, I attach a note to the exact object and keep going. A Notes Feed window shows everything that still needs attention. There's also a Pinboard where I can pin the scripts, scenes and assets for a specific task - one click to jump between them, delete the page when done.
Trello still handles the roadmap. This handles everything inside the project.
The tool has come a long way. Curious how other (solo) devs keep context alive across long projects - what's your current workflow for documentation and keeping everything in mind?
https://redd.it/1sxb3ia
@r_Unity3D
The Rift Between
https://preview.redd.it/ijdp51z1vrxg1.png?width=1800&format=png&auto=webp&s=4a9c07b97f5e8a70f4b94b13cc461c6796ccfb81
Imagine: a fragile girl with rare abilities can travel between worlds, fight monsters, and collect glowing particles from them. These particles open a portal to the next world—deeper and more dangerous.
And at the very end, an epic boss awaits you—a beautiful girl with a mass of writhing tentacles...
The game is called The Rift Between—short, atmospheric, and quite unusual.
PLAY **https://keeper4.itch.io/the-rift-between**
https://redd.it/1sxbczl
@r_Unity3D
Fixed a popular foliage shader to work in newer Unity versions (Unity 6)
https://redd.it/1sx7q19
@r_Unity3D
Mechanics over graphics, always. A clip from the very first days, where hitting obstacles didn't even matter yet :D
https://redd.it/1sx3gfn
@r_Unity3D
I’m making a PS1-style psychological horror game where WarioWare-like microgames become a system of obedience and control
https://redd.it/1swylw5
@r_Unity3D
WIP BTS | Different areas in our game Malhaar - separated by river, yet connected by boats🚣
https://redd.it/1swxhmj
@r_Unity3D
2D Topdown jumping through tilemap
Hello, any ideas on how to make player jump through a tilemap and not stay inside?
Problem:
I made a circular shape wall, turned it into tiles and placed it on Walls tilemap with Layer Walls. Added tilemap collider 2d, rigidbody2d and composite collider 2d. Having it as Outlines creates a perfect border around the tiles.
Jump is only visual so it really phases through. But because the inside is hollow the player can stay inside after jump ends. And I have no clue how to push him out if there are no collisions happening…
I tried Polygons which worked a bit better but because of the circular shape it creates lines inside into which player gets pushed into instead of out.
Am I approaching this wrong? Is there a better way?
https://redd.it/1swsghx
@r_Unity3D
I need help urgently! (Having trouble making script for a character that is basically a shimeji)
https://redd.it/1swn5ft
@r_Unity3D
Spline-based roads with pathfinding in a procedural world generator!
https://redd.it/1swegyg
@r_Unity3D
Best approach for adaptive mobile UI in Unity
https://www.reddit.com/gallery/1sw7afp
https://redd.it/1swgfwm
@r_Unity3D
New update for TileMaker DOT
Hi guys, I just pushed a new update specifically for the Pro Workflow version of TileMaker DOT. This week wasn't about adding flashy new buttons, but about making the ones we already have work faster and better.
I spent some time refactoring the core logic to make the app feel smoother when you're handling large maps or massive asset libraries. I also took the time to update the in-app Legend (the help guide) to make it easier for new users to get started. I also took some time to do some Bug fixes for a more stable dev environment.
If you’re new to the tool or want to see how the Pro features like the Spreadsheet Importer and Dark Mode actually work, I’ve got a full tutorial here that covers the whole workflow: https://www.youtube.com/watch?v=3fiajGU32Jg
I know these "under the hood" updates aren't as exciting as a new tool, but for professional work, stability is everything.
If you’ve already picked up the Pro version, the update is ready for you to download on itch. If you haven't tried it yet, the Pro version is what unlocks the Godot/Unity exports, dark mode, and advanced tools.
Check it out here: https://crytek22.itch.io/tilemakerdot
Thanks to everyone who has been supporting the project! It really helps to keep me going
https://redd.it/1swecej
@r_Unity3D
Looking for guidance on floor sprites
I am working on a top-down 2d game, but instead of using pixel art I want to go with high fidelity level of detail for my artstyle. I should also mention this is my first project in Unity (I usually work with Unreal but I decided to give Unity a try for my first 2d project).
So far the process of drawing the sprites for my props and importing them into the level has been fairly intuitive, but I've hit my first roadblock on trying to figure out how to approach making floor textures (and more specifically, blending them).
My initial intuition was to try and approach it like I would in Unreal (attach a different material/texture to each channel and just texture paint to blend them together), however it seems like this isn't readily available in Unity 2D's base package.
So before I go looking for scripts and downloadable tools that will let me do this, I want to first ask what is the usual approach people do for their floors?
There are plenty of videos regarding pixelart floors, but those obviously don't translate well to a highly detailed floor sprite that would have noticeable tiling unless blended well with several other variants.
I was thinking of just brute-forcing it a bit by drawing a base floor sprite that's big enough to cover the whole camera view (to avoid noticeable tiling) and then making like 10 other smaller sprites that are blended from the base floor into other variations and basically use them as you would decals in Unreal. That would be very time consuming though.
https://redd.it/1sw435x
@r_Unity3D