r_unity3d | Unsorted

Telegram-канал r_unity3d - r/Unity3D

156

News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).

Subscribe to a channel

r/Unity3D

I made my first $50 with my free mobile game!

Hello fellow devs!

I just hit $50 in revenue with my free mobile game. It’s not a lot, but it’s honest work!

I wanted to share a breakdown of what worked, what didn’t, and what I’ve learned along the way.



How does my free game make money?

My game monetizes through in-app purchases (IAPs) and rewarded ads—but no banners or interstitials.

I aim for fair progression, but players can speed things up by watching ads or purchasing items. Despite having a very low DAU (\~10 daily active users), I still manage to earn $1.50 to $2.50 per day from ads.

I know a lot of people dislike ads in mobile games, and I totally get why—especially compared to PC/console experiences. However I still considere my content pretty 'fair' compared to the mobile game market.



How am I getting players?

So far, all my traffic is organic. I’ve mainly promoted my game by posting on various subreddits.

r/gamedev & r/unity3D – Great for exposure, but not really my target audience.
r/IOSGaming & r/AndroidGaming – Better conversion and engagement rates!

I also try to post when my target audience is online using tools like LaterForReddit. Not sure how much of a difference it makes, it might be totally useless.



What I’m working on now

Right now, I’m gathering as much player feedback as possible to improve progression, balance, onboarding and overall polish

I’ve already reworked multiple parts of the game, and I’m constantly iterating based on feedback.



Future plans (next 3-4 months)

I’ll be expanding my marketing efforts beyond Reddit, focusing on TikTok & YouTube Shorts – Posting short videos about the game’s development, gameplay, and behind-the-scenes content.



Advice for fellow indie devs

One big lesson I’ve learned: Even harsh criticism can be valuable.

Yeah, some people will be straight-up insulting, but there’s often a nugget of truth hidden in their feedback. Don’t let your ego block you from improving your game!



The Game :
If you want to try it out and give me feedbacks about what you did or didn’t liked, here are the link :
IOS: https://apps.apple.com/fr/app/zroad-survival/id6584530506?l=en-GB
ANDROID: https://play.google.com/store/apps/details?id=com.SkyJackInteractive.ZRoad

That’s it for now! If you have any tips, feedback, or just want to chat about mobile game dev, let me know! 😊

https://redd.it/1j5rzh7
@r_Unity3D

Читать полностью…

r/Unity3D

Spent 8 Years Developing my Unity Asset but its Finally Released (hope its worth it!)

8 years ago I was searching for a nice in-game developer console tool to use, something that lets me easily add commands, auto-complete, and whatever else you might expect (just like we had in the days of Source games!).

I didn't find anything I liked, some were too simple, some overly complicated, and so one thing led to another, and somehow I ended up spending years of on-and-off work developing my 'dream' console tool. My general goals were:

\- It must be extremely simple to install and use, while being very powerful. Usability shouldn't be sacrificed for power, nor the power for usability.

\- It must come 'batteries included' and look nice, but simultaneously be fully configurable

\- It must be high performance (1 million lines of logs was the benchmark)

\- It should be usable by both devs and users (if wanted by devs), to allow for the classic experience of shipping dev tools with your games!

Now I am very satisfied and proud to say that all this, and many other things, were achieved with the Ingame Developer Console!

Not only do we have installation by dropping 1 prefab and ability to have multiple setting profiles you can swap (e.g. different settings between mobiles and desktops), we also have syntax highlighting, autocomplete for commands, arguments, structs, overloads, game objects, and much more!

'Explode' command with 1 argument 'pos' of type Vector3, and the autocomplete options for pos

You can find detailed documentation here and a video here (please tell me if you want more tutorials on how to use it).

To celebrate the launch after all these years, I am giving away 5 free keys for the Ingame Developer Console and 5 free keys for my previous tool, the Visual Item Database.

If you want a key, please comment with which tool you are interested in (or both!). Its first come first serve.

Looking forward to hearing your feedback and questions!


Edit:

Wow thanks so much everyone for the positivity and comments, really appreciate it!

We have already ran out of console keys within minutes (!) but we have keys left for the visual item database (for now!).

Since we have such high demand, over the next 24h Ill randomly distribute 5 more keys for the console to those who are interested, so please leave your comments below!

Thanks again everyone!

https://redd.it/1j5nyl9
@r_Unity3D

Читать полностью…

r/Unity3D

Drawing a grid over a sprite

I'm making an isometric 2d game and i want to create a grid over a sprite (Table for example) so the players can place objects above sprites. I can't find any information related to this topic, i already created a tilemap and a grid for the floor but i'm not sure how to create another one over a sprite.

I would love to create a system like the "Unpacked" game has:

https://preview.redd.it/38hbyxy0i9ne1.png?width=1920&format=png&auto=webp&s=7a9f5bff68c8c97ae60671320f558e727a86ae8d

Thanks for the help in advance.

https://redd.it/1j5mg0z
@r_Unity3D

Читать полностью…

r/Unity3D

My game, We Could Be Heroes is OUT NOW on PlayStation 5, I'm pretty proud as a Unity solo dev.

https://redd.it/1j5k59z
@r_Unity3D

Читать полностью…

r/Unity3D

Does anyone wanna try my audiobook app for free?
https://youtu.be/xEgnmqoB2sY?si=u73HIQ3M_mkVXD8z

https://redd.it/1j5j1y2
@r_Unity3D

Читать полностью…

r/Unity3D

ChangeState in Update or FixedUpdate or somewhere else?

public class GroundState : State
{
    public GroundState(Character character, StateMachine stateMachine)
        : base(character, stateMachine) { }

    public override void EnterState() { }

    public override void UpdateState()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            character.jumpInput = true;
            character.currentJumpCount++;
            stateMachine.ChangeState(new JumpState(character, stateMachine));
        }

        if ((character.horizontalInput == 0))
        {
            character.moveInput = 0;
            stateMachine.ChangeState(new IdleState(character, stateMachine));
        }
    }

    public override void FixedUpdateState()
    {
if (character.jumpInput == true)
        {
            character.rb.linearVelocity = new Vector2(
                character.rb.linearVelocity.x,
                character.jumpForce
            );
            character.jumpInput = false;
        }

        if (character.moveInput == 0 && !(stateMachine.currentState is IdleState))
        {
            character.rb.linearVelocity = new Vector2(0, character.rb.linearVelocity.y);
        }
    }

Hey, I'm still a beginner but I have a question that bothers me a lot. I heard that you should do statechanges in Update, but that causes problems for me. If my character jumps from GroundState into JumpState (child of AirState), he still counts as grounded and turns Idle before Falling even though he's in the air. I CAN fix this by putting the ChangeState() into FixedUpdate and just use Update to store the input, but I feel that could cause other problems with different framerates, FixedUpdate is always just recommended for physics updates. So, where do people put these ChangeState() methods?


https://redd.it/1j5fzus
@r_Unity3D

Читать полностью…

r/Unity3D

I liked how the piston animation turned out
https://redd.it/1j5bgzu
@r_Unity3D

Читать полностью…

r/Unity3D

Super Tony Hawk Galaxy - Added rocket and 2 planet shapes

https://redd.it/1j56pmh
@r_Unity3D

Читать полностью…

r/Unity3D

Topdown movement relative to mouse

Hello everyone. I am trying to make a topdown movement like Darkwood. I am currently capeable of making it so player rotates towards mouse and w moves forward relative to mouse and s backwards relative to mouse, my problem is figuring out how to strafe A and D Relative to the players orientation (way they are facing) right now it is relative to mouse. But that makes player strafe in a circle around the mouse.
Ive tried alot of things but cant seem to get it to work.
My script looks like this currently:

using UnityEngine;
using UnityEngine.InputSystem;

namespace TopDown.Movement
{
RequireComponent(typeof(PlayerInput))
public class PlayerMovement : Mover
{
private Camera mainCamera;
private Vector2 inputDirection; // Holder styr på spillerens input

private void Start()
{
mainCamera = Camera.main;
}

private void Update()
{
// Når input er forskelligt fra nul, beregn bevægelse
if (inputDirection != Vector2.zero)
{
// Find musens position i world space
Vector3 mouseWorldPos = mainCamera.ScreenToWorldPoint(Input.mousePosition);
mouseWorldPos.z = 0; // Sikrer 2D-space

// Retning fra spilleren til musen
Vector3 directionToMouse = (mouseWorldPos - transform.position).normalized;

// Strafe vektor (venstre og højre i forhold til musen)
Vector3 strafeDirection = new Vector3(directionToMouse.y, -directionToMouse.x, 0);

// Bestem bevægelsesretning: frem mod musen og strafe i den retning
currentInput = (directionToMouse inputDirection.y) + (strafeDirection inputDirection.x);
}
else
{
// Stopper bevægelse når inputDirection er nul
currentInput = Vector3.zero;
}
}

private void OnMove(InputValue value)
{
inputDirection = value.Get<Vector2>();
// Gem input
}
}
}


https://redd.it/1j57c7j
@r_Unity3D

Читать полностью…

r/Unity3D

Looking for Feedback on Our Character Selection Panel – What Do You Think?
https://redd.it/1j53ijr
@r_Unity3D

Читать полностью…

r/Unity3D

Good Unity tutorial reccomendations

I'm starting on a project and would like to discuss here recommendations for good tutorials for specific topics. For example, what led me to create this post, was to learn how to create a drag and drop inventory management systems like RE4. There are no good quality ones in YT ND the ones in coursera and such discuss the broader topics and not sure what inventory systems some of them use.

https://redd.it/1j50yaj
@r_Unity3D

Читать полностью…

r/Unity3D

Prototyped an AR Display Interaction for a Phone Joystick (AR app: XRI, Phone app: SwiftUI)

https://redd.it/1j4x6og
@r_Unity3D

Читать полностью…

r/Unity3D

I am losing all my Bought Asset Store Packages! WTF!

This is just an example... i have plenty more!

more and more assets are disappearing from my BOUGHT library...
I, like most Asset Store users, fall into the trap of an exiting discount and loads of assets that hopefully will be used one day. But Then BAM ITS gone for ever...

Any idea how to recover them?

This GRID my Gears...
Don't we own those assets?? Wasn't this the Core Ideas of the Asset store?
Even if they are not fully compatible with latest versions of Unity you should still have access to those files!
Even in a deprecated asset there are still useful things in them, a texture, a clever particle system, models sounds and the list goes on...

This feels like scam some times by sellers packages get deprecated and re Uploaded...

:( meh....

https://redd.it/1j4vpq9
@r_Unity3D

Читать полностью…

r/Unity3D

Working on my first game ever, all self-taught, and finally after about 10 months I'm close to a somewhat decent demo... how bad is it?

https://redd.it/1j4sxup
@r_Unity3D

Читать полностью…

r/Unity3D

After over a year of development, the Medieval Legacy Demo is here - featuring dynamic rulers, rivaling families, and limitless paths to power (or ruin)!

https://redd.it/1j4rr6v
@r_Unity3D

Читать полностью…

r/Unity3D

We're working on a Lava biome in our indie game, based solely on how it looks how would you expect it to impact gameplay? we're trying to improve how we communicate with the player without literal instructions.
https://redd.it/1j5pb5l
@r_Unity3D

Читать полностью…

r/Unity3D

Taming a Piglet with a Skill-Based Lasso Minigame
https://redd.it/1j5ojbs
@r_Unity3D

Читать полностью…

r/Unity3D

What started as a side project over 4 years ago has grown beyond what I ever imagined - I am officially Publisher Of The Week 🔥 Here is a showcase of the 'Erosion Fractal Noise' I recently added in the free gift asset, tell me what you think about it! (Link in comments)

https://redd.it/1j5kgia
@r_Unity3D

Читать полностью…

r/Unity3D

I’ve started developing a new game and would love for you to try the playtest and share your thoughts! Link to Itch.io in the comments.

https://redd.it/1j5edk1
@r_Unity3D

Читать полностью…

r/Unity3D

My MadeInUnity game called Bao Bao's Cozy Laundromat, an idler about pandas running a laundromat is out now. Feel free to give it a try. Links in the comment below.
https://redd.it/1j5ieuo
@r_Unity3D

Читать полностью…

r/Unity3D

What do you think of the new title screen for my game?

https://redd.it/1j5g8vc
@r_Unity3D

Читать полностью…

r/Unity3D

police man vs gangster
https://redd.it/1j59i82
@r_Unity3D

Читать полностью…

r/Unity3D

I'm so excited to see what you have to say about our game. Screen Pets releasing on steam on April 2.🐱🐶🦊🦝🐧🐇🦔🐹
https://redd.it/1j577w3
@r_Unity3D

Читать полностью…

r/Unity3D

Unity Selection Wheel Menu : Learn How to Make a Circular Selection Menu in Unity 6
https://youtu.be/JhLKIvE285A

https://redd.it/1j5217r
@r_Unity3D

Читать полностью…

r/Unity3D

Me getting crushed under the weight of a task that turned out heavier than expected...

https://redd.it/1j52gbw
@r_Unity3D

Читать полностью…

r/Unity3D

New sparrows and crows make noises and fly away when approached

https://redd.it/1j4v8k5
@r_Unity3D

Читать полностью…

r/Unity3D

Putting final touches on our new game and wanted to show you how we managed to solve the dilemma: what if not everyone wants to experiment in alchemic card game?

https://redd.it/1j4vzdy
@r_Unity3D

Читать полностью…

r/Unity3D

I created a crude simulation of atoms/molecules using a compute shader to simulate millions of entities. Basic attractive and repulsive forces can be tweaked to simulate different behaviours similar to solids, liquids or gases.

One of the nicer results I was able to achieve was this liquid behaviour. I added fluctuations to the gravity field to generate waves and wrote a shader to highlight less dense or fast moving regions to simulate seafoam.

Each entity is only affected by gravity, and by one attractive and one repulsive force between itself and all other entities. The attractive and repulsive forces are inverse square forces and are parameterised in a scriptable object so that they can be fully configured to achieve different behaviours. From these simple forces many different behaviours can emerge just from changing constants. For instance, we can set the parameters so that the attractive force is dominant until the particles get close together and start to repel each other.

A close up of the wave formation. The shape of the curling wave is purely emergent behaviour as a result of the electromagnetic forces between entities.

There are no colliders on the entities and no gameobjects associated with them. The particles collide with each other because the parameters are set so that the repulsive force is dominant at close range. Each particle exists only on the GPU and the forces, velocities and positions are calculated in a compute shader. That same memory is then accessed in a separate shader which renders the particles to the screen.

Tweaking the parameters to generate more attraction creates stronger bonds between particles so that they can form solids. I can only apologise for the questionable shader design. Each particle is rendered using a single triangle and I wanted to shade them to make them look 3D and round.

Particles forming a crystalline solid. Different crystal grains form in the structure and we can see crystal defects.

I played around with the parameters for a long time and found other interesting states such as this foamy structure.

The particles are spawned in a regular formation but floating point discrepancies cause them to group into filaments which resemble a foam. Surface tension affects the structure's shape.

Reducing the attractive forces causes the particles to act more like a gas (or maybe this is more like a liquid).

The particles fill the volume like a gas. There is a hard limit to the bounds of the particles so a layer forms at the bottom where the particles have no forces pushing them upwards because all particles at the ground level have the exact same height coordinate. Gravity keeps them pressed down and there is no floating point discrepancy to create a Y-component in the force vector from neighbouring particles.

https://redd.it/1j4uimp
@r_Unity3D

Читать полностью…

r/Unity3D

Searched everywhere for a good pirate horror game... ended up making my own! Steam page now live! 🏴‍☠️

https://redd.it/1j4qkie
@r_Unity3D

Читать полностью…

r/Unity3D

What should I use when I need a big table of different scores?

So I wanted to make the dice game farkle in unity and I've gotten to the point where I have to actually implement the scoring. I did looooong if statements and it does work but they are incredibly tedious. Then I was going to use dictionaries to try and make it more readable and efficient. but as i was looking up information for this, scriptable objects kept on popping up. I am very new to all of this and would like some advice on how to properly implement a scoring system and if scriptable objects are the way to go, dictionaries, or something completely different.

For those unfamiliar farkle scoring:

https://preview.redd.it/lwnt8281i0ne1.png?width=377&amp;format=png&amp;auto=webp&amp;s=69eee0a8abbcf41e46889ee07cb0193974224744

Ty for any advice

https://redd.it/1j4p66h
@r_Unity3D

Читать полностью…
Subscribe to a channel