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r/Unity3D

I have modelled all the props in my project in blender and put a lot of effort into the details, still something feels like it is missing, any suggestions?
https://redd.it/1tfdlub
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r/Unity3D

We've been using Unity for over a decade. Check out the first couple of cards FX from our next game.

https://redd.it/1tfgfdg
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r/Unity3D

What happens if you give sausages weapons?

https://redd.it/1texkax
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r/Unity3D

Unity TilePalette freezes

https://preview.redd.it/sre4y02ksl1h1.png?width=1520&format=png&auto=webp&s=843e18a4b7e3455a21110ab0e7a87707c9d49c42

Sometimes, Unity freezes when I try to add an image to the tile palette. I've done this before and it worked fine...

https://redd.it/1tfbz7m
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r/Unity3D

A Hotfix Update for the free TileMaker DOT tool for devs, usable with Unity
https://redd.it/1tf8mfq
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r/Unity3D

I made a smooth 2D mobile platformer controller for Unity 6
/r/u_CamuflatedLab/comments/1tf312f/i_made_a_smooth_2d_mobile_platformer_controller/

https://redd.it/1tf3204
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r/Unity3D

Peak PostMan is now officially available on Google Play 🚀

Hey everyone!

After a long development process, our mobile game Peak PostMan is now officially available on Google Play 🚀

Peak PostMan is a stylized indie delivery game focused on movement, timing and chaotic platforming moments while climbing dangerous mountain paths and delivering packages.

The project was developed as part of our indie game journey while also helping us improve gameplay systems, mobile controls and game feel for future projects.

Features:
• Mobile gameplay
• Stylized platformer mechanics
• Smooth movement system
• Indie art direction
• Challenging progression
• Lightweight mobile experience

This is one of the first public projects from AshBorneStudio and we’re already working on more experimental mobile games, gameplay systems and Unity assets.

Would love to hear your feedback and thoughts from other indie developers and mobile players!

Google Play link in the comments 🚀

https://redd.it/1tf3gxc
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r/Unity3D

WebGL build can't play videos on web 😭
https://redd.it/1tf0052
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r/Unity3D

Anvil: bringing old-school brush level editing to Unity
https://redd.it/1teum3x
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r/Unity3D

Unity Asset Store rejected my update for using the "Uni" prefix but UniWebView was approved on the same day

https://redd.it/1tervaw
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r/Unity3D

what do you think of this gameplay?

https://redd.it/1teocwo
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r/Unity3D

Need Testers For My Game - Will Test Back Yours Too!
/r/TestersCommunity/comments/1tembvq/need_testers_for_my_game_will_test_back_yours_too/

https://redd.it/1temcby
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r/Unity3D

Why Pixel Art Is Still the King of Indie Games (And How AI Is Transforming It)

https://preview.redd.it/zvtoyw60kf1h1.jpg?width=1672&format=pjpg&auto=webp&s=ae57a381b1bef95ddc50afa9e0e46f87f628c60b

In an era of breathtaking graphics and ultra-advanced game engines that blur the line between reality and gaming, one important question remains:

**Why do so many indie game developers still choose pixel art?**

Is it simply nostalgia, or are there deeper technical and design reasons behind this choice?

In this article, inspired by professional game design analyses, we’ll explore why pixel art has not only survived over the years, but continues to thrive as a golden standard in indie game development.


# 1. Simplicity and Focus on Gameplay

https://preview.redd.it/zgeyjnr0kf1h1.jpg?width=1920&format=pjpg&auto=webp&s=4286ddbdde328fc20e83f58f95fa9bbfe72fc706

How a 2D environment improves platforming gameplay



One of the biggest reasons behind the popularity of pixel art is its simplicity in implementation. For developers starting with engines like **Unity** or **Godot**, working in a 2D environment with X and Y axes is far easier to understand than navigating the complexity of full 3D spaces.

This simplicity allows creators to focus less on difficult camera setups and lighting systems, and more on the **core mechanics** and storytelling of the game itself.

A perfect example is *Undertale*, which became a masterpiece not because of cutting-edge graphics, but because of its innovative gameplay and emotional storytelling.


# 2. Pixel-Perfect Precision

https://preview.redd.it/ld62tbq0kf1h1.jpg?width=1920&format=pjpg&auto=webp&s=a69979aed7b31a54a007e7bbf8c6e9d27fe2b5bf

Comparing different visual styles and demonstrating why pixel art excels in difficult Kaizo-style levels



In platformer games such as *Celeste*, precision is everything.

Because of its grid-based nature, pixel art creates an environment where players can clearly understand exactly where they are standing and where they will land. In many 3D games, developers often need extra visual indicators to help players judge distances and landing positions. In pixel art, however, every pixel acts as a precise visual unit for gameplay.


# 3. Nostalgia and a Unique Visual Identity

https://preview.redd.it/hj4n5or0kf1h1.jpg?width=1615&format=pjpg&auto=webp&s=4dac9625dd49050c8dba160656523eab9330f3db

Showing the visual power of modern pixel art beyond simplicity



Pixel art is no longer just an old technical limitation it has evolved into a fully recognized **art style**.

The sound of 8-bit music and the charm of pixelated characters instantly create excitement and a sense of “game time,” even for younger generations who never experienced classic retro consoles firsthand.


# 4. Optimization and Accessibility

Pixel-art games require significantly less processing power. This means your game can run smoothly on a wide range of hardware, from older PCs to handheld consoles.

For indie developers, this is incredibly important because it allows them to reach a broader audience on platforms like Steam.

# The Role of AutoSprites in the Future of Pixel Art

Although pixel art offers many advantages, manually creating every animation frame and character sprite can still be extremely time-consuming.

That’s where [AutoSprites.com](https://autosprites.com/) comes in.

At [AutoSprites](https://autosprites.com/), we use the power of artificial intelligence to help developers:

* **Create characters faster:** Generate high-quality 2D characters in just a few clicks.
* **Achieve full compatibility:** Our outputs work seamlessly with popular engines such as **Unity**, **Unreal Engine**, **Defold**, and **Godot**.
* **Reduce production costs:** No more spending weeks designing simple sprite sheets manually AI can generate them in seconds.

# Conclusion

Thanks to its unique combination of technical efficiency, gameplay precision, and artistic identity, pixel art remains one of the most powerful choices for indie game developers.

And with tools

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r/Unity3D

How do they paint the terrain like this?
https://redd.it/1te823z
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r/Unity3D

I added cartography to my action-adventure game and I'm wondering if there are people who would enjoy this.

https://redd.it/1tebq2o
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r/Unity3D

Devlog #1 : Improve Flipping (active ragdoll)

https://redd.it/1tffrc0
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r/Unity3D

I'm in troubles

Hello, i need some help please, I was drawing a map for an indie for the collage and accidentally painted tiles outside the grid.

Will this cause any issues later on?

If so, what’s the correct way to fix it?

I know, this may be a very easy problem to solve, but I can't find a solution anywhere

https://preview.redd.it/98qcldc3rl1h1.png?width=1600&format=png&auto=webp&s=5321f0b08a125a0ffe99dde68af54ebf77132485



https://redd.it/1tfbrz8
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r/Unity3D

Raymarching Nebula (by Sebastien Durand) Implementation in Unity

https://redd.it/1tf29zk
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r/Unity3D

Trying to make this 2.5d transition look clean, but unsure
https://redd.it/1tfax4p
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r/Unity3D

I made a 2D mobile game in Unity. Looking for honest feedback 🙏

Hey everyone,
I’ve been working on my first 2D mobile game made in Unity.

It’s an endless runner where speed increases over time.

I’d really appreciate honest feedback about gameplay, controls, and difficulty.

Play the game here:
https://yaseen0-0.itch.io/sky-runner


Thanks for your time!
r/playmygame
r/gamedev

https://redd.it/1tf81he
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r/Unity3D

Just making a new version of my old game

https://redd.it/1tf4rfc
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r/Unity3D

Take a look at what’s to come!
https://redd.it/1tf1knd
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r/Unity3D

Welcome to my dream world

https://redd.it/1tex985
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r/Unity3D

Input System doesn't work.

I have started a new project and began implementing the basics. And for some reason, after setting up an Input-Actions-Editor, adding a simple Action and the bindings and dragging the Input-Action-Reference into the Inspector, the Code simply won't work, despite me pressing the key. I've checked an old project of mine and it seems like I've done nothing different.

using System;

using UnityEngine;

using UnityEngine.InputSystem;



public class PlayerController : MonoBehaviour

{

Rigidbody2D pRb;

Collider2D playerCollider;

private float speed = 10;

private float jumpHeight = 2;

private float gravity = -9.8f;

public Vector2 walkDirection;



public bool isOnGround;

public Collider2D groundcheck;

public LayerMask groundmask;





public InputActionReference Move;

public InputActionReference jump;

...


void Update()

{

if (jump.action.IsPressed())

{

Debug.Log("uzvflf");

}

}


Maybe I'm just not understanding the Input System but afaik, all you have to do, is creating an Action and then reference it like this.

https://redd.it/1tevij3
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r/Unity3D

Help requested: Unity to Godot migration for a small project

Salut tout le monde,

Je cherche quelqu'un pour m'aider à migrer un petit projet Unity vers Godot.

Mon ordinateur actuel n'est plus assez puissant pour faire tourner Unity, et je n'ai ni l'expertise ni la patience nécessaires pour gérer tout le processus de migration moi-même. J'espère trouver quelqu'un prêt à m'aider.

Le code source est disponible ici :

https://github.com/eolivarez2008/Abyssia

C'est un projet très léger. Si quelqu'un a un peu de temps libre et est intéressé à prendre en charge cette migration, j'apprécierais vraiment l'aide.

Merci d'avance.

https://redd.it/1teskec
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r/Unity3D

I’m still working on the strange atmosphere for my game.

https://redd.it/1tem60k
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r/Unity3D

like [AutoSprites](https://autosprites.com/), creators can now bring ambitious ideas to life faster than ever combining the speed of AI with the timeless charm of pixel art.

*Ready to create your next game character? Visit* [*AutoSprites.com*](https://autosprites.com/)*!*

https://redd.it/1tejpcy
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r/Unity3D

After a few months of working, did I give my game Rebirth a glow up, or a glow down?
https://redd.it/1tei41v
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r/Unity3D

We just dropped a free demo for Blipzz, a 2D shooter where you phase between two dimensions in real time
https://redd.it/1tedwl6
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r/Unity3D

Be careful with Visual Studio updates, I lost a whole day of development today

Today I was making some changes to my game. I wanted to test them on Steam, so I uploaded a build, but the game wouldn't launch.

Unity 6.3.11f1, x86 IL2CPP build. There was nothing in the crash log that I could make sense of. Nothing that pointed to a clear error in my code.

So I started looking for the point where the game broke and went back through the Git history. No matter how far I went, none of the newly built versions worked.

I started suspecting Windows Update—maybe it had somehow affected the compilation—but that led nowhere. Then I updated Unity to 6.3.15f1, but nothing changed. Finally, I discovered that the x64 build was working. That narrowed down the suspects—the Visual Studio 2026 update, which I’d installed this morning for a completely different reason.

And that’s where I found the culprit: MSVC 14.51 (Microsoft's C/C++ compiler)

https://learn.microsoft.com/en-us/visualstudio/releases/2026/release-notes#18.6.0



Something is wrong with the May 12 VS update, or something is wrong with Unity. I don’t know, and I don’t have time left to investigate it anymore.

However, I wanted to share this with you in case any of you run into the same issue. If your game suddenly won't run and starts crashing, downgrade MSVC from 14.51 to 14.50. That fixed the problem for me.

Hopefully, this will save someone time.

https://redd.it/1te6lq9
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