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Oh snap! Multiplayer is working, this is starting to take shape! Thanks to everyone that has wishlisted so far, it warms my cold heart.

https://redd.it/1eelzzf
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Just wanted to share an in-game promo shot from our upcoming "Infected" game mode. Excited to hear my beta tester's feedback!
https://redd.it/1eekk6b
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Why is this text not stretching its speech bubble enough? It worked before I flipped it.

https://redd.it/1eehcc1
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Free vouchers for Unity Assets: Grass Shader & Godrays!

Hey! We're a pretty new indie studio and while working on our first game we decided to also release a couple Unity Assets this year to help support us.

It would mean a lot to us to get some more visibility and help with sales and feedback. That's why we're giving away 4 FREE KEYS EACH (one per person) for the following assets:

[Tasty Grass Shader (URP 3D & VR)](https://assetstore.unity.com/packages/vfx/shaders/tasty-grass-shader-urp-3d-vr-279246) is a performant procedural framework for grass, vegetation and debris based on Compute Shaders and Indirect Draw.
Screen Space God Rays (URP 2D/3D/VR) is an efficient and beautiful screen space volumetric lighting tool.

Just write in the comments which one you'd like, and we'll give them out via DM on a first come first served basis. If you like the asset, please leave a review on the Asset Store!

Thank you!

# EDIT: All the keys have been given out, thank you for being interested!

https://redd.it/1eee30r
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In just two days I’ve gotten 188 downloads for my free world generation tool!!!!

https://preview.redd.it/hye7n6aadafd1.jpg?width=1170&format=pjpg&auto=webp&s=6af9743ab7fdef17069553aed74c16e3cb0cf407

I’m so excited! I worked really hard on this, and I’m so happy that others find it cool enough to download!

I don’t know if these numbers are good, but I’m still really proud.

You can look at it here if you’re interested: https://assetstore.unity.com/packages/tools/level-design/easy-world-generation-2d-289216

I also made a trailer!

https://youtu.be/NFvv6AM-AnA?si=7VKqKeL8rMRYajZL

https://redd.it/1eebfqy
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Which type of wood log explosion/scatter should I keep in final game ? #1 - Linear, where all logs go same way OR #2 - Random, where all logs go in different way.

https://redd.it/1ee8yib
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New puzzle game
https://play.google.com/store/apps/details?id=com.BuddyCompany.BuddyMatch

https://redd.it/1ee9bx1
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r/Unity3D

Change text color

Hello, I'm trying to change color for a specific word in a dialogue.

<color=red><i>Red Italic</i></color

I'm using legacy text component (not TMP), by using that HTML style? code to change color, it worked fine. However, after I added typing effect (one letter by one), the color doesn't changes until full code (</color>: this thing) appears. The problem is during dialogue I can see that weird HTML code...


How do I prevent this..?


Thank you :)

https://redd.it/1ee58yb
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How do YOU use scenes in unity?

When making a game, how do you prefer to use scenes?

Personally I can't decide between having a single large scene (picture 1) and having each component broken up into separate scenes to enforce looser coupling rather than dragging references everywhere (picture 2).

So I'm asking reddit for their way's of doing things to get more insight :D

https://preview.redd.it/gduld3bpe5fd1.png?width=362&amp;format=png&amp;auto=webp&amp;s=73596470dd46af3c5123d15148015b02a39210a9

https://preview.redd.it/gq0jr3zpe5fd1.png?width=358&amp;format=png&amp;auto=webp&amp;s=0f0b8d008c4518f06572d92b6fe01d4e2e429f6a

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

Updates since my last reddit post for my new idle/incremental game (Elemental Merge - Idle Game) on the Google Play Store!

Since my last post on this subreddit, I have fixed major issues and added new features. These include: Fixing bug with saving progress not working, fixing issues surrounding Ads(Now they work and allow you to activate boosts), fixed bugs that prevented player from accessing prestige tree upgrades, added a button that speeds up spawn time by 0.1 seconds each click, a display for the boost per each prestige flask as that was causing some confusion, and also a display that counts down the time left until the next auto merge.

If you downloaded my game previously, please update your game and check out the changes. If this is your first time hearing about this game, go download it at: https://play.google.com/store/apps/details?id=com.IdleGameDevelopment.ElementalMerge

https://redd.it/1ee0gv9
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We've just updated our web-building animation and it makes the game look so much better. The LineRenderer and SpringJoint components are so amazing and it would be so much more complicated to implement without them 🤩

https://redd.it/1edrbuy
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Day vs night indoors. I had to write my own lighting system to make this work and capable to change in realtime (details in comments).
https://redd.it/1e8kf31
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Some cuts of my project's gameplay, tell me what you think about the visuals?

https://redd.it/1e8h76g
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How much event usage is too much? What are some situations in which people tend to use events unneccessarily?

NOTE: I am only using c# events, not Unity events

So the problem I am having is deciding when to use events and when to use direct references instead. Here are situations when I go for events:

When multiple different scripts of the same/different type need to run a code when a certain script performs a specific action (which is emitted as an event)
User Interface elements

The situation in which I am having trouble deciding is: let's say I have script A & script B now when a certain function is executed in A this function also needs to execute a certain function in B. Now the simplest solution is to use a direct reference in inspector or just using GetComponent in which case it introduces coupling plus makes it compulsory to declare that function public in B. Now the other solution is to have an event and invoke this event in A and have code in B to run whenever this event is invoked. The advantage is that this reduces coupling & restricts access but at the same time what I question myself is whether I am unnecessarily using events because there will only be one B script in the scene & that is the only script making use of the event. So is it an unnecessary usage of an event and should I just go with reference even if it introduces a little bit of coupling?

https://redd.it/1e8gil7
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r/Unity3D

Which one is the best way to write a line shorter ? ( If none then please comment the correct way )
https://redd.it/1e84sdy
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Hey guys, I recently created an in-game bug and feedback reporter that links to Trello - Would anyone be interested if I released it as my next free asset giveaway? - See comments

https://redd.it/1eelhxf
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I have been working on a game for more than a year and I put all my efforts in developing it and in the end no one cared about it, I posted here on Reddit about it and in the end the post does not bring even one upvote and is buried and no one heard about it , is the problem from me or from the game
https://redd.it/1eeknvj
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Yaaaaay, my first 20 wishlists :3
https://redd.it/1ee8vk8
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r/Unity3D

Journey through the eras of the Universe in my game

https://redd.it/1eefsia
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Stacklands and Overcooked anyone ?
https://redd.it/1eeaqlm
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Do you feel like your games barely work?

Frequently, when I work on games, I get to a point where I need to write a system that is so complicated that it feels like it barely works.

For example, right now, I'm working on a multiplayer game where players can equip items. I did a basic equipment system, where when you equip an item, stat modifiers are added and etc. Easy, works perfectly.

But then I got to a point where when fighting a boss, which shoots rockets, and when they don't explode, player needs to be able to walk on them, pick them up automatically, carry them and shoot at the boss. For that, a whole bunch of systems need to be overriden: animations, combat system needs to be ignored, items that are in hands need to be temporarily hidden (but not removed from equipment), and the whole system needs to be synced on the network. On top of that, I want this functionality to be kinda generic.

So I did that, and it works, but feels like it's barely holding together. I spend a lot of time trying to think of a robust way to do it, but the functionality touches so many things that it's inevitably a "spaghetti". And it's not just this one thing. There are many areas like that in the games I work on, and it kinda weights on me psychologically.

So I was just wondering if it happens to you guys, and how do you deal with such things?

https://redd.it/1ee6u3m
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I Rendered the Lunar Surface at 1:1 Scale in Unity3D
https://youtu.be/RJW3zgzZl3w

https://redd.it/1ee7e6i
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Game Jam collaboration

https://redd.it/1ee2yh8
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Visual Studio Code Error with C# Dev Kit and Unity Extensions

Im following a tutorial for setting up Unity and got an error immediately when starting VS Code after installing the Unity extension which comes in with C# Dev Kit. The error says its coming from the C# Dev Kit:

The .NET SDK installed on the machine is targeting a different platform (win-x86) with the C# Dev Kit (visualstudio-projectsystem-buildhost.win32-x64), and are incompatible.

I've tried installing both the x64 and x86 versions from here: https://dotnet.microsoft.com/en-us/download/dotnet/6.0. I can also see the installs in my "dotnet" folder.

Has anyone else run into this issue? Not sure how else to resolve this.

https://redd.it/1ee0633
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Polygon collider2D creation.

I am making a small game which features a roulette with a number. I am trying to obtain the number of the roulette by raycasting down from the very top of the roulette, and getting the name of the exact object. Each segment of the roulette is a different object, with it's name being the corresponding number. (I generate them dynamically because the amount of numbers in the roulette changes.)

Basically, I am trying to have it generate a polygon collider automatically when I create each segment of the roulette, however I get different results when I do it in the editor, by just adding a polygon collider, rather than when doing it from code, in which I tried "obj.AddComponent<PolygonCollider2D>().points = objspr.sprite.vertices;" Here is the difference in results

This is the collider that the above code generates:

https://preview.redd.it/je5avejik4fd1.png?width=900&amp;format=png&amp;auto=webp&amp;s=3eecba2429c1798d60b9d02d2bfa5452a364092c

And this is the collider that is generated by adding the PolygonCollider2D via the editor: (Which is what I'm trying to achieve)

https://preview.redd.it/s291c52sk4fd1.png?width=904&amp;format=png&amp;auto=webp&amp;s=7cdb03762de2543f233076c0c6714ebde365753a

If the editor can automatically generate it the way I want it, I assume there must be a method or some way to achieve those exact results via my code, even if it is way longer than the single line of code I wrote. Does anybody know of such thing?



for reference, objspr is the sprite object of the current segment being generated, and that line is inside a for loop that iterates through all the segments in the roulette. I can show any code snippets as necessary.

https://redd.it/1edqiyu
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Been working on a little Dungeon generator, worth continuing?

https://redd.it/1edoqkl
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Which of these three character concepts do you think is the most interesting?
https://redd.it/1e8i7bo
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If you had to choose, which console era do you think this game is trying to replicate?

https://redd.it/1e8h5dc
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Unity Ad Initialization help

I am about to launch my game on the google play store, and I wasn't totally sure if my ad initialization script was done correctly. Please let me know if you spot any mistakes or things that I missed. Thank you. (I wrote "mykey" instead of my real key because I think it is not meant to be shared)

public class AdInitialization : MonoBehaviour
{
    public AdRewardsSetUp adRewardsSetUp;
    // Start is called before the first frame update
    void Start()
    {
        IronSource.Agent.init("mykey", IronSourceAdUnits.REWARDED_VIDEO);
        IronSource.Agent.validateIntegration();
        IronSource.Agent.shouldTrackNetworkState (true);

        //Add AdInfo Rewarded Video Events
        IronSourceRewardedVideoEvents.onAdOpenedEvent += RewardedVideoOnAdOpenedEvent;
        IronSourceRewardedVideoEvents.onAdClosedEvent += RewardedVideoOnAdClosedEvent;
        IronSourceRewardedVideoEvents.onAdAvailableEvent += RewardedVideoOnAdAvailable;
        IronSourceRewardedVideoEvents.onAdUnavailableEvent += RewardedVideoOnAdUnavailable;
        IronSourceRewardedVideoEvents.onAdShowFailedEvent += RewardedVideoOnAdShowFailedEvent;
        IronSourceRewardedVideoEvents.onAdRewardedEvent += RewardedVideoOnAdRewardedEvent;
        IronSourceRewardedVideoEvents.onAdClickedEvent += RewardedVideoOnAdClickedEvent;

    }

    private void OnEnable() {
        IronSourceEvents.onSdkInitializationCompletedEvent += SdkInitializationCompletedEvent;
    }
   

    void OnApplicationPause(bool isPaused) {                
        IronSource.Agent.onApplicationPause(isPaused);
    }

    public void ShowRewardedAd(){
        if(!adRewardsSetUp.DisabledAds){
            IronSource.Agent.showRewardedVideo();
        }
    }

    private void SdkInitializationCompletedEvent(){}
   
    /************* RewardedVideo AdInfo Delegates *************/
    // Indicates that there’s an available ad.
    // The adInfo object includes information about the ad that was loaded successfully
    // This replaces the RewardedVideoAvailabilityChangedEvent(true) event
    void RewardedVideoOnAdAvailable(IronSourceAdInfo adInfo) {
    }
    // Indicates that no ads are available to be displayed
    // This replaces the RewardedVideoAvailabilityChangedEvent(false) event
    void RewardedVideoOnAdUnavailable() {
    }
    // The Rewarded Video ad view has opened. Your activity will loose focus.
    void RewardedVideoOnAdOpenedEvent(IronSourceAdInfo adInfo){
    }
    // The Rewarded Video ad view is about to be closed. Your activity will regain its focus.
    void RewardedVideoOnAdClosedEvent(IronSourceAdInfo adInfo){
    }
    // The user completed to watch the video, and should be rewarded.
    // The placement parameter will include the reward data.
    // When using server-to-server callbacks, you may ignore this event and wait for the ironSource server callback.
    void RewardedVideoOnAdRewardedEvent(IronSourcePlacement placement, IronSourceAdInfo adInfo){
        adRewardsSetUp.StartAdEvent();
    }
    // The rewarded video ad was failed to show.
    void RewardedVideoOnAdShowFailedEvent(IronSourceError error, IronSourceAdInfo adInfo){
        adRewardsSetUp.ResetAdCurrent();
    }
    // Invoked when the video ad was clicked.
    // This callback is not supported by all networks, and we recommend using it only if
    // it’s supported by all networks you included in your build.
    void RewardedVideoOnAdClickedEvent(IronSourcePlacement placement, IronSourceAdInfo adInfo){
    }

    public bool checkAvailability(){
        return IronSource.Agent.isRewardedVideoAvailable();
    }}





https://redd.it/1e8fdx5
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What do you think of the look of my game(early)
https://redd.it/1e86ujj
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