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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Can you tell what's going on?
https://redd.it/1f6ns7x
@r_Unity3D
Ok I did it. You can now actually become trash. I resonate with this.
https://redd.it/1f6nare
@r_Unity3D
Happy spooky season gamedevs 🍂🎃
https://redd.it/1f6dlh3
@r_Unity3D
I'm Making an Audio Visualisation tool! Any Suggestions for Cool Additions?
https://redd.it/1f6b9ll
@r_Unity3D
Procedural Animated Organic (HLSL & ShaderGraph)
https://redd.it/1f6arli
@r_Unity3D
Linerenderer width seems to change when rotating?
https://redd.it/1f69gs0
@r_Unity3D
Hollow Knight - blur effect
Hi everyone! I'm developing a game called "Jumpers' Mountain" and I want to apply that blur effect in the background, similar to the one in "Hollow Knight". Does anyone know how to do this or could recommend a tutorial?
https://preview.redd.it/2yr5ylp364md1.jpg?width=1256&format=pjpg&auto=webp&s=80b7bbb7ccc9c91b4c47e152be980773dff11885
https://preview.redd.it/puf4dj5564md1.png?width=1920&format=png&auto=webp&s=a92c481aa76ff87ff91c9959b5d17599cdcd1afd
Demo available on Steam
https://redd.it/1f64m5h
@r_Unity3D
This is how physics work.. right?
https://redd.it/1f5zw3j
@r_Unity3D
Hello! The demo of my game "Duskmire Demo" is finally out. I hope you enjoy it, and your feedback and suggestions for the game are incredibly important to me. I hope you'll add the game to your wish list after trying it out. Thank you in advance!
https://store.steampowered.com/app/2912760/Duskmire/
https://redd.it/1f3zy8s
@r_Unity3D
Carefully added a subtle prompt to the demo of my game
https://redd.it/1f3z5wa
@r_Unity3D
Two variants of style for a new card adventure game about little froggy. Which one is better?
https://redd.it/1f3yj5r
@r_Unity3D
GameOver screen... (manga-inspired game | work in progress)
https://redd.it/1f3w8dt
@r_Unity3D
This is Mind Keeper, my upcoming hand drawn game made with Unity.
https://redd.it/1f3diw9
@r_Unity3D
Range Checking & Collider Performance
Hi all,
I want to get a list of all the objects within a certain range of each of several player-controlled objects. My first inclination was to give the player-controlled objects a trigger collider and use that to gather the in-range objects, but will this scale poorly with the total number of objects? I'm concerned that Unity will end up just checking the distances between all objects, slowing down dramatically as I add more. I could also implement a quadTree to do distance checks faster, but if there's already some optimization going on with the collider method it might not be worth it. Any ideas on which would be faster?
https://redd.it/1f3rq33
@r_Unity3D
My "35 Building Pixel Art" Asset
First of all, hello everyone. I am here to announce my newly published "35 Building Pixel Art" asset. As a pixel artist, I think this asset will be very helpful to you.
I would like to give you some information about the asset;
First of all, I would like to say that I will constantly expand the asset according to your requests in the comments.
Once you purchase the asset, you will be able to download the new updates that will come.
This package includes:
27 different house
a bank,blacksmith,fisherman's hut,headman office,hostel,carpenter,miner,shop
aseprite and png files
Please comment for any questions.
Thank you for reading.
https://yigitkinis.itch.io/35-building-pixel-art
https://redd.it/1f3n5l5
@r_Unity3D
So I wanted to do Mexican Mario Galaxy, and then I make Mexican Mario Galaxy
https://redd.it/1f6mpcz
@r_Unity3D
My debut game "Before they wake" made with unity, any thoughts?
https://redd.it/1f6d9vp
@r_Unity3D
Help Shape the Future of High-Quality 2D Isometric Tilesets! 🧩
Hey everyone! 👋
I’m currently exploring the world of isometric tilesets, and I’ve noticed a significant gap in the market. Creating these tilesets, especially those with 47 pieces for autotiling and in HD illustrations, can be quite a challenge. Isometric view isn’t as intuitive as the classic top-down view, and specialized software to create these tilesets is scarce and often comes with limitations, especially in terms of resolution. In many cases, creators have to rely on 3D software, which adds another layer of complexity.
I’m looking to fill this gap by providing high-quality isometric tilesets that meet the needs of the community. However, I want to make sure my efforts are focused in the right direction. That’s where you come in! I’ve put together a quick survey to gather insights on what types of tilesets are most in demand.
If you have a few minutes to spare, I’d really appreciate it if you could take the survey. Your feedback will be invaluable in helping me create the tilesets that best serve the community. Plus, I promise to keep the results and future updates fun and engaging!
👉 Take the Survey
https://redd.it/1f6g19o
@r_Unity3D
Hey folks, i just published this 2D classroom asset pack with over 3000 sprites, and the best part—it's free! Click the link below the first image or head over to https://styloo.itch.io/2dclassroom
https://redd.it/1f6bokp
@r_Unity3D
Spinometer: A Unity-based Tech Demo for Non-Invasive Spinal Alignment Analysis
https://redd.it/1f69mpn
@r_Unity3D
Working on level design, still WIP
https://redd.it/1f68t1e
@r_Unity3D
What does it feel like to be a GameDev?
//Same post as in Gamedev subred
//Most is written quite intuitively, you dont have to read everything to grasp the question. Hope at least some of it makes sense!!
//If you are a beginner who is struggling a bit like me, perhaps reading this can give you someone to relate to!
So the question at hand is simple. How would YOU describe the feeling of creating, building, coding and/or developing your game or program? Be it solo, or working in a team. And what I mean by that is the thought process in the creative parts but maybe mostly working purely with the logic of the code.
Be it the most simple lines of code or the more difficult that has to be broken down into smaller chunks. It could be the simplest input or physics stuff, or creating very intricate mechanics.
When its the easy stuff (whats easy for you?) do you just breeze through not even thinking about it, kinda like when we write the text in this post on the keyboard?
Is it fluid but goes alot in cirlces, not getting anywhere until you suddenly break free with a sudden idea or thought. Is it more rigid and chopyy, not really knowing where to go or where to start at first before you sledgehammer your way through the first wall and then get stuck again 10 lines down. Is it just a jumble of everything until small parts begin to clear until it makes more of a full picture?
Do you just google everything still? lol
So why this question..?
Well, I think there's a lot of people who are like my right now. Kinda stuck, but actually not really stuck. Just having some self-doubt and a slight mental block perhaps..?
And also I think its a overlooked question. There's guides, questions and answers everywhere. Search up how to start coding "any language" and there's tens of thousands of em. Theres really no lack information sources or harsh but truthful words stating "If you wanna become a gamedev. Just make a game!" But the scary thing being a beginner is not, not knowing things. It's more the feeling of getting more and more selfaware of your failures and ignorance to everything revolving the subject. Sometimes you maybe dont even get to fail, you dont even get to start anything at all because of lack of knowledge of what to do!
So I have been going at it for little more than a month now. Dabbling in Unity and c# for the most part. And I have to say its HARD. Like really hard. Sometimes I even question why I do it because I really dont have a reason to except for my own satisfaction going "Oh, thats nice, I did that" which happens oh so rarely. But still, I keep going, and honsetly I think I will keep going regardless. Mostly because I REALLY want to know what it feels like to be on your side. I wanna create the thing that's inside my mind without limitations except time or budget. Thats the dream.
Mostly this is just venting... But hopefully this will do some good for both myself but also all other newbies who are getting scared of this whole universe of RigidBodys, Syntaxes, Game Physics, Vectors and everything else. I have hope for you guys! We will see in a couple of months, but if I can do it, then YOU most certainly can do it!!
https://redd.it/1f60yx9
@r_Unity3D
NPCs make things so much easier
https://redd.it/1f5tipj
@r_Unity3D
Hello everyone! After a long period of development, my game <AirBoost Airship Knighthas> finally launched its Steam store page!
There's a brand new trailer available for you to check out! If you like it,
feel free to add it to your Steam wishlist! Thank you all!
https://redd.it/1f3zzih
@r_Unity3D
Environment Destruction montage from We Could Be Heroes.
https://redd.it/1f3xjqb
@r_Unity3D
Does anyone know how rain world creates gravity/black hole effect?
https://redd.it/1f3wxfe
@r_Unity3D
Age of the dark sun - Environment Art - Chapter 1 - Unity Project
https://redd.it/1f3umib
@r_Unity3D
Getting Started in Unity for Beginners
If you've dabbled in unity this post isnt for you! (youre pretty kool tho)
if you would prefer a video https://www.youtube.com/watch?v=SDoaWdVVs20
if you need a more in depth video https://youtu.be/1JWCSfg2ATc
You may also ask me questions.
Step 1 (installing the Unity Hub)
Click on this link or type into your browser of choice Unity Hub Install https://unity.com/download
Download the version of unity hub for your platform. This is a windows base tutorial but it may be passable for apple.
Step 2 (Create an Account)
Unity Hub will prompt you to log in or make an account. Click on that link and make an account. Good time to remind you your important email should have 2FA.
Step 3 (Installing a Unity Editor)
Thats right youve just installed the shell of unity now its time to download the meat!
avigate to the Installs tab and click the big blue button that says install editor.
After you click the blue button
Then click install on the most update Unity LTS version. In this case its 2022.3.44f1. (if you need a specific unity install please refer to my more in depth video it has a labeled section on that)
Step 4 (starting a Project)
Navigate back to the projects tab Select New Project (the big blue button again). Lets name this project my First Project. Then select a good location for the game to save itself!
https://preview.redd.it/p331tsy09jld1.png?width=1024&format=png&auto=webp&s=74f012a55ac466f65a8f973cabd941891de143d9
Step 5 (Render Pipelines)
Render Pipelines are a whole can of worms but we are going to want to use the build in render pipeline since this is your starter project!
Decent video for render pipelines
https://www.youtube.com/watch?v=ONtM0IF7TPk&t=1s
Step 6 (In Engine)
Once you hit Create Project the Unity Game engine will open up. Lets check one last thing before I set you free. In the upper left hand corner you should see a tab named edit. Click it, then navigate down to preferences.
https://preview.redd.it/ryhelegiajld1.png?width=855&format=png&auto=webp&s=1ff2fda3f682dce62d283bf30946f6c95395370f
Then Select the External tools tab located on the side bar and at the top of that bar should say external Script Editor. Make sure that has your editor of choice (it should probably say Microsoft Visual Studio 2022).
Request Next Post in the Comments Below!
https://redd.it/1f3u9iv
@r_Unity3D
help creating metroid-style shinespark
Hey so im trying to create a shinespark mechanic:
i click a button, my player performs a ground pound, if in contact with an enemy, time slows down for 3 seconds and the player chooses a direction, then time reverts to normal and the player goes FLYYING in the direction they chose until they hit a wall.
In the code below -> the coroutine is called and all debug logs player however.... when ground pounding an enemy, time does slow down but --- my player doesnt move at all when choosing the direction and my players gravity doesnt revert after touching the ground
just wondering if there are any issues with my code - all values are set properly in inspector:
private void OnTriggerEnter2D(Collider2D other) //for up and down cast spell
{
if (other.GetComponent<Enemy>() != null && pState.casting)
{
other.GetComponent<Enemy>().EnemyHit(spellDamage, (other.transform.position - transform.position).normalized, -recoilYSpeed);
}
if (other.tag == "Ground")
{
endShineSpark = true;
}
if (other.tag == "Shinespark" && canShineSpark)
{
goShineSpark = true;
StartCoroutine(ShineSpark());
Debug.Log("can shinespark");
}
}
IEnumerator ShineSpark()
{
if (goShineSpark)
{
rb.velocity = Vector2.zero;
rb.gravityScale = 0;
Time.timeScale = 0.1f;
Vector2 inputDir = Vector2.zero;
if (Input.GetKey(KeyCode.UpArrow)) inputDir.y += 1;
if (Input.GetKey(KeyCode.DownArrow)) inputDir.y -= 1;
if (Input.GetKey(KeyCode.LeftArrow)) inputDir.x -= 1;
if (Input.GetKey(KeyCode.RightArrow)) inputDir.x += 1;
float angle = Mathf.Atan2(inputDir.y, inputDir.x) Mathf.Rad2Deg;
Debug.Log("chhose shinsepak dir");
yield return new WaitForSeconds(0.3f);
Time.timeScale = 1;
rb.AddForce(new Vector2(inputDir.x, inputDir.y) shineSparkSpeed, ForceMode2D.Impulse);
Debug.Log("shinespark fly");
yield return endShineSpark == true;
rb.velocity = Vector2.zero;
rb.gravityScale = gravity;
Debug.Log("shinespark wns");
}
}
https://redd.it/1f3lgl7
@r_Unity3D
What is more optimized?
I have a lot of objects. Before disappearing, they need to get smaller. What approach uses CPU less: changing the scale of the object through an animation or doing so through a coroutine? Is there any difference at all?
https://redd.it/1f3len3
@r_Unity3D