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r/Unity3D

Everything I’ve built over the last 4 years rides on this moment

https://redd.it/1fkn8d0
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Unity is Unifying the Render Pipelines
https://redd.it/1fknpyd
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Dismemberment system is getting it's final touches! Gory enough?
https://i.imgur.com/dS8fEII.gifv

https://redd.it/1fkjqsz
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New Unity Animation System Based on ECS
https://discussions.unity.com/t/animation-status-update-q3-2024-unite-announcement/1519289

https://redd.it/1fkj4u3
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Time Ghost - New Unity Real-Time Demo
https://www.youtube.com/watch?si=sur69vJTAtroVF79&v=o1JIK5W3DRU&feature=youtu.be

https://redd.it/1fkgxw3
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🔥 50% OFF: Simplify Ads & IAP Integration with Mobile Monetization Pro! 📲

https://preview.redd.it/kro7gt0cnppd1.png?width=3438&format=png&auto=webp&s=a2da852195bf8bebe4f25583b763673bb410af99

🚀 Enhance Your Mobile Game with Mobile Monetization Pro - Now 50% Off! 🚀

Hey Unity devs! 👋

Want to simplify your mobile game's monetization and save development time? Mobile Monetization Pro has everything you need for seamless integration! 🎯

With this all-in-one toolkit, you can effortlessly integrate:

✅ Mobile Ads: Admob, LevelPlay, AppLovin, Unity Ads, Vungle
✅ In-App Purchases: Consumable, Non-Consumable, Subscriptions
✅ Mobile Notifications
✅ Restore Purchases
✅ Rate My Game Popup
✅ Remove Ads Functionality
✅ ATT & GDPR Compliance (Stay user-friendly and compliant!)
✅ Firebase Analytics: Get key insights into player behavior
✅ Cross Promotion: Boost your app's exposure
✅ Screenshot Functionality: Perfect for social sharing

And the best part? It’s 50% OFF right now on the Unity Asset Store! 🎉

Don’t miss out on this deal – level up your game today! ⚡

👉 Check it out here

https://redd.it/1fken39
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I recently published my very first game on the Google Play Store. It's nothing too fancy, just a simple game. If anyone is interested, feel free to download it and share your feedback. Thank you!

https://preview.redd.it/nnnuwmsmajnd1.png?width=504&format=png&auto=webp&s=9656fc30811ac640efa71e6923def4c8fb0abd70



https://redd.it/1fbruwt
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Meteor impact effect in my horror game on the moon on Steam
https://redd.it/1fbolsm
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CodeRain from Matrix using DOTS
https://youtu.be/DXiEUDl5oSo?si=wNvQK9tf8AUj08F8

https://redd.it/1fbo51i
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Just released my second game, Wizard Blaster.
https://store.steampowered.com/app/3031100/Wizard_Blaster/

https://redd.it/1fblnst
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Just finished a system to place buildings in my game

What you guys think? Looks good? It has snap and if the building (in this case the soil field) doesn't fit it doesn't snap to the grid.

https://i.redd.it/fhf9awq1lfnd1.gif

https://redd.it/1fbdtf0
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My sailing game so far, happy to have managed custom IK.

https://redd.it/1fbd1h4
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I'm trying to make it so the player has different animations depending on if he has acquired the sword or not, I copied the same conditions for the transitions except i put a bool hasSword and made it so all the sword animations could only be played if it's true. It's not working.
https://redd.it/1fbcvd3
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Need guidance on a resource management game.

I am creating a resource management game and I would like some guidance in how to approach data storage. In the game, the player will be able to form Teams with different characters. My idea is to make each team a generic game object, and each character as child generic game objects under the Team. It seams to be the "cleanest" way to do it (at least with my limited knowledge of Unity), especially with random generated characters as prefabs. But at the same time, those objects (initially) won't be used for anything but else but store data, and it feels like all of that data could be included in a single game object with a generic script.


I guess my doubt is if the multiple objects way of planning will be a pain in the ass on the long run, when hundreds of characters (and game objects) could be available.



https://redd.it/1fb9jhs
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which was fully immediate, however it can be easily modified at runtime and is declared using C++ macros.
13. Speaking of C++, You need to buy either Visual Assist which I use or Rider/Resharper if you want to have a decent intellisense experience. I don’t care about most other features which resharper provides and in fact actively dislike them but it offers some things which you might want/need.
14. The animation system has much more features than unity’s and is much bigger but the initial experience is not too different from unity’s animators and their blend trees and state machines. Since I generally don’t do much in these areas, I will not talk much about it.
15. The networking features are built-in to the engine like all games are by default networked in the sense that SpawnActor automatically spawns an actor spawned on the server in all clients too. The only thing you need to do is to check the replicated box of the actor/set it to true in the constructor. You can easily add synced/replicated variables and RPCs and the default character is already networked.
16. There is a replication graph system which helps you manage lots of objects without using too much CPU for interest management and it is good. Good enough that it is used in FN.
17. Networking will automatically give you replay as well which is a feature of the well integrated serialization, networking and replay systems.
18. Many things which you had to code manually in unity are automatic here. Do you want to use different texture sizes for different platforms/device characteristics? just adjust the settings and boom it is done. Levels are automatically saved in a way that assets will be loaded the fastest for the usual path of players.
19. Lots of great middleware from RAD game tools are integrated which help with network compression and video and other things.
20. The source code is available and you have to consult it to learn how some things work and you can modify it, profile it and when crashed, analyze it to see what is going on which is a huge win even if it feels scary at first for some.
21. Blueprints are not mandatory but are really the best visual scripting system I’ve seen because they allow you to use the same API as C++ classes and they allow non-programmers to modify the game logic in places they need to. When coding UI behaviors and animations, you have to use them a bit but not much but they are not that bad really.
22. There are two types of blueprints, one which is data only and is like prefabs in unity. They are derived from an actor class or a child of Actor and just change the values for variables and don’t contain any additional logic. The other type contains logic on top of what C++ provides in the parent class. You should use the data only ones in place of prefabs.
23. The UMG ui system is more like unity UI which is based on gameobjects and it uses a special designer window and blueprint logic. It has many features like localization and MVVM built-in.
24. The material system is more advanced and all materials are a node graph and you don’t start with an already made shader to change values like unity’s materials. It is like using the shader graph for all materials all the time.
25. Learn the gameplay framework and try to use it. Btw you don’t need to learn all C++ features to start using UE but the more you know the better.
26. Delegates have many types and are a bit harder than unity’s to understand at first but you don’t need them day 1. You need to define the delegate type using a macro usually outside a class definition and all delegates are not compatible with all situations. Some work with the editor scripts and some need UObjects.
27. Speaking of UObjects: classes deriving from UObject are serializable, sendable over the network and are subject to garbage collection. The garbage collection happens once each 30 or 60 seconds and scans the graph of objects for objects with no references. References to deleted actors are automatically set to nullptr but it doesn’t happen for all other objects. Unreal’s docs on

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Just released my mobile game made with Unity!
https://redd.it/1fkl2ae
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ChatGPT is still terrible at making video games
https://www.youtube.com/watch?v=ZzcWt8dNovo

https://redd.it/1fkn89m
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Unite 2024 - game changing.

Unity is back on track!
Most excited for CoreCLR and DOTS integrated within Game object.
What about you?

https://redd.it/1fkiu85
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How do i achieve this functionality in photon that each player sees the same position for their cards on their screen and the other players are on a different position??
https://redd.it/1fkhjth
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Problem uploading on GitHub

Last week I downloaded the new input system by Unity, after that (couple of days) I created a new project and as always I wanted to save the repository on GitHub.

Problem: for the first time the GitHub desktop app told me that I need to upload less than 100mb at a time.

Question: is it possible that downloading the new input system created this problem? Is the new input system worth the trouble? How can I fix this?

Q2: how often do you end up using GitHub to load an older version of your project?

https://redd.it/1fkgtag
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Weird jittering While jumping
https://redd.it/1fbsf6v
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Help!

https://preview.redd.it/jzwdw1wx5jnd1.png?width=408&format=png&auto=webp&s=e672eb0d247afc7a01d5ee7c47ecc8e9d0f37a60



https://preview.redd.it/sczep5a46jnd1.png?width=786&format=png&auto=webp&s=8ca82ea3dbc81c373f8f2bc8ec75c8ee850d7e20

I have the initial script for enemy movement, my problem is that the enemy does not rotate(face) towards the player. Anyone know how to fix this issue?

https://redd.it/1fbri8x
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More Wing Leader cockpit lighting updates - Upgraded all of the flyable cockpits!

https://redd.it/1fbnlqk
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I’ve been working on my dream game for 5 years by myself, it’s an artistically gritty, sci fi Lovecraft inspired horror inspired by a lot of the greats like Alien Isolation, Outlast, Fallout, Half-Life, and Doom. The demo is out today it’s called Habilis
https://redd.it/1fbca7j
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which marshmallow is cuter ?
https://redd.it/1fbi518
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Our real-time collaboration tool for Unity, called Scene Fusion 2

https://redd.it/1fb761k
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Our new environment is a dark prison where villains torture the innocents. Please let us know what you think!

https://redd.it/1fbehf6
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Added occlusion culling to my grass renderer (Github source)

https://redd.it/1fb7476
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reflection, garbage collection and serialization are sparse so if you don’t know what these things are, you might want to read up on them elsewhere but you don’t have to do so.
28. The build system is more involved and already contains a good automation tool called UAT. Building is called packaging in Unreal and it happens in the background. UE cooks (converts the assets to the native format of the target platform) the content and compiles the code and creates the level files and puts them in a directory for you to run.
29. You can use all industry standard profilers and the built-in one doesn’t give you the lowest level C++ profiling but reports how much time sub-systems use. You can use it by adding some macros to your code as well.
30. There are multiple tools which help you in debugging: Gameplay debugger helps you see what is going on with an actor at runtime and Visual Logger capture the state of all supported actors and components and saves them and you can open it and check everything frame by frame. This is separate from your standard C++ debuggers which are always available.
31. Profilers like VTune fully work and anything which works with native code works with your code in Unreal as well. Get used to it and enjoy it.
32. You don't have burst but can write intrisics based SIMD code or use intel's ISPC compiler which is not being developed much. Also you can use SIMD wrapper libraries.
33. Unreal's camera does not have the feature which Unity had to render some layers and not render others but there is a component called SceneCapture2dComponent which can be used to render on a texture and can get a list of actors to render/not render. I'm not saying this is the same thing but might answer your needs in some cases.
34. Unreal's renderer is PBR and specially with lumen, works much more like the HDRP renderer of Unity where you have to play with color correction, exposure and other post processes to get the colors you want. Not my area of expertise so will not say more. You can replace the engine's default shader to make any looks you want though (not easy for a non-graphics programmer).
35. Unreal has lots of things integrated from a physically accurate sky to water and from fluid sims to multiple AI systems including: smart objects, preception, behavior trees, a more flexible path finding system and a lot more. You don't need to get things from the marketplace as much as you needed to do so on unity.
36. The debugger is fast and fully works and is not cluncky at all.
37. There are no coroutines so timers and code which checks things every frame are your friend for use-cases of coroutines.
38. Unreal has a Task System  which can be used like unity's job system and has a very useful pipelines concept for dealing with resource sharing. 
39. There is a mass entities framework similar to Unity's ECS if you are into that sort of thing and can benefit from it for lots of objects.

I hope the list and my experience is helpful.

Related links
Task System

Mass Entity

My website for contract work and more blogs

https://redd.it/1fb6v99
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Learning Unreal Engine as a Unity Developer

I've used Unity since 2009 and about 2 years ago started to learn Unreal Engine for real. These are the notes I compiled and posted on substack before. I removed the parts which are not needed and added a few more notes at the end. I learned enough that I worked on a game and multiple client projects and made these plugins.

There is a documentation page which is helpful. Other than the things stated there, you need to know that:

1. Actors are the only classes that you can put in a scene/level in Unreal and they do not have a parent/child relationship to each other. Some components like the UStaticMesh component can have other actors as their children and you can move actors with each other in code but in general the level is a flat set of actors. You also have functions to attach actors to other actors. In Unity you simply dragged GameObjects under each other and the list was a graph.
2. The references to other actors that you can set in the details panel (inspector) are always to actors and not to specific components they have. In unity you sometimes declare a public rigidbody and then drag a GameObject to it which has a rigidbody but in UE you need to declare the reference as an Actor* pointer and then use FindComponent to find the component.
3. Speaking of Rigidbody, UE doesn’t have such a component and the colliders have a Simulate boolean which you can check if you want physics simulation to control them.
4. UE doesn’t have a FixedUpdate like callback but ticks can happen in different groups and physics simulation is one of them.
5. You create prefab like objects in UE by deriving a blueprint from an Actor or Actor derived class. Then you can add components to it in the blueprint and set values of public variables which you declared to be visible and editable in the details panel.
6. In C++ you create the components of a class in the constructor and like unity deserialization happens after the constructor is called and the field/variable values are set after that so you should write your game logic in BeginPlay and not the constructor.
7. There is a concept which is a bit confusing at first called CDO (class default object). These are the first/main instance created from your C++ class which then unreal uses to create copies of your class in a level. Yes unreal allows you to drag a C++ class to the level if it is derived from Actor. The way it works is that the constructor runs for a CDO and a variable which I think was called IsTemplate is set to true for it. Then the created copy of the object is serialized with the UObject system of UE and can be copied to levels or be used for knowing the initial values of the class when you derive a blueprint from it. If you change the values in the constructor, the CDO and all other objects which did not change their values for those variables, will use the new value. Come back to this later if you don’t understand it now.
8. The physics engine is no longer physX and is a one Epic themselves wrote called Chaos.
9. Raycasts are called traces and raycast is called LineTrace and the ones for sphre/box/other shapes are called Sweep. There are no layers and you can trace by object type or channel. You can assign channels and object types to objects and can make new ones.
10. The input system is more like the new input system package but much better. Specially the enhanced input system one is very nice and allows you to simplify your input code a lot.
11. Editor scripting is documented even worse than the already not good documentation but this video is helpful.
12. Slate is the editor UI framework and it is something between declarative and immediate GUIs. It is declarative but it uses events so it is not like OnGUI

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