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r/Unity3D

Glow effect where player contacts

I’m making my first game in Unity and it is a simple platformer with the player character being a square. I plan on making it look more minimalist with glow effect happening on the solid color ground where the player contacts with. I have very little experience with c# so I was hoping to get some ideas of how to do it. I’ve tried ChatGPT but the solution it gave me didn’t seem to work (whether it’s my implementation or the setup itself I am unsure).

https://redd.it/1j4nnxq
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Is it possible to 9-slice a sprite but in only 3 slices?

This might be a silly question, but I'm fairly new to Unity UI and am slowly but surely learning as I go. I'm currently trying to set up an object with a top, middle, and bottom that can scale vertically (anchored at the bottom; it's a text box background on a card). I tried to use the sprite editor to slice the sprite such that I have that top piece, middle piece, and bottom piece (leaving the L and R border values at 0). This is not behaving as I intend, and I'm curious if this is possible. The shape has a gradual curve across the top that is at a fixed width, so 9-slicing the sprite isn't really possible. Am I going about this the wrong way?

https://preview.redd.it/mjkblrqtdzme1.png?width=2438&format=png&auto=webp&s=121ae1aa0a5979b6bb9689f4f92bd14d4530af49



https://redd.it/1j4k6u0
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r/Unity3D

My first indie dev post – looking for advice on where to share my dev journey

I've always dreamed of making games and becoming an indie developer. This is my first post, so please don’t be too critical about the structure and flow.

To give you an idea of my current level, I’ve worked with C++, Python, C#, and Unity, but only at a surface level and at different times, without a clear goal. Now, I’ve finally decided to commit to making something complete and structured.

As a result, I chose to develop a game about a QA tester. It will feature mini-games that will not only serve as gameplay elements but also help me refresh my coding knowledge and solidify my Unity skills along the way.

Here are some screenshots to give an idea of my first project. As for the story and other details, I won’t go into them just yet since I’m still figuring out how much of my initial concept I’ll actually be able to implement.

https://preview.redd.it/3uttkltrsyme1.png?width=1927&format=png&auto=webp&s=d627cda4b4e47e5366d0a2b7a4aa4d1b0cf3387e

https://preview.redd.it/0mymuh9tsyme1.png?width=1913&format=png&auto=webp&s=8a187f057e039856bd0a13fe0f1bd161cd76773b

Aside from making the game itself, I’d love to document the journey, share ideas, and discuss interesting moments in development.

At first, I chose Reddit because I wanted to improve my English. Reading articles and interacting with devs helps a lot.

But I ran into a problem. My first three accounts got instantly autobanned, possibly due to VPN or something else—I still don’t know for sure. I learned that Reddit is really strict on new accounts, so now I’m letting my account sit for a while to avoid another autoban.

ChatGPT suggested using multiple platforms: Pikabu for a Russian-language devlog, discussions, and feedback, Reddit for the international game dev community and networking, and Twitter for quick updates, GIFs, and screenshots.

What do you think? Should I try using both Pikabu and Reddit, or is it better to focus on just one platform? Are there any alternative platforms that would work well for a devlog, getting feedback, and discussing development challenges?

Would love to hear your thoughts.

https://redd.it/1j4isuw
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Google maps integration

Hi ! I want to make game where i need google maps. Its simple game where player makes something on 2d map in lets say his hometown or smth. How do i take info of roads so i can make vehicles move only on roads and not on fields ?

https://redd.it/1j4dao2
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Unity 6 high performance dynamic foliage and seasons. It's simply a single scrolling texture that morphs based on impact direction and magnitude. No real-time calculations required. Grass bending pretty much

https://redd.it/1j4amo5
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r/Unity3D

What (technically) makes Guns of Fury so buttery smooth?
https://youtu.be/0PVHGIuv4Sk?si=CjdSoDM_rO97kwRi&t=2857

https://redd.it/1j455xc
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Project DRAG - (Customize) - Open Beta

https://redd.it/1j445zt
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Help me understand why my first game is repulsive || Scary 10min median time played

My artist partner and I have been working for 10 months on our first game. And we saw the SNF as a perfect opportunity to release a Demo and see what the world could think about it.

It's been a great first experience for us. We gathered 1000 wishlist, which is always a pleasant milestone, but in the same time, clearly not enough to do anything.
What is the scariest is the average playtime stat... 10min ONLY !


Unfortunately, the one-to-one testing and our friends are probably to kind to tell us what is wrong with it, so I thought about sending this question to "The Internet", where people are more straight forward.

Here is our free demo link : https://store.steampowered.com/app/3403090/Fire\_Hero\_\_Pixel\_Rescue/
If some of you would be interested to test it out and tell us what is wrong, and why 70% of people stop after 10min, that would help us tremendously !

If my post is not appropriate to this subreddit, feel free to close it and tell me where I could ask this question.


Thanks a lot for your time <3

https://redd.it/1j42rfn
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r/Unity3D

GetTile is returning null
https://redd.it/1j3z3br
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r/Unity3D

coroutine-like function meant to be asynchronous. And my "CharacterController2D" is just a script for handling physics since I like to separate controls from physics. I can call it's functions to move my body accordingly, with the benefit being a reusable script that can be slapped on enemy AI. Here is what the jumping controls look like:

    // Gets called when you press the Jump Button.
OnJump(InputAction.CallbackContext context)
{
// If I am not touching the ground or walls (game has wall sliding/jumping)
if(!characterController2D.isGrounded && !characterController2D.isTouchingWalls)
{
// The faster I fall, the more buffer I give my players for more responsiveness
float bufferDistance = Mathf.Lerp(minBufferLength, maxBufferLength, characterController2D.VerticalVelocity / maxBufferFallingVelocity);

// If I have not just jumped, and the raycast is within my buffering distance
if(!notJumpingUp && jumpBufferRaycast.collider != null && jumpBufferRaycast.distance <= bufferDistance)
{
// If there is already a buffer, I don't do anything. Leave.
if(!isJumpBufferActive)
JumpBuffer(context);
return;
}

// Similar buffer logic would go here for my wall jump buffer, with its own ray
// Main difference is it looks for player's moving horizontally into a wall
}

// This is my where jump/double jump/wall jump logic goes.
// if(on the wall) {do wall jump}
// else if( double jump logic check) {do double jump}
// else {do a normal jump}
}

// Gets called when you release the Jump Button
CancelJump(InputAction.CallbackContext context)
{ // I have buffered a jump, but not a jump cancel yet.
if(isJumpBufferActive && !isJumpCancelBufferActive)
JumpCancelBuffer(context);

if(characterController2D.isJumpingUp && !characterController2D.isWallSliding)
characterController2D.JumpCut();
}

private async void JumpBuffer(InputAction.CallbackContext context)
    {   isJumpBufferActive = true;
        await UniTask.WaitUntil(() => characterController2D.isGrounded);
        isJumpBufferActive = false;
        OnJump(context);
    }
    private async void JumpCancelBuffer(InputAction.CallbackContext context)
    {
        isJumpCancelBufferActive = true;
        await UniTask.WaitUntil(() => characterController2D.isJumpingUp);
        await UniTask.Delay(100); // Wait 100 milliseconds before cutting the jump.
        isJumpCancelBufferActive = false;
CancelJump(context);
    }

Some parts of this might seem a bit round-about or excessive, but that's just what was necessary to handle edge cases for maximum consistency. Nothing is worse than when controls betray expectations/desires in the heat of the moment.

Without a proper jump cut buffer alongside my jump buffer, I would do a buggy looking double jump. Without filtering a raycast, it would be blocked by undesired objects. Without dynamically adjusting the buffer's detection length based on falling speed, it always felt like I either buffered jumps way too high or way too low depending on how slow/fast I was going.

It was imperative I got it right, since my double jump is also an attack that would be used frequently as player's are incentivized to use it as close to enemy's heads as possible without touching. Sorta reminiscent of how you jump on enemies in Mario but without the safety. Miss timing will cause you to be hurt by contact damage.

It took me quite some attempts/hours to get to the bottom of having a consistent and responsive feeling jump. But not many people talk about handling jump buffers when it comes to having a double

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r/Unity3D

How do I get rid of this line in my custom Unity shader?
https://redd.it/1j3vh9f
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Planning on verticality, so that means… Double Jump! 🦘🦘

https://redd.it/1j3sziw
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Made this physics based ship controller for my game. What can i improve?

https://redd.it/1j3gfm0
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Is there a better way to handle events?
https://redd.it/1iyac8j
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Making a game where you can enslave a nest, slap thrusters on it, and create a mobile murder base. After 2 years of development, my vision is finally coming to light (regardless of the Geneva suggesti- I mean convention)
https://redd.it/1iyf8ie
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r/Unity3D

Super Hero Pixel Art
https://redd.it/1j4nu8n
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Project cant decompress

So for some reason i cant seem to be able to open projects. Even making news ones or using the hub as administrator wont work. Is this a glitch or is my laptop not able to use unity?

https://redd.it/1j4k8o1
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I've made a trailer for my game The Green Light - dose it look interesting or just another generic trailer ?

https://redd.it/1j4a4l8
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Spent a week redrawing tilemaps from 16x16 to 14x14. Was it worth it?
https://www.youtube.com/watch?v=BPuvp8HY7QM

https://redd.it/1j4cjww
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After a long time on and off learning Unity I finally finished a silly little game

I started to learn a little bit of Unity years ago. I always had these little burst of motivation for about a week, gave up again until I started again months later and gave up again.

I want to finally really start learning development and I just finished my first project and uploaded it to Itch.

https://dv-rain.itch.io/snakepong

I actually just took Snake and Pong and put it together, so not really an original game (although I think this twist is quite fun and challenging)

But it feels good to finally make it a "complete game" that is playable with a menu, options, a bug-free experience (?) and I also think the visuals and sounds are kinda nice.

If a single person will ever have fun with it for just a few minutes I'm happy.

Now on to my next project, can't wait to learn more.

https://redd.it/1j48w0t
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I tried making a cozy game. I was terrible at it, so I made this 😇

https://redd.it/1j45mgh
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Nintendo 64 Style Lighting - Update
https://redd.it/1j41f29
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How can I create this weird style?

https://redd.it/1j3zk58
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jump.

https://redd.it/1j3xbyw
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My approach to Jump Buffers for the perfect feeling jump / double jump

When it comes to a fantastic feeling jump and responsive controls, input buffers and jump buffering is a no brainer. This is when you detect the player has pressed a button too early (sometimes by only a frame) and decide it was close enough. Without this, your controls can feel like your button presses did literally nothing if you aren't perfect.

On my quest to create a down right sexy feeling jump/movement, I encountered some things I just wanted to vent out for others to see. Mini dev log I guess of what I did today. This will be geared towards Unity's Input System, but the logic is easy enough to follow and recreate in other engines/systems.

________________________________________________________________________________________

There are a few ways to do a Jump Buffer, and a common one is a counter that resets itself every time you repress the jump button but can't yet jump. While the counter is active it checks each update for when the conditions for jumping are met, and jumps automatically for you. Very simple, works for most cases.

However, let's say your game has double jumping. Now this counter method no longer works as smooth as you intended since often players may jump early before touching the ground meaning to do a normal jump, but end up wasting their double jump. This leads to frustration, especially hard tight/hard platforming levels. This is easily remedied by using a ray cast instead to detect ground early. If you are too close, do not double jump but buffer a normal jump.

My own Player has children gameobjects that would block this ray cast so I make sure to filter the contact points first. A simple function I use to grab a viable raycast that detected the closest point to the ground:

private RaycastHit2D FindClosestGroundRaycast()
{       
List<RaycastHit2D> hitResults = new();   
    RaycastHit2D closestHittingRay = default;
    Physics2D.Raycast(transform.position + offset, Vector2.down, contactFilter, hitResults, Mathf.Infinity);
           
    float shortestDistance = Mathf.Infinity; // Start with the maximum possible distance

    foreach(RaycastHit2D hitResult in hitResults)
    {
    if(hitResult.collider.tag != "Player") // Ignore attached child colliders
        {
        if (hitResult.distance < shortestDistance)
            {
              closestHittingRay = hitResult;
            shortestDistance = hitResult.distance;
        }
        }
    }

    return closestHittingRay;
}

RaycastHit2D myJumpBufferRaycast;
FixedUpdate()
{
myJumpBufferRaycast = FindClosestGroundRaycast();
}

But let's say you happen to have a Jump Cut where you look for when you release a button. A common feature in platforming games to have full control over jumps.

There is an edge case with jump cuts + buffering where your jumps can now be buffered and released early before even landing if players quickly tap the jump button shortly after jumping already (players try to bunny hop or something). You released the jump before landing, so you can no longer cut your jump that was just buffered without repressing and activating your double jump! OH NO :L

Luckily, this is easily solved by buffering your cancel as well just like you did the jump. You have an detect an active jump buffer. This tends to feel a little off if you just add the jump cancel buffer by itself, so it's best to wait another few frames/\~0.1 seconds before the Jump Cancel Buffer activates a jump cut. If you don't wait that tiny amount, your jump will be cut/canceled it the literal frame you start to jump, once again reintroducing the feeling of your jump button not registering your press.

I use a library called UniTask by Cysharp for this part of my code alongside Unity's Input System, but don't be confused. It's just a fancy

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r/Unity3D

Whats with all the same re-skinned simulator games recently?

You might have noticed it as well. The same basic gameplay just slightly different theme popping up recently. Here is the list i have found so far:

* [TCG Card Shop Simulator](https://store.steampowered.com/app/3070070/TCG_Card_Shop_Simulator/)
* [Internet Cafe & Supermarket Simulator 2024](https://store.steampowered.com/app/2738380/Internet_Cafe__Supermarket_Simulator_2024/)
* [Supermarket Simulator](https://store.steampowered.com/app/2670630/Supermarket_Simulator/)
* [MALL MANAGER SIMULATOR](https://store.steampowered.com/app/3092980/MALL_MANAGER_SIMULATOR/)
* [Grocery Store Simulator](https://store.steampowered.com/app/2961880/Grocery_Store_Simulator/)
* [Tech Market Simulator](https://store.steampowered.com/app/3225600/Tech_Market_Simulator/)
* [My Café Manager Simulator](https://store.steampowered.com/app/3078950/My_Caf_Manager_Simulator/)
* [Fast Food Simulator](https://store.steampowered.com/app/2916430/Fast_Food_Simulator/)
* [Grocery Store Tycoon](https://store.steampowered.com/app/2870330/Grocery_Store_Tycoon/)
* [Liquor Store Simulator](https://store.steampowered.com/app/3124550/Liquor_Store_Simulator/)
* [Hotel Owner Simulator](https://store.steampowered.com/app/3158480/Hotel_Owner_Simulator/)
* [Cinemaster Cinema Simulator](https://store.steampowered.com/app/3327470/Cinemaster_Cinema_Simulator/)
* [Laundry Store Simulator](https://store.steampowered.com/app/3150440/Laundry_Store_Simulator/)
* [Hardware Store Simulator](https://store.steampowered.com/app/3358560/Hardware_Store_Simulator/)







All using the same asset packs. A lot of them published by Playway

Seem to be using a very similar asset package such as:

* https://assetstore.unity.com/packages/templates/packs/checkout-frenzy-convenience-store-simulator-310321
* https://assetstore.unity.com/packages/templates/systems/market-shop-store-and-retail-game-creator-for-both-pc-and-mobile-291107
* https://assetstore.unity.com/packages/templates/systems/store-simulator-supermarket-game-template-309463

Does anyone have any idea whats going on here? Or is it just a trend thats currently popular?

https://redd.it/1j3uy51
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Original Seinfeld Pixel Art Illustration
https://redd.it/1j3s635
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I've got hand-painted backgrounds projected on 3D. It's not efficient, but the dynamic lighting makes it worth it.

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

Small detail

https://redd.it/1iyfjxq
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Hey i released a short 10 minute demo for my game on steam if you want to take a break and play it don't hesitate !

https://redd.it/1iy8eev
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