News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Handle game Object between multiple scenes
How I can display Game Over logo in scene 2 (Level02) when game is over, How I can use Game Over Logo of scene 1 in scene2 (In #unity)
https://redd.it/1jfmalt
@r_Unity3D
Big things happening in Australia.
https://redd.it/1jflzdm
@r_Unity3D
This moment was so cool, I had to put it in slow motion!
https://redd.it/1jfkesm
@r_Unity3D
Created a shader to simulate sci-fi like shield with hit effects and more - Unity3d - URP
https://redd.it/1jfjdvs
@r_Unity3D
Improved Game Manager: A Unity Package for State Management with State Machines
Hey everyone!
I've just finished a Unity package I've been working on, and I'd love to share it with the community. It's called "Improved Game Manager," and it's a package that simplifies game state management using state machines, instead of the traditional enums and switch statements.
# Why I created it:
I noticed that many Unity projects end up with long, complicated switch statements for managing game states, which can lead to hard-to-maintain and error-prone code. With this package, you can define your states and transitions clearly and organized using Scriptable Objects in the Unity inspector.
# Key features:
State management using state machines.
Configuration of states and transitions with Scriptable Objects.
Cleaner and easier-to-maintain code.
Potential to reduce development time.
# Who is this for?
This package is ideal for anyone who wants to improve their game state management in Unity. Whether you're working on a small or large project, this package can help you keep your code organized and easy to maintain.
I'd love to get your feedback and suggestions. You can find the package on GitHub:
https://github.com/lfeq/Improved-Game-Manager
Thanks for your time!
https://redd.it/1jfdxiu
@r_Unity3D
Help! Just started using the Sprite Shape Controller- how do i get rid these weird outlines in the rocks
https://redd.it/1jf56ba
@r_Unity3D
Best Way to Detect Player’s Environment in Unity 2D?
Hey Unity devs! 📷 We’re working on a 2D game and need a reliable way to determine the player's environment. Specifically, we want to detect if the player is: on the ground, in the air (jumping or falling) ,touching a wall (for wall jumps, wall sliding, etc.), passing through a platform and any other relevant states. Right now, we’re using Raycasts for these checks, but we want to make sure it’s the best approach. Are there better or more optimized ways to handle this?
What’s your go-to method? And if you have any best practices, feel free to share!
View Poll
https://redd.it/1j7tmxy
@r_Unity3D
We like Capybaras so we added them to our game. If you're ever low on coins, you can sell some items from your inventory to the Capybara!
https://redd.it/1j7smct
@r_Unity3D
Bladebound Ignition – Casual Mobile Roguelite Concept to play on a Commute (Bus/Train)
https://www.youtube.com/watch?v=vO71TwuRhCM
https://redd.it/1j7jil3
@r_Unity3D
How can I turn off interpolation in exported blockbench animations? Changing the mode to "constant" doesn't work.
https://redd.it/1j7g2c5
@r_Unity3D
How to animate a child object while it is parented to another object? (Ignore the background)
https://redd.it/1j7emxi
@r_Unity3D
Small Glimpse at one of the Meta Progression Systems from our game
https://redd.it/1j7bqg6
@r_Unity3D
I just launched my game and achieved success beyond expectations, earning over $100,000. But what’s even more special? This isn’t my first game. Before this, I experienced a bitter failure
**Hello everyone!**
I'm Simon, and I just launched Cabin Crew Life Simulator, reaching milestones I once thought were impossible. I consider this game a success. But what's even more special? This isn’t my first game. Before this, I had a bitter failure.
Has anyone ever succeeded on their first game launch? If so, I truly admire them. But if you're like me someone who has tasted the sting of failure after pouring your heart into a project I hope my story will inspire you.
I want to share my journey to help other indie developers, especially **solo devs**, gain experience in launching a game. If you're in the same situation I was in before full of doubts and worries after your first failure keep reading.
My first game barely caught anyone’s attention, sales were terrible, and the reviews weren’t much better. I spent months developing it and invested half of my savings into advertising, only to receive harsh criticism and a crushing failure. At that moment, I faced two choices:
1. **Give up my dream and return to my old job**: a stable but unfulfilling career.
2. **Learn from my mistakes, try again, and do better:** accepting the risks but staying true to my passion.
After much thought and discussion with my life partner, we chose the harder but more promising path: developing a new game, Cabin Crew Life Simulator\*\*,\*\* with a different approach based on my past failure:
* **Listening to the market.** Instead of just making what I personally liked, I analyzed trending game genres and untapped themes.
* **Investing in marketing.** I didn’t just focus on development; I also researched community feedback and created marketing campaigns to attract players.
* **Creating a high-quality demo.** I needed a strong demo to capture players’ attention early, including well-known streamers.
# The Results? A Successful Launch Beyond Expectations! 🎉
Here are some key statistics after launch:
* **Demo release:** September 21, 2024
* **Wishlist before launch:** 20,913
* **Official release date:** February 19, 2025
* **Current wishlist count:** 35,117 ([Details here](https://drive.google.com/file/d/1NhzU3FABk89S0Ay1PGY9PGcBW97BoJBp/view?usp=sharing))
* **Game price:** $12.99 (10% discount at launch)
* **First-day sales:** Over 2,000 copies
* **Average playtime:** 8 hours
* **Total revenue so far:** $104,768 ([Details here](https://drive.google.com/file/d/1aO8MJG_oYkBvCfg94_4L6LTWmTR9m3Wt/view?usp=sharing))
* **Player reviews:** 80% Positive (184 reviews)
* [Discord community](https://discord.gg/MSxF6QbKnz)**:** 853 members
* **5 post launch updates**
* **1 overworked but happy developer and an incredibly supportive life partner**
We’re very close to achieving a “Very Positive” rating just a little more to go! [Help us get there!](https://store.steampowered.com/app/2959610/Cabin_Crew_Life_Simulator/)
# About the Game
Inspired by the airline industry, *Cabin Crew Life Simulator* is a simulation game that lets players experience the daily life of a flight attendant. Players take on the role of a professional flight attendant, receiving daily flight assignments and serving passengers to the best of their ability.
The game stands out with its extended activities, allowing players to explore various business opportunities within the airline industry. Players can purchase extra food and drinks to sell onboard, install vending machines at airports, or run currency exchange booths. They can also accept additional baggage for service fees, serve VIP passengers, or even engage in smuggling for extra income.
If you want to check out the game yourself, here’s the link:
[https://store.steampowered.com/app/2959610/Cabin\_Crew\_Life\_Simulator/](https://store.steampowered.com/app/2959610/Cabin_Crew_Life_Simulator/)
# Lessons from Failure
# 1. Marketing is difficult but crucial
I used to believe that if I made a great game, players would find it
First few weeks of learning Unity
https://redd.it/1j75ysb
@r_Unity3D
My first game has been relased🥳
https://redd.it/1j735q7
@r_Unity3D
Hologram + Vector Graphics, Wireframe Shader
https://redd.it/1jfnico
@r_Unity3D
VFX Orb Prototype ! What do you think ?
https://redd.it/1jflcyg
@r_Unity3D
3 Procedural Animation scripts playing with each other
https://youtu.be/4SKzT1T6UbI?si=5Z4_qSs9zfBYUp6X
https://redd.it/1jfjyw5
@r_Unity3D
Please help with colliders
I added tilemap collider and composite collider 2D to tilemap and set type as outlines and operation as merge. but player can t move inside collider.
https://preview.redd.it/ew1rw0d8fspe1.png?width=1919&format=png&auto=webp&s=5ea3abdf97511c2ed38df1a0baede1c16a4a0d18
https://redd.it/1jfiief
@r_Unity3D
Wave function collapse to generate goblin villages
https://redd.it/1jfgt4g
@r_Unity3D
How can I recreate this morphing animation in Unity with Tilemaps?
https://redd.it/1j7vucz
@r_Unity3D
Get the FREE GIFT in this week's Publisher Sale: Seamless - Shader Graph Extension. Link and Coupon code in the comments.
https://redd.it/1j7rifx
@r_Unity3D
Hamster wheel Ham can now Dig! I was walking through knee deep snow in the woods when a thought dawned on me that I could repurpose a Node Based Softbody system I made a year ago, to allow digging/mining! After some tweaks I am pretty happy with the prototype! Thoughts?
https://youtu.be/vs_PTI6kxfo
https://redd.it/1j7dint
@r_Unity3D
Need help with a character selector
I'm new to unity and I'm making a game with a character selector and I need a bit of help. I'm not really sure if I'm doing this right. Basically I have 2 scenes which contain my players and another scene containing the buttons to switch between the players. The first scene contains the buttons then goes to the scene with the players. the PersistentPlayerManager is in scene 2 as scene 2 has the players, scene 1 has the buttons.
In the scene with the players I have an empty game object containing the following code:
using UnityEngine;
public class PersistentPlayerManager : MonoBehaviour {
public static PersistentPlayerManager instance;
public GameObject player1;
public GameObject player2;
void Awake(){
if (instance == null){
instance = this;
DontDestroyOnLoad(gameObject);
DontDestroyOnLoad(player1);
DontDestroyOnLoad(player2);
}
else{
Destroy(gameObject);
}
}
public void DeactivatePlayer2(){
if (player2 != null){
player2.SetActive(false);
}
}
public void ActivatePlayer2(){
if (player2 != null){
player2.SetActive(true);
}
}
}
In the scene with the buttons I have this code:
using UnityEngine;
public class ButtonController : MonoBehaviour {
public void DeactivatePlayer2(){
if (PersistentPlayerManager.instance != null){
PersistentPlayerManager.instance.DeactivatePlayer2();
}
}
public void ActivatePlayer2(){
if (PersistentPlayerManager.instance != null){
PersistentPlayerManager.instance.ActivatePlayer2();
}
}
}
I've assigned the events to the buttons but nothing changes. Would anyone be able to give me any suggestions on what to do?
https://redd.it/1j7ggrt
@r_Unity3D
I LOVE WHEN GAME WORLDS CHANGE OVER TIME
https://youtu.be/e5wXuCDqfxY?si=nZjcxafoTkj1HKiv
https://redd.it/1j7f4er
@r_Unity3D
Advanced Procedural Bricks using Shader Graph (Tut in Comments)
https://redd.it/1j7bevx
@r_Unity3D
naturally. That was completely wrong!
If you don’t market your game, no one will know it exists. My mistake was leaving marketing until the last minute, a common pitfall for indie devs.
💡 **Advice:** Start promoting your game as early as possible even before writing a single line of code. Platforms like Reddit and X can be incredibly helpful if your idea is compelling enough.
# 2. A demo can change everything
Initially, my game had little attention. But after releasing a demo on Steam, some major YouTubers took notice, and my wishlist count skyrocketed.
💡 **Advice:** If you're a solo dev, consider launching a **high-quality** demo it could be a game changer!
# 3. Understand your target market
Different game genres attract different audiences. Anime style games are popular in Asia, while simulators appeal more to European markets. Some genres have global appeal.
# 4. Steam Deck is an untapped market
One week after launch, Steam verified that my game runs well on Steam Deck. The result? A second wave of players, thanks to this Steam-endorsed feature!
💡 **Next time, I’ll optimize my game for Steam Deck from the start.** This is a growing market that many indie devs overlook, including myself at first.
# 5. Success isn’t just about revenue
The game is still in **Early Access** with many improvements ahead, but financially, I’ve broken even. However, the most valuable rewards aren’t just monetary:
\- Experience in game development & marketing
\- Programming and optimization skills
\- A supportive community
\- Confidence in my chosen career path
These will help me create even better games in the future.
# 6. Should you work with a publisher?
After my demo gained traction, several publishers contacted me. I negotiated with them but ultimately didn’t reach an agreement. It took a lot of time, and I learned that some games thrive with a publisher, while others don’t.
💡 **Advice:** Carefully consider whether working with a publisher is right for you.
# 7. Future Plans
*Cabin Crew Life Simulator* is still in Early Access, and I’m actively listening to community feedback. Every suggestion, big or small, plays a vital role in shaping the game’s future. Right now, only 50% of the game is complete, and the road ahead is challenging. But thanks to the amazing community, I no longer feel alone in this journey.
Upcoming updates will include Roadmap ([See more here](https://drive.google.com/file/d/1cMXeS7ZAIfVYFqR8Ri09rrRUvLLlY-rO/view?usp=sharing))
# Final Thoughts
If you've ever failed, don’t let it stop you from trying again. If I had quit after my first game, *Cabin Crew Life Simulator* would never have existed.
If you're a struggling solo dev, remember:
\- Failure is just part of the journey
\- Learning from mistakes helps you grow
\- Listen to community feedback
\- Don’t be afraid to try again but do it better
I hope my story inspires you. Game development is a challenging road, but the rewards are absolutely worth it.
Wow, this was a long post! But I know there’s still so much more to discuss. Leave a comment! I’ll read them all and write more devlogs to share my experience with you.
**See you in the next updates!**
https://redd.it/1j78gcs
@r_Unity3D
Having trouble with these yellow lines appearing on my background
Link to video .
I've wanted to try game design for a while, ant lucky enough I now have a game design course as one of my subjects. I want to make a vampire survivors-esk game, and I am following a tutorial on youtube, but I've encountered this bug...
I have tried* to disable anti aliasing (it was already off), and using the sprite atlas thingy. (*, because I followed the tutorial for the Sprite Atlas but I didn't understand it, and it did nothing)
Any tips or solutions are appreciated!
https://redd.it/1j75xfc
@r_Unity3D
First Animation Character for my first game
https://i.redd.it/rf630ivxanne1.gif
https://i.redd.it/8c9e32pyanne1.gif
Hey everyone!
I've been learning Unity for about two months now, and I finally decided to try making my first tiny game. After messing around with LibreSprite, I put together these animations (and the character too!).
Would love to hear what you think—do they look good? Any feedback is welcome!
https://redd.it/1j75cu5
@r_Unity3D
No Idea why my forces aren't working
I'm trying to create a gun jumper game in which you fire a gun that propels you, similar to a rocket jump. I have a character with a gun but for some reason my vectors don't work properly. For example, if I'm adding a force to my player's rigidbody, and I use Vector(1,1) * forceAmount, It should send a force towards 45 degrees right? Currently its only goes up smoothly and occasionally it'll move horizontally but in very small increments and very choppily. Has anyone faced this problem?
https://redd.it/1j71wop
@r_Unity3D