News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
My NEW Asset UDebug Panel's DEMO is up! The ULTIMATE in-game debug panel for Unity.
https://redd.it/1jp3360
@r_Unity3D
All projects start somewhere! My game is launching next week, so I thought it'd be fun to compare the final product to the first prototype
https://redd.it/1jozjml
@r_Unity3D
}
}
```
Any help is appreciated :)
https://redd.it/1jox092
@r_Unity3D
I've made this Time Travel game in Unity, the most difficult part was handling some weird time travel mechanics in Unity, it looks very easy but it was extremely hard, anyways I would like your feedback how does the game look so far?
https://redd.it/1joswt9
@r_Unity3D
Built a Full Trivia Game System with Unity, WebGL, PHP, and a Dynamic Admin Panel in 3 Days
I recently wrapped up the core development of a complete web-based trivia game system. It includes a Unity WebGL game client, a dynamic question/answer system powered by CSV uploads, a real-time leaderboard using PHP and MariaDB, and a sleek admin panel to manage it all.
Everything is hosted on my local dev environment within my home lab. I'm using an internal DNS setup so the game is accessible at https://triviarush.lab
. Version control is handled via a self-hosted Gitea instance.
The admin system allows uploading new question sets, deleting existing ones, tracking uploads, and more. I also implemented secure login, file logging, and future upgrade hooks. The leaderboard is live and updates in real-time.
The entire system was built from scratch in just 3 days, with a few extra hours put into polishing. Still more to come—I'll be launching this on my production server soon and showcasing it in a dedicated "Games" section at declinedstudios.com.
Full breakdown here:
**How I built a full trivia game system with Unity WebGL, PHP, leaderboards, and an admin panel in 3 days**
Let me know if you're interested in the source or if you'd like something similar built for your own project or business.
https://preview.redd.it/tye9ssokc6se1.jpg?width=1057&format=pjpg&auto=webp&s=c41f2c36fa4f7da147eced9197bd20682e936ed0
https://preview.redd.it/sauzstokc6se1.jpg?width=1881&format=pjpg&auto=webp&s=6eeed09d3a05e7b6dba203e761cc47fcf025de91
https://preview.redd.it/tjm6y9pkc6se1.jpg?width=1886&format=pjpg&auto=webp&s=d91cd29246704c492df56bbac2c6e96e9c5f2505
https://preview.redd.it/l4h5ouokc6se1.jpg?width=1899&format=pjpg&auto=webp&s=2851e0f1b043d58acd22ab0f0a1a07329fb6bc5a
https://preview.redd.it/6fkmeuokc6se1.jpg?width=1888&format=pjpg&auto=webp&s=88a251d6b9d29fc20ef6955b603139897ae66a25
https://preview.redd.it/8km1evokc6se1.jpg?width=1886&format=pjpg&auto=webp&s=50b57035147b6ae092e99760cac65d05eb74d0dd
https://preview.redd.it/nhv9pwokc6se1.jpg?width=1887&format=pjpg&auto=webp&s=d1b224d38af7c12bf53fc003d39e91ab3f6089e3
https://preview.redd.it/77ny1wokc6se1.jpg?width=1920&format=pjpg&auto=webp&s=c19ed4aa769c19c25e773182bd37e34bcae09203
https://redd.it/1jopq7w
@r_Unity3D
Hey everyone! I’ve been exploring Unity’s Cinemachine and working on my level design skills. Here’s an interior level I created, would love your thoughts on the design and camera movement!
https://redd.it/1jooo46
@r_Unity3D
This is a simple showcase of the hiding mechanic. Made with Unity 2022. Only 9 days until release.
https://redd.it/1joh5p3
@r_Unity3D
Working on a creature collector game with unlimited creatures + biomes generated during gameplay using a custom AI model + Sentis. What do you think?
https://redd.it/1joej12
@r_Unity3D
Scripting for HP
Hi! I'm 7 days into my self teaching game dev journey. Prior to this, I have no experience with game dev or coding. My question is as followed:
When making HP for my player and then the various enemies in the game, would you say it's better to include the different HPs for each in one whole script, or have an HP script per GameObject?
Also, any tips otherwise are appreciated. I'm doing a learning project in 2D. The coding syntax is the most daunting as I just have no prior experience with coding at all.
https://redd.it/1joc0zg
@r_Unity3D
Just Released My Audio Editing Asset for Unity!
https://redd.it/1jo673h
@r_Unity3D
Basic Movement and Jumping Demo
https://i.redd.it/iyuzptvg01se1.gif
https://redd.it/1jo32ky
@r_Unity3D
Can Anyone tell me why the timescale wont go back too normal on parry?
https://redd.it/1jo0kk8
@r_Unity3D
Simulating Lava Movement with Sine Waves in Unity! (Rope It 2)
https://redd.it/1jny6sj
@r_Unity3D
Turn a sprite white?
I have a sprite for my sprite renderer, the color in the sprite renderer is set to white so it doesn’t alter anything, when I change the color my sprite goes toward that color.
So how do I make it white? I don’t want to make a white sprite and swap it every time because I will have to do it for so many frames and seems bad practice
https://redd.it/1jnylbv
@r_Unity3D
My story of developing a grass shader
Hey all, it's been a while now that I've wanted to share my journey around making a grass creation tool for Unity. Finally, I found some time to sit down and do it :)
[Trailer For Version 2.0](https://reddit.com/link/1joz6vj/video/cog33dc968se1/player)
Years ago, I got pretty frustrated with how grass was done in many Unity games. In a flood of semi-informed Unity tutorials, most solutions would simply point to geometry shaders and call it a day.
For those who don't know: Geometry Shaders are a GPU feature from the late 2000 to create geometry on-the-fly while rendering. While convenient to create, they are very slow and have been considered legacy for a long time now. (Apple didn't even bother adding them to their Metal API). Practically anything you wanted to do with a Geometry Shader is better off by being replaced with a Compute Shader. I felt this performance hit first-hand while working on the experimental VR game Lucid Trips, back in 2017.
After seeing **yet** another tutorial on YouTube that endorsed Geometry Shaders as the go-to solution, I had enough and started my own shader.😤[ I showed it on Twitter,](https://x.com/schneckerstein/status/1339219301962829824) which got me some fame, but never realized a full asset release.
Fast-forward to 2024, I worked on [Misgiven](https://store.steampowered.com/app/2475620/) and the game needed a volumetric light shader. I wanted to make an experiment and decided to put it on the Unity Asset Store, this is basically how [Screen Space God Rays](https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/screen-space-god-rays-urp-2d-3d-vr-272250#reviews) came together. It had decent success, so I dusted up the old grass shader and gave it a general overhaul so I could put it out there as well.
I basically wanted it to tick these boxes:
* it should be really performant by using the "right" hardware feature for the job: Compute Shaders.
* it should be very customizable, both via Editor parameters and offering advanced users well-documented code they can alter themselves.
* it should be reasonably simple, both from the UI and the code side.
This is how [Tasty Grass Shader](https://assetstore.unity.com/packages/vfx/shaders/tasty-grass-shader-urp-hdrp-3d-vr-279246) came to be.
While it's mainly a grass and plants framework, it can be used for leaves or other "clutter" on the ground as well. At this point, it can be even seen as a glorified "triangle spammer". It comes with support for meshes and Unity Terrain, lots of tools for manual and automatic placement, many presets and of course: a fast shader. And the shader really IS very fast: my benchmarks showed it can do thousands of blades under one millisecond on a [modern mid-range GPU](https://github.com/SymmetryBreakStudio/TastyGrassShader/wiki/4.-Benchmarks).
Since its release in spring last year, I've added a bunch of new features that users asked for, like support for HDRP, texture support, slope cutoff, prefab support and a frame-time budgeting feature.
[The HDRP Version Of The Demo Scene](https://preview.redd.it/y5btgxt178se1.png?width=2560&format=png&auto=webp&s=11334169400bd6aa9556b8070d1aecb8045abd34)
At this point, I think the asset is in a pretty solid state, but I'd like to hear what more people think in order to know where to go from here. Any feedback would be really appreciated, for example:
* Would you use it in our project? Why or why not?
* What other features would you want from this tool?
In the hopes of getting more people getting to test it, I'm also giving away 5 keys for Tasty Grass, as well as 5 keys for our other asset Screen Space God Rays. Please let me know in the comments if you'd like a key (one per person, first come, first served).
Thanks for reading!
\-Julian from Symmetry Break
https://redd.it/1joz6vj
@r_Unity3D
2 Years of solo development, quit my job, low on savings. Is it flop or success? You decide.
https://redd.it/1joxapy
@r_Unity3D
Help
When moving my player character left or right, then immediately up, the follower character's animation looks down for a split second, then continues to look in the correct direction. Sometimes the follower gets stuck in the down animation.
Here's the code for the player:
```
using System.Collections;
using Unity.VisualScripting;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed = 5f;
public LayerMask obstacleLayer;
// List of movePoints for each character
public Transform[] movePoints = new Transform[4];
public Transform[] delayedInputs = new Transform[4];
// Animator
public Animator animator;
void FixedUpdate()
{
transform.position = Vector3.MoveTowards(transform.position, movePoints[0].position, speed * Time.deltaTime);
if (Vector3.Distance(transform.position, movePoints[0].position) <= 0.05f)
{
if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) == 1f)
{
animator.SetFloat("Horizontal", Input.GetAxisRaw("Horizontal"));
animator.SetFloat("Vertical", 0f);
animator.SetBool("Walking", true);
SetDelayedInputs();
delayedInputs[0].position = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f);
if (!Physics2D.OverlapCircle(movePoints[0].position + new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f), 0.2f, obstacleLayer))
{
Reorder();
movePoints[0].position += new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f);
}
}
else if (Mathf.Abs(Input.GetAxisRaw("Vertical")) == 1f)
{
animator.SetFloat("Horizontal", 0f);
animator.SetFloat("Vertical", Input.GetAxisRaw("Vertical"));
animator.SetBool("Walking", true);
SetDelayedInputs();
delayedInputs[0].position = new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f);
if (!Physics2D.OverlapCircle(movePoints[0].position + new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f), 0.2f, obstacleLayer))
{
Reorder();
movePoints[0].position += new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f);
}
}
else
{
animator.SetBool("Walking", false);
}
}
}
private void Reorder()
{
// followerMovePoints
movePoints[3].transform.position = movePoints[2].position;
movePoints[2].transform.position = movePoints[1].position;
movePoints[1].transform.position = movePoints[0].position;
}
private void SetDelayedInputs()
{
delayedInputs[3].position = delayedInputs[2].position;
delayedInputs[2].position = delayedInputs[1].position;
delayedInputs[1].position = delayedInputs[0].position;
}
}
```
And here's the code for the follower:
```
using UnityEngine;
public class FollowerMovement : MonoBehaviour
{
public float speed = 5f;
public Transform follower;
public Transform followerMovePoint;
public Transform delayedInput;
public Animator animator;
void FixedUpdate()
{
transform.position = Vector3.MoveTowards(transform.position, followerMovePoint.position, speed * Time.deltaTime);
if (transform.position.x > followerMovePoint.position.x || transform.position.x < followerMovePoint.position.x)
{
animator.SetFloat("Vertical", 0f);
animator.SetFloat("Horizontal", delayedInput.position.x);
animator.SetBool("Walking", true);
}
else if (transform.position.y > followerMovePoint.position.y || transform.position.y < followerMovePoint.position.y)
{
animator.SetFloat("Horizontal", 0f);
animator.SetFloat("Vertical", delayedInput.position.y);
animator.SetBool("Walking", true);
}
else
animator.SetBool("Walking", false);
Updated my coin system with a satisfying animation and a scoring UI! Feedback welcome 😊
https://redd.it/1jorj2z
@r_Unity3D
Hand drawn isometric walls and floor size question
Hello! I'm working on an isometric hand drawn game and I have a question about
First, some context:
I have no problems drawing assets like characters or any object on the environment. I draw my characters on 1024×2048 and then change their resolution to half so I have 10 characters per texture. Objects change depending on size, but usually I put my character on the canvas and just draw the rest of the environment around them (just to get the size). Then I put the objects separated on another texture and rebuild the scene on unity. It's not a tileset, environments are unique and not huge. Just to use an example, imagine the inside of a tavern, a single room.
My problem comes with how do I make the floor and the 2 walls. I have 0 idea. Do I create a huge texture with just the floor or the walls? I don't want them to look blurry. Thank you so much!
https://redd.it/1joq7qg
@r_Unity3D
Can't get sword animation to work
I have been following this tutorial and ran into many problems collision, floating text, combat and now animation, The other problems I found my own way to fix and hope like hell it doesn't create future problems, but for animation, I have repeated this section way too many times and retried many times doing what he does in the tutorial and trying things differently and I can't get it work at all.
(Image from tutorial)
https://preview.redd.it/nebxburiy3se1.png?width=1306&format=png&auto=webp&s=6d799d8a654b70a44481c28181280cd56c02d438
Here is the tutorial at the animation section: https://youtu.be/b8YUfee\_pzc?t=15212
Here is a video I made to try and show everything: Dungeon - Main - Windows, Mac, Linux - Unity 6 (6000.0.42f1) \_DX11\_ 2025-03-31 17-26-31
Swing()public void Swing()
{
anim.SetTrigger("Swing");
}
I keep getting 'sword_0' AnimationEvent has no function name specified! but everytime I add the function to AnimationEvent (Weapon/Method/Swing()) it doesn't save it. In the tutorial it works flawlessly and for me it's kaputz, no matter what I do.
I'm almost willing to pay someone to fix this and teach me how they did it.
https://redd.it/1joh3ks
@r_Unity3D
Looking for some feedback on this art style for my newest project.
https://redd.it/1johkdd
@r_Unity3D
Giveaway: 3 vouchers for our 545 Environment Sounds package on April 4th!
https://www.placeholderassets.com/environment-sounds-giveaway-4-april
https://redd.it/1jocs4x
@r_Unity3D
How did Cult of the Lamb pull off this depth trick with 2D sprites? Look at the roof of the building.
https://redd.it/1joamr1
@r_Unity3D
We just launched our first game Space Sprouts (and are really nervous)!
On a sunny day about three years ago, we were sitting on a park bench in Berlin, spitballing random game ideas that we wanted to explore. Ideas that stuck with us and came back to us from time to time. One of them was fairly simple: What about a game where you are alone in space and you start talking to your plant?
https://preview.redd.it/v7llxz1gk1se1.jpg?width=1920&format=pjpg&auto=webp&s=492a9fc5b9b7119d5e1ec403edc773a277b7e64c
This simple concept changed and transformed over time—as most game ideas do. Over time it grew into different forms; each of them could've been a proper game. From a narrative-driven comic game to a sci-fi survival sandbox (eat those hamburgers before you sleep, Oda!) to a unique blend of genres that we have today.
But there were other parts of the concept that remained steadfast: A short journey through space. A mysterious ship that you explore on your own terms. Systemic gameplay. Time as a key factor of your journey. The main character is Oda, a young person with a very firm turquoise bun.
A very early prototype of Space Sprouts
Fast forward to today: After two years of development and the help of so many people, our first game Space Sprouts just launched.
Over these two years it grew into a game that we love and deeply care for. A game that combines the vision and sensibilities of everyone who worked on it. A game with an expansive solar punk spaceship, with 100 achievements and a unique world to explore. And also with a black hole that you can throw stuff into. If you like.
https://preview.redd.it/m972dyebk1se1.jpg?width=2355&format=pjpg&auto=webp&s=93a57e2adf76bbe85b10b12f47328609052eaeeb
We hope you have fun while you explore it for yourself. And if you do, make sure to leave us a review. We'd really appreciate that. Check out our Steam Page here!
Love, Peace & Video Games
https://redd.it/1jo5kl7
@r_Unity3D
How our chemistry-based AR game evolved from prototype to final release
https://redd.it/1jo1igp
@r_Unity3D
I'm working on a tank game. I just made destructable trees.
https://redd.it/1jnymv0
@r_Unity3D
My Debug Panel Asset is NOW AVAILABLE on the Asset Store! A lot of effort has gone into it, so I hope it's useful for anyone.
https://redd.it/1jnzc85
@r_Unity3D
How do I achieve what I am trying to do?
I have already some exported png asset files and a base game apk. The files have no home for them as they are normally from a download from the server which is now shut down. I am trying to get the png files to load and run in asset studio to view the games characters but can't figure it out with my knowledge and googling ability. I figured the easiest way was to extract the apk, merge the asset folders and somehow load it into the asset studio. Other than trying to find an asset loaded apk of the game what else could I do, and where else should I post for help. The game is Hero Cantare with WEBTOON and I cannot find the character arts anywhere even with the way back machine as artist accounts have been taken down and bad file links on wiki and similar websites.
https://redd.it/1jnwt1r
@r_Unity3D