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r/Unity3D

What's is the best way to make a multi gun/weapon system?

I’m developing a top-down shooter to improve my skills, and I’ve reached the point where I need to create a system with a large variety of weapons, similar to a roguelike.

During my research, I came across Scriptable Objects. I find them a bit confusing since I don’t really know how to use them yet, especially when it comes to managing multiple separate elements like sprites, animations, projectiles, and so on, but at the same time they seem very appealing.

I’m looking for something more modular, where I can build reusable systems and make it much easier to create new weapons.

If Scriptable Objects are the best approach for this, I’d really appreciate some guidance on how they work and how to properly use them in this kind of system.

If not, could someone with more experience suggest the best way to structure this?

https://redd.it/1sryvzb
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A mountains camp I made for my hand drawn metroidvania game called Endless Night Sonata. Here you can recover your health and relax for a while
https://youtu.be/vFcASgx-wlk?si=OHkq332rdL2-md-y

https://redd.it/1srqo14
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I have a question about 8 Directional Animation.

In a top-down view game, there are individual motions for each of the eight directions.

Do I have to draw all the motions for the eight directions manually? Or is there a helpful feature?

https://redd.it/1srm1r1
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Got some real tough enemy waves going after surviving the 10th wave
https://redd.it/1srn17j
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My first game just launched and it's a Unity3D game :)

https://redd.it/1srjqol
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The amount of stress this engine has brought me😂
https://redd.it/1srhzfk
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Implemented a Proxy Rasterizer in my virtual geometry system which reconstructs triangles as voxels for mesh instances in the distance to completely bypass the overhead of barycentric coordinates in my software rasterizer when dealing with sub pixel geometry.

https://redd.it/1srdr82
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A bug made an NPC absolutely massive and it was hilarious. Naturally, I had to write it into the game. Happy game dev accidents.

https://redd.it/1sr5jt1
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What do we think - pixel / crt, or unfiltered?

https://redd.it/1sqzj4b
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Combined 3d with 2d for a desktop typing game
https://redd.it/1squehd
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Elden Ring style camera

https://redd.it/1sqoycr
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Building swing in your room in Blockworks with Unity Polyspatial

https://redd.it/1sqpo15
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Please guide me to resources that teach me how to work with these assets
https://redd.it/1sqllyq
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Built a few Unity tools — giving away vouchers for anyone who wants to test them

Hey everyone,

I’m an indie dev working on a few Unity tools and I’m trying to get some real-world feedback.

Instead of just pushing them out there, I thought I’d give away some vouchers to people who are actually interested in testing them.

If you’d like to try them out, just comment or DM me and I’ll send you a code.

Any kind of feedback helps a lot.

https://redd.it/1sqjxqh
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We want players to notice this task board without shoving it in their face. How obvious should it be?
https://www.reddit.com/gallery/1sqhydi

https://redd.it/1sqhyxv
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Why is there a sudden influx of "AI" developers coming here in droves.

Its getting incredibly annoying with so many "AI" developers asking for feedback to develop a tool that they would then monetize despite doing no real work on it. Or asking for positions for an AI developer to work on a project. Should we start asking the mods to start banning such posts

https://redd.it/1sruh00
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Is there a better way to handle modular 2D animations in Unity?

I’ve been running into this problem when working on 2D animations:

if I change something like a character’s arm, outfit, or gear, I end up having to update it across loads of frames

From what I understand, in Unity you can handle this with things like SpriteRenderer swaps, Animator setups, or rigged systems — but it can still feel quite rigid or setup-heavy depending on the approach

I’ve been experimenting with a different workflow where you build poses and then swap parts or layer multiple assets (weapons, gear, effects, etc.), and have those changes apply across all frames automatically

Curious how people here handle this in practice:

• do you rely on rigging systems (2D Animation package)?
• sprite swapping setups?
• or something else entirely?

I put together a small alpha tool around my approach if anyone’s interested:
👉 https://theemeraldsea.itch.io/2d-modular-animator

https://redd.it/1srral5
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Spent the last two years making an alternative to Unity ECS

https://redd.it/1srlphc
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Feedback on new portal design?

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

Whirlight – No Time To Trip arrives on Steam on May 14th
https://redd.it/1srjrgt
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ASSET 2D Minimal Enemy Monster Pack (50 Animated Characters for Casual Games)

Hey everyone!

I recently put together a pack called 2D Minimal - Enemy Monster, and wanted to share it here.
**Preview**

https://i.redd.it/vtfo1zvz8iwg1.gif

https://i.redd.it/fqo6dzxz8iwg1.gif

https://i.redd.it/bvdstyvz8iwg1.gif

https://i.redd.it/h22vszvz8iwg1.gif

https://i.redd.it/zstqqzvz8iwg1.gif

https://i.redd.it/hxsrfyvz8iwg1.gif

https://i.redd.it/mb4esyvz8iwg1.gif



https://preview.redd.it/lseutiyr7iwg1.png?width=1950&format=png&auto=webp&s=855d893ae8f0f18b4c1a0878b3ae0c7ac605d7af

https://preview.redd.it/klqi1jyr7iwg1.png?width=1950&format=png&auto=webp&s=d39b49ddb8eea19dd44bf70d92afe795fb723e94

https://preview.redd.it/teegsjyr7iwg1.png?width=1950&format=png&auto=webp&s=00d543e8320897c482f61669d0455055b5fbc47f

https://preview.redd.it/8ypcpvzr7iwg1.png?width=1950&format=png&auto=webp&s=9645057ffca0e48aa3c930e431bea1c157b2b42c

https://preview.redd.it/okyqivzr7iwg1.png?width=1950&format=png&auto=webp&s=d1216e3f0061b29699117e344d49147a553b086a

It’s a collection of 50 minimal-style enemy characters made for casual games. I tried to keep each design simple but still distinct enough to work well for things like wave systems or different stages.

All of them are animated in Unity and include the basic motions you’d typically need, so they should be pretty easy to drop into a project. I’ve also been using them alongside other Minimal-style assets to keep everything visually consistent.

If you’re working on a casual or mobile project and need some lightweight enemy assets, this might be useful.
Happy to hear any feedback as well!

https://redd.it/1srhkyk
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Here's a Gaussian Blur two-pass post process which supports sparse kernels, and a Radial Blur effect with configurable step size

https://redd.it/1sr305y
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Blind drops = Bad game design ?

https://redd.it/1sr2jdk
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Considering moving from Godot to unity. Is it worth it in my case??

I'm a hobbyist in the Dev using Godot currently to make a 3D simulation game. For work, I work as a financial analytics engineer/data scientist. At first, Godot was actually really nice, as a newbie who doesn't know anything about game development.

Some of the biggest pain points I have with Godot, though, are the lack of established systems, and it has gotten to the point where it feels like a cheap toy, and I feel like I am an unserious developer using Godot. For example... I recently learned they don't have a terrain system the hard way. Not only that, the terrain system people do use, a plug-in/addin that people maintain out of the goodness of their heart, currently isn't supported by the latest version of Godot, 4.6. apparently it only goes up to 4.5.2. it's not easy to downgrade your project, and you can't simply go and make a bunch of terrain for your entire game in another version and then copy and paste it over. So this has been extraordinarily disappointing to me. But it's not the only time this has happened, with systems. It feels like everything needs to work around, and your choices are Make it yourself from scratch, rely on something else and hope to God or whatever else you believe in that the people won't abandon it when it breaks on the next update... Kind of unnerving to me


Another thing is that the engine itself seems very underdeveloped. I get it, it's still early on and it's development and a newer engine, has not been battle tested for any AAA scale games and is a constant moving target. But it seriously does not feel like a functional product as I'm using it. Everything requiring a workaround, many things broken, being instructed to fix it yourself when you have no such knowledge or idea how to do that. But if you really need something, and it's not there, the community is not going to work on it, and you don't have the capability as a hobbyist indie developer to make an entire core system yourself from scratch.. what are you going to do? Really.


So yeah there are a few things that are driving me more towards unity, honestly

https://redd.it/1sqx3py
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we made a roguelite where you dress up historical figures with gear to make broken combos
https://redd.it/1sqqgiw
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This sub is turning into asset store advertising. Proposing a new rule.

Don't get me wrong, Reddit always had a disproportional amount of asset developers as apposed to developers. However there use to be a balance of real post against obvious fishing posts. Now it is impossible to tell if someone is asking a real question, or if it is an alt account to market an asset.

The irony is that all this advertising is driving developers to other communities, and this sub will end up with asset developers trying to sell to asset developers, that is not an working ecosystem. Now I am not asking to ban asset posts, some are good. What I propose is that the community makes a rule against answering questions with asset recommendations, unless the Title asks for asset recommendations.

"Unity controller sucks!" - No asset recommendations allowed.

"I can't stand the Unity controller, recommend me an asset" - Assets allowed.



https://redd.it/1sqqqgj
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[Resource] I got tired of messy assets, so I’m drawing FREE new 16x16 RPG items every single day. Neatly organized and ready for Unity's auto-slicing! (Day 6)

https://redd.it/1sqoi8z
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Most difficult asset I ever done - 126 layers, over 200k pixels hand pixelled. Does it look good? And what's the most difficult thing you ever drawn?

https://redd.it/1sqlzni
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How to achieve “distance scaling” without breaking pixel size in a pixelart game?

Anyone who played a ’90s point-and-click will remember how, when the protagonist walked away from the camera, their size shrank while the pixel size stayed the same. In this video you can see an example of what I mean, when Guybrush walks to the door at the begining.

As far as I understand, back then the usual approach was to swap sprites when the character moved into a “far” area, and switch back to the original sprite when returning to a “near” zone. However, I’ve seen this same effect in more recent pixel-art games that are otherwise not very polished, which makes me wonder if there’s now a less costly way to achieve it, something like having the camera render at a low resolution, say 640×480.

Has anyone used a similar effect and could explain how to achieve it? Thanks!

https://redd.it/1sqiyii
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What price range makes sense for a soft body tire system on asset store?

https://redd.it/1sqfzxf
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