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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
I made a mobile-style wheel picker UI for Unity 2D (date/time + custom selectors)
https://preview.redd.it/28vh1b3txvwg1.png?width=1950&format=png&auto=webp&s=f9408a11bcac2a83a338b89265e5069177a863c9
Hey everyone,
I’ve been working on a wheel picker UI system for Unity and wanted to share it here, especially since a lot of 2D/mobile projects need clean selection UIs.
The idea was to recreate mobile-style pickers (like date/time selectors) but keep it flexible for different types of data.
Right now it supports:
• Date picker (day / month / year)
• Time picker (hour / minute / AM-PM)
• Custom data (text, labels, etc.)
• Smooth scrolling with snap-to-center selection
I focused a lot on making the scrolling feel natural and responsive, since that’s usually what makes or breaks these kinds of UI components.
Curious to hear:
* How do you usually handle selectors in your projects?
* Any UX issues you’ve run into with wheel-style pickers?
* What features would make this more useful?
Happy to share more details if anyone’s interested.
https://redd.it/1stajr0
@r_Unity3D
Layer renders in orthographic but not perspective projection?
The brown layer is what I'm looking at. Right window is scene window.
Perspective
Orthographic
https://redd.it/1st9kys
@r_Unity3D
How hard is it to actually ship a low-poly game as a solo beginner?
I'm interested in making a low-poly style, third-person game. I've been learning Blender for a while and can put together basic low-poly models, but honestly it's not as smooth as I'd like yet and I'm still figuring out a lot of things. Been animating casually for about a year though, so that part feels more natural. That said, I have zero experience actually making a game.
Unity feels like the best option, but my plans below might fit a different engine better, if you have suggestions, please let me know.
The game I have in mind is a third-person walking experience. No combat, no complex mechanics. Just the player moving through environments, with NPCs running their own animation cycles in the background. One companion NPC that stops and waits when the player falls too far behind. Maybe some NPCs that follow the player with their gaze, but that's a nice-to-have, not a must.
Does this sound doable? I expect most of my time to go into modeling the landscapes and animating the environments and NPCs, since the whole focus of the game is on experiencing and taking in the world. Since modeling is still a weak point for me, I've been wondering if an AI workflow could help fill that gap. On the Unity side the scope feels manageable. Basic locomotion, simple NPC behavior, no real interactivity beyond walking and looking. I'm expecting most of my time to go into building out the environments and getting the visual feel right.
Deadline is May for a class final. A polished demo would be enough to submit. I'm not trying to ship a complete game.
Would love to hear what you think!
https://redd.it/1st6g72
@r_Unity3D
DamageEvent: Pooling, struct or struct ref?
https://redd.it/1sss0yd
@r_Unity3D
PlasticSCM broke their certificates?
https://preview.redd.it/rr3mrbw4prwg1.png?width=395&format=png&auto=webp&s=5b274bc57ef644e91da7fefa12f3bfb9afb21058
The hell is this? I'm dev'ing away (on a project using Unity Version Control, old PlasticSCM) and suddenly this keeps popping up every time I try to play. Any ideas what this is?
https://redd.it/1ssqcrx
@r_Unity3D
Free Textures Stylized Ceramic Tiles
https://redd.it/1ssk4bh
@r_Unity3D
Which one do you like better?
https://redd.it/1ssh7y6
@r_Unity3D
Been working on Bombs for our ragdoll game, does this feel satisfying?
https://redd.it/1ssfdyc
@r_Unity3D
It's very subtle, but adding scale/rotate animations to UI elements on mouse hover really adds helps avoid the static feeling the game had before.
https://redd.it/1ssdluq
@r_Unity3D
Co-op 2D Roguelike
https://www.youtube.com/watch?v=CbuC1MicHQI&t=6s
https://redd.it/1srvxvt
@r_Unity3D
Designing characters BEFORE coding movement… mistake?
https://youtu.be/d1XdKExmbPM
https://redd.it/1ss1zwi
@r_Unity3D
My breakdown of how we make UI for PANTHALASSA
https://redd.it/1srvk4g
@r_Unity3D
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
@r_Unity3D
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
@r_Unity3D
Spent the last two years making an alternative to Unity ECS
https://redd.it/1srlphc
@r_Unity3D
I built a cleaner debug console for Unity (better logs, filtering, search) useful for larger 2D projects?
Hey everyone,
I’ve been working on a custom debug console for Unity to improve how logs are handled during development.
While working on 2D projects, I often ran into issues where the default console became cluttered quickly, especially when dealing with frequent updates, UI events, or gameplay logs.
So I built a cleaner system focused on readability and faster debugging.
Current features:
• Log filtering (info, warnings, errors)
• Real-time search
• Cleaner grouping of logs
• Improved stack trace readability
• Custom editor window for better organization
The goal was to reduce noise and make it easier to track issues during development.
I’m curious:
* How do you manage logs in your 2D projects?
* Do you rely on the default console or use custom tools?
* Any features you wish a debug console had?
Happy to share more details or implementation approach if anyone’s interested.
https://redd.it/1staktr
@r_Unity3D
How do you resize the tile grid correctly?
I just want a small tile grid for a certain purpose in my game and I resized the grid cells and also just resizing the scale of the grid itself works, but I keep having issues with flickering and then banding at some zoom levels.
do I really need to have every game asset be the same pixels per unit as the tiles that I use? Because it does work properly if I set the camera at 16 pixels per unit, which is what my test tiles are at, but that all of the other assets.
Should I just do that and then scale up every other asset so far? I’m just not sure what the correct process and I keep missing every single little thing up with 2d. I don’t wanna get wrong something important at this stage, like I had it working and it was totally not actually working as soon as I put a camera controller in the character
https://redd.it/1st6md2
@r_Unity3D
[Resource] I draw 5-7 new RPG icons every day. Grab the Free Version daily to prototype your Unity games without fighting the Sprite Editor! (Day 8 / 150+ Icons)
https://redd.it/1sst2ml
@r_Unity3D
Built a mechanical menu transition system in Unity for my indie game (DOTween + state machine)
https://redd.it/1sskxu5
@r_Unity3D
I’m making a level for my game. Do you think it’s already on par with Unreal Engine? :D
https://redd.it/1ssj3yj
@r_Unity3D
we used DOTS and entities to simulate loads of fish for our coral reef city builder
https://redd.it/1ssg7bv
@r_Unity3D
Void Rhythm | My new shooter game with bullet time power
https://redd.it/1ssedj7
@r_Unity3D
I made a 2D character maker for Unity — what do you think?
https://redd.it/1ssbsvh
@r_Unity3D
I’ve been getting into Unity GUI and animations!
https://redd.it/1srwx8w
@r_Unity3D
Trying to make our card UI feel less flat with a parallax effect
https://redd.it/1srzw2l
@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
@r_Unity3D
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
@r_Unity3D
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
@r_Unity3D
Got some real tough enemy waves going after surviving the 10th wave
https://redd.it/1srn17j
@r_Unity3D