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I redraw my rogue lite progression screen for the game I make in Unity after people got confused does the flow read better now?
https://redd.it/1stlaao
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Added a new type of fireball to my Unity game!

https://redd.it/1stisxf
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I made a small post-apocalyptic text RPG in C# (WPF) — here’s what I learned
/r/IndieDev/comments/1ssth4k/i_made_a_small_postapocalyptic_text_rpg_in_c_wpf/

https://redd.it/1stfmat
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I made a crappy 3D world, what now?

https://redd.it/1stdltx
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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
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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
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GPU Driven Terrain

https://redd.it/1ssuk7a
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[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
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Built a mechanical menu transition system in Unity for my indie game (DOTween + state machine)

https://redd.it/1sskxu5
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I’m making a level for my game. Do you think it’s already on par with Unreal Engine? :D
https://redd.it/1ssj3yj
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we used DOTS and entities to simulate loads of fish for our coral reef city builder

https://redd.it/1ssg7bv
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Void Rhythm | My new shooter game with bullet time power

https://redd.it/1ssedj7
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I made a 2D character maker for Unity — what do you think?

https://redd.it/1ssbsvh
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I’ve been getting into Unity GUI and animations!

https://redd.it/1srwx8w
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Trying to make our card UI feel less flat with a parallax effect

https://redd.it/1srzw2l
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Implemented a Dynamic Camera System for Yodha

https://redd.it/1stih6d
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How can I make my sword combat feel better?

https://redd.it/1stdo45
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A Matter of Perspective
https://redd.it/1stfckz
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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
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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
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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
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DamageEvent: Pooling, struct or struct ref?
https://redd.it/1sss0yd
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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
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Free Textures Stylized Ceramic Tiles

https://redd.it/1ssk4bh
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Which one do you like better?
https://redd.it/1ssh7y6
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Been working on Bombs for our ragdoll game, does this feel satisfying?

https://redd.it/1ssfdyc
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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
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Co-op 2D Roguelike
https://www.youtube.com/watch?v=CbuC1MicHQI&t=6s

https://redd.it/1srvxvt
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Designing characters BEFORE coding movement… mistake?
https://youtu.be/d1XdKExmbPM

https://redd.it/1ss1zwi
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My breakdown of how we make UI for PANTHALASSA

https://redd.it/1srvk4g
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