156
News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Ability to customize character appearance/skins using skin mesh renderers
https://redd.it/1th06al
@r_Unity3D
Continue working on my dynamic wireframe shader
https://redd.it/1tgvcs4
@r_Unity3D
Built a custom physics package for Unity ECS
https://redd.it/1tglqoc
@r_Unity3D
Building a procedural geometry engine for Unity
https://redd.it/1tgfmmq
@r_Unity3D
Just finished a casual VFX pack
https://redd.it/1tgh61a
@r_Unity3D
Added nuclear pistol to my topdown shooter
https://redd.it/1tg3yqy
@r_Unity3D
Here's 3 years of my solo game dev journey in a single video!
https://redd.it/1tg5tma
@r_Unity3D
Adding "Juice" to UI: How much does button feedback matter for your games?
https://assetstore.unity.com/packages/vfx/shaders/hydrofx-buttons-317251
https://redd.it/1tg4hff
@r_Unity3D
The update is live! These icons were super fun to make.
https://www.reddit.com/gallery/1tg2y42
https://redd.it/1tg30bf
@r_Unity3D
Nothing stops my game from looking blurry/pixelated
I've tried probably 10-15 different "Solutions" over youtube, reddit and other forums.
I suspect I'm just an idiot, but following all these tutorials has not made a single difference to the appearance of these objects. And even opening a new project with no changes besides spawning in text and trying to make it appropriately small on the screen (For a piece of papers scale from the players perspective) results in this.
Below is an album of every setting I can think of to show you. But also some common ones I've seen so no one asks.
1. Game view is set to 1920 x 1080
2. Scale is set to 1x
3. Other scales are in images but main camera is at 5, canvas is at 1/1/1 1920/1080 width height and is set to world space.
4. It's not the font, this issue is persistent across all fonts custom and unity-provided. It's also consistent over assets like the sprite triangle which has jagged edges in the live view but not in scene view.
5. Dynamic pixels per unit is 1 / 100 reference. But I've also used any other combo of numbers and nothing chanegs.
6. Textures are set to point, no compression, all that. Doesn't matter they have the same issue as everything else.
7. I've tried both small font size, and large font size, and messed with character size in the font import/inspection window
8. I've tried both changing the "scale" of the font object, and also used the high font size + scale tool trick. Doesn't work.
9. All assets imported including text, pngs, and otherwise, all have blur to them.
10. Adjusting pixels per unit does nothing on a given asset. Unless I massively oversize an asset to the point it's leaving the main camera window.
11. The screenshots of the full screen are of 1920x1080 scale
I'm at a complete loss for solving this. Every piece of text is unreadable and chunky. Textures have this odd jagged edge to them. I tried upscaling the camera thinking it was just too small but it does the same thing regardless of scale.
I'm just trying to create readable documents the player can look at.
Here's your album of all settings and layouts:
https://ibb.co/album/ccnQzx
https://redd.it/1tfy6l9
@r_Unity3D
I released my first Android idle game and I’m testing Google Ads - has anyone tried this?
https://www.reddit.com/gallery/1tfr2bi
https://redd.it/1tfr2le
@r_Unity3D
Massive improvements in the physics department
https://redd.it/1tfnslm
@r_Unity3D
Stop using frequent Instantiate/Destroy! A quick guide on Unity's built-in Generic Object Pooling.
https://redd.it/1tfny2j
@r_Unity3D
What technologies and skills should modern Unity game developers focus on right now?
Hey everyone,
I’m currently learning game development in Unity and trying to understand what technologies and workflows are most important in modern game development right now.
What should Unity developers stay updated with today?
Things like:
Multiplayer systems
AR/VR
Procedural generation
Optimization pipelines
Real-time rendering
Backend systems
Live-service architecture
ECS/DOTS
Shader workflows
Cross-platform deployment
I’m also curious about what trends are growing fastest in the gaming industry overall and what skills will become more important over the next few years.
Would love to hear advice from experienced developers about what’s worth learning today.
https://redd.it/1tfk2op
@r_Unity3D
I'm working on a lock-on system with gap closers
https://redd.it/1tfkgim
@r_Unity3D
Question: Best pipeline to achieve modular, pseudo top-down, animated character rig
# Overview
I'm working on a top-down scifi survival horror solo project and running into a wall. I need to find some way to build a modular, top-down character system so that I can easily focus on quickly creating a lot of gear/equipment/character customization options without necessarily hand-drawing each frame for resulting animations.
The perspective I'm working with is "Pseudo top-down" i.e. the entire character is visible and can move in all directions.
# Context
I'm using Aseprite for asset creation
My characters are drawn on a 32x42 canvas
Thus far all character pieces, hairstyles, clothing have been drawn and animated to fit over top of each other and be layered together.
The game will be built on a 32x32 px "pixel-perfect" tile grid so my solution will need to support this.
# Attempted Workflows
Thus far I've attempted two different workflows:
1. Hand drawing every frame for every animation in Aseprite. I don't mind to do it but it restricts my armor/clothing to be entire sets - which is not really what I'm after. Also, it's incredibly time consuming which would be fine if I could still maintain modularity.
2. Separate each piece of the character (arm, leg, torso, head) and rebuild the character in Unity - pretty much leaving me with built-in rigged 2d animation - which is pretty finicky and can be irritating to setup without importing PSB files and using Unity's built-in PSB file importer to set up/skin a character with multiple sprite libraries.
1. Additionally, this animation style doesn't do well with movement toward/away from the camera. It's difficult to "sell" forward/backward movement with only 2d bones.
# Solution?
Is there a workflow or something I'm missing? Surely I can't be the first to pursue something like this and I'm missing something?
Is it possible to build a 2d character rig at the appropriate scale and just assign sprites to each bone? Is it possible to do so and create decent looking movement animations in 4 directions? I'll attach a few images of a couple characters for context.
Thank you in advance for anybody who can offer insight/assistance!
https://i.redd.it/mbraicx53y1h1.gif
https://i.redd.it/dd3g1cx53y1h1.gif
https://redd.it/1tgu8rh
@r_Unity3D
We made unique icons for 127/253 of our upgrades so far. they all used to be placeholder!
https://redd.it/1tgp3ac
@r_Unity3D
I made my own weather system
https://redd.it/1tgftob
@r_Unity3D
Why is it like this all the time?
https://redd.it/1tggzj9
@r_Unity3D
I am in troubles... again
Hello im back, ehmm... What’s the correct way to add purely decorative objects to a Unity 2D map so they don’t interact with collisions or physics at all? I want to place props/decoration in my scene that are only visual, and I’m not sure what the best practice is to make sure Unity completely ignores them for collision and physics.
https://redd.it/1tg9mbi
@r_Unity3D
Need help for camera top-down view for multiple maps in one scene
Hello to all,
I plan to create a big JRPG in 2D, but I'm trying at first to have the good tools and the good architecture with some tests before beginning the big project. I think to be prepared the most will be easier when I will take matters seriously.
But right now, I have a big issue.
https://preview.redd.it/nf8tuybqzr1h1.png?width=1914&format=png&auto=webp&s=7d9343c327901612fcf2b90ff9d62ebe5a1f6d27
In a scene, I have 2 or more maps (in the picture, they begin with "Grid"). In each map, there is two (or more) tilemaps layers, a camerabounds tilemap and a collision tilemap.
The tilemap layers and the collision tilemap works, no problem.
But not the camerabound.
https://preview.redd.it/taizwybqzr1h1.png?width=1918&format=png&auto=webp&s=c5ed63497e8d45246726748a10ed9dc5597980b2
My logic behind it is that the camera can follow the player when it's in the tilemap (in the second picture, this tilemap is cyan color).
The camera cannot go beyond the map. If the player wants to approch the border, the camera stays at the same place. It's only when the player leave the border to go back at the center of the screen than the camera starts to follow the player again.
And I can't make it work with my script.
Moreover, as I want to have more than one map in the scene (for dungeon maps, for exemple), I have to be sure that the player is in which grid, then calculate the camera.
And player can "teleport" between some maps, as old-school JRPG maps.
For the camera, I currently use Cinemachine. I also created two scripts (with AI help, because I didn't want to look the full code documentation at first), which are not really working for my issue.
You will find them here : https://limewire.com/d/SZVh1#Szie4r8MXc
(The link will not be available anymore in 7 days)
I'm a software engineer, knowing how to code and my algorithms even if I'm really bad at maths (so you can talk with technical programming language).
But I'm stuck to understand this camera issue and how to resolve it.
Thanks by advance.
PS : and sorry for my bad english, I'm not a native english person.
https://redd.it/1tg46xe
@r_Unity3D
I made a tool to fix the awful color shift in Unity's default ACES
https://redd.it/1tfyv3g
@r_Unity3D
Pouf 64, a Mario 64-inspired 3D platformer
https://redd.it/1tfxg30
@r_Unity3D
Does a Google Play Business/Organization account require closed testing?
Does a new Google Play Console Organization/Business account still require the 12 testers for 14 days closed testing before production release?
Or is that requirement only for new Personal accounts?
https://redd.it/1tfy7ee
@r_Unity3D
Since we don't have nanite and I still wanted a 3D look while vertex painting I started working on this tool that bakes tessellation along the edges of different layers and the optimizes it into LODs :).
https://redd.it/1tftjua
@r_Unity3D
Grab this UI elements asset pack
https://redd.it/1tfpiet
@r_Unity3D
Grab this UI elements asset pack
https://redd.it/1tfnywu
@r_Unity3D
Update on my one-handed mobile Star Fox prototype! your feedback seriously helped, what should I add next?
https://redd.it/1tflr9x
@r_Unity3D
1 YEAR OF DEVELOPMENT
https://redd.it/1tfjf9a
@r_Unity3D