r_unity3d | Unsorted

Telegram-канал r_unity3d - r/Unity3D

156

News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).

Subscribe to a channel

r/Unity3D

Bao Bao's Cozy Cleaning Services - Official Gameplay Trailer
https://www.youtube.com/watch?v=gx28cxcJIG4

https://redd.it/1tyebwa
@r_Unity3D

Читать полностью…

r/Unity3D

Whirlight – A huge thank you from the team

https://redd.it/1tybqbe
@r_Unity3D

Читать полностью…

r/Unity3D

We built a Rope + Ragdoll + Multiplayer game (Don’t Pull Me) - here’s what went wrong

Note: This below text was translated using AI, so I apologize if it feels like AI generated. It is hard for me to write a long and well structured paragraphs in English.

\---

Together with my twin brother, we set out to create a **physics-based experience that would both frustrate and make players laugh**. Our main inspirations were “*Chained Together*” and “*Only Up*” The idea was simple: **2–4 players would be connected by a rope** and try to complete challenging parkours together.

In the first prototype, I used a **classic character controller and a simple rope system**. It worked technically, but the gameplay wasn’t satisfying. At that point, I decided to shift direction and move to a **ragdoll system similar to** "*Human Fall Flat*" game. That’s where the real challenge began.

Combining a ragdoll character with a rope system that constantly interacts through physics turned out to be **far more complex than I expected.** On top of that, I was using different assets for each system. Even on their own, they were difficult to set up. Getting them to **work together in a stable way** became a serious engineering challenge. **Adding multiplayer** requirements made everything even more **complicated**.

Despite all this, I didn’t give up. I genuinely wanted to play this game myself.

I spent around **3 months** focusing solely on making the **character and rope interaction stable and consistent**. In the end, the result was both technically solid and genuinely **fun to play**.

The next step was testing the game under real network conditions. I integrated **Steam Relay** (via ***Heathen Steamworks***). However, a system that worked perfectly in local testing started to show **serious latency issues** with relay connection. I was getting around **110ms ping**, combined with tick rate and interpolation, resulted in an **effective delay of 250–300ms**. For a game that requires **precise timing**, this was unacceptable.

To improve performance, I tried several approaches:

* Added **extrapolation to character bones**
* Increased **tick rate**
* Optimized **data flow**

These improved playability, but still didn’t reach the smoothness I wanted.

To reduce latency further, I decided to implement a **direct (P2P / Nat punchthrough)** connection option. Since Steam’s new networking API didn’t allow this, I experimented with ***Epic Online Services***. It was very easy to set up, but it **didn’t work reliably** on some machines. Since I couldn’t clearly identify the issue, I had to remove it.

After more research, I discovered that **Steam’s older networking API supports direct connections**. I implemented a custom integration with **FishNet**, and finally got it working reliably.

As a result:

* Relay latency dropped from **250–300ms** to around **130–150ms**
* Direct connection latency went **down to 20–30ms**

Players can now choose between d**irect connection for lower latency** or **relay for IP privacy**.

What started as a simple idea turned into much bigger project as time goes. Still, I’m very satisfied with the result. Taking the time to build something **solid instead of rushing** a shallow implementation **always pays off**.

\---

Probably I will share how our game **wishlist and sales performed** in next months. Hope you liked the post.
Please **do not hesitate to ask questions**. I will try to answer all of them.

\---

We are **collecting wishlists** for now. There will be playable demo at Steam Next Fest (Jun 15-22). And will be released to "Early Access" after 2-3 days.

I hope you like the game. Please consider adding to your wishlist if you like it ❤️

Game name: **Don't Pull Me**

[Don’t Pull Me! on Steam](https://store.steampowered.com/app/4423110/Dont_Pull_Me/)

https://reddit.com/link/1tx696k/video/34oie5xu8d5h1/player

https://redd.it/1tx696k
@r_Unity3D

Читать полностью…

r/Unity3D

I got tired of snow and rain particles lagging behind my characters, so I built a custom GPU Particle System! Created specifically for fast-moving things, with a simple set of features, and amazing performance for simulating plenty of particles!

https://redd.it/1twyddk
@r_Unity3D

Читать полностью…

r/Unity3D

For so long I wanted to create this satisfying animation when removing terrain, I finally did it!

https://redd.it/1twxsi9
@r_Unity3D

Читать полностью…

r/Unity3D

made my first game ever called snowblind ❄️

https://redd.it/1twwl9s
@r_Unity3D

Читать полностью…

r/Unity3D

After 1.5 years of hard work, we've finally released a demo on itch.

https://redd.it/1twpxm2
@r_Unity3D

Читать полностью…

r/Unity3D

To be honest, we weren't entirely happy with the art direction of our first game. For our second game, Anomaly President, we've put a lot more effort into improving the visuals and overall art style. What do you think of the new look?
https://redd.it/1twnpay
@r_Unity3D

Читать полностью…

r/Unity3D

I added a new Hazard

https://redd.it/1twlpx6
@r_Unity3D

Читать полностью…

r/Unity3D

90s style OS re-created in Unity 6

https://redd.it/1twcef2
@r_Unity3D

Читать полностью…

r/Unity3D

the skill tree visual editor i made for my game IncreKnight

https://redd.it/1twbzic
@r_Unity3D

Читать полностью…

r/Unity3D

A Little Spin goes a LONG Way

https://redd.it/1tw7gj9
@r_Unity3D

Читать полностью…

r/Unity3D

After months of development, Flawless Run is finally complete
https://rennoorgames.itch.io/flawless-run

https://redd.it/1tw5rri
@r_Unity3D

Читать полностью…

r/Unity3D

Can anyone explain what could potentially cause this weird purple sprite afterimage?
https://streamable.com/4wrof5

https://redd.it/1tw40g5
@r_Unity3D

Читать полностью…

r/Unity3D

[UNITY] 8 Months building this Action Roguelike in Unity - Playtest Live on Itch.io!

https://redd.it/1tvy7q0
@r_Unity3D

Читать полностью…

r/Unity3D

Unity is the new home of my game
https://youtu.be/_jCIBhn-D8w

https://redd.it/1tybvu8
@r_Unity3D

Читать полностью…

r/Unity3D

Making a fishing slime that lives on your desktop
https://redd.it/1ty9e5f
@r_Unity3D

Читать полностью…

r/Unity3D

TIL: Linear and random distribution in editor

I've been working with Unity for 6 years. For more than 3 years of that I always implemented my own editor tools to help me spacing scene objects.

I already knew that the input fields can do math, but today I learned two glorious things I wish I had known sooner - `L(a, b)` and `R(a, b)`. (I don't know when was this added - I am using 6000.4.8f1)

As a setup, you need your objects you want distributed - select them. I added a small gizmo that shows the objects coordinates.

Setup - You need to select the objects to be distributed.

`L(a,b)` let's you linearly distribute items between points a and b.
In this example, I am using `L(0, 15)` in the X coordinate.

L\(a,b\) lets you linearly spread your game objects between two points

Here with the same Z coordinate for better visibility

`R(a,b)` lets you distribute objects randomly. Note that the randomness changes each time you finish the pattern in the field.

R\(a,b\) let's you randomly distribute game objects between two points

Again with constant Z for visibility

I just wish this was documented somewhere, because the only link I found lead to "This page doesn't exist." (https://docs.unity3d.com/Manual/EditingValueProperties.html)

I hope it helps some of you! Good luck with your projects!

https://redd.it/1tx3me5
@r_Unity3D

Читать полностью…

r/Unity3D

There's still a lot of work to be done, but I really love how it looks!
https://youtu.be/Gae-QIANh8M

https://redd.it/1tx0c9i
@r_Unity3D

Читать полностью…

r/Unity3D

Edens’s Byte Playtest
/r/playmygame/comments/1twy55u/edenss_byte_playtest/

https://redd.it/1twy5v2
@r_Unity3D

Читать полностью…

r/Unity3D

Simply asset packs

https://redd.it/1twsyt6
@r_Unity3D

Читать полностью…

r/Unity3D

Built a plane in my contraption building game

https://redd.it/1twnsno
@r_Unity3D

Читать полностью…

r/Unity3D

BLAME! style project

https://redd.it/1twn4tx
@r_Unity3D

Читать полностью…

r/Unity3D

Caribbean Islands Environment | World Flythrough (Unity6 URP Showcase)
https://www.youtube.com/watch?v=69woc8qUlTo

https://redd.it/1twl44a
@r_Unity3D

Читать полностью…

r/Unity3D

Does this make entering prices feel more fun?
https://redd.it/1twija5
@r_Unity3D

Читать полностью…

r/Unity3D

Chasing Steam Deck Verified: How we halved our GPU load and doubled battery life (Native Linux / Unity 6.3)
https://redd.it/1tw9vi5
@r_Unity3D

Читать полностью…

r/Unity3D

I just released my first keyboard icon pack to make your games more beautiful without compromising readability
https://www.reddit.com/gallery/1tw8m0w

https://redd.it/1tw9exo
@r_Unity3D

Читать полностью…

r/Unity3D

Update for TileMaker DOT Map Editor is out now
https://redd.it/1tw575d
@r_Unity3D

Читать полностью…

r/Unity3D

Feedback before steam June fest for my Trackmania inspired arcade racing demo

https://redd.it/1tvy8aq
@r_Unity3D

Читать полностью…

r/Unity3D

I was inspired to make the props in my game less static. Destroying stuff is way more fun

https://redd.it/1tvs0au
@r_Unity3D

Читать полностью…
Subscribe to a channel