News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
If you’re just chilling and got a couple minutes to spare, give my devlog about making my first mystery game a watch!
https://youtu.be/_ffuZVvCmkE?si=8XfCTtI_KKrEb9_R
https://redd.it/1atfjxv
@r_Unity3D
I Added The FIRST BOSS To My Roguelike Game
Hey, in my newest DevLog I added the first ever boss fight to my game and changed a lot of things along the way. Hope you like it! https://www.youtube.com/watch?v=iHHz3kxotFY
https://preview.redd.it/1yid581ux6jc1.png?width=1280&format=png&auto=webp&s=9210074f1241c311e6e1092080b7bcaa2f15e0c5
https://redd.it/1at92h0
@r_Unity3D
I still cant upload videos
https://redd.it/1at6t2p
@r_Unity3D
"Petite Petanque" our game in development going well. Petanque is traditional game in Provence, here a little gif on shoot by a player for this #ScreenShotSaturday. Have a nice day everyone.
https://redd.it/1at4h1o
@r_Unity3D
Responding to feedback from playtesters?
I've tested my game on about 25ish people (from Reddit who I don't know personally) and mostly the feedback has been positive, no comments about gameplay, game pacing, balance, being boring etc. almost all feedback is QOL features, UI improvements etc.
Lots of the feedback has been "I didn't notice this thing, you should make it more obvious" - but the "thing" is unique to that person, everybody else figured it out immediately or picked it up from the tutorial. The tester would also figure it out, just not right away.
I really don't want to create a hand-holdy 10 minute tutorial going over everything just because the odd person took a while to figure it out.
But people are so certain in their feedback, so direct, and I always doubt myself! People will say "it wasn't obvious enough that X, you need to explain that to your players" ... And I'm thinking "only you didn't figure that out, everyone else either read the tutorial or figured it out" - if I added these things into a tutorial or something more obvious, I worry the tutorial phase of the game would be bogged down in hand holdy text boxes and explanations.
Some examples for context. The game is tower defence. Each of these things all players learned or figured out, but one person took longer to work it out and requested I make it more obvious.
1) some units are directional, when you place it a UI pops up so you set its direction. This is pretty self explanatory from the UI itself.
2) abilities are hold and release, release correct time for crit damage, like active reload from gears of war. The tutorial explains this, when you press the button an instruction pops up, most people work it out even if they skip the tutorial.
3) there are two types of tower, each using their own currency. Hero units level up with experience booster and traps are built with energy and level up like any other tower defence game. It's explained in the tutorial, re-enforced by optional challenges and it's kinda obvious from looking at the upgrade UI panel.
4) you can build walls, but they're are used for mazing (redirecting enemies), not blocking, if you block the enemy path, they attack the walls, there are indicators of enemy paths between waves that even show when enemies attack walls.
All these things are touched on in the tutorial, or super obvious to figure out through trial and error, you shouldn't need an obvious "pause and look at this while I explain it to you" section... In my opinion.
Sorry for the long post, I just wonder what people think and how you process this kind of feedback for your game? I really hate long hand holdy tutorials and I believe giving players thing to figure out for themselves makes it more engaging, as you feel achievement in figuring something out yourself. None of these things are game breaking even if it does take 15-20 minutes to work out! And ultimately everyone still enjoyed the game and finished the playtest (5 levels).
https://redd.it/1at4tbp
@r_Unity3D
This is how snowy Berlin looks like in our point-and-click adventure, is it cozy enough?
https://redd.it/1asxx0n
@r_Unity3D
Look at this Fake rope simulation I did in unity. I will put github link in comment.
https://redd.it/1asy6b9
@r_Unity3D
Good tutorial???
Sorry if this has been asked a million times. But it seems like every tutorial is either AGONIZINGLY slow and lingers on every little detail (like the ones on Unity's official site), or go so fast that they skip over important details or assume you know what everything means. Is there no in between? I really want a tutorial that is straight to the point but still teaches me the stuff I need to know to make the game. It makes me wonder how actual game devs learned unity, because I doubt many started with the stuff I've been seeing...
https://redd.it/1asttfs
@r_Unity3D
Sup y'all, so I need the player in my game to have a backpack that is meant to be big, but it looks bad from the back when you actually play because you can't really see the player. Any suggestions? I don't really want to go small as it won't show its heavy like I designed it to be.
https://redd.it/1asodoi
@r_Unity3D
Need help sprinting over gaps
I want to have the player be able to run over one-tile gaps while sprinting, meaning the air they run on needs to be inactive unless the player is sprinting, but as active ground when they are. I currently have it as an individual tile I have to place for each instance of a gap, and have it deactivate when the player touches it while they aren't sprinting, and vice versa, but that seems like it's gonna be a huge pain later down the line. Any alternatives?
https://redd.it/1asorwu
@r_Unity3D
Dark cloud shadows, medium cloud shadows, or no cloud shadows?
https://redd.it/1asf6iz
@r_Unity3D
Thank you all for so much for the positive feedback on my yesterday's post! Now I HAVE to do something with this concept lol
https://redd.it/1asevbk
@r_Unity3D
Need help on my Ui :(
https://redd.it/1atikrg
@r_Unity3D
Would anybody be interested in a VERY FAST reflections system? (This is NOT Screen-Space)
https://redd.it/1atfbgm
@r_Unity3D
Got her doing Tilemap work 😴🍺
https://redd.it/1atddec
@r_Unity3D
UI Toolkit vs UGUI
Hello, for Unity professionals, what do you prefer and why?
I haven't used UI Toolkit yet and have only been using UGUI since I started learning Unity.
https://redd.it/1at9twn
@r_Unity3D
Should my PPU be a power of 2
I'm making a game, not pixel art, but stylised, hand drawn and trying to decide what size to make my assets and what size to make the camera.
I've seen it suggested multiple times that power of 2 is better for performance but 1080 doesn't divide nicely by any power of 2.
If I wanted the view to be 12 units tall, each unit would be 90px at 1080p
I looked at the happy harvest demo, the camera is 6.2, so it's 12.4 units tall. So a unit is 87.1px and they have the PPU set at 64 - surely that means the art is being distorted
If I make my assets at 128ppu, I'd need to set the camera to 4.21875 to render at the correct resolution (and the game would be more zoomed in than I wanted)
https://redd.it/1at92xt
@r_Unity3D
I've been staring at and tweaking this grassy hill for too long and can't tell anymore so I need help, how's it looking?
https://redd.it/1at45vz
@r_Unity3D
Get width of LineRenderer
How can I get the width of a linerenderer at a specific point (0-1) if the width isn't linear?
https://redd.it/1at3rhg
@r_Unity3D
Karma - what goes around comes around
https://redd.it/1at0f8h
@r_Unity3D
Does 300 lines feel too unoptimized for a player movement script? How many lines do your movement scripts have?
Movement scripts include run, dash, jump & knockback.
I personally believe that all the code I have written is optimized. I just wanted to know does everyone write this much code just for movement or is my code unoptimized. Cause I'm fully aware that the best programmers write the least amount of code most of the time.
​
https://redd.it/1asy50m
@r_Unity3D
so is the camera suppose to look like this? every time i load in my character gets shot out of the polygon collider and goes from being on the inside to the outside. and this looked a bit off but im tired and its my first game on unity lol
​
https://preview.redd.it/4nwvqk1br3jc1.png?width=1920&format=png&auto=webp&s=e3c4f68b782beda5ff2f0ac77a5ca246faa1ee36
https://preview.redd.it/76dyk2o8r3jc1.png?width=1920&format=png&auto=webp&s=ccc63fce968b0b728c6615cfe8ceafd5f03f7605
https://redd.it/1aswssb
@r_Unity3D
First look gameplay with proper sound effects and updated UI
https://redd.it/1askwhh
@r_Unity3D
Today I've added effects to my cozy room building game!
https://redd.it/1asgacm
@r_Unity3D
Excited to announce that today RC Revolution made on Unity is finally out on Steam! Wild world of remote-control racing with fully customizable RC cars in a variety of fun locations, modes and challenges!
Hey!
Finally, after more than a year of development - we are ready to present you our first game RC Revolution!
We would like to introduce players to our small World, in which we tried to reflect the essence of the entire RC racing genre, while infusing it with our own unique vision. Hopefully our game will evoke the same sense of joy and excitement that Re-Volt once brought to our life!
# Links
[Steam page](https://store.steampowered.com/app/2347040/RC_Revolution/?utm_source=reddit&utm_campaign=unity3d)
Trailer
https://redd.it/1asieh2
@r_Unity3D
How can I check if a game Object has a certain method?
I need to be able to manipulate an attribute of a colliding object. However, not all my game Objects have that attribute. The object I want to manipulate is a prefab that is an instance of a subclass. I'm using OnTriggerEnter2D (Collision collision) for the gam object. Is there a way to check if it has the attribute I want to manipulate via a method?
https://redd.it/1asg3fe
@r_Unity3D