News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
hey y'all. made a game about surviving the deep dark and mystical lakes of my homeland.....[🦈🌊⛵️🇸🇿🎮] *link below, if you would like to check it out
https://redd.it/1ay0sef
@r_Unity3D
The EASIEST and most underrated effect, in my opinion, is what I like to call "Ambient Particles." It takes only 5 minutes to create and fits ANY game. (Tutorial in comments)
https://redd.it/1axxmpm
@r_Unity3D
Setting up dynamic backgrounds: I can make it rain!
https://redd.it/1axx0sz
@r_Unity3D
How do you maintain the passion for making games
Hi guys, I've been working on my game alone for the past five months now.
I've been having trouble maintaining a high level of productivity in the afternoons. I feel anxious when I encounter problems that need solving. I just feel exhausted, I have no energy to do any work.
Do any of you experience this problem? If so, how do you avoid it?
https://redd.it/1axv4o5
@r_Unity3D
Creating an RTS from scratch with Unity 2d 2024
https://youtube.com/watch?v=SVOhKCTh-YA&si=ApvB1hWdPLMYyiJ_
https://redd.it/1axri4e
@r_Unity3D
I'm back...again.
I'm back again so soon sadly. I'm following Gane Dev Experiences YouTube series on making a game like pokemon and I'm not able to get the animations to play. I copied what he did in the video but I can't get my animations to play when the player moves and I'm pretty sure I have everything set up properly in the code but at this point I'm unsure
https://redd.it/1au7ui2
@r_Unity3D
Exploring the Backrooms: Found Footage of a Partygoer's
https://youtu.be/PerTeuSpiuI
https://redd.it/1au3it9
@r_Unity3D
What kind of day are you having today?
https://redd.it/1au0ghb
@r_Unity3D
Collision Detection Issues
https://redd.it/1atzsfs
@r_Unity3D
Pop the lock hypercasual game clone
Pop the lock clone: https://www.youtube.com/playlist?list=PLgbXmlOblVYS-ajl99ZosMttSFjna9-KS
https://redd.it/1atuir8
@r_Unity3D
Why isn't this trigger code working?
I'm trying to make the barbarian spawn an attack which deals damage to the enemy when their 2 trigger collider2Ds overlap. For some reason, it isn't detecting the collision at all. What is happening here?
Barbarian\_script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Barbarian_script : Towers_script
{
public GameObject Barbarian_Attack;
public Collider2D Barbarian_Collider;
public int Collide_Check = 0;
private void OnTriggerEnter2D(Collider2D collision)
{
Vector3 Collision_Co_Ords;
Collide_Check = 1;
if (collision.gameObject.layer == 7)
{
Collision_Co_Ords = collision.transform.position;
Attack(Collision_Co_Ords);
}
}
private void Attack(Vector3 Collision_Position)
{
Collide_Check = 2;
Instantiate(Barbarian_Attack, Collision_Position, transform.rotation);
}
}
Barbarian\_Attack\_script
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
public class Barbarian_Attack_script : MonoBehaviour
{
public Enemies_script Enemy;
public Barbarian_script Barbarian;
private void OnTriggerEnter2D(Collider2D collision)
{
Barbarian.Collide_Check = 3;
if (collision.gameObject.GetComponent<Enemies_script>())
{
Barbarian.Collide_Check = 4;
Enemy.Set_Current_Health(Enemy.Get_Current_Health() - Barbarian.Get_Attack_Damage());
}
}
}
Enemies\_script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemies_script : MonoBehaviour
{
protected bool Is_Invis;
protected bool Is_Flying;
protected bool Is_Magic_Immune;
protected bool Is_Physical_Immune;
protected int Damage_Dealt;
protected float Maximum_Health;
public float Current_Health=100;
protected float Speed;
protected string Enemy_Type;
public GameObject Slime;
private readonly float Move_Speed = 2;
public Collider2D Enemy_Collider;
public void New_Enemy(bool is_Invis, bool is_Flying, bool is_Magic_Immune, bool is_Physical_Immune, int damage_Dealt, float maximum_Health, float speed, string enemy_Type)
{
Is_Invis = is_Invis;
Is_Flying = is_Flying;
Is_Magic_Immune = is_Magic_Immune;
Is_Physical_Immune = is_Physical_Immune;
Damage_Dealt = damage_Dealt;
Maximum_Health = maximum_Health;
Speed = speed;
Current_Health = maximum_Health;
Enemy_Type = enemy_Type;
if (enemy_Type == "Slime")
{
//Instantiate a slime at spawn point
}
}
//private void Update()
//{
// if (Get_Current_Health() == 0)
// {
// Destroy(gameObject);
// }
//}
private void Update()
{
if (transform.position.x <= 7)
{
transform.position = transform.position + Move_Speed * Time.deltaTime * Vector3.right;
}
}
public bool Get_Is_Invis()
{
return Is_Invis;
}
public bool Get_Is_Flying()
{
return Is_Flying;
}
public bool Get_Is_Magic_Immune()
{
return Is_Magic_Immune;
}
public bool Get_Is_Physical_Immune()
{
return Is_Physical_Immune;
}
public int Get_Damage_Dealt()
{
return Damage_Dealt;
}
public float Get_Maximum_Health()
{
return Maximum_Health;
}
public float
Why visual quality get worse after build?
My 2d game look fine (crisp, sharp graphic) in scene mode, also fine when I play it in the editor. After building graphic quality worsens visibly - edges of sprites/text are bit grainy/jagged (kinda like were adjusted to wrong resolution).
I'm using Unity version 2023.3.0b5 using URP but builds had same problem with previous versions and built-in pipeline. Problem persist both in exporting to web and to linux. Tested various anti-aliasing settings including no AA and still exported game look worse than in editor.
What changes between using unity editor and building for the same platform that could cause this problem?
Here are screenshots with some of the settings: https://imgur.com/a/TgxTW4b
https://redd.it/1atrcp0
@r_Unity3D
Whats this "compression" setting really do?
Picture: https://imgur.com/a/WR7efAH
At the bottom of my 2d images is this section. It includes "compression".
I tested it at none, low, and high quality. And... nothing changed at all with my 2d image.
Not sure what it does. Or what I should be using to make my 2D images stay low in memory usage.
While im here I had a 2nd question. The max size, notice I have it set to 4096. Usually its at the 2k lower setting. But this is a boss and is larger. Unity makes him look a bit pixelated aka bad looking. But changing this setting to 4096 fixes this.
Is this bad practice though? Will any of this destroy my load times?
Bonus question: The filter mode on that same screen shot. I usually read and use the "no filter" mode. There is also the bilinear and trilinear options. I can't tell a difference between those 2, but I do notice when compared to the no filter mode the bi/tri makes the 2D art a bit more "smooth".
Does any of those affect the loads times as well?
https://redd.it/1atpi4c
@r_Unity3D
I need help finding my mess up.
Hello guys! I'm a new coder to unity and I'm having problems with my code. I'm making a pokemon style game and I'm having a problem to get my player to move. This my code so any help will be greatly appreciated
Public class PlayerController : MonoBehaviour
{
public float moveSpeed;
private bool isMoving;
private Vector2 input;
private void Update()
{
if (isMoving)
{
input.x = Input.GetAxisRaw("Horizontal");
input.y = Input.GetAxisRaw("Vertical");
if (input != Vector2.zero)
{
var targetPos = transform.position;
targetPos.x += input.x;
targetPos.y += input.y;
StartCoroutine(Move(targetPos));
}
}
}
IEnumerator Move(Vector3 targetPos)
{
isMoving = true;
while((targetPos - transform.position).sqrMagnitude > Mathf.Epsilon)
{
transform.position = Vector3.MoveTowards(transform.position, targetPos, moveSpeed * Time.deltaTime);
yield return null;
}
transform.position = targetPos;
isMoving = false;
https://redd.it/1atmca2
@r_Unity3D
Which zoom is best for the default setting? 1, 2, or 3?
https://redd.it/1ay2y0k
@r_Unity3D
Struggling with 2 problems in Unity.
Struggling with two small problems
I'm an amateur game dev using Unity and I'm trying to make a box move. I can make it jump and slide left and right, but my box has two issues.
1. It cannot jump while moving left or right.
2. While moving in mid-air, the box floats down instead of falling.
I've included the code used below, so any help is greatly appreciated.
​
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SquareScript : MonoBehaviour
{
public Rigidbody2D myRigidbody;
public float jumpStrength;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.W) == true)
{
myRigidbody.velocity = Vector2.up * jumpStrength;
}
if (Input.GetKey(KeyCode.A) == true)
{
myRigidbody.velocity = Vector2.left * 2;
}
if (Input.GetKey(KeyCode.D) == true)
{
myRigidbody.velocity = Vector2.right * 2;
}
}
}
https://redd.it/1ay1471
@r_Unity3D
Been working on dynamic background changes: waves, rain, and time of day. Happy with the result so far!
https://redd.it/1axxnhd
@r_Unity3D
how to implement Fall Damage
hi, can anyone help me on how to add fall damage .
i firstly tried tied by depending on the velocity but for some reason it doesn't always work
[ public class FallDamage : MonoBehaviour
{
​
private Rigidbody2D rb;
private float previousYVelocity;
​
void Start()
{
rb = GetComponent<Rigidbody2D>();
previousYVelocity = rb.velocity.y;
}
​
void Update()
{
float currentYVelocity = rb.velocity.y;
​
// Check if the Y velocity changes from negative to zero
if (previousYVelocity < -25 && currentYVelocity >= 0)
{
KillEnemy(); // Perform action to kill the enemy
}
​
// Update the previous Y velocity for the next frame
previousYVelocity = currentYVelocity;
}
​
void KillEnemy()
{
// Perform actions to kill the enemy, such as playing death animation, destroying the game object, etc.
Destroy(gameObject);
}
​
​
} \]
any thoughts
https://redd.it/1axuma1
@r_Unity3D
Need help with Mario paper: Ring puzzle clone, slide mechanic.
I wanted to make a Mario paper: Ring puzzle clone in 2d instead of 3d like the original.
I tried taking buttons as inputs, and it worked fine. I let my friends play, and it's not so intuitive. So, now I tried to integrate a mouse input into the puzzle for users that aren't familiar with keyboards. I get around the rotate part by getting the mouse position and Rotate Around the centroid of selected layer of concentric circles.
But for slide mechanic, I'm not sure how to approach this.
Currently I have that when I hover on segments the responsible highlight pops up. The highlight's colliders also enabled on that instance as well, cache all the tiles that can be moved. This works well with keyboard input, but now I'm not sure how to move it with mouse input.
So, I need help with how to implement Mario paper: Ring puzzle clone in 2d with mouse input, press and drag the segment to shift.
I tried research for references for days and not much hope. Appreciate all suggestion.
https://preview.redd.it/yw3tjd1xu9kc1.png?width=547&format=png&auto=webp&s=e6f0b11abe05e589a32bbacbe98acd89327abced
https://preview.redd.it/z9743c1xu9kc1.png?width=767&format=png&auto=webp&s=d350a5bb8b06d34fda37fc0655f495d80d309eb0
https://redd.it/1axstsa
@r_Unity3D
Gameplay trailer of my surreal adventure game "With Shining Eyes".
https://redd.it/1au636r
@r_Unity3D
Building Android apk
Everytime i try to build an apk all i get is this folder:
https://preview.redd.it/5gdprnkf6fjc1.png?width=653&format=png&auto=webp&s=e430ba6898ce0a63a527b2be2a66840e9344a2e1
https://redd.it/1au6tni
@r_Unity3D
We continue to work on our turn-based strategy game Lords of Ravage, made on Unity3D. Ready to share our latest progress! How do you like our map & UI? Any recommendations are welcome!
https://redd.it/1au3c5z
@r_Unity3D
My first steam page!!!
https://store.steampowered.com/app/2840320/Pepper/
https://redd.it/1au0rml
@r_Unity3D
Girlfriend from Hell (Demo on Steam) - a game about a girl getting revenge on her boyfriend for not wanting to marry her =)
https://www.youtube.com/watch?v=ENLp8yIfEgg
https://redd.it/1atjn0x
@r_Unity3D
Get_Current_Health()
{
return Current_Health;
}
public float Get_Speed()
{
return Speed;
}
public void Set_Current_Health(float New_Health)
{
Current_Health = New_Health;
}
}
The scene view of relevant information (the other bits are the path for enemies to walk on)
​
https://preview.redd.it/ag3gy4v5ccjc1.png?width=394&format=png&auto=webp&s=7be44a646660075461bcb3a42a6f1b8bde13e415
The unity information for the barbarian
​
https://preview.redd.it/2pj8fe4dccjc1.png?width=407&format=png&auto=webp&s=7f73bdc2d6059276362ef1712f5023d7e5f96081
​
https://preview.redd.it/9j59wcimccjc1.png?width=397&format=png&auto=webp&s=68faa0efe0ae0d629adb7958b91f4655d9c72cef
​
The unity information for the enemy
​
https://preview.redd.it/68f8j8njccjc1.png?width=405&format=png&auto=webp&s=718007ae0f97fc6a1b34ce5fceaf77f1a820cf3d
​
https://preview.redd.it/3u72wjhoccjc1.png?width=394&format=png&auto=webp&s=adaa0810a462b72a16f5eee0ce1809d585295204
https://redd.it/1attgrd
@r_Unity3D
I will appreciate any advices and comments about my video
Please rate my video, and tell me how I can improve.. Maybe sub if u liked the vid
https://youtu.be/ro6OJ23cdpA
https://redd.it/1atrc5u
@r_Unity3D
Hey guys i made a trailer for my game. Can you watch and give me a feedback.
https://youtu.be/PM8lSrjj8aE?si=VMymDLOekgyHfrq8
https://redd.it/1atpyki
@r_Unity3D
Sharing the progress on our candy factory business sim game!
https://redd.it/1athi70
@r_Unity3D
started playtesting my puzzle game, failing unexpectedly at levels I made long ago
https://redd.it/1atceez
@r_Unity3D