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r/Unity3D

Started Unity 2D → Finished Unreal 2.5D
https://youtu.be/fBKyCgmKyhA

https://redd.it/1cvsbw8
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r/Unity3D

I am a beginner, and I can not get triggers to work. The trigger does have "istrigger" on, the object does have rigidbody2d and is on the right layer, and both objects have colliders.
https://redd.it/1cvltl7
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r/Unity3D

Reached 1K Wishlists milestone, it is not that huge but I am super pumped, now looking forward to 5K wishlists .! Wish me good luck friends! 💪😊 Game name - Sky Harvest!
https://redd.it/1cvjjli
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r/Unity3D

Released the demo to my game HardAF on Steam. ONLY took a year longer than the original plan of a month.
https://redd.it/1cvftjy
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r/Unity3D

Is the grind worth it for solo creating a 2d game?

Im new to unity 2d was previously writing a 2d game in python. The main question I have is for anyone who has spent the time completing a game. Is the grind worth it? Are the lessons learned a good way to spend time? I mostly do the game dev as a hobby originally didnt care if it ever gets played but as I now spend more and more time on it Im wondering if im just wasting my time if no one will ever play it. Do people tend to see any market for their 2d games these days. For context im working on a 2d rpg in a similar style to the old pokemon games.

https://redd.it/1cve26j
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r/Unity3D

Unity is Beautiful

https://redd.it/1cv6kcy
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r/Unity3D

help with these errors 😔 I don't know why it happens to me

my mistakes are

1. an invisible wall when I walk that doesn't let me move forward.
2. I can only do the jump and double jump, only once and it won't let me do it again.
3. cinemachine doesn't follow me well.

this is the code I'm using 👀

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
Header("Movimiento")
SerializeField public float velocidad;
SerializeField public float suavizadoDeMovimiento;

private Rigidbody2D playerRB;
private BoxCollider2D boxCollider;
private Animator anim;
private PlayerState currentState;
public bool sePuedeMover = true;
private bool mirandoDerecha = true;
SerializeField private Vector2 velocidadRebote;

Header("Salto")
public float fuerzaSalto;
public float saltosMaximos;
public LayerMask capaSuelo;
private float saltosRestantes;

Header("Dash")
public float fuerzaDash;
public float delayDash;
private float temporizadorDash;

Header("Slide")
public float fuerzaSlide;
public float delaySlide;
private float temporizadorSlide;

Header("Wall")
public float SaltoPared;
public float Pared;
public LayerMask capaPared;
private float estaPared;

private void Start()
{
playerRB = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
boxCollider = GetComponent<BoxCollider2D>();
saltosRestantes = saltosMaximos;
}

void Update()
{
ProcesarMovimiento();
ProcesarSalto();
ProcesarDash();
ProcesarSlide();
}

private enum PlayerState
{
Idle,
Running,
Jumping,
DoubleJumping,
Dashing,
Slide,
Wall
}

bool EstaEnSuelo()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, new Vector2(boxCollider.bounds.size.x, boxCollider.bounds.size.y), 0f, Vector2.down, 0.2f, capaSuelo);
return raycastHit.collider != null;
}

void ProcesarSalto()
{
if (EstaEnSuelo())
{
saltosRestantes = saltosMaximos;
}

if (Input.GetKeyDown(KeyCode.Space) && saltosRestantes > 0)
{
saltosRestantes--;
playerRB.velocity = new Vector2(playerRB.velocity.x, 0f);
playerRB.AddForce(Vector2.up fuerzaSalto, ForceMode2D.Impulse);
}
}

void ProcesarMovimiento()
{
if (sePuedeMover)
{
// Lógica de movimiento
float inputMovimiento = Input.GetAxis("Horizontal");

playerRB.velocity = new Vector2(inputMovimiento
velocidad, playerRB.velocity.y suavizadoDeMovimiento);

GestionarOrientacion(inputMovimiento);
}
}

void GestionarOrientacion(float inputMovimiento)
{
// Si se cumple condición
if ((mirandoDerecha == true && inputMovimiento < 0) || (mirandoDerecha == false && inputMovimiento > 0))
{
// Ejecutar código de volteado
mirandoDerecha = !mirandoDerecha;
transform.localScale = new Vector2(-transform.localScale.x, transform.localScale.y);
}
}

void ProcesarDash()
{
temporizadorDash -= Time.deltaTime;

if (Input.GetKeyDown(KeyCode.R) && temporizadorDash < 0f)
{
Vector2 direccionDeDash;
if (mirandoDerecha)
{
direccionDeDash = Vector2.right;
}
else
{
direccionDeDash = Vector2.left;
}

playerRB.AddForce(direccionDeDash
fuerzaDash, ForceMode2D.Impulse);
temporizadorDash = delayDash;
}
}

void ProcesarSlide()
{
temporizadorDash -= Time.deltaTime;

if (Input.GetMouseButtonDown(1) && temporizadorSlide < 0f)
{
Vector2 direccionDeSlide;
if (mirandoDerecha)
{
direccionDeSlide = Vector2.right;
}
else

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r/Unity3D

How it feels to share your game on reddit
https://redd.it/1cuzgta
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r/Unity3D

How it feels to share your game on reddit
https://redd.it/1cv231l
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r/Unity3D

In case you need motivation

If you feel like quitting because "competition is insane" or "market is too saturated"

An android game I made as a learning project back in August is making me $100 a day. I did not advertise it in any way, Google ads wouldn't let me because it was a gambling simulator. I didn't update the game after uploading it to Google play either.

Also, my analytics data suggests that people hate the game (duh,it's a bug ridden mess with no gameplay lol), i have like 1% retention rate for the second day (meaning people immediately uninstall the game), the average user sees 5 ads (including banner ads) and average user only spends 5 mins in the game.

I'm not saying this is going to happen to you and you are gonna be rich immediately after publishing a game. BUT it kinda means you can be rich if you keep making and publishing good games.

Peace

https://redd.it/1cv09cu
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r/Unity3D

idk why I made this stupid graphic but here you go
https://redd.it/1cuu86g
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r/Unity3D

We're are tiny team working on a Diablo like setup modern world with modern weapons and skills since 4 years. Playtest is now open we definitetly need feedbacks !

https://redd.it/1cur2kf
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Little changes can make a big difference. Previously in Mighty Marbles all camera changes were same speed which led to the camera moving faster than marble. Now each change has it's own duration and you get these nice cinematic changes!

https://redd.it/1culso3
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r/Unity3D

What do you think of an inventory system like this?

https://redd.it/1cuio39
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r/Unity3D

Working on a small co-op arcade game in my free time. Temporary UI but I have a general gameplay impression, so how it looks?

https://redd.it/1cueh0f
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r/Unity3D

Adding butterflies to my game~ 🦋

https://redd.it/1cvph0z
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r/Unity3D

Today I released a demo for my upcoming game Bat Blast! on Steam. Link in the comments!
https://www.youtube.com/watch?v=0COakaDin5c&amp;t

https://redd.it/1cvlykv
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Digging terrain with a rocket launcher :)

https://redd.it/1cv8efp
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How to Make Game Objects GLOW : Unity Beginner Tutorial | 2024
https://youtu.be/I1C_es6wuDg

https://redd.it/1cvebdc
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Confusion about interfaces (as in, interfaces in C#, not UI) and how to implement them in Unity

Hi. So I just started trying to use Unity. But I am heavily confused on how I should implement things. How do you share data or interfaces between scripts?

A simple example:

public interface IEnemy {
public void Attack();
}

How would you use this interface in multiple scripts? I thought about having a "master" game object, with a script that contains all interfaces. But there has to be a better way, right?

https://redd.it/1cv9smj
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r/Unity3D

{
direccionDeSlide = Vector2.left;
}

playerRB.AddForce(direccionDeSlide fuerzaSlide, ForceMode2D.Impulse);
temporizadorSlide = delaySlide;
}
}

public void Rebote(Vector2 puntoGolpe)
{
playerRB.velocity = new Vector2(-velocidadRebote.x
puntoGolpe.x, velocidadRebote.y);
}

private void ChangeState(PlayerState newState)
{
// Si le pasamos el estado en el que ya está el personaje, paramos la función.
if (newState == currentState) return;

// Almacenamos el nuevo estado.
currentState = newState;

// Dependiendo del nuevo estado, notificaremos al Trigger del Animator.
switch (newState)
{
case PlayerState.Idle:
anim.SetTrigger("Idle");
break;
case PlayerState.Running:
anim.SetTrigger("Run");
break;
case PlayerState.Jumping:
anim.SetTrigger("Jump");
break;
case PlayerState.DoubleJumping:
anim.SetTrigger("DoubleJump");
break;
case PlayerState.Dashing:
anim.SetTrigger("Dash");
break;
case PlayerState.Slide:
anim.SetTrigger("Slide");
break;
case PlayerState.Wall:
anim.SetTrigger("Wall");
break;
}
}
}

https://redd.it/1cv7xfl
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r/Unity3D

Every game dev realizes this at some point.

https://preview.redd.it/bbh4m6gwm71d1.png?width=500&amp;format=png&amp;auto=webp&amp;s=725783e710a2ea41f890e0bb7c663bc462fb7629

I have been making games for a few years now and realized that it would take at least like5 more years to make a successful indie title. Does it happen to others as well and are there some advices that you people would like to give on game dev.

https://redd.it/1cv0v6z
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r/Unity3D

Genopanic - OUT NOW on Steam | Official Release Trailer
https://www.youtube.com/watch?v=OYJf_vhR1Uw

https://redd.it/1cv385p
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Finally My game Pre Dusk is OUT NOW on steam After 3 years of developing as a Solo I am really proud and speechless
https://redd.it/1cv1uk4
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Hello. This Editor utility helps you identify and remove all missing script references from your game objects and prefabs in the scene.

https://redd.it/1cutqvc
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r/Unity3D

Adding a touch of polish to the placeholder lobby before the demo drop soon.

https://redd.it/1cuthy4
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r/Unity3D

help with the canvas
https://redd.it/1cur21n
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r/Unity3D

Migrated my game to ECS/DOTS and material overrides are awesome!

https://redd.it/1cuky8n
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r/Unity3D

New to unity but experienced SWE seeking advice

Hey all. Apologize if this sub sees these questions often.

I’m an experienced SWE primarily working in TS, Python, some rust and some Go. I’ve never done C# or any kind of game development. I’m pretty comfortable as far learning the language as I go I’ve picked up other languages pretty fast thus far.

So my question is what advice would you all have as I embark on a journey to create a 2D tycoon game? Prison Architect is my inspiration for style. I tried the Lego tutorial but it’s 3D based and I don’t really like tutorials I’m really just a dive in heads first learner. So I started a blank project, added a tilemap, a sprite, and a couple scripts and realized that yes this is a journey I will embark on.

What pitfalls have you seen? Are there common issues people struggle with? Any up front do’s or don’t? What is your favorite resources for unity development besides RTFM?

https://redd.it/1cuk08q
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A generous estimate
https://redd.it/1cu5a6u
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