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r/Unity3D

Where to read non-spaghettos code (comprehensible for beginner/intermediate)?

First of all, big thanks to the whole community for being very helpful for us noobs. Really makes the experience a whole lot easier when we know that a bunch of people are out there to help!

So basically I want to acclimated myself with better written code, and just code overall. Maybe it can be useful to read not so good code aswell to learn to see the difference.
How/where do you do so?
I'm very new in the codingworld overall so I dont really know where to find stuff except for Reddit honsetly. Of course that also means it can't be way too complicated aswell.

Would be great to have a place where I can just go and read som code for 30mins before going to bed to really drill it into my brain after a day of practicing.

https://redd.it/1falszs
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-1;`

`private string player;`



`public Sprite black_queen, black_knight, black_bishop, black_king, black_rook, black_pawn;`

`public Sprite pink_queen, pink_knight, pink_bishop, pink_king, pink_rook, pink_pawn;`



`public void Activate()`

`{`

`controller = GameObject.FindGameObjectWithTag("GameController");`

`if (!controller)`

`{`

`Debug.LogError("GameController not found! Ensure there is a GameObject tagged as 'GameController'.");`

`}`



`SetCoords();`



`SpriteRenderer sr = GetComponent<SpriteRenderer>();`

`switch (this.name)`

`{`

`case "black_queen": sr.sprite = black_queen; player = "black"; break;`

`case "black_knight": sr.sprite = black_knight; player = "black"; break;`

`case "black_bishop": sr.sprite = black_bishop; player = "black"; break;`

`case "black_king": sr.sprite = black_king; player = "black"; break;`

`case "black_rook": sr.sprite = black_rook; player = "black"; break;`

`case "black_pawn": sr.sprite = black_pawn; player = "black"; break;`

`case "pink_queen": sr.sprite = pink_queen; player = "pink"; break;`

`case "pink_knight": sr.sprite = pink_knight; player = "pink"; break;`

`case "pink_bishop": sr.sprite = pink_bishop; player = "pink"; break;`

`case "pink_king": sr.sprite = pink_king; player = "pink"; break;`

`case "pink_rook": sr.sprite = pink_rook; player = "pink"; break;`

`case "pink_pawn": sr.sprite = pink_pawn; player = "pink"; break;`

`}`

`}`



`public void SetCoords()`

`{`

`this.transform.position = new Vector3(xBoard * 0.66f, yBoard * 0.66f, -2.0f);`

`}`



`public int GetXBoard() => xBoard;`

`public int GetYBoard() => yBoard;`

`public void SetXBoard(int x) => xBoard = x;`

`public void SetYBoard(int y) => yBoard = y;`



`private void OnMouseUp()`

`{`

`DestroyMovePlates();`

`InitiateMovePlates();`

`Debug.Log("Chess piece clicked");`

`}`



`public void DestroyMovePlates()`

`{`

`foreach (GameObject mp in GameObject.FindGameObjectsWithTag("MovePlate"))`

`{`

`Destroy(mp);`

`}`

`}`



`public void InitiateMovePlates()`

`{`

`switch (this.name)`

`{`

`case "black_queen":`

`case "pink_queen":`

`LineMovePlate(1, 0); LineMovePlate(0, 1); LineMovePlate(1, 1);`

`LineMovePlate(-1, 0); LineMovePlate(0, -1); LineMovePlate(-1, -1);`

`LineMovePlate(-1, 1); LineMovePlate(1, -1);`

`break;`



`case "black_knight":`

`case "pink_knight": LMovePlate(); break;`



`case "black_bishop":`

`case "pink_bishop": LineMovePlate(1, 1); LineMovePlate(1, -1); LineMovePlate(-1, 1); LineMovePlate(-1, -1); break;`



`case "black_king":`

`case "pink_king": SurroundMovePlate(); break;`



`case "black_rook":`

`case "pink_rook": LineMovePlate(1, 0); LineMovePlate(0, 1); LineMovePlate(-1, 0); LineMovePlate(0, -1); break;`



`case "black_pawn": PawnMovePlate(xBoard, yBoard - 1); break;`

`case "pink_pawn": PawnMovePlate(xBoard, yBoard + 1); break;`

`}`

`}`



`public void LineMovePlate(int xIncrement, int yIncrement)`

`{`

`Game sc = controller.GetComponent<Game>();`

`int x = xBoard + xIncrement;`

`int y = yBoard + yIncrement;`



`while (sc.PositionOnBoard(x, y) && sc.GetPosition(x, y) == null)`

`{`

`MovePlateSpawn(x, y);`

`x += xIncrement;`

`y += yIncrement;`

`}`



`if (sc.PositionOnBoard(x, y) && sc.GetPosition(x, y).GetComponent<Chessman>().player != player)`

`{`

`MovePlateAttackSpawn(x, y);`

`}`

`}`



`public void LMovePlate()`

`{`

`PointMovePlate(xBoard + 1, yBoard + 2);`

`PointMovePlate(xBoard - 1, yBoard + 2);`

`PointMovePlate(xBoard + 2, yBoard + 1);`

`PointMovePlate(xBoard + 2, yBoard - 1);`

`PointMovePlate(xBoard + 1, yBoard - 2);`

`PointMovePlate(xBoard - 1, yBoard - 2);`

`PointMovePlate(xBoard - 2, yBoard + 1);`

`PointMovePlate(xBoard - 2, yBoard - 1);`

`}`



`public void SurroundMovePlate()`

`{`

`PointMovePlate(xBoard, yBoard + 1); PointMovePlate(xBoard, yBoard - 1);`

`PointMovePlate(xBoard - 1, yBoard - 1); PointMovePlate(xBoard - 1, yBoard);`

`PointMovePlate(xBoard - 1, yBoard + 1); PointMovePlate(xBoard + 1, yBoard - 1);`

`PointMovePlate(xBoard + 1, yBoard); PointMovePlate(xBoard + 1, yBoard + 1);`

`}`



`public void

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r/Unity3D

Unity2D Box Collider Help

Couldn't find a specific help board here for this, so sorry if it's out of place.

I've been following a tutorial to get me familiar with things and make my own game, right now the main issue is the Box Collider 2D on everything isn't lining up with where it actually is, I'll add pics to display what I mean
I found out it's automatically been adding an Offset that I haven't noticed. Is there any way to stop it from adding that offset? And easily fix it for what I have? Was hoping just 0,0 would work, but it doesn't

EDIT: It might not be the offset? I'm actually not entirely sure anymore

https://preview.redd.it/8t47f17vj7nd1.png?width=519&amp;format=png&amp;auto=webp&amp;s=828d4a407c9de16b22b5f66bea769d00a7272c42

X ends about there

https://preview.redd.it/6exn9w1ui7nd1.png?width=247&amp;format=png&amp;auto=webp&amp;s=baf51da79114f10a8837bd055bea1d10e6521e0a

Y ends about there

This is the actual box.

https://preview.redd.it/gcd647n0i7nd1.png?width=332&amp;format=png&amp;auto=webp&amp;s=c4a442156a9ec05604d91cff294679b6fa323783

https://redd.it/1fahzsp
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I'm creating a Side-Scroller and running into an issue where the player element only walks when going right. When walking left, he's just in the idle animation.
https://redd.it/1faehew
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r/Unity3D

High level overview game dev tutorials

Hey all. I got into gamedev seriously a handful of months ago and I'm not really the get trapped in tutorial hell type, I just bulled right into making my dream game without so much as knowing what a null check is. Naturally there's a bunch of gaps in my knowledge, but I've picked up what I need to know as I go, which has given me a good deal of specific knowledge. How to interpolate stuff, raycasts, colliders, interfaces, all that crap. But what I haven't touched on yet is high level stuff, because you don't think high level when you're making it up as you go, and it's left me with some bad habits. Like I don't know how to use a config file or convert something to or from json, but I can slap down singletons and call them managers all day long.

My point and question is, where do I look for "this is how a video game should be structured in general" guidelines? I know it varies and can vary a lot based on many factors, but there's got to be some commonality, some loose framework to work off of. Anyone have any recommendations or insights?

https://redd.it/1faeo9e
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Mobile sandbox game

https://redd.it/1fa9y78
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r/Unity3D

URP Post Processing Volume for specific layers only?

https://redd.it/1f9t1nm
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Now Mighty Marbles can have lots of different marbles I started working on the glass marbles. Really proud how good the refraction is looking! Next step will be to put things in the glass like cats eyes or charms! Really happy with the outcome considering URP doesn't come with refraction like HDRP!

https://redd.it/1fa99br
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I have a translate question

Hi guys, I am work for my new game.

I am not English people, so I use AI to do translate work.

Does this describes feel ok? do you feel confuse?

Thank you (very much)!

https://preview.redd.it/f9xrfgovihmd1.png?width=701&amp;format=png&amp;auto=webp&amp;s=c8363f97e0fb3c27ed8f4674601af3ecdd0068d6

(Task Details
Tasks include the items that need to be completed.
The success rate of a task is determined by:
Base success rate + proportion of attributes met * other factors.
Apart from training, there is a 100% chance that the executor will die if the task fails.
Tasks are also the main way to improve the attributes of heroes after recruitment.

Hero Recruitment Page
This page displays the heroes available for recruitment.
Heroes are essential for performing tasks and holding positions.
Heroes need to be paid their corresponding salary each turn.

Human Conflicts
Humans are enemies to each other.
Human nations frequently attack.
Assigning supervisors and executing tasks in these nations can earn intelligence points.
The higher the intelligence points, the more accurate the information obtained.
You can also appoint a supervisor for the nation.)



https://redd.it/1f7lzjc
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Procedural Jumping!

https://redd.it/1f7ifi7
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Who says you can’t chop trees in the city?
https://www.youtube.com/watch?v=8yXt3EaAjV8

https://redd.it/1f7h14t
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I've released an early demo of my Roguelike RPG, Depths of Faveg, to gather Feedback. Try it out on itch.io! Links in comments
https://www.youtube.com/watch?v=g7yFdhC0DVQ

https://redd.it/1f7bgof
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[FREE] Street Props for BiRP, HDRP and URP released by Amplify Creations - great for prototyping!

https://redd.it/1f7bvgk
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I am working on my first commercial game and just released playable prototype build ( looking for tester and feedback/advice)
https://redd.it/1f79gtb
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Me again with another silly game bug and this time I am literally just confused lol

https://redd.it/1f74zfr
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r/Unity3D

PointMovePlate(int x, int y)`

`{`

`Game sc = controller.GetComponent<Game>();`

`if (sc.PositionOnBoard(x, y))`

`{`

`GameObject cp = sc.GetPosition(x, y);`

`if (cp == null) MovePlateSpawn(x, y);`

`else if (cp.GetComponent<Chessman>().player != player) MovePlateAttackSpawn(x, y);`

`}`

`}`



`public void PawnMovePlate(int x, int y)`

`{`

`Game sc = controller.GetComponent<Game>();`

`if (sc.PositionOnBoard(x, y) && sc.GetPosition(x, y) == null)`

`MovePlateSpawn(x, y);`



`if (sc.PositionOnBoard(x + 1, y) && sc.GetPosition(x + 1, y)?.GetComponent<Chessman>().player != player)`

`MovePlateAttackSpawn(x + 1, y);`



`if (sc.PositionOnBoard(x - 1, y) && sc.GetPosition(x - 1, y)?.GetComponent<Chessman>().player != player)`

`MovePlateAttackSpawn(x - 1, y);`

`}`



`public void MovePlateSpawn(int matrixX, int matrixY, bool isAttack = false)`

`{`

`float cellSize = 1.4375f; // Cell width and height`

`Vector3 position = new Vector3(`

`matrixX * cellSize, // X position`

`matrixY * cellSize, // Y position`

`-2.0f // Z position (ensure it is in front of the chessboard)`

`);`



`GameObject mp = Instantiate(MovePlatePrefab, position, Quaternion.identity);`



`mp.tag = "MovePlate"; // Ensure the tag is set for MovePlate`



`MovePlate mpScript = mp.GetComponent<MovePlate>();`

`if (mpScript != null)`

`{`

`mpScript.SetReference(gameObject);`

`mpScript.SetCoords(matrixX, matrixY);`

`mpScript.attack = isAttack;`

`}`

`else`

`{`

`Debug.LogError("MovePlate script is missing from the prefab.");`

`}`

`}`

`public void MovePlateAttackSpawn(int matrixX, int matrixY)`

`{`

`MovePlateSpawn(matrixX, matrixY, true);`

`}`



`private Vector3 CalculatePosition(int matrixX, int matrixY)`

`{`

`float cellSize = 1.4375f; // Size of one cell`

`float boardOffsetX = 8.8f; // Center of the chessboard (x position)`

`float boardOffsetY = 8.7f; // Center of the chessboard (y position)`



`return new Vector3(boardOffsetX + (matrixX - 0.5f) * cellSize,`

`boardOffsetY + (matrixY - 0.5f) * cellSize,`

`0); // Depth for 2D`

`}`



`}`

`Third file, MovePlate.cs:`

`using UnityEngine;`



`public class MovePlate : MonoBehaviour`

`{`

`public GameObject controller; // GameController reference`

`private GameObject reference = null; // Chess piece reference`



`// Board positions`

`private int matrixX;`

`private int matrixY;`



`// false = movement, true = attacking`

`public bool attack = false;`



`private SpriteRenderer spriteRenderer;`



`void Start()`

`{`

`spriteRenderer = GetComponent<SpriteRenderer>();`

`if (attack)`

`{`

`if (spriteRenderer != null)`

`{`

`spriteRenderer.color = new Color(1.0f, 0.0f, 0.0f, 1.0f); // Red color for attack`

`}`

`else`

`{`

`Debug.LogError("SpriteRenderer component is missing.");`

`}`

`}`

`}`



`public void SetCoords(int matrixX, int matrixY)`

`{`

`this.matrixX = matrixX;`

`this.matrixY = matrixY;`

`// Update position to match board coordinates`

`transform.position = new Vector3(matrixX * 0.66f - 2.3f, matrixY * 0.66f - 2.3f, -3.0f);`

`}`



`public void SetReference(GameObject gameObject)`

`{`

`this.reference = gameObject;`

`}`



`private void OnMouseUp()`

`{`

`if (reference != null)`

`{`

`Chessman piece = reference.GetComponent<Chessman>();`

`if (piece != null)`

`{`

`piece.SetXBoard(matrixX);`

`piece.SetYBoard(matrixY);`

`piece.SetCoords(); // Update the position on the board`

`}`

`// Destroy all move plates after moving`

`DestroyMovePlates();`

`}`

`}`



`private void DestroyMovePlates()`

`{`

`foreach (GameObject mp in GameObject.FindGameObjectsWithTag("MovePlate"))`

`{`

`Destroy(mp);`

`}`

`}`

`}`


If you have managed to actually go through to get here, Thank You So Much, I hope you have the best day :)









https://redd.it/1falw00
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Hello, I am creating a chess game and having an issue with the moveplates. Cannot seem to get them into proper position and alignment. It is a big ask but could anyone please go through the code and my Unity transform values to help? Thanks

Transform properties for each element:

Position of chessboard: x = 8.8, y = 8.7, z = 8.7

Scale of chessboard: x = 11.5 , y = 11.5, z = 0



Position of chesspiece: x = -3.87, y = -2.59, z=0

Scale of chesspiece: x = 6 ,y = 6, z = -1



Position of moveplate: x = 0, y = 0, z = 0

Scale of moveplate: x = 1.4375, y = 1.4375



[The green and black dots are supposed to show the possible movesbut they are doing this.](https://preview.redd.it/ykicthfgb8nd1.png?width=336&amp;format=png&amp;auto=webp&amp;s=31839b21ff2ac699e0d092ea65b91824aa560a78)



I have tried everything from code altering to raycasting and colliders. I even asked ChatGPT and Gemini, but nothing worked.



Code for the first file Game.cs :

`using System.Collections;`

`using System.Collections.Generic;`

`using UnityEngine;`



`public class Game : MonoBehaviour`

`{`



`public GameObject ChessPiece;`



`// position for each piece`

`private GameObject[,] positions = new GameObject[8, 8];`

`private GameObject[] playerBlack = new GameObject[16];`

`private GameObject[] playerPink = new GameObject[16];`



`private string currentPlayer = "pink";`



`void Start()`

`{`





`playerPink = new GameObject[]`

`{`

`Create("pink_rook", 0, 0),`

`Create("pink_knight", 1, 0),`

`Create("pink_bishop", 2, 0),`

`Create("pink_queen", 3, 0),`

`Create("pink_king", 4, 0),`

`Create("pink_bishop", 5, 0),`

`Create("pink_knight", 6, 0),`

`Create("pink_rook", 7, 0),`

`Create("pink_pawn", 0, 1),`

`Create("pink_pawn", 1, 1),`

`Create("pink_pawn", 2, 1),`

`Create("pink_pawn", 3, 1),`

`Create("pink_pawn", 4, 1),`

`Create("pink_pawn", 5, 1),`

`Create("pink_pawn", 6, 1),`

`Create("pink_pawn", 7, 1),`

`};`





`playerBlack = new GameObject[]`

`{`

`Create("black_rook", 0, 7),`

`Create("black_knight", 1, 7),`

`Create("black_bishop", 2, 7),`

`Create("black_queen", 3, 7),`

`Create("black_king", 4, 7),`

`Create("black_bishop", 5, 7),`

`Create("black_knight", 6, 7),`

`Create("black_rook", 7, 7),`

`Create("black_pawn", 0, 6),`

`Create("black_pawn", 1, 6),`

`Create("black_pawn", 2, 6),`

`Create("black_pawn", 3, 6),`

`Create("black_pawn", 4, 6),`

`Create("black_pawn", 5, 6),`

`Create("black_pawn", 6, 6),`

`Create("black_pawn", 7, 6),`

`};`



`// Position pieces on the board`

`for (int i = 0; i < playerBlack.Length; i++)`

`{`

`SetPosition(playerBlack[i]);`

`SetPosition(playerPink[i]);`

`}`

`}`

`public GameObject Create(string name, int x, int y)`

`{`

`GameObject obj = Instantiate(ChessPiece, new Vector3(0, 0, -1), Quaternion.identity);`



`// Adjust chess piece size`

`obj.transform.localScale = new Vector3(12f, 12f, 12f); // Scale down or up depending on how big you want them`



`Chessman cm = obj.GetComponent<Chessman>();`

[`cm.name`](http://cm.name) `= name;`

`cm.SetXBoard(x);`

`cm.SetYBoard(y);`

`cm.Activate();`



`// Adjust the chess piece's position on the board (to prevent overlap)`

`obj.transform.position = new Vector3(x * 2.5f, y * 2.5f, -1); // Adjust the spacing between pieces`



`return obj;`

`}`



`public void SetPosition(GameObject obj)`

`{`

`Chessman cm = obj.GetComponent<Chessman>();`

`positions[cm.GetXBoard(), cm.GetYBoard()] = obj;`

`}`



`public void SetPositionEmpty(int x, int y)`

`{`

`positions[x, y] = null;`

`}`



`public GameObject GetPosition (int x, int y)`

`{`

`return positions[x, y];`

`}`



`public bool PositionOnBoard(int x, int y)`

`{`

`if (x < 0 || y < 0 || x >= positions.GetLength(0) || y >= positions.GetLength(1)) return false;`

`return true;`

`}`

`}`


`Second file, Chessman.cs:`

`using System.Collections;`

`using System.Collections.Generic;`

`using UnityEngine;`



`public class Chessman : MonoBehaviour`

`{`

`public GameObject controller;`

`public GameObject MovePlatePrefab;`



`private int xBoard = -1;`

`private int yBoard =

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r/Unity3D

/2d Game kit Unity

Can anyone share with me a completely game project (already done with maps, enemies,...) by using 2D Game ToolKit from Unity. I just want to replace my characters by using the project like a template for my school purpose. I'll very appreciate!

https://redd.it/1fak8rr
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Free Unity Visual Novel Template!!!

# About this

# Welcome to this dynamic and interactive visual novel template for Unity, showcasing an engaging story interface with character portraits, smooth text animations, and player choices. Featuring custom animations for character actions and background transitions, it provides a rich, immersive experience with built-in auto and skip modes, customizable dialogue management, and support for voice acting and sound effects. The template is highly modular and customizable, making it an ideal starting point for creating a unique and compelling visual novel.

Demo and Download Link : https://zedtix.itch.io/visual-novel-template

https://redd.it/1fagliz
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Check out the full upgrade system for the farm! I just implemented it and fixed all the bugs (or at least I think I did, haha). If you’d like to help, download the demo and let me know if you find any issues. 🧐
https://www.reddit.com/user/LegacyofSin_78765/comments/1fae0in/check_out_the_full_upgrade_system_for_the_farm_i/

https://redd.it/1fae9pb
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NODE: A brief history of our game made with Unity (demo on Steam)

https://redd.it/1fa9o6y
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Revised my spline-based mesh deformation tool with a few new useful features!

https://redd.it/1fa9myx
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A fantasy roguelike I’ve been solo-developing for the past 2 years

https://redd.it/1fa3cun
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Need help with screen resizing

This is an issue I haven’t encountered before.

I have my game hosted on Itch, and it plays fine. However, when a player hits fullscreen, the screen size doesn’t change. The remaining screenspace just fills with black.

My game is pixel art, so I have the window resolution set on Itch to a specific resolution. Not sure if that’s relevant.

Does anyone know what I should look at to try to diagnose the issue?

https://redd.it/1f7mhmc
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Designing 2D game mechanics for multiple resolutions

I'm new to game development and one thing I don't understand is how to design a game to support many different resolutions. I'm not talking about UI, but actual game mechanics like spawning enemies. If I want to spawn enemies at the edge of the screen, should I take the resolution/camera into account? Or should I just make sure the spawn point is far enough for the widest resolution?

For example, I might want to script a sequence where an NPC walks on to the screen. But it seems like the distance could change drastically based on the resolution.

https://redd.it/1f7kglz
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Help with masks

When I am using masks, the child down not get masked by the parent object, but if I put the image component on the child, that image gets masked. I want the actual sprite to get masked. Is it an issue with image type or something else?

https://preview.redd.it/wysbgcb4jgmd1.png?width=1714&amp;format=png&amp;auto=webp&amp;s=aa7f70a367b94a7f93cd6b9ccc2f285af82207a6



https://redd.it/1f7hb5z
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r/Unity3D

New Mechanic Live on Steam! 🔥

I’ve just released a new update featuring dedicated panels for each character. Now, you can see the abilities and traits of each character and purchase them for use in combat. 🧐

If you can, download and test the demo!
Thank you for your support.
https://www.reddit.com/user/LegacyofSin_78765/comments/1f7d3pn/new_mechanic_live_on_steam_ive_just_released_a/

https://redd.it/1f7dwju
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Q: Unsure if Adventure Creator is a good fit for my project or not, need advice

I was wondering if anyone had some insight into the Adventure Creator plugin. I'm in the very early stages of development on a point-and-click adventure game right now. I have a whole design doc planned out but very little of it is implemented. The player walks and animates, can go through doors to different scenes, the camera works as intended, and there's a pause screen but that's about it.

I'm debating whether or not to scrap what I've built and start anew using Adventure Creator, but I don't want to commit to it until I'm certain it's a good fit for my project. There's a few unorthodox things I want to implement into my game, specifically controlling two players at once and then being able to switch between them at will. I have no idea if AC's visual scripting is flexible enough for me to add in things like that, or is it very rigidly setup for a certain type of game. Any insight at all would be appreciated!

https://redd.it/1f7bt3y
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I took a few months off from my full-time job to finish my indie game called Wendigo Hunter. I've been working on it for two and a half years, and this is what I have so far. Hope you like it! Any feedback is really appreciated. Steam link in comments. Thanks.

https://redd.it/1f76mie
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What does this Scale do and what should it be set to?
https://redd.it/1f72pph
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