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r/Unity3D

Help Trying to figure out how to do light based detection for a stealth game.

Hi !


I'm actually pondering about a game concept with stealth using shadows (or even luminosity levels). I can achieve the ennemy detection system pretty easily but i never implemented one with detection based on it AND light. The player must hide in shadows so if he is in shadows or at certain level of light and in the cone of the ennemy, he could be detected or not.

Do you have an idea of how to do this ? Do you have any tutorial that you know that can help me, please ?

https://redd.it/1g8vqdp
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Cute Fantasy Halloween just got released
https://redd.it/1g8txm2
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Tomato: A who's who assassin game!

Hello everyone!

I had started some bigger projects and just got overwhelmed with them so took a step back and popped out something smaller to keep the energy up. Here's my newest free game: Tomato! A game of who's who and outwitting your opponent! Navigate the chaos of similarity, suss out your rival and deliver the final blow!

I had played a similar game on itch many many moons ago that I really like the simplicity of. Since then, this has been sitting in my idea notepad for a long time so finally put this one together. I did my best take on this type of gameplay while keeping it very simple graphic wise (to make super fast).

I hope you all enjoy this one, I had fun making it and honestly being so simple it came our really great.

Play it here for free: https://www.justgametogether.com/game/tomato

Gameplay

Regards


https://redd.it/1g8r649
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swamp scene timelapse

https://redd.it/1g8p92x
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false;

}



if(amberCollected >= totalAmber && bestTime <= targetTime && bestTime != 0)

{

starAnimation.SetBool("ActivateStars", true);

}

}

}



https://redd.it/1g8onkn
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I made a title scene for my 3D pixel art game. What do you think?

https://redd.it/1g8hgp4
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Could someone please tell me why the line renderer is not pointing to the hit position of the raycast?
https://redd.it/1g7rjoo
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I thought I would share my progress on my dream game that I started 10 years ago

https://redd.it/1g7mtul
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A question about 2d attack animations and colliders.

Hi, I'm working on some attack animations (ignore the player hit box I need to move it) I'm just not really sure the best way to do the collider with the attack animation. I am currently having a game object under the player called weapon collider which is disabled and I was going to turn it on and off at certain intervals during the animation. I'm going to end up with lots of enemies and I've read having polygon colliders uses a lot more resources than using box/circle colliders, even if you end up using more of them.


I guess my question is, is how I've set them up below OK? Should I setup another child object for a 2nd weapon collider and make it closer to the actual shape of the weapon on the right? I guess for the player it wouldn't be too bad as it would be a bit more forgiving but for the enemies I just want to check, especially as I've got about 20.


Is there a better way of going about doing what I'm trying to achieve? Does what I'm asking even make sense? Thanks

https://preview.redd.it/kq44oc5exrvd1.png?width=1525&amp;format=png&amp;auto=webp&amp;s=2928968858324c0887635819d87005f31e0ad639



https://redd.it/1g7i683
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7 months of progress: First prototype vs. the current build

https://redd.it/1g7fatb
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My First Android Game : Classic Archery! Reviews Welcome!!
https://www.youtube.com/watch?v=HLyyLh8oUe4

https://redd.it/1g7d411
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What do you think would be a suitable price for our puzzle game 'Nurikabe World'

https://redd.it/1g7a8e4
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How can one achieve this post-process effect in Unity?
https://redd.it/1g75muf
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Small showcase of how my retro shoot-'em-up game, CHROMADI has evolved over the last couple of months
https://redd.it/1g737r9
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Could someone help me figure out why it’s not spawning where I need it to

https://redd.it/1g6wpao
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Things like this
https://redd.it/1g8vlci
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Upgrade to Unity 6
https://redd.it/1g8tsba
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Our newly released game: pixel art, medieval, platformer-action. A bit Blasphemous-inspired. Unity is perf for 2D games! (with 3D elements)

https://redd.it/1g8r6o3
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2D character for my game

https://redd.it/1g8q7jt
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HasKey help

I just don't understand what is going on. I started making a scrolling plane shooter level for my game and i want to keep the same mechanics in my world map. In my world map the best time and amount of collectables is saved but for some reason i cannot get my time to save. can anyone educate me? this is my game manager script for my plane. the amber (collectable) works. I do have a seperate game manager for my 2dplatformer levels that manages a hasKey for time but im just lost. I need help



using System.Collections;

using System.Collections.Generic;



using UnityEngine;

using UnityEngine.SceneManagement;



public class PlaneGameManager : MonoBehaviour

{

public static PlaneGameManager Instance;

public int currentLives = 3;

public float respawnTime = 2f;



public int amberCollected;

public float timeInLevel;

public string levelToLoad;

// Start is called before the first frame update



private void Awake()

{

Instance = this;

}



private void Start()

{

UIController.instance.livesText.text = "" + currentLives;



timeInLevel = 0;

}



private void Update()

{

timeInLevel += Time.deltaTime;

}

public void KillPlayer()

{

currentLives--;

UIController.instance.livesText.text = "" +currentLives;



if(currentLives > 0)

{

//respawn logic

StartCoroutine(PlaneRespawnCo());

}

else

{

UIController.instance.ShowGameOver();

WaveManager.instance.canSpawnWaves = false;

}

}



public IEnumerator PlaneRespawnCo()

{

yield return new WaitForSeconds(respawnTime);

PlaneHealthManager.instance.Respawn();



WaveManager.instance.canSpawnWaves = true;

}



public IEnumerator EndLevelCo()

{

PlaneController.instance.SetCanMove(false);

AudioManager.instance.PlayLevelVictory();

UIController.instance.levelCompleteText.SetActive(true);



yield return new WaitForSeconds(5);



UIController.instance.FadeToBlack();



yield return new WaitForSeconds((1f / UIController.instance.fadeSpeed) * 2);



PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "_unlocked", 1);



PlayerPrefs.SetString("CurrentLevel", SceneManager.GetActiveScene().name);



if (PlayerPrefs.HasKey(SceneManager.GetActiveScene().name + "_amber"))

{

if (amberCollected > PlayerPrefs.GetInt(SceneManager.GetActiveScene().name + "_amber"))

{

PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "_amber", amberCollected);

}

}

else

{

PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "_amber", amberCollected);

}



if (PlayerPrefs.HasKey(SceneManager.GetActiveScene().name + "_time"))

{

if (timeInLevel < PlayerPrefs.GetFloat(SceneManager.GetActiveScene().name + "_time"))

{

PlayerPrefs.SetFloat(SceneManager.GetActiveScene().name + "_time", timeInLevel);

}

}

else

{

PlayerPrefs.SetFloat(SceneManager.GetActiveScene().name + "_time", timeInLevel);

}



SceneManager.LoadScene(levelToLoad);

}

}

and this is my script for the map

using System.Collections;

using System.Collections.Generic;

using UnityEngine;



public class MapPoint : MonoBehaviour

{

public MapPoint up, down, left, right;

public bool isLevel;

public string levelToLoad, levelToCheck, levelName;

public bool isLocked;



public int amberCollected, totalAmber;

public float bestTime, targetTime;



public GameObject amberBadge, timeBadge;



public Animator starAnimation;



void Start()

{

starAnimation = GetComponentInChildren<Animator>();



if (isLevel && levelToLoad != null)

{

if(PlayerPrefs.HasKey(levelToLoad + "_amber"))

{

amberCollected = PlayerPrefs.GetInt(levelToLoad + "_amber");

}



if (PlayerPrefs.HasKey(levelToLoad + "_time"))

{

bestTime = PlayerPrefs.GetFloat(levelToLoad + "_time");

}



if(amberCollected >= totalAmber)

{

amberBadge.SetActive(true);

}



if(bestTime <= targetTime && bestTime != 0)

{

timeBadge.SetActive(true);

}



isLocked = true;



if(levelToCheck != null)

{

if(PlayerPrefs.HasKey(levelToCheck + "_unlocked"))

{

if(PlayerPrefs.GetInt(levelToCheck + "_unlocked") == 1)

{

isLocked = false;

}

}

}

}

if(levelToLoad == levelToCheck)

{

isLocked =

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If you're too lazy to make a game then come to me

I'll create a normal game for 5/10 dollars😅 except online or VR and AP I'll do anything write in the comments anything up to complaints and orders :/ I'm saving up for beat saber

https://redd.it/1g8kpot
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Visualizing a tree

i'm having a difficult time trying to visualize a tree

are there any methods out there that allows one to do things like this?

https://redd.it/1g7oky4
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What does every little rock need to eat in order to grow up to be a big rock? Why it's rocks silly!

https://redd.it/1g7ea16
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My work in progress procedural planetary map generator for my upcoming sci-fi survival game. What do you guys think about it?

https://redd.it/1g7gnis
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Made a stunning fantasy stylized environment in Unity!

https://redd.it/1g7bumc
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I've created a virus corruption effect which is fully dynamic without using decals in HDRP. We needed it to clear dynamically as a result of finishing a level, so I used a mix of noise and signed distance fields to achieve this effect. Do you think it looks good enough?

https://redd.it/1g7aqm1
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Update on the rocket exhaust plume animation from my previous post. Thank you for your feedback!

https://redd.it/1g76j2o
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Mini-Tip: Get more natural-looking behaviour from your NavMeshAgents with NavMeshObstacles

https://preview.redd.it/mqjohxz2movd1.png?width=863&amp;format=png&amp;auto=webp&amp;s=e9d5bb8e5c205298360d41219ee85ba5fdc97dd2

Adding capsule NavMeshObstacles at the corners will cause your agents to path more naturally down the middle of corridors rather than wall-scraping, whilst still allowing them to fit through doors (which changing the radius of the agent would prevent).

https://redd.it/1g757vz
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Subnautica 2 ditches Unity for Unreal Engine. Thoughts?

The new Subnautica 2 trailer just dropped and it's been revealed it's being built in Unreal Engine.

I found this surprising as the first game, and it's expansion Below Zero, where both built in Unity. Subnautica was a good example of a big game built in Unity, so it feels a little confronting to see them decide to recode their game from scratch rather than continuing to use Unity.

Why do you think they made this decision? Why is it so hard for Unity games to "look as good" as Unreal Games.

https://redd.it/1g6vcl6
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Using Unity's scriptable physics feature to create a predictive aiming system.

https://redd.it/1g6ueeu
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