My First Released Game On Steam - Quad Blaster, a small shoot 'em up that combines the charm of retro arcades with innovative gameplay mechanics. It will be available on October 31st.
https://www.youtube.com/watch?v=rLsB_t7cGM4
https://redd.it/1ga5xq1
@r_Unity3D
Following the trend! Here is my 2024 progress! I started this project in March 2024 and I'm about to release the game in a few weeks!
https://redd.it/1g9xltj
@r_Unity3D
Patched a bit TwistCorrection to avoid jumping after 180 degree IK rotations. Link to github is in comments.
https://redd.it/1g9tz4j
@r_Unity3D
Looking for Unity 2D tutorials/courses that explain not just how, but also why things are done a certain way
Hey everyone,
I’m learning Unity 2D and have watched some of YouTube tutorials, but I’ve noticed that many of them focus on what to click and how to do things, without explaining why things are done in a particular way. I want to understand the underlying concepts behind the actions, so I can gain a deeper understanding of game development.
Does anyone know of any good YouTube channels, online tutorials, or even paid courses that not only show how to build things in Unity, but also explain the reasoning behind the steps and best practices?
https://redd.it/1g9ofwu
@r_Unity3D
Is Unity 6 no longer free to publish to mobile devices?
https://redd.it/1g9hgfh
@r_Unity3D
What do you do when your Zippo Lighter goes missing..?
https://redd.it/1g9d58d
@r_Unity3D
Imagine a 2048 + Snake game
I’ve been working for about a month on a game that combines mechanics from Snake and 2048.
It’s a combination that I find has tons of different ways to approach it and I think I have found one that is pretty fun.
I’m almost ready to show my prototype but first I’d like to first hear from you guys (before my concept alters your first thoughts) how do you imagine it playing out?
https://redd.it/1g99t6e
@r_Unity3D
We just released the first major content update for Usurper, featuring a brand new Halloween-themed deck!
https://store.steampowered.com/news/app/2347280/view/4509883924047819588?l=english
https://redd.it/1g920td
@r_Unity3D
How to prevent objects from getting stuck inside walls.
Not so much my player but if an npc hits a wall it sometimes gets stuck inside, my terrain is made up of edge colliders basically. I know all the fixedUpdate and add force stuff my code is set up correctly I am experienced enough to understand that much and say with 100% confidence my code is not the issue. I basically made scenes with a cube prefab, that cube has the edge collider set up like a box collider because with a box collider my character jumps and skips. I then just resized each cube to where I needed it. some are very large some are small, size does not seem to matter the npc's get stuck all the same. Also worth noting my game has small i9nteractable objects like a beach ball here or there and if the player steps on those it is very easy to force the same behavior which is graphically even more of an issue as you can see the ball stuck visibly inside the ground or a small platform.
https://redd.it/1ga5bs4
@r_Unity3D
Feel like I've got a dumb problem. Script that switches scenes by pressing E door is being flagged on line 28 and line 35. What I really don't understand is in the second image it works perfectly fine, but it's the third image that doesn't work
https://redd.it/1g9vp95
@r_Unity3D
2 years ago, I quit my job, divorced my wife and sold my children to make my dream game in Unity: Spiral-Chan! Out now on GameJolt & Itch.io.
https://redd.it/1ga2lyv
@r_Unity3D
Help needed! Which UI looks better? Left or Right?
https://redd.it/1g9urwz
@r_Unity3D
Would you say that it is bad that i have so many components attached to one GameObject
https://redd.it/1g9p8cc
@r_Unity3D
Need help with making a multiplayer 2d game with photon
I have to make a big project for university (i'm studying computer science) and i liked the idea of making a 2d multiplayer card game (not a tcg, more like a poker style of game). One of the key components in this project is dynamic interface, so that a player can see information that the others can't, such as the cards in your hand, aswell as the direction of the entire interface (kind of like Hearthstone does, where you cards are on the lower sides and your opponent cards are on the upper side).
The issue is that i am running into problems when making simple tasks that i just can't figure out how to solve because every tutorial i watch on photon unity is related to 3d or some kind of player movement that i am not gonna be using.
I would appreciate if someone that is familiar with this framework could help me at least understand these basic concepts.
https://redd.it/1g9nwrd
@r_Unity3D
I made a simple space shooter in Unity with a spacecraft that rotates around the planet.
https://youtu.be/wpnS7ocrbWc
https://redd.it/1g9icoh
@r_Unity3D
Do you prefer the pixelated filter or should I remove it? Some people suggested a non-pixelated look - what do you think?
https://redd.it/1g9gzmz
@r_Unity3D
Learn How to Make Racing Game in Unity | Tutorial
https://www.youtube.com/playlist?list=PLDj0fuWvTM0VVyYsSRNEAUgHxvef8H-WR
https://redd.it/1g9dxka
@r_Unity3D
I somehow managed to release a VR game in Unity with my wifes boyfriend, heres the story of how we did it.
So in 2018, I met this girl on OkCupid. She was the sweetest, most beautiful creature I had ever met in my entire life. At the time I was in a really lowpoint, I was 27, working retail, living in a horrible apartment, and when I met her it was like she was the only thing that mattered to me.
Fast forward about 6 months into the relationship, she starts talking about this guy, we'll call him Steven. Obviously, (despite my attempts at not being a toxic boyfriend) I was rather jealous to find out that she had been hanging out at this guys house at night without telling me, and I told her I wanted to meet him so I could see what kind of guy he was.
We met at my ( and my girlfriend's ) favorite restaurant and met Steven at a booth in the far right corner of the diner. He had ordered a steak and mashed potatoes, and was drinking a beer. I could tell as soon as I saw him that he was a beastly man, one that I didn't want around my girlfriend. However, over dinner, I learned that he was actually really cool and shared some interests. One of which being, game development and the VR space.
I wont bore you reddit, but lets just say that after this dinner, we had all came back to my place and ended the night with some icecream and Nintendo. Fast forward several months, me and Steven are best friends and we decide that we should work together on a VR game.
Fast forward to this year, we released our VR game recently and even have a trailer out! https://www.youtube.com/watch?v=OQ1Wf2NQtc8&ab\_channel=studiopirat
Some incredible things that happened this year:
1. I taught Steven some essential programming skills in Unity ( python, javascript, c# )
2. My girlfriend and I got married!
3. Steven took out a loan on his house to help fund the last couple years of full time development!
We are so excited to actually have a product out and I think that you guys will love it! If you're as much of a VR enthusiast as me then you'll have no trouble dropping in and checking it out. If anyone has any advice for how we can promote that game, please reach out!
Thanks reddit for everything!
TLDR, I have a game out on steam!
https://redd.it/1g9aygz
@r_Unity3D
I need to change Gravity and I don't know how to do it correctly
Hi! I saw a Python github with this gravity:
def __init__(self):
self.gravity = (math.pi, 0.27)
But when I put it in edit>proyect settings>physics 2D or in a:
public Vector2 gravity = new Vector2(Mathf.PI, 0.27f); [ or (3 * Mathf.PI / 2, 0.27f); \]
void FixedUpdate()
{
Rigidbody2D rb = GetComponent<Rigidbody2D>();
if (rb != null)
{
rb.AddForce(gravity);
}
}
My character starts to move sideways when jumping
https://redd.it/1g95ah8
@r_Unity3D
I'm making a ghost creature collector that's like Paper Mario X Pokemon with ghosts
https://redd.it/1g91mlk
@r_Unity3D
Screaming Into The Void About Unity UI
Sorry guys, I just want to scream into the void, and you are my surrogate for that. Please don't hate me for it.
I hate that every single interactable component in the Unity UI package inherits from Selectable
, rather than just using the Selectable
component.
I hate that every UI component has a giant Inspector full of settings that have nothing to do with what that component is doing for my UI, but instead reflect its existence as a Selectable instance. SINGLE RESPONSIBILITY please.
I hate all the boilerplate settings that are turned on for every single Selectable UI component. I hate that all the UnityEvents on the UI components never pass what you really want, and you're always forced to either conform to the UI's low-level existence, or write a reinterpretting mini component for every damn piece of UI.
I hate the deep deep GameObject hierarchies that the UI components and GameObjects demand, and how the Canvas is this gigantic object in the middle of your Scene that you're always having to hide and unhide.
I hate that the EventSystem lives inside the Unity UI package, despite its utility outside of UI.
I hate that the power of the EventSystem is so hard to learn about and use because the Unity UI info lives in one of the crap documentation sites separate from the official Unity manual.
I hate that there's another entirely distinct documentation site for all the TextMeshPro editions of the UI components.
To be honest, I hate all of those Unity documentation sites outside of the official Manual. They're always lacking precise details whenever you go looking for them, and the browsing experience with gigantic monolithic pages of clutter is just shit.
I hate that TextMeshPro has its own versions of all the UI components except for the Toggle, making it look out of place. Why?
I hate how long its taking for UI Toolkit to be truly finished.
Again, very sorry, I feel better now. Some of the above is probably not even all that valid, I'm just frustrated. I shall take a short break, then keep working on my God damn UI.
https://redd.it/1g8zwoe
@r_Unity3D