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r/Unity3D

Wave function collapse to generate goblin villages
https://redd.it/1jfgt4g
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How can I recreate this morphing animation in Unity with Tilemaps?
https://redd.it/1j7vucz
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r/Unity3D

Get the FREE GIFT in this week's Publisher Sale: Seamless - Shader Graph Extension. Link and Coupon code in the comments.
https://redd.it/1j7rifx
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Hamster wheel Ham can now Dig! I was walking through knee deep snow in the woods when a thought dawned on me that I could repurpose a Node Based Softbody system I made a year ago, to allow digging/mining! After some tweaks I am pretty happy with the prototype! Thoughts?
https://youtu.be/vs_PTI6kxfo

https://redd.it/1j7dint
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Need help with a character selector

I'm new to unity and I'm making a game with a character selector and I need a bit of help. I'm not really sure if I'm doing this right. Basically I have 2 scenes which contain my players and another scene containing the buttons to switch between the players. The first scene contains the buttons then goes to the scene with the players. the PersistentPlayerManager is in scene 2 as scene 2 has the players, scene 1 has the buttons.

In the scene with the players I have an empty game object containing the following code:

using UnityEngine;
public class PersistentPlayerManager : MonoBehaviour {
public static PersistentPlayerManager instance;
public GameObject player1;
public GameObject player2;

void Awake(){
if (instance == null){
instance = this;
DontDestroyOnLoad(gameObject);
DontDestroyOnLoad(player1);
DontDestroyOnLoad(player2);
}
else{
Destroy(gameObject);
}
}
public void DeactivatePlayer2(){
if (player2 != null){
player2.SetActive(false);
}
}
public void ActivatePlayer2(){
if (player2 != null){
player2.SetActive(true);
}

}
}


In the scene with the buttons I have this code:

using UnityEngine;
public class ButtonController : MonoBehaviour {

public void DeactivatePlayer2(){
 if (PersistentPlayerManager.instance != null){
 PersistentPlayerManager.instance.DeactivatePlayer2();
}
}
public void ActivatePlayer2(){
if (PersistentPlayerManager.instance != null){
PersistentPlayerManager.instance.ActivatePlayer2();
}

}
}


I've assigned the events to the buttons but nothing changes. Would anyone be able to give me any suggestions on what to do?



https://redd.it/1j7ggrt
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r/Unity3D

I LOVE WHEN GAME WORLDS CHANGE OVER TIME
https://youtu.be/e5wXuCDqfxY?si=nZjcxafoTkj1HKiv

https://redd.it/1j7f4er
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r/Unity3D

Advanced Procedural Bricks using Shader Graph (Tut in Comments)
https://redd.it/1j7bevx
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r/Unity3D

naturally. That was completely wrong!
If you don’t market your game, no one will know it exists. My mistake was leaving marketing until the last minute, a common pitfall for indie devs.

💡 **Advice:** Start promoting your game as early as possible even before writing a single line of code. Platforms like Reddit and X can be incredibly helpful if your idea is compelling enough.

# 2. A demo can change everything

Initially, my game had little attention. But after releasing a demo on Steam, some major YouTubers took notice, and my wishlist count skyrocketed.

💡 **Advice:** If you're a solo dev, consider launching a **high-quality** demo it could be a game changer!

# 3. Understand your target market

Different game genres attract different audiences. Anime style games are popular in Asia, while simulators appeal more to European markets. Some genres have global appeal.

# 4. Steam Deck is an untapped market

One week after launch, Steam verified that my game runs well on Steam Deck. The result? A second wave of players, thanks to this Steam-endorsed feature!

💡 **Next time, I’ll optimize my game for Steam Deck from the start.** This is a growing market that many indie devs overlook, including myself at first.

# 5. Success isn’t just about revenue

The game is still in **Early Access** with many improvements ahead, but financially, I’ve broken even. However, the most valuable rewards aren’t just monetary:

\- Experience in game development & marketing
\- Programming and optimization skills
\- A supportive community
\- Confidence in my chosen career path

These will help me create even better games in the future.

# 6. Should you work with a publisher?

After my demo gained traction, several publishers contacted me. I negotiated with them but ultimately didn’t reach an agreement. It took a lot of time, and I learned that some games thrive with a publisher, while others don’t.

💡 **Advice:** Carefully consider whether working with a publisher is right for you.

# 7. Future Plans

*Cabin Crew Life Simulator* is still in Early Access, and I’m actively listening to community feedback. Every suggestion, big or small, plays a vital role in shaping the game’s future. Right now, only 50% of the game is complete, and the road ahead is challenging. But thanks to the amazing community, I no longer feel alone in this journey.

Upcoming updates will include Roadmap ([See more here](https://drive.google.com/file/d/1cMXeS7ZAIfVYFqR8Ri09rrRUvLLlY-rO/view?usp=sharing))

# Final Thoughts

If you've ever failed, don’t let it stop you from trying again. If I had quit after my first game, *Cabin Crew Life Simulator* would never have existed.

If you're a struggling solo dev, remember:

\- Failure is just part of the journey
\- Learning from mistakes helps you grow
\- Listen to community feedback
\- Don’t be afraid to try again but do it better

I hope my story inspires you. Game development is a challenging road, but the rewards are absolutely worth it.

Wow, this was a long post! But I know there’s still so much more to discuss. Leave a comment! I’ll read them all and write more devlogs to share my experience with you.

**See you in the next updates!**

https://redd.it/1j78gcs
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r/Unity3D

Having trouble with these yellow lines appearing on my background

Link to video .

I've wanted to try game design for a while, ant lucky enough I now have a game design course as one of my subjects. I want to make a vampire survivors-esk game, and I am following a tutorial on youtube, but I've encountered this bug...

I have tried* to disable anti aliasing (it was already off), and using the sprite atlas thingy. (*, because I followed the tutorial for the Sprite Atlas but I didn't understand it, and it did nothing)

Any tips or solutions are appreciated!

https://redd.it/1j75xfc
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First Animation Character for my first game

https://i.redd.it/rf630ivxanne1.gif

https://i.redd.it/8c9e32pyanne1.gif

Hey everyone!
I've been learning Unity for about two months now, and I finally decided to try making my first tiny game. After messing around with LibreSprite, I put together these animations (and the character too!).

Would love to hear what you think—do they look good? Any feedback is welcome!

https://redd.it/1j75cu5
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No Idea why my forces aren't working

I'm trying to create a gun jumper game in which you fire a gun that propels you, similar to a rocket jump. I have a character with a gun but for some reason my vectors don't work properly. For example, if I'm adding a force to my player's rigidbody, and I use Vector(1,1) * forceAmount, It should send a force towards 45 degrees right? Currently its only goes up smoothly and occasionally it'll move horizontally but in very small increments and very choppily. Has anyone faced this problem?

https://redd.it/1j71wop
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r/Unity3D

How to fix this warning "Missing types referenced from component UniversalRenderPipelineGlobalSettings on game object UniversalRenderPipelineGlobalSettings"

I am new to Unity and when I started the 2D platformer learning project the warning popped up. I went to unity discussions where they said to download AR (didnt work).
I uninstalled URP and reinstalled it back, imported URP samples.
Uninstalled unity editor and hub.
Changed the editor version.
Nothing worked.

https://preview.redd.it/4j3uh87jclne1.png?width=1913&format=png&auto=webp&s=0ae9bc41e290e56bb67ec22af009c905320b6e7c

https://preview.redd.it/xatmhb7jclne1.png?width=1895&format=png&auto=webp&s=fcd1222bdec666e7989d0191461434fbb4d25ac7

https://preview.redd.it/agqjtb7jclne1.png?width=1502&format=png&auto=webp&s=2ee5bd835cd32cad7c1d61c6cef4c06f97b3f98d

https://preview.redd.it/5zcr397jclne1.png?width=1482&format=png&auto=webp&s=9ad7851ec846a90ac8ea616c72528eba3dbd6f74

https://preview.redd.it/jsbth67jclne1.png?width=920&format=png&auto=webp&s=266ec40f8d76a0ea572d38acb46c77aadf829933



https://redd.it/1j6zk7h
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r/Unity3D

Can't set transform.position in Netcode for Gameobjects

so, I'm kinda new to this, but I need to make this little multiplayer game, it's basically wizards that shoot at each other.

I need that when a player dies, their stats reset, and they respawn at a random position.

the thing is, the stats reset fine, the issue is the position
when the client dies, the position doesn't change, but when a host dies, the position changes and everyone can see

here is the code:

public class Player : NetworkBehaviour {
SerializeField private Element element = Element.Fire;
[SerializeField] private float
maxHealth = 10;
NetworkVariable<float> currentHealth = new(10);
[SerializeField] private float
speed = 1;
SerializeField private float fireRate = 1;
[SerializeField] private uint
projectiles = 1;
SerializeField private float damage = 1;
[SerializeField] private uint
level = 0;
SerializeField private float levelUpXp = 100;
NetworkVariable<float>
currentXp = new(0);

public Element Element => element;
public float MaxHealth =>
maxHealth;
public float CurrentHealth => currentHealth.Value;
public float Speed =>
speed;
public float FireRate => fireRate;
public float Projectiles =>
projectiles;
public float Damage => damage;
public uint Level =>
level;
private float LevelUpXp => levelUpXp;
public float CurrentXp =>
currentXp.Value;

private Rigidbody2D rigidbody;
private Vector2
moveDirection;

private void Initialize() {
rigidbody = GetComponent<Rigidbody2D>();
}

public override void OnNetworkSpawn() {
Initialize();
}

private void Update() {
if (!IsOwner) return;

float moveX = Input.GetAxisRaw("Horizontal");
float moveY = Input.GetAxisRaw("Vertical");

moveDirection = new Vector2(moveX, moveY).normalized;
}

private void FixedUpdate() {
rigidbody.linearVelocity = moveDirection _speed;
}

private Element CounterElement(Element element) => element switch {
Element.Fire => Element.Water,
Element.Water => Element.Grass,
Element.Grass => Element.Fire,
_ => throw new System.ArgumentOutOfRangeException(),
};

private float DamageBuff(Element element) {
if (element == CounterElement(_element)) {
return 2.0f;
}
if (CounterElement(element) == _element) {
return 0.5f;
}
return 1.0f;
}

public void TakeDamageFrom(ulong attackerId) {
if (!IsServer) return;

NetworkClient client;
bool hasValue = NetworkManager.Singleton.ConnectedClients
.TryGetValue(attackerId, out client);

if (!hasValue) return;

Player attacker = client.PlayerObject.GetComponent<Player>();
_currentHealth.Value -= attacker.Damage
DamageBuff(attacker.Element);

if (currentHealth.Value <= 0) {
attacker.LevelUp();
Die();
}
}

public void LevelUp() {
levelUpXp = 100 (1 + Mathf.Log10(_level + 1));
_level++;

_fireRate
= 1.3f;
}

public void Die() {
maxHealth = 10;
currentHealth.Value = maxHealth;
speed = 1;
fireRate = 1;
projectiles = 1;
damage = 1;
level = 0;
levelUpXp = 100;
currentXp.Value = 0;

transform.position = Vector3.zero; // will change later for a random position
}
}

https://redd.it/1j6whce
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Been working on a multiplayer FPS with infinitely repeating arenas so falling off the map puts you back at the top. Manifold Garden but with guns.

https://redd.it/1j6p7o9
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Unity 6's Spatial-Temporal Post Processing upscaler is ridiculously good

https://redd.it/1j6ocmx
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Help! Just started using the Sprite Shape Controller- how do i get rid these weird outlines in the rocks
https://redd.it/1jf56ba
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Best Way to Detect Player’s Environment in Unity 2D?

Hey Unity devs! 📷 We’re working on a 2D game and need a reliable way to determine the player's environment. Specifically, we want to detect if the player is: on the ground, in the air (jumping or falling) ,touching a wall (for wall jumps, wall sliding, etc.), passing through a platform and any other relevant states. Right now, we’re using Raycasts for these checks, but we want to make sure it’s the best approach. Are there better or more optimized ways to handle this?
What’s your go-to method? And if you have any best practices, feel free to share!

View Poll

https://redd.it/1j7tmxy
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We like Capybaras so we added them to our game. If you're ever low on coins, you can sell some items from your inventory to the Capybara!
https://redd.it/1j7smct
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Bladebound Ignition – Casual Mobile Roguelite Concept to play on a Commute (Bus/Train)
https://www.youtube.com/watch?v=vO71TwuRhCM

https://redd.it/1j7jil3
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How can I turn off interpolation in exported blockbench animations? Changing the mode to "constant" doesn't work.

https://redd.it/1j7g2c5
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How to animate a child object while it is parented to another object? (Ignore the background)
https://redd.it/1j7emxi
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Small Glimpse at one of the Meta Progression Systems from our game

https://redd.it/1j7bqg6
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I just launched my game and achieved success beyond expectations, earning over $100,000. But what’s even more special? This isn’t my first game. Before this, I experienced a bitter failure

**Hello everyone!**
I'm Simon, and I just launched Cabin Crew Life Simulator, reaching milestones I once thought were impossible. I consider this game a success. But what's even more special? This isn’t my first game. Before this, I had a bitter failure.

Has anyone ever succeeded on their first game launch? If so, I truly admire them. But if you're like me someone who has tasted the sting of failure after pouring your heart into a project I hope my story will inspire you.

I want to share my journey to help other indie developers, especially **solo devs**, gain experience in launching a game. If you're in the same situation I was in before full of doubts and worries after your first failure keep reading.

My first game barely caught anyone’s attention, sales were terrible, and the reviews weren’t much better. I spent months developing it and invested half of my savings into advertising, only to receive harsh criticism and a crushing failure. At that moment, I faced two choices:

1. **Give up my dream and return to my old job**: a stable but unfulfilling career.
2. **Learn from my mistakes, try again, and do better:** accepting the risks but staying true to my passion.

After much thought and discussion with my life partner, we chose the harder but more promising path: developing a new game, Cabin Crew Life Simulator\*\*,\*\* with a different approach based on my past failure:

* **Listening to the market.** Instead of just making what I personally liked, I analyzed trending game genres and untapped themes.
* **Investing in marketing.** I didn’t just focus on development; I also researched community feedback and created marketing campaigns to attract players.
* **Creating a high-quality demo.** I needed a strong demo to capture players’ attention early, including well-known streamers.

# The Results? A Successful Launch Beyond Expectations! 🎉

Here are some key statistics after launch:

* **Demo release:** September 21, 2024
* **Wishlist before launch:** 20,913
* **Official release date:** February 19, 2025
* **Current wishlist count:** 35,117 ([Details here](https://drive.google.com/file/d/1NhzU3FABk89S0Ay1PGY9PGcBW97BoJBp/view?usp=sharing))
* **Game price:** $12.99 (10% discount at launch)
* **First-day sales:** Over 2,000 copies
* **Average playtime:** 8 hours
* **Total revenue so far:** $104,768 ([Details here](https://drive.google.com/file/d/1aO8MJG_oYkBvCfg94_4L6LTWmTR9m3Wt/view?usp=sharing))
* **Player reviews:** 80% Positive (184 reviews)
* [Discord community](https://discord.gg/MSxF6QbKnz)**:** 853 members
* **5 post launch updates**
* **1 overworked but happy developer and an incredibly supportive life partner**

We’re very close to achieving a “Very Positive” rating just a little more to go! [Help us get there!](https://store.steampowered.com/app/2959610/Cabin_Crew_Life_Simulator/)

# About the Game

Inspired by the airline industry, *Cabin Crew Life Simulator* is a simulation game that lets players experience the daily life of a flight attendant. Players take on the role of a professional flight attendant, receiving daily flight assignments and serving passengers to the best of their ability.

The game stands out with its extended activities, allowing players to explore various business opportunities within the airline industry. Players can purchase extra food and drinks to sell onboard, install vending machines at airports, or run currency exchange booths. They can also accept additional baggage for service fees, serve VIP passengers, or even engage in smuggling for extra income.

If you want to check out the game yourself, here’s the link:
[https://store.steampowered.com/app/2959610/Cabin\_Crew\_Life\_Simulator/](https://store.steampowered.com/app/2959610/Cabin_Crew_Life_Simulator/)

# Lessons from Failure

# 1. Marketing is difficult but crucial

I used to believe that if I made a great game, players would find it

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First few weeks of learning Unity

https://redd.it/1j75ysb
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My first game has been relased🥳

https://redd.it/1j735q7
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Realtime environment destruction physics in different ways, inspired by metal gear rising and half life 2

https://redd.it/1j6zzme
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I had to express my pain in the only form of art I know
https://redd.it/1j6vatu
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After ~2 years of self-taught art and programming to create a game from our childhood dreams, we are excited to announce our game's demo is coming to Steam in 3 weeks! This is our first game, and here are some game screenshots!
https://redd.it/1j6x0ja
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Any information on how to get a child offset image to move inside of a parent mask? I've spent so long on this, but it never works either the parent mask is on and so is the child image within it, but the offset doesn't work, or the offset works, but gets ignored by the parent mask.

Here is my shader code:

Shader Code

and the script for the offset:

https://pastebin.com/T0YLhTkF

I have a prefab, with a parent mask image with a "mask" (not mask 2D rect) on it and within that parent is a child with the above script on it, that takes in a material, using that shader code.

All I want is my custom drawn mask, to accept the child and move within the boundaries.

The prefab is for my Inventory UI elements, so the items in my game on backgrounds, and I just want to add this nice flourish. I can see to get it to either accept the mask, BUT the child image appears, but doesn't move OR I can set up a shader that moves and animates, but ignores the mask of the parent image.

but for some reason not both at once.

Any ideas ? I am using Unity 2021.3.2.1f1



https://redd.it/1j6sfct
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Oops, I am in danger... SIKE!!!

https://redd.it/1j6knsj
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