News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Testing a object avoiding algorithm
https://redd.it/1jggppx
@r_Unity3D
2 years progress on our game
https://redd.it/1jge6rk
@r_Unity3D
Made a Strategy-Survival Game in 2.5 Months with Unity2D – Would Love Your Feedback!
https://redd.it/1jgd5d6
@r_Unity3D
Funny bug I accidentally discovered due to camera shake (secret third person mode)
https://redd.it/1jg15x2
@r_Unity3D
Why does spriteshape suck so much?
If you make a vertex "curved", the adjacent vertices are unable to to use "corner sprites"... how is this not just broken functionality. You can have 2 linear vertices adjacent to 1 curved, and that 1 curved vertex will disable corner sprites for the adjacent linear vertices.
There is no way to avoid this, so you either have to use curved for everything or "broken" vertices, or linear for everything.
And also with linear vertices with edges, the edge sprites are broken at the ends, corner sprites are supposed to fill in those breaks but its tedious to make 8 different corner sprites, when some kind of stretch implementation could be done even with linear vertices.
This whole edge system is so unfun to use, pretty much just the basic shape and fill features are pain free to use, if you're gonna have edges, might as well use line renderer....
https://redd.it/1jg7jms
@r_Unity3D
Trigger Collision not working
I am kind of new to unity coding and I am trying to code a feature for the menu where when you hover over a button it lights up. I am trying to do this with sprite arrays that rely on a bool that depends on whether or not the cursor is colliding with the button causing for it to trigger. The else statement is working but not the if statement. I tried to check if they were on the same z axis and they are, I’ve tried giving them rigid bodies, checking for the trigger function and I don’t think it’s a cursor problem because I’ve tried using other objects to collide with it but it’s still not working. What’s wrong with the code?
https://preview.redd.it/0do4352yeype1.png?width=785&format=png&auto=webp&s=8be80b507ec9bff67c940406420a70ab3a42b28c
https://redd.it/1jg6mmj
@r_Unity3D
Is a NavMesh appropriate for moving 2D sprites across a Tilemap for a Shining Force homage?
What it says on the tin. All the turn based strategy tutorials I've found specific to Unity implement in 3D space, but I'm looking to go retro. I've implemented grid-based movement for town scenes pretty well but after looking up some GameMaker tutorials on this sort of thing (sergeant indie's Turn Based Strategy 101) I sense I will need more than just tracking movement, and I'd prefer to leverage Unity built ins.
https://redd.it/1jg093b
@r_Unity3D
Photos to Character Sprites
Reference: I teach High School game design.
If you were to want to have student developers turn themselves into 2D sprites via photo would it be best to:
A) do photos in a sort of stop motion style movement for walking, idle and jumping
Or
B) have them photo a T pose and then do rigging?
We haven’t really done rigging and our curriculum hasn’t called for it so I’m not 100% sure on which route I want to go for our future projects and I’m not completely solid on if 2d animation is done more via spritesheet animation or rigging anyway. I just feel like it would be an entertaining way of encouraging a little more buy in from the students that get overwhelmed with the idea of making their own sprites. No drawing needed if we can just snap some quick shots in front of a green screen and have Canva do the rest.
Thank you.
https://redd.it/1jg2417
@r_Unity3D
How to Make an Enemy Roam and Only Chase the Player/NPC When Spotted?
Hi, I'm trying to make an enemy that can attack and kill the Player or NPC, but I don't want it to always know their exact location. Instead, I want the enemy to roam around until it spots the Player or NPC before starting to chase them.
I'm not sure how to implement this. Any advice or resources would be appreciated!
Here is what i have so far.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyController : MonoBehaviour
{
public float moveSpeed = 2f;
Rigidbody2D rb;
public Transform target;
Vector2 moveDirection;
float health, maxHealth = 3f;
public int pointsOnDeath = 100; // Enemy score
private void Awake()
{
rb = GetComponent<Rigidbody2D>();
}
// Start is called before the first frame update
void Start()
{
health = maxHealth;
}
// Update is called once per frame
void Update()
{
if (target)
{
Vector3 direction = (target.position - transform.position).normalized;
moveDirection = direction;
}
}
private void FixedUpdate()
{
if (target)
{
rb.velocity = new Vector2(moveDirection.x, moveDirection.y) * moveSpeed;
}
}
public void TakeDamage(float damage)
{
health -= damage;
if (health <= 0)
{
// Give this enemy’s specific score value when it dies
ScoreManager.instance.AddPoints(pointsOnDeath);
Destroy(gameObject);
}
}
}
https://redd.it/1jfyqnd
@r_Unity3D
subauzica inspired GameJam entry extended
https://youtu.be/DBZvPPBVbuw?si=k6Rm09fLYPVKJJXV
https://redd.it/1jfsqnu
@r_Unity3D
We are making an incremental bullet hell where you mine cofferoids and become powerful to obliterate greedy SpaceCorp machines. Wishlist now on Steam!
https://redd.it/1jfqmua
@r_Unity3D
Hologram + Vector Graphics, Wireframe Shader
https://redd.it/1jfnico
@r_Unity3D
VFX Orb Prototype ! What do you think ?
https://redd.it/1jflcyg
@r_Unity3D
3 Procedural Animation scripts playing with each other
https://youtu.be/4SKzT1T6UbI?si=5Z4_qSs9zfBYUp6X
https://redd.it/1jfjyw5
@r_Unity3D
Please help with colliders
I added tilemap collider and composite collider 2D to tilemap and set type as outlines and operation as merge. but player can t move inside collider.
https://preview.redd.it/ew1rw0d8fspe1.png?width=1919&format=png&auto=webp&s=5ea3abdf97511c2ed38df1a0baede1c16a4a0d18
https://redd.it/1jfiief
@r_Unity3D
Finally released my first rage motion sick game on Steam!
https://redd.it/1jgdfyd
@r_Unity3D
Perfect coffee stains every time! The SplineSprite tool has a wide variety of options to create procedural, vector-based sprites.
https://redd.it/1jgdwud
@r_Unity3D
I updated the gore, improved the SFX/VFX, and added some epic beats for the Sword Hero project, where your options in the open world are almost limitless.
https://redd.it/1jgc3zm
@r_Unity3D
I'm trying to learn probuilder, is this good for about 6 hours of practicing? (3 were spent on a different map, I made this in about 1 hour yesterday and 2 hours today.)
https://redd.it/1jg5n6o
@r_Unity3D
Platformer Tileset
If you're looking for some awesome tilesets for a platformer or 2d game you're working on, consider checking out my Platformer Tilesets asset. There are over 20 tilesets covering a wide array of environments. Each tileset has 38 tiles to cover any shape you need. https://beard-and-axe.itch.io/platformer-tilesets-pro
https://preview.redd.it/w3vqvm4f7ype1.png?width=224&format=png&auto=webp&s=3b3211a33f11de0c786ed0c4b446b0ce0172a4c8
https://redd.it/1jg5rp8
@r_Unity3D
I have a render texture that downscales the resolution of the game, how do I also downscale the resolution of the textmeshpro text?
https://redd.it/1jfy6w0
@r_Unity3D
My first game is in early access! I am curious about your suggestions and comments.
https://redd.it/1jfs03d
@r_Unity3D
I made an idle game using ecs, my first full time project. But it has no meta gameplay, would this still be called a game and will people play it?
https://redd.it/1jfoy3r
@r_Unity3D
Handle game Object between multiple scenes
How I can display Game Over logo in scene 2 (Level02) when game is over, How I can use Game Over Logo of scene 1 in scene2 (In #unity)
https://redd.it/1jfmalt
@r_Unity3D
Big things happening in Australia.
https://redd.it/1jflzdm
@r_Unity3D
This moment was so cool, I had to put it in slow motion!
https://redd.it/1jfkesm
@r_Unity3D
Created a shader to simulate sci-fi like shield with hit effects and more - Unity3d - URP
https://redd.it/1jfjdvs
@r_Unity3D
Improved Game Manager: A Unity Package for State Management with State Machines
Hey everyone!
I've just finished a Unity package I've been working on, and I'd love to share it with the community. It's called "Improved Game Manager," and it's a package that simplifies game state management using state machines, instead of the traditional enums and switch statements.
# Why I created it:
I noticed that many Unity projects end up with long, complicated switch statements for managing game states, which can lead to hard-to-maintain and error-prone code. With this package, you can define your states and transitions clearly and organized using Scriptable Objects in the Unity inspector.
# Key features:
State management using state machines.
Configuration of states and transitions with Scriptable Objects.
Cleaner and easier-to-maintain code.
Potential to reduce development time.
# Who is this for?
This package is ideal for anyone who wants to improve their game state management in Unity. Whether you're working on a small or large project, this package can help you keep your code organized and easy to maintain.
I'd love to get your feedback and suggestions. You can find the package on GitHub:
https://github.com/lfeq/Improved-Game-Manager
Thanks for your time!
https://redd.it/1jfdxiu
@r_Unity3D