News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
We made a new trailer for our upcoming game BabushCats where you need to care for cats and fight their nightmares. What do you think? Demo link in comments :)
https://youtu.be/lVLLPukMT-o?si=aa8-jZFDrENV6XBP
https://redd.it/1jngj4c
@r_Unity3D
i tried unity before but failed now wanna do it again but better
so i tried unity before but failed and then deleted it and moved on, a while ago i boght this course
https://preview.redd.it/kw5zfwxv2ure1.png?width=712&format=png&auto=webp&s=6740ce66d5523c190bc8734fa88e8cd359d899ab
wanting to get back to unity but i just wasnt good enough? like yeah i know programming basics and all but i cant write literlly any complete code by my own even if its the simplest thing ever (keep in mind that i learned from youtube never tried this course) i just wanna ask what it takes to get to the point where i can write codes without following youtube tutorials all the time? and whats a good way to learn game prog? and is this course actully good?
https://redd.it/1jnd5le
@r_Unity3D
So happy with my progress today! I've been playing around with a proper tentacle animation for weeks. I often overcomplicated it and tried to use IK at all costs. In the end, a linear rotation around the base did the trick. Any suggestions are welcome!
https://redd.it/1jiwl13
@r_Unity3D
float distanceToCenter = Vector2.Distance(new Vector2(x, y), center);
float gradientFalloff = Mathf.Clamp01(1 - (distanceToCenter / maxDistance) islandFalloffStrength);
// Return the combined noise and falloff value
return noiseValue gradientFalloff;
}
// Get the correct tile based on final noise value
TileBase GetTileForValue(float value)
{
if (value < waterThreshold)
{
return waterTile;
}
else if (value < sandThreshold)
{
return sandTile;
}
else if (value < grassThreshold)
{
return grassTile;
}
else
{
return snowTile;
}
}
// Generate details such as trees, grass, and rocks on a separate tilemap
void GenerateTileDetails(float finalValue, int x, int y)
{
TileBase tile = GetTileForValue(finalValue);
float randomFrequency = Random.Range(0f, 1f);
Vector3Int position = new Vector3Int(x, y, 0);
if (tile == grassTile)
{
if (randomFrequency <= grassFrequency)
{
detailsTilemap.SetTile(position, grassDetailTile);
}
else if (randomFrequency <= rockFrequency)
{
detailsTilemap.SetTile(position, rockTile);
}
else if (randomFrequency <= treeFrequency)
{
detailsTilemap.SetTile(position, treeTile);
}
}
else if (tile == sandTile)
{
if (randomFrequency <= rockFrequency / 2)
{
detailsTilemap.SetTile(position, rockTile);
}
}
else if (tile == snowTile)
{
if (randomFrequency <= rockFrequency)
{
detailsTilemap.SetTile(position, rockTile);
}
else if (randomFrequency <= treeFrequency)
{
detailsTilemap.SetTile(position, snowyTreeTile);
}
}
}
}
https://redd.it/1jixsw1
@r_Unity3D
I am looking for someone that can implement my characters in my Unity project
I need some help with integrating my 2D custom character into my 2D Unity project. Right now, the game uses a default character from a Unity package, but I want to replace it with my own character that I currently have in Illustrator files.
The character that the user controls needs to be able to run walk and idle animation if possible. I also want to give two or three other characters idle animations in particular parts of the game if possible.
The issue is that the current character in the game is fully rigged and animated, through a unity controller and character from the unity store I believe. I was wondering if there’s a fast way to change this maybe reusing an existing rig and just swapping in my character’s body parts?
Well some experts here might know exactly how to tackle this in an efficient way and are willing to do it for some money. I am on a budget so don't expect much
https://redd.it/1jitipe
@r_Unity3D
PlayerPrefs Save & Load System in Unity
https://youtube.com/watch?v=GDwkiJc_UKQ
https://redd.it/1jirmxd
@r_Unity3D
my game gets blurry when i build it.
https://preview.redd.it/h8dnhvfvnmqe1.png?width=1920&format=png&auto=webp&s=3732e7f3461b60d325cf334ca91eb2dd052a613f
https://preview.redd.it/u8qosrd0omqe1.png?width=1920&format=png&auto=webp&s=04fbfaf4348513f724b970a56a1eb847a866e53b
i am making my first 3d game and i am trying pixel art but when i bulild the game everything is blurry. i am using 320x180 for my games reselution and i am trying to play it on my 1920x1080 screen. is should be fine since 1080p is 6 times larger but idk where the smoothing is coming from. it is crisp inside the unity editor in the game window so idk what is happening
https://redd.it/1jip27u
@r_Unity3D
Im creating an AR Minigolf game. Any ideas how to improve ball physics?
https://redd.it/1jinv23
@r_Unity3D
Should I make sprites for 3840×2160 pixels if I am making a non pixel art game ? What other settings should I change to 3840×2160 in the Engine ?
No pixel art. Think it will be line art or vector art.
If I make the assets in 1920*1080 and then import to Unity then unity will have to upscale them for 2560×1440 and 3840×2160 monitors right ? And that will cause blurriness or something ?
So I have to make everything for 3840×2160 and set the Game Scene resolution and my UI canvases Reference Resolution to 3840×2160 right ? What other settings should I change ?
But the other way around is no problem ? I mean If I make it for 3840×2160 then it won't cause any issues for 1920*1080 monitors and It will look all good and crisp ?
Sorry for asking all of this. I only have a 1920*1080 monitor so I can't try these things myself.
https://redd.it/1jin0oq
@r_Unity3D
TextTween - a library that uses Burst+Jobs to animate your texts
https://reddit.com/link/1jia5nw/video/4cc3dmp98iqe1/player
TextTween is a lightweight library I've made that uses Job system and Burst to animate TMP text letters as you wish.
There are 3 premade modifiers(WarpModifier, ColorModifier, TransformModifier) although this can be increased by extending the Modifier class.
Take a look and let me know what you think ❤️: https://github.com/AlicanHasirci/TextTween
https://redd.it/1jia5nw
@r_Unity3D
IntelliJ Idea x Unity Problem
Hey guys, I'm having a problem with my intelliJ Idea and Unity setup. I use intelliJ Idea instead of Visual Studio. But when I have an error in my code, either Syntax or Logic. It doesn't underline it red, I only see the error when it finishes compiling in unity in the console error box pause. And it gets very annoying having to go back and fix tiny mistakes constantly because I didnt see it the first time. If anyone knows a solution, or could hop on a call, that would be appreciated.
https://redd.it/1ji3ufl
@r_Unity3D
2D Space Shooter (WIP)
https://www.youtube.com/watch?v=7i7kqJTVH-E
https://redd.it/1ji2ctf
@r_Unity3D
Why are my textures of the tree cutted?
https://redd.it/1jhytfx
@r_Unity3D
Should I learn Unity's Object Pooling system or should I learn to build my own?
https://redd.it/1jhwilw
@r_Unity3D
Hex Map 4.0.0: UI Toolkit
https://catlikecoding.com/unity/hex-map/4-0-0/
https://redd.it/1jnes17
@r_Unity3D
Dodge or die! No attacks, just pure evasion. Watch how insane it gets after a few levels!
Hey everyone! I’ve been working on a game called Glow Journey where you control an orb, navigating through an ever-changing world full of dangers and enemies. The catch? You can’t attack—it’s all about dodging!
At first, it’s a calm experience, but as you level up and gather upgrades, the chaos begins. The more you progress, the tougher the enemies get, and the harder it is to avoid them. It’s a constant balance of speed and strategy!
Here's a quick preview of the game in action:
https://i.redd.it/pvqwm8othpqe1.gif
Would love to hear what you think 👋
Wishlist it if you want: https://store.steampowered.com/app/3608390/Glow\_Journey/
https://redd.it/1jj2odl
@r_Unity3D
my experience with game engines
https://redd.it/1jiytdi
@r_Unity3D
Perlin noise generation changing on movement
Hi everyone,
No idea if this is a stupid question or not but I'm having issues with perlin noise changing appearance in my tilemap. My perlin noise generation I'm using for my 2D game prototype keeps seemingly moving even while retaining the same shape of some sort, even in the Scene View. I also get these weird horizontal dashed lines in both views occasionally. (top left of both images) I did some log statements in my generation method to check if it is generating noise multiple times, but it seems to only be doing it once... my guess is that it's to do with the tilemaps and not the noise itself but I really don't know.
Am I doing something horribly wrong or is it just a simple thing I overlooked? If there is something else in my project someone needs to help fix I can attach it to this post. Any help is appreciated :D
Images:
original generation \(objects are for testing\)
changed generation \(on movement\)
Code:
using UnityEngine;
using UnityEngine.Tilemaps;
public class PerlinIslandGen : MonoBehaviour
{
Header("Tilemap Settings")
public Tilemap tilemap;
public Tilemap detailsTilemap;
public TileBase grassTile;
public TileBase waterTile;
public TileBase sandTile;
public TileBase snowTile;
Header("Map Settings")
public int mapWidth = 50;
public int mapHeight = 50;
public float noiseScale = 0.1f;
public float islandFalloffStrength = 2.5f;
public float waterThreshold = 0.3f;
public float sandThreshold = 0.5f;
public float grassThreshold = 0.6f;
public float snowThreshold = 0.8f;
Header("Seed Settings")
public int seed = 12345;
Header("Details")
public TileBase treeTile;
public TileBase snowyTreeTile;
public TileBase grassDetailTile;
public TileBase rockTile;
Header("Frequencies")
public float treeFrequency = 0.1f;
public float grassFrequency = 0.15f;
public float rockFrequency = 0.08f;
private float offsetX;
private float offsetY;
private Vector2 center;
private float maxDistance;
void Start()
{
GenerateIslandTerrain();
}
void GenerateIslandTerrain()
{
// Initialize random seed
Random.InitState(seed);
// Center of the island
center = new Vector2(mapWidth / 2f, mapHeight / 2f);
maxDistance = Vector2.Distance(Vector2.zero, center);
// Lock noise offset based on seed
offsetX = seed 0.1f;
offsetY = seed 0.1f;
// Loop through each tile and generate terrain
for (int x = 0; x < mapWidth; x++)
{
for (int y = 0; y < mapHeight; y++)
{
// Get noise and falloff value
float finalValue = GetFinalNoiseValue(x, y);
// Get the correct tile for the noise value
TileBase tileToPlace = GetTileForValue(finalValue);
tilemap.SetTile(new Vector3Int(x, y, 0), tileToPlace);
// Generate details based on the final noise value
GenerateTileDetails(finalValue, x, y);
}
}
}
// Get the final noise value adjusted by distance from center
float GetFinalNoiseValue(int x, int y)
{
// Corrected: No Mathf.Floor() to prevent quantization issues
float noiseValue = Mathf.PerlinNoise(
(x + offsetX) noiseScale,
(y + offsetY) noiseScale
);
I'm making a game where you guess real eBay item prices – any cool APIs or platforms I should integrate?
https://redd.it/1jirkw8
@r_Unity3D
How to market game -sending it to content creators
Hi i have a question about marketing your indie game. It s a 2d medieval strategy builder, defender type of game build with unity
So right now i am thinking about sending game to streamers, youtubers. What is better strategy for first game and idie dev (currently i have 1k wishlists).
send game keys to as many youtubers as i can or try to target similar genres content creators?
What would you do?
https://redd.it/1jioskq
@r_Unity3D
I am dialling up the destruction and ragdolls in my beat em up to 11!
https://redd.it/1jinpjo
@r_Unity3D
A (Better?) Parallax Effect in Unity 6+
I decided to revisit a 2D side-scrolling game to take a break from my 2D top-down game, and I vaguely remembered how to do a parallax effect using quads or planes - I couldn't QUITE remember. And, in fact, I still don't remember the exact implementation, because it wasn't this! One of my woes is that a lot of the parallax effects I'm seeing out there touted in tutorials requires using multiple instances of your background image and moving them around or moving the 3x-as-wide image as you walk. Well, through a combination of my sprites "snapping" to the center of the latter, and not wanting to juggle the former, I wanted to go back to the original way I learned using a 3D quad that you put the texture on, and scrolling through the offset of an image set to repeat. (Naturally this method expects the image to loop).
This is the way that I did it, but you can do otherwise for your workflow and what works best for you of course.
1. Find your camera, and right-click -> 3D Object -> Quad.
2. Find your background image you want to have "parallax", click on it wherever it is in your Assets.
3. Change the texture type to "Default", make sure Alpha Source is "Input Texture Alpha", check the "Alpha is Transparency" box if it is not already.
4. Set the Wrap Mode to repeat, Filter Mode to "Point (no filter)", and the Compression to none.
5. Next, you will drag that image onto the Quad GameObject in the scene list. This will create a materials folder with the material on that Quad GameObject.
6. Resize the GameObject to fill your camera view appropriately.
7. I had to change the Z value position of these quads, rather than being able to use sorting layers, so take from that what you will.
8. Next, copy the below script into a new script and add that to the background element.
9. Assign the values in the inspector as you wish. You may want to keep the values between 1 and 10 or so depending on how quickly you want the image to scroll.
You can use this and incorporate it in your workflow however you want, this is just a basic implementation and there may be more optimal ways of doing this.
using UnityEngine;
public class ParallaxBackground : MonoBehaviour
{
Range(1, 100)
SerializeField private float parallaxHorizontalEffectMultiplier = 5f;
SerializeField private float parallaxVerticalEffectMultiplier = 5f;
private Material material;
private Vector3 lastPosition;
private void Start()
{
material = GetComponent<Renderer>().material;
lastPosition = transform.position;
}
private void LateUpdate()
{
Vector3 delta = transform.position - lastPosition;
float offsetX = delta.x (parallaxHorizontalEffectMultiplier / 1000f);
float offsetY = delta.y (parallaxVerticalEffectMultiplier / 1000f);
material.mainTextureOffset += new Vector2(offsetX, offsetY);
lastPosition = transform.position;
}
}
https://redd.it/1jiga4a
@r_Unity3D
I Spent Months Creating This – Now I’m Giving It Away FREE!
Hello everyone, I’ve put months of work into creating this 16x16 pixel art bundle, and I want to share it with the game dev community. To give something back, I’m making it free for the first 5 people until Friday!
In return, all I ask is for your honest feedback on the bundle. And if you think it deserves it, a positive rating would really help more people discover it.
PS: To reserve your spot, just send me a quick DM to show your interest, and I’ll get back to you!
For More information check out my **Itch.io page**!
https://i.redd.it/aehatln0hiqe1.gif
https://i.redd.it/rukjtna4hiqe1.gif
https://i.redd.it/r8v3ld3chiqe1.gif
https://i.redd.it/968rg0oehiqe1.gif
https://redd.it/1jib2ur
@r_Unity3D
Should i add Air combos ?
https://redd.it/1ji3ae8
@r_Unity3D
2D Space Shooter (WIP)
https://www.youtube.com/watch?v=7i7kqJTVH-E
https://redd.it/1ji0ylp
@r_Unity3D
I spent a week on this time-stopping effect. The more the development progresses the more time I spend on details, at this rate I'll never finish
https://redd.it/1jhxsny
@r_Unity3D
Is My Game's Name Inappropriate?
https://redd.it/1jhwkb8
@r_Unity3D
Ok, this is still rough. But It's starting to look like a game somewhat?
https://redd.it/1jhr2ej
@r_Unity3D