News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
[Feedback] I launched my first ever playtest on Steam!
https://youtu.be/1RlKKbX4wUw
https://redd.it/1k5r1v1
@r_Unity3D
A teaser for my game.
https://redd.it/1k5hfzq
@r_Unity3D
Started working on my first 2D crafting game - what do you think about this style?
https://redd.it/1k5ga40
@r_Unity3D
Hello world. I have scene where I can build my city by placing object on grid. I want to save this scene and load it. I tried to save list with placed objects but I couldn't do it. I need to save full scene with all objects' settings. How to do it? 🙏
How to save full unity scene with all objects' settings?
https://redd.it/1k5e5rp
@r_Unity3D
How to create a Hotkey Button in Unity (with new input system)
https://www.youtube.com/watch?v=UtXvximc3kY
https://redd.it/1k55s2p
@r_Unity3D
I Created a Tool to Make Creating Item Icons Easier
https://redd.it/1k53966
@r_Unity3D
I am making a reverse farming game where animals farm human products. How do you like this idea?
https://redd.it/1k3pqq8
@r_Unity3D
Whats your thought on Tower Defenses with mazing instead of fixed pathing?
https://redd.it/1k3n8wo
@r_Unity3D
Our first game just hit 500 reviews on Steam, with 87% positive recent ratings! We’re beyond grateful. If you’re one of the players who left us a positive review: thank you so much!
https://redd.it/1k3l1nm
@r_Unity3D
Classy Moment of Unity
Spent the last hour wondering why my enemy AI wouldn’t move—turns out I had the NavMeshAgent on a completely different GameObject. Classic Unity moment.
No matter how long you’ve been doing this, it’s the small oversights that keep you humble. But hey, once it works… chef’s kiss.
https://redd.it/1k3jyjt
@r_Unity3D
Hello everyone, why is there this “+” symbol on my files?
https://redd.it/1k3gnax
@r_Unity3D
Game Update: I created distance closer attacks. Do you think it could be too OP? I think I can balance it by making it cost a significant chunk of stamina
https://redd.it/1k3e5ip
@r_Unity3D
Which design is best?
https://redd.it/1k2vts0
@r_Unity3D
How do I change how much force ad Force ads AKA how do I make it go faster
https://preview.redd.it/euxryr66qvve1.png?width=1527&format=png&auto=webp&s=5c89524db8821f514cc68a9ca5c170f3794fba12
This is my code I want to make that force be multiplied by the speed value but I'm not sure where to put it in the code without messing up the rest of it
https://redd.it/1k39pta
@r_Unity3D
Hierarchy Pro free Unity tools.
https://redd.it/1k35pjo
@r_Unity3D
Working on my first game, a 2D retro text-based adventure. Can I have some feedback on the UI?
I'm working on a text-based adventure game set within a simulation. The story is framed around a mysterious signal first detected in the 60s, which is now being explored interactively through a simulated environment.
This screen shows a conversation with an NPC. The text and character are placeholders. I'm mainly looking for thoughts on the UI, especially legibility, layout, and whether the tone/style feels coherent (there is no so much noise on the real game, but the compression seems to exaggerate it). The images are ASCII art generated from images.
I am a software developer and not very artistic, hence why the use of ASCII art, which is something that I can generate. I have never created a game before, so I am still trying to learn how to express my ideas through a UI.
https://preview.redd.it/i1dsij204hwe1.jpg?width=2222&format=pjpg&auto=webp&s=8fbde138b674617d3ffdabffe0a8fc7764a0f1cb
GIF
This is a prototype of how the map mechanic will look like (not that map, which is based on a real map, but the idea of using also ASCII art for it where you can zoom in and out)
GIF
https://redd.it/1k5lmsk
@r_Unity3D
Some guy told me Unreal would've been a better engine than Unity for what I was doing
https://redd.it/1k5djyw
@r_Unity3D
Help with strategy game map
I started working on a game (idk if it ever releases) but I went into a problem - I don't know how to create strategy game map. I downloaded Blue Marble Next Generation from Nasa but after zooming in it was really blurry. I asked chat gpt about this, it was in fact really helpful, he told me about .svg files and natural earth data maps. It worked until I was on a stage with borders and laker/rivers where they didn't show in unity, AI didn't really know the answer to this and neither there's a good youtube video that shows it. Right now I don't have any idea what to basically do, I just need to make blank world map with political borders.
If anyone could help me with my problem I would be very grateful. Thank you.
https://redd.it/1k5c6by
@r_Unity3D
Added quests to my RPG
https://redd.it/1k5bzmy
@r_Unity3D
You can play the main menu but it's quite difficult
https://redd.it/1k59g0g
@r_Unity3D
Polished UI
Polishing the UI today and realized how much of game feel comes down to tiny details—button bounce, hover sounds, smooth transitions.
The gameplay might hook players, but clean, responsive UI keeps it feeling professional.
It’s wild how something as simple as a well-timed scale animation can make your whole game feel 10x better.
https://redd.it/1k56i5a
@r_Unity3D
Been developing a 2D top-down game in Unity 2022.3. After migrating to Unity 6, I can't get rid of this weird sprite sorting.
https://redd.it/1k3p78p
@r_Unity3D
Update my Cube Voxel on Unity3D
https://redd.it/1k3hsc4
@r_Unity3D
First Pixel Art Of A Monster On Asperite! Any thoughts?!
Ey Guys! This is my first pixel art I’m posting out here from Asperite I’ve done. Got the preview mode on the bottom right.
What do you think of this monster?
https://preview.redd.it/focthvjt4zve1.png?width=1196&format=png&auto=webp&s=8ec0f104322a741405858a11a10680bdcc14b344
https://redd.it/1k3kc6f
@r_Unity3D
Unity ready City assets available now in our collections on the Unity Asset Store
https://redd.it/1k3h521
@r_Unity3D
USD File Format Vs FBX Workflow in Univah Pro
https://youtu.be/MfcbZX8XaKg?si=48W0KHg59fqF4taS
https://redd.it/1k3gsgx
@r_Unity3D
Satisfying fail sequence in our marble matcher Jollyroll
https://redd.it/1k39jot
@r_Unity3D
Is TextMesh Pro its own enemy?
I’m setting up a brand-new Unity project right now — one that I want to use as a template for multiple future games. So I’m trying to do things properly from the ground up, based on everything I’ve learned over the past few years. Every system I choose or build now is meant to last, scale, and not bite me later.
Naturally, for UI text, I’m using TextMesh Pro. It’s the default choice in Unity and has some great stuff built in — clean rendering, fallback font support, dynamic atlases, and so on.
But the deeper I go, the more it feels like TMP kind of defeats itself.
Here’s the thing: I want to support multiple languages (Latin, Cyrillic, CJK, etc.) and also have a few text styles — for example, labels with outlines, some with glow, maybe a bold warning style, etc.
So I set up a main font asset, and then fallback fonts for Chinese, Japanese, Korean, emoji, etc. So far, everything works.
Then I start adding different visual styles using materials — and suddenly, everything breaks down.
TextMesh Pro lets me assign a custom material per text object. Cool. So I set up my main font with an outline material and apply it to a TMP component. Looks great… until I hit a fallback glyph. That character just renders with the fallback font’s default material, completely ignoring the outline.
Turns out, fallback fonts always use their own default material, and you can’t override that per-object. So if you want consistent visual styles across languages, you have to recreate the same material for every fallback font — for every style you use.
So now, if I have 5 fallback fonts and want 10 styles, that’s 60 different font assets and 60 materials. All taking up memory, all needing to be managed, just to make text look consistent across languages.
And that’s where TMP’s whole “performance-first design” kind of collapses. Instead of helping, it forces duplication of assets, bloated memory use, and extra maintenance — just to support something fairly normal like localization with a bit of UI styling.
I get that TMP was originally built for efficiency and batching, but it feels like it wasn’t designed with modern multi-language, styled UI in mind. And Unity still hasn’t addressed this — fallback rendering is still a black box, and there’s no clean way to apply a style across all fonts used by a single text object.
So yeah, I’m just wondering:
Is TMP kind of its own enemy at this point?
Has anyone found a clean way around this that doesn’t involve duplicating everything for every style?
Would love to hear how others are dealing with this — especially anyone building reusable UI setups across games like I’m trying to do.
https://redd.it/1k32q3v
@r_Unity3D
Help needed making a minigame
I am making a simple minigame in unity 2D. The mechanics are, there is a main bar, marked with colours and a pin moving back and forth over it. When the user hits space, the pin stops, and based on the specific colour it stops over, it needs to produce a certain outcome.
.
I am having trouble making sure the pin detects the right colour. Since the bar isn't symmetrical, I can't just divide the bar into sections. Is there any tutorial or way to help me figure out how to do this?
I am a noob at C# btw
https://redd.it/1k3198w
@r_Unity3D
Which Wild Card Design Is Better?
https://redd.it/1k31kpo
@r_Unity3D