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Emulating dynamic water on large procedural planets using HDRP base shader and multiple levels of UV cycling

https://redd.it/1kgyyks
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Clicking one button group disables buttons in different group

Hi, I searched reddit for this question but didn't find exactly this one.

I am creating a simple test-taking app. Each row is a question where you can select A, B, C, D or E. They are all buttons that change color on select. Each set has as a parent its own canvas object. So Question 1 (which is a canvas) has as its children buttons A, B, C, D, E.

The behavior I want is that for each row, you can only select one option. So for question 1 if you choose A, that highlights. Then if you choose B, it gets highlighted, and A is unhighlighted (i.e. exactly what you'd imagine.)

However, I'm running into an issue where I can only select one answer across all my questions -- for example, choosing an answer for Question 2 unselects from Question 1. Instead of each row retaining the selection. I've tried adding canvas group components to each parent canvas object, but that didn't work. Is there anything else to try?

https://preview.redd.it/lsqvjdv6gfze1.png?width=1366&format=png&auto=webp&s=d2b1827410156de85ec7820e41e65dd501010700




https://preview.redd.it/xtv7enrnffze1.png?width=596&format=png&auto=webp&s=98e6b64c07b36c25b4cb264d72b2bd4868b242cd

https://redd.it/1kh8z3i
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How's the main menu looking people?

https://redd.it/1kb8yry
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How game dev feels sometimes
https://redd.it/1kb12cm
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How do I create a Retro Dither effect?

I tried making one of those Retro Dither effects you see in some 3d games but the Shader Graph i made kept turning out pitch black when I put in my URP.

https://redd.it/1kb1oc8
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How it started vs. How it’s going 🐿️
https://redd.it/1kaxnif
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Why my tiles have this small gap in between?
https://redd.it/1kaufqs
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About to release a horror game controlled by turning the dials on a microwave, do you think it will flop?

https://redd.it/1kapu9i
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How to achieve the Steel Division 2 frontline? (Dividing area smoothly with curves using a few points)

The game Steel Division 2 has a very nice looking frontline system, where a smoothly curved line is drawn between friendly and enemy units, dividing the map into territorty owned by two teams.

EXAMPLE IMAGE: https://i.sstatic.net/45eTY7Lj.png

Does anyone know what space partitioning algorithm I should research for dividing an area using smooth curves based on a few (sparse) points?

Bonus points for pointing me in the right direction for creating a shader/line renderer to shader shading INWARDS

https://redd.it/1kao68d
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Custom grass system for my VR meditation/anti-stress game. Unity URP, running on Quest 3

https://redd.it/1kalpxp
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Water simulation splashing around.

https://redd.it/1kah4i0
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Prototype of a survivor/bullet-heaven game. What weapons should I add?
https://redd.it/1kad5yd
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After feedback from this sub, Jet Birds has returned to its roots as an infinite runner

https://redd.it/1kabs7y
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I created a video explaining vectors for game developers
https://youtu.be/Cjqg468_IPA?si=ybOG67LpJ1OPnA0Z

https://redd.it/1ka7mep
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Cinemachine to Follow Selected Target?

So I'm building a 2D Top Down game where the player can summon, select and then control new characters.

Using private bool selected; and later setting selected = true; on the OnMouseDown() target I'm able to move the character that is selected.

I'm trying to get Cinemachine to use similar logic and follow the selected target. Is this possible?

https://redd.it/1ka7rtj
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Plant yourself in Henry Halfhead!

https://redd.it/1kgycys
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Any tips? Is the game worth putting more work into?

https://youtu.be/UvlL8wrSa-0


I'm actually a software developer, but i'm passionate about game development. you can probably tell from my prototype what kind of games i like, but as for the question itself:

I'm really struggling with the graphics. do you have any tips? I enjoy the pure development, but the design is hard for me to find the motivation for. and then I'm annoyed because it doesn't look as cool as I'd like.

there's already quite a lot going on in the background of the game. from a weapon slot system similar to Noita (projectiles, different numbers of slots within the weapon, etc.).

The Fog-War system was quite a lot of work, but it was really fun to develop.

But now I'm at a point where there are a lot of subtleties involved, and I wanted to hear what you guys think when you see it. Very roughly summarized:

The map is calculated based on seeds, you have to explore the world with your mining drone, find puzzles, find enemies and fight them. If you die, you start all over again. After each round (if I work my way up), I can process the materials and items I find in my spaceship, update the drone, improve my weapons, etc.

I would be happy to hear your ideas, tips or general feedback.

https://redd.it/1kbanqa
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Encountered a bit of a bug messing with animations so I added some sound effects

https://redd.it/1kb93go
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8 years of game dev - nothing completed

what am I doing

https://redd.it/1kb2tm2
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Anyone else been solo developing a project for years on his own?
https://redd.it/1karwma
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Some wip gameplay from my next game. Showcasing custom animation system and some gameplay.

https://redd.it/1katg94
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I Spent 3 Years Making Car Physics. What Do I Even Do With It Now?

https://redd.it/1kaqw5u
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It took 6 months, but my Zen garden sandbox is finally at a point where I can't stop playing it myself. Would love your feedback!

https://redd.it/1kapi0p
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System worked after 1 week.

Had one of those moments today where everything finally clicked. The system I’ve been fighting for days just… worked. No errors, no weird behavior—just clean, smooth gameplay.

It’s wild how one small win can make you forget a week of frustration. That’s the high we chase, right?

Game dev can be brutal, but when it flows, it feels like magic.

Anyone else riding that wave right now?

https://redd.it/1kan44f
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Is Godot really that good or just overhyped?

I took a long break from development and I'm back now. And what I remember that lot of people switched to Godot back then after runtime fee drama which was understable but even after removing it this sub still has way less active users despite having more members than Godot sub. Also there average post get around 1k upvotes while this sub feels almost deserted.

What I mean is, have Unity lost its charm? Even Brackeys (channel which I loved) shifted to Godot after their break and many other youtubers too switched. Is it because they got angry or Godot became really that powerful?

Don't get me wrong I don't hate that engine but I just wanna know what's up with that? Sorry for stupid question though. But I'm just wondering.

https://redd.it/1kaidkl
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How do you guys manage the ball's relation in Zuma game?

Recently, I’ve been working on a Zuma-style game, similar to Zuma Legend. I use a Bézier curve to define the path, and now I'm implementing the logic for managing the balls along the path.

Currently, each ball holds a reference to the previous and next ball using "Prev" and "Next" pointers. This approach works fine in some cases—for example, I can calculate the relative distance between balls based on the first ball’s distance along the path and the ball diameter.

However, when I try to add animations, like match-three elimination and the fallback of balls after elimination, managing the relationships between balls becomes much more difficult.

Do you have any suggestions for a better way to manage balls along the path? I’m currently using DOTween and coroutines for animations—do you think that’s a good approach?

Any advice would be greatly appreciated!

https://preview.redd.it/vytglcq02qxe1.png?width=720&format=png&auto=webp&s=931768eee7b705c6782ced7afd94bf239c090923



https://redd.it/1kahool
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My indie game - BEACON
https://redd.it/1kadg1p
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WebGL Build Shows Wrong Cloud Position and Extra Characters - Scene Serialization Issue?

Hi everyone, I’m working on a 2D game in Unity (version Unity version, 2022.3.60f1), and I’m running into a frustrating issue with my WebGL build. Hoping someone here might have ideas!

**Issue:**

* In the Unity editor, I have a scene (newww4.unity) with a cloud GameObject (Cloud (1)) positioned in the lower-left (e.g., X: -5, Y: 2, Z: 0) and only one PlayerLumberjack character.
* In the WebGL build, the cloud’s position is outdated (it’s higher up, like in an older version of the scene), and there are three PlayerLumberjack instances instead of one.
* This persists even after:
* Creating a new scene and copying all GameObjects.
* Clearing all caches (Library, Temp, WebGL cache, browser cache, IndexedDB).
* Reimporting all assets.
* Building into a new folder and testing in Incognito Mode.

**What I’ve Tried:**

* Verified the scene in the editor—everything looks correct.
* Ensured only the correct scene is in **Scenes In Build**.
* Disabled compression in WebGL build settings.
* Added debug logs to confirm the cloud’s position and scene contents in WebGL (logs show the wrong position and extra players).
* Created multiple new scenes (newww2.unity, newww3.unity, newww4.unity) to rule out scene corruption.

**Details:**

* The cloud’s position is set manually in the inspector, not via code.
* No scripts instantiate extra PlayerLumberjack characters (I’ve checked all scripts).
* I suspect this is a scene serialization or caching issue, but I’ve cleared every cache I can think of.

Has anyone run into something similar with WebGL builds? Any ideas for workarounds? I’ve submitted a bug report to Unity, but I’d love to get this working sooner if possible. Thanks in advance for any help!

https://redd.it/1ka77dc
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Just finished creating my first 2D platformer game for university - but can't get it to build.

I have no prior experience in game dev with engines, and I am quite early on in uni, so please understand when replying that I do not have much pre-existing knowledge about building software. The console seems to clear automatically as soon as the textbox disappears following the build failure, so I cannot read the error messages.

Would anyone be able to download my game and help me resolve the build issue please. I'm just trying to build for Windows only. I'll post the download link below (completely legal, every asset is copyright-free or covered by Unity EULA, and no data being collected whatsoever by myself). Editor version is 6000.0.34f1, no add-ons used. Developed in Windows 11 with VSCode.

https://drive.google.com/file/d/1PwVICNvnkimkQg6UDj2BoYqLl73AztM1/view?usp=sharing

TIA!

https://redd.it/1ka827s
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Working on animated enemy slimes for 2D games – feedback appreciated!
https://redd.it/1ka5pc2
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