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Working on area specific damage effects on larger enemies

https://redd.it/1mqeofs
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So...how is your job search lately?
https://redd.it/1mqfm17
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Ideas for following behavior
https://redd.it/1mqdh8d
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Need help with my shader, more info inside post.
https://redd.it/1mqa9s8
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We’ve launched the free Playtest for Lost in the Roots — a hand-animated, haunting puzzle adventure in the same universe as “No, I’m not a Human”!
https://www.youtube.com/watch?v=PLTia7LTIbo

https://redd.it/1mq79e8
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Blurred text(

https://redd.it/1mq3bgc
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How should I handle vertical chunking in Unity for a large 2D world?

Hi there! First-time posting here. This month I started learning Unity for fun, and I’ve been experimenting with strategies for building a very large world — both horizontally and vertically.

So far, I’ve implemented chunking for the **(x, y)** axes and can load chunks seamlessly based on the player’s position using Addressables and additive scene loading. I’ve also built an editor helper that loads neighboring chunks as additive scenes, so I can create the world without loading *every* chunk at once. My chunks are 64×64 tiles.

Now I’m trying to figure out how to handle vertical chunking.

Currently, I organize chunks into folders for each vertical level (e.g., `level_-2`, `level_-1`, `level_0`, `level_1`, etc.). Each folder contains all the (x, y) chunks for that level. Since each chunk is 64x64, I load chunks transposing to the correct global coordinates, so they are always aligned. For example:

* Editing `chunk_0_0` in `level_1` might require me to also load `chunk_0_0` from `level_0` so I can see the ground layer while atop of a building, for example.

I’m wondering if, in the long run, it might be better to use a single chunk that contains all vertical layers together, instead of separating them by folders.

* The single-chunk approach would mean I need to handle camera, player Z position, and tilemaps on different Z layers. Also handling collisions, since I'll need to deactivate collisions in layers the player is not in.
* The multi-folder approach feels more organized but might have more loading complexity, but can also give me more control (like choose when to load adjacent chunks or load other data based on my position inside each chunk). And I can simply disable colliders of scenes the player is not currently on.

One important constraint: Global position is important for player interactions across layers. In the future I'll want to try multiplayer interactions so I don't want to rebuild this system entirelly (it is a bit complex for me right now to figure it beforehand).

Has anyone here tackled this before? Which approach worked better for you?

https://redd.it/1mq0a9d
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Rigidbody2D making my objects fly off?

Hi I’m a real beginner (like beginner beginner), and when I add a rigidbody2D to my game object prefab, when I hit play, the instances of this prefab all fly off and arc off for no reason? I haven’t changed anything about the rigidbody2D, nothing changes when I do turn things off, and I can’t find the source of this mystery force that makes them fly off? What’s even stranger is my player (whose movements r controlled by arrows), and also has a dynamic rigidbody2D does not fly off?

Please help thankssss

https://redd.it/1mpxqyp
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Reworking my spell detail to try and remove wasted space. Any feedback or suggestions are welcome [ left old - right new ]
https://redd.it/1mpdamt
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Rogue mafia
https://www.reddit.com/gallery/1mpotbd

https://redd.it/1mpp1b9
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New glowing 2D flora pack for your game! ✨ Mystic Flora Vol. 1

Hey devs! I just released my second stylized 2D asset pack as a solo indie under BirdseyeGames 🕊️



🌸 **Mystic Flora Vol. 1**

A glowing fantasy flower pack made for platformers, cozy games, and magical worlds.



🎨 Includes:

• 5 hand-painted flower types

• 5 color variants per type

• Base, Glow, and Merged PNGs

• FX layers split for blending control

• ReadMe + License included



⚙️ Engine-Ready:

Compatible with Unity, Godot, RPG Maker, or any 2D engine.



🛒 Grab it here:

👉 https://birdseyegames.itch.io

👉 https://ko-fi.com/birdseyegames

🌐 All links: https://linktr.ee/BirdseyeGames



I'd love any feedback or ideas for future packs — more on the way! ✨



(Attached: preview of what’s inside 👇)

https://preview.redd.it/gau03p621vif1.png?width=1000&format=png&auto=webp&s=d071d278b8ba89f4ec56e983e32ae82f5fd4033f

https://preview.redd.it/u4vhtuc21vif1.png?width=1600&format=png&auto=webp&s=665420dcc3e74e345aca5d05cc6a3e853e6bbc83



https://redd.it/1mpi7cj
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Made a new planet map from pure text symbols! You can now explore, fight, trade & take quests on an ASCII sphere. No scaling, no rotation - just code, characters, and shadows from 2 light sources.

https://redd.it/1mp4sxb
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Gameplay Combat from our Unity game!

https://redd.it/1mlz68n
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How do you UV map spheres?
https://redd.it/1mlz2s1
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Stacklands inspired Open World Survival roguelite prototype (with online co-op)

https://redd.it/1mlx7k5
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How much do you actually listen to feedback when it goes against your vision?
https://redd.it/1mqi2j2
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Can I create a house with doll-hpuse perspective in 2d?

I'm just starting to play a little with unity, is it possible?

https://redd.it/1mq8zho
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Blurry TMP + Centering Code

hey everyone!

i'm pretty new to Unity generally, but i've been trying to recreate a game i made in GameMaker. i'm having trouble with the TMP (or font? not sure); it looks kinda pixelated even when it shouldn't be

i tried changing the font import to Unicode and making the font size huge (433), but it didn't change at all lol, so i think i did something wrong?

my other question is about centering the text; in GameMaker, i was able to simply do room_width/2 and whatnot, i was wondering if there's a similar thing in Unity, or do i just place everything manually?

https://preview.redd.it/dp0fl8ujp1jf1.png?width=1916&format=png&auto=webp&s=b31963bab511e715af1d9ca237474bfc6856f439

as you can see, everything looks off-center and somewhat pixelated, i'm attaching a screenshot of how the GameMaker version looked

https://preview.redd.it/dj3eaanvp1jf1.png?width=1445&format=png&auto=webp&s=2d7300684520671e5f9f215cbfd304d18a42d104

sorry for the long post, i hope anyone can help!

https://redd.it/1mqcgak
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Portal Powerup in my racing game! Fair or unfair?
https://redd.it/1mq9ekd
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I am developing a bookstore simulator. Please feel free to provide feedback and comments...
https://redd.it/1mpyrb9
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I'm currently running some tests to refine my animations ( 2d hand made frame by frame ).
hassbroarts/video/7538402559900355862?lang=fr" rel="nofollow">https://www.tiktok.com/@hassbroarts/video/7538402559900355862?lang=fr

https://redd.it/1mpzfzj
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Grid based, real time combat - how to handle multiple game objects targeting movement to the same grid space?

My game uses grid based, real time combat, similar to Mega Man Battle Network. Right now, the general movement logic for enemies is to check if a target grid space is occupied by another game object, and if it isn't, then move there. That works fine...so long as I don't run into the edge case of multiple enemies targeting the same grid space at the same time, because if that happens, then both/all of the enemies will move to that spot.

I thought about adding in a "reservation" system for the grid space, but that doesn't really solve the problem when there are two identical enemies with the same scripts/timing logic targeting the same space.

I could introduce some sort of stagger-start system, where each enemy doesn't start their battle patterns at the same time. Maybe that would make the most sense? Just give enemy 1 an immediate start, enemy 2 a .1 second delay, and enemy 3 a .2 second delay?

I'm curious to know if anyone has any other ideas.

https://redd.it/1mpzq59
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How to trigger UI animations in Unity (2D URP) — AnimationController help

# Hi everyone!

I’m working on a **2D URP project** (a desktop/OS-style UI simulation) and I’m **pretty good at making animations** themselves, but I have almost zero experience with the **Animator Controller**.

**I want to create this scenario**:

1. User clicks “Exit” button.
2. A blurred background appears.
3. A confirmation window pops up (“Are you sure you want to exit?”).
4. If “No” is clicked — the window closes and blur disappears.
5. If “Yes” is clicked — quit the app.

**I know how to animate the popup itself, but I’m not sure how to**:

* Trigger animations from UI button clicks
* Play different animations depending on user choice (yes/no)
* Reset animations so they can be replayed

I’m using a **Screen Space Canvas** and Unity’s Animator Controller. Any tips, examples, or small project references would be awesome!

https://redd.it/1mpeogh
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Finally found a place to share this

https://redd.it/1mpr1je
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Scrutable Objects
https://redd.it/1mpdmw9
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[Research Survey] Unity vs Unreal Engine for 2D Game Development !

Hi everyone!

I'm a student conducting research comparing Unity and Unreal Engine **specifically for 2D/2.5D indie game development**, and I need your expertise!

**Who should take this?**

* Used Unity and/or Unreal for 2D games (even just prototypes!)
* Any experience level welcome (beginners especially needed!)
* Takes 10-15 minutes

**Survey Link:** [https://forms.office.com/r/efDTXhfPKr](https://forms.office.com/r/efDTXhfPKr)

**Help spread the word!**

If you know other 2D devs who might be interested, please share. The more responses, the better the data.

Thanks You!

https://redd.it/1mpgwn9
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Is Code monkey 10h course still recommended

I was wondering if it’s still worth watching the Code Monkey Kitchen Chaos course in 2025.
I started recently, so I’m able to make some really basic 3D games, and I wanted to know if the course could help me improve a lot or if there are better suggestions.

https://redd.it/1mm3zn5
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My new dots animation system was originally created for my game Pekla, and I decided to release it as a package

https://redd.it/1mlyba3
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How do you feel about the trailer opening like that? xD
https://redd.it/1mly81f
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My GF came up with a cool video game idea, so im making it real.

https://redd.it/1mlwdhm
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