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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Good change?
Before
After
link to game : https://kvikster1ka.itch.io/retro-hoops
https://redd.it/1nz1gwb
@r_Unity3D
I have a scoring system but the scoring cant update the text mesh pro in the screen it only update the inceptor
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class Victim : MonoBehaviour
{
private static float head = 0;
public TextMeshProUGUI headText;
void Start()
{
head = 0;
headCounter();
}
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Border"))
{
Destroy(gameObject);
}
else if (collision.gameObject.CompareTag("Player"))
{
head -= 1;
headCounter();
Destroy(gameObject);
}
else if (collision.gameObject.CompareTag("Knife"))
{
head += 1;
headCounter();
Destroy(gameObject);
}
}
void headCounter()
{
headText.text = "Heads: " + head;
}
}
This is the code the victim spawning constantly
https://redd.it/1nyzkxf
@r_Unity3D
Brawlhalla Scythe Mechanic in Unity? (Active Input)
https://youtu.be/kqcA\_nKogjo?si=dQOBvuLt2\_Vz4SJu&t=105 (At 1:45 you can see the explanation and how it looks like)
Active Input means you can choose where to send the opponent after hitting/hooking them. I find it very satisfying and could greatly be introduced in a 2D game.
Does anyone have any idea how to do that? Or know a tutorial which could help me find a way to implement it in my game? Let me know! Please and thank you
https://redd.it/1nyw50z
@r_Unity3D
I created a party game: two teams, each team has a constraint to follow, and the goal is to ask questions to the opposing team to figure their constraint before they out yours :) (link below)
https://redd.it/1nyqk1b
@r_Unity3D
Organ-based damage system
https://redd.it/1nyoxsu
@r_Unity3D
I made a tool for Unity and want to share it to you for free!
https://www.youtube.com/watch?v=0z4O-T6Odg4
https://redd.it/1nympqy
@r_Unity3D
Does this look intriguing?
https://redd.it/1nykvke
@r_Unity3D
DebugSweeper – Clean, Optimize, Visualize Your Project
Hey, so a while back i made a tool for unity that allows you to scan your project for all Debug statements. It then allows you to batch toggle, remove or even modify them in the editor.
This can help save developers time by providing you a dashboard of all the Debug statements in their projects.
Key features include:
* **Batch Operations:** Comment or remove dev statements across all scripts at once.
* **Individual Script Operations:** Comment, remove or modify dev statements across specific scripts.
* **Contextual Replacement:** Modify Debug.Log and Debug.Assert calls directly from the Editor.
* **Interactive Visualizer:** Colorful, professional block view shows script statement density for quick insights.
* **Flexible & Customizable:** Fully integrated into the Unity Editor, works with any project type or genre, and helps optimize performance for production builds.
Hope it helps some of you out with your projects. Am looking for feedbacks and suggestions and I hope this tool can turn into something better in the future!
Video : [Youtube Link](https://youtu.be/-OqRQRJlVjs)
Check it out here : [Unity Asset Store Link](https://assetstore.unity.com/packages/tools/utilities/debugsweeper-clean-optimize-visualize-your-project-329741)
https://redd.it/1nyhvac
@r_Unity3D
Simple Unity 2D Document That Has Code You Can Copy And Paste
https://docs.google.com/document/d/1yZmrPhDFLE6brU8cYcVFBOji2AukBMXUqIgPvLQ37SA/edit?usp=sharing
Wrote this because I wanted to copy and paste things instead of having to look around
Also a guide I wrote
https://docs.google.com/document/d/1YMu7rCBGdgaoLZ3TQGbxb9uHmMlaoWrnN6mf1NkDIeE/edit?usp=sharing
Here is the post
https://www.reddit.com/r/Unity2D/comments/1noupvk/unity\_2d\_simple\_guide\_for\_top\_down\_pixel\_games/
https://redd.it/1nyh2lg
@r_Unity3D
How to handle empty List<>
https://redd.it/1nyeru5
@r_Unity3D
Some advice for a beginner?
I'm taking an art class in video game design and I'm making a game of my own, since it's an art class I'm taking (connected to my major in media arts) you can imagine I have zero experience in video game development, most of my talent is with digital art and design. Using Unity I've found myself really wanting to dive deeper into the programing aspect because it seems like an important and interesting skill to have.
In general I'm asking for advice for planning a project that is realistic for a total beginner to execute within a semester (or at least have the bones of a project figured out and running)
Things I'm thinking about implementing are:
\-dialogue box (character conversations triggered when interacted through clicking or keyboard with a specific character sprite) (top priority)
\-multiple endings (high priority)
\-some sort of fighting system, probably something extremely simple like jumping on heads to kill someone or something (low priority)
\-Interactable UI (top priority)
\-multiple scenes/bosses (top priority)
\-collectable equipable items (least priority, something cute like finding hats and getting to pick what hat the player character is wearing)
I will have help with this as it is a class but I'm mostly wondering if anything on this list (or any combination of them) are a unrealistic for me to learn with no experience in script editing or Unity. Also if there's a good order to implement these things in. Any advice you could give me would be great through! Sorry if anything I wrote is totally the wrong vocabulary, I really have no experience in video game development \^\^
https://redd.it/1nyc6g4
@r_Unity3D
Did my game just go viral in Japan? 4000% wishlist jump, and I can’t figure out why. Any ideas?
https://redd.it/1nxy01s
@r_Unity3D
Lack of 64 bit floats driving me crazy
I really like working with Unity. I love DOTS, I love ECS. I love how once you get something setup to work with DOTS how preformant it is. I love how netcode for entities works. I love that I can choose if a ghost should be interpolated or predicted, and I love how I can change between the two. I love how easy it is to set the relevancy of ghosts and how thats not automatically tied to distance. I love how easy it is to control what things the client has control over, what systems run client only, when systems run... I love the lighting, configuring a skybox... honestly DOTS and Netcode for Entities and Unity has been really great. I have a cool little prototype competitive PvP dogfighter space flight-sim thats fully server authoritive, has great hit-detection with fast moving projectiles vs fast moving ships. Full fog of war with Ghost relevancy (Can't map-hack here!), and snappy networking thanks to client side prediction and Unity's deterministic physics. All with the server being able to support 50+ players without breaking a sweat, and the clients running at a steady 140fps. And it didn't take me years to do or require a PhD in computer science to get there. It's great. Working with Unity has been great.
But it's driving me crazy we can only really have players play in these little 20km by 20km by 20km cubes (-10km to +10km in every direction) before floating point errors start to creep in and things start to break down. Every solution I go to explore to combat this is either really really complicated, just not going to work, or never explained well enough for me to even start to take a crack at it.
I would really love to continue working in Unity, but its looking more and more like it'll just be easier to learn another engine than to rewrite core physics and transform packages to use double precision floats myself. Which sucks because there are so many great things about Unity I would really miss moving to another engine...
Is there a solution to this that I missed that is going to be easier than just moving to an engine that supports Large World Coordinates / Double Precision floats (or using two float values to represent position) for transforms and physics?
Hopefully I can prempt some questions that might get posted in the comments, or potential solutions I've explored already before they're asked in the comments here:
Q: Couldn't you just implement a floating origin or an origin rebasing system?
A: Yes, and thats fine and works well client side or for single-player games. But in a server-authoritive multiplayer game, the sever still needs to keep track of everyones relative positions in order to do collision detection, distance checks and physics queries like raycasts. And so even if the client is close to 0,0,0 on thier end, if on the server side the client is much more than 10k units from origin, we'll start to get accuracy issues on raycasts and collision detection etc. That said, If the players all agreed (or were forced) to stay close to one-another, you could take an average of their positions, move that point to 0,0,0 and then shift everything else around that on the server no problem. But, if you want to allow your players to be farther away from eachother, if you tried that, the average position of players might be fairly close to the orgin already, before you even do your rebase. So you'd just be sort of doing this rebase operation for no gains, or create a fustrating experince when players are close together, they can travel farther, but if there is an enemy far away from them, no longer can travel the same distance.
Q: Why do you need levels to be bigger than that in the first place? 20kmx20kmx20km is a pretty big space. And why do you need players to move that fast?
A: Short answer: Jets move fast, and space is big. If I want to work to-scale and have things be somewhat realistic, the speeds the ships will travel and then the distances they can cover in a period of time will be pretty large. For example the F16 can
A little Unity exercise I made yesterday. What do you think?
https://redd.it/1np5kdk
@r_Unity3D
We are making our first Unity game about evaluating trading cards! What do you think of the graphics?
https://redd.it/1np6r2l
@r_Unity3D
To learn optimization methods and compute shaders, I wanted to simulate a 2d spring mesh, and see how much i can push it, here's 600k points with ~3mil springs.
https://redd.it/1nyy51q
@r_Unity3D
Pizzatown Hero, a bite-sized action-adventure game with an emphasis on wacky humor, is out NOW!
https://daveygamerslocker.itch.io/pizzatown
https://redd.it/1nyp83a
@r_Unity3D
Adding new content for my RPG Glaivestorm: player can now summon a weapon to help in battle and that follower weapon can become pretty OP
https://www.youtube.com/watch?v=QIAd6ai0_YY
https://redd.it/1nypsyi
@r_Unity3D
I need help: Unity doesn't respond when I ask it to join animations
https://redd.it/1nym3pw
@r_Unity3D
character designs
https://redd.it/1nynp2y
@r_Unity3D
Reworked my old tool for generating 3D textures + published the source code. Thought you might find this useful
https://redd.it/1nykuzo
@r_Unity3D
Unity Version Control Question - Is my project safe?
Hey all, random question. I do Unity version control and save my changesets after every development session. Those show up on the online developer tool as well, so I assume that means cloud is enabled.
I had a nightmare that I lost about a year's worth of work. Do you have any other tips to keep my game and the files safe? Is Unity version control enough. Let's say my hard drive breaks, could I install Unity, login and continue my project through the version control and sync it to the new computer?
What other tips do you have, like local backups?
Thanks!
https://redd.it/1nyjwpm
@r_Unity3D
Working on silent hill inspired PSX horror game, added procedural rust, how it looks?
https://redd.it/1nydmbt
@r_Unity3D
Problem with Graph
Hi everyone, my project got some troubles when I making the character movement. Does anyone know how to fix it ?
https://preview.redd.it/pxt2g1opb8tf1.png?width=2559&format=png&auto=webp&s=6e6d80917ac878457b85cb371b070cc62089bd78
https://preview.redd.it/3g3j8hleb8tf1.png?width=2559&format=png&auto=webp&s=8556114f8e87afbdcc81a3582284f872dd3a9e64
https://redd.it/1nyfvu8
@r_Unity3D
Is it enough to be a triple-A game now? xd
https://redd.it/1ny6a88
@r_Unity3D
Feedback Request A-Level Computer Science Game Project – Help me out?
Hi all! 👋
I’m currently developing a game for my A-Level Computer Science NEA, and I’ve created a short Microsoft Form to gather some feedback. It only takes a couple of minutes, and your responses will really help shape the final product.
📝 Form Link: https://forms.office.com/Pages/ResponsePage.aspx?id=DQSIkWdsW0yxEjajBLZtrQAAAAAAAAAAAANAATEcXHlUNjZQQzgxTVlBOU1YUk40SEg0RllXWEdaMi4u
Feel free to ask questions or leave any extra feedback in the comments — thanks in advance! 🙏
P.S. This is for my computer science A-level and any responses would be massively appreciated, can't wait to hear back from you. Also, if you would like to be kept up to date with the Development just message me and I'll keep you in the loop.
https://redd.it/1ny9n93
@r_Unity3D
get up to something like 2000km/h - this is like 500m/s. Which is what I have my players moving at now. At this speed you cover 20km, one end of the level to the other, in 40 seconds. If we think maybe a combat platform designed for space in the future might move faster than that, the 20km becomes even smaller. You can turn down the speeds in unity and try to setup your enviroment to make things feel a little faster, and include effects like motion blur, changing the fov, and adding cool engine noises... but there is only so much 'smoke and mirrors' you can do to make something seem fast when it's not. You can scale down the enviroment some, scale down accelerations, projectile speeds and pack your level more densely with objects... but eventually things just start to feel slow instead of like you're in a crazy fighter jet made 200 years in the future. If you want something to feel fast to the player, IMO the most straightforward and robust way is to actually make it fast.
Q: Why not just shrink everything down and make everything move slower? That way, relative to the level your players are moving at the same speeds, so they dont notice it, but you get more out of your play space because that 10km from origin takes longer to reach.
A: Shrinking things down actually makes the floating point errors come to you sooner. The smaller you make things, the more precision you need to represent positions accuratly. So, while that 10km away from orign mark 'arrives' slower for players, you actually start to get noticble floating point issues closer than the 10km. Basically, for as much as you shrink things down, you bring the floating point errors closer to you by the same amount. For this reason, you might as well just work with a 1:1 or x1 scale to keep things simple.
Q: Why dont you do what Kerbal space program did as they are also using unity?
A: As far as I know, KSP is not a multiplayer game. And so a lot of, if not all the cool tricks they're doing to have physics nice and accurate for the player, while keeping track of the position of things very far away...just isn't going to work here.
Any insight would be helpful!!
https://redd.it/1np44cw
@r_Unity3D
Adding some levels based on hinges to our physics party game. Any ideas for a visual theme?
https://redd.it/1np933v
@r_Unity3D
Moldwasher - Blasting away mold
https://redd.it/1np6r09
@r_Unity3D
Testing my sci fi forcefield impact effects
https://redd.it/1np5kd5
@r_Unity3D