156
News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
is this vibing with you?
https://redd.it/1p2vphq
@r_Unity3D
looking for study-buddy
does anyone else have a vision of making their own game but literally just start out with everything? i could use a study-buddy to maybe hang out with, find out stuff together every once in a while or share progress with. alone it seems incredibly difficult to achieve something. feel free to DM me or comment here if interested
https://redd.it/1p2aguy
@r_Unity3D
¡¡La DEMO de Earth Survivor es totalmente gratuita!!
https://youtu.be/MrCVDfXhI-o?si=hlANix9gpJLxLEHm
https://redd.it/1p2lu8e
@r_Unity3D
Adding endgame boss with some fun mechanics for my RPG Glaivestorm. Item compendium for collectors, new dangerous zones and ability to crit
https://www.youtube.com/watch?v=6sqE27BtELs
https://redd.it/1p2e1fd
@r_Unity3D
CosterGraphics OutlionSystem
https://redd.it/1p27f5x
@r_Unity3D
Is playmaker worth it?
https://redd.it/1p272rw
@r_Unity3D
I’m working on my new game, i’m creating the map and characters, what do you think?
https://redd.it/1p1z9bn
@r_Unity3D
We have made official gameplay trailer for our JRPG Rouglite game"Phantasmal Exosteel"
https://www.youtube.com/watch?v=ov0aT1x-Eo8
https://redd.it/1p1wo8k
@r_Unity3D
I built a browser tool to manually crop multiple non-rectangular sprites at once
I got tired of wasting texture memory on empty transparent space when using standard rectangular crop tools. I needed a way to define tight, custom-shaped polygon crops for my sprite sheets and export them all at once.
So I built OctoCropper.
What it does:
Polygon Support: Add points to your crop edges to hug the pixel art perfectly (great for optimizing texture atlases).
Batch Processing: Define 2, 5, or 10+ regions on a single sheet, then hit 'Process' to export them all simultaneously.
Region Merging: Combine multiple shapes into a single sprite file.
Client-Side: Runs entirely in your browser. No uploads.
Free to use here: on netlify,
If you want the React/Vite source code to run offline, modify, or integrate into your own pipeline, I put the project files on Itch for a few bucks: on itch io
Hope it helps anyone else looking for tighter sprite packing.
https://redd.it/1p1wlfi
@r_Unity3D
Is it okay if I completely delete my Unity Library folder?
I read that its okay and that when I start up the project it will remake it with everything I actually use.
My asset folder is 3 gigs. My library folder is 47 gigs. Lol
Also while im here. Is there any easy way to see what in my "packages" folder that I don't use at all? Looking to just delete/downsize the unity project folder stuff.
https://redd.it/1p1rbho
@r_Unity3D
First ever combat prototype (FSM, Playables API and Mixamo)
https://redd.it/1ooa48q
@r_Unity3D
out there is interested in sharing or comparing design approaches, I’d love that.
All in all, I’m proud of myself for staying persistent over all these years. This hobby often feels like work - a never-ending grind of learning something as complex as the entire Adobe Suite rolled into one single program (Unity), plus an entire programming language on top.
I’m curious to hear your own stories and hope that some of my experiences resonate with yours. Looking ahead, networking, shaders, modeling, and animation are still new territories for me - but I’m excited to see where this journey goes.
https://reddit.com/link/1oo6suh/video/0i7bpwypp8zf1/player
https://redd.it/1oo6suh
@r_Unity3D
I'm making a roguelike, and this is the new enemy for the next update
https://redd.it/1oo73db
@r_Unity3D
I’ve always loved psychology, horror, and mysteries - maybe that’s why, after learning how to use a game engine, I decided to create this particular game. OFFERING APP is a mix of surreal horror, a non-linear story, eerie sound design, and cryptic writing.
https://www.youtube.com/watch?v=ox8ZFOCBHqQ
https://redd.it/1oo5b4r
@r_Unity3D
Watch My Mini Boss's sliding tackle 😅😅 Somehow it turned out to be nice, what do you think?
https://redd.it/1onyey2
@r_Unity3D
Is there a better way to do this or is this okay?
I'm currently creating 2D horror pixel art game and want to know if this stair system is okay?
https://imgur.com/a/k9Z5LHu
https://redd.it/1p2u8vj
@r_Unity3D
New dev looking for useful tips/tools
Hi! So to start I am looking to make a game using a Metroidvania formula that I plan on expanding on later down the line. I am mainly doing this as it combines many of my hobbies into one large project that I can work on over the years.
Game Inspiration and Setting
Inspired by ori and the blind forest and it's sequel will of the wisps, and hollow knight and its sequel silksong.
I plan on making a game where you play as a mage/battle mage and can modify spells you find and hopefully even create your own spells using the knowledge you find in the world.
The player will be exploring a City that's been destroyed by a Planar Rift and is searching for old knowledge that's been buried and lost by the mages who worked there.
There is more to the concept of the story but that should suffice enough to show the direction I'm moving.
Tools I have access to.
5 days a week I work on the road as a truck driver but I have a spare PC I can take with me in my truck that I can use while I'm not moving any loads. Right now I'm using this time to learn coding, I'm watching videos and following tutorials while actively researching why everything is working the way it is and also having to find solutions to old code.
I am coding in Unity 6.0
For Art I plan on drawing all of it myself. I have a digital tablet at home and I'm using Krita for the art software since it also has its own handy animation section.
I haven't focused much on the art yet since I need to have a game before I need any art lol.
For music I know a little and my girlfriend knows a lot about that and is getting into making music using various computer programs. I will probably get a Midi at some point to make that easier on her and get her access to better programs.
So this is my starting point.
I think I have a good foundation to work off of. I'm not concerned about making profit from this, it's essentially a little passion project. And I wanted to ask if any of you can point me in any directions of useful resources to help me as I learn or give me any tips to avoid common pitfalls in game development.
Right now I plan on making a functional prototype that I will try to make look like the finished product. If I can do that then I will move onto the grander scale of making the whole game.
https://redd.it/1p2im93
@r_Unity3D
Hi! I recently released my first web game on itch.io, called Sunsave, which is still in prototype. If you’d like to play it and leave some feedback, I’d really appreciate it!
https://redd.it/1p2ipes
@r_Unity3D
Hey everyone so my low poly vehicles optimized packages now have new update with with price decreased(30%) for few days the new update add 2 new vehicles any suggestions or feedback!
https://redd.it/1p2ecrs
@r_Unity3D
How much money my Steam game made in the first month
https://redd.it/1p28c7k
@r_Unity3D
Platform Toolkit sounds amazing
https://redd.it/1p1z5ei
@r_Unity3D
My asset, an Elder Scrolls inspired Engine, is currently at only 5$ on the Asset Store! Other than systems it has a ton of 3d models, textures and animations you can use for your game!
https://redd.it/1p1x6r6
@r_Unity3D
Working on world gen for my game, first time doing procedural generation
https://redd.it/1p1x3fc
@r_Unity3D
DontDestroyOnLoad help
https://redd.it/1p1ko17
@r_Unity3D
How to render glow in the background?
https://redd.it/1oo628p
@r_Unity3D
A weird void that stops rendering objects and only shows the skybox
https://redd.it/1oo7i4p
@r_Unity3D
5 years of Unity and c# as a hobby - a personal experience retrospective
Hey everyone,
being a father in my late 30s with limited time, I started learning Unity about five years ago in my free time. I’m writing this to share my personal story, but also because I’d love to hear yours - it helps me feel a bit less alone in my small hobby-developer bubble knowing there are others with similar journeys out there.
a long path...
Starting with zero knowledge of Unity or C#, my first goal was simple: get the software running, create a character that can move, and an AI character that I could command to chop down a tree. My first big lesson came quickly - what I thought would be easy (making a character move) turned out to be anything but. After six to eight weeks, with the help of the Starter Assets TPC and a lot of spaghetti code, I finally had my pill-shaped character walking around and ordering a little Mixamo gnome to go to a specific tree, equip an axe, chop it down, and have it fall to the ground in pieces. The sense of accomplishment was huge.
From there, I decided to keep expanding the project toward something inspired by Kingdom Come: Deliverance \- a 3D game with base-building and resource gathering by day, and defending against monsters by night. I already knew I should probably start small as a beginner, but I consciously decided to overscope - I just wanted to see how far I could go. To limit the number of things I needed to learn, I relied on assets for effects, models, and animations.
Two or three years later, after many new Unity components and C# lessons, I had a working prototype: procedurally generated fauna based on prefab sets stored in ScriptableObjects. My now-animated main character could recruit gnomes who followed commands - chopping wood, building structures, or defending the base against invading trolls. Buildings could be placed as blueprints, constructed by workers, upgraded, and unlocked as the game progressed. C#-wise, I went from if statements to switch cases and finally to Behavior Trees. Funny enough, my 3,800-line “gnome behavior” class felt like another massive milestone at the time.
https://preview.redd.it/7t734saup8zf1.jpg?width=783&format=pjpg&auto=webp&s=4a2315f2b37aecd9a68e3c6dde49bddace1ffe4c
But at that level of complexity, I started realizing how each new feature took exponentially more time - not because of the feature itself, but because of how it interacted with everything else. I found myself refactoring more than creating. That’s when I learned one of my biggest lessons: decoupled systems are (almost) everything**.** With one happy and one sad eye, I moved on to a new project, this time planning it differently - rushing a buggy prototype first, then properly implementing flexible and modular systems once the design felt right.
After building a small apocalypse prototype where a character could move, shoot, enter vehicles, and run over zombies to collect coins, I decided I didn’t want to focus on making a game for now. Instead, I wanted to make creating a solid framework my main goal .
https://preview.redd.it/listkavqr8zf1.png?width=933&format=png&auto=webp&s=88d5fd91c9c25ea1c9a1e832584c5623b7a9ac2e
Now, two years later, I’m still developing that framework - still focusing mainly on character systems. I’ve built a controller that works seamlessly with FinalIK and PuppetMaster, uses well-structured Behavior Trees for AI, includes procedural destruction, an item system, vehicles, interactions with world objects, combat system, team system, and damage system... just to name a few, while always focussing on performance and flexibility. In the c# area, I’ve learned about events, interfaces, structs, async functions and many more - but most importantly, I’ve built everything to be as flexible and decoupled as possible.
Still, sometimes I wish for more feedback on how I’ve designed my systems. Often you can do it one way or another and getting a second oppinion would be a blast sometimes. If anyone
NEW! Mecha Mini-Boss for my FPS Game "The Peacemakers". What do you think? (Unity 3D, URP 2022 lts. version)
https://redd.it/1oo4yh5
@r_Unity3D
My game’s only at 200 wishlists after 2 months and I’m not sure why. Need your feedback!
https://store.steampowered.com/app/4018410/Mechanis_Obscura/
https://redd.it/1oo1n2s
@r_Unity3D
I... kind of hate Unity's Animator system for 2D. So I built my own.
Hey everyone. This is part-rant, part-help-request.
After learning Unity with prototypes, my first commercial game was an Idle game (mostly UI), so I never had to touch animations. Now I'm working on my second game, a 2D roguelite, and... my god, the animations. Just thinking about it was demoralizing.
I find the Animator component to be incredibly clunky for 2D (it's reasonable for 3D). It feels like overkill. If I have 100 simple enemies, managing 100 Animator Controllers or even setting up all the AnimatorOverrideControllers just felt like too much ceremony for too little payoff.
This became a huge bottleneck while developing my new game, Unwanted Dungeon (demo just launched today!), especially when populating it with simple enemies.
**https://store.steampowered.com/app/3733160/Unwanted\_Dungeon/**
Seriously, this post is a genuine question: Is there something better than the Animator?
I ended up writing my own simple sprite-switching script that works 1000x better for my needs.
In my game, most simple enemies just have one "Walk" animation. I created a script where I just set the "frames per second" in the inspector and drop all the sprites into a List<Sprite>. That's it. The script just swaps the sprite in Update(). I also added features like "looping" or "destroy on complete" (e.g., for an explosion). I haven't seen any downsides, and it feels much more lightweight.
To be clear, for my Main Character (who has Idle/Walk/Attack states) and for complex bosses, I am still using the standard Animator. But for 90% of my simple enemies, my custom script is a lifesaver.
Am I missing something obvious? Is there an asset or a built-in feature I just totally missed that makes this easier?
My worry now is: I want to make my next game in 3D. Should I start crying now?
(This isn't a hate post! I'm genuinely wondering if I'm just lost and missed a key part of the engine, but wanted to share how I solved a problem that was working well for my game.)
https://redd.it/1onw4mf
@r_Unity3D