156
News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
The Little Astronaut demo is now available!
https://redd.it/1prbxut
@r_Unity3D
A lot of people here dream of making their own MMO RPG, would YOU realy play sombedy's indie MMO?
A lot of people here dream of making their own MMO RPG. I even see that some people are actually doing it and really creating a playable MMO on this subreddit. But which of you and your friends would REALLY want to spend time (the most valuable resource nowadays) playing someone’s slapdash MMO?
When I think about what to play, I want quality. Like most people on Earth, really. It’s hard for me to imagine starting to play someone’s MMO that didn’t have dozens of game designers, programmers, artists, and writers behind it. Why?
If there are no game designers, the balance in that MMO will be dead, guaranteed. Most multiplayer indie games have balance and META problems. Not just a meta, but a super-duper meta, something that breaks the game balance, whether it’s a weapon, or just an approach to how the game is played, and so on. Going into an indie MMO, I’m sure something like this is waiting for me.
Programmers. So, we all here know what code is and what it’s like when code is written by one person who doesn’t have enough hands. And here it’s an MMO. Bad netcode, exploits, input lag, and poor design are to be expected. Where engineers and software architects worked their asses off in WoW or Lineage, here it’s at best 5 mediocre programmers. And that’s in the best case. The result is predictable.
Animations, models, story - the same thing. You can extrapolate everything I wrote above to the story and its depth, the quality of models and optimization, all the VFX. Sure, you can buy ready-made assets, but the story remains. Although maybe here, in theory, ChatGPT could help with writing something at least passable in quality to fill the world with content? Maybe, but it’s questionable. It seems to me that 2-3 writers in a month can write tons of lore, quests, and details, and it’s hard for me to imagine competing with that.
Your thoughts?
https://redd.it/1pr01gn
@r_Unity3D
}
}
public void MakeChoice(int choiceIndex)
{
currentStory.ChooseChoiceIndex(choiceIndex);
ContinueStory();
}
private void DisplayChoices()
{
List<Choice> currentChoices = currentStory.currentChoices;
// defensive check to make sure our UI can support the number of choices coming in
if (currentChoices.Count > choices.Length)
{
Debug.LogError("More choices were given than the UI can support. Number of choices given: " + currentChoices.Count);
}
int index = 0;
// enable and initialize the choices up to the amount of choices for this line of dialogue
foreach(Choice choice in currentChoices)
{
choicesindex.gameObject.SetActive(true);
choicesTextindex.text = choice.text;
index++;
}
// go through the remaining choices the UI supports and make sure they're hidden
for (int i = index; i < choices.Length; i++)
{
choicesi.gameObject.SetActive(false);
}
StartCoroutine(SelectFirstChoice());
}
private IEnumerator SelectFirstChoice()
{
// Event System requires we clear it first, then wait
// for at least one frame before we set the current selected object
EventSystem.current.SetSelectedGameObject(null);
yield return new WaitForEndOfFrame();
EventSystem.current.SetSelectedGameObject(choices0.gameObject);
}
//public void MakeChoice(int choiceIndex)
//{
// currentStory.ChooseChoiceIndex(choiceIndex);
//}
}
I've researched a bit and can't figure it out. Here is the tutorial i've been following as well https://www.youtube.com/watch?v=vY0Sk93YUhA&list=LL&index=16&t=1524s
Thank you for any help TvT
https://redd.it/1ppd5c3
@r_Unity3D
From ($64,93) to ➡️ ($0,56) on all of my assets & game for this wintersale.
https://itch.io/s/175026/winter-sale-2025
https://redd.it/1ppc6mb
@r_Unity3D
So I’m making a 2D game in unity and so far because I don’t want to use external apps to do sprites I created my own sprite editor inside Unity 👀
https://redd.it/1pp9bn6
@r_Unity3D
Particle effect clones not getting destroyed
Edit: I realized I am only destroying the particle system component rather then the whole object. But I don´t really know how to destroy the whole object. Any help is much appreciated
Hi I am working on a small space shooter game. Whenever I hit(or get hit by a projectile) I instantiate a particle effect from prefab like this:
IEnumerator PlayHitParticles()
{
if (hitParticles != null)
{
ParticleSystem particles = Instantiate(hitParticles, transform.position, Quaternion.identity);
yield return new WaitForSeconds(1);
Destroy(particles);
}
}
This coroutine is called from OnTriggerEnter2D like so:
void OnTriggerEnter2D(Collider2D other)
{
DamageDealer damageDealer = other.GetComponent<DamageDealer>();
if (damageDealer != null)
{
TakeDamage(damageDealer.GetDamage());
StartCoroutine(PlayHitParticles());
damageDealer.Hit();
}
}
The particle effect plays correctly but then stays in the game hierarchy
https://preview.redd.it/0qicasy47s7g1.png?width=322&format=png&auto=webp&s=8c10be3b658bc82106447a1c0e4c2215877130ad
It never gets destroyed.
I tried it without coroutine just passing a float as a parameter of Destroy() like this:
Destroy(particles, particles.main.duration + particles.main.startLifetime.constantMax);
But the result was the same.
Am I missing something? Thanks for the advice!
https://redd.it/1poz712
@r_Unity3D
How do you even handle obstacles in an isometric tilemap?
https://redd.it/1powth0
@r_Unity3D
Question about joystick controller
Hi guys. How to add a second joystick to control a second character
https://redd.it/1pou7ik
@r_Unity3D
I built a retro action game in Unity called "Blasten!!"
https://redd.it/1possp9
@r_Unity3D
+6months into developing a 2D open world RPG!
https://redd.it/1poim0q
@r_Unity3D
Unity doesn't have a built-in object snapper. So I built one with Shift+G radial menu and keyboard shortcuts
You know this workflow:
Need to snap a wall to another wall. Drag it close. Switch to move tool. Fine-tune. Adjust. Still not perfect. Repeat for every object.
I got tired of it after years of level design, so I built Object Snapper.
What it does:
\- Shift+G → radial menu at mouse cursor (no UI hunting)
\- Hover direction → real-time preview
\- WASD/QE shortcuts → snap without opening menu
\- Multi-object support
\- Surface/center/pivot alignment modes
Manual positioning: 10-20 seconds
Object Snapper: 1-2 seconds
I've been using this for years and finally open-sourcing it.
https://reddit.com/link/1po82pn/video/c8z40f3wpl7g1/player
GitHub: https://github.com/AFreoN/object-snapper
MIT licensed - completely free 🔓
What other basic Unity features are you shocked still don't exist?
https://redd.it/1po82pn
@r_Unity3D
Morrowind inspired RPG
https://redd.it/1po68ms
@r_Unity3D
Android closed testing — quick playtest, honest feedback needed
I’m running a short closed Android test for an indie arcade game and need a few more testers.
How to get in:
👉 Join the Google Group: https://groups.google.com/g/turdly-testers
👉 The Google Play testing link is pinned at the top of the group
What I need feedback on:
Controls
Difficulty curve
UI clarity
General fun factor
Low commitment. Any feedback helps.
https://redd.it/1po64ae
@r_Unity3D
Animation from Spine2D got disturbing Artefacts around images in Unity using MipMap
https://redd.it/1po1fc3
@r_Unity3D
Working on some visual ideas for a skill tree
https://redd.it/1pnzy5f
@r_Unity3D
250+ Pixel art planets
https://redd.it/1prbxrj
@r_Unity3D
Is Using Float for Money in Unity a Bad Idea?
Hello,
In games like Supermarket Simulator, House Flipper, and similar titles, are in-game currency, product costs, and other economic values usually stored as float, or as int / long?
I’ve been developing a game for about two months, and currently all of my economy calculations are handled using float. I’ve tried to avoid floating-point precision issues as much as possible by using functions like Mathf.Max and Mathf.Round.
However, do you think using float for money is a mistake?
Would it have been better to store currency as int or long, for example by representing money in cents?
How is money typically handled in simulator games, especially in Unity?
https://redd.it/1pp9l4m
@r_Unity3D
error CS1503: Argument 1: cannot convert from 'void' to 'string'
I've been following a youtube tutorial for using Inky (dialogue code program) for making choices and a dialogue system in Unity, and am currently getting this error in my dialogue manager c#:
error CS1503: Argument 1: cannot convert from 'void' to 'string'
Below is the code entirely, but its specifically for the block 94 (private void continue story), specifically line 105. I would appreciate any help or advice at all, I'm super new to Unity and its lingo, and have fiddled around with what it might be to no avail.
The specific code section:
private void ContinueStory()
{
if (currentStory.canContinue)
{
// set text for the current dialogue line
dialogueText.text = currentStory.Continue();
// display choices if any for this dialogue line
DisplayChoices();
}
else
{
StartCoroutine(ExitDialogueMode());
}
}
The entire code file:
using UnityEngine;
using TMPro;
using Ink.Runtime;
using System.Collections.Generic;
using System.Collections;
using UnityEngine.EventSystems;
public class DialogueManager : MonoBehaviour
{
Header("Dialogue UI")
SerializeField private GameObject dialoguePanel;
SerializeField private TextMeshProUGUI dialogueText;
Header("Choices UI")
SerializeField private GameObject choices;
private TextMeshProUGUI choicesText;
private Story currentStory;
public bool dialogueIsPlaying;
private static DialogueManager instance;
private void Awake()
{
if (instance != null)
{
Debug.LogWarning("Found more than one Dialogue Manager in the scene");
}
instance = this;
}
public static DialogueManager GetInstance()
{
return instance;
}
private void Start()
{
dialogueIsPlaying = false;
dialoguePanel.SetActive(false);
// get all of the choices text
choicesText = new TextMeshProUGUIchoices.Length;
int index = 0;
foreach (GameObject choice in choices)
{
choicesTextindex = choice.GetComponentInChildren<TextMeshProUGUI>();
index++;
}
}
private void Update()
{
if (!dialogueIsPlaying)
{
return;
}
if (InputManager.GetInstance().GetSubmitPressed())
{
ContinueStory();
}
// handle continuing to the next line in the dialogue when submit is pressed
if (currentStory.currentChoices.Count == 0 && InputManager.GetInstance().GetSubmitPressed())
{
ContinueStory();
}
}
public void EnterDialogueMode(TextAsset inkJSON)
{
currentStory = new Story(inkJSON.text);
dialogueIsPlaying = true;
dialoguePanel.SetActive(true);
ContinueStory();
}
private void ExitDialogueMode()
{
dialogueIsPlaying = false;
dialoguePanel.SetActive(false);
dialogueText.text = "";
}
private void ContinueStory()
{
if (currentStory.canContinue)
{
// set text for the current dialogue line
dialogueText.text = currentStory.Continue();
// display choices if any for this dialogue line
DisplayChoices();
}
else
{
StartCoroutine(ExitDialogueMode());
So I’m making a 2D game in unity and so far because I don’t want to use external apps to do sprites I created my own sprite editor inside Unity 👀
https://redd.it/1pp9b5j
@r_Unity3D
romance system (?)
hi!! i’m like a completely new beginner to unity and i’m trying to make a top down rpg with a lot of visual novel elements..
is there a way to make like a romance/friendship system when it comes to dialogue?? like if i chose this option then its +1 friendship or if i chose this it’s -1 friendship.. and can it affect future interactions??
i’m more used to python so im not at all good with scripting c#.. i kinda only went into this project with the ability to draw and animate.. help and advice is very much appreciated
https://redd.it/1pp6pr0
@r_Unity3D
SKIN INVIERNO FROG IT UP 🐸
https://redd.it/1poy26s
@r_Unity3D
I built a retro action game in Unity called "Blasten!!"
https://redd.it/1posxc0
@r_Unity3D
After months of experiments, I finally decided to make my first roguelike card game and start recording the journey using Unity
Hi everyone!
I’m Louis, a solo indie dev, I am really happy to join the community.
This week I finally started documenting my project: Labyrinth Quest — a roguelike deckbuilder mixed with a procedural grid-based labyrinth.
For the past few months I've been experimenting with different systems to see whether this idea even works.
I now have:
A procedural maze made of functional tiles - So each level/floor is procedurally generated, that means the player will always have different maze to explore.
An AP system that controls exploration - ActionPoints aka: AP, it is the resource that is being used to move around the map (maze). When it runs out, the Threat increases.
A Threat mechanic that dynamically increases map danger - related to AP. When Threat increases, the difficulty raises up, more monsters and traps
A card-based battle system that’s starting to take shape - now, I just set up the battle flow, and basic interfaces for my core feature -Allies and Intent. There will be something unique than other rogue-like card games.
As I am still a fresh game dev, instead of showing only finished features, I really want to share the process — mistakes, redesigns, and things I learn along the way.
Like I mentioned in the title, I just started recording my journey.
I put together a short intro devlog explaining the core idea and where I’m heading:
https://youtu.be/jzVIjAnP5O8?si=tXFTQ-OoJ0bcAS5H
In the meanwhile, I’d love to learn from you guys:
What should I be aware of through a game development journey?
Any thoughts on my project that you would like to share?
Thanks for reading! Happy developing.
https://redd.it/1pom0ms
@r_Unity3D
First Game I with my friend Made – Feedback Welcome!
https://redd.it/1poc3re
@r_Unity3D
Finished my modular medieval environment pack in Unity.
https://redd.it/1po9gqx
@r_Unity3D
Which of these 2 shader assets is better?
https://redd.it/1po8588
@r_Unity3D
I am building the visuals first instead of the gameplay. Looking for feedback [Arcade Racing & Combat]
https://redd.it/1po2pdv
@r_Unity3D
Working on a cozy gem mining biome UI. Thoughts?
https://redd.it/1po15f7
@r_Unity3D
SRP Batcher + Material Property Blocks = RSUV
https://redd.it/1pnxxmy
@r_Unity3D