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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Here's the new level I created for my game COSMIC HOLIDAYS on Unity2D!
https://redd.it/1pxmucm
@r_Unity3D
Pokémon-style
So I have a game idea/name with multiple word documents with information including a skeleton/body, missions, map-layout. But i want to actually play it. Lol a brief background to give this game reasoning, I just graduated from Saint Louis University for Cannabis Science and Operations and have taken the deep dive into this industry. I do not want or intend to offend anyone, this is just a dream I have been have been having and I find its about time for it to become a reality.
Game Idea
Top-down, Pokémon-style progression game, where players become master growers by exploring distinct neighborhoods, completing missions, and cultivating unique seeds. You start from "The Block," the hub, and unlock North, South, East, and West districts, each with its own vibe and NPC contacts. By completing missions, you earn seeds, grow them in your Safehouse, and harvest flower for Street Cred. That Street Cred lets you upgrade your gear, unlock more missions, and climb toward Level 100. It’s all about the joy of planning, growing, and unlocking the top cultivars!
https://redd.it/1px00kd
@r_Unity3D
Which version would you be more likely to play?
https://redd.it/1px7n7g
@r_Unity3D
Systems Overview
https://youtu.be/aEolSZANuys
https://redd.it/1px3ngc
@r_Unity3D
[joke] Uv Maps for dummies
https://redd.it/1px16so
@r_Unity3D
How do you make a city feel “alive and flashy” with as few steps as possible in Unity?
https://redd.it/1pwvtqb
@r_Unity3D
I'm having an issue where I'm trying to activate 3 duplicates of the same animator but only one of them seams to trigger. Is this an issue with my code or can you not duplicate animator controllers this way?
https://redd.it/1pwiuwm
@r_Unity3D
Just released my first horror game "Culling Flesh".
https://redd.it/1pwflnz
@r_Unity3D
Looking for an in-depth guide for Easy Save 3
I bought Easy Save 3 recently and I am having trouble integrating with my project. I used the Auto Save Function in the quick guide they give, but it isn't working. Anyone know if there are detailed tutorials about it?
https://redd.it/1pwgg3f
@r_Unity3D
Help please, Accidentally deleted tile palette folder
https://redd.it/1pwfxk2
@r_Unity3D
Today I released my challenging logic puzzle
https://redd.it/1pwac2q
@r_Unity3D
Is Bakery worth choosing an inferior GPU over?
Hi everyone, I know this is kind of a meta post but I need some opinions on this.
It's time for a GPU upgrade from my old, trusty R9 380. I have pretty much narrowed down to an AMD 9070XT vs. an Nvidia RTX 5070. I can only buy from a regional e-shop platform (a.k.a. no Amazon, no used for warranty reasons) and the 9070XT is only slightly more expensive, but considerably more powerful.
Regarding the cards, all my research indicates that the 9070XT is basically a no-brainer for this price while still in my budget.
For some background, I'm not a beginner in Unity but lighting is something I have mostly touched the surface of. I understand the concepts, but haven't had the need to work on it extensively enough to have a fully-formed opinion. The game I'm working on is my first commercial title, already going on 1 year and slowly entering production, so lighting is becoming a consideration. It's a survival horror game that is aiming for a graphical quality similar to Tormented Souls - not AAA, but atmosphere via lighting will play an important role. Development is in Unity 6 under the HDRP pipeline, and I plan to release on PC for now (mobile will not be considered at all).
What I'm trying to determine is whether Bakery is a strong enough point to turn down a more powerful GPU. From the research I've already done, it's mostly people saying "just buy it bro lol" and refusing to elaborate further. So I'm creating this post to hopefully drill down a bit and see exactly what I'm missing on a practical level (I've read the Bakery docs/feature list) and if my lighting knowledge is missing some requirements, as I don't yet know how much I will be using baked over realtime lighting.
So, based on all that and the fact that I'm in the most recent version of Unity: is there a difference in potential quality so big, that players can immediately tell? Does Bakery offer capabilities that the built-in lightmapper can't even achieve, even with some elbow grease? Or is it mostly productivity gains due to faster iterations? Would these gains be enough that they couldn't be offset by a more powerful AMD GPU with +4 GB of VRAM?
I'd love a more nuanced, objective analysis. Unfortunately, I'm just a solo dev funding the project out of my own pocket, so I don't have the luxury of buying multiple PCs/cards or splurging on very expensive Nvidia GPUs like the 5070Ti (\~1000 Euros) that will solve both problems. GPU availability is also limited here - 4000 series is nowhere to be seen. And I know I'm asking for too much, but I would also like to catch up on modern games a bit along with pushing my game forward. Thank you!
https://redd.it/1pw2c5e
@r_Unity3D
We redesigned our main avatar - would love your feedback
Hey 👋
We’re building Cubtopia, a cozy MMO virtual world, based on foundations from our first local virtual world we built back in 2017. We recently did a major refresh of our core avatar character, the “Cub”.
Here’s a side-by-side of the old 2017 model vs the new 2025 model, including turnarounds.
https://preview.redd.it/9puzuckpij9g1.png?width=1357&format=png&auto=webp&s=cb6185450fd5ff52f8b88205e77a2a658c81ca5a
What we were aiming for with the 2025 version:
A cleaner silhouette and more “toy-like” proportions
Softer shapes and a friendlier facial read, especially at small sizes
Better consistency across angles for animation and cosmetics
A style that scales well for lots of outfits, accessories, and customization
I’d love to hear your feedback.
If you’ve done character refreshes mid-project, I’d also really appreciate hearing what you learned, what broke unexpectedly (rigging, cosmetics, UI icons), and what you wish you had planned earlier.
If this kind of dev journey interests you, feel free to follow along with us over at r/PlayCubtopia where we share progress, experiments, and lessons learned.
https://redd.it/1pw3y8j
@r_Unity3D
We’re testing our game tutorial.
What would you change first? ❄️💬
https://redd.it/1pw0bxt
@r_Unity3D
Error messages in the console
This line of red errors have come up upon opening console and for the life of me I don't know how to get rid, there seems to have been similar issues but not quite the same, can't seem to lower protection level, any ideas most welcome!
Merry Christmas, whatever you're doing I hope you're having a good day.
https://preview.redd.it/ab1x1m0n2f9g1.jpg?width=1793&format=pjpg&auto=webp&s=2d2c0b006d4e3534ae11fc754dfe4522c7a0f1b1
https://redd.it/1pvn3ph
@r_Unity3D
Thoughts on my UI so far? (inventory system) (unfished)
https://redd.it/1pxf755
@r_Unity3D
Designing a block puzzle game around 8 core modes. Looking for feedback.
https://www.youtube.com/watch?v=GCE39Y3AOkM
https://redd.it/1pwykml
@r_Unity3D
[iOS / Android] Under Up — A 2D Physics-Based Casual Game Made in Unity
https://redd.it/1px6win
@r_Unity3D
Do retro 2D games like mine have an audience?
https://redd.it/1pwyfvn
@r_Unity3D
[Open Source] Standalone VolumetricCloud Noise Generator
https://redd.it/1pwwhom
@r_Unity3D
Sharing the scripts and code I use to create component based UI with the UI Toolkit in a code first/programmatic approach
Sharing it incase someone else who also prefers to do stuff through code might find it useful. And since I've seen a lot of people mention they dislike working with the UI Toolkit (and personally I find it easy to work with, so maybe someone else might also find it useful)
The scripts and code: https://github.com/TonWonton/UnityUIToolkit_ComponentBasedCodeFirst
They are licensed with the MIT-0 No Attribution license, which means you can do basically anything with/to it. Don't even have to give credit/attribution or include the license file if you use it in anything.
TLDR of what the scripts do and how it works is
- On the gameobject theres one "top level" UI script that you add whatever UI controllers you want on it
- The UI controllers are then initialized which causes them to create the elements related to them
- The "top level" UI script then handles the logic for the overall state and the UI controllers handle the functionality and logic for themselves and it's elements (it can be coded to do whatever you want ofc. but thats atleast what I use it for)
So basically composition where most parts should be modular and reusable (depending on how you use/code it), such as the elements themselves, UI controllers, and also the gameobject and "top level" UI if you make it into a prefab.
Its also almost fully automated. It will automatically create the elements and then remove the elements when the gameobject is destroyed or disabled, as well as register or unregister C# events at the same time by just filling out a few methods with a few lines of code.
With this workflow basically all of the work can be done with the IDE or text editors. I only have to use the UnityEditor to create a gameobject that holds the UIDocument and attach the scripts I want to use on it.
Its a code first approach so you have to write code for the stuff you create such as writing custom elements and the logic/functionality for them (also all the scripts are abstract classes so theres nothing you can use out of the box without coding sorry lol). I've written a lot about it and how I use it in the README on the github page, as well as included a lot of examples and other scripts I find useful. There might ofc. be better approaches to doing UI (tbh I'm not the most experienced in coding and Unity so not sure) but I hope atleast someone might find it useful. If you have any questions or would like to see more or specific examples feel free to ask.
https://redd.it/1pwtdec
@r_Unity3D
Effectively Instantiate and Destroy gameobjects?
So, I am working on a 2d side scroller game like burrito bison. Currently I am having the ground prefab removed and created when player reaches a certain distance, but there is a huge spike in performance and I can see the jittering. Abit more details about it.. Its a pixel art game with resolution 640 x 360 and I have tried with upcapping the FPS, but that didn't worked either.
One solution I can think of is using object pooling technique (which I most likely would) but what I wanted to know is how some games handle destroying/creating new game objects or enemies? Like how is it done in vampire survivor or like platformer games?
If anyone can help me understand this it would be huge help. Thanks
Edit:
https://preview.redd.it/ixr8agpvpn9g1.png?width=439&format=png&auto=webp&s=797c4acf2babbb7a2c76e1d434f0eb014a4ae8cd
https://preview.redd.it/li8yvapypn9g1.png?width=450&format=png&auto=webp&s=f0a8662e977d012c39ed003dd2ef7981e2b18408
https://redd.it/1pwlcao
@r_Unity3D
Updated Version of my World Map!
https://redd.it/1pwgqgr
@r_Unity3D
Let's reflect this year! Share your stories in comments, how your games' development went this year? (+ promised book update)
https://redd.it/1pwc2yo
@r_Unity3D
Took me 3 days to complete the simple Inventory system.
After 3 days of struggle, I finally finished the simple Inventory system in 2D. Didn't think it would be this hard to make a simple working inventory system. Cant imagine the complexity in making multiple inventories that interact with each other.
Still have more to add like drop items. But I'm happy with the Progess :)
If anyone is interested here is the Github link : https://github.com/Jeyachandran-K/Inventory\_System
https://redd.it/1pw87is
@r_Unity3D
Smile expression of mesh is not the same as in Blender
https://redd.it/1pw3e4m
@r_Unity3D
This is my tutorial image, I would be grateful if you tell me if I made a mistake in some part of the English or if it is incomprehensible
https://redd.it/1pw3eof
@r_Unity3D
Is 53k triangles acceptable for a Unity 3D artist test (model + shader + VFX)? model done in blender
https://redd.it/1pvfzrj
@r_Unity3D
My Christmas gift to the community. A library of 3d assets and textures. The coupon is valid for 46 hours
https://redd.it/1pvbs93
@r_Unity3D