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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
A different way to do stylized eyes in Unity. I made a fully procedural eye setup with a shader that has parallax and custom specular.
https://redd.it/1seqrq9
@r_Unity3D
Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects?
https://redd.it/1sepdwf
@r_Unity3D
How do you explain being an indie game developer to non-tech family/relatives?
Hey everyone,
I’m a full-time indie game developer, and I’ve run into a surprisingly annoying problem 😅
Whenever relatives or family friends ask me “What are you doing these days?”, I say “I’m an indie game developer.”
And almost immediately they respond with:
👉 “Oh nice, which company?”
And that’s where things get awkward…
Trying to explain that I don’t work for a company, I make my own games, sometimes earn from them, sometimes not, etc. just seems to confuse them even more. Most of them don’t really understand the idea of being “independent” in this field.
So I’m curious:
How do you explain this in a simple way that non-tech people actually understand?
Do you just say something else like “I make games” or “I work in software”?
Any funny or relatable experiences with this? 😄
Would love to hear how you all handle this situation!
https://redd.it/1seldqb
@r_Unity3D
The first logo I've made a year ago VS the new one I've finished today
https://redd.it/1sec9e8
@r_Unity3D
447 meters underground but still the slime farm grows stuff fast
https://redd.it/1se6rr1
@r_Unity3D
Stress testing my spline tool with 100K moving GameObjects
https://redd.it/1sdxzzm
@r_Unity3D
Food of the Deep by Keeper4Take control of a hungry shark starting its journey near the surface. To survive the crushing DEPTHS, you must consume everything in your path. The more you eat, the larger you grow, allowing you to dive deeper into the darkness where even bigger threats await. Can you bec
https://keeper4.itch.io/food-of-the-deep
https://redd.it/1se1cnp
@r_Unity3D
hey guys im very new to unity, how do i make the solid color appear on my scene?
https://redd.it/1sdx8o8
@r_Unity3D
Why only 2 players? Working on a 4-player Reversi with fully customizable stone designs.
https://redd.it/1sdvahg
@r_Unity3D
Upcoming Sci-Fi UI Pack!
https://www.reddit.com/gallery/1sdmwl7
https://redd.it/1sdmxla
@r_Unity3D
First blender design
https://redd.it/1sdpcs9
@r_Unity3D
3D procedural animation projected on a 2D scene
https://redd.it/1scwg54
@r_Unity3D
Announce Trailer - Tokyo Wave Rush
https://redd.it/1s8psgd
@r_Unity3D
I created this self-balancing active ragdoll sytem for Unity, it's in queue for review at the Unity Asset Store 🤞. Though there is a long queue! it won't be out before two weeks.
https://redd.it/1s8gzar
@r_Unity3D
I built a 2.5D oil-painting render pipeline in Unity. (Like in Disco Elysium)
https://redd.it/1s80kj8
@r_Unity3D
I heard many times that Unity's terrain system is bad - what should I use instead?
I'm starting work on a game where terrain will be really important, and so I don't want to start with the default system if I'm only gonna replace it later. What's generally recommended as a better alternative to it?
I'd still like to be able to modify the terrain from the editor, and not rely on exports from external programs, at least for the prototyping phase.
https://redd.it/1seoson
@r_Unity3D
Testing the outdoor environment...
https://www.reddit.com/gallery/1se942s
https://redd.it/1se96wj
@r_Unity3D
sprites not loading wrong
https://redd.it/1sek344
@r_Unity3D
I need some help
https://preview.redd.it/ch9snt4akmtg1.jpg?width=4000&format=pjpg&auto=webp&s=bd7b9e24280d4e022cc707f33a7e9ee0ae6b8275
Suddenly Unity crashes like this. Always. Helpp
https://redd.it/1se9kbb
@r_Unity3D
Meet Skye. I'm having too much fun animating him/her. URP Unity 6
https://redd.it/1se3mmr
@r_Unity3D
I'm making a visual novel in Unity
https://redd.it/1sd8rhg
@r_Unity3D
Glass with [also glass] bubble particles, Unity URP.
https://redd.it/1sdxr5o
@r_Unity3D
Montap Ice & Fire
http://gamedev.net/projects/25/
https://redd.it/1sdvyrc
@r_Unity3D
Used the constructive criticism from my previous post, hitting cones now increases score, with added popups to make it feel clear and rewarding.
https://redd.it/1sdtx3m
@r_Unity3D
I have been rapidly adding new enemies to my game lately. This bipedal elite monster has high health and scatters a wide spread of bullets at the player. Its weak point is not hidden, so just aim for the head.
https://redd.it/1sdpdoj
@r_Unity3D
WIP flesh-slicing mechanic
https://redd.it/1sd34xb
@r_Unity3D
☁️Volumetric procedural fluffy clouds shader
https://redd.it/1sdajoj
@r_Unity3D
I tried to make something different… does this make you want to know what the game is about?
https://redd.it/1s8mrr9
@r_Unity3D
Just some Retro shader
https://redd.it/1s895fs
@r_Unity3D
How to calculate a perfect card hand arc in Unity UI (that doesn't break when you change screen resolutions)
Man, Unity's Canvas scaling can be so frustrating sometimes.
I’ve been working on a card UI and quickly realized the standard HorizontalLayoutGroup doesn't do fans/arcs. So I wrote a quick script using Mathf.Cos and Sin to place the cards along a circle. It looked great in the editor... until I resized the game window and the whole radius completely broke because of the Canvas Scaler.
After way too much trial and error, I realized the trick is to do all the trigonometry in local space, and then let transform.TransformPoint() do the heavy lifting to convert it to world space. This forces the coordinates to perfectly respect the canvas scale, whether it's on a 4K monitor or mobile.
Here is the core logic in case anyone is dealing with the same headache:
float angleStep = totalArcAngle / (cardCount > 1 ? cardCount - 1 : 1);
float currentAngle = -totalArcAngle / 2;
for (int i = 0; i < cardCount; i++)
{
// 1. Trig on a local 2D plane
float radians = (currentAngle + 90) Mathf.Deg2Rad;
Vector3 localPos = new Vector3(
Mathf.Cos(radians) arcRadius,
Mathf.Sin(radians) arcRadius,
0
) + pivotOffset;
// 2. The fix: Convert to World Space respecting the Canvas Scale
Vector3 worldPos = transform.TransformPoint(localPos);
card.position = worldPos;
card.rotation = transform.rotation Quaternion.Euler(0, 0, currentAngle);
currentAngle += angleStep;
}
Hope this saves someone a few hours of debugging UI math!
https://redd.it/1s88u00
@r_Unity3D