News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Introducing my game that i have worked on it for months 'Sword and Shield Idle', Now Available for Wishlist on Steam
Hi
After months of hard work and lots of coffee, I'm super excited to share my game: "Sword and Shield Idle"!
The game revolves around rescuing workers from boss rooms and training them to craft swords and shields that battle on your behalf. I'd be incredibly grateful if you took a moment to look at it and maybe even add it to your wishlist!
https://store.steampowered.com/app/2882710/Sword_and_Shield_Idle/
https://redd.it/1bg79kw
@r_Unity3D
Added Photo Mode into my game. One thing I realized is that if Time.timeScale is set to 0, physics stops too, so I have to deal with the camera collision stuff on my own.
https://redd.it/1bg44db
@r_Unity3D
Main menu for our game 'WHO ATE THE STAR?'
https://redd.it/1bg1rob
@r_Unity3D
Mobile Monetization Pro : Ads , IAP and More
https://assetstore.unity.com/packages/tools/integration/mobile-monetization-pro-ads-iap-in-app-purchase-more-269042
https://redd.it/1bg0q6l
@r_Unity3D
We are 3 friends making Neon Blood, a Cyberpunk Detective Game, with 2.5D Graphics combining PixelArt and 3D Models.
https://redd.it/1bffdpr
@r_Unity3D
I've made Sniper Shooting mechanic tutorial series with wind, ricochet and shooting through glass wall. Link to playlist and github code in the comment :)
https://redd.it/1bfpj3i
@r_Unity3D
Car physics experiments for arcade racing! Raycasts vs Joints, which would you choose?
https://redd.it/1bfqrlc
@r_Unity3D
Red barrels... They always explode
https://redd.it/1bfp980
@r_Unity3D
How to correctly order quads depending on Y in mesh?
Hi,
I'm developing a 2D game with top-down view and use meshes as tilemaps.
I'm struggling to correctly render intersecting quads in a single mesh.
Basically, I have a mesh and a simple shader for it, which uses the UVs to apply the tree texture to each quad, nothing fancy.
The quads, however, are rendering on top of each other incorrectly, as seen in the picture:
https://preview.redd.it/7adis09cqjoc1.jpg?width=210&format=pjpg&auto=webp&s=b2469ae9dd9110f276d40c0e92d00c5d01c551f5
What I'd like to do is to render quads with lower Y on top of quads with higher Y when they are intersecting. For example, for sprite renderer it is achieved by changing transparency sort mode in settings (or changing sort order on the renderer itself).
I've tried playing around the same settings but they don't affect mesh renderer anyhow. Also, tried a few things like overwriting depth in fragment shader with no success.
Many thanks in advance.
https://redd.it/1bflpuy
@r_Unity3D
Made a couple of free tutorials on Unity's Editor system with assignments and exercises. Link: unityxyz.com/editorscripting
https://redd.it/1bffc24
@r_Unity3D
I'm new unity developer and i want to test my skills
Hey Guys, I'm new unity developer and i want to test my skills
So Can someone Give me ideas to Create New Project(Game,Program, e.t.c)
​
https://redd.it/1bfgly1
@r_Unity3D
My new Wild Music Pack Asset with calm, orchestral, atmospheric music!
https://youtu.be/EVZ6p9rPQQM?si=iJ-Qk70As0xUouFD
https://redd.it/1bfejn7
@r_Unity3D
Help Creating Control Schemes!
I'll preface by saying I'm definitely in the learning phase at the moment, so please bare with me <3
I'm currently creating a rhythm game for my Senior Overview project in college and I've been stuck on a relatively (at least seemingly) simple problem. I'm not typically a coder so i'm likely overlooking a simple solution.
In my game it has a simple DDR or FNF style of playing, arrows fall from the sky, you hit them when they collide with the associated button, ect. However in my game you'll need both hands. By default the left is WASD and right is arrow keys. However I am attempting to create buttons in my settings menu where if the player clicks on them, it will change between different control schemes. For example, from "WASD/ARROWS" to "QWER/UIOP" or "ASDF/HJKL". Every tutorial I've found gets complicated quick with rebinding individual keys, or controller support, and chatGPT has been no help lmaooo.
If it would help any, the current way I have it set up for some example gameplay stuff is I have a NoteObject script with:
void Update()
{
if (Input.GetKeyDown(keyToPress))
{
if (canBePressed)
{
gameObject.SetActive(false);
which then leads into my scoring logic. I then have individual notes with their associated Key To Press set in the inspector. I also have this so the player can actually hit the notes at the right time.
private void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Activator")
{
canBePressed = true;
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (gameObject.activeSelf)
{
canBePressed = false;
​
Instantiate(missEffect, transform.position, missEffect.transform.rotation);
}
}
I'm sure there's a better way to do that as well lol, but again I'm learnin a lot through this process, so any additional advice on that or note spawning (as that's my next road block) would be very helpful!!
I already have multiple settings set up so the buttons with onclick events wouldn't be hard, I just can't seem to code the actual changing of key bindings part...
Thank you!!
https://redd.it/1bf552s
@r_Unity3D
water in unity 2023
how to make water in unity 2023 ?
\#water #unity #help
https://redd.it/1bf8ont
@r_Unity3D
My indie 2D game. Any feedback or suggestion for improving is appreciated. Thanks.
https://www.youtube.com/watch?v=ekEZ4byByBs
https://redd.it/1bf5ncp
@r_Unity3D
Take a look at the color palette. Is that looks nice?
https://redd.it/1bg5yup
@r_Unity3D
FOR HIRE I'm a 2D artist who does 2D animation as well.
You can check out more of my work on my website.
milemicic.com
Thank you for your time!
https://preview.redd.it/gwy1ifwoqooc1.png?width=1452&format=png&auto=webp&s=eef13a468d70d2b5dae8d00048fd3094f0d1e4f6
https://redd.it/1bg4dh3
@r_Unity3D
I have released a game about walking through endless loneliness. It didn't sell very well, but I like it myself :)
https://redd.it/1bg1vmj
@r_Unity3D
What's ONE and only question you would ask to see how well someone knows Unity Engine?
Just a random question I got while working on my game's Steam page!
https://redd.it/1bfqhiu
@r_Unity3D
After nearly a year of work, I've finally released my first videogame on steam! Multiplayer has been a challenge but I'm so excited its finally released!
https://redd.it/1bfoei0
@r_Unity3D
What would you question to check if someone has enough experience with Unity?
Hello!
My boss wants me to interview ppl and check if they know about Unity in order to hire them or not, they pick me because I'm the only one in the company with a little experience with Unity, but it was years ago so I'm a bit rusty.
So in parallel of doing my own research on what's new with Unity (and also asking ChatGPT lol) I wanted to know what you guys would ask.
Thank you in advance!
Edit: sorry for the broken english.
https://redd.it/1bforza
@r_Unity3D
Expert mode battles are no joke. Keep fighting until the very end!
https://redd.it/1bfogyt
@r_Unity3D
First look at our unannounced online coop game - from devs of Wytchwood+Apotheon
https://redd.it/1bfl9fp
@r_Unity3D
Which way is the best?
I have a 2D game: It generates an island(using perlin noise). And there WILL BE trees, and here is the problem: I'm not sure, which method to use. Draw it like other tiles(i've done this first by creating a layer for the trees, where the tiles was rougly 2 times bigger, because the trees are bigger than 1 block). My other idea was to olace them as objets.
A wood has to phases: sapling and grown (i want that, the game count the time since a wood sapling spawns, and when it reaches its grow-time, than delete the sapling, and spawn a new grown tree to that position). And every type has unique items to drop. So because of that, i need to track every single tree in the game! And also there will be villager, they will harwest from the trees, and chop the woods!
Soooooo... What do you think?
https://redd.it/1bfifld
@r_Unity3D
Build a simple character equipment system with visual scripting using Narramancer [Tutorial Video]
https://youtu.be/DzTWhBMLHfo
https://redd.it/1bfflvc
@r_Unity3D
After about two and a half years, me and my brother finally have a steam page for our active ragdoll goblin game. What do you think of our announcement trailer?
https://redd.it/1bfdx02
@r_Unity3D
A Clay Forge for my claymation online indie game
https://redd.it/1bfcof0
@r_Unity3D
How can I make a single character with different skins?
I'm working on a 2D game in Unity, and I'm trying to animate my player model for basic movement. Additionally, I want players to be able to change their character's appearance by swapping skins. Basically, I want the player to keep the same abilities, animations and movements, just with a different look.
In my previous games, achieving this meant creating multiple prefabs for each skin and painstakingly animating each one separately. With potentially hundreds of skins planned for this game, or even mix-and-match outfit options, this approach seems like a nightmare.
I'm wondering if rigging could be the solution here. If I create one rig for the player and animate it, would it make swapping out parts—either manually or programmatically—much easier?
I recognize that this question has complexities and be highly dependent on the specific game, but I'm just seeking conceptual guidance and help on how games typically approach creating different skins for what essentially remains the same foundational player structure.
Edit: I've included an example below for reference, which resembles what I'm aiming to achieve. The player keeps the same basic structure, with minor differences, while their movements and animations stay consistent. Could one assume that they created one 2d body rig, which makes swapping head, arms and body much easier.
https://preview.redd.it/2sqtsnl86doc1.png?width=1280&format=png&auto=webp&s=d55b402c291d2868cdf36bf69f0856df6b64a3e3
https://redd.it/1bevuhb
@r_Unity3D
How can I keep the data in an array after I stop playing?
I would like to save the contents of an array so that it persists for the next time I play.
It's an array of object types. It's a surprisingly tricky thing to google, I've not found a solution that works yet! Ideally I could actually run the code that populates the array at editor time too, and then just keep that around, but, just saving the results from the runtime version would be good for now
https://redd.it/1bf50rf
@r_Unity3D