News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Unity Score Counter Increment Animation : How to Create Score Counter System
https://youtu.be/IlXMfbMAfbM
https://redd.it/1bj3yed
@r_Unity3D
Sprite Editor Geometry Incorrect
So I have been looking for a solution or someone with a similar issue and haven't found anything, I'm changing my Player character for it to be rigged, it's my first time doing so, so I'm following turotials and documentation, but my sprite geometry is wrong and can't find a way to fix it.
I have tried reimporting the sprite, changing it on aseprite and tweaking its sprite editor values, nothing has worked. Any clue how can I fix it? Doing it manually will lead to a poor result.
https://preview.redd.it/fw1u8gnvbepc1.png?width=1162&format=png&auto=webp&s=9b3937403edb5c76319ae7b4bf7652ce1ef3bfb5
https://redd.it/1bj27if
@r_Unity3D
Own prototype of sewing mechanics. Sewing interacts with Unity physics.
https://redd.it/1biuvdr
@r_Unity3D
The joy of looking at your old code. Thought I was so smart to have made a function that easily toggles between boolean values.
https://redd.it/1bivh2p
@r_Unity3D
What do you think about this concept?
https://redd.it/1bipscr
@r_Unity3D
ARE MINIMAPS NECESSARY? I've been developing this game for a while now, and I made a minimap for it. I turned it off for a while for debugging and I feel like it's not needed in the game at all. I put it in because I thought it was a necessity in a game like this, but I don't think it is, and it's e
https://redd.it/1bgv7jq
@r_Unity3D
I recently launched bullet-hell game : 13 Seconds ... You must control two characters at once!!
https://redd.it/1bguaau
@r_Unity3D
Started learning IK...
https://redd.it/1bgqrxl
@r_Unity3D
My first game almost finished
https://redd.it/1bgmmqi
@r_Unity3D
What's faster for AI swarms/flocking? CPU or GPU simulation?
https://redd.it/1bgdznj
@r_Unity3D
Clicking and placing things in-game?
I'm making a tower defence game and I've reached the point of needing to be able to place the towers in-game. Essentially, I want the user to be able to click on a game object, then another game object is placed at the location of their next click if it is a valid location by a procedure being called. If it is invalid, I'm not sure yet. Dragging and dropping is also an option, but again, it will have those invalid locations.
https://redd.it/1bgh5ef
@r_Unity3D
I'm teaching myself to use Unity with a YouTube tutorial, but I've made some modifications. In my SwordAttack method in my PlayerController class, my up & down print commands work. However, in my SwordAttack class they do not & I'm not getting hit boxes even though the mvmnt and atk animations work.
public void SwordAttack(){
LockMovement();
if(spriteRenderer.flipX && !up && !dn){
swordAttack.AttackLeft();
}
else if(!spriteRenderer.flipX && !up && !dn){
swordAttack.AttackRight();
}
else if(up){
swordAttack.AttackUp();
print("up");
}
else if(dn){
swordAttack.AttackDown();
print("dn");
}
}
\---------------------------------------
public void AttackRight(){
swordCollider.enabled = true;
transform.localPosition = baseAttackOffset;
print("right");
}
public void AttackLeft(){
swordCollider.enabled = true;
transform.localPosition = new Vector3(baseAttackOffset.x * -1, baseAttackOffset.y);
print("left");
}
public void AttackUp(){
print("up");
swordCollider.enabled = true;
transform.localPosition = new Vector3(baseAttackOffset.y, baseAttackOffset.x);
}
public void AttackDown(){
swordCollider.enabled = true;
transform.localPosition = new Vector3(baseAttackOffset.y, baseAttackOffset.x * -1);
print("dn");
}
https://redd.it/1bgihtv
@r_Unity3D
Does NavMeshPlus have something like a "NavMeshPath"?
It's come to my attention that the system I wanted to use doesn't work with the package. At least not seemingly. I baked a Navmesh using NavMeshPlus so I can use it in Unity2D. I can successfully make Agent's move, however, I cannot use NavMeshPath's it seems. Unless I am missing a step, it doesn't seem to work with this package.
I want to use path based movement, rather than directly controlling an Agent (physics reasons).
Am I shit out of luck?
Or is there a way to get NavMeshPath from the base package working in NavMeshPlus?
https://redd.it/1bge78v
@r_Unity3D
Should I use Raycast in this situation? How it works?
Hi, r/Unity2D! I'm a C# noobie and I need your help! When I jump, I can hang on a platform when I press the directional arrows. Maybe I should use a raycast or something like that? I don't understand how it works if someone could explain it to me that would be really nice.
Code \(1\)
​
Code \(2\)
Screenshot of the situation
https://redd.it/1bgd8sl
@r_Unity3D
how can I make my game look scarier?
https://redd.it/1bg6vyn
@r_Unity3D
Gamepad Support Help
I’m new to game dev and also unity. I’ve finished my game and want to add controller support because I want to enable Steam deck compatibility. I’m currently using the old input system because that’s what the bones of my game were built on (I know that there is now a better way). I’d like to not change that if I have to. Now I know how to get all of the buttons correctly mapped EXCEPT the start/menu button. Everywhere I’ve searched says you just have to map it to joystick button 7 (or 9 depending on what source you look at). I’ve tried all variations. Nothing works. If I map it to a different button (like A, B, X, or Y it works but not the start/menu button). I’ve even added a debug log to see if the function was even being called at all but it seems to not be recognizing button 7, 8, 9, or 10. I’m sure I’ve just messed up the config.
Help?? Do I have to go to the new system to get it to work? I tried that earlier today and blew up my game and almost lost everything (thank god git and GitHub) Ideally I’d like to use the new system on my next game when I can start over with that in mind.
Thank you 🙏
https://redd.it/1bizqab
@r_Unity3D
Free Music Pack - Atmospheric Adventures
https://youtu.be/tPicY-4RzO0?si=QU01Cu_2L-gBvgnB
https://redd.it/1bin4rl
@r_Unity3D
Greetings everyone. We released our game Anomaly Agent 2 months ago. As of next week, we'll be releasing a major free update and adding the highly anticipated Rogue-like mode to our game! We wanted to share our excitement with you. What do you think?
https://www.youtube.com/watch?v=rIG3P4NO9mM
https://redd.it/1biukw2
@r_Unity3D
How does one create this kind of environment transformation fx? (This from a Sakura Rabbit reel).
https://redd.it/1bgwnpr
@r_Unity3D
The VOLUMYST system has finally been released on the Unity Asset Store.
https://redd.it/1bgswer
@r_Unity3D
How I can solve this , this is second time happening , I forced closed it last time when it was busy for nearly one hour
​
https://preview.redd.it/nejfhqcs7voc1.png?width=832&format=png&auto=webp&s=071bedabfe203b4d41ca09276a080e54d9ea0413
https://redd.it/1bgtrsr
@r_Unity3D
aseprite import issue
Unity says there is package manager windows cannot find a version of com.unity.2d.aseprite compatable with unity version 2021.3.4f1
https://redd.it/1bgroqv
@r_Unity3D
what is this gap in my background, and what do those black dashes mean, how do I get rid of them
I dont see any of this in scene mode, but they show up in game mode for some reason
https://preview.redd.it/kbhup3182uoc1.png?width=1731&format=png&auto=webp&s=896366415944962fc8e75c8c6f4e4afc4bd16b03
https://redd.it/1bgqg1h
@r_Unity3D
Pixel Frames, Buttons, Panels Part 3A
https://redd.it/1bgl91p
@r_Unity3D
instantiating is driving me bananas
I'm messing around with the Ruby's Adventure Tutorial and trying to instantiate enemies on the map. I'm using a sprite with a script attached to instantiate the enemy prefabs using the transform.position value. On launch the first enemy spawns correctly but any subsequent enemy is spawned at (0,0) and I can't figure it out.
https://redd.it/1bgjfxk
@r_Unity3D
Help with enemy turning when hitting side of platform
I have an enemy that basically just needs to turn when hitting a wall.
I originally had made it to be that whenever it hit anything tagged as a platform it would turn, but whenever it would get knocked back by the player and touch the ground after falling it would also turn.
I need to know how to differentiate the ground from the walls of a platform so that it doesn’t turn when hitting the top or bottom, but turns when it hits the sides.
https://redd.it/1bgh8dd
@r_Unity3D
Whats the best way to hide a body after killing it???
I made an fps game about killing zombies but I want to hide the bodies instead of destroy();
Bcz I want them to respawn later on
https://redd.it/1bgap9z
@r_Unity3D
Switched to Unity for my upcoming 2D roguelike! Can't say it's been easy, but pretty happy with how it's shaping up
https://www.youtube.com/watch?v=I9N3D0Z1r6Q
https://redd.it/1bg8tcb
@r_Unity3D
Dive into the vehicle editor details | Mechanical Lab | Devlog#1
https://www.youtube.com/watch?v=-PRSZ9WQXa8&ab_channel=Seven-ArmOctopus
https://redd.it/1bg5j06
@r_Unity3D