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Hi, Reddit! I'm an solo indie developer, making a Steam game about a Soviet Cyber Village with robots, the game is called "CYBERFARM" What do you think about this?

https://redd.it/1bk70h6
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Hi there! I released my new project AIRBORN Constructor — a retro aircraft building demo. Available for free on Itch.io (Link in the comments)

https://redd.it/1bk5epy
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Camera problem in android build

Hi, I just started unity and I pretty much finished my first 2D game, but when I built it to my phone, the camera acts funnily.
The first 2 scenes work just fine, but when it gets to loading the actual gameplay scene, the camera sometimes defaults to its clear flag setting (default solid color). The weirdest thing is that at times, it does render everything and the game itself works every time. It didnt happen in the editor, so the theory I came up with is the problem being connected to memory.
I couldnt find anything related online, but maybe someone here had already dealt with similar stuff before

https://redd.it/1bk353n
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Shoot a roll of film, and develop it at a film lab! [The Journalist]
https://redd.it/1bjtfif
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r/Unity3D

The Lost Key

Achievements have been added to my game. But as a game developer, I got my first achievement, which is a good noob :)

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On Steam

https://store.steampowered.com/app/2056830/The\_Lost\_Key/

​

https://preview.redd.it/uav2ov386mpc1.png?width=813&format=png&auto=webp&s=2f16befb216e84b624ac27853351110921347682

https://redd.it/1bjy1lc
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Si, I saw some Sakura Rabbit's videos of her works where the folds appeared on the clothes when moving bones and I tried to create my own version :)

https://redd.it/1bjvkg0
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Spell effects of wings and skil 2
https://redd.it/1bju97a
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r/Unity3D

Best way to carry game/match settings data from menu scene into game scene?

Hello,

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I've been struggling for hours trying to figure out how to carry game settings such as spawnModifiers into the game scene.

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Currently I have a Game Settings scene using sliders where the player can choose the game settings such as the score limit. I have a UIManager keeping track of the sliders' values changing, which is then passed from the UIManager script to a GameManager script (so it can carry to the game scene and not destroyonload).

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This seems to be working fine, however once the player exits the match to the main menu and goes through Game Settings scene again, the sliders and the actual GameManager values don't match up. So when the player starts a new game it keeps the previous match's settings (which I don't want).

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I feel like I have tried everything and am out of ideas, so I am now asking for saving... Thank you! I can provide images, just let me know whichever way is easiest for you. I am 90% done with this game, which will be my first completed one but this is the last big hurdle that I am struggling with.

​

Again, thank you for even reading. Hope I've made it clear enough...?

https://redd.it/1bjn1m0
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r/Unity3D

You think you know everything? Try this.

Want to humble yourself? You think you know everything about your game, and it runs great and then you have to put it on a less powerful device and it doesn't load fast and keeps pausing and get memory warnings and you don't get it.

Well here is how to find out why it's doing that and why you don't know about your game.

Go to Window->Analysis->Profiler or (Ctrl/Cmd 7) to open the profiler, then click on the Memory section. Then at the bottom click on 'Take Sample Playmode" and here you will see how great you are at not cleaning up all those memory references and all those things loading into memory that you were not expecting.

Humble yourself now.

Don't despair, like I did, you are going to have alot of work to fix it. For fun try it at the first scene when you think nothing is loaded yet.

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https://redd.it/1bjieoe
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Working on a new collectible. Tips on improving the sprite/animation?
https://redd.it/1bjmewu
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What are your opinions about the UI of my game ?

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https://preview.redd.it/2kpvhkubuipc1.jpg?width=1281&format=pjpg&auto=webp&s=5fbf88001d25a3d6cd2716582b4b15a377fed84a

https://redd.it/1bjin1n
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Real-Time Terrain Editing in Unity

https://redd.it/1bjem2o
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need help with trail renderer, its showing in editor not in the game, I tried playing around with order in layer but I don't really understand it, any help is appreciated
https://redd.it/1bjcre8
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I need help...
https://redd.it/1bivlko
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Turn-based survival game: looking for feedback
https://youtu.be/WuU2XLWoTn0

https://redd.it/1bj8wff
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Working on the retro inspired survival horror game “Becrowned”. Here’s video with new location for the future demo. How do you like it?

https://redd.it/1bk6e8m
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How it started vs How it's going. What do you think?
https://redd.it/1bk4dko
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r/Unity3D

Need a help!

Hello fellow developers, I can't find a way to make a location system in my game, so I need a help.

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I have a game with 2 different gameplay: global map(example: Mound and Blade), and location (2D sidescrolling, example: Yes, your grace).

The problem: I can't imagine, how am I gonna do the sctructure for my cities? I have a City(Permament object on the map), then I have a buildings inside(They are dynamically builded by players), and each building has rooms(Also can be built by players as the upgrade).

This is the most important part for my game, so I need to find the way to make it. What the best way to structurize it? By making child object for each building and then child object for each room?


I'm also using MySQL, where I'm going to store the data for locations. Maybe it's also could be useful?

​

Thank you

https://redd.it/1bk1ffx
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how to make object get larger or smaller as it approaches another object



https://redd.it/1bjxwqp
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You can now swoop cyclists in Pie in the Sky! Middle aged man in lycra NPC model to come!

https://redd.it/1bjuctt
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I broke the lighting and can't fix it ..
https://redd.it/1bjrsr8
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Why my scene position tool looks like this
https://redd.it/1bjsrys
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Player gets stuck on ground tiles in 2D game. How do I fix without relying on a Composite Collider??

Hey so I've been working on designing a Super Mario clone (the first level so far) to learn from and I've bumped into an issue where Mario will get stuck on the bricks and item blocks. Now I don't want to rely on a tile map and composite collider because these are individual game objects and you can do actions with that just so happen to also function as a ground layer. But yeah, every now and then he'll get stuck while walking on them and can't move unless I either walk back or jump over.

I heard other ways of aiding this issue is adding a material with 0 friction (didn't help at all) and adding another collider. For my case I created an edge collider in the shape of an upside down trapezoid and that seems to negate the issue pretty well except now he acts a little funny on edges sometimes (like doing a random jump animation because the velocity levels get all weird for a moment, etc.

But I'd like to know if there are any other solutions out there that I could try or if there's just something I'm not understanding when it comes to tile mapping. Sorry if this is a dumb question 😅

https://redd.it/1bjp8zo
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Camera setup to switch between rooms

Hello i am wondering about what would be the solution for wanting to switch the main camera(and the player)between rooms in Unity?
I am talking about switching rooms like you would do in Binding Of isaac,Enter The Gungeon,Celeste etc...

I've tried to look it up and all of the results as well as the main result of CineMachine Virtual Camera are all 2+ years old, So i dont know how up-to-date it is

https://redd.it/1bjo97x
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Can I rename components or give them labels so I have a better way of knowing which one is which when not using child objects for structuring?
https://redd.it/1bjk4x3
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Storing Collision2D object in array?

I am looking to store Collision2D objects in an array so that they can be processed in sync with my animation and movement code. In my OnCollisionEnter2D/OnCollisionStay2D functions, I have a switch statement set up for my different tilemaps, as follows:

void OnCollisionStay2D(Collision2D collision) {
switch (collision.collider.name) {
case "Walls":
collisions(int) CollisionTypes.WALLS = collision;
break;
case "Furniture":
collisions(int) CollisionTypes.FURNITURE = collision;
break;
case "NPC":
collisions(int) CollisionTypes.NPC = collision;
break;
case "Traps":
collisions(int) CollisionTypes.TRAPS = collision;
break;
}
}

So it gets the collider name, checks it against a string, then stores the collision in an array at the index corresponding to the collision type. This works perfectly for when the player only touches one collider or the other. However, confusingly, if the player touches two colliders at the same time (for instance, "Walls" and "Furniture"), it will store the furniture collision in the array at the "Walls" index, and thus mess things up when I process the collisions later. So I'm guessing there's some quirk about Collision2D objects that I'm not understanding. Why would it be storing the "Furniture" collision when the switch statement should be filtering this?

https://redd.it/1bjh707
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What do you think of the new panel in Unity 6?

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https://preview.redd.it/zxfhb8qhnfpc1.png?width=808&format=png&auto=webp&s=dbb3aa5494702fda2c21ca4c7ab6fca69095fd50

https://redd.it/1bj6xii
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Character gets stuck inconsistenly on objects with BoxCollider2D

I have a cube with collider. These cubes can be on top of each other. My character can slide on the walls - tile terrain and these cube prefabs.

But sometimes my character gets stuck on these cube prefabs and it happens inconsistenly. No issues with stucking on tiles though

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Here the colliders are highlighted. on the left - character collider, on the righ - 2 cube colliders. The character here is stuck

https://redd.it/1bjb0v2
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Using Multiple Scripts

Someone PLEASE help me. i've been using Unity since August 2021 and for the life of me i can't change variables in different scripts. i've watched countless videos about this and can never get it right. I make idle games so literally all i need to do is be able to make a different script for each character and just have it reduce the enemy HP after an amount of time

https://redd.it/1bj9gm4
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Finally managed to render orbit lines properly

https://youtu.be/mxFFJAZ5saE

The physics to support that was here since a long time but as I head into a first public demo, everything needs to be as good as possible. What you can see still will be updated for more appropriate colors but overall I’m really proud of the result.

The lines uses Kepler Parameters and support both hyperbolic and elliptical orbits. The main challenge was because of the fact that every object position is relative to another. For example, if a controlled rocket is in Earth orbit, the Earth won’t move, but the Sun and the Moon will. If it’s in Moon’s orbit, the Earth and Sun will move but not the Moon to avoid collisions at high velocities.

Another important tech that made the line rendering a bit harder is because of the floating origin, which, for now make it needed for an efficient reset of the positions in the lines.

Several improvements to optimization are definitely possible on the short/long term, but this is already very good.

The game is called Rocket Engineer, you can wishlist it on Steam!

Enjoy! I hope you liked this deep dive!

https://redd.it/1bj0xc2
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