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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
I am working on a windshield rain shader inspired by DriveClub rain effect. Let me know what do you think.
https://redd.it/1dq4sy9
@r_Unity3D
The demo for our roguelike chess deckbuilder just got a big update based on feedback from Next Fest, including 3 new cards to play with! Wishlist Usurper today, coming September 9th!
https://store.steampowered.com/app/2347280/Usurper/
https://redd.it/1dq8u9o
@r_Unity3D
I've been working on a procedural generation tool using UI Toolkit!
https://www.youtube.com/watch?v=v5nDzUCa65s
https://redd.it/1dq4hj1
@r_Unity3D
I’m trying to make Metaballs in my game.
It seems like all the tutorials are from 2016 or before. I was following one which appears to be best but it says to use the Blur.cs downloaded from the asset menu but it doesn’t appear (perhaps too outdated). Anyone have any ways to create metaballs or a good tutorial you suggest? Maybe even a premade asset for it?
Thank you!!
https://redd.it/1dq5wvb
@r_Unity3D
Wife's Expecting, and So Am I: Launching 'Protocol Rift' Before the Baby in December!
https://redd.it/1dpzgkr
@r_Unity3D
Release of my first game!
https://store.steampowered.com/app/3013070/Candle_Wood/
https://redd.it/1dpz93v
@r_Unity3D
I know it is overdone but I just love abandoned gas stations covered in foliage.
https://redd.it/1dpq61x
@r_Unity3D
Working on silly hat cosmetics for Tiny Shop! Anything you would like to see there?!
https://redd.it/1dprs1l
@r_Unity3D
What's the Unity plugins you can't live without?
Here to hear some useful plugins, what do you use on your daily workflow?
https://redd.it/1dpp7iq
@r_Unity3D
Any feedback on game feel for my CS surf inspired game, Hoverflow ?
https://redd.it/1dpp0b3
@r_Unity3D
I added a hacking minigame, but I think it still needs a bit of work. What do you think?
https://redd.it/1dpm174
@r_Unity3D
Unity Forums shutting down, content being merged with Unity Discussions
https://forum.unity.com/threads/update-about-the-future-of-the-unity-forums-and-unity-discussions.1605753/
https://redd.it/1dpehev
@r_Unity3D
Hi all ! Some updates on Midori No Kaori , the game is going forward but solo game dev is really hard , so I added rain to express my mood :D
https://redd.it/1dpar9j
@r_Unity3D
// Update is called once per frame
void Update()
{
CheckInput();
HandleJump();
}
void FixedUpdate()
{
CheckGround();
HandleXMovement();
ApplyFriction();
}
void CheckInput()
{
xInput = Input.GetAxis("Horizontal");
yInput = Input.GetAxis("Jump");
}
void HandleXMovement()
{
if (Math.Abs(xInput) > 0)
{
// increment velocity by our acceleration, then clamp within max
float increment = xInput acceleration;
float newSpeed = Mathf.Clamp(body.velocity.x + increment, -maxXSpeed, maxXSpeed);
body.velocity = new Vector2(newSpeed, body.velocity.y);
FaceInput();
}
}
void FaceInput()
{
float direction = Mathf.Sign(xInput);
transform.localScale = new Vector3(direction, 1, 1);
}
void HandleJump()
{
if (Mathf.Abs(yInput) > 0 && grounded)
{
body.velocity = new Vector2(body.velocity.x, jumpSpeed);
}
}
void CheckGround()
{
grounded = Physics2D.OverlapAreaAll(groundCheck.bounds.min, groundCheck.bounds.max, groundMask).Length > 0;
}
void ApplyFriction()
{
if (grounded && xInput == 0 && yInput == 0)
{
body.velocity = groundDecay;
}
}
}
}
https://redd.it/1dpd6lk
@r_Unity3D
Help! Lost my Unity project files for a college game project
Post:
Hi everyone,
I need some help. I made a game for a college project a while back. The game is relatively simple, and everything was fine until my professor asked for the source files of the project, in addition to the final build.
The problem is, I only backed up the final version of the game (the Unity build), and all the source files are lost. So now, I only have the final build, and I don't have the original Unity project files.
To make things worse, I only committed about half of the game to GitHub, so I'm missing a significant portion of the project.
Is there any way to extract the source files from the final build or somehow recreate the project as it was in Unity? Any help or advice would be greatly appreciated!
final game link: https://www.mediafire.com/file/u7ay2pvijoxhrjg/SorenTheDarkChild.rar/file
Thanks in advance!
https://redd.it/1dpb8te
@r_Unity3D
2D Camera follow tutorial in Unity
https://youtu.be/Amap2Xvub-8?si=yA9Er1sRjJsnMUut
https://redd.it/1dqcadl
@r_Unity3D
What is the best way to make a save and load system that only "saves" the current scene.
Im trying to make a save and load system for a game that I'm making. My goal is to make a save and load system that ONLY saves the current scene the player is in (no position, or inventory, or anything else, just the current scene). How do I do this?
https://redd.it/1dq8uck
@r_Unity3D
Help with Dialogue Manager/Activator skipping first Element
Hi all. I'm a sound designer and I'm making a Unity game from scratch to really get a feel for working sound in a game engine. I know a lot of the basics but I'm an intermediate coder at best....so I need some help!
I feel like I'm taking crazy pills because sometimes when I open my game, the dialogue manager sometiems skips the first element of the dialouge while other times all the text appears as it should...and other tiems so NPCs skip the first line while other's are totally fine, Can y'all check my scripts and see if there's something I'm missing? Thank you all so so so much!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DialogActivator : MonoBehaviour
{
public string[\] lines;
private bool canActivate;
void Update()
{
if (canActivate == false)
return;
if (Input.GetButtonDown("Fire1") && DialogManager.instance.IsDialogueActive == false)
{
DialogManager.instance.ShowDialog(lines);
canActivate = false;
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if(other.tag == "Player")
{
canActivate = true;
}
}
private void OnTriggerExit2D(Collider2D other)
{
if(other.tag == "Player")
{
canActivate = false;
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class DialogManager : MonoBehaviour
{
public TMP_Text dialogText;
public GameObject dialogBox;
public string[\] dialogLines;
public int currentLine;
public static DialogManager instance;
public bool IsDialogueActive { get; private set; }
// Static variable to track if dialogue is active
public static bool isDialogueActive;
//private bool justStarted;
// Start is called before the first frame update
void Start()
{
instance = this;
DontDestroyOnLoad(gameObject);
}
// Update is called once per frame
void Update()
{
if (IsDialogueActive == false)
return;
if (Input.GetButtonDown("Fire1"))
{
if (currentLine < dialogLines.Length - 1)
{
currentLine++;
dialogText.text = dialogLines[currentLine\];
}
else
{
IsDialogueActive = false;
dialogBox.SetActive(false);
PlayerController.instance.canMove = true;
}
}
}
public void ShowDialog(string[\] newLines)
{
IsDialogueActive = true;
dialogBox.SetActive(true);
PlayerController.instance.canMove = false;
dialogLines = newLines;
currentLine = 0;
dialogText.text = dialogLines[0\];
}
}
https://redd.it/1dq4wwd
@r_Unity3D
Any feedback on this Doom meets Vampire Survivors game I'm working on?
https://redd.it/1dq0ob3
@r_Unity3D
Is there a good way to let ChatGPT read my unity project?
Hey all, I'm trying to learn more about how to use AI and LLMs to make the game dev process a little easier. I've seen products like Notebook LLM and Notion AI serve as fantastic methods of quickly parsing information spread out in a large array of notes and areas.
Is there an easy way to setup an equivalent for unity? IE I'd love to be able to ask contextual questions about my unity project like, "Which of my fire items has different damage scaling to the others?"
Also, long term, I'd be fascinated to see if it'd ever be possible to have an AI generate the YAML files that make up items and cards -- so we could let players generate special and unique to them cards based on their achievements.
https://redd.it/1dpz54n
@r_Unity3D
Hello everyone, your favorite agent is back! No, I'm not talking about Agent 47. I'm talking about Anomaly Agent. Our game is now at its lowest price ever on Steam. You can purchase it for the first time at $7.19 with a 40% discount. If you haven't played it yet, we think now's the perfect time :)
https://redd.it/1dpyk58
@r_Unity3D
How can I improve this animation?
https://redd.it/1dpry89
@r_Unity3D
Real-time character deformation in Unity Engine
https://redd.it/1dprpdl
@r_Unity3D
Unity will now be spying on you with AI. They only informed those in the EU since they are required to by law.
https://redd.it/1dpqd32
@r_Unity3D
I finally published RunDroid, a 2D fast-paced action platformer. | play for Free | Available on Play Store | Link in comment.
https://redd.it/1dpnbkr
@r_Unity3D
I made this American inspired mega Man clone for a game jam
https://parkerstraus.itch.io/ameriquest
https://redd.it/1dpls8k
@r_Unity3D
RGB color sliders produce the wrong colors
I've been following this tutorial https://www.youtube.com/watch?v=sBkkeiZsx1s. Which lets you use three sliders, one for red, one for green, and one for blue to choose any color for the player. I've done everything exactly as this person has done. Even copied all the files and tried a lot outside of it too. But no matter what I do when I use the red slider, the character turns cyan. When I slide the green, they turn yellow. When I slide the blue, they turn pink. How do I fix this?
https://redd.it/1dp85mc
@r_Unity3D
my prefab has things missing. how can i fix it?
https://preview.redd.it/as3vdjn76z8d1.png?width=605&format=png&auto=webp&s=c11bd3756a48bc2c6d3154dd46e20440392339ba
https://preview.redd.it/0g0etn0c6z8d1.png?width=590&format=png&auto=webp&s=3575b032aeb043619a5ab87235bcccbc2a85200c
im making a game where you play as a bartender and you need to throw drinks out. i made the drinks into a prefab and when I press space it spawns a new drink to slide across the table. problem is when I spawn a prefab of my drink it spawns without any of the references to other objects. how do I fix this?
https://redd.it/1dp8lfl
@r_Unity3D
2D Platformer Movement (sliding too much)
Hey, this is probably an annoying post but i need help with basic movement, when I move to the side it feels like the character is sliding too much.
Unity editor version: 2022.3.4f1 LTS
It won't let me upload a video so here's a screenshot, I move and then when I stop pressing the button the X Position value keeps changing for a little too long.
https://preview.redd.it/401pjm0n509d1.png?width=1917&format=png&auto=webp&s=ed19b2f344fb7c5febb96a897556c62f350a0c56
I followed this tutorial: https://www.youtube.com/watch?v=0-c3ErDzrh8
Here's the code:
using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace PlayerCharacter
{
public class PlayerMovement : MonoBehaviour
{
public Rigidbody2D body;
public BoxCollider2D groundCheck;
public LayerMask groundMask;
public float acceleration;
[Range(0f, 1f)]
public float groundDecay;
[FormerlySerializedAs("groundSpeed")] public float maxXSpeed;
public float jumpSpeed;
public bool grounded;
float xInput;
float yInput;
// // Start is called before the first frame update
// void Start()
// {
//
// }
// Update is called once per frame
void Update()
{
CheckInput();
HandleJump();
}
void FixedUpdate()
{
CheckGround();
HandleXMovement();
ApplyFriction();
}
void CheckInput()
{
xInput = Input.GetAxis("Horizontal");
yInput = Input.GetAxis("Jump");
}
void HandleXMovement()
{
if (Math.Abs(xInput) > 0)
{
// increment velocity by our acceleration, then clamp within max
float increment = xInput * acceleration;
float newSpeed = Mathf.Clamp(body.velocity.x + increment, -maxXSpeed, maxXSpeed);
body.velocity = new Vector2(newSpeed, body.velocity.y);
FaceInput();
}
}
void FaceInput()
{
float direction = Mathf.Sign(xInput);
transform.localScale = new Vector3(direction, 1, 1);
}
void HandleJump()
{
if (Mathf.Abs(yInput) > 0 && grounded)
{
body.velocity = new Vector2(body.velocity.x, jumpSpeed);
}
}
void CheckGround()
{
grounded = Physics2D.OverlapAreaAll(groundCheck.bounds.min, groundCheck.bounds.max, groundMask).Length > 0;
}
void ApplyFriction()
{
if (grounded && xInput == 0 && yInput == 0)
{
body.velocity *= groundDecay;
}
}
}
}
using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace PlayerCharacter
{
public class PlayerMovement : MonoBehaviour
{
public Rigidbody2D body;
public BoxCollider2D groundCheck;
public LayerMask groundMask;
public float acceleration;
Range(0f, 1f)
public float groundDecay;
FormerlySerializedAs("groundSpeed") public float maxXSpeed;
public float jumpSpeed;
public bool grounded;
float xInput;
float yInput;
// // Start is called before the first frame update
// void Start()
// {
//
// }
Which team are you? Parry or Perfect Dodge?
https://redd.it/1dp0yfn
@r_Unity3D