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&& moveInput < 0)
        {
            Flip();
        }


        if(rb.velocity.y > 0.1)
        {
            animator.SetBool("StartJump", true);
            animator.SetBool("StartFall", false);
        }
        if(rb.velocity.y < -0.1)
        {
            animator.SetBool("StartFall", true);
            animator.SetBool("StartJump", false);
        }
        if(rb.velocity.y == 0)
        {
            animator.SetBool("StartJump", false);
            animator.SetBool("StartFall", false);
        }


    }


    void Update()
    {


        if(isGrounded == true)
        {
            extraJumps = extraJumpsValue;
        }
       
        if(Input.GetKeyDown(KeyCode.W) && extraJumps >= 0)
        {
            rb.velocity = Vector2.up jumpForce;
            extraJumps--;
        }


    }


    void Flip()
    {
        facingRight = !facingRight;
        Vector3 Scaler = transform.localScale;
        Scaler.x
= -1;
        transform.localScale = Scaler;
    }


}

https://redd.it/1dvigs8
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Old notebook menu vs. new
https://redd.it/1dvhijz
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Looking for Feedback on My Puzzle Game - Your Thoughts and Suggestions?

Hey everyone,

I’m excited to share a project I’ve been working on in my free time - a mobile puzzle game! 🎮 I’d love to get some feedback.

# About the Game:

Genre: Puzzle
Goal: You will need to strategically swap and switch blocks to redirect the beam from the source so that it hits all of the required objects in the "combo" displayed in the UI, while avoiding obstacles such as death blocks or freeze blocks that will pause the game for a short time.
Gameplay: You need to shift the tiles in a way that the beam hits all the required objects. However, there are some forbidden tile shifts to keep things challenging.

I’ve added a few screenshots to the post to give you an idea of the gameplay

https://preview.redd.it/c0z0x68bqkad1.png?width=696&amp;format=png&amp;auto=webp&amp;s=2aaccb39510ce0df38db22503b52a39beab74a60

https://preview.redd.it/sa1lz1h0ykad1.png?width=1080&amp;format=png&amp;auto=webp&amp;s=cd20b0b0dc3714f17237e857f886002aee2eb9de

https://preview.redd.it/w03x58c2ykad1.png?width=1080&amp;format=png&amp;auto=webp&amp;s=a38622e4206dcc99fe1f9c310168fc3948c2d235

Some Questions:

What do you think about the gameplay mechanics? Any suggestions to make it more engaging or fun?
How do you feel about the assets and style? Keep in mind this is an early/simple version.
Any ideas on how I can advance the game or add new features?

I appreciate any feedback or suggestions you might have. Thanks for taking the time to check out my game!

# About Me:

I am a solo developer who is currently between university and game dev. This project is something I do as a hobby. Whenever I have the opportunity, I work on it to further improve my game development skills.

Cheers!

https://redd.it/1dvib1l
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Solo dev'd an FPS for the Boss Rush Game Jam 2024. ranked #1 / ~400 games. Play it on itch.io!

https://redd.it/1dvcoeb
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We are currently in the process of reworking the overworld. Before and after, what do you think?

https://redd.it/1dv6u8d
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Me and my friend made a horror game in Unity that collected 50,000$ for humanitarian aid organization. Check the comment for more information.
https://redd.it/1dv7z32
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My game is Very Positive on Steam! I'm so happy :D

https://preview.redd.it/ajxk5v1u1iad1.png?width=344&amp;format=png&amp;auto=webp&amp;s=14186a7daaa0c585c69f297c520b7e7a5c4b9fcb



https://redd.it/1dv6an8
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Feedback on 1st Project
https://bsherby.itch.io/not-another-2012-game

https://redd.it/1dv1zgb
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Rotate Sprite until it gets to a certain Z axis

https://preview.redd.it/zxg16nx0lgad1.png?width=511&amp;format=png&amp;auto=webp&amp;s=22d7e18c9a5bd8a7f940f79a90362e1f7a99a53e

How can I get this to work properly? It only works if it is Rotate(0), but any other positive number and it will spin endlessly. If I pass through a negative number (eg Rotate(-180) it will snap to Z -180 instantly.

https://redd.it/1dv1nrk
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Pie in the Sky! The game where you play as an Australian Magpie - coming to Steam 2025

https://redd.it/1duuq10
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How would I remove friction on the sides of some of my gameObjects/Box Collider 2Ds

Just, the title. I did a lot of research, especially in the unity forums, but I can't seem to figure out how to remove friction on the sides of some of my objects. This causes problems where you can just stick yourself to the side of a moving platform if you are moving towards it, and it can slow you down if you are trying to jump past the sides of certain things. I was able to remove friction from the sides of tilemap colliders from a tutorial I was following very early in development, but I can't seem to figure out how to do it for anything else. If anyone knows how to properly do this, please let me know, it would be a big help. Thanks!

https://preview.redd.it/vm3q04yivead1.png?width=1920&amp;format=png&amp;auto=webp&amp;s=d64b4c319881e849059247a58455d6dc8a58eae0



https://redd.it/1duvrnd
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Check out my mobile game "Run It"

Hi everyone, my friend and I made a mobile game and did everything ourselves, from design to programming. We would love to hear your opinion and get feedback from you! 

It's an endless runner with various worlds and obstacles. You can unlock different heroes, each with unique abilities! 

Download Now (AppStore): **https://apps.apple.com/de/app/run-it-jump-now/id6503650937**

 We hope you like it <3

Zeone







https://redd.it/1dusq4b
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Do you guys prefer WASD or mouse for camera movement?

https://redd.it/1duo31j
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Hi all,

Please check my new game and provide your valuable feedback
Thanks.
https://play.google.com/store/apps/details?id=com.DefaultCompany.GameLaunch

https://redd.it/1dumoer
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Please help, projectile travel distance varies before returning to player
https://redd.it/1duh38w
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How would I go about and adding a second player and changing the controls to a (Xbox) controller

I'm trying to make a simple fighting game, so far I have one character and their movement on a keyboard, how can I add a second character and switch from keyboard to controller where both characters are controller with different controllers? This is my movement code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour
{

    public float speed;
    public float jumpForce;
    private float moveInput;

    private Rigidbody2D rb;

    private bool facingRight = true;

    private bool isGrounded;
    public Transform groundCheck;
    public float checkRadius;
    public LayerMask whatIsGround;

    private int extraJumps;
    public int extraJumpsValue;
   
    private float isFalling;

    public Animator animator;

    void Start()
    {
        extraJumps = extraJumpsValue;
        rb = GetComponent<Rigidbody2D>();
    }

    void FixedUpdate()
    {

        isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);
       
        moveInput = Input.GetAxis("Horizontal");
        rb.velocity = new Vector2(moveInput speed, rb.velocity.y);
        animator.SetFloat("Speed", Mathf.Abs(moveInput));
        if(facingRight == false && moveInput > 0)
        {
            Flip();
        } else if(facingRight == true && moveInput < 0)
        {
            Flip();
        }

        if(rb.velocity.y > 0.1)
        {
            animator.SetBool("StartJump", true);
            animator.SetBool("StartFall", false);
        }
        if(rb.velocity.y < -0.1)
        {
            animator.SetBool("StartFall", true);
            animator.SetBool("StartJump", false);
        }
        if(rb.velocity.y == 0)
        {
            animator.SetBool("StartJump", false);
            animator.SetBool("StartFall", false);
        }

    }

    void Update()
    {

        if(isGrounded == true)
        {
            extraJumps = extraJumpsValue;
        }
       
        if(Input.GetKeyDown(KeyCode.W) && extraJumps >= 0)
        {
            rb.velocity = Vector2.up
jumpForce;
            extraJumps--;
        }

    }

    void Flip()
    {
        facingRight = !facingRight;
        Vector3 Scaler = transform.localScale;
        Scaler.x = -1;
        transform.localScale = Scaler;
    }

}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class PlayerController : MonoBehaviour
{


    public float speed;
    public float jumpForce;
    private float moveInput;


    private Rigidbody2D rb;


    private bool facingRight = true;


    private bool isGrounded;
    public Transform groundCheck;
    public float checkRadius;
    public LayerMask whatIsGround;


    private int extraJumps;
    public int extraJumpsValue;
   
    private float isFalling;


    public Animator animator;


    void Start()
    {
        extraJumps = extraJumpsValue;
        rb = GetComponent<Rigidbody2D>();
    }


    void FixedUpdate()
    {


        isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);
       
        moveInput = Input.GetAxis("Horizontal");
        rb.velocity = new Vector2(moveInput
speed, rb.velocity.y);
        animator.SetFloat("Speed", Mathf.Abs(moveInput));
        if(facingRight == false && moveInput > 0)
        {
            Flip();
        } else if(facingRight == true

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🚀 We've updated Mirror Defense! 🎮 Join our Discord for a chance to win 1 of 5 free game keys. Missed out? Enjoy 75% off during our summer sale! 🌟💰 Link in bio! 🔗 #GameUpdate #IndieGameDev #MirrorDefense #Giveaway #SummerSale
https://redd.it/1dvdrkf
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Exciting Announcement: Our First Fantasy Game Level Asset! 🌟

Hey everyone!
We're thrilled to announce the release of our first fantasy game level asset! 🎉🎮This asset is a culmination of hard work and creativity, and we can't wait for you to check it out. Your feedback is incredibly valuable to us, so please take a moment to explore it and let us know what you think. Whether it's a comment, suggestion, or even just a quick peek, we'd love to hear from you!Thank you for being a part of our journey. Here's to many more exciting updates to come! 🚀

https://mepa-studios.itch.io/dark-fantasy-world-creation-pack

https://redd.it/1dvh5z6
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Animation of running of new enemy in our turn-based RPG game Sand Nomads. Is it good or not?
https://redd.it/1dvarq4
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Hello everyone! As a small team, we're developing a Roguelite FPS game inspired by beloved titles like Borderlands and Gunfire Reborn. If you'd like to support us, you can add us to your Steam wishlist :)

https://redd.it/1dv8w2u
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You can easily create a post-processing scan effect in Unity URP with Shader Graph. The full node graph is shown in the video.

https://redd.it/1dv5vow
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An example of using post-processing to create a puzzle in a game.

https://redd.it/1dv3s6r
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Magnet Problem(Player bugging around)

Hi guys, I am new to Unity and tried making an online 2d Multiplayer game using Photon Engine. The Character Controller is working fine but I tried adding a magnet to the game. Every Player should be able to activate a magnet and pull the other player towards himself. Until now I just started making the magnet (that's why only one of the two players has the magnet script attached to it and the magnet is active all the time). The script worked fine for a while but now it doesn't anymore (from the perspective of the attracted player it is working but from the perspective of the attracting player the attracted player is bugging around). I would really appreciate it if someone could help me with this problem because I am stuck.

using Photon.Realtime;
using UnityEngine;

public class MagnetP1 : MonoBehaviour
{
public GameObject player2;
public Transform player2transform;
public Rigidbody2D player2rb;
public float influenceRange;
public float intensity;
public float distanceToPlayer;
Vector2 pullForce;


private void Start()
{

}

void Update()
{

player2 = GameObject.FindGameObjectWithTag("Player2");
player2transform = player2.GetComponent<Transform>();
player2rb = player2.GetComponent<Rigidbody2D>();

distanceToPlayer = Vector2.Distance(player2transform.position, transform.position);
if (distanceToPlayer < influenceRange)
{
pullForce = (transform.position - player2transform.position).normalized / distanceToPlayer * intensity;
player2rb.AddForce(pullForce, ForceMode2D.Force);
}




}
}
"Player2" is the tag of the second player.

https://redd.it/1dv1aj5
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Enemy AI
https://redd.it/1dv1bf7
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I can't get my Rigid Body to move when I use .AddForce

I've gone into two different Discord servers and searched everywhere for a decent answer but can't find one. What I have is a rocket that is just sitting there. I want the force I calculate and apply to move the rocket toward my black hole. The problem is that no matter what, the Vector2 will not work until I remove everything and just use something like "Vector2.up". That's not really what I need though. Here is the paste bin for the code: Paste of Code

https://redd.it/1duy821
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Help With Rotating On Z-Axis?

I'm trying to create a simple rotation on the z-axis for my 2D game.
Quaternions and rotations are my weak points in Unity, so I know I may be asking a really simple question, I just cannot for the life of me handle this topic.

Anyway, I have an enemy that looks at the character by switching their transform.right. However, this caused the gun (the thing that I want to rotate and a child object of the enemy) to rotate weirdly when I tried to manipulate the transform.right component of the gun to look at the player.

After a bit of research, I came up with this:
Code (CSharp):

if (transform.position.x > player.position.x)         
{            
transform.right = Vector2.left;           
}         
else if (transform.position.x < player.position.x)         
{            
transform.right = Vector2.right;         
}          
Quaternion rotation = Quaternion.Lerp(gun.localRotation, Quaternion.LookRotation(player.position - gun.position, gun.TransformDirection(Vector3.up)), accuracy * Time.deltaTime);    

gun.localRotation = new Quaternion(0, 0, rotation.z, rotation.w);

This code works when I'm on the right side of the enemy. When I'm on the left side, the gun rotates on the z-axis with negative numbers. For example, if the player is on the right side, the rotation in the inspector would read 6. If the player was on the left side, it would read -6.

I decided to use the code:

Mathf.Abs(rotation.z)

which I thought would cause the rotations to be positive, but all this did was make the gun stop rotating altogether when the player is on the left side.

Could someone please help me find a solution?
Again, I know I may be asking a simple question that may be common sense, but this is my weak point :)

https://redd.it/1duu73y
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LUTs in 2d?

So for the game I've been working on for about 1.5 years I've had a few artists come through, and none of them have been operating from the same pallet. It's starting to show (in my opinion at least). I'm curious if anyone here has used LUTs to tackle problems like this in the past, and how it turned out in 2d?

https://redd.it/1due8t8
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I was wondering why my mostly empty 2TB drive was suddenly full...
https://redd.it/1dumudf
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Using animator override controllers in different scenes

I am currently making a game which has a scene for a “shop” where a player can purchase different skins for their character. I’m using a Animator Override Controller which works perfectly in the “shop” scene. However once i click the play button the other scene loads but the Animator Override Controller no longer works and the character reverts back to its original skin/animation. Just wondering what I have to add in order for the skin change to save across all scenes.

https://redd.it/1dulg74
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Unity is charging me for a Plus subscription I didn't authorize.

I started a Unity plus subscription in January of 2023 and set auto-renew to off a couple weeks before it canceled. I was shocked to find out that the subscription charged us again and I opened a ticket seeking help.

Two months pass and two more charges are given and I finally get a response basically asking me why I wish to cancel and not giving me any info on why the subscription was still active.

I repeated to this support agent that I did not authorize this subscription and it shouldn't be active. They responded saying that auto-renew was turned 'on' - a lie. In this response they spoke about their standard subscription terms and posted a screenshot showing that auto-renew was turned 'on'. This was probably their biggest mistake:

This screenshot shows no name in the second subscription I confirmed that I did not pay for

So naturally, as I realize I'm being lied to, I do some more looking into the subscription details and come across: https://support.unity.com/hc/en-us/articles/360000282623-How-do-I-renew-my-Unity-subscription#:\~:text=More%20Information%3A,option%20to%20schedule%20their%20renewal

Where it states:

This screenshot states that Unity plus subscriptions will not undergo automatic renewal

I sent all this info in my next response and naturally the support agent pretends to miss the point of every single piece of evidence I sent - and doesn't even comment on the last screenshot and link I showed above. I'm sorry if this gets too personal but me and my family are not in a good spot financially right now and cannot afford almost $60 CAD a month for something that shouldn't even be active.

I'm getting nowhere with Unity, what do I do?

https://redd.it/1dugnff
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