News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Free Unity Visual Novel Template!!!
# About this
# Welcome to this dynamic and interactive visual novel template for Unity, showcasing an engaging story interface with character portraits, smooth text animations, and player choices. Featuring custom animations for character actions and background transitions, it provides a rich, immersive experience with built-in auto and skip modes, customizable dialogue management, and support for voice acting and sound effects. The template is highly modular and customizable, making it an ideal starting point for creating a unique and compelling visual novel.
Demo and Download Link : https://zedtix.itch.io/visual-novel-template
https://redd.it/1fagliz
@r_Unity3D
Check out the full upgrade system for the farm! I just implemented it and fixed all the bugs (or at least I think I did, haha). If you’d like to help, download the demo and let me know if you find any issues. 🧐
https://www.reddit.com/user/LegacyofSin_78765/comments/1fae0in/check_out_the_full_upgrade_system_for_the_farm_i/
https://redd.it/1fae9pb
@r_Unity3D
NODE: A brief history of our game made with Unity (demo on Steam)
https://redd.it/1fa9o6y
@r_Unity3D
Revised my spline-based mesh deformation tool with a few new useful features!
https://redd.it/1fa9myx
@r_Unity3D
A fantasy roguelike I’ve been solo-developing for the past 2 years
https://redd.it/1fa3cun
@r_Unity3D
Need help with screen resizing
This is an issue I haven’t encountered before.
I have my game hosted on Itch, and it plays fine. However, when a player hits fullscreen, the screen size doesn’t change. The remaining screenspace just fills with black.
My game is pixel art, so I have the window resolution set on Itch to a specific resolution. Not sure if that’s relevant.
Does anyone know what I should look at to try to diagnose the issue?
https://redd.it/1f7mhmc
@r_Unity3D
Designing 2D game mechanics for multiple resolutions
I'm new to game development and one thing I don't understand is how to design a game to support many different resolutions. I'm not talking about UI, but actual game mechanics like spawning enemies. If I want to spawn enemies at the edge of the screen, should I take the resolution/camera into account? Or should I just make sure the spawn point is far enough for the widest resolution?
For example, I might want to script a sequence where an NPC walks on to the screen. But it seems like the distance could change drastically based on the resolution.
https://redd.it/1f7kglz
@r_Unity3D
Help with masks
When I am using masks, the child down not get masked by the parent object, but if I put the image component on the child, that image gets masked. I want the actual sprite to get masked. Is it an issue with image type or something else?
https://preview.redd.it/wysbgcb4jgmd1.png?width=1714&format=png&auto=webp&s=aa7f70a367b94a7f93cd6b9ccc2f285af82207a6
https://redd.it/1f7hb5z
@r_Unity3D
New Mechanic Live on Steam! 🔥
I’ve just released a new update featuring dedicated panels for each character. Now, you can see the abilities and traits of each character and purchase them for use in combat. 🧐
If you can, download and test the demo!
Thank you for your support.
https://www.reddit.com/user/LegacyofSin_78765/comments/1f7d3pn/new_mechanic_live_on_steam_ive_just_released_a/
https://redd.it/1f7dwju
@r_Unity3D
Q: Unsure if Adventure Creator is a good fit for my project or not, need advice
I was wondering if anyone had some insight into the Adventure Creator plugin. I'm in the very early stages of development on a point-and-click adventure game right now. I have a whole design doc planned out but very little of it is implemented. The player walks and animates, can go through doors to different scenes, the camera works as intended, and there's a pause screen but that's about it.
I'm debating whether or not to scrap what I've built and start anew using Adventure Creator, but I don't want to commit to it until I'm certain it's a good fit for my project. There's a few unorthodox things I want to implement into my game, specifically controlling two players at once and then being able to switch between them at will. I have no idea if AC's visual scripting is flexible enough for me to add in things like that, or is it very rigidly setup for a certain type of game. Any insight at all would be appreciated!
https://redd.it/1f7bt3y
@r_Unity3D
I took a few months off from my full-time job to finish my indie game called Wendigo Hunter. I've been working on it for two and a half years, and this is what I have so far. Hope you like it! Any feedback is really appreciated. Steam link in comments. Thanks.
https://redd.it/1f76mie
@r_Unity3D
What does this Scale do and what should it be set to?
https://redd.it/1f72pph
@r_Unity3D
So many ways to do pretty 'bubble' shields in games 🫧 Here are some I've made! ✨
https://redd.it/1f73re9
@r_Unity3D
Inverse kinematics can bring a lot of life and dynamic reactions to a player
https://redd.it/1f6zns8
@r_Unity3D
Can I, as an Asset Store Publisher, demand from a developer that they show receipt / proof of purchase?
Hello, I am an asset publisher and I have published in the Asset Store a few 3d models and environments. I'm pretty sure one of my environments was pirated and used in a mobile game that now has 5000+ downloads on the Play Store. It also has in-app purchases (I would have ignored the piracy if it didn't). That particular environment asset sold only 2 times and I've confirmed with both buyers that they have nothing to do with this game, and I've also found this pirated environment asset being spread around Telegram channels called "CG-something". I emailed the developer multiple times asking for proof of purchase but I have not received any reply from them.
Is there anything I can do at this point? Do I have the legal right to compel the developer to show proof of purchase? Or can they legally just ignore me?
https://redd.it/1f6wd7f
@r_Unity3D
High level overview game dev tutorials
Hey all. I got into gamedev seriously a handful of months ago and I'm not really the get trapped in tutorial hell type, I just bulled right into making my dream game without so much as knowing what a null check is. Naturally there's a bunch of gaps in my knowledge, but I've picked up what I need to know as I go, which has given me a good deal of specific knowledge. How to interpolate stuff, raycasts, colliders, interfaces, all that crap. But what I haven't touched on yet is high level stuff, because you don't think high level when you're making it up as you go, and it's left me with some bad habits. Like I don't know how to use a config file or convert something to or from json, but I can slap down singletons and call them managers all day long.
My point and question is, where do I look for "this is how a video game should be structured in general" guidelines? I know it varies and can vary a lot based on many factors, but there's got to be some commonality, some loose framework to work off of. Anyone have any recommendations or insights?
https://redd.it/1faeo9e
@r_Unity3D
URP Post Processing Volume for specific layers only?
https://redd.it/1f9t1nm
@r_Unity3D
Now Mighty Marbles can have lots of different marbles I started working on the glass marbles. Really proud how good the refraction is looking! Next step will be to put things in the glass like cats eyes or charms! Really happy with the outcome considering URP doesn't come with refraction like HDRP!
https://redd.it/1fa99br
@r_Unity3D
I have a translate question
Hi guys, I am work for my new game.
I am not English people, so I use AI to do translate work.
Does this describes feel ok? do you feel confuse?
Thank you (very much)!
https://preview.redd.it/f9xrfgovihmd1.png?width=701&format=png&auto=webp&s=c8363f97e0fb3c27ed8f4674601af3ecdd0068d6
(Task Details
Tasks include the items that need to be completed.
The success rate of a task is determined by:
Base success rate + proportion of attributes met * other factors.
Apart from training, there is a 100% chance that the executor will die if the task fails.
Tasks are also the main way to improve the attributes of heroes after recruitment.
Hero Recruitment Page
This page displays the heroes available for recruitment.
Heroes are essential for performing tasks and holding positions.
Heroes need to be paid their corresponding salary each turn.
Human Conflicts
Humans are enemies to each other.
Human nations frequently attack.
Assigning supervisors and executing tasks in these nations can earn intelligence points.
The higher the intelligence points, the more accurate the information obtained.
You can also appoint a supervisor for the nation.)
https://redd.it/1f7lzjc
@r_Unity3D
Who says you can’t chop trees in the city?
https://www.youtube.com/watch?v=8yXt3EaAjV8
https://redd.it/1f7h14t
@r_Unity3D
I've released an early demo of my Roguelike RPG, Depths of Faveg, to gather Feedback. Try it out on itch.io! Links in comments
https://www.youtube.com/watch?v=g7yFdhC0DVQ
https://redd.it/1f7bgof
@r_Unity3D
[FREE] Street Props for BiRP, HDRP and URP released by Amplify Creations - great for prototyping!
https://redd.it/1f7bvgk
@r_Unity3D
I am working on my first commercial game and just released playable prototype build ( looking for tester and feedback/advice)
https://redd.it/1f79gtb
@r_Unity3D
Me again with another silly game bug and this time I am literally just confused lol
https://redd.it/1f74zfr
@r_Unity3D
Unity 6 + DOTS, proof of concept of Diablo like game
https://redd.it/1f73joi
@r_Unity3D
Hello fellow developers
https://redd.it/1f718m9
@r_Unity3D
I made an 8 axis leaning system similar to wtno.
https://redd.it/1f6zlft
@r_Unity3D
Based on your experience with unity, what is a tool that you think would have a significant impact on your workflow, and why?
I’m just curious! I’d like a more advanced pro builder, in the style of a true 3D modelling software like blender, with the same feel for controls, I think it would be awesome
https://redd.it/1f6rhxy
@r_Unity3D