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r/Unity3D

Horror Lab tileset for top down rpgs
https://redd.it/1i58mum
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r/Unity3D

Finally Announcing Death Kid! An arcade-inspired arena brawler with meta-progression. Nearly 8 years in the making during my spare time.
https://www.youtube.com/watch?v=u7Y6g4CJD_E

https://redd.it/1i56qa7
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r/Unity3D

• Once I saw Johnny Silverhand's glitch effect, I wanted to reconstruct it—and I think I made it even better ¯\(ツ)/¯
https://redd.it/1i53tkm
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r/Unity3D

I’m currently working on sets for my indie video game, what do you think?

https://redd.it/1i534h2
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r/Unity3D

Updating Visual Studio to 17.x+ then closing and reopening all my scripts fixed Domain Reloading and ApplicationStart/End Times (40s->2s)

I need to share the accidental magic that hit me. My giant project had 15-20s domain reloads on code changes, 40s to open and 20s to close playmode. I updated my Visual Studio to the newest version (17.12.3). This brought little change in load times. A day later I was messing with the newish VS tabs features and clicked close all tabs on accident. Closed Unity. Since then my loading times have dropped to near nothing. I still have Domain and Scene Reloading enabled, nothing else is different but it loads near instantly. Anyone with waiting headaches try it and please tell me if it affects your load times.

https://redd.it/1i4x3dr
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r/Unity3D

New world design

https://redd.it/1i4xme5
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r/Unity3D

Headphones!) Added some sounds to my horror

https://redd.it/1i4t8cx
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r/Unity3D

Issue with Touch Input on Android Phone

I am having issues when building my test game for my android phone. I am trying to make a simple platformer with on-screen buttons. The buttons work in the unity simulator, but they do not work when on my phone. The buttons light up, but they do not trigger the action. If I keep tapping them, sometimes they will randomly work. I have checked my input system and script, and I can't not find a reason why it's not working. Any advice would be appreciated. I am including the Input system build, the player input component, and the player movement script.

https://preview.redd.it/4ljwhorkuvde1.png?width=928&format=png&auto=webp&s=3d8a00c52e837600a89605164ddb68fed6fa4779

[Star = Player](https://preview.redd.it/k8qlm59puvde1.png?width=458&format=png&auto=webp&s=f050860aeb263e319dce968aa6980c2fbc8e3306)

`using Unity.VisualScripting;`

`using UnityEngine;`

`using UnityEngine.InputSystem;`



`public class StarControls : MonoBehaviour`

`{`

`private Rigidbody2D star;`

`private PlayerInput playerInput;`

`private bool hasMoved = false;`





`[SerializeField] private float moveSpeed = 1f;`

`[SerializeField] private float acceleration = 1f;`

`[SerializeField] private float maxVelocity = 6f;`

`[SerializeField] private LevelTimer levelTimer; //Need to move this to the gama manager as a start game function`

`[SerializeField] private GameStateManagementScript gameManager;`



`private InputAction moveAction;`

`private InputAction jumpAction;`

`private InputAction pauseAction;`



`private Vector2 moveInput;`

`private bool jumpInput;`

`private float isPaused;`



`private bool canJump = false;`

`[SerializeField] private float jumpForce = 1f;`

`[SerializeField] private Transform groundCheck; // Empty GameObject placed at the player's feet`

`[SerializeField] private float groundCheckRadius = 0.05f; // Radius of the ground check`

`[SerializeField] private LayerMask groundLayer; // Layer mask for what is considered ground`

`private bool isGrounded = false;`





`private void Start()`

`{`

`star = GetComponent<Rigidbody2D>();`

`playerInput = GetComponent<PlayerInput>();`



`moveAction = playerInput.actions["Move"];`

`jumpAction = playerInput.actions["Jump"];`

`pauseAction = playerInput.actions["Pause"];`



[`//pauseAction.performed`](//pauseAction.performed) `+= OnPausePressed;`

`canJump = true;`



`}`

`private void Update()`

`{`

`if (moveAction.IsPressed())`

`{`

`Move();`

`}`

`Move();`

`if (jumpAction.IsPressed())`

`{`

`Jump();`

`}`

`/*isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);`

`if (isGrounded)`

`{`

`onLand();`

`}`

`if (moveInput.y > 0 && canJump && Mathf.Abs(star.linearVelocityY) < maxVelocity)`

`{`

`star.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);`

`canJump = false;`

`}`

`else if (moveInput.x > 0 && star.linearVelocityX < maxVelocity)`

`{`

`star.AddForce(new Vector2(moveInput.x * moveSpeed,0), ForceMode2D.Impulse);`

`}`

`else if (moveInput.x < 0 && star.linearVelocityX > (maxVelocity * -1))`

`{`

`star.AddForce(new Vector2(moveInput.x * moveSpeed, 0), ForceMode2D.Impulse);`

`}`

`if (!hasMoved && moveInput != Vector2.zero)`

`{`

`hasMoved = true;`

`levelTimer.StartTimer();`

`}*/`

`}`

`private void onLand()`

`{`

`canJump = true;`

`if (star.linearVelocity.x == 0)`

`{`

`return;`

`}`

`float decelerationDirection = -Mathf.Sign(star.linearVelocity.x);`

`star.AddForce(new Vector2(decelerationDirection * acceleration, 0), ForceMode2D.Impulse);`



`if (Mathf.Abs(star.linearVelocityX) < 0.5)`

`{`

`star.linearVelocityX = 0;`

`}`

`}`

`void OnDrawGizmos()`

`{`

`// Visualize the ground check in the editor`

`if (groundCheck != null)`

`{`

`Gizmos.color =` [`Color.red`](http://Color.red)`;`

`Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);`

`}`

`}`

`/*private void OnPausePressed(InputAction.CallbackContext context)`

`{`

`gameManager.TogglePauseGame();`

`}`

`private void OnDestroy()`

`{`

`// Unsubscribe to avoid memory leaks`

`pauseAction.performed -=

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r/Unity3D

I added a vending machine to my delivery game ❄️🚚

https://redd.it/1i4o4h9
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r/Unity3D

I'm making improvements to the feel before the demo. I improved the camera feel. What do you think?

https://redd.it/1i4eem2
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r/Unity3D

Debug.LogWarning("No platform available to respawn the player.");
}
}
}

https://redd.it/1i4gir2
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r/Unity3D

Making a Weather System in Unity | Coding Tutorial
https://www.youtube.com/watch?v=UNP5wEqLKmM

https://redd.it/1i49cws
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r/Unity3D

4 months in 1 minute! 🎮 From day one to now. Morning Star

https://redd.it/1i4br55
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r/Unity3D

New video breaking down how I made $500,000 from my Unity game. What do you think?

I just posted a new video covering the performance of my first commercial Unity project, This Means Warp (approx $500k net revenue).

Hope it's interesting for any indie devs looking at making a living from games. Happy to answer any questions so if you're curious just drop a comment and I'll share as much as I can!

https://redd.it/1i47odx
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Collectibles - UI communication in Unity ECS and animation with DOTween + MVC pattern 🍻
https://redd.it/1i482l5
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Currently working on a game that combines Pinball and TowerDefense ✨

https://redd.it/1i559vv
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r/Unity3D

I made a game that inspired by ‘DEAD SPACE’

https://redd.it/1i52y1g
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r/Unity3D

NPC Crowd Movement and player sense test

https://redd.it/1i52n5l
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r/Unity3D

New main menu background.. Why not make it in 3D? :D

https://redd.it/1i52ua7
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r/Unity3D

Help with 2d and 3d Lights in already existing project!

Dear r/Unity3D,

 

I have a question regarding a project I’m currently developing.

In my game, a narrator showcases games he created over the years. Some of these games are in 2D, while others are in 3D. I’ve encountered an issue where I can’t get 2D and 3D lights to work together properly.

For my 3D scenes, I need to update the scene, I’ve been using the Built-In to URP option in the Render Pipeline Converter. While this makes the 3D scenes work as intended, it causes my 2D scenes to break because the 2D lights are removed in the process.

I need to do this Built-In to URP step for the 3D to look like intended but i also require 2D lights for the other scenes. Is there a way to fix this and have both types of lights coexist within the same project? And the thing is that these games are already created with 2d lights so switching would be painful. Is there any other way to do it?

 

(Im using Unity 2022.3.9f1)

Thank you in advance for your help!

https://redd.it/1i4y737
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r/Unity3D

How do you think my game Captain Bones looks?

https://redd.it/1i4vrcc
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r/Unity3D

OnPausePressed;`

`}*/`

`public void OnMove(InputValue context)`

`{`

`Debug.Log("OnMove");`

`moveInput = context.Get<Vector2>();`

`}`

`private void Move()`

`{`

`Debug.Log("Move" + moveInput);`

`if (moveInput.x > 0 && star.linearVelocityX < maxVelocity)`

`{`

`star.AddForce(new Vector2(moveInput.x * moveSpeed, 0), ForceMode2D.Impulse);`

`}`

`else if (moveInput.x < 0 && star.linearVelocityX > (maxVelocity * -1))`

`{`

`star.AddForce(new Vector2(moveInput.x * moveSpeed, 0), ForceMode2D.Impulse);`

`}`

`if (!hasMoved && moveInput != Vector2.zero)`

`{`

`hasMoved = true;`

`levelTimer.StartTimer();`

`}`

`}`

`/*public void OnJump()`

`{`

`}*/`

`private void Jump()`

`{`

`Debug.Log("Jump");`

`isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);`

`if (isGrounded)`

`{`

`onLand();`

`}`

`if (canJump && Mathf.Abs(star.linearVelocityY) < maxVelocity)`

`{`

`star.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);`

`canJump = false;`

`}`

`}`

`public void OnPause()`

`{`

`gameManager.TogglePauseGame();`

`}`

`}`


https://redd.it/1i4qyhd
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r/Unity3D

Me and the rest of the dev team were testing the network.
https://redd.it/1i4lnwr
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After 3.5 years of solo development, it's finally time to post a little teaser of my game
https://www.youtube.com/watch?v=JxWGX8MNO5U

https://redd.it/1i4k5jc
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r/Unity3D

Looking For Free 2d TopDown Assets

Hi all

I'm just starting out on my gamedev journey so i would like to know where i can find some top down 2d assets especially top down style tilesets that are dungeon based if possible.
I would like to just work on a small 2d project so i can get the feel of completing a project.



https://redd.it/1i4hd8x
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r/Unity3D

Respawn issue

Hi, I am a beginner trying to create code that will respawn the player at the last platform they were on. But for some reason when I go to a new platform, the prefab is being changed to null, because I get a message saying the prefab hasn't been assigned. My debug code tells me that the collisions are being detected with each platform.

All the platforms are sprites with RigidBody2Ds with BoxCollider2D components. They have no scripts attached to them.

Bug behavior recording

Inspector screenshot

Thank you in advance for any help or insight you can provide! Please let me know if I screwed up any etiquette -- this is my first post here.

Here is the script attached to my Player

using UnityEngine;

public class Player : MonoBehaviour
{
// Set the speed and jumping variables
public float speed = 5.0f;
public float jumpForce = 10.0f;
public float doubleJumpForce = 60.0f;
private int jumpcount = 0;

public GameObject playerPrefab; // Reference to the player prefab
public float respawnYOffset = 300f; // Vertical offset for respawning above the platform

private Rigidbody2D rb;

private GameObject lastPlatform;

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

// Update is called once per frame
void Update()
{
// Check if the player has fallen off the screen
float bottomEdgeY = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0f, Camera.main.nearClipPlane)).y;

if (transform.position.y < bottomEdgeY)
{
Debug.Log("Player fell off the screen!");
Debug.Log("Falling off. Last platform: " + (lastPlatform != null ? lastPlatform.name : "null"));
RespawnPlayer();
};

// Input movement
if (Input.GetKey(KeyCode.A))
{
transform.position += Vector3.left speed Time.deltaTime;
}
if (Input.GetKey(KeyCode.D))
{
transform.position += Vector3.right speed Time.deltaTime;
}
if (Input.GetKeyDown(KeyCode.Space) && jumpcount == 0)
{
rb.AddForce(Vector2.up jumpForce, ForceMode2D.Impulse);
jumpcount++;
}
else if (Input.GetKeyDown(KeyCode.Space) && jumpcount == 1)
{
rb.AddForce(Vector2.up
doubleJumpForce, ForceMode2D.Impulse);
jumpcount = 0;
}
}

private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
Debug.Log($"Collision ENTER detected with: {collision.gameObject.name}");
lastPlatform = collision.gameObject;
Debug.Log($"Last platform updated to: {lastPlatform.name}");
}
}
private void OnCollisionExit2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
Debug.Log($"Collision EXIT detected with: {collision.gameObject.name}");
}
}

private void RespawnPlayer()
{
Debug.Log("playerPrefab: " + (playerPrefab != null ? "Assigned" : "Null"));
if (lastPlatform != null) // Ensure there's a valid platform to respawn on
{
// Calculate respawn position
Vector3 respawnPosition = lastPlatform.transform.position;
respawnPosition.y += respawnYOffset; // Add Y offset to spawn above the platform

// Destroy the current player GameObject (if necessary)
Destroy(gameObject);

// Instantiate a new player at the respawn position
Instantiate(playerPrefab, respawnPosition, Quaternion.identity);

Debug.Log("Player respawned at: " + respawnPosition);
}
else
{

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r/Unity3D

1 vs 7 battle in my game! Enemies surround the target and do not allow him to escape, so be prepared!

https://redd.it/1i4d6xg
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r/Unity3D

What do you think about embedded documentation in Unity Assets?
https://redd.it/1i4a6kp
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r/Unity3D

Added zombie death animation and headshot effect
https://redd.it/1i490ba
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The new trailer for my game! My demo is now available on Steam. Can you give me feedback on my game demo and the trailer?

https://www.youtube.com/watch?v=FX0kzVgwVW0

https://redd.it/1i46iml
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