News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
My MadeInUnity game called Bao Bao's Cozy Laundromat, an idler about pandas running a laundromat is out now. Feel free to give it a try. Links in the comment below.
https://redd.it/1j5ieuo
@r_Unity3D
What do you think of the new title screen for my game?
https://redd.it/1j5g8vc
@r_Unity3D
police man vs gangster
https://redd.it/1j59i82
@r_Unity3D
I'm so excited to see what you have to say about our game. Screen Pets releasing on steam on April 2.🐱🐶🦊🦝🐧🐇🦔🐹
https://redd.it/1j577w3
@r_Unity3D
Unity Selection Wheel Menu : Learn How to Make a Circular Selection Menu in Unity 6
https://youtu.be/JhLKIvE285A
https://redd.it/1j5217r
@r_Unity3D
Me getting crushed under the weight of a task that turned out heavier than expected...
https://redd.it/1j52gbw
@r_Unity3D
New sparrows and crows make noises and fly away when approached
https://redd.it/1j4v8k5
@r_Unity3D
Putting final touches on our new game and wanted to show you how we managed to solve the dilemma: what if not everyone wants to experiment in alchemic card game?
https://redd.it/1j4vzdy
@r_Unity3D
I created a crude simulation of atoms/molecules using a compute shader to simulate millions of entities. Basic attractive and repulsive forces can be tweaked to simulate different behaviours similar to solids, liquids or gases.
One of the nicer results I was able to achieve was this liquid behaviour. I added fluctuations to the gravity field to generate waves and wrote a shader to highlight less dense or fast moving regions to simulate seafoam.
Each entity is only affected by gravity, and by one attractive and one repulsive force between itself and all other entities. The attractive and repulsive forces are inverse square forces and are parameterised in a scriptable object so that they can be fully configured to achieve different behaviours. From these simple forces many different behaviours can emerge just from changing constants. For instance, we can set the parameters so that the attractive force is dominant until the particles get close together and start to repel each other.
A close up of the wave formation. The shape of the curling wave is purely emergent behaviour as a result of the electromagnetic forces between entities.
There are no colliders on the entities and no gameobjects associated with them. The particles collide with each other because the parameters are set so that the repulsive force is dominant at close range. Each particle exists only on the GPU and the forces, velocities and positions are calculated in a compute shader. That same memory is then accessed in a separate shader which renders the particles to the screen.
Tweaking the parameters to generate more attraction creates stronger bonds between particles so that they can form solids. I can only apologise for the questionable shader design. Each particle is rendered using a single triangle and I wanted to shade them to make them look 3D and round.
Particles forming a crystalline solid. Different crystal grains form in the structure and we can see crystal defects.
I played around with the parameters for a long time and found other interesting states such as this foamy structure.
The particles are spawned in a regular formation but floating point discrepancies cause them to group into filaments which resemble a foam. Surface tension affects the structure's shape.
Reducing the attractive forces causes the particles to act more like a gas (or maybe this is more like a liquid).
The particles fill the volume like a gas. There is a hard limit to the bounds of the particles so a layer forms at the bottom where the particles have no forces pushing them upwards because all particles at the ground level have the exact same height coordinate. Gravity keeps them pressed down and there is no floating point discrepancy to create a Y-component in the force vector from neighbouring particles.
https://redd.it/1j4uimp
@r_Unity3D
Searched everywhere for a good pirate horror game... ended up making my own! Steam page now live! 🏴☠️
https://redd.it/1j4qkie
@r_Unity3D
What should I use when I need a big table of different scores?
So I wanted to make the dice game farkle in unity and I've gotten to the point where I have to actually implement the scoring. I did looooong if statements and it does work but they are incredibly tedious. Then I was going to use dictionaries to try and make it more readable and efficient. but as i was looking up information for this, scriptable objects kept on popping up. I am very new to all of this and would like some advice on how to properly implement a scoring system and if scriptable objects are the way to go, dictionaries, or something completely different.
For those unfamiliar farkle scoring:
https://preview.redd.it/lwnt8281i0ne1.png?width=377&format=png&auto=webp&s=69eee0a8abbcf41e46889ee07cb0193974224744
Ty for any advice
https://redd.it/1j4p66h
@r_Unity3D
Project cant decompress
So for some reason i cant seem to be able to open projects. Even making news ones or using the hub as administrator wont work. Is this a glitch or is my laptop not able to use unity?
https://redd.it/1j4k8o1
@r_Unity3D
I've made a trailer for my game The Green Light - dose it look interesting or just another generic trailer ?
https://redd.it/1j4a4l8
@r_Unity3D
Spent a week redrawing tilemaps from 16x16 to 14x14. Was it worth it?
https://www.youtube.com/watch?v=BPuvp8HY7QM
https://redd.it/1j4cjww
@r_Unity3D
ChangeState in Update or FixedUpdate or somewhere else?
public class GroundState : State
{
public GroundState(Character character, StateMachine stateMachine)
: base(character, stateMachine) { }
public override void EnterState() { }
public override void UpdateState()
{
if (Input.GetKeyDown(KeyCode.Space))
{
character.jumpInput = true;
character.currentJumpCount++;
stateMachine.ChangeState(new JumpState(character, stateMachine));
}
if ((character.horizontalInput == 0))
{
character.moveInput = 0;
stateMachine.ChangeState(new IdleState(character, stateMachine));
}
}
public override void FixedUpdateState()
{
if (character.jumpInput == true)
{
character.rb.linearVelocity = new Vector2(
character.rb.linearVelocity.x,
character.jumpForce
);
character.jumpInput = false;
}
if (character.moveInput == 0 && !(stateMachine.currentState is IdleState))
{
character.rb.linearVelocity = new Vector2(0, character.rb.linearVelocity.y);
}
}
Hey, I'm still a beginner but I have a question that bothers me a lot. I heard that you should do statechanges in Update, but that causes problems for me. If my character jumps from GroundState into JumpState (child of AirState), he still counts as grounded and turns Idle before Falling even though he's in the air. I CAN fix this by putting the ChangeState() into FixedUpdate and just use Update to store the input, but I feel that could cause other problems with different framerates, FixedUpdate is always just recommended for physics updates. So, where do people put these ChangeState() methods?
https://redd.it/1j5fzus
@r_Unity3D
I liked how the piston animation turned out
https://redd.it/1j5bgzu
@r_Unity3D
Super Tony Hawk Galaxy - Added rocket and 2 planet shapes
https://redd.it/1j56pmh
@r_Unity3D
Topdown movement relative to mouse
Hello everyone. I am trying to make a topdown movement like Darkwood. I am currently capeable of making it so player rotates towards mouse and w moves forward relative to mouse and s backwards relative to mouse, my problem is figuring out how to strafe A and D Relative to the players orientation (way they are facing) right now it is relative to mouse. But that makes player strafe in a circle around the mouse.
Ive tried alot of things but cant seem to get it to work.
My script looks like this currently:
using UnityEngine;
using UnityEngine.InputSystem;
namespace TopDown.Movement
{
RequireComponent(typeof(PlayerInput))
public class PlayerMovement : Mover
{
private Camera mainCamera;
private Vector2 inputDirection; // Holder styr på spillerens input
private void Start()
{
mainCamera = Camera.main;
}
private void Update()
{
// Når input er forskelligt fra nul, beregn bevægelse
if (inputDirection != Vector2.zero)
{
// Find musens position i world space
Vector3 mouseWorldPos = mainCamera.ScreenToWorldPoint(Input.mousePosition);
mouseWorldPos.z = 0; // Sikrer 2D-space
// Retning fra spilleren til musen
Vector3 directionToMouse = (mouseWorldPos - transform.position).normalized;
// Strafe vektor (venstre og højre i forhold til musen)
Vector3 strafeDirection = new Vector3(directionToMouse.y, -directionToMouse.x, 0);
// Bestem bevægelsesretning: frem mod musen og strafe i den retning
currentInput = (directionToMouse inputDirection.y) + (strafeDirection inputDirection.x);
}
else
{
// Stopper bevægelse når inputDirection er nul
currentInput = Vector3.zero;
}
}
private void OnMove(InputValue value)
{
inputDirection = value.Get<Vector2>();
// Gem input
}
}
}
https://redd.it/1j57c7j
@r_Unity3D
Looking for Feedback on Our Character Selection Panel – What Do You Think?
https://redd.it/1j53ijr
@r_Unity3D
Good Unity tutorial reccomendations
I'm starting on a project and would like to discuss here recommendations for good tutorials for specific topics. For example, what led me to create this post, was to learn how to create a drag and drop inventory management systems like RE4. There are no good quality ones in YT ND the ones in coursera and such discuss the broader topics and not sure what inventory systems some of them use.
https://redd.it/1j50yaj
@r_Unity3D
Prototyped an AR Display Interaction for a Phone Joystick (AR app: XRI, Phone app: SwiftUI)
https://redd.it/1j4x6og
@r_Unity3D
I am losing all my Bought Asset Store Packages! WTF!
This is just an example... i have plenty more!
more and more assets are disappearing from my BOUGHT library...
I, like most Asset Store users, fall into the trap of an exiting discount and loads of assets that hopefully will be used one day. But Then BAM ITS gone for ever...
Any idea how to recover them?
This GRID my Gears...
Don't we own those assets?? Wasn't this the Core Ideas of the Asset store?
Even if they are not fully compatible with latest versions of Unity you should still have access to those files!
Even in a deprecated asset there are still useful things in them, a texture, a clever particle system, models sounds and the list goes on...
This feels like scam some times by sellers packages get deprecated and re Uploaded...
:( meh....
https://redd.it/1j4vpq9
@r_Unity3D
Working on my first game ever, all self-taught, and finally after about 10 months I'm close to a somewhat decent demo... how bad is it?
https://redd.it/1j4sxup
@r_Unity3D
After over a year of development, the Medieval Legacy Demo is here - featuring dynamic rulers, rivaling families, and limitless paths to power (or ruin)!
https://redd.it/1j4rr6v
@r_Unity3D
Glow effect where player contacts
I’m making my first game in Unity and it is a simple platformer with the player character being a square. I plan on making it look more minimalist with glow effect happening on the solid color ground where the player contacts with. I have very little experience with c# so I was hoping to get some ideas of how to do it. I’ve tried ChatGPT but the solution it gave me didn’t seem to work (whether it’s my implementation or the setup itself I am unsure).
https://redd.it/1j4nnxq
@r_Unity3D
Is it possible to 9-slice a sprite but in only 3 slices?
This might be a silly question, but I'm fairly new to Unity UI and am slowly but surely learning as I go. I'm currently trying to set up an object with a top, middle, and bottom that can scale vertically (anchored at the bottom; it's a text box background on a card). I tried to use the sprite editor to slice the sprite such that I have that top piece, middle piece, and bottom piece (leaving the L and R border values at 0). This is not behaving as I intend, and I'm curious if this is possible. The shape has a gradual curve across the top that is at a fixed width, so 9-slicing the sprite isn't really possible. Am I going about this the wrong way?
https://preview.redd.it/mjkblrqtdzme1.png?width=2438&format=png&auto=webp&s=121ae1aa0a5979b6bb9689f4f92bd14d4530af49
https://redd.it/1j4k6u0
@r_Unity3D
My first indie dev post – looking for advice on where to share my dev journey
I've always dreamed of making games and becoming an indie developer. This is my first post, so please don’t be too critical about the structure and flow.
To give you an idea of my current level, I’ve worked with C++, Python, C#, and Unity, but only at a surface level and at different times, without a clear goal. Now, I’ve finally decided to commit to making something complete and structured.
As a result, I chose to develop a game about a QA tester. It will feature mini-games that will not only serve as gameplay elements but also help me refresh my coding knowledge and solidify my Unity skills along the way.
Here are some screenshots to give an idea of my first project. As for the story and other details, I won’t go into them just yet since I’m still figuring out how much of my initial concept I’ll actually be able to implement.
https://preview.redd.it/3uttkltrsyme1.png?width=1927&format=png&auto=webp&s=d627cda4b4e47e5366d0a2b7a4aa4d1b0cf3387e
https://preview.redd.it/0mymuh9tsyme1.png?width=1913&format=png&auto=webp&s=8a187f057e039856bd0a13fe0f1bd161cd76773b
Aside from making the game itself, I’d love to document the journey, share ideas, and discuss interesting moments in development.
At first, I chose Reddit because I wanted to improve my English. Reading articles and interacting with devs helps a lot.
But I ran into a problem. My first three accounts got instantly autobanned, possibly due to VPN or something else—I still don’t know for sure. I learned that Reddit is really strict on new accounts, so now I’m letting my account sit for a while to avoid another autoban.
ChatGPT suggested using multiple platforms: Pikabu for a Russian-language devlog, discussions, and feedback, Reddit for the international game dev community and networking, and Twitter for quick updates, GIFs, and screenshots.
What do you think? Should I try using both Pikabu and Reddit, or is it better to focus on just one platform? Are there any alternative platforms that would work well for a devlog, getting feedback, and discussing development challenges?
Would love to hear your thoughts.
https://redd.it/1j4isuw
@r_Unity3D
Google maps integration
Hi ! I want to make game where i need google maps. Its simple game where player makes something on 2d map in lets say his hometown or smth. How do i take info of roads so i can make vehicles move only on roads and not on fields ?
https://redd.it/1j4dao2
@r_Unity3D
Unity 6 high performance dynamic foliage and seasons. It's simply a single scrolling texture that morphs based on impact direction and magnitude. No real-time calculations required. Grass bending pretty much
https://redd.it/1j4amo5
@r_Unity3D