156
News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
How to animate a child object while it is parented to another object? (Ignore the background)
https://redd.it/1j7emxi
@r_Unity3D
Small Glimpse at one of the Meta Progression Systems from our game
https://redd.it/1j7bqg6
@r_Unity3D
I just launched my game and achieved success beyond expectations, earning over $100,000. But what’s even more special? This isn’t my first game. Before this, I experienced a bitter failure
**Hello everyone!**
I'm Simon, and I just launched Cabin Crew Life Simulator, reaching milestones I once thought were impossible. I consider this game a success. But what's even more special? This isn’t my first game. Before this, I had a bitter failure.
Has anyone ever succeeded on their first game launch? If so, I truly admire them. But if you're like me someone who has tasted the sting of failure after pouring your heart into a project I hope my story will inspire you.
I want to share my journey to help other indie developers, especially **solo devs**, gain experience in launching a game. If you're in the same situation I was in before full of doubts and worries after your first failure keep reading.
My first game barely caught anyone’s attention, sales were terrible, and the reviews weren’t much better. I spent months developing it and invested half of my savings into advertising, only to receive harsh criticism and a crushing failure. At that moment, I faced two choices:
1. **Give up my dream and return to my old job**: a stable but unfulfilling career.
2. **Learn from my mistakes, try again, and do better:** accepting the risks but staying true to my passion.
After much thought and discussion with my life partner, we chose the harder but more promising path: developing a new game, Cabin Crew Life Simulator\*\*,\*\* with a different approach based on my past failure:
* **Listening to the market.** Instead of just making what I personally liked, I analyzed trending game genres and untapped themes.
* **Investing in marketing.** I didn’t just focus on development; I also researched community feedback and created marketing campaigns to attract players.
* **Creating a high-quality demo.** I needed a strong demo to capture players’ attention early, including well-known streamers.
# The Results? A Successful Launch Beyond Expectations! 🎉
Here are some key statistics after launch:
* **Demo release:** September 21, 2024
* **Wishlist before launch:** 20,913
* **Official release date:** February 19, 2025
* **Current wishlist count:** 35,117 ([Details here](https://drive.google.com/file/d/1NhzU3FABk89S0Ay1PGY9PGcBW97BoJBp/view?usp=sharing))
* **Game price:** $12.99 (10% discount at launch)
* **First-day sales:** Over 2,000 copies
* **Average playtime:** 8 hours
* **Total revenue so far:** $104,768 ([Details here](https://drive.google.com/file/d/1aO8MJG_oYkBvCfg94_4L6LTWmTR9m3Wt/view?usp=sharing))
* **Player reviews:** 80% Positive (184 reviews)
* [Discord community](https://discord.gg/MSxF6QbKnz)**:** 853 members
* **5 post launch updates**
* **1 overworked but happy developer and an incredibly supportive life partner**
We’re very close to achieving a “Very Positive” rating just a little more to go! [Help us get there!](https://store.steampowered.com/app/2959610/Cabin_Crew_Life_Simulator/)
# About the Game
Inspired by the airline industry, *Cabin Crew Life Simulator* is a simulation game that lets players experience the daily life of a flight attendant. Players take on the role of a professional flight attendant, receiving daily flight assignments and serving passengers to the best of their ability.
The game stands out with its extended activities, allowing players to explore various business opportunities within the airline industry. Players can purchase extra food and drinks to sell onboard, install vending machines at airports, or run currency exchange booths. They can also accept additional baggage for service fees, serve VIP passengers, or even engage in smuggling for extra income.
If you want to check out the game yourself, here’s the link:
[https://store.steampowered.com/app/2959610/Cabin\_Crew\_Life\_Simulator/](https://store.steampowered.com/app/2959610/Cabin_Crew_Life_Simulator/)
# Lessons from Failure
# 1. Marketing is difficult but crucial
I used to believe that if I made a great game, players would find it
First few weeks of learning Unity
https://redd.it/1j75ysb
@r_Unity3D
My first game has been relased🥳
https://redd.it/1j735q7
@r_Unity3D
Realtime environment destruction physics in different ways, inspired by metal gear rising and half life 2
https://redd.it/1j6zzme
@r_Unity3D
I had to express my pain in the only form of art I know
https://redd.it/1j6vatu
@r_Unity3D
After ~2 years of self-taught art and programming to create a game from our childhood dreams, we are excited to announce our game's demo is coming to Steam in 3 weeks! This is our first game, and here are some game screenshots!
https://redd.it/1j6x0ja
@r_Unity3D
Any information on how to get a child offset image to move inside of a parent mask? I've spent so long on this, but it never works either the parent mask is on and so is the child image within it, but the offset doesn't work, or the offset works, but gets ignored by the parent mask.
Here is my shader code:
Shader Code
and the script for the offset:
https://pastebin.com/T0YLhTkF
I have a prefab, with a parent mask image with a "mask" (not mask 2D rect) on it and within that parent is a child with the above script on it, that takes in a material, using that shader code.
All I want is my custom drawn mask, to accept the child and move within the boundaries.
The prefab is for my Inventory UI elements, so the items in my game on backgrounds, and I just want to add this nice flourish. I can see to get it to either accept the mask, BUT the child image appears, but doesn't move OR I can set up a shader that moves and animates, but ignores the mask of the parent image.
but for some reason not both at once.
Any ideas ? I am using Unity 2021.3.2.1f1
https://redd.it/1j6sfct
@r_Unity3D
Oops, I am in danger... SIKE!!!
https://redd.it/1j6knsj
@r_Unity3D
10 days progress on new game
https://redd.it/1j6i3br
@r_Unity3D
Swinging? More like… uh… never mind. 😆 Picking up companion in our game had… side effects. 😅
https://redd.it/1j6isu0
@r_Unity3D
Just finished implementing my first boss fight!
https://redd.it/1j6f3gr
@r_Unity3D
One of the new big bossses for my game "Beak the hunter"! His name is Moshy and sometimes he gets sleepy... Even during a fight XD
https://redd.it/1j6fm1g
@r_Unity3D
Another location for "Whirlight - No Time To Trip", our new point and click in development that blends puzzles, humor, and a retro touch! A secret vault, hidden treasures, and mysteries waiting to be solved. Are you ready to explore and uncover what lies behind this locked door?
https://redd.it/1j6cxef
@r_Unity3D
Advanced Procedural Bricks using Shader Graph (Tut in Comments)
https://redd.it/1j7bevx
@r_Unity3D
naturally. That was completely wrong!
If you don’t market your game, no one will know it exists. My mistake was leaving marketing until the last minute, a common pitfall for indie devs.
💡 **Advice:** Start promoting your game as early as possible even before writing a single line of code. Platforms like Reddit and X can be incredibly helpful if your idea is compelling enough.
# 2. A demo can change everything
Initially, my game had little attention. But after releasing a demo on Steam, some major YouTubers took notice, and my wishlist count skyrocketed.
💡 **Advice:** If you're a solo dev, consider launching a **high-quality** demo it could be a game changer!
# 3. Understand your target market
Different game genres attract different audiences. Anime style games are popular in Asia, while simulators appeal more to European markets. Some genres have global appeal.
# 4. Steam Deck is an untapped market
One week after launch, Steam verified that my game runs well on Steam Deck. The result? A second wave of players, thanks to this Steam-endorsed feature!
💡 **Next time, I’ll optimize my game for Steam Deck from the start.** This is a growing market that many indie devs overlook, including myself at first.
# 5. Success isn’t just about revenue
The game is still in **Early Access** with many improvements ahead, but financially, I’ve broken even. However, the most valuable rewards aren’t just monetary:
\- Experience in game development & marketing
\- Programming and optimization skills
\- A supportive community
\- Confidence in my chosen career path
These will help me create even better games in the future.
# 6. Should you work with a publisher?
After my demo gained traction, several publishers contacted me. I negotiated with them but ultimately didn’t reach an agreement. It took a lot of time, and I learned that some games thrive with a publisher, while others don’t.
💡 **Advice:** Carefully consider whether working with a publisher is right for you.
# 7. Future Plans
*Cabin Crew Life Simulator* is still in Early Access, and I’m actively listening to community feedback. Every suggestion, big or small, plays a vital role in shaping the game’s future. Right now, only 50% of the game is complete, and the road ahead is challenging. But thanks to the amazing community, I no longer feel alone in this journey.
Upcoming updates will include Roadmap ([See more here](https://drive.google.com/file/d/1cMXeS7ZAIfVYFqR8Ri09rrRUvLLlY-rO/view?usp=sharing))
# Final Thoughts
If you've ever failed, don’t let it stop you from trying again. If I had quit after my first game, *Cabin Crew Life Simulator* would never have existed.
If you're a struggling solo dev, remember:
\- Failure is just part of the journey
\- Learning from mistakes helps you grow
\- Listen to community feedback
\- Don’t be afraid to try again but do it better
I hope my story inspires you. Game development is a challenging road, but the rewards are absolutely worth it.
Wow, this was a long post! But I know there’s still so much more to discuss. Leave a comment! I’ll read them all and write more devlogs to share my experience with you.
**See you in the next updates!**
https://redd.it/1j78gcs
@r_Unity3D
Having trouble with these yellow lines appearing on my background
Link to video .
I've wanted to try game design for a while, ant lucky enough I now have a game design course as one of my subjects. I want to make a vampire survivors-esk game, and I am following a tutorial on youtube, but I've encountered this bug...
I have tried* to disable anti aliasing (it was already off), and using the sprite atlas thingy. (*, because I followed the tutorial for the Sprite Atlas but I didn't understand it, and it did nothing)
Any tips or solutions are appreciated!
https://redd.it/1j75xfc
@r_Unity3D
First Animation Character for my first game
https://i.redd.it/rf630ivxanne1.gif
https://i.redd.it/8c9e32pyanne1.gif
Hey everyone!
I've been learning Unity for about two months now, and I finally decided to try making my first tiny game. After messing around with LibreSprite, I put together these animations (and the character too!).
Would love to hear what you think—do they look good? Any feedback is welcome!
https://redd.it/1j75cu5
@r_Unity3D
No Idea why my forces aren't working
I'm trying to create a gun jumper game in which you fire a gun that propels you, similar to a rocket jump. I have a character with a gun but for some reason my vectors don't work properly. For example, if I'm adding a force to my player's rigidbody, and I use Vector(1,1) * forceAmount, It should send a force towards 45 degrees right? Currently its only goes up smoothly and occasionally it'll move horizontally but in very small increments and very choppily. Has anyone faced this problem?
https://redd.it/1j71wop
@r_Unity3D
How to fix this warning "Missing types referenced from component UniversalRenderPipelineGlobalSettings on game object UniversalRenderPipelineGlobalSettings"
I am new to Unity and when I started the 2D platformer learning project the warning popped up. I went to unity discussions where they said to download AR (didnt work).
I uninstalled URP and reinstalled it back, imported URP samples.
Uninstalled unity editor and hub.
Changed the editor version.
Nothing worked.
https://preview.redd.it/4j3uh87jclne1.png?width=1913&format=png&auto=webp&s=0ae9bc41e290e56bb67ec22af009c905320b6e7c
https://preview.redd.it/xatmhb7jclne1.png?width=1895&format=png&auto=webp&s=fcd1222bdec666e7989d0191461434fbb4d25ac7
https://preview.redd.it/agqjtb7jclne1.png?width=1502&format=png&auto=webp&s=2ee5bd835cd32cad7c1d61c6cef4c06f97b3f98d
https://preview.redd.it/5zcr397jclne1.png?width=1482&format=png&auto=webp&s=9ad7851ec846a90ac8ea616c72528eba3dbd6f74
https://preview.redd.it/jsbth67jclne1.png?width=920&format=png&auto=webp&s=266ec40f8d76a0ea572d38acb46c77aadf829933
https://redd.it/1j6zk7h
@r_Unity3D
Can't set transform.position in Netcode for Gameobjects
so, I'm kinda new to this, but I need to make this little multiplayer game, it's basically wizards that shoot at each other.
I need that when a player dies, their stats reset, and they respawn at a random position.
the thing is, the stats reset fine, the issue is the position
when the client dies, the position doesn't change, but when a host dies, the position changes and everyone can see
here is the code:
public class Player : NetworkBehaviour {
SerializeField private Element element = Element.Fire;
[SerializeField] private float maxHealth = 10;
NetworkVariable<float> currentHealth = new(10);
[SerializeField] private float speed = 1;
SerializeField private float fireRate = 1;
[SerializeField] private uint projectiles = 1;
SerializeField private float damage = 1;
[SerializeField] private uint level = 0;
SerializeField private float levelUpXp = 100;
NetworkVariable<float> currentXp = new(0);
public Element Element => element;
public float MaxHealth => maxHealth;
public float CurrentHealth => currentHealth.Value;
public float Speed => speed;
public float FireRate => fireRate;
public float Projectiles => projectiles;
public float Damage => damage;
public uint Level => level;
private float LevelUpXp => levelUpXp;
public float CurrentXp => currentXp.Value;
private Rigidbody2D rigidbody;
private Vector2 moveDirection;
private void Initialize() {
rigidbody = GetComponent<Rigidbody2D>();
}
public override void OnNetworkSpawn() {
Initialize();
}
private void Update() {
if (!IsOwner) return;
float moveX = Input.GetAxisRaw("Horizontal");
float moveY = Input.GetAxisRaw("Vertical");
moveDirection = new Vector2(moveX, moveY).normalized;
}
private void FixedUpdate() {
rigidbody.linearVelocity = moveDirection _speed;
}
private Element CounterElement(Element element) => element switch {
Element.Fire => Element.Water,
Element.Water => Element.Grass,
Element.Grass => Element.Fire,
_ => throw new System.ArgumentOutOfRangeException(),
};
private float DamageBuff(Element element) {
if (element == CounterElement(_element)) {
return 2.0f;
}
if (CounterElement(element) == _element) {
return 0.5f;
}
return 1.0f;
}
public void TakeDamageFrom(ulong attackerId) {
if (!IsServer) return;
NetworkClient client;
bool hasValue = NetworkManager.Singleton.ConnectedClients
.TryGetValue(attackerId, out client);
if (!hasValue) return;
Player attacker = client.PlayerObject.GetComponent<Player>();
_currentHealth.Value -= attacker.Damage DamageBuff(attacker.Element);
if (currentHealth.Value <= 0) {
attacker.LevelUp();
Die();
}
}
public void LevelUp() {
levelUpXp = 100 (1 + Mathf.Log10(_level + 1));
_level++;
_fireRate = 1.3f;
}
public void Die() {
maxHealth = 10;
currentHealth.Value = maxHealth;
speed = 1;
fireRate = 1;
projectiles = 1;
damage = 1;
level = 0;
levelUpXp = 100;
currentXp.Value = 0;
transform.position = Vector3.zero; // will change later for a random position
}
}
https://redd.it/1j6whce
@r_Unity3D
Been working on a multiplayer FPS with infinitely repeating arenas so falling off the map puts you back at the top. Manifold Garden but with guns.
https://redd.it/1j6p7o9
@r_Unity3D
Unity 6's Spatial-Temporal Post Processing upscaler is ridiculously good
https://redd.it/1j6ocmx
@r_Unity3D
So the license.unity3d.com domain lost its https certificate. Do Unity Hub can't get license, am I the only one?
https://redd.it/1j6g26h
@r_Unity3D
If you hate how small the 2D collider handles are, you can now edit them to make them larger!
https://redd.it/1j6kyws
@r_Unity3D
Learning as a beggier is so hard because of how many horrible tutorials there are.
I have no idea about coding, but I want to learn. So like mostly people I looked it up on YouTube and followed a tutorial. It was about making a flappy bird clone.
But that didn't really explain the coding, so I went to watch another, and that one also went over some stuff, but they missed to take into account that newbies like me have no idea about the fundamentals.
And all the tutorial are just the exact same! They all assume you already know stuff, wth does "Public" mean, what does "void" do? None of these explain them.
It's like trying to learn words without learning the alphabet first!
I basically started taking one line of code and just searching every single word up, I have some success, but it's slow, very slow.
Does anyone know where I can learn the very fundamental basics of coding with C#?
https://redd.it/1j6i6ow
@r_Unity3D
how to only take two rectangular shape barriers from one image in sprite editor and get one sprite ??
how to only take two rectangular shape barriers(that I have selected )from one image in sprite editor(skipping all rest of the image), I have already know how much gap I want??
but when Ever I select two rectangles at a spacing and click appy then it makes two sprites instead of one.
as my later plan is to just tile this one sprite so that I hav equal spacing of barrier on my ground...
sorry I am very NEW IN UNITY
https://redd.it/1j6fl7h
@r_Unity3D
Do you think $7.99 is a good price for this game?
https://redd.it/1j6chft
@r_Unity3D
Button Won't Load Scene IDK whyy
Hi, I'm really new to unity and all I've done is try to make this button take me to another scene and it just won't work. I've checked like so many tutorials and changed the code, but it wont work. I've even deleted my whole canvas and started a new one from scratch. But it still wont work. Someone help me pleeease.
Both scenes have event systems. (Since that seems to be the common issue)
https://preview.redd.it/30k2t90yeene1.png?width=1882&format=png&auto=webp&s=36e5823bbf2808202fdebf6b7abac8ffb4864478
https://preview.redd.it/0jss7amyeene1.png?width=752&format=png&auto=webp&s=d26ae08114fa8ca9b2e0cb6fbfee1539c0718d57
https://redd.it/1j69txw
@r_Unity3D