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Platformer Tileset

If you're looking for some awesome tilesets for a platformer or 2d game you're working on, consider checking out my Platformer Tilesets asset. There are over 20 tilesets covering a wide array of environments. Each tileset has 38 tiles to cover any shape you need. https://beard-and-axe.itch.io/platformer-tilesets-pro

https://preview.redd.it/w3vqvm4f7ype1.png?width=224&format=png&auto=webp&s=3b3211a33f11de0c786ed0c4b446b0ce0172a4c8



https://redd.it/1jg5rp8
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Coding help
https://redd.it/1jg39ug
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I have a render texture that downscales the resolution of the game, how do I also downscale the resolution of the textmeshpro text?
https://redd.it/1jfy6w0
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My first game is in early access! I am curious about your suggestions and comments.

https://redd.it/1jfs03d
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I made an idle game using ecs, my first full time project. But it has no meta gameplay, would this still be called a game and will people play it?

https://redd.it/1jfoy3r
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Handle game Object between multiple scenes

How I can display Game Over logo in scene 2 (Level02) when game is over, How I can use Game Over Logo of scene 1 in scene2 (In #unity)

https://redd.it/1jfmalt
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Big things happening in Australia.
https://redd.it/1jflzdm
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This moment was so cool, I had to put it in slow motion!

https://redd.it/1jfkesm
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Created a shader to simulate sci-fi like shield with hit effects and more - Unity3d - URP

https://redd.it/1jfjdvs
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Improved Game Manager: A Unity Package for State Management with State Machines

Hey everyone!

I've just finished a Unity package I've been working on, and I'd love to share it with the community. It's called "Improved Game Manager," and it's a package that simplifies game state management using state machines, instead of the traditional enums and switch statements.

# Why I created it:

I noticed that many Unity projects end up with long, complicated switch statements for managing game states, which can lead to hard-to-maintain and error-prone code. With this package, you can define your states and transitions clearly and organized using Scriptable Objects in the Unity inspector.

# Key features:

State management using state machines.
Configuration of states and transitions with Scriptable Objects.
Cleaner and easier-to-maintain code.
Potential to reduce development time.

# Who is this for?

This package is ideal for anyone who wants to improve their game state management in Unity. Whether you're working on a small or large project, this package can help you keep your code organized and easy to maintain.

I'd love to get your feedback and suggestions. You can find the package on GitHub:

https://github.com/lfeq/Improved-Game-Manager

Thanks for your time!

https://redd.it/1jfdxiu
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Help! Just started using the Sprite Shape Controller- how do i get rid these weird outlines in the rocks
https://redd.it/1jf56ba
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Best Way to Detect Player’s Environment in Unity 2D?

Hey Unity devs! 📷 We’re working on a 2D game and need a reliable way to determine the player's environment. Specifically, we want to detect if the player is: on the ground, in the air (jumping or falling) ,touching a wall (for wall jumps, wall sliding, etc.), passing through a platform and any other relevant states. Right now, we’re using Raycasts for these checks, but we want to make sure it’s the best approach. Are there better or more optimized ways to handle this?
What’s your go-to method? And if you have any best practices, feel free to share!

View Poll

https://redd.it/1j7tmxy
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We like Capybaras so we added them to our game. If you're ever low on coins, you can sell some items from your inventory to the Capybara!
https://redd.it/1j7smct
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Bladebound Ignition – Casual Mobile Roguelite Concept to play on a Commute (Bus/Train)
https://www.youtube.com/watch?v=vO71TwuRhCM

https://redd.it/1j7jil3
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How can I turn off interpolation in exported blockbench animations? Changing the mode to "constant" doesn't work.

https://redd.it/1j7g2c5
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Is a NavMesh appropriate for moving 2D sprites across a Tilemap for a Shining Force homage?

What it says on the tin. All the turn based strategy tutorials I've found specific to Unity implement in 3D space, but I'm looking to go retro. I've implemented grid-based movement for town scenes pretty well but after looking up some GameMaker tutorials on this sort of thing (sergeant indie's Turn Based Strategy 101) I sense I will need more than just tracking movement, and I'd prefer to leverage Unity built ins.

https://redd.it/1jg093b
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Photos to Character Sprites

Reference: I teach High School game design.

If you were to want to have student developers turn themselves into 2D sprites via photo would it be best to:

A) do photos in a sort of stop motion style movement for walking, idle and jumping

Or

B) have them photo a T pose and then do rigging?

We haven’t really done rigging and our curriculum hasn’t called for it so I’m not 100% sure on which route I want to go for our future projects and I’m not completely solid on if 2d animation is done more via spritesheet animation or rigging anyway. I just feel like it would be an entertaining way of encouraging a little more buy in from the students that get overwhelmed with the idea of making their own sprites. No drawing needed if we can just snap some quick shots in front of a green screen and have Canva do the rest.

Thank you.


https://redd.it/1jg2417
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How to Make an Enemy Roam and Only Chase the Player/NPC When Spotted?

Hi, I'm trying to make an enemy that can attack and kill the Player or NPC, but I don't want it to always know their exact location. Instead, I want the enemy to roam around until it spots the Player or NPC before starting to chase them.

I'm not sure how to implement this. Any advice or resources would be appreciated!

Here is what i have so far.


using System.Collections;

using System.Collections.Generic;

using UnityEngine;



public class EnemyController : MonoBehaviour

{

public float moveSpeed = 2f;

Rigidbody2D rb;

public Transform target;

Vector2 moveDirection;



float health, maxHealth = 3f;



public int pointsOnDeath = 100; // Enemy score



private void Awake()

{

rb = GetComponent<Rigidbody2D>();

}



// Start is called before the first frame update

void Start()

{

health = maxHealth;

}



// Update is called once per frame

void Update()

{

if (target)

{

Vector3 direction = (target.position - transform.position).normalized;

moveDirection = direction;



}

}



private void FixedUpdate()

{

if (target)

{

rb.velocity = new Vector2(moveDirection.x, moveDirection.y) * moveSpeed;

}

}



public void TakeDamage(float damage)

{

health -= damage;



if (health <= 0)

{

// Give this enemy’s specific score value when it dies

ScoreManager.instance.AddPoints(pointsOnDeath);



Destroy(gameObject);

}

}



}



https://redd.it/1jfyqnd
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subauzica inspired GameJam entry extended
https://youtu.be/DBZvPPBVbuw?si=k6Rm09fLYPVKJJXV

https://redd.it/1jfsqnu
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We are making an incremental bullet hell where you mine cofferoids and become powerful to obliterate greedy SpaceCorp machines. Wishlist now on Steam!
https://redd.it/1jfqmua
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Hologram + Vector Graphics, Wireframe Shader

https://redd.it/1jfnico
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VFX Orb Prototype ! What do you think ?

https://redd.it/1jflcyg
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3 Procedural Animation scripts playing with each other
https://youtu.be/4SKzT1T6UbI?si=5Z4_qSs9zfBYUp6X

https://redd.it/1jfjyw5
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Please help with colliders

I added tilemap collider and composite collider 2D to tilemap and set type as outlines and operation as merge. but player can t move inside collider.

https://preview.redd.it/ew1rw0d8fspe1.png?width=1919&amp;format=png&amp;auto=webp&amp;s=5ea3abdf97511c2ed38df1a0baede1c16a4a0d18



https://redd.it/1jfiief
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Wave function collapse to generate goblin villages
https://redd.it/1jfgt4g
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How can I recreate this morphing animation in Unity with Tilemaps?
https://redd.it/1j7vucz
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Get the FREE GIFT in this week's Publisher Sale: Seamless - Shader Graph Extension. Link and Coupon code in the comments.
https://redd.it/1j7rifx
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Hamster wheel Ham can now Dig! I was walking through knee deep snow in the woods when a thought dawned on me that I could repurpose a Node Based Softbody system I made a year ago, to allow digging/mining! After some tweaks I am pretty happy with the prototype! Thoughts?
https://youtu.be/vs_PTI6kxfo

https://redd.it/1j7dint
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Need help with a character selector

I'm new to unity and I'm making a game with a character selector and I need a bit of help. I'm not really sure if I'm doing this right. Basically I have 2 scenes which contain my players and another scene containing the buttons to switch between the players. The first scene contains the buttons then goes to the scene with the players. the PersistentPlayerManager is in scene 2 as scene 2 has the players, scene 1 has the buttons.

In the scene with the players I have an empty game object containing the following code:

using UnityEngine;
public class PersistentPlayerManager : MonoBehaviour {
public static PersistentPlayerManager instance;
public GameObject player1;
public GameObject player2;

void Awake(){
if (instance == null){
instance = this;
DontDestroyOnLoad(gameObject);
DontDestroyOnLoad(player1);
DontDestroyOnLoad(player2);
}
else{
Destroy(gameObject);
}
}
public void DeactivatePlayer2(){
if (player2 != null){
player2.SetActive(false);
}
}
public void ActivatePlayer2(){
if (player2 != null){
player2.SetActive(true);
}

}
}


In the scene with the buttons I have this code:

using UnityEngine;
public class ButtonController : MonoBehaviour {

public void DeactivatePlayer2(){
 if (PersistentPlayerManager.instance != null){
 PersistentPlayerManager.instance.DeactivatePlayer2();
}
}
public void ActivatePlayer2(){
if (PersistentPlayerManager.instance != null){
PersistentPlayerManager.instance.ActivatePlayer2();
}

}
}


I've assigned the events to the buttons but nothing changes. Would anyone be able to give me any suggestions on what to do?



https://redd.it/1j7ggrt
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I LOVE WHEN GAME WORLDS CHANGE OVER TIME
https://youtu.be/e5wXuCDqfxY?si=nZjcxafoTkj1HKiv

https://redd.it/1j7f4er
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