News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Why is there such a lack of content 2D Bone/Rigging Animation for ? Are they simply inferior to Sprite-based animation ?
As a core-programmer with 0 Artistic talent, learning about Bone-Rig animation in 2D really excited me, yet except a couple of simple how-to-do videos, there is no much content or even good examples available for it. Are there any downsides or inferiority to lets say, sprite-based animation ?
From my point of thinking, can't you literally create almost same animation by just mimicking your bone's to a sprite (animation's) pose for each key frame ? Except you wouldn't need to draw all those sprites or cuss yourself for your doodle skills.
Anyone has seen or made any cool or fast-paced action animations using Bone-Rigs ? I personally am working on a Action-Platform Brawler, and getting my hands wet with it
https://redd.it/1ltpqw3
@r_Unity3D
Last anomaly (ReMaze) is complete. Something is approaching...
https://redd.it/1ltmvsn
@r_Unity3D
My PC horror-platformer game is finally finished! DEMO COMING SOON!
https://redd.it/1ltilvh
@r_Unity3D
Implemented a Pocket Plane Controller in Unity, inspired by Riders Republic.
https://redd.it/1ltduy5
@r_Unity3D
Four years of development.
https://redd.it/1ltdi3x
@r_Unity3D
I'm Making a Farming Game! 🌿 Tiny Terraces Devlog 1
https://redd.it/1lt7uad
@r_Unity3D
Thoughts on this sprite
https://redd.it/1lt40jw
@r_Unity3D
Not many people use unity for animation alot but it's really good for it.
https://redd.it/1lt1w3c
@r_Unity3D
BETA Play “Endless Zombies” – Testers Wanted!
A one-man passion project needs your feedback! iOS & Android Beta now open!
Hey everyone,
I’m excited to announce the public beta of my game, Endless Zombies – a unique top-down zombie survival shooter made entirely by myself! I’ve been working on this passion project for months (solo dev life!) and now I need your help to make it even better.
Why should you try it?
Intense Zombie Action: Fight off endless waves of zombies with fast-paced combat and evolving challenges.
Daily Rewards: Log in every day for cool rewards and keep your survival streak alive!
Global Leaderboards: Compete with players worldwide – can you claim the top spot?
Constant Improvements: I take feedback seriously – many bugs and issues have already been fixed based on your reports. Your voice shapes the future of the game!
Cross-platform Beta: Available for both iOS (TestFlight) and soon for Android – everyone can join.
What I need from you:
Try out the game, break it, have fun!
Let me know what you like, what feels off, and what could be improved.
Report any bugs or performance issues you find.
A few things to keep in mind:
This is a true indie solo project. Bug fixes and updates may sometimes take a bit longer, but I promise I read and value every single comment and suggestion!
Many bugs (daily reward bug, audio balancing, performance drops, UI issues) have just been fixed based on your amazing feedback – but this is still a BETA, so don’t be surprised if some quirks remain.
Ready to survive?
👉 Download now via TestFlight: https://testflight.apple.com/join/6Ya9E8jU
(Android Beta coming soon!)
Thank you all so much for your support – together we can make this game something special!
Feel free to drop your feedback here or DM me anytime.
Let’s survive the horde together! 🧟♂️🔥
https://redd.it/1lt30kh
@r_Unity3D
Inspired by games like townscaper / islanders, I made a small island generator!
https://redd.it/1lsza54
@r_Unity3D
How do you go from single player dev to multiplayer
Hi, I have been a Unity dev for about a year and a half, I can make full single player games and I want to go onto making multiplayer games for steam but I’m very stuck on how to go from single player to multiplayer and how to learn the correct way to do it for steam.
Does anyone have any resources that they think are valuable and will speed up learning time, I just want to make a 2d multiplayer shooter but I don’t know where to get started as it feels like everything is telling me different things, and I need to know where I should be taking my first steps!
I am really just looking for a guide/helping hand that I can follow to go from where I am now to understanding how to implement steam multiplayer in unity from concept to execution so I don’t take a massive side step and waste all of my time!
(This is my second ever Reddit post so no clue if I am doing it right but thanks in advance).
https://redd.it/1lsxscf
@r_Unity3D
Drivable police car, show-off in case anyone need it in the project
https://redd.it/1lstib8
@r_Unity3D
Does it feels better now ?
https://redd.it/1lspivu
@r_Unity3D
IK. Every. Single. Time.
https://redd.it/1lsm9q4
@r_Unity3D
I Make Steam Capsule Art That Pops! DM me if interested.
https://redd.it/1lsk9oz
@r_Unity3D
Why my projectiles sometimes look jagged and not straight? Vsync makes it even worse
for (int j = 0; j < caller.ProjectileCount; j++)
{
float t = (caller.ProjectileCount == 1) ? 0.5f : (float)j / (caller.ProjectileCount - 1); // 0.5 centers if only 1
float offsetAmount = Mathf.Lerp(-caller.Offset, caller.Offset, t);
offsetAmount *= reverseSetter;
if (caller.ReverseOffsetStartPosition)
{
offsetAmount *= -1;
}
Vector3 spawnOffset = firePoint.up * offsetAmount;
Vector3 spawnPosition = firePoint.position + spawnOffset;
GameObject projectileGO = Instantiate(projectileObj, spawnPosition, attackRotation);
Projectile projectile = projectileGO.GetComponent<Projectile>();
//Set values
projectile.SetAttack(caller);
projectile.SetWaveID(currentWaveID);
if (j < caller.ProjectileCount - 1)
{
yield return new WaitForSeconds(caller.ProjectileInterval);
}
}
I spawn projectiles in an IEnumerator like this. ProjectileInterval is set to 0. This whole code is in another for loop for making waves of attacks. But shouldn't this whole piece of code should be triggered in 1 frame? I don't understand the jaggedness.
And this is how I move projectiles.
void Update()
{
if (canMove)
transform.position += projectileSpeed * Time.deltaTime * transform.right;
} void Update()
{
if (canMove)
transform.position += projectileSpeed * Time.deltaTime * transform.right;
}
[VSync off](https://preview.redd.it/67q938ehlebf1.png?width=1002&format=png&auto=webp&s=f44001af20342da3c8e4de925e7747c71ef2ed21)
[VSync onn](https://preview.redd.it/tztwwfsmlebf1.png?width=1470&format=png&auto=webp&s=354651470bb1389c4691d3b109b36c654aa669d8)
And when I turn on Vsync things gets even weirder. I believe something is frame dependent either projectile instantiation or their movement. But I can't figure out why.
https://redd.it/1ltnve2
@r_Unity3D
Galdia version update
This update contains:
Create World Screen: New world creation options including Permadeath mode (permanently deletes save file when enabled), Overworld Monster Spawn Limit, Crafting Experience Multiplier, and Radar Detection toggle.
Smart Radar System: Radar now blinks when you're near the next sequential dungeon level you haven't completed. For example, if you've beaten levels 1, 2, and 5, it will only detect level 3.
Load Game Screen: Load existing worlds or permanently delete saved games.
Instruction Page: Added detailed keyboard and controller layout guides.
Updated Wood Door Graphics: Improved visual design for wooden doors.
Randomized Level Placement: Dungeon levels 3-9 now have randomized locations, with lower-numbered levels positioned closer to town.
https://store.steampowered.com/app/3692370/Galdia/
https://redd.it/1ltm9dx
@r_Unity3D
I built a time control system for Unity – would love to hear your thoughts
https://github.com/BcoffeeDev/game-core-time-channels
https://redd.it/1ltaban
@r_Unity3D
For those that were asking about my command system.
Hello everyone. I'm a 13 year enterprise software engineer here. I've been working within unity for the past few years and this is my first post.
Someone made a post about using scriptable objects, and I noted how after I read some of unity's architecture documents: https://learn.unity.com/tutorial/use-the-command-pattern-for-flexible-and-extensible-game-systems?uv=6&projectId=65de084fedbc2a0699d68bfb#
I created a command system using the command pattern for ease of use.
This command system has a simple monobehavior that executes lists of commands based upon the GameObject lifecycle. So there's a list of commands on awake, start, update, etc.
The command is simple, It's a scriptable object that executes one of two methods:
public class Command : ScriptableObject {
public virtual void Execute() {}
public virtual void Execute(MonoBehavior caller)
}
and then you write scriptable objects that inherit the base command.
CreateAssetMenu(fileName = "filename", menuName = "menu", order = 0)
public class MyCommand : Command {
public override void Execute(MonoBehavior caller) {
var light = caller.GetComponent<Light>();
light.enabled = true
}
}
This allows for EXTENSIVE reusability on methods, functions, services, etc. as each command is essentially it's own function. You can Add ScriptableObject based services, channels, etc:
Here's an example
public class MyService : ScriptableObject {
public void DoServiceWork(bool isLightEnabled) {
//Do stuff
}
}
public class MyEventChannel : ScriptableObject {
public UnityAction<MonoBehavior, bool> LightOnEvent;
public void RaiseLightOnEvent(MonoBehavior caller, bool isLightOn) {
LightOnEvent?.Invoke(caller, isLightOn);
}
}
CreateAssetMenu(fileName = "filename", menuName = "menu", order = 0)
public class MyCommand : Command {
//Assign in inspector
public MyService myAwesomeService;
public MyEventChannel myCoolEventChannel;
public override void Execute(MonoBehavior caller) {
var light = caller.GetComponent<Light>();
light.enabled = true
myAwesomeService?.DoServiceWork(light.enabled);
myCoolEventChannel?.RaiseLightOnEvent(caller, light.enabled);
}
}
And just reference the command anywhere in your project and call "Execute" on it.
So, that's most of it. The MonoBehavior in my system is simple too, but I wont' explain any further, If you'd like to use it, or see what it's about. I have a repo here: https://github.com/Phoenix-Forge-Games/Unity.Commands.Public
And the package git (PackageManager -> Plus Button -> Install from Git URL): https://github.com/Phoenix-Forge-Games/Unity.Commands.Public.git
Feel free to reach out if you guys have any questions or issues!
https://redd.it/1lt83mc
@r_Unity3D
Which one do you prefer?
From our old project to the new one — these are characters from both games, and we’d love to hear your thoughts.
We’re comparing them to see if we’re moving in the right direction!
https://redd.it/1ltbxmi
@r_Unity3D
Android Scaling Samsung S22
https://redd.it/1lt9qjv
@r_Unity3D
3 Years of development in 60 seconds - Glasshouse
https://redd.it/1lt6lhk
@r_Unity3D
Thank you for all of the support in the last year, it's really cool to see some of the data a few weeks after release!
https://redd.it/1lt3mqm
@r_Unity3D
Just keeps happening.. Are there any "tells" that the asset will be deprecated? It's quite a turn off for purchasing on the store.
https://redd.it/1lt13oe
@r_Unity3D
How do you go from single player dev to multiplayer
Hi, I have been a Unity dev for about a year and a half, I can make full single player games and I want to go onto making multiplayer games for steam but I’m very stuck on how to go from single player to multiplayer and how to learn the correct way to do it for steam.
Does anyone have any resources that they think are valuable and will speed up learning time, I just want to make a 2d multiplayer shooter but I don’t know where to get started as it feels like everything is telling me different things, and I need to know where I should be taking my first steps!
I am really just looking for a guide/helping hand that I can follow to go from where I am now to understanding how to implement steam multiplayer in unity from concept to execution so I don’t take a massive side step and waste all of my time!
(This is my second ever Reddit post so no clue if I am doing it right but thanks in advance).
https://redd.it/1lsynoz
@r_Unity3D
Now we have the dinosaurs in our game. How do you like them?
https://redd.it/1lstcsn
@r_Unity3D
From Normandy to Monte Cassino: in Letters of War, you follow the journey of a British Army volunteer determined to protect his loved ones at any cost - and the future of his daughter, who copes with loneliness on the home front through her father's letters.
https://redd.it/1ls506n
@r_Unity3D
I built my house on a golem!
https://redd.it/1lsl5tb
@r_Unity3D
Hello! I'm looking for an artist to help create a small indie game together
Right now, I have a demo version scenario ready and need someone to help draw scenes, animations, and more.
The game will be 2D, made in Unity with C#.
I'm responsible for code, mechanics, story, hosting, and everything technical. I have some experience with Unity game development.
Unfortunately, I can't offer payment at the moment — but if you're interested, you can become a co-developer. If the project becomes successful, we can finish and improve the full version together.
The style is atmospheric horror: low lighting, heavy tension, eerie sounds, and rusty environments. It’s not focused on action, but rather on mood and immersion.
If needed, I can assist with graphics too — I have a drawing tablet and I'm an Art GCSE student in the UK. But I currently don’t have enough time or energy to do all the drawing myself.
Even if you're not a professional, I'd still be happy to work with you. The most important thing is motivation and passion. With teamwork and ChatGPT, we can improve things as we go.
Thanks for reading! Feel free to reach out if you're interested.
https://redd.it/1lsm2k5
@r_Unity3D
Is IEnumerator often be used to make animation? Is there an other way?
I want to make an animation that can easily change the key value by code, at present I only found IEnumeratoras as a solution, but I hate it's complex writing. I think there's a more convenient way to deal with.
https://redd.it/1lsamqr
@r_Unity3D