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r/Unity3D

Hola

Hola

https://redd.it/1lygs1t
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How Do I Apply Lighting Effects to a Tilemap
https://redd.it/1ly9uhc
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Better sprite animation workflow?

Rather than using the animator, I'm using my own custom class for animations that allows me to control precise, frame by frame information in a flexible way that interacts with code well. This is working good, but I'm running into a few issues. Specifically, i am using an array of Sprites for each animation, so when I want to update sprites or add an animation, it's really annoying to have to

Set the import settings

Slice up the spritesheet

Drag and drop the refrences into the editor exposed array for my "spritesheet" object.


Just so we are clear, I don't have any technical issues with this approach, but it becomes extremely time consuming to change everything, especially if the sheet changes dimension. When I worked on a game without an engine, I simply created spritesheets by specifiying the height and width of each frame in code and the number, using each row as a way to seperate sprites. This was very convient and allowed me to dynamicaly change the source spritesheet whenever I wanted, but with unity's compression features and the "Sprite" abstraction, it seems like I would have to be working against the engine to achieve something as convient as that.

Is there a better way to handle sprites? Should I go back to using the animator, stick with my current, tedious solution, or implement a sprite system that is removed from the editor entirely?

https://redd.it/1lybidi
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Learn unity programming

Where learn unity development programming step by step which platform best for bigner?

https://redd.it/1ly7cgm
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Traditional animation vs 2D rigging

Hello
We working on our videogame and we see that traditional animation become very long to do and we try to find another way to animate our characters. We found the 2D rigging like in Tails of Iron : https://www.youtube.com/watch?v=TMJF8hH8RGE

For example, our traditional animation look like this : https://drive.google.com/file/d/1AdUFUd0XmuRmuYsFCJ3WtTXAxKrnDoZe/view?usp=sharing

So, the questions are :

\- Is it faster to do animation with 2D rigging in Unity than traditional animation ?
\- What do you prefer graphically between traditional animation and 2D rigging. My mate find2D rigging good but for me it's really ugly.

https://redd.it/1ly2hwc
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Working on a boomer shooter game of mine.

https://redd.it/1ly3j5t
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Checkpoint room for my Inscryption-like game

https://redd.it/1lxzyaw
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Working on my sci-fi RTS: Siege machine

https://redd.it/1lxvzd4
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How do I replicate this wave effect with unity's shader graph?
https://redd.it/1lxozjk
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I DID IT GUYS. My game went New & Trending

https://preview.redd.it/esot5cx3fdcf1.png?width=1109&format=png&auto=webp&s=8580d50a7f30c922aed05680beff11fbc0cd4574



https://redd.it/1lxrkdm
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How do I scale colliders/movement to fit isometric tilemap perspective?

https://preview.redd.it/egvukjdxwccf1.png?width=597&format=png&auto=webp&s=219c02155e771a5512d0b100c6667ab394fa8653

How do I make a collider behave like the gold ellipse in this example? And how do I make movement appear slower along the y-axis to simulate depth? Everything I search online talks about tilemap collision, but none of it talks about all of the other aspects of simulating 3D.

https://redd.it/1lxpqi4
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how to know which games people like more ? or how to plan which game shall I plan to develop

I often see trends around certain topics, and YouTubers quickly create videos on those trends to get more views,
I’m trying to choose an idea for my next game, but I’m wondering—do games also follow trends like YouTube videos?
I’m asking because I want to develop a game that has a good chance of doing well.

since I’m still new and take more time to finish a game, what happens if the trend fades before I’m done

https://redd.it/1lxmjsb
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I created a dissolve shader that I could customize with shapes and colors, and this is the result. You can adjust the range, shape, angle and color just by using a texture and a few variables. I made this for both a toony shader and a PBR one. If anyone’s interested, you can find it in the comments.

https://redd.it/1lxjdt0
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What do you think about VFX?

https://redd.it/1lx8jss
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Bone Rigging On Multiple Assets

Hey so i have a question about rigging and animation with the Bone rigging tool. Basically i have some outfits that all follow the same kind of shape, although some have small parts sticking out etc. I have a base one rigged up and animated but i was wondering if theres any tutorials out there that could help with copying over this rig to other outfits. I have the basics down but theres just a few errors im getting and it would be nice to watch a tutorial just to help me learn a bit more about it

https://preview.redd.it/vnim08sw9acf1.png?width=1536&format=png&auto=webp&s=1abce210ec6472afb79d2a05ab632102ac2be09c


The two main errors im getting are for the shorts one, even though the PSB canvas size is the exact same dimensions and they are placed in the same place as the full length outfits when i paste the bone rig on them it pasts it i the wrong place i think trying to account for the missing lower parts.

The second error i get is when adding in extra vertex. Adding them around the border seems to be fine but adding them within the border kind of skews up loads of stuff.

if anyone knows of any good tutorials to watch that would really help thanks

https://redd.it/1lxdmqx
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[REPO IN DESC] I rendered grass (2 million - 200+ fps)

https://redd.it/1ly8gm5
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My Jump button isn't working, but I'm not sure why. Unity 6 Beginner Game Dev

I'm using RigidBody2D.Slide(); for my movement, but I think it's interrupting my Jump. My Jump method is using this code, "rb.addForce(new Vector2(moveInput.x, JumpForce), ForceMode2D.Impulse);" and is wrapped in an if statement that detects if the jump was triggered. So please help me if you can :')

https://preview.redd.it/nvab6oxmjicf1.png?width=628&format=png&auto=webp&s=370b518414cb281d0bdce832964b39b89687e0a4

https://preview.redd.it/4ooi6920gicf1.png?width=661&format=png&auto=webp&s=1730eaae5a96c0b2c0a8929124a1e9e33cf1601f

https://redd.it/1lyb86w
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Yet another Devlog, this time talking about Data Driven Design
https://redd.it/1lyabj1
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-Help Wanted- How do I make my game look better ?
https://redd.it/1lxxmcu
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Hello everyone
https://www.reddit.com/gallery/1lxxzm9

https://redd.it/1ly0m96
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I've just finished my 2D Sci-fi Platformer
https://redd.it/1lxzlkl
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Corruption shader in action

https://redd.it/1lxwmo6
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Messing around with stylised shaders

https://redd.it/1lxuhab
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Coding success

https://redd.it/1lxrgm5
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Alien World Reveal and Day/Night Cycle

https://redd.it/1lxpl8o
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3 months ago I started trying to do some 3D assets for my Unity projects. This is a showcase of what I made.

https://redd.it/1lxk01j
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Feedback Wanted: How Much Would You Pay for This Unity Asset?

I’m developing a Unity asset called SkillWave. It’s a visual, node-based tool for creating and managing skill trees directly inside the Unity Editor. My goal is to save developers time and simplify complex skill systems.


Here’s a quick demo video showing how it works:

https://youtu.be/23mxB8Nwq2M

Key Features:

Node-based graph editor
Drag-and-drop workflow
Quick skill customization in the inspector
Runtime previews of skill trees
Clean, modern UI

I’d love to get feedback on:

How useful this asset would be in your projects
Any features you feel are missing
Most importantly — how much would you be willing to pay for it on the Unity Asset Store?

I’m considering pricing it somewhere between $10 and $30 USD, but I’m very open to suggestions based on what people think it’s worth.

Any insights, thoughts, or price ranges would be super helpful. Thanks so much for your time!

https://redd.it/1lxmevg
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Drag Threshold on the Event System component doesn't work?

https://redd.it/1lxiuso
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Indie creators: How do you SURVIVE the collab grind? (Ghosting, false promises, $ struggles...) based the previous post regarding What’s the WORST part about finding collaborators? (Seriously, vent to me)

Title:
Indie creators: How do you SURVIVE the collab grind? (Ghosting, false promises, $ struggles...)

Body:
I’m honestly at my limit with the whole collaboration grind: getting ghosted after weeks of planning, “vetted” teammates who disappear halfway through, passion projects dying in funding black holes, and the endless radio silence when you just need a simple update. If you’ve been through this, you know how draining it is. So, what’s your survival strategy? Where do you actually find people who stick around and care? How do you secure upfront money or resources so you’re not left hanging? And what systems have you found that actually force some accountability? Drop your best hacks and hard-learned lessons below — let’s turn all this frustration into real solutions for the indie community.

https://redd.it/1lxaiwy
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Intractable Physics-Based Cables in Unity

https://redd.it/1lx9stk
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