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out there is interested in sharing or comparing design approaches, I’d love that.

All in all, I’m proud of myself for staying persistent over all these years. This hobby often feels like work - a never-ending grind of learning something as complex as the entire Adobe Suite rolled into one single program (Unity), plus an entire programming language on top.

I’m curious to hear your own stories and hope that some of my experiences resonate with yours. Looking ahead, networking, shaders, modeling, and animation are still new territories for me - but I’m excited to see where this journey goes.

https://reddit.com/link/1oo6suh/video/0i7bpwypp8zf1/player

https://redd.it/1oo6suh
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I'm making a roguelike, and this is the new enemy for the next update
https://redd.it/1oo73db
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I’ve always loved psychology, horror, and mysteries - maybe that’s why, after learning how to use a game engine, I decided to create this particular game. OFFERING APP is a mix of surreal horror, a non-linear story, eerie sound design, and cryptic writing.
https://www.youtube.com/watch?v=ox8ZFOCBHqQ

https://redd.it/1oo5b4r
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Watch My Mini Boss's sliding tackle 😅😅 Somehow it turned out to be nice, what do you think?

https://redd.it/1onyey2
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Mashed up video of things in my game!
https://www.reddit.com/r/GameArt/comments/1onuqxd/mashed_up_video_of_things_in_my_game/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

https://redd.it/1onuu7k
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Can you feel the speed? Trying to improve speed boost feeling. Would love to hear your thoughts!

https://redd.it/1oncwy9
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Is unity good for making a 2D Dating sim?
https://redd.it/1onlm6s
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Testing visuals before commiting to making the game in this style. Play or Pass?

https://redd.it/1ongg88
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Is my character too tall for my game: UPDATE
https://redd.it/1oncsqk
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This my Resident Evil inspired survival horror game that uses fixed cameras and modern tank controls MADE WITH UNITY (and lots of love)

https://redd.it/1on9yea
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Borrowed some Tarantino for my Main Menu

https://redd.it/1on7cs6
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Issue with the old input system

I am developing a mobile game and running the device simulator in the unity editor.

I implemented some touch events that work fine on mobile, but for quick testing, i want to be able to do them in the editor using keyboard and mouse.

For example I am trying to maps moue scrolling to zoom in/out, but these events are not registering in the simulator window (not even in the game window).

Debug.Log("Trying scroll & keyboard"); // works fine
if (Input.mouseScrollDelta.y != 0) {
Debug.Log("Scroll"); // doesn't work when scrolling
}
if (Input.GetKey(KeyCode.W)) {
Debug.Log("W"); // doesn't work when typing W
}

Any workaround to be able to do this in the editor? Thanks

https://redd.it/1on2rud
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Is my 2D character too tall for my game?

Hi! I'm currently developing a 2D horror action game and I've finally settled on an art style I like.

My problem is, my main characyer's sprite is 77 pixels tall and 21 pixels wide.

For context, this is going to be a 3/4 top down game in the style of the old Zelda games or Undertale. And those games typically have pretty short characters, which is why I'm a little concerned.

Id rather know now so I could redesign the character than create a full sprite sheet which I might have to redo from the ground up.

So would the current character work anyway, or will it cause issues down the line?

Thanks!

https://redd.it/1on2uul
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Why is my game so pixelated?

Hi I'm very new using unity. When I use the assets that I have which are in a resolution of 1024x1024 they look very pixelated in the game display and I don't know why. Also when I move some assets they usualy change a little bit which can be annoying.

https://preview.redd.it/7xwxkp1xoxyf1.png?width=1080&format=png&auto=webp&s=daa918dc543845d8d55e32f9e2ef7b9f89c770b5

I want these lines to appear but they are invisibles sometimes when I move the panel



https://redd.it/1omx7nl
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Checkout the lighting in my game "The Last Phoenix"
https://redd.it/1omt651
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5 years of Unity and c# as a hobby - a personal experience retrospective

Hey everyone,

being a father in my late 30s with limited time, I started learning Unity about five years ago in my free time. I’m writing this to share my personal story, but also because I’d love to hear yours - it helps me feel a bit less alone in my small hobby-developer bubble knowing there are others with similar journeys out there.

a long path...

Starting with zero knowledge of Unity or C#, my first goal was simple: get the software running, create a character that can move, and an AI character that I could command to chop down a tree. My first big lesson came quickly - what I thought would be easy (making a character move) turned out to be anything but. After six to eight weeks, with the help of the Starter Assets TPC and a lot of spaghetti code, I finally had my pill-shaped character walking around and ordering a little Mixamo gnome to go to a specific tree, equip an axe, chop it down, and have it fall to the ground in pieces. The sense of accomplishment was huge.

From there, I decided to keep expanding the project toward something inspired by Kingdom Come: Deliverance \- a 3D game with base-building and resource gathering by day, and defending against monsters by night. I already knew I should probably start small as a beginner, but I consciously decided to overscope - I just wanted to see how far I could go. To limit the number of things I needed to learn, I relied on assets for effects, models, and animations.

Two or three years later, after many new Unity components and C# lessons, I had a working prototype: procedurally generated fauna based on prefab sets stored in ScriptableObjects. My now-animated main character could recruit gnomes who followed commands - chopping wood, building structures, or defending the base against invading trolls. Buildings could be placed as blueprints, constructed by workers, upgraded, and unlocked as the game progressed. C#-wise, I went from if statements to switch cases and finally to Behavior Trees. Funny enough, my 3,800-line “gnome behavior” class felt like another massive milestone at the time.

https://preview.redd.it/7t734saup8zf1.jpg?width=783&format=pjpg&auto=webp&s=4a2315f2b37aecd9a68e3c6dde49bddace1ffe4c

But at that level of complexity, I started realizing how each new feature took exponentially more time - not because of the feature itself, but because of how it interacted with everything else. I found myself refactoring more than creating. That’s when I learned one of my biggest lessons: decoupled systems are (almost) everything**.** With one happy and one sad eye, I moved on to a new project, this time planning it differently - rushing a buggy prototype first, then properly implementing flexible and modular systems once the design felt right.

After building a small apocalypse prototype where a character could move, shoot, enter vehicles, and run over zombies to collect coins, I decided I didn’t want to focus on making a game for now. Instead, I wanted to make creating a solid framework my main goal .

https://preview.redd.it/listkavqr8zf1.png?width=933&format=png&auto=webp&s=88d5fd91c9c25ea1c9a1e832584c5623b7a9ac2e

Now, two years later, I’m still developing that framework - still focusing mainly on character systems. I’ve built a controller that works seamlessly with FinalIK and PuppetMaster, uses well-structured Behavior Trees for AI, includes procedural destruction, an item system, vehicles, interactions with world objects, combat system, team system, and damage system... just to name a few, while always focussing on performance and flexibility. In the c# area, I’ve learned about events, interfaces, structs, async functions and many more - but most importantly, I’ve built everything to be as flexible and decoupled as possible.

Still, sometimes I wish for more feedback on how I’ve designed my systems. Often you can do it one way or another and getting a second oppinion would be a blast sometimes. If anyone

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NEW! Mecha Mini-Boss for my FPS Game "The Peacemakers". What do you think? (Unity 3D, URP 2022 lts. version)

https://redd.it/1oo4yh5
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My game’s only at 200 wishlists after 2 months and I’m not sure why. Need your feedback!
https://store.steampowered.com/app/4018410/Mechanis_Obscura/

https://redd.it/1oo1n2s
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I... kind of hate Unity's Animator system for 2D. So I built my own.

Hey everyone. This is part-rant, part-help-request.

After learning Unity with prototypes, my first commercial game was an Idle game (mostly UI), so I never had to touch animations. Now I'm working on my second game, a 2D roguelite, and... my god, the animations. Just thinking about it was demoralizing.

I find the Animator component to be incredibly clunky for 2D (it's reasonable for 3D). It feels like overkill. If I have 100 simple enemies, managing 100 Animator Controllers or even setting up all the AnimatorOverrideControllers just felt like too much ceremony for too little payoff.

This became a huge bottleneck while developing my new game, Unwanted Dungeon (demo just launched today!), especially when populating it with simple enemies.

**https://store.steampowered.com/app/3733160/Unwanted\_Dungeon/**

Seriously, this post is a genuine question: Is there something better than the Animator?

I ended up writing my own simple sprite-switching script that works 1000x better for my needs.

In my game, most simple enemies just have one "Walk" animation. I created a script where I just set the "frames per second" in the inspector and drop all the sprites into a List<Sprite>. That's it. The script just swaps the sprite in Update(). I also added features like "looping" or "destroy on complete" (e.g., for an explosion). I haven't seen any downsides, and it feels much more lightweight.

To be clear, for my Main Character (who has Idle/Walk/Attack states) and for complex bosses, I am still using the standard Animator. But for 90% of my simple enemies, my custom script is a lifesaver.

Am I missing something obvious? Is there an asset or a built-in feature I just totally missed that makes this easier?

My worry now is: I want to make my next game in 3D. Should I start crying now?

(This isn't a hate post! I'm genuinely wondering if I'm just lost and missed a key part of the engine, but wanted to share how I solved a problem that was working well for my game.)

https://redd.it/1onw4mf
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Business Collaboration.

Hello there, this here is a product deck for a mobile app business. If what's presented compells you, and you'd like to collaborate - messsage me on this account.

https://docs.google.com/presentation/d/1iz23vhibhn88bOl3i4jzmpeFDpNkUd9DLsrYDcW7aZg/edit?usp=sharing

https://redd.it/1onq1za
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Devlog #1 Building the main character for *Trollvein* — a 2D Nordic mythology platformer

https://redd.it/1onmj1f
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I Created an Animator 40x Faster Than Unity’s Default 22,500 Animated Objects at 135 FPS, No Complex Blends Needed Link Description

https://redd.it/1onfiht
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What if the Mayan underworld was the setting for a game?

I would like to develop an idea called "Xibalbá", a video game inspired by the Mayan culture.

The story begins with an explorer who, while defending a "cenote", ends up accidentally entering the "xibalba" because he was curious to explore a ruined temple.

There he will have no choice but to cross the four paths and the six houses and finally face the lords of "Xibalbá", ("Hun-Camé" and "Vucub-Camé").

The goal would be to leave the underworld and return to the land of the living.

How was it? 🌟

https://redd.it/1ongqie
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Running your Unity game on the Steam Deck
https://redd.it/1ond8cy
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Made little trains to take you between areas in this subway level

https://redd.it/1on8iy2
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2D animation on canvas

I need help. I'm making a scene using IEnumerators and buttons in a canvas and I want a short animation to play after a scripted sequence, but it just doesn't work. I'm not an expert in unity, but I know how basic "single-image" animations work (in a canvas), but I want to basically loop 2 images very quick for like 3 seconds and then go back to the rest of the scripted scene.



public GameObject bathtubAnimation;

IEnumerator BathtubEvent()
{
MusicManager.instance.GetComponent<AudioSource>().Pause();

bathtubAnimation.SetActive(true);
yield return new WaitForSeconds(3);
bathtubAnimation.SetActive(false);
yield return new WaitForSeconds(0.5f);

etc etc...
}

Something like that for example, where I can set the object with the animation to true, wait, and then set it to false.



I've tried finding a tutorial for what Im specifically looking for, but I can't find anything. Please help : (

https://redd.it/1on652c
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New update for my game Cubic Void coming soon

https://redd.it/1on3ojc
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Need Help Understanding SRP Batcher Behavior in 2D URP (Parallax + UI Optimization on iOS)

Hey everyone!!

I’m new to 2D iOS game development and have been slowly optimizing my game step-by-step. My first goal is making sure the parallax background and player UI are fully optimized before I move on.

I’ve been stuck on this all day and figured I’d ask the experts here 😅

Basically, I’ve been analyzing the Frame Debugger and noticed how the SRP Batcher is grouping my draw calls. I’m using the 2D Renderer (URP), and the screenshots show the batching events for one frame.

Here’s what I’m seeing:
\#1: My game’s background
\#2: Water layer (makes sense because separate material/layer?)
\#3: Parallax layers 3–9
\#4: Parallax layer 2 only
\#5: Parallax layers 1 and 10

There’s no dynamic lighting in the game so it’s just a colorful arcade-style 2D project which means I plan to switch to the Sprite-Unlit shader later(I would like to know the science behind what is going on). But right now, only one SRP batch seems to be using it (shown in screenshot #2).

My questions are:

* Why is the SRP Batcher grouping the elements this way?
* Could this be caused by different materials/shaders or large vertex counts?
* Does it matter that I’m running in Development Build with Deep Profiler enabled?
* And most importantly, does this batching pattern mean I’m doing something wrong, or is it normal behavior?
* Is there any guide to tackling a lag spike that you guys can help me figure out since it says the spike is coming from scripts and vsync?

When I play the game on my iPhone, it runs smoothly — no visible lag — but in the Profiler, I still see noticeable spikes, and I’d love to understand whether they’re related to improper batching or just debug overhead.

If anyone here is experienced with Unity 2D URP optimization and would be open to helping me understand or even mentoring me through some of this, I’d be more than happy to compensate you for your time (commission or consulting-style).

I’m really ambitious about this project and want to learn how to debug and optimize it properly. Any advice, resources, or insights would mean the world 🙏

Thanks so much in advance!

*(Screenshots)*

[https://imgur.com/a/K32CRsy](https://imgur.com/a/K32CRsy)

https://redd.it/1on0yyk
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This went viral on YouTube... I thought you guys would find it funny

https://redd.it/1omka8p
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Does anyone know a way to make it so a sprite can appear behind another while above it, but appear in front of it when below, similar to how it is in Undertale/deltarune.

https://redd.it/1omrd67
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