156
News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Feature Creep... I did not even realize it was happening to me.
https://preview.redd.it/bhzkyljwtb4g1.png?width=756&format=png&auto=webp&s=f4f80d2ea89fb7e87e88e21bd7d7c80cfe7320e1
It took a while of being burnt out and wondering why I felt like I was balancing an airplane on a needle, to realize that I should have just stopped adding features to my AI...
I mean... my AI looks and feels amazing now... but I need to stop and evaluate lol.
Each script = 1000+ lines of code.
https://redd.it/1pa9v1g
@r_Unity3D
I turned a Game Jam project into a commercial game
https://redd.it/1p9tm5y
@r_Unity3D
I'm working on a billiards-based roguelike "rack-builder"
https://redd.it/1p9rncd
@r_Unity3D
What are your favorite techniques for creating captivating 2D animations in Unity?
As I work on my latest 2D project, I've found that animation plays a crucial role in bringing characters and environments to life. I'm curious to hear from the community about your go-to techniques for creating engaging 2D animations in Unity.
Do you prefer using Sprite Sheets, Animation Rigging, or perhaps tools like Spine or Aseprite?
How do you ensure your animations feel smooth and impactful?
Additionally, what challenges have you faced in the animation process, and how did you overcome them?
https://redd.it/1p9mbxp
@r_Unity3D
Seeking a Comprehensive Unity 2D Pixel Art Zelda-like RPG Asset Pack
Hello everyone,
I'm currently starting a new 2D project and am looking for recommendations for a comprehensive, PAID pixel art asset pack that captures a Zelda-like RPG feel.
I am specifically looking for a pack that emphasizes deep character and combat interactions and diverse environments.
Here are the specific requirements I'm hoping for:
1. Character & Combat Depth
I need the main character sprites to be versatile with animations for multiple types of actions, such as:
Unarmed Attacks: Punching, kicking, etc.
Melee Weapons: Swinging a sword, chopping with an axe, etc.
Ranged Attacks: Firing a bow/arrow.
2. Monster Variety
The pack should ideally come with a good variety of different monsters or npcs.
3. Environmental Diversity
I'm looking for rich and diverse tile sets and props for several distinct environments, such as:
Dungeon Theme (e.g., stone walls, traps, treasure rooms)
Overworld/Grassland Theme (e.g., trees, water, villages)
Snow/Winter Theme (e.g., icy tiles, snow-covered trees)
I am willing to pay for a feature-rich pack that meets these needs. I know this is a specific request, but I'd appreciate any recommendations for asset store links, itch.io creators, or artists you might know!
Thank you in advance for your help! 🙏
https://redd.it/1p9j650
@r_Unity3D
Timeflow Animation System
https://vimeo.com/811847521
https://redd.it/1p9dnf2
@r_Unity3D
Devlog #2 Building level 1 for *Trollvein* — a 2D Nordic mythology platformer
https://redd.it/1p96v6s
@r_Unity3D
Real-time 2D fluid (fire / smoke / water)
https://www.youtube.com/watch?v=90GpsQ71g9k
https://redd.it/1p90xi9
@r_Unity3D
SokoBang! - An Explosive version of the classic sokoban game
SokoBang! is my first game jam game, a submission to "Jame Game" Game Jam. The theme was "Explosion" and special object was "Box". So I made this game where it is like sokoban but instead you use bombs to move the boxes.
I have many new ideas to add and the game will receive future updates. Let me know your thoughts and any feedback is very much appreciated! Thanks!
Check it out on itch.io (playable on browser and executable) https://hussubro010.itch.io/sokobang
https://redd.it/1p8uj2t
@r_Unity3D
Blind detective VN
https://redd.it/1p8ua56
@r_Unity3D
should i use singletons
after looking for best ways to play sounds i came across singeltons so i decided to take a quick look at it
however after a 30 minutes search i realized apperantly it was a hot topic with many people who loves and hates them . and before i knew it i started checking tutorials and post abput replacing singletons ,singleton alternatives ,why singletons was good and so on before even understanding what they are . giving me headaches about what even im doing
so i wonder . should i use singletons or atleast learn them? and why its so controversial
https://redd.it/1p8i1au
@r_Unity3D
Need SFX for my game
Hi guys, im getting ready for next fest but i need SFX guys. How are you solving your sfx needings? Who and how helping for this things
https://redd.it/1p8eib7
@r_Unity3D
Any tips for making rigged 2D art not feel so Flash game-y?
Being good at animation and good art go a long way, I know. My question is - past that and rigging well- what other tips do you have to make it not look like paper Mario / flash type art when moving?
https://redd.it/1p89f2m
@r_Unity3D
Welp, I just wrote a new programming language in 12 hours...
https://redd.it/1p87tce
@r_Unity3D
I started a tutorial series on unity, i hope to work on it on my free time
https://youtu.be/NJtmdnVr7oA?si=88tVIRh5rtv8mdmt
https://redd.it/1p83ss5
@r_Unity3D
Our first reviews 😂
https://redd.it/1pa0g2n
@r_Unity3D
Working on 100% scientifically accurate lunar tide physics for my space and reality bending game
https://redd.it/1p9sstd
@r_Unity3D
using UnityEngine;
public class Player : MonoBehaviour
{
public float jumpForce = 5f;
Rigidbody2D rb;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
rb.velocity = Vector2.up ju
using UnityEngine;
public class Player : MonoBehaviour
{
public float jumpForce = 5f;
Rigidbody2D rb;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
rb.velocity = Vector2.up \ jumpForce;
}
}
}
https://redd.it/1p9nos9
@r_Unity3D
Its Easier To Use Sphere Colliders And AddForce Rather Than Using Wheel Colliders In Unity 5
https://redd.it/1p9g0r5
@r_Unity3D
Looking for feedback on my free 2D item pack
https://donjuanmatus.itch.io/marginalitempackfree
https://redd.it/1p9hu2d
@r_Unity3D
I made a procedural animation!
https://redd.it/1p982zo
@r_Unity3D
UI Text On a Gameobject
Hello,
I made a blank sign asset. I want to be able to write any text on it.
My thought was using UI Text but I can't keep it to scale or on the sign when I adjust the scene and game panels, the text moves all over the place.
So my question is how would I go about doing this? I've searched and searched and I cannot gewgle well. My gewgle was futile.
Thanks for reading and I appreciate in advanced any help that's offered. Take care!
https://redd.it/1p92wvt
@r_Unity3D
[FOR HIRE] Low Poly 3D Artist (Props/Objects/Hard-Surface) - Looking for Work
https://redd.it/1p8tbt0
@r_Unity3D
Plugin Development for Unity
https://redd.it/1p8vgg4
@r_Unity3D
They say "Singletons are bad"
Hi, folks.
I see a lot of confusion in this sub about singletons.
“Singletons are bad, use DI, Service Locator, ScriptableObjects instead,” etc.
Because this comes up so often, here’s a short clarification.
# Singletons are not the problem
You absolutely *can* use singletons in your code. In fact, many game systems are **naturally unique by design**: input, audio, save systems, configuration, analytics, and so on.
The definition of the singleton pattern (from Wikipedia) is simple:
it restricts a class to **one instance** and provides access to it.
Notice what’s missing:
* Nothing about Unity
* Nothing about `Awake`
* Nothing about `DontDestroyOnLoad`
The “classic Unity singleton” is just **one implementation**, not the pattern itself.
# “Alternatives” often create singletons anyway
# Dependency Injection
Using DI does not magically avoid singletons.
builder.Register<IScreenService, ScreenService>(Lifetime.Singleton);
This is still a singleton, just managed by a container instead of a static field.
The difference is not **quantity** (still one object), but **control**:
DI makes dependencies explicit, testable, and replaceable.
# Service Locator
This usually ends up the same: one globally accessible instance. But now service locator ensures that you have only one instance
# Scriptable Object Services
Same concept again: one shared instance bound to the game - still a singleton, just owned by Unity instead of code.
# The real problem is not “singleton” - it’s global state
What people actually hate is:
* hidden dependencies
* unpredictable lifetime
* rigid coupling
* untestable code
* unclear ownership
These are **not properties of the singleton pattern itself** \-
they are consequences of **poor implementation choices**.
DI singletons and global static singletons are not equivalent in architecture.
They differ in:
* testability
* flexibility
* clarity
* ownership
* substitution
They are equal only in one sense: *there is one instance.*
# Can you avoid singletons entirely?
Yes, technically.
But many games naturally evolve toward systems that behave like singletons - because some services **should** be unique.
The goal is not to eliminate them.
The goal is to make them:
* explicit
* scoped
* testable
* understandable
# Final thought
Great games ship with “classic” singletons all the time(Pillars of Eternity, Outward, West of Loathig, you-name-it).
It’s not heresy. It’s reality.
Architecture is not about avoiding patterns.
It’s about choosing tradeoffs knowingly.
Singleton is not the enemy.
**Uncontrolled global state is.**
Hope this helps.
https://redd.it/1p8rbe0
@r_Unity3D
Does this trailer look professional?
https://youtu.be/yO5YeHRlI1E?si=Uhr8M_ZAvmUS1Pr-
https://redd.it/1p8l05f
@r_Unity3D
Color Line: Bubble Trouble - puzzle game
https://redd.it/1p8ej8n
@r_Unity3D
The asset is updated
https://redd.it/1p89pc4
@r_Unity3D
Sprite Sizes
I’m currently working on a side scroller pixel art game and i’ve decided to go with normal art, something like “ Nine Sols “. So i was wondering what the sprite’s size’s is gonna be for ( Character, Tile sets, Backgrounds, Prop ). I used to use 64x64 for characters and tile sets when for pixel art.
https://redd.it/1p86hxl
@r_Unity3D
I published my first game's steam page!
This game is the one I am the most proud of, I have been working on it for a very long time now as I'm solo and currently 18, most of my available time was spent to work on it for maybe 3 years+. Thanks to my family and friends that helped me keep up the work!
Tell me what do you think of it!
You can check it out on steam here :
https://store.steampowered.com/app/4174380/Echoes\_Runner/
And here's my youtube to see some gameplay :)
t0rti_games">t0rti" rel="nofollow">https://www.youtube.com/@t0rti\_games
https://redd.it/1p8368d
@r_Unity3D