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r/Unity3D

Help with code
https://redd.it/1pj2nqu
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What’s the best character or avatar SDK you’re actually using right now?

Trying to level up my character stuff for some Unity projects goin into 2026, but every dev I talk to, swears by some totally diff system. So I’m like alright, guess I’ll just ask the Unity crowd since yall usually have the most battle-tested takes lol.

What’s the best character or avatar SDK you’re actually using right now? I’ve messed with a few but none of them really clicked. Ready Player Me comes up a lot, Mixamo is ok for quick junk, and I’ve seen ppl mention UMA or CC4 but idk what’s actually good for real games anymore.
Lookin for something solid, customizable, not a total setup nightmare, and doesn’t tank perf. Bonus if it works across diff render pipelines without everything exploding.

So yeah… what’s my best option here? Open to try anything

https://redd.it/1pimhlg
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New Unity Hub Update: ARM64 fixes, Linux stability, and improved project management.

**New Unity Hub update just dropped, and there are some massive Quality of Life improvements in here.**

https://preview.redd.it/pl8har22xa6g1.png?width=2752&format=png&auto=webp&s=23ddeb1756becaed77258902d3524e8ee1ead7fe

For anyone who juggles a day job and personal projects, the new **"Switch account"** feature is a lifesaver—it logs you out of Hub and Web simultaneously so you can swap organizations instantly.

**Other big wins:**

* **No more phantom projects:** If a project is missing, it now actually says "Project not found" (with an option to remove it) instead of lying that it’s "Already open in Editor."
* **Window Control:** Windows/Linux users can finally choose if hitting the "X" button minimizes to the tray or actually quits the app.
* **Template Search:** You can search templates by description now, not just the title.

Full release notes 3.15.3 : [https://unity.com/unity-hub/release-notes](https://unity.com/unity-hub/release-notes)

https://redd.it/1pisx14
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r/Unity3D

They told me to "use my head" to hack. So I made a mechanic where you literally headbutt the keyboard.
https://redd.it/1pim3yx
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r/Unity3D

Problem with WebGL and unity input system

So my game has a jump button and once it is released I run some code. That released feature is working in the editor, but isn't when published as a web game with webGL. I have tested this with new programs that are simpler and still this problem seems to come up.

I also did a test with onFootActions.Jump.isPressed() and the isPressed() does not turn off at the right moment like it does in the editor (I don't know if that is even relevant, but still)

This is the code in the InputManager (simplified to only the inputs that matter here):

using UnityEngine;

public class InputManager : MonoBehaviour
{
private PlayerInput playerInput;
private PlayerInput.OnFootActions onFootActions;
private PlayerMovement playerMovement;

private void Awake()
{
playerInput = new PlayerInput(); //(This is the input class)
onFootActions = playerInput.OnFoot;
playerMovement = GetComponent<PlayerMovement>();

onFootActions.Jump.started += context => playerMovement.JumpStarted(); //(this works)
onFootActions.Jump.canceled += context => playerMovement.JumpCanceled(); //(this doesn't work)
}

private void OnEnable()
{
onFootActions.Enable();
}

private void OnDisable()
{
onFootActions.Disable();
}
}

Here is the code of the player movement (again not how the real script looks (it is waaayy longer)):

using UnityEngine;
using UnityEngine.SceneManagement;

public class PlayerMovement : MonoBehaviour
{
public void JumpStarted()
{
// This code runs fine in the web build
}

public void JumpCanceled()
{
// This code doesn't run in the web build
}
}

It works perfectly in the editor, but once it is ran in the browser it doesn't (only the canceled part, the started works just fine)
I checked if maybe it did get called and something in the function was broken, but it wasn't so I'm quite sure that it is a problem with the .canceled not being called.

I don't know why this is and how I can fix this, please help

https://redd.it/1pin02j
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After 1 year of hard work, we finally released the trailer for our 2D action-puzzle platformer, 'The Rusted'. We are really excited (and a bit nervous) to hear your thoughts!
https://redd.it/1pi7rm8
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Need help with blurry pixel font
https://redd.it/1pi9qek
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What is the best way to create UI Popups for games?

I am implementing a Popup Manager in my economy based tool. The popups inform the user about purchases, trades (completed or failed).

Right now the pop ups are instantiated in a fixed position on the screen but they overlap each other when multiple appear (buying a item 5 times in a row). I want to remake popups to be more presentable and clear for the user.

I am thinking of using a scroll view and adding the popups as content of the view in order to display them in order. Popups will fade away and remove themselves from the view making room for the next popups that may appear.

What do you think of this approach? How have you handled Popups in your games and what is the best approach you would recommend?

https://redd.it/1pi8fm7
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I'm working on a puzzle game called "CD-ROM". Players try to find passwords hidden inside shareware CDs of 2000s.

https://redd.it/1pi759k
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Cell Based Culling, a common technique used in vegetation rendering, where objects are fitted into cells and culled at once, greatly reduce the cost for frustum culling.
https://redd.it/1phwrpj
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Who wants to help playtest my game?
https://youtu.be/TVxNadzw2lA?si=_dyDTufkATHuRqm_

https://redd.it/1pi1qmt
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Bug when running game after Build

So, game (2d platformer ofc im noob) works pretty ok in Simulator and otherwise in Editor so in order to amuse myself, I build it (did not touch any build settings whatsoever). Anyways, game does not work well as build. Character just falls through level eternally. Where i seen this bug? Yeh everywhere, so no shame.


Anyway, how do you debug a game after build? Any common reasons why 2d pixelboi falls through level in build but not in editor/simulator?

https://redd.it/1phkfro
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My diving system still hasn't improved -_-'

https://preview.redd.it/d5y02egy7e4g1.png?width=1919&amp;format=png&amp;auto=webp&amp;s=cc5bbb059eb4b1aaf1837a138b04dd866a62c5a7

https://preview.redd.it/gf14lz878e4g1.png?width=1919&amp;format=png&amp;auto=webp&amp;s=c04bbf03d8cd4e446168ed202ca15d9483b5340d

https://preview.redd.it/wuu4ubke8e4g1.png?width=1919&amp;format=png&amp;auto=webp&amp;s=36447d53d5cc0e132d96999d9b1b5d357a47525b

https://preview.redd.it/mdrbqwkf8e4g1.png?width=1919&amp;format=png&amp;auto=webp&amp;s=e57fc352155be0dc5347d1cea8e7b587b400054c

https://preview.redd.it/hiiqa209ce4g1.png?width=1919&amp;format=png&amp;auto=webp&amp;s=ae45b0cf24166d3ba09d214b9b940c084301f226

https://preview.redd.it/h22kvq7ace4g1.png?width=1919&amp;format=png&amp;auto=webp&amp;s=af850b880c9212785de14182a69504c10f376ce5

https://preview.redd.it/p942w8hbce4g1.png?width=1919&amp;format=png&amp;auto=webp&amp;s=998773922b81c3bd50e975c24c6b50ab603f307d

Well, as you will have understood if you have already taken a look at my previous post, my character has a diving system that only works when you press Shift as soon as you jump into the air (with the Z key), and while the character dives and reaches the ground, he remains frozen unless you press Z again. The problem is that I can only do this once after pressing “play” to start the game. Once I've dived once and pressed Z to stop being frozen, I can no longer dive with Shift when I jump, even though I want to be able to do it as many times as I want. So I followed the advice of some of you, but it didn't change anything!

So I ended up wondering if it wasn't a problem related to the inspector. So I'm sending you photos of the inspector for the two GameObjects concerned, as well as those of their “children”.

https://redd.it/1paigni
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Building a 2D Game (Awesomenauts x Street Fighter x MOBA). Looking for feedback on systems + workflow.

https://preview.redd.it/elnn13eosd4g1.jpg?width=3062&amp;format=pjpg&amp;auto=webp&amp;s=108dd268667c3e8fb4b26ef17b654ed85b886c9c


Hey everyone,
I’m working with a small team on a 2D PvP multiplayer project in Unity, and I’d love some feedback from other devs who’ve tackled similar challenges.

* **Fast, responsive movement** (air control, dashes, cancels)
* **Character-based PvP** with unique kits
* **Objective / lane pressure** but simplified for shorter matches
* **Server-authoritative multiplayer**
* **A mix of hitbox / hurtbox combat** with cooldown-based abilities

We have a rough demo working, but it’s early and not polished — we’re mainly making sure the *core feel* and *combat systems* land before we move deeper.


BLUE SKY SAGA — Kickstarter campaign launching soon!
👉 [https://www.kickstarter.com/projects/1142068817/blue-sky-saga](https://www.kickstarter.com/projects/1142068817/blue-sky-saga)

Follow us for updates:
📘 Facebook: [https://www.facebook.com/BLUESKYSAGA](https://www.facebook.com/BLUESKYSAGA)

📷 Instagram: [https://www.instagram.com/blueskysaga/](https://www.instagram.com/blueskysaga/)

🎮 Free Android Demo:
👉 [https://blueskysaga.dvtc.ee](https://blueskysaga.dvtc.ee)

https://redd.it/1pagb8p
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Tornados : 2D Sprite sheet 16 Elemental types

18+ Tornado's of all elements types

ready to used in your game get them for free

best used in 2.5D games and 2D games 

Right way https://creasta.itch.io/18tornados-pixel-sprite-sheet-2d

https://i.redd.it/mbgmgv2ohc4g1.gif



https://redd.it/1pac4ev
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Map selection UI concept from my upcoming game . How's it looks ? Need feedback
https://redd.it/1pj302f
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Turning Unity into a sketch artist (part two)

https://redd.it/1pigi2h
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UI question - Something feels off but I can't figure out what...

https://redd.it/1piymg9
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Here is a new screenshot from my noir-detective RPG! What do you think?
https://redd.it/1pio3ci
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New NPCs for our game "Prickles"
https://redd.it/1pilsxr
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What object

https://redd.it/1pihrca
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Help me come up with new updates please :)

https://redd.it/1pif3ha
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After 1 year of hard work, we finally released the trailer for our 2D action-puzzle platformer, 'The Rusted'. We are really excited (and a bit nervous) to hear your thoughts!
https://redd.it/1pi80jd
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r/Unity3D

changing font style in monoscript

losing my mind on this, but how do I change incoming text in an input field to be bold/italic/underlined when clicking the appropriate toggle using scripting?

https://redd.it/1pi5z9u
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How can I recreate this cloth effect in Celeste?

There are torn banners hanging from the roof in this Celeste level that are fluttering in the wind: https://youtu.be/cX9NJPwseIQ?t=202

This is a single sprite that's being animated. Can this be done using a shader? A sprite skin perhaps? I've got a grass shader that's somewhat similar, but it doesn't have that clean-cut pixel appearance.

https://redd.it/1pi3as6
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Turning Unity into a sketch artist

https://redd.it/1phrdb2
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I put a Dev Console / CLI in my Game!

In-Game Command Line Interface



https://redd.it/1phs1cv
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why this happens?
https://redd.it/1pagymp
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Importing from Aseprite

I have a ton of pixel art animation frames in Aseprite - I've made an export script that generates per-tile .aseprite files from a master tileset (each file is one animated tile).

When I import those .aseprite files, Unity auto-generates animation clips and an animator controller, and this is perfect for what i need, but both are read-only. They all work great, I just can't edit.

I tried duplicating the clip and controller and that works until i restart Unity - then back to default.

Is there a way around this without manually importing/slicing all my spritesheets?

https://redd.it/1pae73t
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Getting a 2D Light Mask Texture (ShapeLightTexture03 or something equivalent) in Full Screen Shader Graph

I’m trying to achieve a shader effect where the unlit, dark sections of my screen will have a noise texture offset by time to achieve kind of like a static effect.
Currently I have a full screen shader with just the noise part done but i cant figure out how to get a mask that masks out the lit and unlit parts (a light mask). I read online and found similar shader effects using _ShapeLightTexture0–3, but that seems to only work in Sprite Unlit Shader Graph.
Reference 1

Discussion Link


Is there any way to achieve this in a full screen shader or is there any workaround for this? Thanks.

https://redd.it/1pab4nn
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