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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
I’ve been working on my indie game Planet Pals 🌌🪐 — would love some feedback!
https://www.reddit.com/gallery/1pnwim3
https://redd.it/1pnwmnx
@r_Unity3D
Mighty Man (Working Name)
https://redd.it/1pnrtt5
@r_Unity3D
I created a CI/CD system (automated builds) for Unity using GitHub Actions.
I made an automated CI/CD system for nearly any Unity project on GitHub that uses GitHub Actions to generate builds. Every time you push to GitHub, a build gets generated!
I tried to make it as simple and easy as possible for anybody to use and hook up with minimal need to alter the existing yaml code.
Here's the example repository if you want to check it out!
https://github.com/Persomatey/unity-ci-cd-system-template/
I'm admittedly a scrub when it comes to DevOps, built a handful of CI/CD systems before for internal projects at my old job using TeamCity, CI/CD for personal projects using GitHub Actions, written some TDDs/guides, etc.. So any suggestions on how to improve this are welcome.
Also, feel free to suggest feature. If they make sense, I'll add them to the future plans.
Lastly, if there's anything in the set up that needs more clarification, especially from newbies, please let me know. I want to make this as seamless as possible for new Unity devs.
## Features
- GitHub Releases
- Builds get submitted to the "Releases" tab of your repo as a new release with separate .zip files for each build.
- Version numbers, last Commit SHAs, and defines are added to the project via a .json file.
- \Assets\Scripts\Versioning\versioning.json in the project which can be displayed in game (on a main menu or something if you want).
- Showcased in the Unity project scene.
- Unity Build Profiles
- Under the buildForAllSupportedPlatforms job, you can change the strategy's matrix and include whatever build profiles you want.
- Showcased in the differences between the built Unity projects, including the defines included in the Build Profiles as displayed in the Unity project scene.
- Supports semantic versioning (MAJOR.MINOR.PATCH).
- Every push increments the PATCH number, with MAJOR and MINOR being incremented maually.
- (Optional) Parallel builds (to speed up development, but may need to be turned off if memory is exceeding what your runner supports).
- Under the buildForAllSupportedPlatforms job, you can change the strategy's max-parallel value accordingly.
- (Optional) Fail fast support, so you're not creating multiple builds if one fails.
- Under the buildForAllSupportedPlatforms job, you can change the strategy's fail-fast accordingly.
- It's set as false by default because sometimes there could be a problem with a single build profile or platform -- but it's there if you're stingy with your runner minutes.
- (Optional) LFS support
- Under the Checkout repository step, change the lfs value accordingly.
- (Optional) Concurrent workflows
- Under concurrency, set the cancel-in-progress value accordingly.
- This is mostly to save on runner minutes, but if you don't care about that, leaving it false allows you to better track down a bug, especially when collaborating with multiple devs or if you have long build times.
## Workflows
### Build (build.yml)
Every time a push is made to the GitHub repository, builds will trigger using the Unity BuildProfiles files provided in the build.yml. This will also increment the PATCH version number. A Release Tag will be generated and the builds generated will be included in your repo page's "Releases" tab.
Build profiles included by default:
- windows-dev: Dev build for Windows with DEV defines included
- windows-rel: Release build for Windows with REL defines included
- linux-dev: Dev build for Linux with DEV defines included
- linux-rel: Release build for Linux with REL defines included
- webgl-dev: Dev build for WebGL with DEV defines included
- webgl-rel: Release build for WebGL with REL defines included
### Versioning (version-bump.yml)
Used to manually version bump the version number. Should be in the format X.Y.Z. All future pushes will subsequently start incrementing based on the new MAJOR or MINOR version changes.
- Ex: If the last
Pixel Sprite Importing and PPU
We are total beginners to Unity and we can't upload our character in its true form. Our character has 75 pixel long height and nearly 20 pixels horizentally. While we upload it into scene it looks distorted. We use pixel perfect camera, our screen has 640x360 resolution. We tried everything. Filter mode point, compression none. I think the problem related to PPU but here's the thing. PPU 32, 16, 64, 75, NOTHING works right except PPU 1. But as you can guess it looks so big that we can only see our characters butt on screen. Me (our pixel artist) fitted everything in aseprite. The scales, props, background everything. We don't want to change our characters scale with PPU. I exported the sprite sheet 1x scaled png. My screen is 640x360, and my character is 75 pixels long. I WANT THAT. I WANT it to be 75 pixels long thats it. I don't understand any of this ppu shit. I don't want to scale my character in PPU measurement. Help pleeeease
https://redd.it/1pk5s91
@r_Unity3D
Here’s a scene from the game. Thoughts?
https://x.com/kuarkgames/status/1999170188495978955
https://redd.it/1pk3m8e
@r_Unity3D
Omni Shader Tools for Unity will end Beta on Dec 18, and we still have one week to create a two-month free license.
https://marketplace.visualstudio.com/items?itemName=amlovey.amlovey-omnishader-vsc
https://redd.it/1pjub21
@r_Unity3D
Ideas and good practices when teaching controls to the player?
https://redd.it/1pjtt4o
@r_Unity3D
Code Monkey’s 25 for $25 bundle (FOR A LIMITED TIME)
https://redd.it/1pje8rj
@r_Unity3D
Tiny Dungeon Generator
https://redd.it/1pjasu2
@r_Unity3D
We met some cool people on reddit who made this awesome cinematic trailer for our game
https://youtu.be/_xmlO3VITaE
https://redd.it/1pj6oe2
@r_Unity3D
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
@r_Unity3D
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
@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
@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
@r_Unity3D
Your Opinion on these Changes ?
https://redd.it/1pnu6m7
@r_Unity3D
version before triggering this workflow is v0.0.42, and the workflow was triggered with v0.1.0, the next build.yml workflow run will create the version tag v0.1.1.
## Set up
1. Find/Generate Unity license
1. Open Unity Hub and log in with your Unity account (if you do not have a current .ulf) then navigate to Preferences > Licenses > Add)
2. Find your Unity_lic.ulf file
- Windows: C:\ProgramData\Unity\Unity_lic.ulf
- Mac: /Library/Application Support/Unity/Unity_lic.ulf
- Linux: ~/.local/share/unity3d/Unity/Unity_lic.ulf
2. Hook up Unity Credentials
1. On your GitHub repo's, navigate to Setting > Secrets and variables > Actions
2. Create three new Repository secrets
- UNITY_LICENSE (Paste the contents of your license file into here)
- UNITY_EMAIL (Add the email address that you use to log into Unity)
- UNITY_PASSWORD (Add the password that you use to log into Unity)
3. Create initial version tag
1. Navigate to your GitHub version tags page github.com/username_or_org/repo_name/releases/new
2. Click "Tag: Select Tag"
3. Set tag to v0.0.0
4. Click "Create"
5. Set "Release title"
6. Click "Publish release"
4. Copy the workflows located in this repo's .github/workflows/ into your .github/workflows/ (create this directory if you don't have one already
- build.yml
- version-bump.yml
5. In build.yml's buildForAllSupportedPlatforms step, include the Unity Build Profiles you want generated
6. In build.yml's Build with Unity (Build Profile) step, set the projectPath variable to your project folder ????????????????????????????????
7. In build.yml's Build with Unity (Build Profile) step, set the unityVersion variable to the version of Unity you're using ?????????????????????????????
- Ensure it uses a version of Unity that GameCI supports on their tags page
8. In build.yml, in the env, set the PROJECT_NAME variable to your project's name.
9. In build.yml, in the env, set the UNITY_VERSION variable to your project's Unity version.
10. In build.yml, in the env, set the PROJECT_PATH variable to your project's path.
## Future Plans
No plans on when I'd release these features, would likely depend on my needs for a specific project/boredom/random interest in moving this project along.
- Include multiple workflow concurrency
- Include platform and included defines in .json
- Android build support
- iOS build support
- VR build support
- itch.io CD
- Steam CD
- Epic Games CD
- Slack notifications webhook
https://redd.it/1pnnupn
@r_Unity3D
How to use 3d lights to illuminate tilemaps?
Hello gamers. For my game (a 2d RPG), I'm using a series of tilemaps to create each environment. I'm wondering if there's a way to use 3d lights for them. Based on my limited understanding, the problem is that none of the materials work (I've tried all of the ones present, none of them seem to react to the light at all).
The reason why I want to use 3d, as opposed to 2d, is because I want to use the z dimension in some way. Some tilemaps will be higher up than others, and so I need a light to distinguish between that (for instance, a light at the bottom of a cliffside should get much weaker by the time it reaches the top of the cliff). I also want light to get blocked by walls and other obstacles, and from what I've heard, that is easier to implement with 3d lights as well.
I'm a new unity developer, so I apologize if I am not clear or I misunderstand some things. Please let me know if you have any advice on how to do this, or if there's a better solution I'm unaware of. Thanks :)
https://redd.it/1pk887e
@r_Unity3D
Minimalist Unity 2D word game for mobile — devlog + release
https://redd.it/1pk4ff5
@r_Unity3D
Looking for android playtesters for a casual whac-a-mole arcade game!
https://redd.it/1pjtbh8
@r_Unity3D
Code Monkey’s 25 for $25 bundle (FOR A LIMITED TIME)
https://redd.it/1pjtcd7
@r_Unity3D
MR POLY Community Giveaway – 3 UModeler X 3-Month Licenses for Unity Creators
Hi Unity creators!
We’re hosting a small giveaway for the Unity community.
🎁 Prizes: 3 × UModeler X Pro 3-month licenses
✨ How to join:
1. Visit the Discord event: https://discord.gg/7fC4bbEcwy
2. React to the announcement post with the MR POLY emoji
📅 Event period: December 11–18
🏆 Winner announcement: December 19
This is a chance to try UModeler X, a tool for modeling, mesh editing, UV unwrapping, and texture painting directly in Unity.
Everyone is welcome, including beginners — feel free to join and check it out!
https://redd.it/1pjqmlm
@r_Unity3D
Skin de primavera para Wilfredo 🌺
https://redd.it/1pjbe8s
@r_Unity3D
I just reached $1,000 with my free mobile game! Thanks to everyone who has played it ❤️
https://redd.it/1pj50kv
@r_Unity3D
New art redesign for my card game.
I redesigned some art stuff for the card game i'm making for youtube. Would love some support for the channel. 😘https:\/\/www.youtube.com\/watch?v=j2UjzjksNZ8
https://www.youtube.com/watch?v=j2UjzjksNZ8
https://redd.it/1pj3klr
@r_Unity3D
Map selection UI concept from my upcoming game . How's it looks ? Need feedback
https://redd.it/1pj302f
@r_Unity3D
Turning Unity into a sketch artist (part two)
https://redd.it/1pigi2h
@r_Unity3D
UI question - Something feels off but I can't figure out what...
https://redd.it/1piymg9
@r_Unity3D
Here is a new screenshot from my noir-detective RPG! What do you think?
https://redd.it/1pio3ci
@r_Unity3D
New NPCs for our game "Prickles"
https://redd.it/1pilsxr
@r_Unity3D