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r/Unity3D

Unity doesn't have a built-in object snapper. So I built one with Shift+G radial menu and keyboard shortcuts

You know this workflow:

Need to snap a wall to another wall. Drag it close. Switch to move tool. Fine-tune. Adjust. Still not perfect. Repeat for every object.



I got tired of it after years of level design, so I built Object Snapper.



What it does:

\- Shift+G → radial menu at mouse cursor (no UI hunting)

\- Hover direction → real-time preview

\- WASD/QE shortcuts → snap without opening menu

\- Multi-object support

\- Surface/center/pivot alignment modes



Manual positioning: 10-20 seconds

Object Snapper: 1-2 seconds



I've been using this for years and finally open-sourcing it.

https://reddit.com/link/1po82pn/video/c8z40f3wpl7g1/player



GitHub: https://github.com/AFreoN/object-snapper

MIT licensed - completely free 🔓



What other basic Unity features are you shocked still don't exist?

https://redd.it/1po82pn
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Morrowind inspired RPG

https://redd.it/1po68ms
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Android closed testing — quick playtest, honest feedback needed

I’m running a short closed Android test for an indie arcade game and need a few more testers.

How to get in:
👉 Join the Google Group: https://groups.google.com/g/turdly-testers
👉 The Google Play testing link is pinned at the top of the group

What I need feedback on:

Controls
Difficulty curve
UI clarity
General fun factor

Low commitment. Any feedback helps.

https://redd.it/1po64ae
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Animation from Spine2D got disturbing Artefacts around images in Unity using MipMap

https://redd.it/1po1fc3
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Working on some visual ideas for a skill tree
https://redd.it/1pnzy5f
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I’ve been working on my indie game Planet Pals 🌌🪐 — would love some feedback!
https://www.reddit.com/gallery/1pnwim3

https://redd.it/1pnwmnx
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Mighty Man (Working Name)
https://redd.it/1pnrtt5
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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

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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
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Here’s a scene from the game. Thoughts?

https://x.com/kuarkgames/status/1999170188495978955

https://redd.it/1pk3m8e
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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
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Ideas and good practices when teaching controls to the player?
https://redd.it/1pjtt4o
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Code Monkey’s 25 for $25 bundle (FOR A LIMITED TIME)
https://redd.it/1pje8rj
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Tiny Dungeon Generator
https://redd.it/1pjasu2
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We met some cool people on reddit who made this awesome cinematic trailer for our game
https://youtu.be/_xmlO3VITaE

https://redd.it/1pj6oe2
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Finished my modular medieval environment pack in Unity.

https://redd.it/1po9gqx
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Which of these 2 shader assets is better?
https://redd.it/1po8588
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I am building the visuals first instead of the gameplay. Looking for feedback [Arcade Racing & Combat]

https://redd.it/1po2pdv
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Working on a cozy gem mining biome UI. Thoughts?

https://redd.it/1po15f7
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SRP Batcher + Material Property Blocks = RSUV
https://redd.it/1pnxxmy
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Your Opinion on these Changes ?

https://redd.it/1pnu6m7
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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
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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
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Minimalist Unity 2D word game for mobile — devlog + release
https://redd.it/1pk4ff5
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Looking for android playtesters for a casual whac-a-mole arcade game!
https://redd.it/1pjtbh8
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Code Monkey’s 25 for $25 bundle (FOR A LIMITED TIME)
https://redd.it/1pjtcd7
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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
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Skin de primavera para Wilfredo 🌺
https://redd.it/1pjbe8s
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I just reached $1,000 with my free mobile game! Thanks to everyone who has played it ❤️

https://redd.it/1pj50kv
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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
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