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r/Unity3D

Glass prism shader, with backface refraction.

https://redd.it/1qr44re
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I'm working on a book on TextMesh Pro: Foundations, use-cases, edge cases (for example during localization), also including a crashcourse in game-centric typography. Currently about 170pages in and would love to hear which topics you'd want to see!

Hi there =)

As the title mentioned, I'm writing a book on TextMesh Pro. Not just a guide like the ones I did [on other parts of the UGUI system](https://christinacreatesgames.itch.io/), but one big book focusing on working with the toolset. I'm packing it to the brim with design knowledge, explanations and examples, trying to add as much info about any given button/field/feature/system as I can - it currently sits at around 50k words after the first two drafts. I came to game design as a designer and teacher and proper typography and explaining concepts is something dear to my heart.

I'd love to hear from you which topics would be important for you to find - I already spoke with several developers who told me about the headaches they faced, worked on contracts where I saw some *adventurous* experiments and coached lots of hobby developers about proper typography (and I have a playlist of 22 videos on TextMesh Pro on my [youtube channel](https://www.youtube.com/watch?v=gVialGm65Yw&list=PLg0yr4zozmZX0dJZ-XNa4v0i_kAVx2sfY)).

All of what I learned is bundled within, but I know it's easy to miss the forest for the trees and I'd love to know if I missed something obvious before starting the layouting process.

This is the current outline - feel free to ask questions and put topics on my radar you don't find in here yet! I'm not listing every subchapter, but grouping them together.

* Crashcourse Typography
* Why knowing the basics will help you create better UI
* How to tie your texts together with the visuals of your world
* Working with design sheets
* Basics of the anatomy of typography
* TMP foundationals
* Getting started with no prior knowledge
* Creating Font Assets and setting it up
* The TMP component(s) and its features
* Core functionality and good practices
* Use cases
* Emoji, Sprites, interacting with text box contents, materials and shaders, parallax text, unicode,...
* Production concerns
* Localisation (Europe-originating languages, Chinese, Japanese (If you are a dev who localized or primarily used arabic or another rtl language, I'd love to speak to you!))
* Peroformance

I know some people are absolutely fine with just the documentation (though I have to say, the TMP one doesn't rank high in my list of good documentations) and would never consider getting a book on it. Work with whatever supports you the best :) But I know that written materials that give examples and general surrounding knowledge are awesome and fill niches videos and technical documentation can't adequately cover.

Would love to hear from you!

https://redd.it/1qr1ydj
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r/Unity3D

public void OnJump (InputValue value)
{
if (value.isPressed)
{
jumpPressed = true;
jumpReleased = false;
}
else //if the jump button has been released
{
jumpReleased = true;
}

}


private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);
}
}



https://redd.it/1qr01dd
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Novice here, how do you guys use the New Input System

now i've been making small-scale games for about a year and have never really used the new input system (I also hadn't bothered updating unity for a while so only started using unity 6 about 4 months ago) and I really haven't worked with it much. Now that I'm starting to make a larger game (a 2d zelda style game), I tried looking into using the unity NIS and it has been a struggle. I've kinda gotten overwhelmed and all the tutorials I find seem to have a different way of explaining how to do the same thing without actually explaining why they do one thing the one way and I haven't found a good explanation on how each of these systems work. (except for the inputmaps, I have that down but the programming side is my issue) So far I have made 2 different top down player movement systems (no reason why one is better than the other) and mouse tracking but that is about it.

So do you guys have any good tutorials or explanations you guys can point me towards because I'm unsure whether its just a comprehension issue, bad searches or if I'm just doing it all wrong.

https://redd.it/1qqvl2j
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We literally ALL started out like this...(OC)
https://redd.it/1qqqafc
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Real fireworks rocket vs frozen river ice - ice explosion in our Unity game!

https://redd.it/1qlxb1m
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r/Unity3D

Fast travel.
https://redd.it/1qlr9fh
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I made a Photoshop-style "Drag & Pull" Guide system for Unity 2D (50% Launch Discount)
https://redd.it/1qlkuzu
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My first game is live on the steam store!!!!!
https://redd.it/1qlf4r1
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Made my first devlog!

Hey good people of reddit,

This past month I've been getting into game development. As a complete noob in coding and art, I decided to document my journey through devlogs. Tonight, I uploaded my first ever devlog, and video, to YouTube. It feels pretty exciting to finish something.

I wont be posting a link or anything, I dont wanna be that guy. Lets just hope it gets pushed in the right direction of the algorithm :).

From time to time, I'll try to make a post on here to keep you guys posted on my games progress. If you're really eager to watch, PM me to get the video.

Have a good friday and cheers!

https://redd.it/1ql3rrw
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I made the game from those "fake ads"

https://redd.it/1qkymnm
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We’re making a medieval pinball game with roguelite deckbuilding – our free demo is now out on Steam!

https://redd.it/1qkrbdp
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Some tricks to improve gamefeel on attacks~

https://redd.it/1qkoawl
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Method hit twice when using the Enhanced Touch, Simulator and Simulate Touch

Can anyone please tell me why, when using Enhanced touch with Simulator and the Simulate Touch with mouse set the following code gets hit twice? I have looked everywhere and am at a loss as to how to work around the issue. Thank you in advance.

void Update()

{

if (Touch.fingers.Count > 0)

{

if (Touch.fingers[0\].isActive)

{

Touch myTouch = Touch.activeTouches[0\];

\#if UNITY_EDITOR

if (myTouch.screenPosition.x == Mathf.Infinity)

return;

\#endif

DetectHit(myTouch.screenPosition);

}

}

}

https://redd.it/1qkmpsf
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The pain never stops, it only dulls
https://redd.it/1qkhiqz
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Playing with Different Grass Patterns

https://redd.it/1qqe5t0
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My Physics Puzzle Game 'Orbs Orbs Orbs' is 60% Off On Steam!
https://store.steampowered.com/app/3623400/Orbs_Orbs_Orbs/

https://redd.it/1qr1ahy
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variable jump height

wanting to make variable jump height, (following along a tutorial in the hopes to get started), however im not sure where I went wrong when trying it

it does a normal full jump each time instead of lesser jump when hitting space

(extra details include using new input system, and unity 6.2)


The upside is, that it doesnt seem to be messing with the code in bad way aside from making the player doing an extra jump when landing on the ground from spamming space bar

using UnityEngine;
using UnityEngine.InputSystem;

public class Player : MonoBehaviour
{
[Header("Components")]
public Rigidbody2D rb;
public PlayerInput playerInput;
public Animator anim;

[Header("Movement Variables")]
public float speed;
public float jumpForce;
public float jumpCutMultiplier = .5f;
public float normalGravity;
public float fallGravity;
public float jumpGravity;

public int faceDirection = 1;


// tracking inputs
public Vector2 moveInput;
private bool jumpPressed;
private bool jumpReleased;

[Header("Ground Check")]
public Transform groundCheck;
public float groundCheckRadius;
public LayerMask groundLayer;
private bool isGrounded;


private void Start()
{
rb.gravityScale = normalGravity;
}

void Update()
{

Flip();
HandleAnimations();
}


void FixedUpdate()
{
ApplyVariableGravity();
CheckGrounded();
HandleMovement();
HandleJump();
}


private void HandleMovement()
{
float targetSpeed = moveInput.x * speed;
rb.linearVelocity = new Vector2(targetSpeed, rb.linearVelocity.y);
}

private void HandleJump()
{
if (jumpPressed && isGrounded)
{
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpForce);
jumpPressed = false;
jumpReleased = false;
}
if (jumpReleased)
{
if (rb.linearVelocity.y > 0) // if still going up
{// lesser jumps with code below thanks to jump cut multiplier * the Y of rigidbody velocity
rb.linearVelocity = new Vector2(rb.linearVelocity.x, rb.linearVelocity.y * jumpCutMultiplier);
}
jumpReleased = false;
}
}


void ApplyVariableGravity()
{
if (rb.linearVelocity.y < -0.1) // falling
{
rb.gravityScale = fallGravity;
}
else if (rb.linearVelocity.y > 0.1) //rising
{
rb.gravityScale = jumpGravity;
}
else
{
rb.gravityScale = normalGravity;
}
}


void CheckGrounded()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
}

void HandleAnimations()
{
anim.SetBool("isJumping", rb.linearVelocity.y > .1f);
anim.SetBool("isGrounded", isGrounded);

anim.SetFloat("yVelocity", rb.linearVelocity.y);

anim.SetBool("isIdle", Mathf.Abs(moveInput.x) < .1f && isGrounded);
anim.SetBool("isWalking", Mathf.Abs(moveInput.x) > .1f && isGrounded);
}


void Flip()
{
if (moveInput.x > 0.1f)
{
faceDirection = 1;
}
else if(moveInput.x < -0.1f)
{
faceDirection = -1;
}

transform.localScale = new Vector3(faceDirection, 1, 1);
}



public void OnMove (InputValue value)
{
moveInput = value.Get<Vector2>();
}

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Working on a 2 player coop game where you play as two lumberjacks standing on a log and rolling it together

https://redd.it/1qqkp8x
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Metaball dome shields in Unity 2D (URP) - slimes merge shields when close
https://redd.it/1qm36ke
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Working on my creature generator

https://redd.it/1qlu2w4
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Simple pipe animation shader

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

Game feel > realism

https://redd.it/1qlg5si
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Getting Ultima Online's Open World Running in Unity
https://youtu.be/jrBryt3RyCk?si=t4l3YjxdPu_-RZUP

https://redd.it/1qkw1dy
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My cozy typing game where you grow a garden on a keyboard has a demo out on steam. For both PC and Mac.
https://www.reddit.com/gallery/1qky8rj

https://redd.it/1qky988
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What do you think about the idea of a cooperative horror inspired by portals?
Except instead of a portal, it’s a door to other worlds inhabited by terrifying creatures.
I’m launching the first major playtest and would really appreciate your attention.

https://redd.it/1qkws4k
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All In 1 Shader Nodes
https://www.youtube.com/watch?v=EhzIVGkAoyc

https://redd.it/1qkt27p
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Is there any free app i can create my own my 2D character and animate it (template avaliable preferred)



https://redd.it/1qkpzwg
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My game didn’t sell that much, but I still made an artbook and soundtrack DLC to keep the indie spirit alive, because it’s my baby. Livber: Smoke and Mirrors DLCs are now live!
https://redd.it/1qkl0xb
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Playing around with procedural ivy in Unity

https://redd.it/1qkhjow
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