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r/Unity3D

[FREE DATA_LEAK] D4T4_H3M0RRH4G3 // 100% Organic Melodic Loops (No AI / No Samples)
https://glorytothemachine.itch.io/d4t4-h3m0rrh4g3

https://redd.it/1qsvcdn
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Hi guys, we've just released the next beginner level tutorial in our Unity 2D top down shooter series, looking at how we can add a collectable that gives the player a period of invincibility. Hope you find it useful 😊
https://www.youtube.com/watch?v=tBSG-J_odoo&list=PLx7AKmQhxJFajrXez-0GJgDlKELabQQHT&index=26

https://redd.it/1qssnvw
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I spent 4 months solo-developing a coop paddle Ragegame called "Paddle Paddle Paddle" and it was sold 183,000 times on Steam... Now I became a fulltime indiedev.

https://redd.it/1qshezh
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Ai and NPCs help

Hey, so I got an assignment for my class project in which i should create an NPC in a game (either 3D or 2D but I wanna do in 2D). The main objective is "Integration of Al APIs into a game engine and handling natural language processing in real-time" and main things to involve in it is Speech-to-text input, Al-driven behavior trees, and NPCs that "remember" previous interactions with specific players (in multiple player)

I needed some help in building this game (The concept of the game can be anything) before the end of March (so hopefully time is not an issue)

So can someone please help me in this?

https://redd.it/1qrqy14
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Genius or dumb? I was thinking how to make glass look better in my UI background and made it literally transparent. Is it looking good?
https://redd.it/1qrkpm3
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Added a little stall progression and a character to it
https://redd.it/1qrh1dc
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Need help with visuals.

https://i.redd.it/orje2rx41jgg1.gif

Hi, I've been working on a fishing game the last couple weeks but I still don't really like the way the sand just kind of cuts off into the water. Any ideas on how to possibly change the sprite to make it look better/ replace it with something else?

https://redd.it/1qrcztl
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My 2025 as Part Time Indie Dev in 4 Acts.

https://redd.it/1qr8gvc
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Novice here.Whats the best way to animate 2d characters for a platformer.

I tried to animate using sprite sheets and it's not working properly,some frames are getting animated outside where the player is supposed to be.And is rigging 2d character a good idea? Please help me out.

https://redd.it/1qr5l4n
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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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Thoughts on making a game like ours more grindy? Looking for feedback - Whack-A-Monster
https://redd.it/1qsf1n8
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I finally finished one of the scenarios in my game! 🎉

https://redd.it/1qsf09l
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Drawing forest sprites for my game
https://redd.it/1qrvuue
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How it started VS how its going

https://redd.it/1qredoy
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From 4-Day Jam to a Full Game Project
https://www.youtube.com/watch?v=08bvcim8RAs

https://redd.it/1qrid1s
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Devlog #4 House Gnome Bossfight *Trollvein* — a 2D Nordic mythology platformer

https://redd.it/1qrfdxa
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What issues might this building tileset encounter?
https://redd.it/1qrccg5
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VFX glowing up our enemies

https://redd.it/1qr1yot
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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&amp;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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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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Fast travel.
https://redd.it/1qlr9fh
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