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r/Unity3D

I ported my ML-based locomotion system to WebGL to make a browser demo!

https://redd.it/1t5r58u
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r/Unity3D

Finally added bots to my Source-style Unity game after 3 weeks of pain 💀

https://redd.it/1t5oy59
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r/Unity3D

I went a little overboard with my weird main menu idea

https://redd.it/1t5ggys
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r/Unity3D

What's the smart way to handle level design between blender and unity?

Hello,

I am a newbie in game development using engines.

I am currently entirely focused on Blender and creating 3D assets, mostly because I work as a software developer, so I enjoy the artistic side more for now.



I was wondering what the workflow looks like between Unity and Blender for level design. Say I want to create a city level. Would you model the entire streets and environment in Blender and then import everything into Unity to build the gameplay around it? Or is it better to create many individual assets and then assemble them inside Unity?



If I go the modular asset route, I am also wondering how to handle things like concrete textures or fine details on buildings. I know Unity and Unreal handle imported assets differently, so I am curious about the specific quirks of bringing Blender assets into Unity and what to watch out for.



Since I am still focused on Blender at this stage, I do not have a clear picture yet of what Unity is actually capable of when it comes to building levels with custom assets.

https://redd.it/1t5oiha
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r/Unity3D

How I cut a Unity UI panel rendering from ~28ms to ~0.28ms - and the UX fix that mattered most

https://redd.it/1t5f3rr
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r/Unity3D

Finally made a water slide in an RPG! a life long dream achived!

https://redd.it/1t5a1a0
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r/Unity3D

How can i make this look better lol

https://preview.redd.it/9p9ao6dbyizg1.png?width=1074&format=png&auto=webp&s=d20f9c067fe8428548f4a767da5365fefafe8bd0

Tried adding vignette and some lighting but somethings missing and i cant figure it out.



https://redd.it/1t5e13v
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r/Unity3D

Noita-like physics in Unity

https://redd.it/1t58uac
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r/Unity3D

Hand-painted metroidvania in Unity 2D, would love thoughts on the visual direction

https://redd.it/1t58n0c
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r/Unity3D

Don’t make this rookie mistake when publishing your Unity game to Google Play

This is mostly a vent, but hopefully, it serves as a cautionary tale for anyone publishing to the Play Store. I work as a professional Android developer (15+ yoe) by day and a hobbyist Unity dev by night (+10 yoe). You’d think that with such experience publishing a "dead simple" mobile game made in one week (spread over several months by squeezing in an hour of work here and there on certain days) would be a breeze.

Wrong.

Even though development went really fast, the publishing process kept me in Google Play Support hell for a month.

Internal tests did not show any issues with the game, so I’ve uploaded the AAB, hit production release, and… it was immediately rejected. The rejection message was quite lengthy, packed with links to various quality policies and boilerplate statements like: “we do not accept apps that crash or do not function properly”, “fix any issues and upload a corrected version”, and so on. It also included a line that supposedly explained what specifically was wrong with the game:

>“For example, your app does not open or load.”

In the attachment there was a screenshot, allegedly proving that the game failed to open or load. Yet, the screenshot clearly showed the game’s title screen. So, it did load and open (although it was missing touch UI buttons but this turned out to be a red herring).

What followed, was a nearly month-long Kafkaesque ordeal of trying to get a straight answer out of Play Store QA and Support. I sent videos of the game booting and running perfectly on physical devices. I asked for details on their test environment. I appealed.

In return, I was hit with an endless loop of canned responses. QA just kept copy-pasting the exact same boilerplate text with links to privacy policies, while Support swore they were “working tirelessly” to resolve my issue.

At one point, I was so convinced their automated testing was running on some weird unsupported hardware that I went into the Play Console and manually filtered out 1,068 chipsets (excluding over 18,000 models of Android devices).

It did absolutely jack shit. Rejected again. Same copy-pasted email.

Finally, a tiny clue slipped through in one of Support’s template emails: "alert users if a button or function might return zero results".

Late at night, it finally clicked. I realized two things:

1. Android phones have a native hardware/gesture BACK button, which users expect to close the app or go back a screen when on the main menu,
2. Unity intercepts the Android BACK button and treats it exactly like pressing the ESCAPE key on a PC keyboard.

The second point is important because my game automatically supports keyboard, gamepad, and touch UI controls and pressing ESCAPE is used to pause the game.

I grabbed my phone, booted the game, and pressed native BACK on the title screen. Nothing happened.

Because I had been using the native HOME swipe/button to exit the game during all my playtests, I completely missed that the BACK button was dead on the main menu so there was no way to return to home screen. Apparently Google’s QA were spamming the BACK button, seeing no result, and flagging the app as “frozen” or “broken”.

The very next morning, I fired up Unity, opened the code editor, and added exactly one line of code at the very top of the first script on the initial screen:

Input.backButtonLeavesApp = true;

After that, I created a new release build and uploaded it to the Google Play Console. Three days later, with absolutely zero fanfare and no follow-up from Support, it was quietly approved and published.

A month of emails, manual hardware filtering, and tearing my hair out over Google’s QA and Support cryptic and ultimately unhelpful answers... all resolved by a single line of boilerplate code.

Don’t forget your BACK button logic, folks.

TL;DR: Built a simple game in a week. Google Play rejected it for a month claiming the “app wouldn’t load”, ignoring my questions and sending unhelpful canned responses. Turns out, I

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r/Unity3D

Improvements on my hair shader!
https://redd.it/1t55yq5
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r/Unity3D

THE TILE PALETTE WONT USE THE GRID
https://redd.it/1t52jao
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r/Unity3D

Help please.

where should I start if im a begginer at unity and my goal is to make a rouguelike.

https://redd.it/1t4zsem
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r/Unity3D

Parallel Job issue

    public override JobHandle ScheduleJobs(JobHandle dependency)
    {
        // First we will spawn the debuff like explosion/gas before moving forward if there is anything in the queue..
        while (DebuffSpawnQueue.Count > 0)
        SpawnDebuff(DebuffSpawnQueue.Dequeue());


        int count = EnemyManager.Instance.ActiveEnemies.Count;


        // Need to calculate debuff/Dot dmg multiplier before this.. NOT IN THE SCHEDULE JOB as it doesn't has to run everytime..
        tickJobHandle = dependency; // passthrough if skipped
        if (count > 0)
        {
            var tickJob = new DebuffTickJob
            {
                EnemyDebuffMask = EnemyManager.Instance.EnemyDebuffMask,
                EnemyBurnDoT = EnemyManager.Instance.EnemyBurnDoT,
                BurnTickRate = DebuffDataHashMap[(int)DebuffType.Burn].TickRate,      // needs to be updated how its handled..
                DeltaTime   = Time.deltaTime,
                HitQueue    = EnemyManager.Instance.EnemyHitQueue.AsParallelWriter(),
            };
           
tickJobHandle = tickJob.Schedule(count, 64, dependency);
        }


        // ... the spawn logic should work correctly here before but that's on update on this function... TODO
        collisionJobHandle = dependency;
        if (
debuffTransfromAccessArray.length > 0)
        {
            // JobHandle combinedDepedency = JobHandle.CombineDependencies(dependency, tickJobHandle);
            var collisionJob = new DebuffFormCollisionJob
            {  
                // Debuff
                DebuffPayload =
debuffFormData,
                // // Enemy Data
                EnemySpatialMap         = EnemyManager.Instance.SpatialMap,
                EnemyPositions          = EnemyManager.Instance.EnemyPosition,
                EnemyHitBox             = EnemyManager.Instance.EnemyHitBox,
                CellSize                = EnemyManager.Instance.CellSize,
                HitQueue                = EnemyManager.Instance.EnemyHitQueue.AsParallelWriter(),
                // //
                ElapsedTime             = Time.time,
                DeltaTime               = Time.deltaTime,
                IsDebuffDead            = isDebuffDead,
                DeadDebuffs             =
isDead.AsParallelWriter()
            };
            collisionJobHandle = collisionJob.Schedule(debuffTransfromAccessArray, dependency);
        }


        JobHandle combinedDep = JobHandle.CombineDependencies(
            tickJobHandle,
           
collisionJobHandle
        );


        return combinedDep;
    }

Hey guys so I am working on my first game and I am using Jobs to have some process be done in the parallel. So I have different manager script for each skills (In this case its DebuffManager script) and my JobManager script schedule and complete jobs on all of those.
My DebuffTickJob which calculates tick dmg on enemies and has dependency (dependency is JobHandle of all the previous data complete) and is writing on HitQueue to deal damage. Similarly, my DebuffFormCollisionJob (mainly for explosion/other physical showcase debuffs) is also writing to the HitQueue after its calculation.


The problem is for some reason my CollisionJob needs to wait for my TickJob to be completed to work properly else its giving me an error saying "You are trying to schedule a new job which writes to the HitQueue". But that shouldn't be an issue as these 2 jobs don't have anything linked to each other and should be able to write to HitQueue in parallel..

I am using HitQueue in LateUpdate in my EnemyManager script to do the calculation and deal damage to the enemy and I am also doing other checks there as well. I am just confused on why my CollisionJob has to be dependend on

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r/Unity3D

AI/ML tools that can play Unity2D game?

Hi everyone,

I've created a little game in Unity2D and wanted to automate testing sort of. Basically I'd like to give an AI/ML tool basic infos about the game like how to move and interact with the game world, a little task like go and talk to this NPC and then create a report out of it.

Does something like this exist already or at least some groundwork so I can wire it up myself with code etc? I guess feeding it to an LLM with vision capabilities back and forth is not very efficient?

https://redd.it/1t4t5po
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r/Unity3D

My first character creator in unity
https://www.reddit.com/gallery/1t5tff8

https://redd.it/1t5tx6m
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r/Unity3D

Why does compiling scripts take so long?

Hi all,


I'm really new to unity, and was following a simple youtube video on remaking flappy bird.

However, whenever I save my script in VSCode, and tab back into Unity, the 'compiling scripts' takes a REALLY long time. I just tabbed back in after saving the pipe movement script, and it took 3 and a half minutes to compile.


Anybody know why it may be taking so long?


thanks for any advice in advance :)

https://redd.it/1t5vdci
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r/Unity3D

Combining volumetric lighting and rolling fog with world space voxel based real time global illumination

https://redd.it/1t5qebs
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r/Unity3D

Developing on Windows with iPhone? Hear me out.
/r/Unity3D/comments/1t4vz5f/developing_on_windows_with_iphone_hear_me_out/

https://redd.it/1t5m6pp
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r/Unity3D

I applied Reddit feedback to improve Dissolve Effect

https://redd.it/1t5exs7
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r/Unity3D

Made a big guy that throws job application, does it looks good?
https://redd.it/1t5ge8t
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r/Unity3D

Hey all, I made a Sprite Slicer as my first app!
/r/gamedev/comments/1t51srs/hey_all_i_made_a_sprite_slicer_as_my_first_app/

https://redd.it/1t5d3fo
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r/Unity3D

We are looking for playtesters for the alpha version of our CRPG using FATE RPG mechanics.

https://redd.it/1t58g7o
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r/Unity3D

forgot that Unity doesn’t natively map the Android’s native BACK button to exit the app on the main menu (which is a quality-related requirement). Added one line of code to fix the BACK button. App was approved instantly.

https://redd.it/1t5787g
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r/Unity3D

Deformable terrain prototype

https://redd.it/1t56ci4
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r/Unity3D

Unity Raymarcher Eyeball Shader.

https://redd.it/1t4ttpw
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r/Unity3D

in a top down 2d game whats the best way replicate depth? Like here how when the player is physically in front of the lampost they are in front and when they are behind they are behind, how do i make it so in game as you walk to the front/back you are actually in the front/back

https://redd.it/1t51wb9
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r/Unity3D

TickJob

https://redd.it/1t4yuag
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r/Unity3D

The code for my snow is now open for use!

https://redd.it/1t4hghr
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r/Unity3D

A 22,000 football fields sized maze atmosphere in Unity

https://redd.it/1t4l9yl
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