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r/Unity3D

Free Textures Stylized Bricks

https://redd.it/1so88lq
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I just created a breakdown video for my character FootIK in Unity
https://redd.it/1so8ka3
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Real Fake Interiors (fancy parallax, made with Amplify Shader Editor)
https://redd.it/1so73rx
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Kamikaze FPV drones in my shooter game

https://redd.it/1snzp70
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Do you like the visual design of status effects in our game?
https://redd.it/1snyr9e
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The two faces of the same coin
https://redd.it/1snwiev
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How to Set Up Animation Parameters in Unity | 2D Game Tutorial #5
https://www.youtube.com/watch?v=l0-l-DwDIxs

https://redd.it/1snsv0u
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Designing a "Parcel Info" UI for my icy gem-mining biome. Is it too busy or just right?

Hey everyone! I’m working on a cozy mining game and just finished the mockup for the biome info panel. I wanted it to feel like a magical field guide or a surveyor's notes, but I’m worried there might be a bit too much "data" crammed into one window.

**My Workflow:**

* **Art Style:** I went for a hand-drawn look with heavy outlines to match the environment art.
* **Tools:** Sketched the icons and layout in Figma, then used [**arteditor.art**](http://arteditor.art) to refine the textures and the "Gem Color Range" gradient to make sure it felt vibrant against the purple.
* **Implementation:** Planning to use **Bezi Actions** to bring this into Unity, specifically to see if it can handle the nested icons and layout groups without me losing my mind.

**What I'm curious about:**

1. **Readability:** With the "Expected Gems Rate" at the bottom, does it feel clear what the arrows mean, or should I add labels?
2. **Visual Balance:** Does the purple panel feel too "heavy" compared to the bright ice background?
3. **The "Carat Range" UI:** I tried to make the slider feel unique—does it actually look like a slider to you?



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

We want your feedback on the Addressables package

Hey folks, your Unity Community Man Trey here.

If you're using the Addressables package in your projects, we want to hear from you. We're running a quick 5 to 10 minute survey to get a better read on the community's experience, specifically around overall satisfaction and usability.

We're looking for perspectives across all skill levels. Seeing how different teams and workflows handle Addressables helps us build a clearer picture of how the package actually performs in the wild.

The survey will be open until August 20, 2026. If you have a few minutes to spare, we'd really appreciate your input.

Thanks!

\-Trey
Senior Community Man @ Unity

https://redd.it/1snearl
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Help with first 2D game

I have to make a game for my intake for school. I have no experience in untiy. I did all the Learning courses. I have to make one level with a playable character for my intake. I was told a 2D game is the best to start as a beginner. Has anybody tips or good tutorials?

https://redd.it/1snf1cn
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I started my first commercial game in 2020 - today it has been released into the wild

https://redd.it/1sn9mqg
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Looking back at our VR project: using animation speed = -1 for return transitions saved us days of work.

https://redd.it/1sn071y
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I'm building a massive RPG Item Pack for the itch community. I'll be releasing new free items every day!

https://redd.it/1sn4j8f
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Should I keep this in the game or remove it…

https://redd.it/1smzq1m
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We added rolling to our blocky adventure RPG

https://redd.it/1smyrzc
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I thought reworking the tutorial would be a drag, but I’m actually having way more fun with it than I expected.
https://redd.it/1so88lg
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Cannonball!

https://redd.it/1so2sxa
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what sprite editor you guys use



https://redd.it/1so6vix
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Finally fixed that "clunky" feeling in my 2D jump. Here’s how.

I used to think my character controller was fine just using if(isGrounded), but the more I played, the more it felt like the game was "eating" my jump inputs. It’s super frustrating when you know you pressed the button, but nothing happens.

I've been digging into how pro games like Hollow knight handle this, and it really comes down to Coyote Time and Jump Buffering. I just put together a quick 4-minute breakdown for anyone else struggling with this.

It’s aimed at beginners and intermediate devs who have a basic jump working but want that "pro" feel. I show how to refactor your code to use timers instead of just physics checks.

Let me know if you guys use a different method for your buffers!

Link in the comment.

https://redd.it/1so1eea
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Is a game like this worth publishing on Steam?

https://redd.it/1snuotn
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We launched a web demo of our game on Itch.io
https://redd.it/1snwdtb
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Designing UI for an Idle TD – Is my flow clear, or too cluttered?

Hey guys! I’m working on a portrait-mode Idle Tower Defense game and I’m hitting the typical "information vs. space" bottleneck.

Screens:

1. Main Menu (Hero/Progression): I wanted a direct path to battle, keeping the 'Play' button massive. I’m focusing hard on the progression elements (Tier, Level, Hero stats). I used **arteditor.art** to refine those coin/energy icons and to mock up the character portrait holder before implementation.
2. Battle Screen (Idle/Gameplay): This is the core loop. I’ve focused on visual clarity (the radius circles) and quick-control elements like the bottom menu and the ">> 3x" speed button.

My biggest design challenge: if the theme is too dark, if the battle too boring??? how to add more fun for battle scene

Implementation Note: To save time, I’m planning on using Bezi to import my finalized layouts directly into Unity. I can’t face manual Rect Transform anchoring for two different screen states.

I'd love your feedback:

1. Readability: How does the battle screen feel? Are the stats too small?
2. Navigation: Looking at Screen 1, is it obvious what the Hero/Workshop/Talent tabs do at a glance?

Looking for brutal honesty from other TD devs!


https://preview.redd.it/024o30goapvg1.png?width=978&format=png&auto=webp&s=f42a82eadc623ddcc6e739916695a99a398e9750

https://preview.redd.it/xb6kojepapvg1.png?width=994&format=png&auto=webp&s=3f7fd097a79dc778ab6780485d8341cc878ad713



https://redd.it/1sntmmt
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My Upgraded Dynamic Cloth Shader ( without physics )

https://redd.it/1snl15e
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📣 This solo Unity developer who currently works at Pixar as a Technical Director is building a VR rhythm game called Sock Puppet Superstar for Quest as an indie project, and over the last week he has been going viral on TikTok!

https://redd.it/1sndxms
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I tried making a spider animation using IK and Animation Rigging to simulate how a spider’s legs move.

https://redd.it/1snc9mm
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My totally historically accurate pirate game has a new trailer

https://redd.it/1sn94bt
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I made two types of textures for one modular asset - Hand-painted in 3DCoat and Real Watercolor on paper.

https://redd.it/1sn2ah4
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C# dev looking for a Unity mentor / codingbuddy
/r/unity/comments/1sn3te7/c_dev_looking_for_a_unity_mentor_codingbuddy/

https://redd.it/1sn3u0d
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shaun the sheep game please help!

Recently for a school project I have attempted to create a Shaun the Sheep game based on: https://www.gameflare.com/online-game/home-sheep-home/ but it is impossible :( Whenever I try to add text using the TextMeshPro it always tells me that there is an error because I haven't downloaded the TextMesh Essentials and the Examples pack even thought I already have.


I cannot see the text whenever I try to open it and I have changed all the settings like font size, colour and placement but it is still invisible. In the font section, it says its blank but when I click to change it, nothing comes up. I have checked and all the TMP files are in my assets folder but it still doesn't work. I have restarted and updated Unity, I have Unity 6, and it won't work even when I reopen and close it again.

It looks like this whenever I try to add anything

Is there any way to fix this?

Thank you!

https://redd.it/1sn0cbm
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How large is your Behaviour Tree?
https://redd.it/1smv0v2
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