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r/Unity3D

Need serious help! Final Fantasy Tactics Shadows?

https://redd.it/1ptw4mi
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animation/animator problem: Animations not playing for some reason but the code for it works.

https://preview.redd.it/ues3faloqy8g1.png?width=1366&format=png&auto=webp&s=e5157f501f93392455f53bf10ec4c7ea564e4c63

basically, theres an interactable object in the game. Upon interacting, the player searches the object for 5 seconds and then has a chance of either finding a key or nothing at all. There's an animation for each prompt. When I tried to play it, the parameters section did tell when the player was searching or when the player found the key or not. But during gameplay, no animations showed up. What goofs could I have made here? Plss let me know.

https://redd.it/1ptvb57
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Multiple global lights vs changing assets brightness

I'm trying to achieve some sort of depth effect by stacking multiple layers in front and behind the walkable path of the player, similarly to Hollow Knight style.

My idea was to create a global light for each layer (7 in total) in order to easily manage brightness levels, but I'm worried it may be overkill. I don't want to manually change the colours and brightness of each asset, so what are my other options?

https://redd.it/1ptrkyl
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towerdefense + roguelite is a good idea?
https://redd.it/1ptgby3
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r/Unity3D

I collected a list of assets I have worked with and recommend checking out (with explanations and links to scenes from videos in which I've talked about them). I hope this is helpful to you during this asset store sale!
https://redd.it/1pt6heu
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Custom SRP 6.0.0: Unity 6.3
https://catlikecoding.com/unity/custom-srp/6-0-0/

https://redd.it/1pt1w7d
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Unity Tip - if you remove textmesh from your project you get the Redacted Epstein files effect
https://redd.it/1pt1q74
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I think, creating a sample scene before developing any mechanic keeps me motivated. What do you have any tactics that motivate you?
https://redd.it/1psxsnf
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I am creating a Dreamcore/Liminal space (horror?) game. What do you think and what could be improvements?

https://redd.it/1psvjje
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We went from 10k to 20k wishlists on Steam in 3 months. Honest update on what actually worked

Hey,

About 3 months ago I wrote about how we hit 10k wishlists in roughly 3 months, right before launching our first demo. Since then we’ve crossed 20,000 wishlists, so we basically doubled in another 3 months.

For context, this is about Mexican Ninja, the game we’re making at Madbricks. It’s a fast-paced beat ’em up roguelike with a strong arcade feel, heavy gameplay focus and cultural influences from Mexico and Japan. Not cozy, not narrative heavy, pretty niche.

Here’s what moved the needle this time.

## 1. Trailers are still doing most of the work

Trailers are still our biggest driver by far.

The main change is that we stopped treating trailers like rare events.

Every meaningful build gets a new cut. Every cut gets pitched again. Press, platforms, festivals, creators, everyone.

This matters because:
- Media needs fresh hooks
- Creators want something new to talk about
- Steam seems to respond better to recurring activity than one huge spike

One thing we changed that helped a lot: leading with gameplay. Our first trailer on the Steam page now starts with actual combat and movement in the first seconds. No logos. No cinematic buildup. People decide insanely fast. If the game doesn’t look fun immediately, they’re gone.

## 2. YouTube and media features now drive most wishlists

Between YouTube features from outlets like IGN and coverage tied to Steam festivals, 60-70% of our wishlists now come from that bucket. Not all festivals perform the same though. Some look massive and barely convert. Others are smaller but perform way better.

We did OTK Winter Expo recently. Good exposure, lower wishlist impact than expected. Still insanely happy we were part of it. Just not a silver bullet. Big lesson here is to track everything and not assume scale = results.

## 3. We started obsessing over the Steam page itself

This is something we sort of underestimated early on.

We now constantly monitor:
- Steam page CTR
- Unique page views
- Wishlist conversion rate
- Where traffic is coming from and how it converts

When CTR is bad, it’s usually a capsule or trailer issue. When conversion is bad, it’s usually a clarity issue.

We iterate on the storefront a lot:
- Rewrite copy
- Swap screenshots and GIFs
- Remove anything that doesn’t instantly communicate the game
- Make the page skimmable

The goal is simple: someone should understand what the game is in 3-5 seconds. If they have to read paragraphs or scroll too much, we already lost them.

We also lead with our best trailer. Older / weaker ones get pushed down or removed entirely. The first thing people see matters way more than having lots of content.

## 4. Demo updates became recurring marketing beats

Originally the demo felt like a one time milestone. Now it’s more like a living product.

Every demo update becomes a reason to:
- Reach out to press again
- Email creators again
- Post on Reddit, Steam, Twitter, etc.
- Line it up with playtests or festivals

Even small updates are enough if there’s something visually new to show. Steam seems to reward this cadence pretty consistently.

## 5. Steam tags actually matter a lot

We went back and cleaned up our Steam tags aggressively.

If a tag technically applies but attracts the wrong audience, it can hurt you. Steam will show your game next to similar ones. If users click, bounce and don’t wishlist, Steam learns fast.
So wrong relevance is worse than less traffic.

After tightening our tags, traffic quality improved and wishlist conversion went up. It’s slow and invisible, but very real.

## 6. Ads got better but still need discipline

We tried Reddit ads again, but more methodically. Lots of different messages. Different hooks. Statics and videos. UTMs on everything.

For some combinations we got down to $1-1.50 per wishlist.

Important note: you need to add 25% on top of what Steam reports for wishlists. People not logged into Steam, people wishlisting later, attribution gaps, etc.

## 7. Short-form video is

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r/Unity3D

I've been working on my prototype and was hoping to get some feedback on the gameplay loop, a bit of explanation in the comment and video link if you prefer to see the gameplay (ignore the graphics)

Core Concept

Element-combining spellcasting prototype made over 2 months
Four core Tier-1 elemental that uses Fire, Water, Earth, Air
Each element produces different spell effects and puzzle utilities

Element Functions

Flames- Flamethrower type (Continuous attack)
Aquastream - Flamethrower type but wet
Rock Armor: rock armor barrier, move heavy objects for puzzles
Updraft: mobility boost, temporary double jump

Combat + Progression

Offensive, defensive, mobility gameplay loop
Enemies show elemental weaknesses/strengths
Spell upgrades, passive skill trees, scaling damage
Investment example: 15 points for max pyromancy damage

Loot + Equipment

Pick up items, equip for automatic stat updates
Store gear in containers/chests

Adaptive Difficulty (Future Plan)

“Warden” system reads player stats/skills
Spawner scales enemy difficulty based on player stats
Encourages balanced elemental defenses

Crafting / Alchemy

Basic potion system now (single-click)
Collect ingredients and craft the equivalent potion
Planned mastery, efficiency, mini-games, buff potions

Scope Direction

Inspired by Magicka and the Dota hero Invoker
Current loop: infinite spawns, leveling, grinding, gear
Considering shrinking scope to a dungeon-crawler/tower climber
Floor-by-floor loot, crafting, selling, ingredient gathering

Art Direction

Experimenting with Blender
Low-poly props (rocks, trees, crystals, mushrooms)
Considering voxel style

Questions for Feedback

Is it fun? Is the combat/loot loop interesting?
Suggestions for prototype to final product direction?
Would you consider this “game developer” work?, I feel like im just copy pasting code and art tutorials
What should I be doing next? I have a road map I've made in my notes apps but kinda hoping to get some outside

Youtube link to those that are interested to hear me rant
https://youtu.be/PKT5mhYm5uI

https://redd.it/1psso7o
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I Need a 2d sprite Creator and animator for a PvZ fusion Mod

Dark Chewzilla \(Obsidian Spike-Chewzilla + DoomNut

So There's A game called PvZ fusion (Like PvZ but you can combine plants) I really want to make a mod for it and 3.2 just came out I want to make a cool DLC for it I got some sprites from other mods that I want to add to it because not alot of people can get it here are the sprites from the wiki And I want to add A duel Headed Chewzilla thats Really OP thats the Dark Chewzilla + Obsidian Spike-chewzilla I want the sprite to be both those ones combined to one!

Obsidian Spike-Chewzilla \(Obsidian Chewzilla + Obsidian Spike-Rock\)

Obsidian Chewzilla \(Cherrizilla + Obsidian Tall-Nut\)

https://redd.it/1psnr0m
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I will name my first born child after whoever helps me fix this animator issue in Unity 2d
https://redd.it/1psj958
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Fire and Electricity Bomb VFX - Particle System

https://redd.it/1psfymi
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2d camera jitters
https://redd.it/1psfhms
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I'm making a Weird Psychedelic Game
https://redd.it/1ptw9hi
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How to learn unity 6.3 LTS and do not stuck in Tutorial hell?

Iam a 13 years old kid want to make my Dream game in unity but I keep getting stuck in Tutorial hell like I see Oh how good this course is and then oh no no this one is better just like that.So can anyone Say me how to find solution to this and learn this new 6.3 LTS?

https://redd.it/1ptuhh9
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UK based professional video editor looking to create discounted game trailers for indies

Hello! My name is Chris Ormondroyd & I’ve been editing professionally for 5 years now at marketing agencies and video production companies. I’m UK based & trying to move into the video game side of the industry and want to build up my portfolio. I’m wondering if there’s anyone here who would like a trailer making for their steam page or socials for a heavily discounted fee?

I’ve made some trailers on my own personal channel (one was featured on NintendoLife & another has 125K views on YouTube) here’s a link if you’re curious - chrisormondroyd6468?si=2XqPxBix9AXj2GgV" rel="nofollow">https://youtube.com/@chrisormondroyd6468?si=2XqPxBix9AXj2GgV

Here’s my own freelance website too - https://www.chrisormondroyd.co.uk

I also worked on a game trailer last month which can be found on this steam page - https://store.steampowered.com/app/3312670/Seasons_of_Solitude/

For additional context I’m freelance & have enough to get by each month on the work I currently do, so wanting to use my spare time to learn some new skills and make myself more hireable to a gaming marketing agency or gaming studio someday. I’m going to be learning Unity game capture (in-engine) through 2026 so any projects I can do that I’d be interested in. I’m also happy to work on games where the capture is provided for me.

If you’re wanting a professional to help improve your sales please drop me a message :) really keen to support any indie devs here.

I’m working on a game trailer through January but I’ll have time to jump on a second trailer that same month (and beyond), so could get the ball rolling now. And just a reminder that I’m happy to do this for a discount! Please let me know if you’d be interested :)

https://redd.it/1ptp9zy
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I collected a list of assets I have worked with and recommend checking out (with explanations and links to scenes from videos in which I've talked about them). I hope this is helpful to you during this asset store sale!
https://redd.it/1pt6743
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r/Unity3D

reading and displaying text files…

hii once again looking for some help.. i’m following a tutorial on youtube but it’s about 2 years old so i doubt my comment on that will get any response..

but im trying to read a text file and display it as dialogue! after trying many times and trying to come up with my own solutions it’s just not working at all. whenever i attempt to it says “file not found” even though im following the tutorial exactly..

im assuming the part that is the issue is the line

public static readonly string root = $”{Application.dataPath}/gameData/“

any advice on work around or what could possibly be the error..?

(the tutorial in question https://youtu.be/BK-mlGFsNHA?si=HWs51fQ_M9RdI4aZ)

https://redd.it/1pt7687
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Do you remember the Scene Selector I shared before?
https://youtu.be/wDEmibXGWC0

https://redd.it/1pt0zhh
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How to create a list with flexible entries on your Unity UI
https://www.youtube.com/watch?v=pafvGFCwVps

https://redd.it/1pt0fca
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How do you manage tilemap collisions in Unity 2D for fluid gameplay?

I'm currently developing a 2D platformer using Unity, and I'm facing some challenges with managing collisions on my tilemap. While I’m using Unity's Tilemap system, I find that the collision detection can sometimes feel inconsistent, especially when transitioning between different types of tiles. I want to ensure that my player character has a smooth experience without getting stuck or experiencing sudden stops. I'm curious to hear how others in the community approach tilemap collisions. Do you use custom colliders for specific tiles, or do you rely on Unity's built-in physics? Have you found any best practices or tools that help streamline this process? Any tips or tricks to enhance collision handling would be greatly appreciated!

https://redd.it/1psxdxo
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still hard mode

We pushed harder on TikTok, Reels and Shorts. Other devs get crazy results if something goes semi-viral. We haven’t hit that yet.

What we’ve learned:
- You have about one second to hook
- Fast pacing, visually dense
- Shareable beats accurate

The most shareable clips are often gimmicky or weird or hyper specific. Sometimes not even core to the game. The real test is “would I send this to a friend who loves indie games”. If not, it probably won’t spread.

This feels less like a dev skill and more like an editor and platform knowledge problem. Still learning.

## 8. Third-party Steam fests are hit or miss

We did a few more third-party Steam fests. Some barely moved the needle. Some worked pretty well when stacked with press and creators.

At this point we treat them as multipliers.

## Final thoughts

If you’re early:
- Make more trailers than you think you need
- Lead with gameplay, always
- Treat demos as ongoing products
- Obsess over your Steam page
- Be ruthless with tags
- Track everything
- Expect most things to fail quietly

Progress feels boring right until it compounds.

Happy to answer questions about Mexican Ninja, trailers, Steam pages, demos, ads, festivals, creator outreach or anything else.

https://redd.it/1psuzph
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AI Learns CQB using Unity-ML Agents
https://youtu.be/w72-N8OXfpU

https://redd.it/1psuhih
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Started in February, here's a sneak peak of a new Strategy / Tower Defence game
https://youtu.be/3phDs1P1d3A

https://redd.it/1pshm4u
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Trailer for my game
https://redd.it/1pslj0c
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How would i go about changing the GetMouseButton to GetKeyDown and is there any way to impliment a GetKeyDown without and If?
https://redd.it/1psjhkp
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Just finished book UI and animations for it. I actually like leafing through it now : D How you like it?
https://redd.it/1psfmhn
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I NEED A BETTER SETTING MENU
https://redd.it/1psb2rq
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