News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
My crazy ambitious solo project. Large terrain, lot's of props, ton of code. Everything is working great! Unity really works well.
https://redd.it/1jph3vm
@r_Unity3D
how can I make a computer desktop simulation game???
I'm working on a concept for a game that's basically just using a computer to bonding with characters by texting them and playing mini-games with them and stuff. I have been looking for about an hour for the right engine to make this in, and I think Unity is a good option?? At the very least it has a lot more resources.
But I don't know how to make this type of thing at all. And I cannot find a SINGLE decent tutorial on how to make something like it??? So if anyone knows any guides or has any general input it'd be helpful. I find it important to note that I cannot afford (like, at all) to pay for any templates or tutorials.
For further context I am not much of a programmer at all, but I can learn fast and can easily hyperfocus on whatever project I suddenly gain interest in. This game also doesn't need to be THAT crazy mechanically. I don't need to be able to resize windows or drag files around. I just need the ability to open and close windows, simulate a Discord-like text interface where you can click dialogue options to gain relationship points, have a few simple mini-games for bonding with the characters, a window simulating a browser so you can see their social media, and a Gallery window for viewing unlocked CGs. I picture this game being quite simple in execution—I want to mostly worry about writing and art/UI.
Let me know if Unity isn't the right choice for this type of game. But I will say, I've been looking into it for a bit and I don't think much else can cut it in terms of capability and access to community resources. Thanks in advance.
https://redd.it/1jphmj9
@r_Unity3D
How do I make a health bar like in nodebuster?
I'm making a small Tower Defense game with simple shapes and really liked the health bars in the game nodebuster. It was also a game with simple shapes (just squares) and they all had a border while the insides of the square were the actual health bar. I've been trying to replicate this but I don't know how as I am still very inexperienced with Unity. Also, I have shapes besides just squares and I have no clue how I can make a health bar in a hexagon shape. I've thought of alternatively just making the shape insides more and more transparent depending on their %hp, but I'd still like to go with the bar if possible (and I still don't knw how to make borders).
https://redd.it/1jp7yb7
@r_Unity3D
Hinge Joint for 2D Flipper Game - Won't Work
Hi! I'm a new game design student, and I have an assignment to make a pinball game for one project.
I applied all the steps my teacher provided and I have one flipper, the left one that works properly without issue and is responding to my visual scripts.
The right one however isn't working and I'm wondering if I'm missing a step?
I'd appreciate any help. Thank you
Edit: Titles wrong sorry, Pinball Game
It keeps going up in the air and flipping around
It's supposed to go down, not go up and hit the wall
Before I started the game resting position \(I originally had the hinge joint on the right edge I moved it to the center out of frustration and trying anything I could think of\)
https://preview.redd.it/lok4gjw4zase1.png?width=399&format=png&auto=webp&s=b78ecda0a6dde954b4217472640055fe842a8f62
https://preview.redd.it/k5t334mhzase1.png?width=378&format=png&auto=webp&s=07fc364d8dd7bfebc5880c5caf6470541def97b7
https://redd.it/1jp9eon
@r_Unity3D
How do you learn unity
Hi guys i have been learning unity from youtube ... Just following tutorial according to my requirements.. Like i wanted to spawn my enemy so i search for youtube tutorial on how to spawn enemy in unity.. Or say i wanted to make my enemy follow and attack my game charecter then i search for youtube tutorial on how to make enemy follow your game charecter and implement it .. So like wise i learn unity..sometimes i kinda get lost.. How do you guys learn unity in making your games..like Do you guys read books on unity or book on game development stuff, or do you guy buy courses..i feel like going through books and following a course video going in sequence from beginning to end will consume a lot of time.. how do you guys learn
https://redd.it/1jp4ncf
@r_Unity3D
My NEW Asset UDebug Panel's DEMO is up! The ULTIMATE in-game debug panel for Unity.
https://redd.it/1jp3360
@r_Unity3D
All projects start somewhere! My game is launching next week, so I thought it'd be fun to compare the final product to the first prototype
https://redd.it/1jozjml
@r_Unity3D
}
}
```
Any help is appreciated :)
https://redd.it/1jox092
@r_Unity3D
I've made this Time Travel game in Unity, the most difficult part was handling some weird time travel mechanics in Unity, it looks very easy but it was extremely hard, anyways I would like your feedback how does the game look so far?
https://redd.it/1joswt9
@r_Unity3D
Built a Full Trivia Game System with Unity, WebGL, PHP, and a Dynamic Admin Panel in 3 Days
I recently wrapped up the core development of a complete web-based trivia game system. It includes a Unity WebGL game client, a dynamic question/answer system powered by CSV uploads, a real-time leaderboard using PHP and MariaDB, and a sleek admin panel to manage it all.
Everything is hosted on my local dev environment within my home lab. I'm using an internal DNS setup so the game is accessible at https://triviarush.lab
. Version control is handled via a self-hosted Gitea instance.
The admin system allows uploading new question sets, deleting existing ones, tracking uploads, and more. I also implemented secure login, file logging, and future upgrade hooks. The leaderboard is live and updates in real-time.
The entire system was built from scratch in just 3 days, with a few extra hours put into polishing. Still more to come—I'll be launching this on my production server soon and showcasing it in a dedicated "Games" section at declinedstudios.com.
Full breakdown here:
**How I built a full trivia game system with Unity WebGL, PHP, leaderboards, and an admin panel in 3 days**
Let me know if you're interested in the source or if you'd like something similar built for your own project or business.
https://preview.redd.it/tye9ssokc6se1.jpg?width=1057&format=pjpg&auto=webp&s=c41f2c36fa4f7da147eced9197bd20682e936ed0
https://preview.redd.it/sauzstokc6se1.jpg?width=1881&format=pjpg&auto=webp&s=6eeed09d3a05e7b6dba203e761cc47fcf025de91
https://preview.redd.it/tjm6y9pkc6se1.jpg?width=1886&format=pjpg&auto=webp&s=d91cd29246704c492df56bbac2c6e96e9c5f2505
https://preview.redd.it/l4h5ouokc6se1.jpg?width=1899&format=pjpg&auto=webp&s=2851e0f1b043d58acd22ab0f0a1a07329fb6bc5a
https://preview.redd.it/6fkmeuokc6se1.jpg?width=1888&format=pjpg&auto=webp&s=88a251d6b9d29fc20ef6955b603139897ae66a25
https://preview.redd.it/8km1evokc6se1.jpg?width=1886&format=pjpg&auto=webp&s=50b57035147b6ae092e99760cac65d05eb74d0dd
https://preview.redd.it/nhv9pwokc6se1.jpg?width=1887&format=pjpg&auto=webp&s=d1b224d38af7c12bf53fc003d39e91ab3f6089e3
https://preview.redd.it/77ny1wokc6se1.jpg?width=1920&format=pjpg&auto=webp&s=c19ed4aa769c19c25e773182bd37e34bcae09203
https://redd.it/1jopq7w
@r_Unity3D
Hey everyone! I’ve been exploring Unity’s Cinemachine and working on my level design skills. Here’s an interior level I created, would love your thoughts on the design and camera movement!
https://redd.it/1jooo46
@r_Unity3D
This is a simple showcase of the hiding mechanic. Made with Unity 2022. Only 9 days until release.
https://redd.it/1joh5p3
@r_Unity3D
Working on a creature collector game with unlimited creatures + biomes generated during gameplay using a custom AI model + Sentis. What do you think?
https://redd.it/1joej12
@r_Unity3D
Scripting for HP
Hi! I'm 7 days into my self teaching game dev journey. Prior to this, I have no experience with game dev or coding. My question is as followed:
When making HP for my player and then the various enemies in the game, would you say it's better to include the different HPs for each in one whole script, or have an HP script per GameObject?
Also, any tips otherwise are appreciated. I'm doing a learning project in 2D. The coding syntax is the most daunting as I just have no prior experience with coding at all.
https://redd.it/1joc0zg
@r_Unity3D
It’s polite to wave at your buddy when you catch up to each other in co-op
https://redd.it/1jphezv
@r_Unity3D
Using 3D sprites in a 2D game
What's the best way to do this? I'm hoping to achieve a kind of crummy look to the game, so it doesn't have to achieve good results, but some ideas are useful. I have pretty good modeling and animation experience, as well as 2D art skills, but I've been thinking of doing a side scroller metroidvania with 3D sprites. Basic animations, just like dudes running around, but I want it in 3D. However, there's no point in using Unity 3D, since the game will be totally 2D. I guess I could just screenshot the posed model, and cut and paste it into a sprite sheet, but I don't really want to do that. Any other ideas?
https://redd.it/1jpflcw
@r_Unity3D
Parallax City Asset, See Down below!
https://redd.it/1jpae5e
@r_Unity3D
These things crack me up
https://redd.it/1jp67q7
@r_Unity3D
Random.NightThoughts();
https://redd.it/1jp264i
@r_Unity3D
My story of developing a grass shader
Hey all, it's been a while now that I've wanted to share my journey around making a grass creation tool for Unity. Finally, I found some time to sit down and do it :)
[Trailer For Version 2.0](https://reddit.com/link/1joz6vj/video/cog33dc968se1/player)
Years ago, I got pretty frustrated with how grass was done in many Unity games. In a flood of semi-informed Unity tutorials, most solutions would simply point to geometry shaders and call it a day.
For those who don't know: Geometry Shaders are a GPU feature from the late 2000 to create geometry on-the-fly while rendering. While convenient to create, they are very slow and have been considered legacy for a long time now. (Apple didn't even bother adding them to their Metal API). Practically anything you wanted to do with a Geometry Shader is better off by being replaced with a Compute Shader. I felt this performance hit first-hand while working on the experimental VR game Lucid Trips, back in 2017.
After seeing **yet** another tutorial on YouTube that endorsed Geometry Shaders as the go-to solution, I had enough and started my own shader.😤[ I showed it on Twitter,](https://x.com/schneckerstein/status/1339219301962829824) which got me some fame, but never realized a full asset release.
Fast-forward to 2024, I worked on [Misgiven](https://store.steampowered.com/app/2475620/) and the game needed a volumetric light shader. I wanted to make an experiment and decided to put it on the Unity Asset Store, this is basically how [Screen Space God Rays](https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/screen-space-god-rays-urp-2d-3d-vr-272250#reviews) came together. It had decent success, so I dusted up the old grass shader and gave it a general overhaul so I could put it out there as well.
I basically wanted it to tick these boxes:
* it should be really performant by using the "right" hardware feature for the job: Compute Shaders.
* it should be very customizable, both via Editor parameters and offering advanced users well-documented code they can alter themselves.
* it should be reasonably simple, both from the UI and the code side.
This is how [Tasty Grass Shader](https://assetstore.unity.com/packages/vfx/shaders/tasty-grass-shader-urp-hdrp-3d-vr-279246) came to be.
While it's mainly a grass and plants framework, it can be used for leaves or other "clutter" on the ground as well. At this point, it can be even seen as a glorified "triangle spammer". It comes with support for meshes and Unity Terrain, lots of tools for manual and automatic placement, many presets and of course: a fast shader. And the shader really IS very fast: my benchmarks showed it can do thousands of blades under one millisecond on a [modern mid-range GPU](https://github.com/SymmetryBreakStudio/TastyGrassShader/wiki/4.-Benchmarks).
Since its release in spring last year, I've added a bunch of new features that users asked for, like support for HDRP, texture support, slope cutoff, prefab support and a frame-time budgeting feature.
[The HDRP Version Of The Demo Scene](https://preview.redd.it/y5btgxt178se1.png?width=2560&format=png&auto=webp&s=11334169400bd6aa9556b8070d1aecb8045abd34)
At this point, I think the asset is in a pretty solid state, but I'd like to hear what more people think in order to know where to go from here. Any feedback would be really appreciated, for example:
* Would you use it in our project? Why or why not?
* What other features would you want from this tool?
In the hopes of getting more people getting to test it, I'm also giving away 5 keys for Tasty Grass, as well as 5 keys for our other asset Screen Space God Rays. Please let me know in the comments if you'd like a key (one per person, first come, first served).
Thanks for reading!
\-Julian from Symmetry Break
https://redd.it/1joz6vj
@r_Unity3D
2 Years of solo development, quit my job, low on savings. Is it flop or success? You decide.
https://redd.it/1joxapy
@r_Unity3D
Help
When moving my player character left or right, then immediately up, the follower character's animation looks down for a split second, then continues to look in the correct direction. Sometimes the follower gets stuck in the down animation.
Here's the code for the player:
```
using System.Collections;
using Unity.VisualScripting;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed = 5f;
public LayerMask obstacleLayer;
// List of movePoints for each character
public Transform[] movePoints = new Transform[4];
public Transform[] delayedInputs = new Transform[4];
// Animator
public Animator animator;
void FixedUpdate()
{
transform.position = Vector3.MoveTowards(transform.position, movePoints[0].position, speed * Time.deltaTime);
if (Vector3.Distance(transform.position, movePoints[0].position) <= 0.05f)
{
if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) == 1f)
{
animator.SetFloat("Horizontal", Input.GetAxisRaw("Horizontal"));
animator.SetFloat("Vertical", 0f);
animator.SetBool("Walking", true);
SetDelayedInputs();
delayedInputs[0].position = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f);
if (!Physics2D.OverlapCircle(movePoints[0].position + new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f), 0.2f, obstacleLayer))
{
Reorder();
movePoints[0].position += new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f);
}
}
else if (Mathf.Abs(Input.GetAxisRaw("Vertical")) == 1f)
{
animator.SetFloat("Horizontal", 0f);
animator.SetFloat("Vertical", Input.GetAxisRaw("Vertical"));
animator.SetBool("Walking", true);
SetDelayedInputs();
delayedInputs[0].position = new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f);
if (!Physics2D.OverlapCircle(movePoints[0].position + new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f), 0.2f, obstacleLayer))
{
Reorder();
movePoints[0].position += new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f);
}
}
else
{
animator.SetBool("Walking", false);
}
}
}
private void Reorder()
{
// followerMovePoints
movePoints[3].transform.position = movePoints[2].position;
movePoints[2].transform.position = movePoints[1].position;
movePoints[1].transform.position = movePoints[0].position;
}
private void SetDelayedInputs()
{
delayedInputs[3].position = delayedInputs[2].position;
delayedInputs[2].position = delayedInputs[1].position;
delayedInputs[1].position = delayedInputs[0].position;
}
}
```
And here's the code for the follower:
```
using UnityEngine;
public class FollowerMovement : MonoBehaviour
{
public float speed = 5f;
public Transform follower;
public Transform followerMovePoint;
public Transform delayedInput;
public Animator animator;
void FixedUpdate()
{
transform.position = Vector3.MoveTowards(transform.position, followerMovePoint.position, speed * Time.deltaTime);
if (transform.position.x > followerMovePoint.position.x || transform.position.x < followerMovePoint.position.x)
{
animator.SetFloat("Vertical", 0f);
animator.SetFloat("Horizontal", delayedInput.position.x);
animator.SetBool("Walking", true);
}
else if (transform.position.y > followerMovePoint.position.y || transform.position.y < followerMovePoint.position.y)
{
animator.SetFloat("Horizontal", 0f);
animator.SetFloat("Vertical", delayedInput.position.y);
animator.SetBool("Walking", true);
}
else
animator.SetBool("Walking", false);
Updated my coin system with a satisfying animation and a scoring UI! Feedback welcome 😊
https://redd.it/1jorj2z
@r_Unity3D
Hand drawn isometric walls and floor size question
Hello! I'm working on an isometric hand drawn game and I have a question about
First, some context:
I have no problems drawing assets like characters or any object on the environment. I draw my characters on 1024×2048 and then change their resolution to half so I have 10 characters per texture. Objects change depending on size, but usually I put my character on the canvas and just draw the rest of the environment around them (just to get the size). Then I put the objects separated on another texture and rebuild the scene on unity. It's not a tileset, environments are unique and not huge. Just to use an example, imagine the inside of a tavern, a single room.
My problem comes with how do I make the floor and the 2 walls. I have 0 idea. Do I create a huge texture with just the floor or the walls? I don't want them to look blurry. Thank you so much!
https://redd.it/1joq7qg
@r_Unity3D
Can't get sword animation to work
I have been following this tutorial and ran into many problems collision, floating text, combat and now animation, The other problems I found my own way to fix and hope like hell it doesn't create future problems, but for animation, I have repeated this section way too many times and retried many times doing what he does in the tutorial and trying things differently and I can't get it work at all.
(Image from tutorial)
https://preview.redd.it/nebxburiy3se1.png?width=1306&format=png&auto=webp&s=6d799d8a654b70a44481c28181280cd56c02d438
Here is the tutorial at the animation section: https://youtu.be/b8YUfee\_pzc?t=15212
Here is a video I made to try and show everything: Dungeon - Main - Windows, Mac, Linux - Unity 6 (6000.0.42f1) \_DX11\_ 2025-03-31 17-26-31
Swing()public void Swing()
{
anim.SetTrigger("Swing");
}
I keep getting 'sword_0' AnimationEvent has no function name specified! but everytime I add the function to AnimationEvent (Weapon/Method/Swing()) it doesn't save it. In the tutorial it works flawlessly and for me it's kaputz, no matter what I do.
I'm almost willing to pay someone to fix this and teach me how they did it.
https://redd.it/1joh3ks
@r_Unity3D
Looking for some feedback on this art style for my newest project.
https://redd.it/1johkdd
@r_Unity3D
Giveaway: 3 vouchers for our 545 Environment Sounds package on April 4th!
https://www.placeholderassets.com/environment-sounds-giveaway-4-april
https://redd.it/1jocs4x
@r_Unity3D
How did Cult of the Lamb pull off this depth trick with 2D sprites? Look at the roof of the building.
https://redd.it/1joamr1
@r_Unity3D