r/Unity3D – Telegram
r/Unity3D
265 subscribers
12.7K photos
15.6K videos
14 files
48K links
News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Download Telegram
This media is not supported in your browser
VIEW IN TELEGRAM
I finally released the official trailer of Midori no Kaori !!! Hope you like it ! If you have any suggestions, please share , everything is considerated :)

https://redd.it/1gm3nal
@r_Unity3D
Am I dense or is this how everyone animates in unity??
https://redd.it/1gmcabv
@r_Unity3D
Create Skeetos behaviour in Ori and the will of wisp.

Please how do I create the Skeetos behaviour in Ori and the Will of Wisp in unity 2D? I have tried everything I know and I still can't replicate that behaiour please someone should assist.

https://redd.it/1gmcn7t
@r_Unity3D
Help with Physics2D casting

Hi,

I’m making a top-down shooter and I’m trying to use Physics2D.CircleCast around the player to detect whether there is anything in the way, to stop the player from being able to move.

Currently the player moves by calling new Vector3 on update, so using Unity’s Rigidbody2D system wouldn’t work.

This is the way I tried using circlecast (will paste more code if needed):

>

My idea was if the circlecast returns true (colliding with something), it disables input.

The editor did not throw any errors with this so I assumed it returned a bool and it was fine, however it would not interact with any of the other colliders in the scene.

I’m sure the process would be very easy by just making the player with a Rigidbody2D and applying velocity instead of changing the vector position. However I wanted to make this game without using Rigidbodies.

If anyone would be willing to share any insight about CircleCast or any alternative way of going about this, I’d greatly appreciate it!

Thanks

https://redd.it/1gmgf46
@r_Unity3D
Doubts about tilemap animations. Is the animation culled when outside the camera?

Hey everyone, I have been making some touch-ups for optimization with the tilemaps.

I've expected to be able to control the culling mode for the tilemap animations (just like with animators), but, based on what I researched, it doesn't seem to be possible.



With that in mind, is the animations from the tilemap already culled when outside the camera?

And if is not, it is at least optimized (not my case, but this sounds even worse if the tilemap collider is changin with the animation, taking even more resources to update the composite collider of the tilemap) or is their a way to disable the animations with noscripts?

https://redd.it/1gmh8m1
@r_Unity3D
Are there good dev habits to avoid a disaster like this?
https://redd.it/1gmi5ss
@r_Unity3D
Canvas and TMP texts in Unity 6

Hi, I was doing a prototype of a twin stick shooter in unity 6 and I needed a few quick ui elements. Canvas and tmp texts are a true nightmare to use compared to the previous lts release, so either Im doing something wrong or they really broke it. Im switching back to a previous version but I cant just believe its broken like that. Anybody else had troubles moving texts, organizing elements on canvas, visualizing it, and so on?

https://redd.it/1gmlgy3
@r_Unity3D
This media is not supported in your browser
VIEW IN TELEGRAM
I'm working on an 'infinite resolution' (textureless, procedural) portal shader.

https://redd.it/1gmhn8y
@r_Unity3D
Extension Kit for Unity

I made an Extension Kit for Unity developers which simplifies usage of 150+ functions by letting you call them with a single line of code. It is 50% off and expires in three days.

Get it now

What is Extension Kit?

Extension Kit is a powerful collection of 150+ C# extension methods designed to simplify Unity development. Each method is well-structured, editable, grouped, and providing single-line access.

Reach me out via dm if you would like to have a free version to review.

https://redd.it/1gmssxb
@r_Unity3D
Is there a way to get my model to look like this in Unity?
https://redd.it/1gmrhcy
@r_Unity3D
Random.Range doesn't work

Hi Guys,

So I'm currently new to Unity and programming in general, and I wanted to try making a visual memory game where you have to remember a pattern and right at the beginning I stumble to a problem i couldn't fix. so my plan was that i get a random number from the Blue Tile int and i gave each Tile a bnr (Box number) in an order which a calculator would have. And my plan was just to get 1 number and that if the Blue Tile int had the same number as one of the 9 Tiles it would be Blue

https://preview.redd.it/b5vpmihvdrzd1.png?width=2560&format=png&auto=webp&s=f022f1d05796e23c78e85af046a873a13aedeced

https://preview.redd.it/riav6olxdrzd1.png?width=2560&format=png&auto=webp&s=2ec8e345da7869601bb7d1b12d5c451bba7d4507

https://preview.redd.it/v53hws3zdrzd1.png?width=2560&format=png&auto=webp&s=8f0f47ce0236b5d4f3f583d17a8636aa5f81ce37

Now my Problem is that sometimes 2 Boxes or 3 Boxes get Blue or sometimes even noone, but I can't figure out why. Im thankful to anyone who comments under this post.

https://redd.it/1gmvqiz
@r_Unity3D
Help for absolute beginner with C# and Unity

Hi Guys,

I'm an absolute beginner and I'm really stuck on this. I was following a tutorial to make a 2D game in Unity. I cannot make a drop down for 'Animator' appear in the noscript window in Unity (see below - highlighted in purple). Below is the code I've written. Can someone please tell me where I'm going wrong?

https://preview.redd.it/17c0yq5ywrzd1.png?width=1158&format=png&auto=webp&s=5077132966b3bd98d465c37cce505c97c423bc3a

https://preview.redd.it/mzk80m6xxrzd1.png?width=416&format=png&auto=webp&s=5137c2d1932909ae58159f15e60bc136e3881bba




using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{
    // Start is called before the first frame update
    public float moveSpeed = 5f;
    public Rigidbody2D rb;

    Vector2 velocity;

    public Animator animator;

    }

     void Start()
    {
    }

    // Update is called once per frame
    void Update()
    {
        velocity = Vector2.zero;
        velocity.x = Input.GetAxisRaw("Horizontal");
        velocity.y = Input.GetAxisRaw("Vertical");

        UpdateAnimation();    
    }

   
    void UpdateAnimation()
    {
         if (velocity != Vector2.zero)
        {
            animator.SetBool("Walking", true);
            animator.SetFloat("Horizontal", velocity.x);
            animator.SetFloat("Vertical", velocity.y);
        } else
        {
            animator.SetBool("Walking", false);
        }
}

void UpdateMovement()
{
    rb.MovePosition(rb.position + velocity moveSpeed Time.fixedDeltaTime);
}








https://redd.it/1gmy6zd
@r_Unity3D
I'm so proud of this shot
https://redd.it/1gmum9v
@r_Unity3D