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r/Unity3D
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How can I make an Animation freeze on the final frame instead of looping?

https://preview.redd.it/6ajzhnjr4tzd1.png?width=1232&format=png&auto=webp&s=353aca5845a5573844b7cba6222e90a3f99eca3d

In accordance to all of the documentation I have found, I changed the following settings to 'Clamp Forever' but that made absolutely no difference.

Additionally, I even tried having this function fire at the final frame of the animation, and it does fire as the logs show me, but again, the animation just continues to loop as normal.

// Pauses the Animator
public void FreezeAnimation(){
print("STOP ANIMATIOR");
anim.speed = 0;
}

This feels like it should be extremely simple but I've spent over 4 hours trying to get this to work

https://redd.it/1gn2jo2
@r_Unity3D
Prefab text bleeding over into another Prefab

A quick explanation of my use case. In my Unity App, I have a button that when clicked prompts the user to put in two fields of text. After that, I have a Prefab that is created to display the text.

The Prefab is an empty object, that has Four Children. (See attached Image)

The first child is a Canvas that has a Content Fitter (Vertical Fit: Preferred Size). It then has a child that has a TextMeshPro Text (Date), and another child that's a TextMeshPro Text, this is where the text the user put in is displayed, (Content Size Fitter: Preferred Size) As well there is an Image and a TextMeshProText (Title)

The second child is a Canvas that has a Content Fitter (Vertical Fit: Preferred Size). It then has a child that has a TextMeshPro Text (Title), and another TextMeshPro Text, this is where the text the user put in is displayed, (Content Size Fitter: Preferred Size) As well there is also an Image.

The third child is an Image

The fourth child is a button.

ISSUE:
The issue is the text that is being displayed is bleeding over into the next prefab created (see attached image). Does anyone know how to prevent this from happening?

https://preview.redd.it/dbk2za35otzd1.png?width=524&format=png&auto=webp&s=3d2bf5834a03670271905de443793710edc86c31

https://preview.redd.it/d5mfodc6otzd1.png?width=524&format=png&auto=webp&s=1dc30e3b6eb8407e30fd8f8f3a214da249baa8b4



https://redd.it/1gn47xs
@r_Unity3D
I'm about to lose control... any help ?
https://redd.it/1gn49o9
@r_Unity3D
We’re working hard on Whirlight - No Time To Trip, our new point-and-click adventure. Here’s a sneak peek of one of the new locations. But behind all this work is a passion we've had since childhood. Here are a few games from our collection that inspired us to create Whirlight.

https://redd.it/1gn4t0n
@r_Unity3D
Creating an item having AoE with pools as molotov

In my game, I try to make an incendiary bomb that creates a burning ground to defined blast radius after exploding. My game's 16 x 16 pixel per tile so I prepare a fire animation sprites first by 16 x 16 then made the sprite mode to "Tiled" so that fire AoE can change if some item is pick-up or something.

Then at the same game object I have a simple animator that plays this 4 frame burning animation. In default, this animation plays a 16x16 fire animation.

So I have two issues there. First one is that, I want animator to play more fire tiles as defined at below code in Start() with tweaking spriteRenderer.size. (This sprite's draw mode is "Tiled" so fire sprite can repeat according to the size). I want animator to play the same AoE with spriteRenderer's size. That's the first issue.


Second one, if first one is solved, fiery area will be a square shaped burning ground. Instead of square, I want to eliminate corners and edges outside of circleOrigin shown in Editor. I tried to use masks but I couldn't make it maybe the root reason is still the animator or something else. I put related code below. Thanks for your support in advance.

https://preview.redd.it/byapcfoytuzd1.png?width=867&format=png&auto=webp&s=d08f447fc4949a50acb31cbaf1232045bf4b3f83




https://redd.it/1gn7fr7
@r_Unity3D
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Breaking the fourth wall. A character in the game just ate one of the textures.

https://redd.it/1gn8qt1
@r_Unity3D
Since the beginning, I've struggled to find an easy-to-read and visually appealing HUD for enemies stats in Sliding Hero. Looking for feedback to help me finally take a definitive stance.
https://redd.it/1gnaqqj
@r_Unity3D
Found Some High-Quality Free AI SoundFX!

They’re comparable to paid sites and even allow commercial use without any issues!

Perfect for game devs, video editors, podcasters, or anyone needing sound effects. They’ve got everything from ambient sounds to effects that are pro-level mixed—super helpful for any creative project. If you’re on the hunt for free SoundFX, definitely check these out!

https://redd.it/1gnb2ni
@r_Unity3D
My First Game is on sale now. I was fiddling around with Unity quite some time and result came. I present you When She's Gone. Historical game for anyone interested.

https://preview.redd.it/ehnvkxhzowzd1.png?width=1920&format=png&auto=webp&s=457917e3095d4df9d29060b11da9d89865548253

https://redd.it/1gnefnx
@r_Unity3D
Media is too big
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Custom 'volumetric' PS1/retro spotlights and crunchy shadows in URP.

https://redd.it/1gna1gf
@r_Unity3D
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Hey fellow game devs! After our last noscript, Universe for Sale, we are prototyping a new project that blends a hand-drawn style and 3D graphics, plus a cross-section effect for a catchy look. We worked hard on the shaders/post-processing to achieve the desired visual effect. We'd love your feedback!

https://redd.it/1gnb007
@r_Unity3D