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r/Unity3D
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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
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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
New input system driving me insane!

I am trying to set up a simple inventory management system. And all my schemes and inputs seem to overlap, I've tried many different checks and cool-downs, to no avail.

Essentially I'm aiming for the functionality of GetButtonDown.

Expected behaviour:
Rightclick from player scheme = open inventory.
Set to UI scheme.
Do your inventory stuff.
Rightclick from UI scheme = shut inventory.
Set back to player scheme.

I have all my inputs set as "on press", I have tried setting the input actions in my code to "started" I have a specific noscript managing all my scheme changes to ensure no overlaps etc, and no matter what I do the inventory only stays open for the duration of my initial open inventory button press.

Ive even tried literally adding the "canceled" action just to trigger the change to the UI scheme. To try and manage any left over inputs.

If anyone has any pointers or possibly a lobotomy?

https://redd.it/1gnjqwk
@r_Unity3D
What takes up most of your time when developing projects in Unity?

I develop utilities for Unity and making things that will really help people is my top priority. Since I mostly develop mobile puzzle games, I don't know what kind of problems developers of other genres encounter. So I want to know them and if I can, I want to develop a product that solves their problem.

Like, I needed a tool to add objects or assign components to multiple scenes with a single click, so I created a tool that does it. It saved me from opening dozens of level scenes and doing it one by one. I need problems like this to solve.

https://redd.it/1gnkdfe
@r_Unity3D
Media is too big
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Is this over optimising? Using trigger colliders to turn (grass) particle systems on and off when the player is not in range

https://redd.it/1gngtkb
@r_Unity3D
Makinom, ORK, and the impulse to just code everything yourself.

For context: I am planning out a 2D retro turn-based, tile-based strategy game I would like to make. While bumming around through tutorials on tile-based movement and such I stumbled on the ORK Framework. Based on the screenshots this looked like something that could very much speed up my development time - it looked like it had all the features I could want. Then I saw the price tag and balked, before I noticed it has a free version for non-commercial use.

I pulled down the free version and started the 2D strategy game tutorial. It had me import some packages and assets, stating it would work in Unity 6 so I tried that. But I kept getting errors related to a UI package in something called Makinom. So I looked that up and that's where I brain-locked.

What I expected with ORK: a package of code libraries containing classes pre-cooked to support RPGs and turn-based strategy games.

What I got: a package of libraries building RPG elements on top of Makinom, which is a separate package that provides a visual development interface for making games in general, running under a completely separate heavily-customizable editor.

Why I'm a bit flummoxed: I was expecting to have to learn how to leverage some classes and pre-built components added to basic Unity, when instead I'm expected to learn a new tool, separate from Unity but integrated with it, and then after learning that go ahead and learn another tool build on top of the new tool, and then start building my game.

And maybe this is actually a good way to go, but my initial reaction is "Why would I do that when I can just code the bits I need the way I want them to work?"

I want to be clear that I'm not trying to insult ORK or Makinom here, they seem like well-thought out products and the company offers them as freeware to let you get up to speed with no major limits on features. That's good stuff! Kudos to Gaming is Love.

But finding ORK blind to what it was and cracking open the Makinom interface for the first time was daunting, and that's after becoming reasonably competent in RPG Maker. There are a ton of game component options on top of an interface that itself is highly customizable and configurable to an intimidating degree. The immediate impulse is to turn around and get back into the guts of Unity, rather than learning a toolset that may or may not end up having limitations or problems that would lead to me abandoning it and starting from square one.

So, I guess what I'm asking is: Have any of you used Makinom or ORK before? How did you find them? And, is this sort of thing the norm when it comes to add-ons for Unity? Do packages exist that are just convenience libraries, or are full-blown toolsets more common? And are these toolsets worthwhile, or is it better to just implement desired features yourself and then do code reuse via copy-paste if you need it later?

https://redd.it/1gnruaq
@r_Unity3D
Rotating sprite in animation from unity animation tab

Hi, I started with unity this week. I've downloaded some random pre-made sprite to mess around. It has a "down", "up", and "right" sprites. I watched a tutorial about animations but they had sprites for all four directions, I believe it was asymmetrical. Now I know I have two obvious choices: onee is to just copy paste and flip the right sprite and get a left sprite and just use that. The other is to add code so that it flips when going left. But just for idk, symmetry sake, I want to flip it inside the animation key frames. It kinda feels weird to just have code for flipping left. I know you can just tick the flip X checkbook in the inspector, but how do I check it while "inside" the key frame for the left animation? What's the most common practice, assuming both profiles are identical?

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