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r/Unity3D
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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
isometric RPG

Hey, guys,

I've been wanting to make an RPG for a few years now. I haven't made much progress, and the big obstacle has been the programming. I know Javanoscript and a bit of python, so I'd need to learn the Unity engine and C#, and I'm finding that for a personal project, where I'm just meant to be enjoying myself, I just really don't want to do that. I'm really just interested in writing the story and creating the art.

Because of this, I purchased RPG Maker, but I've yet to find out how that works and how limited it is - but the first thing I'm seeing is it only has top down view, and not isometric. That's already a major concession for me, on top of the fact that the dialogue tree software I'm using has a built in pipeline for Unity.

I'd rather not switch away from Unity if I can help it, for the reasons listed above. Are there any isometric RPG templates with pathfinding, controls, sprite swapping, dialogue boxes, all that stuff ready to go out of the box? Maybe I suck at searching, but I'm kind of surprised how few relevant results I'm finding on Unity Asset Store.

https://redd.it/1gntk3x
@r_Unity3D
Will this lag my multiplayer unity game?

Im making a multi player game that has a certain enemy that only moves when not being watched. I made a noscript where 100 raycasts are being sent out to detect if a puppet is being looked at. Will having 1000's of raycasts across multiple players. Will this lag the game/server?"

public Transform camsubstitute;

public float maxDistance = 10f;

public int rayCount = 50;

public float coneAngle = 30f;

Vector3 directionToTarget = transform.forward;
for (int i = 0; i < rayCount; i++)

{

float randomAngle = Random.Range(-coneAngle / 2f, coneAngle / 2f);

Quaternion rotation = Quaternion.AngleAxis(randomAngle, transform.up);

Vector3 rayDirection = rotation * directionToTarget;

Debug.DrawRay(camsubstitute.position, rayDirection * maxDistance, Color.red);

RaycastHit[\] hits = Physics.RaycastAll(camsubstitute.position, rayDirection, maxDistance);

foreach (RaycastHit hit in hits)

{

if (hit.transform.CompareTag("puppet"))

{

Debug.Log("puppet");

}

}

https://redd.it/1gny19q
@r_Unity3D
2D AxeThrow

Hello I am new to Unity and might need a little help. I want to implement a mechanic, where a stickman-player throws an axe with "space" into the direction of the mouse cursor. If the player presses again "space" he teleports where the current axe is now and channels the throw again. How may I implement this?

https://redd.it/1gnzn2t
@r_Unity3D
Unity voice control

I tried picovoice wake word detection and Unity windows speech . Unity windows speech has latency issue does anyone know how to implement a voice control in Unity with minimal latency (any sdk)

https://redd.it/1go0e6y
@r_Unity3D
Media is too big
VIEW IN TELEGRAM
This indie game will make your neighbour go crazy! (I mean for real)

https://redd.it/1go29k0
@r_Unity3D
I just Released my First Unity 2D Game on Steam!😱

Yesterday marks a huge milestone—I just released my first Unity 2D game on Steam, created alongside my little brother, and it’s been an emotional journey to get here. At the start of this year, I promised myself that, no matter how difficult it got, I would see a project through to completion. After years of half-finished ideas and abandoned projects, I wanted to prove that I could follow through and publish a game. Little did I know how much I would learn, not only about Unity and game development but about resilience, creativity, and teamwork.

https://store.steampowered.com/app/2248480/Fruit\_Switch/

Every step was filled with challenges. From coding issues in Unity to crafting the art for a 2D world, balancing mechanics, and even the small details that seem invisible but mean everything to a finished game—we handled it all, often learning as we went. I made countless mistakes, and sometimes it felt like I was in way over my head. But every time I felt like giving up, my little brother was there, bringing new energy and ideas, reminding me why we started this in the first place.

Finally, after so many long nights and tough decisions, we crossed that finish line and hit the “Release” button. I know our game might not set the world on fire; sales will likely be modest, and we have so much more to learn. But we did it—we created something, start to finish, that we can truly call our own. To anyone out there feeling the frustration of incomplete projects, take it from me: seeing it through to the end, no matter the result, is worth every bit of struggle. This is just the beginning, but for now, I couldn’t be prouder to say—I’m a game developer.

https://redd.it/1go59j0
@r_Unity3D