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r/Unity3D
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Camera position and Z axis of my emptyobjects always changes with each load

It happens randomly. When i load in it just randomly changes both camera and z position of my objects. Im getting tired of it. How to fix it? I have no noscripts yet.

https://redd.it/1gr8bov
@r_Unity3D
Help with dialogue system

Heyy! So I'm working on a project that's narrative based essentially. The dialogue system is supposed to be very simple.

You go to an object, click on it, and then the player character reacts to it and gives some lore about it. The items will be collected,

I have NO idea where to start. And when all of them have been, a door opens so you can end the level.

Someone please help.

https://redd.it/1grf90z
@r_Unity3D
Referencing noscript in HP Bar

So I have these prefabs(sprites with HP Bars). HP bar is a child of sprite. When I instantiate the sprites and the sprite noscript references the HP Bar noscript, it gives me an error saying “Object reference not set to an instance of an object”. I didn’t have this problem when I didn’t use prefabs. How do I fix this? Sorry I have major gaps in my Unity knowledge.

https://redd.it/1grilw3
@r_Unity3D
PROJECT COST OF PROTOTYPE GAME

Hello! I'm a unity game developer. How much is the average project cost for creating just a prototype top down 2D defense game ?

https://redd.it/1grkb64
@r_Unity3D
Rigidbody Collision Question
https://redd.it/1grmfre
@r_Unity3D
First Time New Input User Severe bug

Hey all, I've been trying to get into the new input system and how it works, but so far haven't been able to make it through ANY basic tutorials due to what I believe is a bug, and would really appreciate some help in figuring out if I'm being an idiot and missing something or this is a genuine error. So, in a fresh Unity 6000.0.26 2D project, I create an input action in the project window, add an action map, and an action set to action type value and control type of 2DVector. This doesn't give any troubles, but when I go add a binding, keyboard does not show as an option in the path selector. I seem to have every other option including joystick and gamepad, but keyboard specifically is completely missing. I have tried setting the control scheme to specifically keyboard instead of all and it gives me even less options. A few people have really applauded the current input system and I would really like to learn, but the fact that noo ne online seems to have the same issue is very discouraging. Any help is greatly greatly appreciated.

https://redd.it/1grlvcv
@r_Unity3D
You guys are amazing! Here’s what I found on my itch.io account.
https://redd.it/1grozoq
@r_Unity3D
Having some trouble with collision boxes

So, I have a collision box on the player and then I tried to put one on the floor instead of the walls. Do collision boxes work this way because I keep walking right out of the collision box when I test it? Everything else works from movement to interaction with object hit boxes but not with the walls/floor.

https://redd.it/1grpyv6
@r_Unity3D
Lessons you have learned from building sizeable games?

Mostly interested from programming side of things, but everything else works too. Like you did some architecture or design pattern decision you later regretted or were really happy about. Links to blogs or articles from this topic also appreciated.

https://redd.it/1grrfr4
@r_Unity3D
Brand new Unity 6 project crashes when starting up a 2D URP project. Create project, loads, opens editor, immediately crashes. Version: 6000.0.26f1 LTS
https://redd.it/1grye09
@r_Unity3D
Media is too big
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I tweaked the Hydroblaster's projectile particle effects further. You'll be able to hunt ghosts in our game. It's still a work in progress, but I'm open to your feedback.

https://redd.it/1gs0xls
@r_Unity3D
Questions about implementing a "modular" bullet system

Hi! To keep it simple, in my game, I have one bullet object that is able to be modified by items that can be equipped by the player. I am currently trying to implement a homing effect, but am running into an issue of implementation. I'm very new to this sort of modular design, so bear with me here.

Right now, the only way I can see to implement these features is to, in the case of Homing, constantly run an if statement within the update function of the bullet that checks if a player has an item equipped that enables homing. This feels like a really clunky way of doing this, and given that I plan to add multiple effects like this, I imagine constantly checking for if statements would be a very inefficient way of doing this.

The way I'm imagining it could be done is by creating some separate chunk of code that handles movement while homing, and if the player has a homing item, pass that chunk of code to the bullet's movement function. This way, rather than checking every update for a boolean, the boolean is only checked upon creation of the bullet. I feel like this is absolutely a thing that is possible, but I'm just not experienced enough with Unity to figure out how to do it.

Any help figuring this out is greatly appreciated!

https://redd.it/1gs33ss
@r_Unity3D