r/Unity3D – Telegram
r/Unity3D
266 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
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
VIEW IN TELEGRAM
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
tilepalette toggle

hey there I was working on my palete but I realised there are pieces are missing on my tiles so I need the toggled version of some of those. how can I toggle the tile pieces I choose? in unity forum ppl says , ctrl+ [ works but I am on laptop so I dont have those.

https://redd.it/1gs6j87
@r_Unity3D
Rotations are inconsistent

I'm making a game where you are a triangle and have to climb over obstacles by moving left and right (A+D), and rotating left and right (arrow keys)

sometimes the triangle will rotate over its edge with ease, and then i'll reload the game and it will start to struggle even if i didnt touch the code or rotation speed


is there anything i can do to make it work more?

https://preview.redd.it/0cdcjbtj951e1.png?width=516&format=png&auto=webp&s=3450014604125632911ea840c34d1b78817169d5



https://redd.it/1gs95nc
@r_Unity3D
2d isometric visual effects

im trying to make a game about magic and need visual effects for my spells. Im kinda new and don't know what's the best way to achieve that. Is it better to do effects (different explosions, beams stuff like that) via sprite sheets or particle systems /vfx graph and pixelizer shaders?

https://redd.it/1gsbkh2
@r_Unity3D
Media is too big
VIEW IN TELEGRAM
I've always felt that there aren't many good games based around Christmas, so I decided to make one!

https://redd.it/1gs8x4y
@r_Unity3D
Asking for advice and direction for creating a mystery narrative game.

Hi,


I'm working on a narrative mystery game inspired by games like Ace Attorney or Danganronpa, and I'm looking for some guidance on how to structure the game in Unity. I have experience in programming but am new to Unity and still learning, so the overall game design and structure are still a mystery to me.


I think the game will need a main menu, a dialogue section for only conversations, an investigation mode (point and click), and an argument mode (conversation and mini-games like Danganronpa).


How should I decide which components to create as separate scenes? How can I move from visual novel mode to investigation mode? How can I make the inventory persistent across any mode?


Any advice or tutorials on structuring the game and deciding which components should be separate would be very helpful, because as you can see, I am confused.


Thanks in advance!

https://redd.it/1gse723
@r_Unity3D
This media is not supported in your browser
VIEW IN TELEGRAM
Working on RANDOBOUNCE, a fast-paced roguelike where you bounce uncontrollably, while shooting totally customizable weapons, bullets and perks (Reworking it after I won $100 with it on a Game Jam)
https://redd.it/1gsfvcq
@r_Unity3D
Professionals Only?

Is there a forum or place where professionals discuss Unity topics? Between unity breaking half their links to old blog posts when they moved their site, and the general trend of google getting worse, it's getting hard to find answers to obscure "unity quirks/bugs". (Dumb example... like what does "streaming" actually do on webgl? It appears to decompress the entire clip from a compressed asset bundle, behaving the same as decompress on load, but for some reason it bypasses the mute switch on iOS and plays in the background when minimizing the browser?)

At my job, I have an enterprise account that has official unity support, and we will contact them about some issues, but it takes a few days of back and forth and usually doesn't result in too much that is useful.

Is anyone aware of some secret forum/group where experienced devs can chat about stuff not filled with showoffs and beginner questions?

https://redd.it/1gsh19x
@r_Unity3D
Media is too big
VIEW IN TELEGRAM
I’ve always dreamed of creating a paradise, and as soon as I learned Unity, I set out to make Vacation Cafe Simulator, a cozy game. Experience the charming streets of Italy, sip on Prosecco, and craft incredible culinary masterpieces in your very own café.

https://redd.it/1gsipgl
@r_Unity3D
The hand doesn't stick to the spring, help

I have troubles with making this hand stick to the bottom of the spring when i change size in "tiled" draw mode

https://preview.redd.it/zmaxhv93r81e1.png?width=2375&format=png&auto=webp&s=3803cc48df0d050b4288816e874531daa33632f9

https://preview.redd.it/dxkqzdy3r81e1.png?width=2359&format=png&auto=webp&s=541e95fa563f898afbb617105235520d3d05884e

I've tried to do it with

claw.transform.position = new Vector3(claw.transform.position.x, spring.transform.position.y, 0);

but it doesn't respond to changes.

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