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r/Unity3D
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Hold: Plays the Timeline instance once and holds on the last frame until playback is interrupted.

What do they mean by "interrupted"? Our current problem is that after playing the timeline the player gets sent back to it's original position from before that timeline starts playing. We want the player to be at the position in the end of the timeline when the timeline is finished. It seems that using Wrap Mode "Hold" on the Playable Director can solve this but I'm not sure what the interrupting means for this scenario. Also are there any other side effects of using "Hold"?

https://redd.it/1gtczrx
@r_Unity3D
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Now You're Thinking With Portals (Advanced Shaders & VFX)

https://redd.it/1gte2mx
@r_Unity3D
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This week they are giving away for free in the asset store 🎁 Hand to Hand Set

https://redd.it/1gtdaox
@r_Unity3D
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I developed a system for the archer to pull back the arrows they shot. What do you think about its usability in gameplay during fights?

https://redd.it/1gtngab
@r_Unity3D
Unity Pros: What Was the Hardest Task You Faced, and How Did You Solve It?

Hey everyone,

I’ve recently shifted my focus from coding to working more as a tech artist in Unity. While I love the creative aspects of my current role, I’ve been coding much less than before, and I want to challenge myself to dive back into the deep end.

To find inspiration, I started looking for discussions about the toughest challenges Unity professionals have faced. However, the most relevant post I came across was already 8 years old, and Unity has evolved so much since then!

So, I wanted to bring this question back to life for today’s Unity pros—those of you actively working and making a living with Unity (not just hobbyists). What was the hardest task or problem you faced in your work, and how did you solve it?

Whether it was optimizing complex shaders, integrating cutting-edge tech, managing enormous scenes, or building intricate systems, I’d love to hear about the challenges and the solutions that made you grow as a developer.

I’m looking for something really tough to tackle as a personal challenge—something that could push me out of my comfort zone and help me grow both technically and creatively.

Looking forward to hearing your stories!

https://redd.it/1gto95y
@r_Unity3D
Do you remember the old unity joystick sprite? Somewhere between 2010 to 2015
https://redd.it/1gtlo65
@r_Unity3D
I need your help for my close test
https://redd.it/1gtrrtu
@r_Unity3D
Have premade save data in a build

I have made a save load system in my game, which works nicely. The players data is saved exactly how it should be, and I am happy about that. The problem I have is I want to load some pre-captured save data into my build that a player can access when playing the game the first time. However, I do not know how to do that. Is there a way to take a file and load it into a build of a game? (my game has to be build on WebGL for my assignment).

Thanks in advance!

https://redd.it/1gtx3d2
@r_Unity3D
Do most people create their own materials in Unity, or in their respective 3D modeling software?

Wondering if people reliably import materials from blender or substance painter, or if only textures are made and materials are handled by people in Unity? Which do people usually do?

https://redd.it/1gtyqa2
@r_Unity3D
Contour, edge detection post effect in Unity 6 URP and Render Graph, in the Fantasy Kingdom demo. It draws subtle edges based on scene color, normals and depth. What do you think?

https://redd.it/1gtzrz3
@r_Unity3D
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Active ragdoll shenanigans again. Spent around a week tweaking the forces and balancing :D The game is basically 'SOT + Party Animals'. Does it have the feel of 'physics-driven game'?

https://redd.it/1gtzp28
@r_Unity3D