r/Unity3D – Telegram
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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I would like to know why i have these deformations. Thanks Guys

https://redd.it/1h6bxxh
@r_Unity3D
I blended the allure of a pixelated world with the eerie depths of a dungeon teeming with fearsome monsters and introduced a unique mechanic: the ability to stop time. Lord Ambermaze represents over 240 days of dedicated work, and I hope it sparks your curiosity!
https://www.youtube.com/watch?v=1sIAHoWANAw

https://redd.it/1h6fbdl
@r_Unity3D
That Level Again on Steam

I’ve published my game on steam. It took me almost 10 years.

It’s been almost 10 years since part 1 was released. Well, it’s time to publish it on Steam. Release date it December, 4th. I’ll answer some questions if anyone is interested

https://preview.redd.it/h0cvty1tiu4e1.png?width=1232&format=png&auto=webp&s=80a8568ae2f2b1bf48b1636549572f067fd9a733



https://redd.it/1h6hxs6
@r_Unity3D
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Released my first ever game on Steam this week ! It's been a hard yet incredible journey ! 🏎️
https://redd.it/1h6jczt
@r_Unity3D
Highlithing hexes

I am trying to make a turn-based game and a player have a specific movement range and I have no idea how to highlight the hexes on which a player can move to and disapper when enemy turn starts. I am using a tilemap in Unity for hex grid. I tried to use a diffrent sprite in tile pallette for highlighting the hexes, but it didn't quite worked - probably I didn't correctly write a code, and I wonder if there is a better way to do it? Or maybe just some tips how to write the code? Any help apprecieted!

https://redd.it/1h6m6ir
@r_Unity3D
How many assembly def do you use for your project?

I was curious about how many assembly defs people use on their projects.

I had around 80 and it was causing some confusion so I am trying to lower it to 40s.



https://redd.it/1h6nrni
@r_Unity3D
Collider Problem

If the player is right next to the Square with a collider (touching it) and then he jumps, no matter from which side you do it, it works. However, for some reason when I remove the square and make the obstacle a part of the tilemap with a composite collider, jumping over it while touching it is only posible from the left side (Essentiallym when Xmovement is 1, it works, and when it is -1 the player just can jjump through the top edge of the collider). Does anyone have any ideas?

https://preview.redd.it/egq8u1woiv4e1.png?width=594&format=png&auto=webp&s=75c18b1cf718292c05798722fd3d9386c4e19909



https://preview.redd.it/mloplyiuiv4e1.png?width=562&format=png&auto=webp&s=6f8f7eb3eb6d27ac1380857e9d3e164e4d244857



https://redd.it/1h6n211
@r_Unity3D
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Really proud of us for creating the atmosphere as close to my vision as possible for the "arrow rain" ambush (one of my favorite features in the game). What else do you think will make this more immersive? Let’s brainstorm!



https://redd.it/1h6p5lb
@r_Unity3D