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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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One year and half later, I finished and released my first game. Follow devs, don't give up

https://redd.it/1h7pgko
@r_Unity3D
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My motorcycle physics system, what do you think?

https://redd.it/1h7sfw3
@r_Unity3D
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Today my first game, Roll-a-ball 2/on steroids/mutated tutorial has released in early access :D Unbelievable feeling. Take a look at the release trailer!

https://redd.it/1h7w6ux
@r_Unity3D
How to switch a tilemap?

Sorry if this doesn't make sense. I've been trying to google this but I don't know how to word it into google to get the answer I want. I've tried so many different sentences and nothing works... I'm a total Unity noob so maybe that's the problem. But basically what I want is to switch over a tilemap to a new one when I get to a specific point. Like, entering into a doorway which triggers a new map for the inside of the room. Maybe with like a fade to black as a transition between outside and inside. I'm embarrassed I've had to resort to here because I just can't figure out exactly what this is called but yeah 😂

https://redd.it/1h7xpex
@r_Unity3D
Help creating a UI in React

Hey all,

I'm working on a new game which is going to be quite UI heavy. I've read that in certain games people have managed to write dashboards, inventory etc using the React library.

Does anyone have any experience with this/resources on how to set this up? Is it complicated to implement and, once implemented, is it worth the hassle?

Cheers for any advice.

https://redd.it/1h80m92
@r_Unity3D
Why images increase in scale after importing it?

Sorry if it’s a dumb question, I tried googling it up but didn’t find anyone with the same issue, also read the documentation but couldn’t find a explanation on it.

The problem is my project default resolution is 1920x1080, and also the main camera is set to this res (full hd), but when I import an image with that size, it gets a little bit bigger than the visible frame and gets cut off. Also, smaller images I create with that resolution in mind, seems to get bigger in Unity.

Why this happens? I use GIMP to create the images with res of 1920x1080 and 72ppi, does it have anything to do? Sure I can adjust the scale after once it’s in Unity, but it’s a little troublesome for me. How can I be sure the image I create will be the exact same size when imported to Unity?

https://redd.it/1h80h66
@r_Unity3D
Hi, I have a problem with my player movement

Do you know how can i get rid of it?

Here's a link for the video on on the google drive:

https://drive.google.com/file/d/1U7P4D1mdN1gvcDzAMvJlIsccTqDBspaU/view?usp=sharing

https://redd.it/1h82ozp
@r_Unity3D
Just released my first commercial game! 2 months of dev time were totally worth it.
https://redd.it/1h85ksv
@r_Unity3D
Thank you Unity2D, I released my first game today

Hey Unity2D!

After two years, my game is finally out, this sub was a huge help in my time of need.

I’d like to give thanks in some way, so I’m leaving a couple of keys as separate comments to my game, Don’t Drown https://store.steampowered.com/app/2398370/Dont\_Drown/.

Thank you to the community who got me into game dev.



https://redd.it/1h85h21
@r_Unity3D
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I made a shader that transforms a cylinder into a procedural 3D flamethrower.

https://redd.it/1h8cibf
@r_Unity3D
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An experimental mix of Robots + Boxing + Electro swing + rhythmic inputs. (Late alpha gameplay footage)

https://redd.it/1h8bpzv
@r_Unity3D
Two weeks ago we launched our first game on Steam - here's how it went:

(Postmortem)

Two weeks ago, my team and I released our first game on Steam. I thought it might be interesting for other indie devs to hear about some stats, what we did before and after the release, and how it all turned out.

TL;DR - the stats:

Wishlists before release: \~2400
Copies sold (two weeks since release): \~500
Reviews: Very Positive (55 reviews, 100% positive)
The main problem: a small target audience for grid-based puzzles on Steam.
Best method for wishlists: steam festivals.

Now. before we dive in - a small confession. This game was made using Godot. I'm posting this postmortem here because other groups found it helpful and interesting and I thought it's as relevant to Unity users and Godot users alike. Also, I've seen this subreddit is very supportive of Godot, so I allowed myself to post here as well.

# 1. How Prickle Came About - From a Game Jam to a Steam Release

Fourteen months ago, our indie team of four developers participated in Ludum Dare 54. The theme was “Limited Space,” so we created a small, wholesome, grid-based puzzle game about a father hedgehog (DadHog) trying to bring his mischievous Hoglets back home. The main mechanic was that when two hedgehogs touched, they stuck together, making movement and rotation increasingly challenging.

https://i.redd.it/kpm2pwllvv4e1.gif

The jam version had 12 levels and received very positive feedback (ranked 32 out of 2200) , with many players asking for a full game. Well, if a 12 levels game takes 72 hours to make, a 48 levels game should take around 12 days, right?

How hard can that be? (\
foreshadowing intensified*)

Fourteen months later, Prickle was ready to release, complete with new mechanics, levels, music, cutscenes, menus, a hint system, undo functionality, accessibility features, dark mode, translations into 15 languages, and support for Mac, Linux, and Steam Deck. Plus, there was a LOT of playtesting.

https://i.redd.it/efcwaikmvv4e1.gif

# 2. Pre-Demo Marketing

First, let’s address the most important thing we learned about marketing: the market for grid-based puzzle games on Steam is ROUGH.

The puzzle game community is relatively small, and while our game is cute and wholesome, it is also difficult - and not everyone enjoys that type of challenge.

While this genre might be more popular on other platforms (Nintendo Switch, for example), the Steam audience remains relatively small.

Let’s face the facts - even the biggest grid-based puzzle hit, Baba Is You, has “only” 17K reviews, and the second most successful, Patrick’s Parabox, has 3K. These are fantastic achievements for amazing games, but compare it to superstar indie games in other genres and you start to see the problem.

Additionally, while Prickle has a unique and stylized art style that most players find charming, it doesn’t have the kind of flashy graphics that market themselves, so to speak.

We started marketing Prickle 9 months before release by creating its Steam page and aiming to gather as many wishlists as possible.

The world of indie marketing and self-publishing is tricky:

We wanted to get as many wishlists as we could before releasing a demo, but we also knew that the best method of getting wishlists is releasing a demo.

Our primary marketing efforts included:

Posting on Reddit gamedev forums like r/IndieDev, r/Godot, and r/PuzzleVideoGames.
Sharing updates on Twitter and Facebook gaming/gamedev groups.

We also started playtesting, which brought attention to the game as puzzle gamers started to play it.

It was also a good opportunity to open a Discord server where playtesters could give feedback and talk with the team directly.

By the time we released the demo, we had \~450 wishlists.

https://preview.redd.it/4pc1x2v0wv4e1.png?width=4119&format=png&auto=webp&s=61c71bd819399bb9a631a837dbd2da26527398b0

# 3. Pre-Release Marketing

We launched Prickle’s demo a week before Steam’s Next Fest.

The demo brought in around 115 wishlists, but the real game-changer was the