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r/Unity3D
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festival itself, which brought in about 100 wishlists every day for the four days of the festival, effectively doubling our total.

Here’s what we’ve done since then and how it worked for us:

Online festivals and events: By far the best source of wishlists, bringing in roughly 100 wishlists a day. We participated in Steam festivals like Wholesome Games and Back to School and in Devs of Color Direct.

And yet, only half of the wishlists we got in that period were from festivals. The rest were from the slow but constant flow of wishlist from our other marketing methods.

Reddit: The best way to reach a wide audience, BUT: even though tens of thousands of people viewed our post and thousands of people entered the Steam page, only a small percentage actually wishlist the game.
Facebook/Twitter: proved to provide a smaller amount of views, but a much higher percentage of view-to-wishlist conversion rate. That being said, Twitter was way more effective both in reaching out to new people and networking with other industry professionals - which even got us a review in PC Gamer magazine!
Threads: a lovely place and has a supportive community of indie devs, but the small size of the network proved difficult. We still plan to continue posting on Threads, though.
Streamers: We reached out to Twitch streamers with free keys for Prickle’s current full version build, so they can play it before it even releases.While Prickle was showcased by streamers and had quite a lot of views, none of them was followed by a large peak in wishlists. We assume it is due to the previously discussed small audience of the genre.
Real-life events: We attended two in-person festivals and one playtesting event. We’ve also showcased Prickle at Gamescom Latam in Brazil (Where it was nominated for the best casual game award!). We’ve found that real-life events are great for networking and playtesting but less effective for wishlists, given the time and effort involved.

By release, we had \~2400 wishlists.

https://preview.redd.it/rfyyk6qfwv4e1.png?width=4098&format=png&auto=webp&s=8a48bfd68493909721058a4ec362a636c8e94ba2

# 4. Release

We launched Prickle on November 22 with a 30% release discount.

While we hoped the game would attract enough players to appear on Steam’s New Releases page, we were also realistic about it.

In the first 24 hours, we sold \~140 copies. Today (two weeks later), we’re at \~500 copies sold.

Posting about the release led to our biggest wishlist spike - \~250 in one day, with \~600 total wishlists since launch.

https://preview.redd.it/w3mhieahwv4e1.png?width=4176&format=png&auto=webp&s=e2bccfa1baf15f54b8d0553133b74ba34052d8d0

Although only a small percentage of wishlisters have purchased the game, the reviews have been extremely positive, earning us a “Very Positive” rating after more than 50 reviews.

Overall, \~1100 people had played the demo and \~320 played the full game.

Prickle, sadly, didn’t end up on the New Releases page.

# 5. Conclusion

We knew what we were getting into when we started working on Prickle. Neither of us thought that it’s going to be a huge hit and our biggest hopes were that it would be successful in puzzle game standards - so we are very pleased with the results, so far. We are delighted to know that people are playing and enjoying Prickle, and we are thrilled to read the positive reviews. Some players even sent us photos of them playing with their children or families, which is really heartwarming.

Our top priority as a team was to enjoy the process of game making and make games we believe in and love - and it doesn’t always mean making the most profitable games, and that’s okay.

We wanted to thank everyone who playtested, wishlisted, bought, reviewed or played the game - your support really means the world to us.

If you have any questions - feel free to ask and we'll do our best to answer.

https://redd.it/1h8axq0
@r_Unity3D
In need of resources

Okay, so I've decided instead of using a whole new software to create this I'm just going to use unity, as its the engine I use and this project could build useful skills, I'm looking to make some sort of software using unity, including a daily planner, a money management system (budget/savings planner) and like, general daily wellbeing, eat, drink, sleep, and in-app currency for doing well in these aspects, reaching goals. Only issue is I'm only really useful in 3d, building game components, does anybody know any useful resources for 2d ui and like, text boxes, saving data, etc, I just need to learn those fundamentals and tackle it, it's how I personally learned 3d

https://redd.it/1h8gd14
@r_Unity3D
Remember that one guy at the arcade who would hog your favorite game for hours, leaving you stuck watching and waiting? New location and character for Whirlight - No Time To Trip, our new point-and-click adventure, bursting with mysteries, thrilling challenges, and a heavy dose of retro nostalgia.

https://redd.it/1h8oycg
@r_Unity3D
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I’m trying to animate a UI for my game. It’s a very secondary animation that will only take up a small part of the screen. I’m looking for a balance between quality and execution complexity
https://redd.it/1h8ov4z
@r_Unity3D
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Wanted to create a simple tank controller. Things quickly got out of hand.

https://redd.it/1h8p2d0
@r_Unity3D
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A closer look at the motion matching character controller in my game (with gizmos enabled)

https://redd.it/1h8sw3t
@r_Unity3D
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Introducing El Capitan and her minions. Are you ready for a beating?
https://redd.it/1h8vghc
@r_Unity3D
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I added stones that give rewards when broken, which I define as "Destiny Stones", to the game I am developing. What do you think their names should be, friends?
https://redd.it/1h8znvj
@r_Unity3D
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Update on my attempt at replicating a similar to unreal engine nanite tech in unity, All still running on CPU main thread at the moment but ONLY the triangles of a mesh are now rendered INSTEAD of the ENTIRE mesh.

https://redd.it/1h92f7u
@r_Unity3D
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Truly honored to have my game(Mekkablood) featured in PC Gamers Most Wanted 2024 stream.

https://redd.it/1h93omo
@r_Unity3D
How would you implement this smoke, that shows the real color

Hello,
I'm quit new to Unity and Game Developing, and I have an idea for a feature, but I don't really know how to implement it.

I want to have objects in my 2D game (for example food) in "wrong" colors, but if I drag those Items behind a cloud/smoke particle, their true colors are shown.
In which Unity Features should I look into?

https://preview.redd.it/x6emdy79pi5e1.png?width=1022&format=png&auto=webp&s=a2a4eea87ad2eaedfb77dbdc936fc46fdf1a6ce0



https://redd.it/1h9676o
@r_Unity3D
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A magical effect or a curse? Check out this pixel art summoning circle!
https://redd.it/1h986j0
@r_Unity3D
Recommend 2D tutorial for beginner

I'm looking for a not very long (around 10-15 hours) tutorial, which will help me to get started with developing 2D games in Unity.

I have a programming experience, and already know the basics of C#, but have no experience developing games.

I wish a tutorial which will teach me the most used 2D instruments in Unity for working with animations, physics, interface etc, as well as basics of 2D game development. Also, I'd like it to be not too old, preferrably, not older than 2-3 years ago, to not relearn a big part from scratch.

I've found this one https://www.youtube.com/watch?v=AmGSEH7QcDg&list=WL&index=1&t=30828s as one of the most popular, but it's mostly focused on 3D, and I wish to start with 2D. Also I feel it goes a little more in details (like various scene rendering features), than I need at this moment.

After that, I plan to start doing my own little games and learn mostly by doing.

https://redd.it/1h9894r
@r_Unity3D
I've heard it's really good to cache Camera.Main or GetComponents. But Is there any performance advantage of caching a static instance ? I use a Singleton Manager so I call it a lot in my other Monobehaviours.
https://redd.it/1h8zq7g
@r_Unity3D
Media is too big
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started a new prototype about owning a movie theater! thoughts?

https://redd.it/1h9chgf
@r_Unity3D
Rigidbody2d.velocity = Vector2.MoveTowards is making my ai go to a random point and jiggle

I’m so pissed, I’ve been up for 2 hours trying to fix this. I have three points I need an ai to travel to, and it was working perfectly but I needed to update my movement system to use rigidbodies and now it’s not working. The first two points work (but I had to make Vector2.MoveTowards negative), but the last and most important point just won’t work.

The first two points use

speed = 10


rb.velocity = -Vector2.MoveTowards(transform.position, point.transform.position, 1).normalized speed Time.deltaTime;

Last one that doesn’t work uses

speed= 10
Offset = -10

rb.velocity = -Vector2.MoveTowards(transform.position, new Vector2(itemPoint.transform.position.x, itemPoint.transform.position.y + offset), 1).normalized speed Time.deltaTime;

There is nothing I can tell at all that may be causing the problem but still all of the ai keep going to some point. It’s either 1,0 or 0,1

I just realized that the last input of Vector2MoveTowards actually did change something (the 1 at the end) but I don’t know what to do with it. It changed the point the ai was going to but i put in the position of the item point and it didn’t work

Does anyone have any advice, it will save me so much and anything is appreciated.


https://redd.it/1h9du7s
@r_Unity3D