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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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Hats off to all of you. This is difficult. Read comment.

https://redd.it/1h9txws
@r_Unity3D
Help with Unity to XCode
https://redd.it/1ha065i
@r_Unity3D
Childs Drawing 🖼️
https://redd.it/1h9vwfu
@r_Unity3D
Please Remember: Your Games Should Always Surprise

Last weekend, I played a bit of Battle Toads on SEGA in a retro shop. Turns out, it’s not as "tear-your-ass-apart" hard as I remembered it from childhood. Yeah, it’s challenging, but the difficulty is actually fair.

https://preview.redd.it/5lu9tstbrr5e1.png?width=720&format=png&auto=webp&s=83789ce07ac772f7a38700e8b74f6bb4e91455e8

Guess it was only "impossible" for a 10-year-old punk with minimal gaming experience and zero skills. Honestly, now it feels like you just need a couple of tries to get the hang of it and move on.

That said, modern mainstream games are still like 10 times easier—designed to roll out the red carpet for the player, y’know.

But I didn’t want to talk about difficulty. Holy crap, Battle Toads is such a blast and so varied

https://preview.redd.it/cb0p71k2sr5e1.jpg?width=480&format=pjpg&auto=webp&s=6a6738f2b517f25f1c02597153b897b1651cc143

Modern devs are like, "Consistency! The player has to understand what’s going on, yada yada. We gotta reuse mechanics or nobody will get it, boo-hoo."
In Schreier’s book, CDPR mentioned: "We wanted to add a scene during the Battle of Naglfar where Ciri skates around and fights the Wild Hunt! It would’ve been an amazing nod to ‘Lady of the Lake,’ but then we realized—this would introduce a new mechanic in the final stretch of the game. Players wouldn’t be able to handle it, nobody would figure it out! So we decided it couldn’t be done. We just couldn’t add another tutorial at the very end; it’d ruin the pacing."

Oh, for crying out loud!
Meanwhile, in the old-school Battle Toads: every level is literally like a whole new game that retains only the core principles from the previous stage! Hell, forget levels—some segments within levels feel like entirely new games.

I’d forgotten, but the first boss fight?..

The red filter is there to emphasize once again that you’re seeing through the eyes of a robot!

It’s from a second-person perspective. A second-person perspective! How often do you see that in games? You’re looking at yourself through the boss’s eyes and hurling rocks at the screen, basically at your own face—but it’s not you. You’re the little toad. :frog:

Guys, it’s pure magic when a game keeps surprising you like this! As a kid, you don’t really appreciate it. You just assume that’s how games are supposed to be.

https://redd.it/1ha3zb9
@r_Unity3D
How many of you have Animancer API package experience?

I’m only using Animancer lite so far, and it’s been great not having to deal with my own state machine and the Animancer state machine, but I keep running into an issue. In certain scenarios my end events from a previous state will trigger after the state has exited. I know I have to code for the animation to stop explicitly and clear the event. Is there some special protocols when dealing with end events in Animancer with Finite State Mqchines?

https://redd.it/1ha49ww
@r_Unity3D
Released my first 2D mobile game on Google Play Store.

gameplay footage

Download Now

https://redd.it/1ha88ah
@r_Unity3D
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Created a unique plasma/pollen engine using text symbols. You can ignite it anywhere on the screen. Technically, it's quite simple: Perlin noise shifts upward and controls the gradient descent of symbol positions. As a result, symbols form streams as they move upward. Looks interesting?

https://redd.it/1ha9fvu
@r_Unity3D
Detect object when teleporting past it

I'm making a 2d sidescroller that is essentially turn based with grid movement. When you step off a ledge, you instantly land on the ground rather than falling over time. It enters a while loop that repeatedly decreases your y position by 1 until you are on the ground.

This has caused an issue because hazards and pickups which effect the player when their OnTriggerEnter2D is triggered. But because of the way I'm handling falling, the player essentially teleports through the object and doesn't interact.

I tried checking for the objects using OverlapCollider in the while loop each time the position is changed, but that doesn't seem to be working.

https://redd.it/1ha5jfd
@r_Unity3D
Help with collisions

Hi,

New to developing in unity and was wondering if anyone can help me with an issue I have, basically i want a bullet to hit an object and delete it (or at least log its colliding)

I have a bullet class thats get created when the Fire method is called and this works fine, it creates a bullet that moves at the correct speed in the correct direction but for some reason the collision detection isnt working

Ive attached the 2 noscripts as well as images of the inspector for the bullet prefab and Square object (the one i want the bullet to collide with)

At the moment the bullet just passes right through the square when i would expect it to at least log a message


They each have colliders and rigid bodies so im not sure why this is happening

public class Bullet : MonoBehaviour
{
    public float lifespan = 3f;

    void Start()
    {
        Destroy(gameObject, lifespan);
    }

    void OnCollisionEnter2D(Collision2D collision)
    {
        Debug.Log($"Bullet hit: {collision.gameObject.name}");
        // Destroy the object the bullet collided with
        Destroy(collision.gameObject);

        // Destroy the bullet itself
        Destroy(gameObject);
    }
}


void FireBullet()
    {
        // Instantiate the bullet at the spawn point
        GameObject bullet = Instantiate(bulletPrefab, bulletSpawnPoint.position, bulletSpawnPoint.rotation);

        // Add velocity to the bullet in the direction the spaceship is facing
        Rigidbody2D bulletRb = bullet.GetComponent<Rigidbody2D>();
        bulletRb.velocity = bulletSpawnPoint.up * bulletSpeed;
    }



https://preview.redd.it/vn2y9odqvu5e1.png?width=392&format=png&auto=webp&s=c98df85970ef52dd66dd1e7912a3fbfd6908885c

https://preview.redd.it/o1hs15qzvu5e1.png?width=385&format=png&auto=webp&s=15d9acbc8de04b8edcb96c5dd56fdbc535557db4




https://redd.it/1haevvs
@r_Unity3D
How to disable a rigid body without disabling the collider

So, I have an object that I would like to merge with another object. both objects have colliders and rigid bodies, and I would like to make one of them become a child of the other to connect them. in order to do that, I would like to disable the rigid body of the first so it can become the child of the other, with the ability to enable it on disconnect. the problem is I want the object to still be able to collide as a part of the second object.

If I simply delete the rigid body, it operates as I want it, with the colliders colliding. kinematic is not what I need, and physics layers did not work. problem is simulated just turns off the collider, so that does not work either.

I have been pondering this for close to a week, and found no answer. chat gpt said to maybe create a save state for a rigid body, but that feels ugly, so I would like to know if there is a built in solution that makes this possible.

https://redd.it/1haif2m
@r_Unity3D