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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Havenlocked: Steam page, Kickstarter page, and reveal trailer!

https://redd.it/1he7sr6
@r_Unity3D
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Who called security? Adding vehicles and characters to my destruction game. Happy I decided to make them all playable.

https://redd.it/1he8qt2
@r_Unity3D
How do you like jumping in FPS, e.g at default gravity jumping feels slow/floaty?

I have noticed some games take the floaty approach like neon white or halo, but I don't know for certain but feels like some games have custom gravity or jumping physics,

https://redd.it/1he4shn
@r_Unity3D
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We hacked Unity's spline package to allow free-hand building in our game

https://redd.it/1hed55e
@r_Unity3D
Help with recreating effect

Hello, I'm trying to recreate the following effect from the Touhou 6 (watch the video at the timestamp). The player shoots out these large colorful spheres, which appear to have red borders at the start, rapidly grow and gain a multitude of color depending on the radial coordinates. Not I'm not talking about any particles for when the spheres explode, just the spheres themselves.

Video: https://youtu.be/PpZ9CcX7NnA?t=363

I'm trying to do this using Unity's particle system and can't get the look quite right, specifcally the radial color part. It looks so complex! Was wondering if anyone here might be abel to deduce how such an effect is made?

Thanks,

Tim :)

https://redd.it/1hefy0z
@r_Unity3D
600k ad impressions, $230 in revenue. Is this normal?

The noscript is pretty self-explanatory, my game had almost 600k ad impressions in a period of about 6 months and I only made $230. I use only interstitial and rewarded ads and the ratio is about 3:1 interstitial-rewarded. The audience is 68% Russia and Ukraine, 5% Tier 1 countries and the rest is mixed. My eCPM has been around $0.5. Compared to what I've been reading online, this is really low. I saw some dude make $47k with 800k impressions. What am I doing wrong? PS: I'm using Unity Ads

https://redd.it/1hehw9r
@r_Unity3D
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The Cozy Title Screen of my Upcoming Point&Click Adventure. I could just watch that for hours. 🌴🎶😄

https://redd.it/1helo4k
@r_Unity3D
My Wild West RPG can now TRAVEL! I decided to implement a simplified world map travelling system for Gun Of Fate, and hopefully the players like the design. T-T
https://redd.it/1heioav
@r_Unity3D
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I got a pneumatic tube system in my game featuring a cat. Look at her go!

https://redd.it/1hen3lk
@r_Unity3D
'Friends' betrayed me and stole my work claiming it as their own

Hey guys

So I just graduated from College studying Game Development. Me and 3 other 'friends' of mine, were working on our final project due at the end of the year. I was the main coder/animator for the project. I got a base movement controller/FPS hands system and from there I significantly modified and expanded it. I created a consumable system, a PDA system, etc. I probably worked 8-10 hours a day adding content and mechanics.


One guy in particular, lets call him 'B', was responsible for enemy AI. After 4 months, he only had one broken enemy who would literally get stuck on objects, either failed to detect the player or it would detect the player from across the map. Eventually I grew quite disheartened and frustrated, as I was the only person in the group working every day and adding content. I confronted him a few times, first by asking him on Discord if he needed help or if he'd like to do something else as he was either struggling or simply not doing the work prescribed to him. However, he said he was okay and would continue with his 'work'. Each time we had to submit progress reports/game tests for college, I could clearly see no progress had been made, although he claimed he worked on it. Finally, I confronted him at class and told him he wasn't doing his part. At this stage, he was gaslighting me quite heavily.

3 weeks before our final project hand in, I went to class only to be ambushed and told a group meeting had been scheduled by 'B' with the Head of the Department of Gaming. He basically lied through his teeth, claiming he had been working 12 hours a day on the project. At this point I was so frustrated, disillusioned and quite plainly exhausted. As a result, I didn't handle the meeting as well as I could, as I felt quite betrayed at this point.

Anyway, I got kicked out of the group and had to come up with a game in 3 weeks time for my final project, which I somehow managed to do. However, obviously the game would've been a lot better if I had just decided to go solo from the start of the semester.


The kicker is, they are still using my code/animations. They changed some stuff, but being the owner of the work, one can clearly spot when your code/animations are being used. Now, they are receiving a lot of credit and opportunities for work that they did not do.

Obviously I feel quite aggrieved by this and I was just wondering how some of you guys would've reacted to something like this?


Thanks for your time

Kind regards

https://redd.it/1hen7eu
@r_Unity3D
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How Can I Improve My Game's Level Design for Originality and Engagement

https://preview.redd.it/jlw26tplaz6e1.png?width=740&format=png&auto=webp&s=3bddca1e2a6fee4c27156da7c7becf517fafc2ae

https://preview.redd.it/ejtw1oxmaz6e1.png?width=1009&format=png&auto=webp&s=64bbfb8c7e25d209f19a497eb29e6edfb92808e5

https://i.redd.it/gan4xj1oaz6e1.gif



Hi everyone! I’m working on a 2D game project, and I’m looking for tips to improve its level design. I feel like my levels are functional but lack the originality and polish needed to make them stand out.

Here’s what I’m looking to improve:

1. Level Layout – How can I make levels more engaging, visually interesting, and unique?
2. Gameplay Flow – Any advice on balancing challenge and player guidance to keep things fun?
3. Creativity – Tips for adding a personal touch or avoiding generic level design?

I’ve included an example of one of my current levels (screenshot attached) to give you an idea of what I’m working with. Feedback, general design philosophies, or examples from games you admire would be awesome!

Thanks for your input—it means a lot!

https://redd.it/1heov9r
@r_Unity3D
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Added a Swinging system to my combat RPG Blood And Mead (might need a better player animation during the swing state)

https://redd.it/1hep13j
@r_Unity3D
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Question (VFX Graph): “collide with sphere” Fade-out

hi all
i made a “collide with sphere” node and attach it to my player location. that when my player collide with the particles they will die.
i want that instead of the particles will die instantly, they will have a smooth fade out.
anyone got an idea how i can do it? (I’m a beginner)

https://preview.redd.it/xcwqrehwm07e1.png?width=1021&format=png&auto=webp&s=ad3e670c917ad6aa35d73ece0d05c5056b2eaadf



https://redd.it/1hesqx7
@r_Unity3D
Graphic tablet

I'm looking at a screen graphics tablet to make animations, sprites, backgrounds, etc... I'm currently using a whiteboard but I don't like it. It would be for Adobe, go for it.
Could you recommend me any?

https://redd.it/1hetnvm
@r_Unity3D
How to stack 2D and 3D Cameras with URP?

Trying to make a game where there are 2d lights that affect the 2D objects and 3D lights that affect the 3D objects. I also would like to you some terrain. Unfortunately 3D lights and terrain are only supported by the Universal Renderer and not the Renderer2D, and vice versa for the 2D lights.

I've tried to do Camera stacking but there is an error preventing it, saying that Renderer2D and UniversalRenderer are incompatible camera types.

Is it possible to change some settings or something to stack them..?

For my specific use case, all of the 3D will be behind 2D, so if there's a way to make the camera background transparent so I can manually overlay it, that would be great.

Also, my Unity version is 2022.3.17

https://redd.it/1heuw2k
@r_Unity3D
Gamescom Booth: Dream Opportunity or Too Soon? Need Advice!

Hey everyone! 👋

I’ve been dreaming of showcasing my game at Gamescom for years, and now that booth bookings for 2025 are open, I’m seriously considering it. It feels like such a big milestone as an indie dev—an amazing way to share my work with the world. But I also know it’s a huge investment, both financially and in terms of time and energy.

The thing is, my game is still in progress. It’s functional, but it’s far from polished or “juice-filled,” and I’m not sure if it’ll be in good enough shape to show by then. It makes me wonder:

• Is it worth committing to such a big event if the game isn’t in a polished or near-finished state?

• For those of you who’ve presented at events like Gamescom, where were you in your production timeline when you took the leap?

• Was the experience worth it for you in terms of visibility, feedback, or just as a personal milestone?

I’d love to hear your thoughts, experiences, or advice on this! I’m torn between chasing a dream and waiting until the timing feels more “right” (if there’s even such a thing).

Thanks in advance for sharing! 🙏

https://redd.it/1hes6ff
@r_Unity3D
2D sidescroller/Metroidvania

Just wondering what the normal reference resolution should be for a pixel art metroidvania?

Making 16x16 pixel art assets, including the ground tiles, the player and a building for now.

What size should my canvas be? For example, if im making a parallax background. What size should I set the canvas to be on Aseprite before I import that into unity? Then the pixel art camera needs to be set to a certain reference resolution too.

Thanks!

https://redd.it/1herk0v
@r_Unity3D
90% off BUNDLE / from $20,97 to $2,07 on all effects assets in 2D pixelart. Limited
https://itch.io/s/129003/fx

https://redd.it/1hf2xn2
@r_Unity3D