Is there a tutorial for pinball in the 2D engine?
Im wanting to make a Balatro and Buckshot Roulette pinball game and I cannot find any pinball tutorial online that uses the 2D engine. I am just a beginner that is just now learning Unity though.
https://redd.it/1hhvrjv
@r_Unity3D
Im wanting to make a Balatro and Buckshot Roulette pinball game and I cannot find any pinball tutorial online that uses the 2D engine. I am just a beginner that is just now learning Unity though.
https://redd.it/1hhvrjv
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Simple stylized shader, 3 colors on view space or object space, outlines, pbr
https://redd.it/1hhueud
@r_Unity3D
https://redd.it/1hhueud
@r_Unity3D
We had 84% review score on the release, but since than we already had 4 major updates and our last 30 days review score is now 95% :)
https://redd.it/1hhx2vw
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https://redd.it/1hhx2vw
@r_Unity3D
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Made a video no how to create a simple Interactive Particles effect with VFX Graph and wanted to share here too.
https://redd.it/1hhxo3i
@r_Unity3D
https://redd.it/1hhxo3i
@r_Unity3D
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Progress with my physics simulation game: 2D printing matter, ropes, lasers
https://redd.it/1hi0omq
@r_Unity3D
https://redd.it/1hi0omq
@r_Unity3D
🔥1
How do you guys handle components that require references to scene stuff?
So i have rn a worldSpaceCanvas and i have a noscript that makes damage numbers instantiate on the world space canvas when a entity with that component takes damage
it basically suscribes to onDamageTaken if the object has Damageable and that outputs a damageEvent object that has data inside like damageDealt, the problem is that i have to do a find all objects of type to get all the canvas con the scene and get the one that is world space
is there any way to handle this situation better?
https://redd.it/1hi3vxa
@r_Unity3D
So i have rn a worldSpaceCanvas and i have a noscript that makes damage numbers instantiate on the world space canvas when a entity with that component takes damage
it basically suscribes to onDamageTaken if the object has Damageable and that outputs a damageEvent object that has data inside like damageDealt, the problem is that i have to do a find all objects of type to get all the canvas con the scene and get the one that is world space
is there any way to handle this situation better?
https://redd.it/1hi3vxa
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Sprite rendere rendering white, despite being set to another color
https://preview.redd.it/3tim7tw55z7e1.png?width=1159&format=png&auto=webp&s=0287e63af14ab071897ec38c5510e85b86c29d07
In the scene the sprite is white. In the inspector the color property preview also appears white. But when you click on it, the color window popup clearly shows it's set to brown.
In my noscript the color is defined as:
and gets set here:
SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
spriteRenderer.color = tileData.color;
But engine template colors like: Color.green work fine. So i don't think the way im setting the color is the issue.
https://redd.it/1higf57
@r_Unity3D
https://preview.redd.it/3tim7tw55z7e1.png?width=1159&format=png&auto=webp&s=0287e63af14ab071897ec38c5510e85b86c29d07
In the scene the sprite is white. In the inspector the color property preview also appears white. But when you click on it, the color window popup clearly shows it's set to brown.
In my noscript the color is defined as:
color = new Color32(76, 51, 18,1)and gets set here:
SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
spriteRenderer.color = tileData.color;
But engine template colors like: Color.green work fine. So i don't think the way im setting the color is the issue.
https://redd.it/1higf57
@r_Unity3D
UI Text Scales Incorrectly when switching from 640x480 to 1280x960
Hello. There's a problem with the UI, as the UI is fine at the resolution 640x480
640x480 textbox
However, at 1280x960 the text becomes much narrower, after it scales up to match the new resolution. Something about Canvas scaling seems to be wrong, not sure what.
1280x960 textbox. The text appears very narrow.
I tried a lot of settings, while keeping the canvas in such a way that the text isn't blurry, but can't find any solutions. Any help is much appreciated.
https://redd.it/1hihq0c
@r_Unity3D
Hello. There's a problem with the UI, as the UI is fine at the resolution 640x480
640x480 textbox
However, at 1280x960 the text becomes much narrower, after it scales up to match the new resolution. Something about Canvas scaling seems to be wrong, not sure what.
1280x960 textbox. The text appears very narrow.
I tried a lot of settings, while keeping the canvas in such a way that the text isn't blurry, but can't find any solutions. Any help is much appreciated.
https://redd.it/1hihq0c
@r_Unity3D
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I made a new gameplay trailer for my top-down post apocalyptic survival game
https://redd.it/1hiizht
@r_Unity3D
https://redd.it/1hiizht
@r_Unity3D
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People were wondering about the applications for my procedural jiggle physics shader. 🍰 Here's a tasty demo with some cake! Works on any axis + rotation, and no bones.
https://redd.it/1hii1xd
@r_Unity3D
https://redd.it/1hii1xd
@r_Unity3D
Shader for handheld camera shake?
Beginner question: Is it possible to simulate realistic handheld camera shake using a shader (likely using noise for position and rotation)? I’m working on a pixel game and can’t shake the camera using actual transform position or rotation.
https://redd.it/1hikov1
@r_Unity3D
Beginner question: Is it possible to simulate realistic handheld camera shake using a shader (likely using noise for position and rotation)? I’m working on a pixel game and can’t shake the camera using actual transform position or rotation.
https://redd.it/1hikov1
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Explain the Unity 6 URP pipeline like I’m 5?
Seasons Greetings Folks,
I am trying (again) to make a little game in Unity, this go around using version 6. In the past I used the built-in noscriptable renderer as I have been an asset junky for many (many) years. As a dude close to 50, with a full time job and being a dad, I just don’t have the time to learn how to model every asset, rig every animation, record music, make sfx. Not to mention that although it has been decades of trying, I just can’t learn C#. So I buy assets. Humble bundles? Deal. Asset store megapack? Mine. If loving Synty is wrong, I don’t want to be right. Synty packs are my modern-day Legos / GI Joe figures / toys that I played with when I was a young boy. Still love toys but play time is now reserved to pc games or, starting up a new project (again) in Unity.
That brings me here, looking for some guidance. I have a bunch of assets, all appear to be ready for URP and Unity 6. I have upgraded shaders and can run what ever scene I am working on without compile errors or pink materials. However, I am struggling to understand how the URP pipeline works with all these different assets. For example, in this latest project, I am using Gaia for terrain, Unistorm for sky and weather, RAM for some rivers and just put in Beautify because that asset was truly amazing in the SRP project days. Not here to troubleshoot what problems I am having at the moment (sky is gone, river doesn’t appear in play but is in editor, terrain isn’t completely black when there is no light in scene, etc.) but I am trying to understand how these assets use the pipeline as there appears to many of them to choose from. Gaia has a few with different version numbers, some are pretty non-denoscript, and others I don’t know exactly where they came from or more importantly, what these pipelines do.
TLDR; Can someone explain to me, as if I was slow, what the URP pipeline(s) are and what some best practices are for Unity 6? As always, appreciate any support (or encouragement).
Happy Holidays
p.s. Bonus question, what the heck are light probes and do I need them? My lighting is always dynamic (point lights with a flicker noscript) and never really did a deep dive on what these probes are and what they do.
https://redd.it/1hikeld
@r_Unity3D
Seasons Greetings Folks,
I am trying (again) to make a little game in Unity, this go around using version 6. In the past I used the built-in noscriptable renderer as I have been an asset junky for many (many) years. As a dude close to 50, with a full time job and being a dad, I just don’t have the time to learn how to model every asset, rig every animation, record music, make sfx. Not to mention that although it has been decades of trying, I just can’t learn C#. So I buy assets. Humble bundles? Deal. Asset store megapack? Mine. If loving Synty is wrong, I don’t want to be right. Synty packs are my modern-day Legos / GI Joe figures / toys that I played with when I was a young boy. Still love toys but play time is now reserved to pc games or, starting up a new project (again) in Unity.
That brings me here, looking for some guidance. I have a bunch of assets, all appear to be ready for URP and Unity 6. I have upgraded shaders and can run what ever scene I am working on without compile errors or pink materials. However, I am struggling to understand how the URP pipeline works with all these different assets. For example, in this latest project, I am using Gaia for terrain, Unistorm for sky and weather, RAM for some rivers and just put in Beautify because that asset was truly amazing in the SRP project days. Not here to troubleshoot what problems I am having at the moment (sky is gone, river doesn’t appear in play but is in editor, terrain isn’t completely black when there is no light in scene, etc.) but I am trying to understand how these assets use the pipeline as there appears to many of them to choose from. Gaia has a few with different version numbers, some are pretty non-denoscript, and others I don’t know exactly where they came from or more importantly, what these pipelines do.
TLDR; Can someone explain to me, as if I was slow, what the URP pipeline(s) are and what some best practices are for Unity 6? As always, appreciate any support (or encouragement).
Happy Holidays
p.s. Bonus question, what the heck are light probes and do I need them? My lighting is always dynamic (point lights with a flicker noscript) and never really did a deep dive on what these probes are and what they do.
https://redd.it/1hikeld
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Captain Bones, the game I've been developing for 5 years on my own, is finally coming to an end. It is in early access on Steam and I would like to shape its final version with your opinions. Thank you in advance to everyone who shares their thoughts.
https://redd.it/1hip1vh
@r_Unity3D
https://redd.it/1hip1vh
@r_Unity3D