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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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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: 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
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I've been working on this lately.. inspired by overthrown movement

https://redd.it/1higm6c
@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
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I made a new gameplay trailer for my top-down post apocalyptic survival game

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
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
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
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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
I made the main NPCs for my game as cardboard people that I put on a stick. It's like a test game inside my game. I think it's funny, but I'm afraid some people might think it's cheap. What do you think?

P.S. It looks like an office simulator but it has a dark secret that players need to unravel.
https://redd.it/1him32p
@r_Unity3D
Fogsight has not been removed yet
https://redd.it/1hit0tw
@r_Unity3D
A screen shot of a necromancer town builder I’m working on.
https://redd.it/1hiwjos
@r_Unity3D
Love Storyteller? You’ll Enjoy Çimen Adventures! Our Puzzle Game is Now on Steam!
https://redd.it/1hj0y31
@r_Unity3D
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Learning to animate to create new game modes for my exercise game (this will be a rhythm game mode, like Just Dance, if Just Dance were made with coffee and anxiety)

https://redd.it/1hiwygx
@r_Unity3D
A building in a field
https://redd.it/1hj3nzu
@r_Unity3D
Hi everybody! We need your creative spark for Whirlight, our new point and click adventure!
This location is full of books, but they need quirky, funny noscripts...and we would love to hear your ideas! More info in the first comment.
https://redd.it/1hj6ftn
@r_Unity3D
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Update on my nanite like mesh cluster streaming from disk → ram → vram. Meshes are now broken down into binary data and dynamically streamed in clusters of 128 triangles and parts you can't see are unloaded to save ram and to save GPU running per triangle back face culling and normals calculations.

https://redd.it/1hj67d3
@r_Unity3D