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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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No light (baked or realtime), custom decals for lighting, enhanced night test

https://redd.it/1hlkw5h
@r_Unity3D
Can't make Unity 2D tileset in tile palette paint into scene.

Hey guys, (this is my first time making a game so don't hate please) im having a serious trouble while making my first game and was wondering if I could get some help in unity 2d? For about 2 weeks I can't figure out why the tileset isn't painting into the scene. I have asked chatGPT and watched yt videos on importing tilesets into the tile palette correctly, as well as trying different things like copying the file or copying it in aseprite into another aseprite file/remaking it. Any help would be much appreciated.

Essentially the problem is that I click on the square in the palette I want to use, then I click in the scene where I want to put it and nothing is painted/placed. If you have any further questions please ask.

\*Credit to ZeggyGames on itch for the animation and tileset asset pack

https://redd.it/1hlq4y7
@r_Unity3D
Up arrow - Simple Unity game

“Can You Master the Impossible Arrow Game? 🎯💥

Denoscription:
Introducing “Up arrow”, the ultimate test of precision and reflexes! This high-difficulty Android game challenges you to control a single arrow with your finger. Sounds easy? Think agai
🌀 Ultra-Smooth Controls: Drag your finger to guide the arrow through tight spaces and unpredictable obstacles
Fast-Paced Action: The arrow speeds up the longer you survive, pushing your reaction time to its limits
🔥 High Stakes Gameplay: One wrong move, and it’s game over. Can you handle the pressure?• 🏆 Bragging Rights: Only the most skilled players will break into the top 1% of the leaderboard.

Up Arrow is designed to be addictively simple yet incredibly challenging. It’s not about luck—it’s all skill. Perfect for gamers who love pushing their limits.

Think you’re up for the challenge? Download now and prove it! 💪

👉 https://play.google.com/store/apps/details?id=com.riootsoftware.uparrow

Challenge Accepted? Let us know your high score below

https://redd.it/1hlstwi
@r_Unity3D
How do I make something like this
https://redd.it/1hlxmde
@r_Unity3D
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Have you ever thought it's weird to have the NPC names displayed even before knowing them? Now we made a game to change it!

https://redd.it/1hlym7z
@r_Unity3D
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I created a small game prototype where you fight in a mech against kaiju. Do you think a concept like this is worth further development?

https://redd.it/1hm1f74
@r_Unity3D
Minimax function for a chess bot

If I'm searching on a higher depth, lets say 3 or 4, it would make sense for the computer to avoid getting its pieces captured. Lets say its possible for black to take a pawn on a2 with their rook but the rook would get captured on the next move. That's a -4 trade, which is bad. It still does it on a depth higher than 1. And it doesn't avoid checkmate, and yes the InCheck() function is working.

Did I set up the Minimax function wrong?

private int Minimax(int depth)
{
if (depth == 0)
{
return Evaluate();
}

var moves = moveClass.GenerateLegalMoves();

if (moves.Count == 0)
{
if (InCheck())
{
return int.MinValue; // Loss if in check and no moves because checkmate
}
return 0; // Stalemate
}

int bestEval = int.MinValue;

foreach (Move move in moves)
{
int backupBoard = (int)Chessboard.board.Clone();

// Explaining parameters: 2 null values: piece visualization, 2 bool values: (1: if perform color flip or not, 2: refresh legal moves list for other noscripts to access or not)
moveClass.MakeMove(Chessboard.board, move, null, null, true, false);

// Flip sign for opponents perspective
int eval = -Minimax(depth - 1);

bestEval = Mathf.Max(bestEval, eval);

// Undo move
Chessboard.board = backupBoard;
Chessboard.ColorToMove = Chessboard.ColorToMove == Piece.White ? Piece.Black : Piece.White;
}

return bestEval;
}

https://redd.it/1hm5cof
@r_Unity3D
Tag Comparisons in Unity2D: Lessons Learned with Rigidbody2D

So I learned something today about colliders, that I should have known. Maybe you are having a similar issue so I thought I'd share. I'm sure most people already know this but...

If you have an object with a Rigidbody2D component on it and you have colliders on child objects, the collision will happen with the Rigidbody object (the parent) and not the child object.

I was trying to get the tag from the child object collision but it was sending me the tag from the Rigidbody object instead and I didn't realize this behavior.

"When you call CompareTag on a collider that belongs to a child object, if that collider is part of a GameObject hierarchy where the parent has the Rigidbody2D, the event will be triggered on the parent. As a result, when you check other.CompareTag("YourTag"), it will return the tag of the parent object rather than that of the child."

Hope that saves someone some time.

https://redd.it/1hm61zc
@r_Unity3D
New Indie Game Coming out Soon!! (Digg 'n' Deep)

Hey! I am very exited to announce that the game me and two friends have been working on is coming out really soon after new years!!!! We would love it if you checked out the first teaser we created!


https://www.youtube.com/watch?v=KoVbOm8K2QA

https://redd.it/1hm7pnm
@r_Unity3D
Player camera isn't able to see any text boxes

I'm having a seemingly simple problem that I cannot fix to save my life, and am wondering if anyone is able to help me with it? So far, I'm programming a game that needs two text boxes for your username and points earned. I have staged the entire scene of my game, which can be fully seen in the Scene view, Game view, and Player camera preview view. Everything up to this point has been incredibly easy to stage and view from every camera. For some reason, when I try to add a text box, nothing I do will make my preview see it.

Hierarchy -
Player
> Player 1
> Player 1 Camera
> Player 1 Canvas
> Text box

I have disabled all other elements of the game for now, and the only thing I have on my screen view that's active is this text box. I have mirrored its
Z location to be the highest thing in the scene at only 0.5, I have made it a UI element with the highest order on the screen so it sits above all other elements on the screen. The canvas is set to Worldview. My camera is linked to the Player 1 canvas, and is in the correct position. I feel like everything is set up for this camera to be looking RIGHT at the text box, but it's still invisible to the player camera preview. Lastly, I've run all of this through Chat GPT to see if it knew, and it said everything appears to be set up correctly.

The only other odd thing is when I create the canvas, the canvas is about 1,000x larger than my scene, so I have to X & Y position it down to be within the scene view, and the scale is still 1,1,1. The text box is within the walls of the canvas, but the text is giant, even at a font size of 1. A font size of 10 and it's super blurry like it's up against my eyeballs it's so close.

Does anyone have the faintest idea of what's going on? It seems simple that a camera should be able to see a text box, but something very strange is happening. Any insight would be greatly appreciated. Thank you.

https://redd.it/1hm7b7m
@r_Unity3D
I've been trying to add bloom effect to certain things in my scene, but I can only put it on everything except for certain objects. I tried everything.

https://redd.it/1hm89vp
@r_Unity3D