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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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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
In need of 2D character

Im making 2D platformer in unity 2D for mobile, and im looking for 2D character (preferably cartoonish style) which would have simpe animations like idle, run, jump,shoot. Regarding shooting, i want to be able swap different weapons from pistols to rifles, and i need to be able to aim at the target to some degree.

I was looking into fiverr to purchase something off the artist, but its only a hobby project and im a beginner so im not invested enough to spend 100s of dollars (YET), but i could pay something like 10 -20 euros (i know, it may be unrealistic but hey..its only a hobby project).

What would you guys recommend? Im browsing unity asset store but i cant quite find something thats suitable, there are some assets that COULD be used but theyre out of date since spine and unity versions are no longer supported, so im kinda looking for an artist who may have such character created but not used anywhere, so i could buy it, if the price is right

https://redd.it/1hm6try
@r_Unity3D
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I made a shader that turns Unity's default quad into an animated butterfly. 🦋

https://redd.it/1hmb2ii
@r_Unity3D
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A tree swaying in the wind for the main menu of my game Effulgence, entirely created from text symbols. The options include three levels of symbol brightness. Is there one you like?

https://redd.it/1hm3c57
@r_Unity3D
Best DI for Unity in 2024?

Recently started a new pet-project, and searching for must-have libs. And I was struck by the reinventing the wheel disease again — decided to make a simple module for Dependency Injection. In general, it's not that there's much to do for basic things. The simplest bindings and [Inject] attribute would have been enough. But then factories are added, prefab spawning, lazy initialization... As a result, after a couple of days, I decided to take 3d-party libs.

What I chose from:

1. Classic Zenject. But it's kind of dead. Even Extenject isn't in active development. But I've never liked Zenject's monstrosity. And after poking around in the code, I saw for myself that they've overdone it with reflection. Plus, it allocates a lot of unnecessary memory. What's interesting is that pools are even used for internal service tasks, which is pretty cool.
2. Reflex. Looks good, maintained. The code is generally much simpler than Zenject, there are still various contexts: Project -> scene -> other scenes.
3. VContainer won. Small, fast, and allocates less memory than others (according to the author). It seems to cover most of the cases. The code is simple, if necessary I'll fork it and modify it for myself. The only downside so far is that it can't resolve [Inject] on monobehs on the scene out of the box. You have to explicitly specify builder.RegisterComponentInHierarchy<Office>() for all of them. Off course, nothing prevents you from going through the scene and checking monobehs for the field.GetCustomAttributes attribute, but this will still be very slow for fat scenes with a bunch of nested objects. And it's cool that if you need to squeeze out performance, you can attach Roslyn Source Generator for sourcegen.


What do you use currently for DI in Unity?

https://redd.it/1hm81u8
@r_Unity3D
Unity suddenly started charging me $30 every month. Automatic subnoscription to Muse
https://redd.it/1hmfx55
@r_Unity3D
Why does my move tool look like this and how do I change it back?
https://redd.it/1hme8si
@r_Unity3D
problem with Buidling apk Unity 2D and Firestore Firebase as database.

hi! i am a newbie developing a 2D android online game. Im using Unity 2D and Firebase Firestore as database and i have trouble building an APK. i hope any well experienced developer can help me. you can hit me a dm, We can do Google meetings too. thanks!

https://redd.it/1hmihrj
@r_Unity3D
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I created some procedural shapes (shader) using Desmos and Unity as educational content.

https://redd.it/1hml6t2
@r_Unity3D
What 3D Assets do you feel are missing from the Marketplace that you would benefit from using?

Hey all! I've recently started working on 3D model packs for Unity, and I've seen that there's no shortage of really good cheap (or even free) things on the marketplace. I was curious what you feel is lacking and you'd like to see created (if at all). The most successful packs seem to be those huge ones with which you can create an entire game, stuff I don't really have the time to be doing as one guy. This is by no means an advertisement or anything, I'm just curious so I can focus on stuff people will actually use.

https://redd.it/1hml0gz
@r_Unity3D
I made a small destruction system in Unity

Dear fellas, I know that I've never interacted here but today I have the pleasure to share with you a work I had been working for my final project in the University for the last year and a half, I present you...

My Unity destruction system!

Based in an old solution thread that uses NVIDIA Blast and a two community projects by ElasticSea and U3DC.

The solution continues to utilize NVIDIA Blast and Unity, but with a refined approach.

Instead of relying on Fixed Joints as in the previous solutions, this approach employs empty GameObjects to manually recreate physical connections from scratch using a graph structure, as well as to propagate received impacts. Subsets of chunks generated during this propagation are grouped under separate empty objects, with their physics applied individually.

Similar to the earlier solutions, fractures are generated in the Unity Editor. However, this version introduces a significant enhancement: NVIDIA Blast can now fracture GameObjects at runtime without performance issues. The fracture time varies depending on the complexity of the mesh.

Additionally, a new anchorage system dynamically determines whether the complete fracture is isKinematic or not, enabling the representation of both static and dynamic objects. This system also defines the physics for each generated subset.

The character and weapon systems, both implemented by me, are seamlessly built on top of the fracture system described above.

And this is the general overview and the final point of this phase, I don't know if I will continue with this or I'll leave it as it is, because I've been working a long year and a half with it and I need a break of it.

Showcase of the destruction system

https://redd.it/1hmn5ih
@r_Unity3D
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I think my Free toolkit has potential (Put on your headphones) - Multiversal Vehicle Controller - Asset Store

https://redd.it/1hmng9s
@r_Unity3D