I need 12 testers for my Android game!
Hello everyone. I programmed my first Android game called "FITRIX" and would like to upload it to the Play Store. But I need 12 testers so that I can upload it.
In my block game, you can set high scores, collect XP to level up, and unlock new themes. You can choose between two modes fast and basic.
If you would like to test it, write me an email address and I will send you the link. that would help me a lot. I'm also happy about any feedback! Thank you for your help!!
Screenshots from my game
https://redd.it/1hoebs8
@r_Unity3D
Hello everyone. I programmed my first Android game called "FITRIX" and would like to upload it to the Play Store. But I need 12 testers so that I can upload it.
In my block game, you can set high scores, collect XP to level up, and unlock new themes. You can choose between two modes fast and basic.
If you would like to test it, write me an email address and I will send you the link. that would help me a lot. I'm also happy about any feedback! Thank you for your help!!
Screenshots from my game
https://redd.it/1hoebs8
@r_Unity3D
Santa's Assembly Line: a short horror game in which you have to survive Santa's factory
https://redd.it/1hog4mg
@r_Unity3D
https://redd.it/1hog4mg
@r_Unity3D
Reddit
From the Unity3D community on Reddit: Santa's Assembly Line: a short horror game in which you have to survive Santa's factory
Explore this post and more from the Unity3D community
Must have assets/libs for Unity (IMO)
There are a lot of assets for special cases (e. g. ProBuilder for 3d, etc), but there are some assets I use in every projects I've been working on.
1. Odin inspector. Improves your work with Editor in general and helps to create custom editor windows.
2. Editor Console Pro. Big improvements to the regular Unity console.
3. DOTween PRO. Simplifies work with gameObjects animations.
4. UnityAssetUsageDetector. The name tells by itself. It helps you to find any links to the specific asset.
5. UnityIngameDebugConsole. Ingame console. Especially useful on mobiles.
6. HierarchyDecorator. Nice extension for objects tree, provides more information.
7. MyBox. Nice set of useful extensions for Unity.
8. Hot Reload. You can change code without restarting the scene. Unity has some builtin mechanisms like that, but this asset is much much better.
What are your must have assets for Unity?
https://redd.it/1hoh4oy
@r_Unity3D
There are a lot of assets for special cases (e. g. ProBuilder for 3d, etc), but there are some assets I use in every projects I've been working on.
1. Odin inspector. Improves your work with Editor in general and helps to create custom editor windows.
2. Editor Console Pro. Big improvements to the regular Unity console.
3. DOTween PRO. Simplifies work with gameObjects animations.
4. UnityAssetUsageDetector. The name tells by itself. It helps you to find any links to the specific asset.
5. UnityIngameDebugConsole. Ingame console. Especially useful on mobiles.
6. HierarchyDecorator. Nice extension for objects tree, provides more information.
7. MyBox. Nice set of useful extensions for Unity.
8. Hot Reload. You can change code without restarting the scene. Unity has some builtin mechanisms like that, but this asset is much much better.
What are your must have assets for Unity?
https://redd.it/1hoh4oy
@r_Unity3D
Unity Asset Store
Odin Inspector and Serializer | Utilities Tools | Unity Asset Store
Use the Odin Inspector and Serializer from Sirenix on your next project. Find this utility tool & more on the Unity Asset Store.
Custom 2D point light shader dims around global axis (Images)
Hey all,
I've been trying to build a custom light shader for a project of mine.
When i dot the light and normal vectors together the resultant diffuse value dims around the global axis as shown below.
[dot\(normal, lightDir\) result as r](https://preview.redd.it/s724beztmo9e1.png?width=971&format=png&auto=webp&s=c0657e5f4c92bed091b8d0dafd89292b13266afa)
Looking around online i can't find any resources about this for a 2d environment, anyone have any suggestions?
[Image with colour because it looks nice](https://preview.redd.it/xiln10qmso9e1.png?width=966&format=png&auto=webp&s=fdba3881d30dfd0502b0a27f11df97659e3ee31c)
//Get light value for this world position
half4 GetLightValue(float2 worldPos, half4 normal, half4 colour)
{
if (colour.w == 0)
return colour;
half4 accumulatedLight = half4(0, 0, 0, 1);
//This is right Unity just packs it wierd because alpha / green have most detail after compression
float2 normal2D = normalize(float2(normal.w, normal.z));
for (int i = 0; i < 32 && i < LIGHT_COUNT; i++)
{
float lightRadius = LST_LIGHT_POS[i].w;
float2 dirToLight = abs(LST_LIGHT_POS[i].xy - worldPos.xy);
float fDist = length(dirToLight.xy);
if (fDist >= lightRadius)
continue;
dirToLight = normalize(dirToLight);
float attenuation = (1.0 - (fDist / lightRadius)) * LST_LIGHT_POS[i].z;
float3 lightColour = LST_LIGHT_COLOURS[i].rgb;
float diffuse = dot(normal2D, dirToLight);
accumulatedLight.rgb += lightColour * diffuse * attenuation;
// accumulatedLight.r = diffuse;
}
// accumulatedLight += GLOBAL_LIGHT_COLOUR;
return accumulatedLight;
}
https://redd.it/1hokg2s
@r_Unity3D
Hey all,
I've been trying to build a custom light shader for a project of mine.
When i dot the light and normal vectors together the resultant diffuse value dims around the global axis as shown below.
[dot\(normal, lightDir\) result as r](https://preview.redd.it/s724beztmo9e1.png?width=971&format=png&auto=webp&s=c0657e5f4c92bed091b8d0dafd89292b13266afa)
Looking around online i can't find any resources about this for a 2d environment, anyone have any suggestions?
[Image with colour because it looks nice](https://preview.redd.it/xiln10qmso9e1.png?width=966&format=png&auto=webp&s=fdba3881d30dfd0502b0a27f11df97659e3ee31c)
//Get light value for this world position
half4 GetLightValue(float2 worldPos, half4 normal, half4 colour)
{
if (colour.w == 0)
return colour;
half4 accumulatedLight = half4(0, 0, 0, 1);
//This is right Unity just packs it wierd because alpha / green have most detail after compression
float2 normal2D = normalize(float2(normal.w, normal.z));
for (int i = 0; i < 32 && i < LIGHT_COUNT; i++)
{
float lightRadius = LST_LIGHT_POS[i].w;
float2 dirToLight = abs(LST_LIGHT_POS[i].xy - worldPos.xy);
float fDist = length(dirToLight.xy);
if (fDist >= lightRadius)
continue;
dirToLight = normalize(dirToLight);
float attenuation = (1.0 - (fDist / lightRadius)) * LST_LIGHT_POS[i].z;
float3 lightColour = LST_LIGHT_COLOURS[i].rgb;
float diffuse = dot(normal2D, dirToLight);
accumulatedLight.rgb += lightColour * diffuse * attenuation;
// accumulatedLight.r = diffuse;
}
// accumulatedLight += GLOBAL_LIGHT_COLOUR;
return accumulatedLight;
}
https://redd.it/1hokg2s
@r_Unity3D
Corgi Engine with Spine character
I'm new to Unity and I just started playing with Corgi Engine!
It is going well for most part but I have an issue with my Spine model!
As you can see from the video, I do not under stand why the "WallClinging" animation is playing when
I'm not even on the wall! As you can see from the "Corgi" character, this is a non-issue!
So what am I doing wrong on this, did anyone have the same issue before!
If need be I can share my custom noscript that I use to map Corgi animations to my Spine Animations!
Check video HERE!
https://redd.it/1holwnx
@r_Unity3D
I'm new to Unity and I just started playing with Corgi Engine!
It is going well for most part but I have an issue with my Spine model!
As you can see from the video, I do not under stand why the "WallClinging" animation is playing when
I'm not even on the wall! As you can see from the "Corgi" character, this is a non-issue!
So what am I doing wrong on this, did anyone have the same issue before!
If need be I can share my custom noscript that I use to map Corgi animations to my Spine Animations!
Check video HERE!
https://redd.it/1holwnx
@r_Unity3D
Streamable
Watch Skärminspelning 2024-12-29 031654 | Streamable
Watch "Skärminspelning 2024-12-29 031654" on Streamable.
Fresnel effect for 2d sprite
Hi guys i'm new to shader graph and I wanna make a effect similar to fresnel effect for my 2d circle, but seem like fresnel effect only work with 3d objects, please help me with this
https://redd.it/1hon4fr
@r_Unity3D
Hi guys i'm new to shader graph and I wanna make a effect similar to fresnel effect for my 2d circle, but seem like fresnel effect only work with 3d objects, please help me with this
https://redd.it/1hon4fr
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Help me understand how state machine transitions work with the new input system
Say I'm in my idle state and I want to switch to the walk state. Should I subscribe to the walk event on the idle state, so that when it's called I would change state?
Or should I just read the value of the input, and change state if the value is above 0?
What's the difference
https://redd.it/1hombey
@r_Unity3D
Say I'm in my idle state and I want to switch to the walk state. Should I subscribe to the walk event on the idle state, so that when it's called I would change state?
Or should I just read the value of the input, and change state if the value is above 0?
What's the difference
https://redd.it/1hombey
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
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A little prototype I've been mulling over inspired by Battlefield 4 helicopter physics and some niche anime
https://redd.it/1hom56e
@r_Unity3D
https://redd.it/1hom56e
@r_Unity3D
How to create a new Selectable?
As you already know, Unity has some UI objects (using Text Mesh Pro or not) that are "selectable", that means that we can interact with them, like for example a button, a dropdown, et cetera...
I want to create my own selectable that is a Slide-Toggle, I do not think that Unity have this one nor Text Mesh Pro.
But first, I want to know what the structure of the noscript have to be?
Do I need to use the class Selectable or just the Interface, I don't know about that.
I just want it to have the basics, so the Selectables properties (as the navigation and .interactable) and public methods (.Select()...).
Thanks for any help.
https://redd.it/1hotx2r
@r_Unity3D
As you already know, Unity has some UI objects (using Text Mesh Pro or not) that are "selectable", that means that we can interact with them, like for example a button, a dropdown, et cetera...
I want to create my own selectable that is a Slide-Toggle, I do not think that Unity have this one nor Text Mesh Pro.
But first, I want to know what the structure of the noscript have to be?
Do I need to use the class Selectable or just the Interface, I don't know about that.
I just want it to have the basics, so the Selectables properties (as the navigation and .interactable) and public methods (.Select()...).
Thanks for any help.
https://redd.it/1hotx2r
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
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A view of one of the first levels for my first Steam game What do you think it looks like?
https://redd.it/1how7sp
@r_Unity3D
https://redd.it/1how7sp
@r_Unity3D
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How would one make a mirror that works like this? o.o (Sorry if a stupid question)
https://redd.it/1howdla
@r_Unity3D
https://redd.it/1howdla
@r_Unity3D
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Using Shader Graph I made this customizable and dynamic Skybox shader for synthwave, retro & space scenes!
https://redd.it/1houvy0
@r_Unity3D
https://redd.it/1houvy0
@r_Unity3D
A side project I'm working on. Farming sim, open world. 🌳🦮 How does it look so far?
https://redd.it/1hoyf0v
@r_Unity3D
https://redd.it/1hoyf0v
@r_Unity3D
I am working on a 2d precision platformer about climbing vertical dungeons in a modern pixel art style with custom shaders and lightning.
https://www.youtube.com/watch?v=JOa8XpNFfPI
https://redd.it/1hozixo
@r_Unity3D
https://www.youtube.com/watch?v=JOa8XpNFfPI
https://redd.it/1hozixo
@r_Unity3D
YouTube
Dwarf Legacy - Vertical Climb Gameplay
One of the levels in Dwarf Legacy, a precision platforming game about climbing vertical dungeons.
You can wishlist the game on steam here:
https://store.steampowered.com/app/2426280/Dwarf_Legacy?utm_source=youtube
You can wishlist the game on steam here:
https://store.steampowered.com/app/2426280/Dwarf_Legacy?utm_source=youtube
Member variables and their prefix
Let me start by saying that I’m aware that a great deal of this is subjective, based on specific needs and/or is personal preference.
Having said that, can someone please ELI5 local/member variables and the use of, for example,
I read on the unity forum that using them “.. solves all potential problems with ambiguity with member variables or local variables.”
This is how i interpret the prefix: say you have a
Please share your opinions, as thoroughly as you’d like. Use analogies though my brain works better that way 🙂
https://redd.it/1hp2trn
@r_Unity3D
Let me start by saying that I’m aware that a great deal of this is subjective, based on specific needs and/or is personal preference.
Having said that, can someone please ELI5 local/member variables and the use of, for example,
m_. Or any other pattern for that matter, like appending an “a” prefix or a singular underscore, etc. I read on the unity forum that using them “.. solves all potential problems with ambiguity with member variables or local variables.”
This is how i interpret the prefix: say you have a
Player noscript. In it, you call a method from your Inventory noscript and pass in a variable defined outside of both Player and Inventory. Should that variable have a prefix of some sort? i.e instead of int number it should be int _number?Please share your opinions, as thoroughly as you’d like. Use analogies though my brain works better that way 🙂
https://redd.it/1hp2trn
@r_Unity3D
Thinking of Starting a YouTube Channel for the "99% Club" of Indie Games
Hey fellow devs,
So, I had this brilliant idea at 2 a.m. (you know, when the best ideas come to life): What if I started a YouTube channel dedicated to showcasing solo and small indie games? Not the ones already hogging the limelight on Steam's front page, but the real underdogs. The demos, prototypes, and games that might only have a couple of downloads but still represent hundreds of hours of blood, sweat, and questionable life choices.
I mean, let’s face it—we’ve all daydreamed about someone playing our game on YouTube, leaving wholesome (or hilarious) feedback, right? I want to be that person for you. The indie dev’s indie dev. The champion of games that are “a bit rough” but brimming with passion.
Now, full disclosure:
I haven’t actually started the channel yet.
I have no editing skills (lol).
I’m a socially awkward gremlin (hi).
I also don’t know if this kind of self-promoting-post-but-not-really is allowed here, so mods, pls don’t smite me.
But I made a placeholder YouTube channel because I’m serious-ish about this: https://www.youtube.com/@TheHoardWorkshop. There’s nothing there yet except dreams and a doodle of a guy I might turn into a PNGtuber/animation style mascot. Think “Jaiden Animations but worse,” because simplifying is hard, okay?
So here’s the deal:
What do you think of this idea? Am I setting myself up for heartbreak and 3 views per video, or could this actually be useful for the dev community?
Tell me about your games! I don’t care if it’s a demo, prototype, or some weird experiment that’s been quietly chilling on Steam for years—if it hasn’t hit the big time, I wanna see it.
Also, if someone’s already doing this better, drop their link in the comments. I’ll happily support them instead (and maybe save myself from a slow spiral into video editing madness).
Thanks for reading my ramble! I’d love to hear your thoughts—and your games! :D
https://redd.it/1hp5gn2
@r_Unity3D
Hey fellow devs,
So, I had this brilliant idea at 2 a.m. (you know, when the best ideas come to life): What if I started a YouTube channel dedicated to showcasing solo and small indie games? Not the ones already hogging the limelight on Steam's front page, but the real underdogs. The demos, prototypes, and games that might only have a couple of downloads but still represent hundreds of hours of blood, sweat, and questionable life choices.
I mean, let’s face it—we’ve all daydreamed about someone playing our game on YouTube, leaving wholesome (or hilarious) feedback, right? I want to be that person for you. The indie dev’s indie dev. The champion of games that are “a bit rough” but brimming with passion.
Now, full disclosure:
I haven’t actually started the channel yet.
I have no editing skills (lol).
I’m a socially awkward gremlin (hi).
I also don’t know if this kind of self-promoting-post-but-not-really is allowed here, so mods, pls don’t smite me.
But I made a placeholder YouTube channel because I’m serious-ish about this: https://www.youtube.com/@TheHoardWorkshop. There’s nothing there yet except dreams and a doodle of a guy I might turn into a PNGtuber/animation style mascot. Think “Jaiden Animations but worse,” because simplifying is hard, okay?
So here’s the deal:
What do you think of this idea? Am I setting myself up for heartbreak and 3 views per video, or could this actually be useful for the dev community?
Tell me about your games! I don’t care if it’s a demo, prototype, or some weird experiment that’s been quietly chilling on Steam for years—if it hasn’t hit the big time, I wanna see it.
Also, if someone’s already doing this better, drop their link in the comments. I’ll happily support them instead (and maybe save myself from a slow spiral into video editing madness).
Thanks for reading my ramble! I’d love to hear your thoughts—and your games! :D
https://redd.it/1hp5gn2
@r_Unity3D
YouTube
TheHoardWorkshop
Welcome to The Hoard Workshop! 🛠️✨
This is the treasure trove where the underdogs of indie games get their moment to shine! We’re talking about the prototypes, demos, and passion projects that haven’t hit the hot pages—but totally deserve some love.
I’m…
This is the treasure trove where the underdogs of indie games get their moment to shine! We’re talking about the prototypes, demos, and passion projects that haven’t hit the hot pages—but totally deserve some love.
I’m…