r/Unity3D – Telegram
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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Is there a name for this aesthetic
https://redd.it/1hzzshj
@r_Unity3D
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Volumetric clouds with sun rays at dusk time and water reflection of the effect

https://redd.it/1hzxtzt
@r_Unity3D
whats the best way to approach switching from minigames to gameplay?

So to be specific, i'm switching from gameplay to a minigame and then back to gameplay. I think switching scenes would be the simplest option BUT I still need to save the data from the main gameplay. So what would be the best option to do this

https://redd.it/1i04p50
@r_Unity3D
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Doom's shooting mechanics meet Roboquest's visual style in new Robonolic trailer!

https://redd.it/1hzuncx
@r_Unity3D
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adding a hookshot as a beginner definitely wasn't easy but 100% worth it

https://redd.it/1i00dcc
@r_Unity3D
Unity developers in 2025 be like
https://redd.it/1i08uw9
@r_Unity3D
👍1
Random unimportant question

I noticed alot of the games in this sub that you guys have made look 1000% more fun than any game i see on the steam store or have seen on consoles recently. do you guys just never release your games when finished? or is there a place where i can play these original type of games because im tired of the same old boring games that never test new physics or play styles. i like indie games tbh. the only cool newer game ive seen is halfsword besides that everything look like the same boring fps or top down anime rpg

https://redd.it/1i08dbe
@r_Unity3D
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Here is my games first vs last version of gameplay :). Work really too much time for this game but I'm happy with the result. You can find game at Steam name is Hoop Fighters

https://redd.it/1i0a8ah
@r_Unity3D
Best practices on connecting systems?

Hi all, I'm working on a game with a group of people for the first time. We've done a few gamejams and have the basics definitely down, but are now working on creating a game larger in scope than one hectic weekend.

An immediate problem we're coming across is that we develop a ton of systems (think of Combat, movement, animation, FX, etc.)

These tend to depend on one another. Maybe don't attack while jumping. Play an animation along with the attack. However you do want to properly structure and separate the code without it becoming a confusing and convoluted mess. Ideally not falling prey to linking many different systems in the editor all the time and of course staying performant.

We have some ideas but which are right? You can slot every component or game object into eachother creating references. We can create interfaces for certain function, we can oublish C# events for everything, or should we prefer UnityEvents instead? What does this do for the performance of our game?

Any and all input would be greatly appreciated, whether it be ideas, videos, examples of your games, etc :)



https://redd.it/1i0ar73
@r_Unity3D