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Volumetric clouds with sun rays at dusk time and water reflection of the effect
https://redd.it/1hzxtzt
@r_Unity3D
https://redd.it/1hzxtzt
@r_Unity3D
New feature in my game Ascension Loot on Android: Hero Talent and Level Management.
If you have any feedback, I'm open to it!
https://redd.it/1i02blq
@r_Unity3D
If you have any feedback, I'm open to it!
https://redd.it/1i02blq
@r_Unity3D
Reddit
From the Unity2D community on Reddit: New feature in my game Ascension Loot on Android: Hero Talent and Level Management.
If you…
If you…
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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
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
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
https://redd.it/1i00dcc
@r_Unity3D
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
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
Reddit
From the Unity3D community on Reddit: Random unimportant question
Posted by Secret_Willingness65 - 11 votes and 12 comments
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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
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
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
Reddit
From the Unity2D community on Reddit
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I wanted to show you the cutscene style and animations we're using in Luctus, which is actually a pixel art action game with music and dialogs. We wanted to reflect a different style in our cutscenes.
https://redd.it/1i0buhw
@r_Unity3D
https://redd.it/1i0buhw
@r_Unity3D
How easy is it to create space physics?
I kind of want to make a game with a character that is affected by space physics.
For example, zero gravity, equal and opposite reaction. So for instance, the character would continue to float and move in a direction when thrust occurs, unless you use an object or ability to reduce your speed or stop yourself with an equal force.
I'd also like the ability for objects etc that hit my character to cause the character to spin etc.
How complex would this be in terms of coding, or could I do it with built in Unity Engine options.
https://redd.it/1i0czdy
@r_Unity3D
I kind of want to make a game with a character that is affected by space physics.
For example, zero gravity, equal and opposite reaction. So for instance, the character would continue to float and move in a direction when thrust occurs, unless you use an object or ability to reduce your speed or stop yourself with an equal force.
I'd also like the ability for objects etc that hit my character to cause the character to spin etc.
How complex would this be in terms of coding, or could I do it with built in Unity Engine options.
https://redd.it/1i0czdy
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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