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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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In my game Effulgence, you can assign a height to each text symbol. I'm testing the built-in text editor with this feature.

https://redd.it/1i5mulu
@r_Unity3D
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One line of code is the difference between a working shader and breaking out of the Matrix. 😎

https://redd.it/1i5oz0o
@r_Unity3D
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1 year of development of my own 3D Metroidvania, which I started in January 2024!

https://redd.it/1i5p31h
@r_Unity3D
Newbie question regarding background

Hi,i am wotking on a simple 2D game,but i am having problems making the background...i wanna make boundaries around the image and make that my playground ,and i wan't random characters to move on it,i made the noscript,i add boxcolider2d and rigid body,characters do move,but they fly of the boundary...background isn't canvas,just ordinary sprite image...

https://redd.it/1i5r1z0
@r_Unity3D
My 5 years in the making mobile space game is now officially out!
https://redd.it/1i5udoj
@r_Unity3D
Any good tutorial for making a talent/skill tree, please ?

Hello ! I'm in search for a good tutorial for a skill/talent tree in a RPG top down context. Something easy to make but modular enough to add improvements in this system.

It can be with a free or payed tutorial or course.

Can you help me, please ?

https://redd.it/1i5to7l
@r_Unity3D
An Update on Volumetric Fog using Shader Graph (Video and Download Link in Comments)
https://redd.it/1i5xbz2
@r_Unity3D
Need help with dashing systems and going through walls.

So I'm developing this 2D Roguelike where the player moves using transform.position (and I've tried using transform.Translate()) although it could use any similar function. NPCs use the NavMesh agent, so they're not having this problem.

Whenever I get enough movement speed boost (or I want the player to dash, haven't implemented any dash abilities yet due to this and I'm DYING to do it), the following scenario could happen when using transform.Translate or moving transfrom.position (sorry for the poor drawing):

https://preview.redd.it/354ww8ar17ee1.png?width=871&format=png&auto=webp&s=3da9f6b7b74f81cdfa3343ef6e71dab653578808

It can get through the wall. I want to make a system so that, no matter how long the dash is or how much the movement speed becomes, if there's a wall, no matter how thin it is, it won't let the player go through.

How can I achieve this?


https://redd.it/1i5xico
@r_Unity3D
Ignoring touch inputs through UI

I really know that I'm supposed to read documentation and going online to find answers that can help me before asking here, but I really can't find a solution anywhere.

I'm trying to make a very simple mobile game where the character moves from left to right following the user's finger input. But I also have a pause button always on the screen, and when the player touches it, the character moves in that direction before pausing.

I read many forums, and pretty much all of them suggests using EventSystem.current.IsPointerOverGameObject, but this returns true when touching in... well, everywhere. Is there something that I am missing? It seems like an issue so easy to solve but I can't find anything.


Thanks in advance.

https://redd.it/1i60c3h
@r_Unity3D
How to allow players to set custom sprites?

Im working on a peggle clone right now, and I was thinking about making a level editor where the player can set the background to be whatever they want. Does anyone have a tutorial on how I would go about doing this?

https://redd.it/1i618hp
@r_Unity3D
Question about mouse-based rotation.

Recently, I followed a tutorial that covered rotating a game object so that it would follow the player's current mouse position. The concepts all seem straightforward, but when I tried using the code provided in the tutorial's noscript, the player rotates in the opposite direction of mouse movement, as if it is trying to face away from the mouse.

The fix was easy, simply multiply my rotation value by -1, and the player follows the mouse as expected, but I want to understand why this is happening so I have a better understanding of what exactly I'm doing.

void FollowMouse()
{
// First we get the position of the mouse in WorldSpace
Vector3 mPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
// Then we get the rotation in radians by subtracting the player's position from the mouse position
Vector3 mRotation = mPosition - transform.position;
// Then we convert the radian rotation to degrees
float rDegrees = Mathf.Atan2(mRotation.x, mRotation.y) Mathf.Rad2Deg -1;
// Then rotate the player
transform.rotation = Quaternion.Euler(0,0,rDegrees);
}
Above is the code I used. See the declaration of the float rDegrees to see where I'm multiplying the rotation value by -1. Also, any other suggestions the community may have for improving this code would be appreciated.

Please be kind, I have limited programming experience, and this is my first attempt at doing much of anything in the Unity engine.

https://redd.it/1i660pd
@r_Unity3D
UI Componenets On Modern Phones

on most modern phones the front facing camera is part of the screen, how can i make the ui elements so that they are under the camera, or just make the entire game/app under that section so that nothing is being covered by the camera? any guidance would be appreciated

https://redd.it/1i69bh2
@r_Unity3D