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Finally nailed snowboard trails by making a custom trail renderer, first debug test vs. final in-game result
https://redd.it/1jyvh86
@r_Unity3D
https://redd.it/1jyvh86
@r_Unity3D
How to go about making a 2d text-based branching game like the one linked?
I found this short narrative game that I really like the style of (https://rosadev.itch.io/soft-underbelly) and would like to make my own version as I'm trying to build out my portfolio as a game writer. However, I have no idea where to start with this sort of thing.
I know that there are purely text-based engines like Twine and Inky but I really like the idea of a far more fleshed-out game in terms of aesthetics similar to the linked game. From what I know about Twine and Inky, they don't seem to have the capability to achieve this unless hooked up to a 2nd engine.
The linked game was made in Unity. Are there specific tutorials/tools/areas of Unity that I should look to use/learn to create a similar game?
https://redd.it/1jyzbkj
@r_Unity3D
I found this short narrative game that I really like the style of (https://rosadev.itch.io/soft-underbelly) and would like to make my own version as I'm trying to build out my portfolio as a game writer. However, I have no idea where to start with this sort of thing.
I know that there are purely text-based engines like Twine and Inky but I really like the idea of a far more fleshed-out game in terms of aesthetics similar to the linked game. From what I know about Twine and Inky, they don't seem to have the capability to achieve this unless hooked up to a 2nd engine.
The linked game was made in Unity. Are there specific tutorials/tools/areas of Unity that I should look to use/learn to create a similar game?
https://redd.it/1jyzbkj
@r_Unity3D
itch.io
Soft Underbelly by rosa✦dev
Take a break. Talk to your cat about friendship, trust & care. Play in your browser
Show me the gameobject or at least the noscript name that didn't compile or was deleted plsssss!
https://redd.it/1jz0lic
@r_Unity3D
https://redd.it/1jz0lic
@r_Unity3D
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We couldn't make our ship float, so we faked it with some camera movement instead. What do you think?
https://redd.it/1jz0pn2
@r_Unity3D
https://redd.it/1jz0pn2
@r_Unity3D
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Working on a pixel art tower defense x platformer hybrid game, it's called "Teeko"!
https://redd.it/1jz46q6
@r_Unity3D
https://redd.it/1jz46q6
@r_Unity3D
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Spent the last month on improving the visuals, animations, effects and the atmosphere. Hope it was worth it? :)
https://redd.it/1jz25wz
@r_Unity3D
https://redd.it/1jz25wz
@r_Unity3D
Just launched my Unity asset site – would love your feedback + what tutorials you'd find helpful!
After months of building tools for Unity, I finally launched my own site to showcase the assets I’ve been working on.
So far, I’ve released:
Tile Wave – a more powerful replacement for Unity’s Animated Tile, with event hooks, animation modes, prefab creation, and sprite swapping.
Animator Events – trigger methods at exact moments during an animation, right from the Animator.
Fusion Audio Manager – a powerful, easy-to-use Unity tool for seamless control of music, sound effects, fades, and timing.
NavPoint System – tool for building smooth, customizable 2D/3D paths with loops, ping-pong, previews, and editor controls.
Animated Text Reveal – smoothly fades in TextMeshProUGUI text left to right. Supports multi-line, adjustable speed, and seamless UI integration.
I just added a blog section and will be posting tutorials soon — like how to use Tile Wave’s UnityEvents, how to trigger animation-based logic, and how to create drag-and-drop editor tools.
[Visit the site here](https://www.bitwavelabs.dev/)
I'd love your thoughts:
What do you think of the site layout or content?
Any feedback on how the assets are presented?
What kinds of Unity tutorials or guides would you actually find helpful?
Thanks in advance! Happy to support other Unity devs too — feel free to drop your stuff in the comments!
https://redd.it/1jz9fpb
@r_Unity3D
After months of building tools for Unity, I finally launched my own site to showcase the assets I’ve been working on.
So far, I’ve released:
Tile Wave – a more powerful replacement for Unity’s Animated Tile, with event hooks, animation modes, prefab creation, and sprite swapping.
Animator Events – trigger methods at exact moments during an animation, right from the Animator.
Fusion Audio Manager – a powerful, easy-to-use Unity tool for seamless control of music, sound effects, fades, and timing.
NavPoint System – tool for building smooth, customizable 2D/3D paths with loops, ping-pong, previews, and editor controls.
Animated Text Reveal – smoothly fades in TextMeshProUGUI text left to right. Supports multi-line, adjustable speed, and seamless UI integration.
I just added a blog section and will be posting tutorials soon — like how to use Tile Wave’s UnityEvents, how to trigger animation-based logic, and how to create drag-and-drop editor tools.
[Visit the site here](https://www.bitwavelabs.dev/)
I'd love your thoughts:
What do you think of the site layout or content?
Any feedback on how the assets are presented?
What kinds of Unity tutorials or guides would you actually find helpful?
Thanks in advance! Happy to support other Unity devs too — feel free to drop your stuff in the comments!
https://redd.it/1jz9fpb
@r_Unity3D
www.bitwavelabs.dev
BitWave Labs - Unity Tools & Assets
Simplify your Unity development with our innovative tools and assets.
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Object with 2 hinges at different points makes one of the hinges move slowly? What do?
https://redd.it/1jzagjn
@r_Unity3D
https://redd.it/1jzagjn
@r_Unity3D
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Finished the physics cables mechanic to connect devices for energy and stuff, what do you think?
https://redd.it/1jzje63
@r_Unity3D
https://redd.it/1jzje63
@r_Unity3D
How to get exact text width from horizontal overflow: wrap?
I tried to get a size of text component, not TMP, which has horizontal overflow: wrap and vertical overflow: overflow.
When the text amount was out off the rect width and a new line is added, text.preferredHeight works properly. It returns the lined height.
But text.preferredWidth returns a wrong value. It wroks like the horizontal overflow is just overflow, no matter what it is indeed.
I want to get a value that the wrapped lines are applied.
chat.text = 'looooooooooooooooooooooong word'; //text is wrapped. Extra line is created
Debug.Log(chat.perferredWidth); // returns wrong value. Extra line is not applied
Debug.Log(chat.perferredHeight); // returns correct value.
https://redd.it/1jzgtu0
@r_Unity3D
I tried to get a size of text component, not TMP, which has horizontal overflow: wrap and vertical overflow: overflow.
When the text amount was out off the rect width and a new line is added, text.preferredHeight works properly. It returns the lined height.
But text.preferredWidth returns a wrong value. It wroks like the horizontal overflow is just overflow, no matter what it is indeed.
I want to get a value that the wrapped lines are applied.
chat.text = 'looooooooooooooooooooooong word'; //text is wrapped. Extra line is created
Debug.Log(chat.perferredWidth); // returns wrong value. Extra line is not applied
Debug.Log(chat.perferredHeight); // returns correct value.
https://redd.it/1jzgtu0
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
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Released a demo for my little marble run game. Would love to hear what you think!
https://redd.it/1jzmizh
@r_Unity3D
https://redd.it/1jzmizh
@r_Unity3D
🔥1
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Made a "pipe generator" with curves for my little bobs, and I cant stop playing around with it.
https://redd.it/1jzogh1
@r_Unity3D
https://redd.it/1jzogh1
@r_Unity3D
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I am having way too much fun with the dismemberment of our RTS game. What do you all think?
https://redd.it/1jzp31j
@r_Unity3D
https://redd.it/1jzp31j
@r_Unity3D
Just added some new procedural reloading animations to my project!
https://youtube.com/watch?v=ZUuO3VND5lI&si=Oavjg5_LoJH86sM8
https://redd.it/1jzrqav
@r_Unity3D
https://youtube.com/watch?v=ZUuO3VND5lI&si=Oavjg5_LoJH86sM8
https://redd.it/1jzrqav
@r_Unity3D
YouTube
2D Physics-Based Shooter - Procedural Reloading Animation - Unity
Added a new reload feature! It's highly customizable and code-driven. Some of the customizations are shown in the video, including: open bolt when empty, aiming while reloading, magazine storage, and adjustments to weapon position and rotation when reloading…
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Tested from 1 to 88,209 bullets for my bullet-hell game. And my GPU is literally burning now.
https://redd.it/1jzu6bb
@r_Unity3D
https://redd.it/1jzu6bb
@r_Unity3D
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3 years ago my game Arctico reached version 1.0, I still enjoy working on it
https://redd.it/1jzvdu0
@r_Unity3D
https://redd.it/1jzvdu0
@r_Unity3D