Image file size when compiled
Let's say I have a 4k image that's 1.47 mb on the drive and I reduce the size in unity by reducing max size to 1024, what happens to the image? Does it lose quality? When I click on properties in unity for that image for example, it tells me it's now 288kb. Does this mean it will be 288kb in the build, because when I look at the file itself it's still 1.47mb.
https://redd.it/1k2ssdo
@r_Unity3D
Let's say I have a 4k image that's 1.47 mb on the drive and I reduce the size in unity by reducing max size to 1024, what happens to the image? Does it lose quality? When I click on properties in unity for that image for example, it tells me it's now 288kb. Does this mean it will be 288kb in the build, because when I look at the file itself it's still 1.47mb.
https://redd.it/1k2ssdo
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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What features would you love to see in a multiplayer detective game?
Hey everyone.🙌 We're working on a multiplayer detective game where players team up (and sometimes work against each other) to solve mysteries.👾 We want this game to be as exciting and engaging as possible for you, so We need your input. What kinds of cases would you enjoy solving? What unique detective roles or abilities would you like to see? How should players interact with each other. Through chat, voice, or something else? Let’s brainstorm together and make this game amazing.✨
https://redd.it/1k2tn9o
@r_Unity3D
Hey everyone.🙌 We're working on a multiplayer detective game where players team up (and sometimes work against each other) to solve mysteries.👾 We want this game to be as exciting and engaging as possible for you, so We need your input. What kinds of cases would you enjoy solving? What unique detective roles or abilities would you like to see? How should players interact with each other. Through chat, voice, or something else? Let’s brainstorm together and make this game amazing.✨
https://redd.it/1k2tn9o
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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How do i make the enemy npc stop moving when they reach the player at a certain distance instead of just breathing straight to the player's face?
here's the code:
https://redd.it/1k2thtp
@r_Unity3D
here's the code:
public GameObject player;public float speed;public float gap;void Update(){distance = Vector2.Distance(transform.position, player.transform.position);Vector2 direction = player.transform.forward - transform.position;direction.Normalize();float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;if (distance < gap){transform.position = Vector2.MoveTowards(this.transform.position, player.transform.position, speed * Time.deltaTime);}}https://redd.it/1k2thtp
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Pixelate Particle Effects?
Hi, I am working on a pixel art project and am wondering what is the best solution for pixelated particle effects. I have tried to use the Pixel Perfect Camera component. I created a second camera and stacked it on top of the main camera. But the Pixel Perfect Camera does not work when it is stacked. Is there another way to achieve pixelated particles?
https://redd.it/1k2vc1m
@r_Unity3D
Hi, I am working on a pixel art project and am wondering what is the best solution for pixelated particle effects. I have tried to use the Pixel Perfect Camera component. I created a second camera and stacked it on top of the main camera. But the Pixel Perfect Camera does not work when it is stacked. Is there another way to achieve pixelated particles?
https://redd.it/1k2vc1m
@r_Unity3D
Reddit
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Just launched my first game Splort on Steam. A 2D party-game brawler with physics-based combat
https://redd.it/1k2wp86
@r_Unity3D
https://redd.it/1k2wp86
@r_Unity3D
I made my first rage game on Unity – FlappyPain WebGL – free to play
Hey everyone! 👋
I'm a solo dev learning Unity, and I’ve just finished my second weekly game – a rage-style Flappy Bird clone with a painful twist 😅 (for PC)
You can play it here (no download needed):
👉 https://tegprime.itch.io/flappy-pain
Would love to hear what you think. How far can you go before rage quitting? 😤
Thanks for checking it out!
https://redd.it/1k2xsro
@r_Unity3D
Hey everyone! 👋
I'm a solo dev learning Unity, and I’ve just finished my second weekly game – a rage-style Flappy Bird clone with a painful twist 😅 (for PC)
You can play it here (no download needed):
👉 https://tegprime.itch.io/flappy-pain
Would love to hear what you think. How far can you go before rage quitting? 😤
Thanks for checking it out!
https://redd.it/1k2xsro
@r_Unity3D
itch.io
Flappy Pain by tegprime
Flappy clone and my first project. Play in your browser
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Some VFX variations in my space manipulation game. Which version looks best?
https://redd.it/1k2yobu
@r_Unity3D
https://redd.it/1k2yobu
@r_Unity3D
Trying a cozy post process for our indie game, which one feels better?
https://redd.it/1k2yq79
@r_Unity3D
https://redd.it/1k2yq79
@r_Unity3D
Reddit
From the Unity3D community on Reddit: Trying a cozy post process for our indie game, which one feels better?
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Help needed making a minigame
I am making a simple minigame in unity 2D. The mechanics are, there is a main bar, marked with colours and a pin moving back and forth over it. When the user hits space, the pin stops, and based on the specific colour it stops over, it needs to produce a certain outcome.
.
I am having trouble making sure the pin detects the right colour. Since the bar isn't symmetrical, I can't just divide the bar into sections. Is there any tutorial or way to help me figure out how to do this?
I am a noob at C# btw
https://redd.it/1k3198w
@r_Unity3D
I am making a simple minigame in unity 2D. The mechanics are, there is a main bar, marked with colours and a pin moving back and forth over it. When the user hits space, the pin stops, and based on the specific colour it stops over, it needs to produce a certain outcome.
.
I am having trouble making sure the pin detects the right colour. Since the bar isn't symmetrical, I can't just divide the bar into sections. Is there any tutorial or way to help me figure out how to do this?
I am a noob at C# btw
https://redd.it/1k3198w
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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How do I change how much force ad Force ads AKA how do I make it go faster
https://preview.redd.it/euxryr66qvve1.png?width=1527&format=png&auto=webp&s=5c89524db8821f514cc68a9ca5c170f3794fba12
This is my code I want to make that force be multiplied by the speed value but I'm not sure where to put it in the code without messing up the rest of it
https://redd.it/1k39pta
@r_Unity3D
https://preview.redd.it/euxryr66qvve1.png?width=1527&format=png&auto=webp&s=5c89524db8821f514cc68a9ca5c170f3794fba12
This is my code I want to make that force be multiplied by the speed value but I'm not sure where to put it in the code without messing up the rest of it
https://redd.it/1k39pta
@r_Unity3D
Is TextMesh Pro its own enemy?
I’m setting up a brand-new Unity project right now — one that I want to use as a template for multiple future games. So I’m trying to do things properly from the ground up, based on everything I’ve learned over the past few years. Every system I choose or build now is meant to last, scale, and not bite me later.
Naturally, for UI text, I’m using TextMesh Pro. It’s the default choice in Unity and has some great stuff built in — clean rendering, fallback font support, dynamic atlases, and so on.
But the deeper I go, the more it feels like TMP kind of defeats itself.
Here’s the thing: I want to support multiple languages (Latin, Cyrillic, CJK, etc.) and also have a few text styles — for example, labels with outlines, some with glow, maybe a bold warning style, etc.
So I set up a main font asset, and then fallback fonts for Chinese, Japanese, Korean, emoji, etc. So far, everything works.
Then I start adding different visual styles using materials — and suddenly, everything breaks down.
TextMesh Pro lets me assign a custom material per text object. Cool. So I set up my main font with an outline material and apply it to a TMP component. Looks great… until I hit a fallback glyph. That character just renders with the fallback font’s default material, completely ignoring the outline.
Turns out, fallback fonts always use their own default material, and you can’t override that per-object. So if you want consistent visual styles across languages, you have to recreate the same material for every fallback font — for every style you use.
So now, if I have 5 fallback fonts and want 10 styles, that’s 60 different font assets and 60 materials. All taking up memory, all needing to be managed, just to make text look consistent across languages.
And that’s where TMP’s whole “performance-first design” kind of collapses. Instead of helping, it forces duplication of assets, bloated memory use, and extra maintenance — just to support something fairly normal like localization with a bit of UI styling.
I get that TMP was originally built for efficiency and batching, but it feels like it wasn’t designed with modern multi-language, styled UI in mind. And Unity still hasn’t addressed this — fallback rendering is still a black box, and there’s no clean way to apply a style across all fonts used by a single text object.
So yeah, I’m just wondering:
Is TMP kind of its own enemy at this point?
Has anyone found a clean way around this that doesn’t involve duplicating everything for every style?
Would love to hear how others are dealing with this — especially anyone building reusable UI setups across games like I’m trying to do.
https://redd.it/1k32q3v
@r_Unity3D
I’m setting up a brand-new Unity project right now — one that I want to use as a template for multiple future games. So I’m trying to do things properly from the ground up, based on everything I’ve learned over the past few years. Every system I choose or build now is meant to last, scale, and not bite me later.
Naturally, for UI text, I’m using TextMesh Pro. It’s the default choice in Unity and has some great stuff built in — clean rendering, fallback font support, dynamic atlases, and so on.
But the deeper I go, the more it feels like TMP kind of defeats itself.
Here’s the thing: I want to support multiple languages (Latin, Cyrillic, CJK, etc.) and also have a few text styles — for example, labels with outlines, some with glow, maybe a bold warning style, etc.
So I set up a main font asset, and then fallback fonts for Chinese, Japanese, Korean, emoji, etc. So far, everything works.
Then I start adding different visual styles using materials — and suddenly, everything breaks down.
TextMesh Pro lets me assign a custom material per text object. Cool. So I set up my main font with an outline material and apply it to a TMP component. Looks great… until I hit a fallback glyph. That character just renders with the fallback font’s default material, completely ignoring the outline.
Turns out, fallback fonts always use their own default material, and you can’t override that per-object. So if you want consistent visual styles across languages, you have to recreate the same material for every fallback font — for every style you use.
So now, if I have 5 fallback fonts and want 10 styles, that’s 60 different font assets and 60 materials. All taking up memory, all needing to be managed, just to make text look consistent across languages.
And that’s where TMP’s whole “performance-first design” kind of collapses. Instead of helping, it forces duplication of assets, bloated memory use, and extra maintenance — just to support something fairly normal like localization with a bit of UI styling.
I get that TMP was originally built for efficiency and batching, but it feels like it wasn’t designed with modern multi-language, styled UI in mind. And Unity still hasn’t addressed this — fallback rendering is still a black box, and there’s no clean way to apply a style across all fonts used by a single text object.
So yeah, I’m just wondering:
Is TMP kind of its own enemy at this point?
Has anyone found a clean way around this that doesn’t involve duplicating everything for every style?
Would love to hear how others are dealing with this — especially anyone building reusable UI setups across games like I’m trying to do.
https://redd.it/1k32q3v
@r_Unity3D
Reddit
From the Unity3D community on Reddit
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Game Update: I created distance closer attacks. Do you think it could be too OP? I think I can balance it by making it cost a significant chunk of stamina
https://redd.it/1k3e5ip
@r_Unity3D
https://redd.it/1k3e5ip
@r_Unity3D
USD File Format Vs FBX Workflow in Univah Pro
https://youtu.be/MfcbZX8XaKg?si=48W0KHg59fqF4taS
https://redd.it/1k3gsgx
@r_Unity3D
https://youtu.be/MfcbZX8XaKg?si=48W0KHg59fqF4taS
https://redd.it/1k3gsgx
@r_Unity3D
YouTube
USD File Format Vs FBX Workflow in Univah Pro
The Univah Film Engine is the industry standard Real-Time VFX, animation and Rendering Software for AAA game developers, film studios and college students.
Visit our website: smsoftwarecompany.com
Created by The Stephanie Michaels Software Company.
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Visit our website: smsoftwarecompany.com
Created by The Stephanie Michaels Software Company.
--…