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r/Unity3D
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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:

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
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
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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
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
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Some VFX variations in my space manipulation game. Which version looks best?
https://redd.it/1k2yobu
@r_Unity3D
I have problems with TextMeshProUGUI
https://redd.it/1k2yok2
@r_Unity3D
Which Wild Card Design Is Better?
https://redd.it/1k31kpo
@r_Unity3D
Hierarchy Pro free Unity tools.
https://redd.it/1k35pjo
@r_Unity3D
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
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
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
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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
Hello everyone, why is there this “+” symbol on my files?
https://redd.it/1k3gnax
@r_Unity3D