r/Unity3D – Telegram
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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Classy Moment of Unity

Spent the last hour wondering why my enemy AI wouldn’t move—turns out I had the NavMeshAgent on a completely different GameObject. Classic Unity moment.

No matter how long you’ve been doing this, it’s the small oversights that keep you humble. But hey, once it works… chef’s kiss.

https://redd.it/1k3jyjt
@r_Unity3D
First Pixel Art Of A Monster On Asperite! Any thoughts?!

Ey Guys! This is my first pixel art I’m posting out here from Asperite I’ve done. Got the preview mode on the bottom right.

What do you think of this monster?

https://preview.redd.it/focthvjt4zve1.png?width=1196&format=png&auto=webp&s=8ec0f104322a741405858a11a10680bdcc14b344




https://redd.it/1k3kc6f
@r_Unity3D
Our first game just hit 500 reviews on Steam, with 87% positive recent ratings! We’re beyond grateful. If you’re one of the players who left us a positive review: thank you so much!
https://redd.it/1k3l1nm
@r_Unity3D
Media is too big
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Whats your thought on Tower Defenses with mazing instead of fixed pathing?

https://redd.it/1k3n8wo
@r_Unity3D
Been developing a 2D top-down game in Unity 2022.3. After migrating to Unity 6, I can't get rid of this weird sprite sorting.
https://redd.it/1k3p78p
@r_Unity3D
Media is too big
VIEW IN TELEGRAM
I am making a reverse farming game where animals farm human products. How do you like this idea?

https://redd.it/1k3pqq8
@r_Unity3D
👎1🤨1
Been working on custom UI and HUDs for Unity/2D games lately

Health Bars, XP Bars, HUD, Pause and Settings menu. Its been really fun focusing on these subjects of game design. Here’s a mockup I did. Happy to help others—also offering $5 starter HUD designs on Fiverr if anyone’s working on a project.

Sharpening up a bit but having lots of fun with this! the blur background is a really nice touch

https://redd.it/1k3tb3v
@r_Unity3D
I need a free pixel art bird

So I have a class project using unity and it's basically a 2D platformer with a bird that chases you throughout the game. However after checking the unity asset store I can't seem to find a simple pixel bird that flaps it's wings. Is anyone able to help me out here? it would be really appreciated!

https://redd.it/1k3t7qx
@r_Unity3D
How to identify player moveing diagonally?
https://redd.it/1k3w7m4
@r_Unity3D
How would I make it so that when an object collides with another object it plays a sound



https://redd.it/1k3vvzo
@r_Unity3D
Discord Server

Hi Everyone,

I am making a discord server for anyone who is interested in programing, game dev, software dev, web development, and software development.

Here is the link: https://discord.gg/UrAHDygg

It is pretty new so it has little to no members, if you are interested then please feel free to join!

https://redd.it/1k3yqkh
@r_Unity3D
TIL. In Unity, if you use the default path `Application.persistentDataPath` or PlayerPrefs and then upload to itch, then whatever you save will remain present only till you upload the new build. Afterwards that all is gone because the persistent data path changes with each build upload.

To fix that you have got to create your own, truly persistent path. A very nice post on the topic: [https://ddmeow.net/en/game-dev/save-persistent-itch-io/](https://ddmeow.net/en/game-dev/save-persistent-itch-io/) . Long story short, you have to make your own path to save the file in indexed database

public static class PersistanceStorage {
private static string mPersistentDataPath;
static PersistanceStorage()
{
#if UNITY_WEBGL
mPersistentDataPath = "idbfs/Mathemando-Little-Cool-Puzzle-randomhash-423";
Debug.Log($"[PrefsStorage] Using WebGL persistent path: {mPersistentDataPath}");
#else
mPersistentDataPath = Application.persistentDataPath;
#endif
if (!Directory.Exists(mPersistentDataPath))
{
Debug.Log($"[PrefsStorage] Directory does not exist. Creating directory: {mPersistentDataPath}");
Directory.CreateDirectory(mPersistentDataPath);
}
else
{
Debug.Log($"[PrefsStorage] Directory already exists: {mPersistentDataPath}");
}
}
// ... your persistence logic

As using PlayerPrefs had the same issue, I stopped using them completely. It's a shame because that is really convenient.

And that's not it yet. I also noticed that storing data did not happen immediately. Sometimes my data got updated and sometimes even after some minutes of play it got reset to the previous state upon browser reload. So I have to save the changes to the file system after modifying the files. Got the answer how to properly do it here [https://discussions.unity.com/t/system-io-file-doesnt-work-properly-on-webgl-platform/905164/3](https://discussions.unity.com/t/system-io-file-doesnt-work-properly-on-webgl-platform/905164/3)

#if UNITY_WEBGL
Application.ExternalEval("_JS_FileSystem_Sync();");
#endif

And finally it works. At least on my machine :D

A learning from that: if you have persistence, have a second "shadow" project and test your releases there first before touching the main release. Because if you have a lot of players they will have.. a lot of disappointment! Not my case though :D at least, I hope I did not discourage those couple of people who visit my game by that. And I decided to share it here as I'd be glad to read about it before my first release lol


Perhaps, I have just missed some point though. I know that it's often the user who's guilty of the bug :D

https://redd.it/1k3tqzo
@r_Unity3D
Do we really need DI frameworks like Zenject/VContainer in Unity? What problem are they actually solving?

I've been seeing Zenject, VContainer and similar DI frameworks being used a lot in Unity projects. And honestly, it sometimes feels like if you're not using one, people think you're doing something wrong or that your architecture is "weak."

But here's where I'm confused:
What problem are they really solving in the context of Unity games?

Unity already allows us to assign dependencies via the Inspector — which is essentially manual dependency injection. You hook up the components you need from the editor. So in many cases, DI already exists by design.

Even when connecting different systems together, I rarely see a situation where one system needs to know about the entire other system.
For example, if I have an enemy spawner that needs to know how much time has passed, it probably just needs a float value — not the entire TimeManager object. Passing in the full object feels unnecessary.

Instead, I often prefer a data-driven, layered architecture — where systems don’t directly depend on each other, but rather on shared data structures. This way, things stay loosely coupled, modular, and testable without relying on a DI framework at all.

So my question is:
👉 When is a DI framework like Zenject or VContainer actually worth it in Unity?
👉 What kind of problems or project scale truly justifies using one?

Would love to hear from folks who’ve used these in real-world projects.

https://redd.it/1k3zowj
@r_Unity3D