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DEMO: Realtime Fluid Simulation asset Fluid Frenzy (Download link in comments!)
https://redd.it/1k9s8yr
@r_Unity3D
https://redd.it/1k9s8yr
@r_Unity3D
Hiring 2D Artist (Illustration + UI) | Web3 Game Studio | Remote + Paid Trial
We’re building something big — the DeWorld Ecosystem — and we need a creative powerhouse to join our core team.
Looking for:
✅ Strong 2D illustrator + UI design skills
✅ Experience with Figma or similar
✅ Able to deliver dev-ready assets (layered, labeled, clean)
✅ Bonus: animation-ready PSDs (Spine/Live2D)
🛠️ Web3/NFT experience is a bonus, not a requirement.
🧪 Paid test assignment (5–7 days) before full-time offer.
💬 Daily updates + async collaboration required.
This is not a freelance gig — it’s a builder’s seat. Ready to work like a founder?
Join the core team.
🔗 DM me or apply via email:**droprojec@gmail.com**
https://redd.it/1k9ush9
@r_Unity3D
We’re building something big — the DeWorld Ecosystem — and we need a creative powerhouse to join our core team.
Looking for:
✅ Strong 2D illustrator + UI design skills
✅ Experience with Figma or similar
✅ Able to deliver dev-ready assets (layered, labeled, clean)
✅ Bonus: animation-ready PSDs (Spine/Live2D)
🛠️ Web3/NFT experience is a bonus, not a requirement.
🧪 Paid test assignment (5–7 days) before full-time offer.
💬 Daily updates + async collaboration required.
This is not a freelance gig — it’s a builder’s seat. Ready to work like a founder?
Join the core team.
🔗 DM me or apply via email:**droprojec@gmail.com**
https://redd.it/1k9ush9
@r_Unity3D
Reddit
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Take a look at our Penelope concept! Let us know what you think about it!
https://redd.it/1k9tgdn
@r_Unity3D
https://redd.it/1k9tgdn
@r_Unity3D
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Our artist created a new animation for when you get upgrades in our roguelike
https://redd.it/1k9x5zz
@r_Unity3D
https://redd.it/1k9x5zz
@r_Unity3D
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Built a kingdom city defense deckbuilder over the last 2 years, can’t believe it’s finally live!
https://redd.it/1k9ujo8
@r_Unity3D
https://redd.it/1k9ujo8
@r_Unity3D
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I added a solar eclipse in my procedural/dynamic skybox for my standalone VR sailing game
https://redd.it/1k9vlhk
@r_Unity3D
https://redd.it/1k9vlhk
@r_Unity3D
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I made a dynamic paper burning system for our game project in Unity (Shaders + VFX)
https://redd.it/1ka1t1s
@r_Unity3D
https://redd.it/1ka1t1s
@r_Unity3D
I somehow broke I-frames by messing with sprites?
This is really confusing me. I had a system working that would ignore collisions between the player and enemy layers if the player was dashing. Then I made placeholder art for the player sprite and attached it, thought it looked like ass, and deleted it. Then dashing didn't work. I'm not sure if messing with sprites caused it, but I'm at a loss.
Player settings
Enemy settings
Here's the code that handles the player taking damage by touching the enemy
https://redd.it/1ka2ylr
@r_Unity3D
This is really confusing me. I had a system working that would ignore collisions between the player and enemy layers if the player was dashing. Then I made placeholder art for the player sprite and attached it, thought it looked like ass, and deleted it. Then dashing didn't work. I'm not sure if messing with sprites caused it, but I'm at a loss.
Player settings
Enemy settings
Here's the code that handles the player taking damage by touching the enemy
void Update(){if (isDashing){Physics2D.IgnoreLayerCollision(10, 11, true);}elsePhysics.IgnoreLayerCollision(10,11, false);}private void OnCollisionEnter2D(Collision2D collision){if(collision.gameObject.tag == "Player"){playerHealth.TakeDamage(damage);}}https://redd.it/1ka2ylr
@r_Unity3D
Is this game in 3D or in 2D? Just getting back into game dev, and need some help
I'm just getting back into game dev after years of not working in Unity and I'm trying to make a 2D game where right now I have the player shooting a shotgun, and I want to have the shells kind of spring in the air and go on the floor like this: https://www.youtube.com/watch?v=dh2uVHgKKWA&t=234s
Is this achievable in 2D or is that game made in 3D you think?
I'm thinking it's 3D because the yellow and green shell when a bullet is shot spring in the air and they even have a shadow before they fall on the floor so to me it seems like that would be done in 3D but I could totally be wrong.
Can someone explain it and if there would be a way to make that same effect in a 2D unity project?
Thank you!
https://redd.it/1ka12kf
@r_Unity3D
I'm just getting back into game dev after years of not working in Unity and I'm trying to make a 2D game where right now I have the player shooting a shotgun, and I want to have the shells kind of spring in the air and go on the floor like this: https://www.youtube.com/watch?v=dh2uVHgKKWA&t=234s
Is this achievable in 2D or is that game made in 3D you think?
I'm thinking it's 3D because the yellow and green shell when a bullet is shot spring in the air and they even have a shadow before they fall on the floor so to me it seems like that would be done in 3D but I could totally be wrong.
Can someone explain it and if there would be a way to make that same effect in a 2D unity project?
Thank you!
https://redd.it/1ka12kf
@r_Unity3D
YouTube
Relic Hunters Zero | PC Gameplay | 1080p HD | Max Settings
Enjoyed this video? Be sure to comment down below! Like & Subscribe to support the channel!
★ Get this game here! (Use code ZMANTIS) - https://k4g.com/?r=ZephyrMantis&utm_source=partner&utm_medium=youtube&utm_campaign=ZephyrMantis
★ Use code ZEPHYR to get…
★ Get this game here! (Use code ZMANTIS) - https://k4g.com/?r=ZephyrMantis&utm_source=partner&utm_medium=youtube&utm_campaign=ZephyrMantis
★ Use code ZEPHYR to get…
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Working on animated enemy slimes for 2D games – feedback appreciated!
https://redd.it/1ka5pc2
@r_Unity3D
https://redd.it/1ka5pc2
@r_Unity3D
Cinemachine to Follow Selected Target?
So I'm building a 2D Top Down game where the player can summon, select and then control new characters.
Using private bool selected; and later setting selected = true; on the OnMouseDown() target I'm able to move the character that is selected.
I'm trying to get Cinemachine to use similar logic and follow the selected target. Is this possible?
https://redd.it/1ka7rtj
@r_Unity3D
So I'm building a 2D Top Down game where the player can summon, select and then control new characters.
Using private bool selected; and later setting selected = true; on the OnMouseDown() target I'm able to move the character that is selected.
I'm trying to get Cinemachine to use similar logic and follow the selected target. Is this possible?
https://redd.it/1ka7rtj
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Just finished creating my first 2D platformer game for university - but can't get it to build.
I have no prior experience in game dev with engines, and I am quite early on in uni, so please understand when replying that I do not have much pre-existing knowledge about building software. The console seems to clear automatically as soon as the textbox disappears following the build failure, so I cannot read the error messages.
Would anyone be able to download my game and help me resolve the build issue please. I'm just trying to build for Windows only. I'll post the download link below (completely legal, every asset is copyright-free or covered by Unity EULA, and no data being collected whatsoever by myself). Editor version is 6000.0.34f1, no add-ons used. Developed in Windows 11 with VSCode.
https://drive.google.com/file/d/1PwVICNvnkimkQg6UDj2BoYqLl73AztM1/view?usp=sharing
TIA!
https://redd.it/1ka827s
@r_Unity3D
I have no prior experience in game dev with engines, and I am quite early on in uni, so please understand when replying that I do not have much pre-existing knowledge about building software. The console seems to clear automatically as soon as the textbox disappears following the build failure, so I cannot read the error messages.
Would anyone be able to download my game and help me resolve the build issue please. I'm just trying to build for Windows only. I'll post the download link below (completely legal, every asset is copyright-free or covered by Unity EULA, and no data being collected whatsoever by myself). Editor version is 6000.0.34f1, no add-ons used. Developed in Windows 11 with VSCode.
https://drive.google.com/file/d/1PwVICNvnkimkQg6UDj2BoYqLl73AztM1/view?usp=sharing
TIA!
https://redd.it/1ka827s
@r_Unity3D
I created a video explaining vectors for game developers
https://youtu.be/Cjqg468_IPA?si=ybOG67LpJ1OPnA0Z
https://redd.it/1ka7mep
@r_Unity3D
https://youtu.be/Cjqg468_IPA?si=ybOG67LpJ1OPnA0Z
https://redd.it/1ka7mep
@r_Unity3D
YouTube
The Engineering Principle Powering Core Game Mechanics
What do aiming systems, movement, and portals all have in common? Vectors.
In this video, we break down one of the most essential tools in game development - vectors - and show how they power core game mechanics.
Catch the polar coordinates video here: …
In this video, we break down one of the most essential tools in game development - vectors - and show how they power core game mechanics.
Catch the polar coordinates video here: …
WebGL Build Shows Wrong Cloud Position and Extra Characters - Scene Serialization Issue?
Hi everyone, I’m working on a 2D game in Unity (version Unity version, 2022.3.60f1), and I’m running into a frustrating issue with my WebGL build. Hoping someone here might have ideas!
**Issue:**
* In the Unity editor, I have a scene (newww4.unity) with a cloud GameObject (Cloud (1)) positioned in the lower-left (e.g., X: -5, Y: 2, Z: 0) and only one PlayerLumberjack character.
* In the WebGL build, the cloud’s position is outdated (it’s higher up, like in an older version of the scene), and there are three PlayerLumberjack instances instead of one.
* This persists even after:
* Creating a new scene and copying all GameObjects.
* Clearing all caches (Library, Temp, WebGL cache, browser cache, IndexedDB).
* Reimporting all assets.
* Building into a new folder and testing in Incognito Mode.
**What I’ve Tried:**
* Verified the scene in the editor—everything looks correct.
* Ensured only the correct scene is in **Scenes In Build**.
* Disabled compression in WebGL build settings.
* Added debug logs to confirm the cloud’s position and scene contents in WebGL (logs show the wrong position and extra players).
* Created multiple new scenes (newww2.unity, newww3.unity, newww4.unity) to rule out scene corruption.
**Details:**
* The cloud’s position is set manually in the inspector, not via code.
* No noscripts instantiate extra PlayerLumberjack characters (I’ve checked all noscripts).
* I suspect this is a scene serialization or caching issue, but I’ve cleared every cache I can think of.
Has anyone run into something similar with WebGL builds? Any ideas for workarounds? I’ve submitted a bug report to Unity, but I’d love to get this working sooner if possible. Thanks in advance for any help!
https://redd.it/1ka77dc
@r_Unity3D
Hi everyone, I’m working on a 2D game in Unity (version Unity version, 2022.3.60f1), and I’m running into a frustrating issue with my WebGL build. Hoping someone here might have ideas!
**Issue:**
* In the Unity editor, I have a scene (newww4.unity) with a cloud GameObject (Cloud (1)) positioned in the lower-left (e.g., X: -5, Y: 2, Z: 0) and only one PlayerLumberjack character.
* In the WebGL build, the cloud’s position is outdated (it’s higher up, like in an older version of the scene), and there are three PlayerLumberjack instances instead of one.
* This persists even after:
* Creating a new scene and copying all GameObjects.
* Clearing all caches (Library, Temp, WebGL cache, browser cache, IndexedDB).
* Reimporting all assets.
* Building into a new folder and testing in Incognito Mode.
**What I’ve Tried:**
* Verified the scene in the editor—everything looks correct.
* Ensured only the correct scene is in **Scenes In Build**.
* Disabled compression in WebGL build settings.
* Added debug logs to confirm the cloud’s position and scene contents in WebGL (logs show the wrong position and extra players).
* Created multiple new scenes (newww2.unity, newww3.unity, newww4.unity) to rule out scene corruption.
**Details:**
* The cloud’s position is set manually in the inspector, not via code.
* No noscripts instantiate extra PlayerLumberjack characters (I’ve checked all noscripts).
* I suspect this is a scene serialization or caching issue, but I’ve cleared every cache I can think of.
Has anyone run into something similar with WebGL builds? Any ideas for workarounds? I’ve submitted a bug report to Unity, but I’d love to get this working sooner if possible. Thanks in advance for any help!
https://redd.it/1ka77dc
@r_Unity3D
Reddit
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After feedback from this sub, Jet Birds has returned to its roots as an infinite runner
https://redd.it/1kabs7y
@r_Unity3D
https://redd.it/1kabs7y
@r_Unity3D
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Prototype of a survivor/bullet-heaven game. What weapons should I add?
https://redd.it/1kad5yd
@r_Unity3D
https://redd.it/1kad5yd
@r_Unity3D
How do you guys manage the ball's relation in Zuma game?
Recently, I’ve been working on a Zuma-style game, similar to Zuma Legend. I use a Bézier curve to define the path, and now I'm implementing the logic for managing the balls along the path.
Currently, each ball holds a reference to the previous and next ball using "Prev" and "Next" pointers. This approach works fine in some cases—for example, I can calculate the relative distance between balls based on the first ball’s distance along the path and the ball diameter.
However, when I try to add animations, like match-three elimination and the fallback of balls after elimination, managing the relationships between balls becomes much more difficult.
Do you have any suggestions for a better way to manage balls along the path? I’m currently using DOTween and coroutines for animations—do you think that’s a good approach?
Any advice would be greatly appreciated!
https://preview.redd.it/vytglcq02qxe1.png?width=720&format=png&auto=webp&s=931768eee7b705c6782ced7afd94bf239c090923
https://redd.it/1kahool
@r_Unity3D
Recently, I’ve been working on a Zuma-style game, similar to Zuma Legend. I use a Bézier curve to define the path, and now I'm implementing the logic for managing the balls along the path.
Currently, each ball holds a reference to the previous and next ball using "Prev" and "Next" pointers. This approach works fine in some cases—for example, I can calculate the relative distance between balls based on the first ball’s distance along the path and the ball diameter.
However, when I try to add animations, like match-three elimination and the fallback of balls after elimination, managing the relationships between balls becomes much more difficult.
Do you have any suggestions for a better way to manage balls along the path? I’m currently using DOTween and coroutines for animations—do you think that’s a good approach?
Any advice would be greatly appreciated!
https://preview.redd.it/vytglcq02qxe1.png?width=720&format=png&auto=webp&s=931768eee7b705c6782ced7afd94bf239c090923
https://redd.it/1kahool
@r_Unity3D
Is Godot really that good or just overhyped?
I took a long break from development and I'm back now. And what I remember that lot of people switched to Godot back then after runtime fee drama which was understable but even after removing it this sub still has way less active users despite having more members than Godot sub. Also there average post get around 1k upvotes while this sub feels almost deserted.
What I mean is, have Unity lost its charm? Even Brackeys (channel which I loved) shifted to Godot after their break and many other youtubers too switched. Is it because they got angry or Godot became really that powerful?
Don't get me wrong I don't hate that engine but I just wanna know what's up with that? Sorry for stupid question though. But I'm just wondering.
https://redd.it/1kaidkl
@r_Unity3D
I took a long break from development and I'm back now. And what I remember that lot of people switched to Godot back then after runtime fee drama which was understable but even after removing it this sub still has way less active users despite having more members than Godot sub. Also there average post get around 1k upvotes while this sub feels almost deserted.
What I mean is, have Unity lost its charm? Even Brackeys (channel which I loved) shifted to Godot after their break and many other youtubers too switched. Is it because they got angry or Godot became really that powerful?
Don't get me wrong I don't hate that engine but I just wanna know what's up with that? Sorry for stupid question though. But I'm just wondering.
https://redd.it/1kaidkl
@r_Unity3D
Reddit
From the Unity3D community on Reddit
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