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
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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
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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
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@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
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Custom grass system for my VR meditation/anti-stress game. Unity URP, running on Quest 3
https://redd.it/1kalpxp
@r_Unity3D
https://redd.it/1kalpxp
@r_Unity3D
System worked after 1 week.
Had one of those moments today where everything finally clicked. The system I’ve been fighting for days just… worked. No errors, no weird behavior—just clean, smooth gameplay.
It’s wild how one small win can make you forget a week of frustration. That’s the high we chase, right?
Game dev can be brutal, but when it flows, it feels like magic.
Anyone else riding that wave right now?
https://redd.it/1kan44f
@r_Unity3D
Had one of those moments today where everything finally clicked. The system I’ve been fighting for days just… worked. No errors, no weird behavior—just clean, smooth gameplay.
It’s wild how one small win can make you forget a week of frustration. That’s the high we chase, right?
Game dev can be brutal, but when it flows, it feels like magic.
Anyone else riding that wave right now?
https://redd.it/1kan44f
@r_Unity3D
Reddit
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How to achieve the Steel Division 2 frontline? (Dividing area smoothly with curves using a few points)
The game Steel Division 2 has a very nice looking frontline system, where a smoothly curved line is drawn between friendly and enemy units, dividing the map into territorty owned by two teams.
EXAMPLE IMAGE: https://i.sstatic.net/45eTY7Lj.png
Does anyone know what space partitioning algorithm I should research for dividing an area using smooth curves based on a few (sparse) points?
Bonus points for pointing me in the right direction for creating a shader/line renderer to shader shading INWARDS
https://redd.it/1kao68d
@r_Unity3D
The game Steel Division 2 has a very nice looking frontline system, where a smoothly curved line is drawn between friendly and enemy units, dividing the map into territorty owned by two teams.
EXAMPLE IMAGE: https://i.sstatic.net/45eTY7Lj.png
Does anyone know what space partitioning algorithm I should research for dividing an area using smooth curves based on a few (sparse) points?
Bonus points for pointing me in the right direction for creating a shader/line renderer to shader shading INWARDS
https://redd.it/1kao68d
@r_Unity3D
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It took 6 months, but my Zen garden sandbox is finally at a point where I can't stop playing it myself. Would love your feedback!
https://redd.it/1kapi0p
@r_Unity3D
https://redd.it/1kapi0p
@r_Unity3D
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About to release a horror game controlled by turning the dials on a microwave, do you think it will flop?
https://redd.it/1kapu9i
@r_Unity3D
https://redd.it/1kapu9i
@r_Unity3D
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Some wip gameplay from my next game. Showcasing custom animation system and some gameplay.
https://redd.it/1katg94
@r_Unity3D
https://redd.it/1katg94
@r_Unity3D
How do I create a Retro Dither effect?
I tried making one of those Retro Dither effects you see in some 3d games but the Shader Graph i made kept turning out pitch black when I put in my URP.
https://redd.it/1kb1oc8
@r_Unity3D
I tried making one of those Retro Dither effects you see in some 3d games but the Shader Graph i made kept turning out pitch black when I put in my URP.
https://redd.it/1kb1oc8
@r_Unity3D
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