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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The Steam page of our game, which we have been working on for a few months, is live.

https://redd.it/1kd18z4
@r_Unity3D
90% of indie games don’t get finished

Not because the idea was bad. Not because the tools failed. Usually, it’s because the scope grew, motivation dropped, and no one knew how to pull the project back on track.

I’ve hit that wall before. The first 20% feels great, but the middle drags. You keep tweaking systems instead of closing loops. Weeks go by, and the finish line doesn’t get any closer.

I made a short video about why this happens so often. It’s not a tutorial. Just a straight look at the patterns I’ve seen and been stuck in myself.

Video link if you're interested

What’s the part of game dev where you notice yourself losing momentum most?

https://redd.it/1kd45lg
@r_Unity3D
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My First reveal on Reddit, been working on this for almost a year now.

https://redd.it/1kd4qg1
@r_Unity3D
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1 or 2 which one should I choose. It's a frog climber game and there is only one mechanic; charge and jump.

https://redd.it/1kd7z10
@r_Unity3D
10 Reviews and positive feels like a nice milestone!
https://redd.it/1kddoz0
@r_Unity3D
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Tease Of My First Indie Game In Action. In Development. Jungle Shadow...a stealthy warrior.
https://redd.it/1kdcgiq
@r_Unity3D
10 Reviews feels like a nice milestone!
https://redd.it/1kddokt
@r_Unity3D
Working on a Peggle clone. Trying to design a logo. Which one do you like more?
https://redd.it/1kdgx4n
@r_Unity3D
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I’m Solo-Devving a Multiplayer Game Where You Hide as an NPC (Discord play tests soon!)

https://redd.it/1kdgehh
@r_Unity3D
Struggling for ideas

Hi I'm making a tower defence game and need some help with ideas. I would really appreciate some feedback for my game and how I should progress. I have some more stuff witch I haven't mentioned in the most recent video like a deck and shop witch I now have. The game is explained in this video here https://www.youtube.com/watch?v=1N6Xqi18cWA . Currently I have only two walls and one guard and I need some ideas for more I also need some ideas for enemies because I only have one.

https://redd.it/1kdocvc
@r_Unity3D
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I started to finally add more NPCs. My Metroidvania is starting to feel like a "real game" heh.

https://redd.it/1kdowez
@r_Unity3D
Isometric tilemap custom axis sorting problem

I'm trying to learn to create isometric tilemaps using Unity 6.1. In the documentation (https://docs.unity3d.com/6000.0/Documentation/Manual/tilemaps/work-with-tilemaps/isometric-tilemaps/create-isometric-tilemap.html) it says about Custom Axis Sorting "Go to Edit > Project Settings > Graphics > Camera Settings to set the Custom Axis settings." But under Graphics there are no Camera Settings. I have been googling a lot and watching videos where people do this but haven't been able to find anyone else with this problem.

Would really appreciate any help!

Edit: In the place other people have Camera Settings, I have the URP. So maybe it has something to do with that? I don't want to change it though if possible.

https://redd.it/1kdqijr
@r_Unity3D
Screen Shot Of my TD game
https://redd.it/1kdqbtk
@r_Unity3D
Need some help with 2D combat

This is my first ever game I'm making, and I've got a character with two animations, one for heavy attack and one for light attack. The code that implements them is below. The problem is I'm able to trigger the light attack animation whenever i press the correct input (left mouse click), but the heavy attack never triggers. I've mapped it to first to right mouse, then tried Q, but nothing triggered it. Please help me out


Combat Script:

public class PlayerCombat : MonoBehaviour
{
    public Animator anim;
    public float cooldown
heavyAttack = 2;
    public int heavyAttackMultiplier = 2;

    public Transform attackPoint;
    public float weaponRange = 1;
    public LayerMask enemyLayer;
    public int damage = 1;

    private float timer;

    private void Update(){
        if(timer>0){
            timer -= Time.deltaTime;
        }
    }
    public void LightAttack(){
        anim.SetBool("isLightAttacking", true);
    }

    public void HeavyAttack(){
        if(timer <= 0){
            anim.SetBool("isHeavyAttacking", true);
            timer = cooldownheavyAttack;
        }
        Debug.Log("heavy attack!");
    }

    public void DealDamage
LightAttack(){
        Collider2D enemies = Physics2D.OverlapCircleAll(attackPoint.position, weaponRange, enemyLayer);
        if(enemies.Length > 0){
            enemies0.GetComponent<EnemyHealth>().ChangeHealth(-damage);
        }
    }

    public void DealDamage
HeavyAttack(){
        Collider2D enemies = Physics2D.OverlapCircleAll(attackPoint.position, weaponRange, enemyLayer);
        if(enemies.Length > 0){
            enemies0.GetComponent<EnemyHealth>().ChangeHealth(-damage * heavyAttackMultiplier);
        }
    }

    public void FinishAttacking(){
        anim.SetBool("isLightAttacking", false);
        anim.SetBool("isHeavyAttacking", false);
    }
}

Main Player Control Script:

public class Knight
Script : MonoBehaviour
{
    public Rigidbody2D rb;
    public float moveSpeed;
    public bool facingRight = true;
    public Animator anim;
    public float jumpStrength;

    public Transform groundCheck;
    public float checkRadius = 0.1f;
    public LayerMask groundObjects;

    public PlayerCombat playerCombat;
   
   
    private bool isGrounded;
    private float moveDirection;
    private bool isJumping = false;
   

    void Update()
    {
        ProcessInputs();
        Animate();
        if(Input.GetButtonDown("Attack1")){
            playerCombat.LightAttack();
        }

        if(Input.GetButtonDown("Attack2")){
            player
Combat.HeavyAttack();
        }
    }

    void FixedUpdate(){
        CheckGrounded();
        Move();
    }

    private void Move(){
        rb.velocity = new Vector2(moveDirection moveSpeed, rb.velocity.y);
        if(isJumping && isGrounded){
            rb.velocity = Vector2.up
jumpStrength;
        }
        isJumping = false;
       
    }

    private void ProcessInputs(){
        moveDirection = Input.GetAxis("Horizontal");
        if(Input.GetKeyDown(KeyCode.Space)){
            isJumping = true;
        }
        anim.SetFloat("horizontal", Mathf.Abs(moveDirection));
        anim.SetBool("isJumping", isJumping);
    }

    private void Awake(){
        rb = GetComponent<Rigidbody2D>();
   
    }

    private void Animate(){
        if(moveDirection > 0 && !facingRight){
            FlipCharacter();
        }
        else if(moveDirection < 0 && facingRight){
            FlipCharacter();
        }
    }

    private void FlipCharacter(){
        facingRight = !facingRight;
   
    transform.Rotate(0f,180f,0f);
    }

    private void CheckGrounded()
    {
        isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, groundObjects);
        anim.SetBool("isGrounded", isGrounded);
    }

     private void OnDrawGizmosSelected()
    {
        if (groundCheck != null)
        {
            Gizmos.color = Color.red;
            Gizmos.DrawWireSphere(groundCheck.position, checkRadius);  // Draw the radius for ground detection
        }
    }
   
}




https://redd.it/1kdqdhd
@r_Unity3D
My man was arrested by the police
https://redd.it/1kds3y5
@r_Unity3D
How long does it take you to build a 2D mobile game demo in Unity?

I’m planning to start building a 2D mobile game in Unity and I’m trying to get a realistic idea of how long it usually takes — from coming up with the idea, planning, prototyping, and finally having a playable demo.

Not talking about a full release — just something you can test, share with friends, or use to validate the concept.

Curious how it usually goes for you:

* How long does it take from idea to playable demo?
* How do you keep the scope manageable at the beginning?
* And how do you know when the demo is “ready” to show?

Would really appreciate any thoughts or tips from your experience. I’m trying to start off right and not burn out halfway.

https://redd.it/1kdvtu5
@r_Unity3D