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r/Unity3D
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(EMERGENCY) UVC "revert changes" and "switch workplace to this changeset" not working!

Something messed up pretty badly and somehow the main game scene got completely wiped when I updated my workspace from a coworker's today. I'm trying to revert to the changeset I made yesterday right before I logged off yet I get two errors no matter which option I choose:

when clicking "revert changes": "The item d:\\UnityStuff\\GameProject\\Assets\\Scripts\\L.cs does not exist in the workspace." I do not have any noscript called "L.cs", neither in the current or previous workspace

when clicking "switch workplace to this changeset": "Cannot perform the switch to branch/label/changeset/shelve since there are pending changes. Please review the pending changes and retry the operation again.", I go to "pending changes" and I cannot get all of them removed without making an entirely new post, despite the fact I didn't make any such changes

How do I get Unity to do as it's told and just revert the changes? I would just use GitHub but the last upload there is very old (few weeks). Yeah it was stupid for me not to have updated it in a while but I thought UVC had me covered. So am I done for?

https://redd.it/1kg6riz
@r_Unity3D
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I'm working on a full version of my math based puzzle game. How can I visually improve the door unlocking mechanic?
https://redd.it/1kg8pbn
@r_Unity3D
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I’m obsessed with Zen gardens lately… so I turned that obsession into a cozy sim game

https://redd.it/1kg6u5v
@r_Unity3D
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I just love speedrunning the levels in my game. Can't wait to put in leaderboards to compete with everyone else.

https://redd.it/1kg4v6k
@r_Unity3D
I Built a Unity CI/CD Pipeline So You Don’t Have To :D (Feedback is welcome!)

Hey r/Unity3D !

I wanted to share my Unity CI/CD pipeline built with GitHub Actions. It’s designed to handle:

* Automated EditMode & PlayMode tests
* Multi-platform builds (WebGL, iOS, Android, macOS, Windows, Linux)
* GitHub Releases + versioning
* Deployments (gh-pages, [itch.io](http://itch.io), Firebase, S3, Steam, TestFlight)
* Discord/Slack notifications for status updates

I’m calling this **v1**, but to be fair: This needs quite a bit more polishment/optimization... I am by no means an expert yaml/Github Actions writer, and I had my fair share of AI to help with a lot of it. But none-the-less t’s working and modular, but there’s lots of room for optimization, performance improvements, simplifying config, better docs, etc. :3

I’d love for others to try it out, break it, suggest improvements, or even just give feedback. It’s open source and meant to be useful for solo devs, small teams, or anyone curious about integrating Unity with modern CI/CD pipelines.

# 🌐 Live WebGL Demo

➡️ [Play it here](https://avalin.github.io/Unity-CI-Templates/)

# 📦 GitHub Repository

🔗 [GitHub Project](https://github.com/Avalin/Unity-CI-Templates)

If you’ve been looking for a starter pipeline or want to see what’s possible with Unity + GitHub Actions, I’d be happy if you check it out.

Any thoughts or suggestions welcome!

https://redd.it/1kg7fou
@r_Unity3D
Trying to add snow to my game but it looks like spilled milk on the ground, any idea on how to improve it ?
https://redd.it/1kg8qtg
@r_Unity3D
Can you tell if visual noscripting was used based on build files?

I'm still quite new to Unity, having only taken an intro to C# class. However, in my current game mechanics class our instructor is only allowing us to use visual noscripting and my god it's killing me. If I were to make my game by coding in C#, would the instructor be able to tell based on the build files I submit? The games we're making are extremely simple with just things like key and door mechanics, NPC dialogue etc.

I'm an artist and I really thought visual noscripting would be easier for me than C# but it's just so visually overwhelming and I don't find it intuitive at all. :(

https://redd.it/1kgpyfu
@r_Unity3D
As a solo dev with zero experience, I finally launched my first mobile game — and people are actually playing it.
https://redd.it/1kgr615
@r_Unity3D
I just quit my job to pursue my dream game

That’s it — I’ve taken the leap. As the noscript says, I’m now working full-time on my dream game. I wanted to share how I got here, what the journey has been like, and what’s coming next.

Two years ago: Installing Unity for the first time
I knew absolutely nothing about game development — no clue about assets, graphics, C#, URP… but it was fun! I learned through dozens of tutorials during the first two months, just as a hobby. That’s when I started working on my dream game: ZRoad.

Developing my game as a hobby
I began implementing basic gameplay mechanics, a progression system, different weapons, ability skills, and more — all during my free time outside of work.
The game grew slowly but steadily. Over time, it became more than just a fun project. I started seeing it as a potential real product.

Turning the hobby into a side job
The difference between hobbyist game dev and doing it seriously comes down to one thing: you need to make a living out of it.
That means thinking about monetization, meeting production standards for various platforms, and complying with laws around analytics and user tracking.
It’s still game development, but not the “fun gameplay design” part — it’s the business side. And while it’s less exciting, it’s definitely part of the job.

One month ago: The opportunity
Out of nowhere, the company announced a voluntary departure plan: anyone who quit would receive \~1.5 years of salary.
By then, my game was already in a pretty polished state. I figured — why not? I have a solid runway to see if my game can generate income. If it works, amazing! If not, I can always go back to a regular job.

Today: I'm all in
I’m now working full-time on my project and I absolutely love it. I get to organize my schedule however I want, and I literally do what I love, all day, every day.

What’s next?
First, finish the game — more content, more polish. In its current state, it’s not ready to be a “big success,” but I believe it could be marketing-ready this summer!
Then comes real marketing: since it’s a free mobile game, I’ll invest in paid ads to get users. I’m also launching a TikTok and YouTube Shorts channel to try “free” marketing — I’ve already prepared some videos, no clue how they’ll perform 😅

If you want to support me or are just curious about the game, here it is:
ANDROID: https://apps.apple.com/fr/app/zroad-survival/id6584530506?l=en-GB
iOS: https://play.google.com/store/apps/details?id=com.SkyJackInteractive.ZRoad

 

https://redd.it/1kgt54d
@r_Unity3D
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Not sure if I’m making a survival crafting game or a Mars Trucking Simulator at this point.

https://redd.it/1kgtf6j
@r_Unity3D
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Finally finished my Roguelike Deckbuilder, It is all about building crazy combos to fire hundreds of skills.

https://redd.it/1kguex4
@r_Unity3D