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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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Pokémon-style

So I have a game idea/name with multiple word documents with information including a skeleton/body, missions, map-layout. But i want to actually play it. Lol a brief background to give this game reasoning, I just graduated from Saint Louis University for Cannabis Science and Operations and have taken the deep dive into this industry. I do not want or intend to offend anyone, this is just a dream I have been have been having and I find its about time for it to become a reality.

Game Idea

Top-down, Pokémon-style progression game, where players become master growers by exploring distinct neighborhoods, completing missions, and cultivating unique seeds. You start from "The Block," the hub, and unlock North, South, East, and West districts, each with its own vibe and NPC contacts. By completing missions, you earn seeds, grow them in your Safehouse, and harvest flower for Street Cred. That Street Cred lets you upgrade your gear, unlock more missions, and climb toward Level 100. It’s all about the joy of planning, growing, and unlocking the top cultivars!

https://redd.it/1px00kd
@r_Unity3D
Thoughts on my UI so far? (inventory system) (unfished)
https://redd.it/1pxf755
@r_Unity3D
HOBBY / REVSHARE Barista to the Dead — Indie Game Collaboration Post (in need of developers!!)

Barista to the Dead — Indie Game Collaboration Post (in need of developers!!)

I’ve had an indie game concept for a long time that I finally want to make real, and I’m looking to collaborate with passionate developers and 2D artists who enjoy story-driven psychological horror.

# Game Idea:

Barista to the Dead is a 2D cozy psychological horror game set in a midnight café in a forgotten town. You serve visitors who share personal stories, regrets, and strange moments. Instead of taking normal orders, you craft drinks based on emotional subtext and clues, which shift each character’s story path, stability, and the direction of the mystery around the town.

# Who I’m looking for:

Game developers experienced in 2D game creation (engine flexible: Unity, Godot, or Unreal) + Also willing to help me learn and work on the project more comfortably.
Artists willing to help with:
Backgrounds/scenes
Character/customer art
Sprites / in-game assets
Collaborators who are excited about emotional storytelling, limbo-style mystery, and surreal psychological horror

# About Collaboration & Payment

This is a free passion project, not a funded job post.

There is no guaranteed pay until we assemble the team and confirm the scope
Payment or revenue splits would only be discussed after recruitment and after the game releases
Right now, we’re just seeing if this will become a lasting team project
If it does move forward, pay would only come post-launch through any revenue the game generates
Multiple collaborators are welcome, even if you can only do part of a role

\
If you’re a beginner or amateur but passionate, still apply! Your talent might be exactly what the project needs.



# Extra Info

This is my first game project (I handle writing and concepts myself)
I’m committed to learning the technical side with help from collaborators
I have character ideas, lore, and mood direction already written
I want to work with people who are excited to build something emotional, surreal, cozy, and haunting together

# If you're interested, please comment or DM with:

What role you want
Your portfolio or past work
The engine you prefer (if you're a dev)
Anything else you bring to the team!

NOTE:

This work has not been started yet. After I select collaborators, I will create a Discord server and we will begin early planning and asset preparation. The main thing I need from the developers joining is help understanding the technical reality of the concept—what’s feasible, how to scope it, and how to shape the game into something achievable.

I’m looking for people who can help me translate ideas into structure, especially when it comes to pacing, playtime, town/scene complexity, and overall development scale. Once the team is formed, we can start mapping things out together and dividing responsibilities.

If you're interested in joining, feel free to share your Discord usernames below or message me privately with your portfolio, relevant work, and what makes you a good fit for the project. Passion, curiosity, and creativity are all welcome—just show what you can do and what excites you about collaborating on a story-driven game.

If you think you’d be a good fit but are still learning or experimenting, you’re still welcome to reach out. This stage is about finding people who want to build, explore, and problem-solve together.






https://redd.it/1pxnlm2
@r_Unity3D
Canvas not showing in game window
https://redd.it/1pxme8h
@r_Unity3D
I'm looking for a visual game developer to join our team :)

Hi,

I'm developing a dark fantasy visual novel called Blaster. The game features an interactive story with 5 romance character routes, multiple endings based on player choices. Players follow a cursed protagonist on a journey to uncover the truth behind their mysterious origins while navigating danger, mystery, and romance.

I'm currently in the planning phase for a Kickstarter campaign and am gathering quotes from Unity developers to build a realistic budget. I'm offering milestone-based payment for this project and would like to discuss a potential collaboration.

Below are the complete technical requirements for the game. I am looking for a developer who can review these specifications and provide a detailed proposal including your recommended milestone structure, cost estimates per milestone, total project cost, and timeline.

The project timeline is 1 year to complete the full game. Work will begin only after successful Kickstarter funding.

**CORE VISUAL NOVEL SYSTEMS**

Dialogue System:

* Text display with character name headers
* Character sprite display and switching (expression, based on speaker)
* Text speed controls
* Auto-advance option
* Manual skip button (player controls)
* Hide UI button to view artwork fully
* Audio integration for voice acting lines

Settings Menu:

* Music/sound volume sliders 
* Text size adjustment
* Text speed adjustment
* Auto-advance speed adjustment

Save and Load System:

* 10 save slots
* Save anywhere during gameplay
* Load from main menu ONLY
* Save data includes all choices made, affection points, unlocked content, current location

**CHARACTER CUSTOMIZATION SYSTEM (Beginning of Game)**

Protagonist Setup:

* Name input field
* Pronoun selection (she/they)
* Choice between 2 protagonist sprite variants
* All selections stored and referenced throughout game
* Protagonist character showed side to the text/dialogue bar

Nickname System:

* ONE nickname chosen/unlocked for protagonist
* Used by love interest in certain dialogue scenes (not displayed as player name)
* Appears after reaching threshold



**AFFECTION AND PROGRESSION SYSTEM**

Hidden Love Points:

* Point tracking system for each of the 5 main love interests
* Points awarded based on dialogue choices (invisible to player)
* No "bad" choices, just different point distributions
* Thresholds:
* 60 points = healthy love
* 80-100 points = obsessive love
* Affects romance content and tone

Consequence Tracking:

* Flag system to track major story decisions
* Flags affect available dialogue options and story branches
* Persistent across saves



**MAP AND LOCATION SYSTEM**

4 City Map Navigation:

* Aghard 
* Uryel 
* Kur 
* Loanh

Map Functionality:

* Visual map interface with clickable city locations
* When player clicks on a city, mini text appears with city history/details
* Location availability may change based on story progression
* All characters can be encountered regardless of route chosen

**ROUTE AND STORY STRUCTURE**

Route Selection Flow:

* Prologue plays for all players (\~8-10k words)
* After prologue, character selection screen appears
* Player selects which of 5 love interest routes to pursue
* Route locks in and plays through to ending
* Players can replay to experience other routes

Multiple Endings:

* 3 endings per route
* Each ending is 8-10k words
* Total of 15 possible endings across all routes

**CG GALLERY SYSTEM**

Unlockable Illustrations:

* CG illustrations unlock based on specific story choices
* Gallery menu accessible from the main menu
* Locked CGs show card/design placeholder
* Unlocked CGs show the actual illustration and can be viewed at full size

**UI IMPLEMENTATION**

Main Menu:

* New game
* Load game (10 slots)
* CG gallery
* Endings achieved
* Settings
* Credits
* Quit

In-Game Quick Menu:

* Save
* Settings
* Return to main menu
* Hide UI

Choice Display:

* Clear presentation of 2-4 dialogue choices
* Visual feedback when hovering over choices (*When the player moves their mouse cursor over a choice option,
something visual changes to show it's interactive and currently selected.)*
* No timer

**What I need from you:**

*Please review the requirements above and provide:*

1. Your proposed milestone structure for breaking down this project
2. Your cost quote for each milestone
3. Your total project cost
4. Your estimated timeline per milestone and overall completion

**Important note:** *We are currently a team working together, including a musician, voice actors, and an artist. You will need to be comfortable communicating and working in a group environment. I'm the writer and project lead.*



https://redd.it/1pxrb0t
@r_Unity3D
How to change language settings in UnityVersionControl?

I can't find language settings in UVC! All documents are written in English, but my UVC says in Korean! please somebody help!

https://redd.it/1pxstnl
@r_Unity3D
How do you guys handle enemies in bullet hell / enemy-heavy games?

Quick question for people who’ve actually worked on enemy-heavy games (bullet hells, swarms, etc)

How do you usually handle enemies when there are a lot of them on screen?

Do you still:

Use Kinematic Rigidbody2D + colliders for enemies or
Skip Rigidbody completely and use custom collision checks?

I’m curious what’s worked in practice for you. Especially once the enemy count starts going up.
Any performance limits you hit, or things you wish you did differently?

Would love to hear how real projects handle this.

https://redd.it/1pxungx
@r_Unity3D
Some code from my game that has grossed 20k+

This was my first game I ever release, made it within a month and was still pretty new with programming.

I wanted to share this to show you guys that you don't need high quality code.. this is horrendous and when I look back at it I just think.. how was I so stupid?

The point is you're selling the game, not the code.


So focus on getting the game done.

Basically my \\"interactionhandler\\" is 900 lines long and every single text I appear to the player for interaction is it's very own text object and I turn them on or off based on what they are looking at.. each new thing is hard coded in.




https://redd.it/1py2afc
@r_Unity3D