I can make beautiful designs in Photoshop, Illustrator and web dev. But game development with Unity shaders, materials, textures and lightning is a whole other beast.
https://redd.it/1pzhru8
@r_Unity3D
https://redd.it/1pzhru8
@r_Unity3D
❤1
Everfall 2: Idle Dungeon RPG Management Game!
This game is not far from release, with a large demo coming out on steam very soon! I would love feedback of the game and the trailer. This plays very similar to most Idle RPGs on the market with some big upgrades and major depth!
I enjoyed making this game and I really hope you guys enjoy playing it!
Wishlist on Steam today! - https://store.steampowered.com/app/4245410/Everfall\_2\_Idle\_Dungeon\_RPG/
https://redd.it/1pzqiw9
@r_Unity3D
This game is not far from release, with a large demo coming out on steam very soon! I would love feedback of the game and the trailer. This plays very similar to most Idle RPGs on the market with some big upgrades and major depth!
I enjoyed making this game and I really hope you guys enjoy playing it!
Wishlist on Steam today! - https://store.steampowered.com/app/4245410/Everfall\_2\_Idle\_Dungeon\_RPG/
https://redd.it/1pzqiw9
@r_Unity3D
Steampowered
Everfall 2: Idle Dungeon RPG on Steam
Unique Bosses, Loot Filters, Combat Pets, & Pick Your Team of 4 to Customize with Skill trees, Keystones, Abilities, and Runes in a MASSIVE ENDGAME!
Finally published my first game
https://youtu.be/LfvF7_XIZ2M?si=bG7cF1U1K2Zfl07H
https://redd.it/1pzsfyh
@r_Unity3D
https://youtu.be/LfvF7_XIZ2M?si=bG7cF1U1K2Zfl07H
https://redd.it/1pzsfyh
@r_Unity3D
YouTube
Soul Ball Mobile Gaming Trailer
Master the magic, conquer the challenge! 🔮 Download Soul Ball now on Google Play and dive into an epic arcade adventure
Take control of a mystical magical ball in Soul Ball, the ultimate skill-based arcade experience! Whether you're plummeting through the…
Take control of a mystical magical ball in Soul Ball, the ultimate skill-based arcade experience! Whether you're plummeting through the…
👍1
Probuilder 6 Sucks
Every single update to probuilder it seems like they want to make it harder and harder for people to use! Why did they get rid of the window? It makes everything 10x slower and there are no upsides! I have to go through basically a maze of menus to get to the tool I want to use. It was so fast before just to click on the icon for the tool I wanted to use!
Are there any alternatives to Probuilder that I can use to make maps and environments fast?
EDIT: Found a fix!
After installing the new version of Probuilder, Go into your project folder, then packages, then manifest.json and change the version number of com.unity.probuilder to 5.0.7 and it works! (I have no idea if this introduces bugs but its working for me at the moment.)
https://redd.it/1pzzp1s
@r_Unity3D
Every single update to probuilder it seems like they want to make it harder and harder for people to use! Why did they get rid of the window? It makes everything 10x slower and there are no upsides! I have to go through basically a maze of menus to get to the tool I want to use. It was so fast before just to click on the icon for the tool I wanted to use!
Are there any alternatives to Probuilder that I can use to make maps and environments fast?
EDIT: Found a fix!
After installing the new version of Probuilder, Go into your project folder, then packages, then manifest.json and change the version number of com.unity.probuilder to 5.0.7 and it works! (I have no idea if this introduces bugs but its working for me at the moment.)
https://redd.it/1pzzp1s
@r_Unity3D
Reddit
From the Unity3D community on Reddit
Explore this post and more from the Unity3D community
Check your cables
So I was having super slow project load times and was ranting about Unity.
After another 15 minutes of the editor loading, I finally opened Task Manager to see if there was a bottleneck.
CPU was at 5%, RAM at 10%, but my SSD was at 100% while reading only 10 MB/s???
I googled it, and one suggestion said it could be a loose cable.
So I opened my PC and reconnected the SSD, and boom! it went back to 500 MB/s and Unity became super fast again.
Turns out the cable probably got loose when I cleaned the PC a few weeks ago.
Lesson learned: before blaming Unity, open Task Manager and check if your hardware is actually working properly.
Thank you.
https://redd.it/1q02ehw
@r_Unity3D
So I was having super slow project load times and was ranting about Unity.
After another 15 minutes of the editor loading, I finally opened Task Manager to see if there was a bottleneck.
CPU was at 5%, RAM at 10%, but my SSD was at 100% while reading only 10 MB/s???
I googled it, and one suggestion said it could be a loose cable.
So I opened my PC and reconnected the SSD, and boom! it went back to 500 MB/s and Unity became super fast again.
Turns out the cable probably got loose when I cleaned the PC a few weeks ago.
Lesson learned: before blaming Unity, open Task Manager and check if your hardware is actually working properly.
Thank you.
https://redd.it/1q02ehw
@r_Unity3D
Reddit
From the Unity3D community on Reddit
Explore this post and more from the Unity3D community
TextMeshPro + pixel font issue: letters like I/L/1 lose top pixel at small sizes (works only at size 24)
I’m a beginner and working on a small pixel-art project in Unity 6.2 using TextMeshPro and a custom 8×8 pixel font.
Setup:
Font drawn as a clean 8×8 bitmap (all letters same height)
Font generated using Yal → TTF
In Yal, glyphs are correct (I and L are full height)
Canvas: Screen Space – Overlay, Pixel Perfect enabled
Tried both Constant Pixel Size and different Reference Pixels Per Unit
Pixel Perfect Camera enabled
Problem:
At Font Size = 24, everything looks perfect but it's too large
At smaller sizes (16, 18, etc.), thin letters like I and L and the number 1 appear slightly shorter(I think it's moved down a little bit) than the rest.
Changing Canvas Scaler values, camera settings, padding, atlas size, etc. does not reliably fix it
Is there a reliable way to render an 8×8 pixel font in TMP at small sizes without losing single-pixel rows?
https://preview.redd.it/j335x53ekhag1.png?width=1013&format=png&auto=webp&s=ddc86c1921f0d9153a9e4b094385552f661a6ffe
https://redd.it/1q06d13
@r_Unity3D
I’m a beginner and working on a small pixel-art project in Unity 6.2 using TextMeshPro and a custom 8×8 pixel font.
Setup:
Font drawn as a clean 8×8 bitmap (all letters same height)
Font generated using Yal → TTF
In Yal, glyphs are correct (I and L are full height)
Canvas: Screen Space – Overlay, Pixel Perfect enabled
Tried both Constant Pixel Size and different Reference Pixels Per Unit
Pixel Perfect Camera enabled
Problem:
At Font Size = 24, everything looks perfect but it's too large
At smaller sizes (16, 18, etc.), thin letters like I and L and the number 1 appear slightly shorter(I think it's moved down a little bit) than the rest.
Changing Canvas Scaler values, camera settings, padding, atlas size, etc. does not reliably fix it
Is there a reliable way to render an 8×8 pixel font in TMP at small sizes without losing single-pixel rows?
https://preview.redd.it/j335x53ekhag1.png?width=1013&format=png&auto=webp&s=ddc86c1921f0d9153a9e4b094385552f661a6ffe
https://redd.it/1q06d13
@r_Unity3D
8months after starting my very first game, I released the trailer for '4Born' my 2D roguelite tactical RPG. I am really excited to hear your thoughts!
https://redd.it/1q0aut7
@r_Unity3D
https://redd.it/1q0aut7
@r_Unity3D
The Rogue of Nexus 1.1.4.5 version, boost to worldmap navigation with compass
https://redd.it/1q0e5d5
@r_Unity3D
https://redd.it/1q0e5d5
@r_Unity3D