I made an Editor Tool to bake AI dialogues for RPGs/Visual Novels directly into ScriptableObjects. No runtime API costs.
https://redd.it/1q3mr28
@r_Unity3D
https://redd.it/1q3mr28
@r_Unity3D
Editor tools to convert Ultima Online assets into Unity Assets
https://www.youtube.com/watch?v=0FHf7StAG-A
https://redd.it/1q32gp5
@r_Unity3D
https://www.youtube.com/watch?v=0FHf7StAG-A
https://redd.it/1q32gp5
@r_Unity3D
YouTube
Instant Ultima Online Maps and Animations in Unity
The video starts out with an intro on what it is that I'm building, then I show off two Unity Editor tools that I created to help build it.
Advice for an Isometric crafting game?
I’m a seasoned artist and writer, but I’m brand new to game development (tho I’ve modded in Unity before). Currently in the process of learning to code. Before I get started on anything real, is there anything important I should know as a beginner? Here’s the basic concepts:
- Isometric 64x32
- Gathering herbs
- Herbalism crafting (preferably a simple mini game)
- Day/night cycle
- Choices = consequences (like NPCs getting better or worse from your remedies and calling you later about it via landline phone)
I guess what im asking here is what useful tools or resources do you recommend? I’ve already downloaded Unity 2D URP and have some assets.
https://redd.it/1q3rzff
@r_Unity3D
I’m a seasoned artist and writer, but I’m brand new to game development (tho I’ve modded in Unity before). Currently in the process of learning to code. Before I get started on anything real, is there anything important I should know as a beginner? Here’s the basic concepts:
- Isometric 64x32
- Gathering herbs
- Herbalism crafting (preferably a simple mini game)
- Day/night cycle
- Choices = consequences (like NPCs getting better or worse from your remedies and calling you later about it via landline phone)
I guess what im asking here is what useful tools or resources do you recommend? I’ve already downloaded Unity 2D URP and have some assets.
https://redd.it/1q3rzff
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Rigged Sprites + Sprite Swap - Same Bone Hierarchy but Different Bone Positions?
I'm attempting to create a character animation with different complex motions (forward facing, crouching, climbing a ladder, side-facing, walking, etc) with smooth transitions between. I know there are a couple of ways to achieve this in Unity 2D, but at the moment I'm playing with rigged sprites + sprite swaps to see how far I can get.
At this point, I've got different layered sprite PSBs with my different poses, the same bone hierarchy that I've pasted into the different sprites, a Sprite Asset Library with all the body parts from different sprites, a GameObject with a single sprite with Sprite Resolvers for each of the body part layers, and animations that toggle Sprite Resolver assets to achieve transitions between poses. It mostly works as advertised in the docs.
That said, I'm still sort of confused regarding one point.
For my rigged sprites, while the bone hierarchy is the same for each sprite, the position of the bones in each sprite is not (e.g. forward facing vs side facing vs crouching). After pasting the bone hierarchy into each sprite, I adjust the position of each bone to better match the sprite layers and do my bone weighting from there.
But I'm not clear how those bone positions can be used during animation?
Specifically, as mentioned above, I dragged one of my sprites (let's say forward facing) into my GameObject and use that as the root sprite layer hierarchy to configure all my animator + sprite library + resolver components. At that point, the bone positions for that root sprite are used as the starting point for the bones in any animation. And even if I start an animation by using the resolver to swap out all the sprite layers to a different sprite, the bones+sprites will still be in the position of that original sprite, not the position of the rigged sprite in the sprite editor.
Is there any easy way to get a particular keyframe to move all the bones + layer sprites to the bone positions of a particular rigged sprite? I can manually transform the bones myself by hand, but I'm wondering if there is an easy way to get them to exactly match the positions for a particular rigged sprite (that's different than the root sprite I used for my GameObject).
https://redd.it/1q3xbbt
@r_Unity3D
I'm attempting to create a character animation with different complex motions (forward facing, crouching, climbing a ladder, side-facing, walking, etc) with smooth transitions between. I know there are a couple of ways to achieve this in Unity 2D, but at the moment I'm playing with rigged sprites + sprite swaps to see how far I can get.
At this point, I've got different layered sprite PSBs with my different poses, the same bone hierarchy that I've pasted into the different sprites, a Sprite Asset Library with all the body parts from different sprites, a GameObject with a single sprite with Sprite Resolvers for each of the body part layers, and animations that toggle Sprite Resolver assets to achieve transitions between poses. It mostly works as advertised in the docs.
That said, I'm still sort of confused regarding one point.
For my rigged sprites, while the bone hierarchy is the same for each sprite, the position of the bones in each sprite is not (e.g. forward facing vs side facing vs crouching). After pasting the bone hierarchy into each sprite, I adjust the position of each bone to better match the sprite layers and do my bone weighting from there.
But I'm not clear how those bone positions can be used during animation?
Specifically, as mentioned above, I dragged one of my sprites (let's say forward facing) into my GameObject and use that as the root sprite layer hierarchy to configure all my animator + sprite library + resolver components. At that point, the bone positions for that root sprite are used as the starting point for the bones in any animation. And even if I start an animation by using the resolver to swap out all the sprite layers to a different sprite, the bones+sprites will still be in the position of that original sprite, not the position of the rigged sprite in the sprite editor.
Is there any easy way to get a particular keyframe to move all the bones + layer sprites to the bone positions of a particular rigged sprite? I can manually transform the bones myself by hand, but I'm wondering if there is an easy way to get them to exactly match the positions for a particular rigged sprite (that's different than the root sprite I used for my GameObject).
https://redd.it/1q3xbbt
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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I was told to just start making my first game and i think its time. Is this a good place to start?
https://redd.it/1q3vm11
@r_Unity3D
https://redd.it/1q3vm11
@r_Unity3D
Unity 2D course recommendations
Hey everyone
I want to seriously improve my Unity 2D skills and I’m looking for a good course to follow.
I already know the basics, but I want something more structured:
gameplay systems, clean code, UI, polishing, best practices, etc.
Paid or free — both are fine.
What courses or resources would you actually recommend from experience?
Thanks in advance
https://redd.it/1q3zwno
@r_Unity3D
Hey everyone
I want to seriously improve my Unity 2D skills and I’m looking for a good course to follow.
I already know the basics, but I want something more structured:
gameplay systems, clean code, UI, polishing, best practices, etc.
Paid or free — both are fine.
What courses or resources would you actually recommend from experience?
Thanks in advance
https://redd.it/1q3zwno
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Media is too big
VIEW IN TELEGRAM
A re-imagining of Road Rash (1994) bar menus in my game using a mix of 3D geo and 2D cards. Using Cinemachine made the setup a breeze. More polish to come, along with the iconic silly looking caricatures.
https://redd.it/1q3v7g1
@r_Unity3D
https://redd.it/1q3v7g1
@r_Unity3D
Another screenshot from my noir-detective RPG! A sneak-peek of a chase sequence. What do you think?
https://redd.it/1q45nc0
@r_Unity3D
https://redd.it/1q45nc0
@r_Unity3D
This is what our first game as an indie studio looks like (2D art Comic).
https://redd.it/1q475t3
@r_Unity3D
https://redd.it/1q475t3
@r_Unity3D
Reddit
From the Unity2D community on Reddit: This is what our first game as an indie studio looks like (2D art Comic).
Explore this post and more from the Unity2D community
How would you implement an easy-expanded, data-driven ability system?
I've been making tiny experiences in Unity for about 4 years yet never managed to make anything that is exactly to my liking because I've been driving myself crazy over this. I can't at all visualize the right approach for creating an "Attack" or "Ability" system that doesn't have some sort of key flaw. How have/would you go about this?
https://redd.it/1q49z1n
@r_Unity3D
I've been making tiny experiences in Unity for about 4 years yet never managed to make anything that is exactly to my liking because I've been driving myself crazy over this. I can't at all visualize the right approach for creating an "Attack" or "Ability" system that doesn't have some sort of key flaw. How have/would you go about this?
https://redd.it/1q49z1n
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Everything but background disappeared from Scene, but everything showing in game
I added my first code/event system, and when I went back to Unity, everything but the background disappeared from the scene window, but still displays on the game window.
Nothing is hidden,
when I click 3d it looks the same
This is what it looks like. and when I click the weird stuff in the middle what pops up in the inspector.
I'm pretty new to Unity so don't know the names for everything yet. Please talk to me like I'm stupid. :)
https://preview.redd.it/m9yqscj27gbg1.png?width=1914&format=png&auto=webp&s=8d5202b597fd3134e4af037a4414947762938d12
https://redd.it/1q4advz
@r_Unity3D
I added my first code/event system, and when I went back to Unity, everything but the background disappeared from the scene window, but still displays on the game window.
Nothing is hidden,
when I click 3d it looks the same
This is what it looks like. and when I click the weird stuff in the middle what pops up in the inspector.
I'm pretty new to Unity so don't know the names for everything yet. Please talk to me like I'm stupid. :)
https://preview.redd.it/m9yqscj27gbg1.png?width=1914&format=png&auto=webp&s=8d5202b597fd3134e4af037a4414947762938d12
https://redd.it/1q4advz
@r_Unity3D
I'm having a hard time adding an ad to my mobile game
Hello, I've developped a space shooter game playable on PC and android mobile.
On PC, it feels easier because you are more accurate moving with arrows, compared to mobile joystick.
So I wanted to add an optional ad to my mobile game, to allow the player to have a single-use revive.
I added the package Advertisement Legacy to my Unity project, wrote the code and created my Unity cloud account
My noscript used the android game ID from my Unity cloud account and also the ad unit ID
It worked well, I made 10 people test the game on the closed beta on Google Play Store, everything was fine.
Google rejected my game because Advertisement Legacy has a security flaw
So I had to change and use another package : Ads Mediation by LevelPlay
Short story long : I had to upgrade my unity version and deal with regressions.
Now I have a noscript working. But I have trouble understanding everything that's going on.
Now my Unity Cloud account is linked to an IronSource account. It seems that IS is a kind of ads broadcasting network (?)
My IronSource account is being reviewed by the staff. In order to get the validation, I have to give them the link to the app store page. However, I need to ad to be working before going live.
So does it mean I have to publish the game first, with the ad not working, and then finishing the IronSource configuration ?
Also, why do I feel like it's very hard to understand what's going on? Between Unity Cloud and IronSource, I'm having a hard time understanding who does what and how it works. I'm not even sure IronSource is mandatory but I couldn't find a way to make it work without it
Thanks for the help !
https://redd.it/1q4hq7x
@r_Unity3D
Hello, I've developped a space shooter game playable on PC and android mobile.
On PC, it feels easier because you are more accurate moving with arrows, compared to mobile joystick.
So I wanted to add an optional ad to my mobile game, to allow the player to have a single-use revive.
I added the package Advertisement Legacy to my Unity project, wrote the code and created my Unity cloud account
My noscript used the android game ID from my Unity cloud account and also the ad unit ID
It worked well, I made 10 people test the game on the closed beta on Google Play Store, everything was fine.
Google rejected my game because Advertisement Legacy has a security flaw
So I had to change and use another package : Ads Mediation by LevelPlay
Short story long : I had to upgrade my unity version and deal with regressions.
Now I have a noscript working. But I have trouble understanding everything that's going on.
Now my Unity Cloud account is linked to an IronSource account. It seems that IS is a kind of ads broadcasting network (?)
My IronSource account is being reviewed by the staff. In order to get the validation, I have to give them the link to the app store page. However, I need to ad to be working before going live.
So does it mean I have to publish the game first, with the ad not working, and then finishing the IronSource configuration ?
Also, why do I feel like it's very hard to understand what's going on? Between Unity Cloud and IronSource, I'm having a hard time understanding who does what and how it works. I'm not even sure IronSource is mandatory but I couldn't find a way to make it work without it
Thanks for the help !
https://redd.it/1q4hq7x
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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