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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).

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How Do You Make Hits Feel Real in Unity — Not Just Animations, But Weight?

https://redd.it/1m2xjzm
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4 months of progress! Thoughts on my Colony Building Survival game so far?

https://redd.it/1m2v1yh
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Meet a new boss of our horror/sci fi VR shooter game. How would you rate him? Does he look scary and menacing enough?

https://redd.it/1m2tfcj
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Unity Visualization Tool

https://redd.it/1m2p657
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1 year ago, I quit my job to create my dream psychological horror game Nightmare Shift using Unity engine, which has a crazy plot that is inspired by some Korean movies. Two days ago, I finally released it on Steam. Here's the trailer—wish me luck!

https://redd.it/1m2dkn6
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2D Game Performance and Why Your Pretty Game Runs Like Garbage

Your 2D game looks gorgeous in screenshots but runs at 30fps on decent hardware. I've been there, and it's usually not what you think.

The biggest performance killer in 2D games isn't complex shaders or fancy effects - it's overdraw. All those beautiful transparent layers stacked on top of each other? Your GPU is calculating every single one, even if only the top layer is visible. I learned this the hard way when my particle-heavy game crawled to a halt during busy scenes.

Sprite atlasing is another thing that seems obvious but gets overlooked. If your sprites are scattered across different texture files, you're breaking batches constantly. Unity has to make a separate draw call for each texture, which kills performance faster than you'd expect.

Then there's the memory management side. 2D games can be surprisingly memory-hungry if you're not careful about texture streaming and sprite disposal. I've seen beautiful games crash on mobile because they loaded every animation frame into memory at once.

The trick is finding that sweet spot between visual fidelity and performance. I've been studying how games like Last Pirate maintain their detailed art style while running smoothly across different hardware. The technical art pipeline is fascinating - lots of clever optimization that's invisible to players but crucial for performance.

Mobile makes everything worse too. What runs perfectly on your development machine might struggle on a three-year-old phone. Always test on the weakest hardware you're targeting, not the strongest.
The good news? Most performance issues have straightforward solutions once you know what to look for. Profile early, optimize often, and remember that players don't care how pretty your game is if it doesn't run well.

What 2D performance nightmares have you encountered? Any optimization tricks that saved your project?

https://redd.it/1m2l8m7
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Pixel Art Animation For my Game!!!!
https://redd.it/1m2c0uh
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Rouguelike Card game prototype - LF feedback
https://redd.it/1m2ervx
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Just finished a part of the city of the game i'm working on. thoughts ?

https://redd.it/1m2852e
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Sto crendo il mio primo multiplayer su Unity, che architettura mi consigliate?

Ciao! Sto creando per la prima volta un multiplayer su Unity. Vorrei che girasse su Web e la logica consiste in vari giocatori (possono essere massimo 50) che si collegano tramite un log in ed entrano su una mappa in cui possono fare degli upgrade agli oggetti spendendo delle risorse per decorare la mappa. Il multiplayer è real-time e tutti i giocatori vedono in contemporanea gli upgrade di tutti.
Vorrei un consiglio su come strutturare l'architettura e cosa utilizzare per creare il server e il database. Al momento sto testando in locale utilizzando Netcode for GameObject e utilizzando unity come host.

https://redd.it/1m29pvp
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The visual development of our game Monuments to Ruin

https://redd.it/1m23fmc
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How are transitions like this Genshin Impact UI made in Unity?

I came across this video showcasing beautiful UI transitions, and I’m curious how something like this is built in Unity. I know Genshin Impact uses Unity, and I’m currently working on a Unity project myself.

Do you think this kind of transition is done using Timeline, Animator, Tweens or a combination of them? Also, I can’t tell if the background is part of a Canvas or a layered 2D/3D scene. Could it be a World Space Canvas with layered effects?

Usually my UI and transitions are way more static like fades etc. That's why I’d love to hear how you’d approach building something like this. Any tips or references would be amazing!

https://redd.it/1m23c5u
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Cloak Physics Hacks

https://redd.it/1m1zpf3
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Just tell me once, I don't need to hear about it every frame!
https://redd.it/1m1v015
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Successful Developers: HOW did you get 2D sprites to not blur/stutter when moving

Hello everyone, I've been working on this issue for like a solid week now and I'm at a complete loss.


Any sprites moving in my game are blurry, stuttering, laggy, pixelated, smeared, or whatever other term works best. I have tried every combination of Cinemachine camera, post processing, rigidbody movement, etc. I've used dozens of forum posts and videos with no success.


I am asking anyone who has successfully published a 2D game if they can link their game page, and possibly explain how they made their sprites look correct (or explain what I'm doing wrong)

===============================================================
Project:

Brand new project, 1920 x 1080 resolution. 2022.3.62f1
Tested in both Editor and Build
Scene view did not have these issues (It now does, idk what happened)
I've tested videos and builds on multiple computers and monitors. Issue persists regardless of device
Ive tried with vSync enabled/disabled. No difference



Cinemachine:

Single, stationary VirtualCamera with 5.5 ortho lens
Tried enabling/disabling CinemachinePixelPerfect
Tried every UpdateMethod on the brain, nothing fixes it
URP is installed, but post-processing is disabled on camera (Enabling does not improve anything)
Camera is fine when following the player


Sprite/Rigidbody:

I have tried various sizes and resolutions. Nothing works
Currently using images from Castle Crashers, just to see if my sprites were the issue
Movement in FixedUpdate: body.velocity = new Vector3(speed * direction, 0, 0);
Slow/fast speed has little to no effect on visual issues
Using hand-drawn art, not pixel art
Rigidbody interpolate/extrapolate are identical, but still have the issue. "None" is extremely bad.



Here is a video of the build testing simple movement with a Rigidbody: https://www.youtube.com/watch?v=lEtoZ2l4lSg


In the video, I have an Interpolate & Extrapolate rigidbody move back and forth. In the top left you can see I change the CinemachineBrain update method with little to no effect. I also modify the Vsync with no success. Video was recorded at 60 FPS and watching at 1080P, the sprite quality is still terrible. The only exception I've found is watching it on iPhone seems to have decent quality. But none of that matters if the gameplay itself is blurry.


When I play or watch 2D games that have fast sprite movement with a stationary camera (Such as Castle Crashers or Hollow Knight); their sprites retain high quality and little to no blur/smearing. I'm at my wits end here, I feel like I've read every piece of information about this topic and still haven't found a solution.


I'm really hoping someone has a solution to this issue. Is there some magic setting I'm missing? Is there a post-processing effect that removes smearing? Does my Camera and sprites need to be at specific ratios? If anyone can link a trailer or gameplay of their own functioning game, that would at least give me some sort of reference.


I could also give this test build (or the project itself) if anyone wants it, idk how I would share it though.


Thanks

https://redd.it/1m1vtqu
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Added a proper behind view to my game top down ambulance driving game and improved the handling. Which view do you prefer?
https://redd.it/1m2wqy4
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My FREE short story underwater horror game now has a steam page!

https://redd.it/1m2um22
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We’ve been working on a prison break RPG inspired by The Shawshank Redemption and Prison Architect!

https://redd.it/1m2ragu
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Procedural 2D Movement System

Hello everyone, I wanted to ask if it's possible to create procedural movement system similar to creatures in rain world
I was trying to create this for a tentacle creature in my game.
List of methods I tried
1. I tried A* Star path finding method to find best path and point at the end on a particular layer using layer mask. I gave each leg it's own search radius as well. And used line rendered for visuals.
2. I tried single search radius and implemented an algorithm that finds point for each leg to attach to with a minimum distance between adjacent points.
3. I tried fixing my code with AI

Nothing seems to work for me, I couldn't get any acceptable results.
I know this might just be that I am not that good at coding but if any of you can help, that would be wonderful.
Thanks

https://redd.it/1m2os8e
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I'm Making a Racing Game That Is Controlled With 1 Button

https://redd.it/1m2hbud
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Unity 6 BannerAd not showing (Android) – Logcat Error

Hi everyone,

I'm currently developing my first mobile game using Unity 6. The project is almost complete, and I'm now integrating ads. My Interstitial Ads are working fine, but I’m having trouble with the Banner Ads.

I want to show a Banner Ad at the bottom center of the Main Menu screen (and keep it there permanently while the menu is active). However, when I build the APK and run it on my Android device, the Banner Ad does not show up at all.

Unfortunately, I have no idea how to resolve this issue. I’ve double-checked my Ad Unit ID and placement, and I'm using the Unity Ads SDK.

Can anyone help me understand what this error means and what I need to fix so that the banner ad displays properly?



Thanks a lot in advance

https://redd.it/1m2k2kz
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anyone suggestions for this menu i know its simple but its my first game
https://redd.it/1m2d6ot
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Simulates excavation and sand fall using texture blur. [Link to project - U6000.1]

https://redd.it/1m2bzzt
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My first game is launching on Steam in just 3 days, and I’m so nervous!

My game HollowJump is launching on Steam in just 3 days! I’d be truly grateful if you could add it to your wishlist!

https://i.redd.it/lx84i30mhgdf1.gif

The character in the video feels just like I do...

https://redd.it/1m2b354
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For Escape Simulator 2 we are making a set of powerful custom tools so our community can make custom escape rooms with ease

https://redd.it/1m261vj
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Working on eerie swamp for my platformer Oprost - thoughts on the atmosphere?
https://redd.it/1m22sgi
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🎯 50% OFF - All-in-One Mobile Monetization Tool (Ads, IAP, Analytics) – Featured in Unity Summer Sale!
https://www.youtube.com/watch?v=gVyTTkQWqRc

https://redd.it/1m22efy
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Anyone else making games while working a full or part time job? How do you balance it? Are you a solo dev or a team of two more?
https://redd.it/1m1lrly
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My Game Before vs After 😉

https://redd.it/1m1rcoh
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I want to show the first scenes of our game that we have been developing for 4 months using Unity.

https://redd.it/1m1h2hz
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