News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Thinking of adding a dodge mechanic 😄
https://redd.it/1m4it5i
@r_Unity3D
How good is this afterburner looking? How can I improve it? What it lacks? (Aiming realism.)
https://redd.it/1m479rp
@r_Unity3D
Glimpse from our upcoming game made in Unity!
https://redd.it/1m460r8
@r_Unity3D
Working on water physics in game where you change geometry by folding space
https://redd.it/1m41bjd
@r_Unity3D
I was not expecting this game is made with Unity - MECHA BREAK
https://redd.it/1m3wr0h
@r_Unity3D
A pathfinding + follower system
🎥 \[Feedback Request\] How useful is this 2D A\ Pathfinding system?
Hey devs 👋
I recently built a lightweight A* pathfinding + follower system for 2D grid-based games in Unity. It includes fallback logic if the target is unreachable, and supports smoothing and obstacle-aware following.
Here’s a short demo video:
👉 [YouTube link\]
My main goal was to make it drag-and-drop simple for top-down games.
Do you think a system like this would be useful in your projects? Any feedback or ideas for improvement would be greatly appreciated!
Thanks a lot! 🙌
https://redd.it/1m3vicx
@r_Unity3D
WTF AM I PLAYING?! That’s literally the name of the game.
https://redd.it/1m3sigm
@r_Unity3D
Tried to recreate the boxes in antichamber, which show different objects from different sides.
https://redd.it/1m3makz
@r_Unity3D
Система онлайн сохранений в формате json
есть код для персонажей который берет их характеристики с json файла на гитхаб. можно как-то сделать чтобы после повышения уровня он обновлял характеристики на гитхабе
public class CurrentHero : MonoBehaviour
{
public static CurrentHero Instance { get; private set; }
[SerializeField\] private int hero_id;
[SerializeField\] private string stat_name;
// [SerializeField\] private float _healthPoints;
[SerializeField\] private int stat_hp;
[SerializeField\] private int stat_def;
[SerializeField\] private int stat_atk;
[SerializeField\] private int stat_wis;
[SerializeField\] private int stat_agi;
[SerializeField\] TMP_Text display_name;
[SerializeField\] TMP_Text display_hp;
[SerializeField\] TMP_Text display_atk;
private string _filePath;
public List<HeroData> heroes = new List<HeroData>();
public string url = "https://raw.githubusercontent.com/oreonTYTa/MyProjects/refs/heads/main/account.json";
private void Awake()
{
Instance = this;
StartCoroutine(GetData());
Debug.Log("awake complete");
// InitializeHero();
}
IEnumerator GetData()
{
using (UnityWebRequest webRequest = UnityWebRequest.Get(url))
{
// Отправка запроса
yield return webRequest.SendWebRequest();
// Обработка ответа
if (webRequest.result == UnityWebRequest.Result.Success)
{
// Получение текста ответа
string jsonString = webRequest.downloadHandler.text;
HeroData[\] heroes = JsonConvert.DeserializeObject<HeroData[\]>(jsonString);
Debug.Log(heroes[hero_id\].stat_hp);
stat_hp = heroes[hero_id\].stat_hp;
stat_def = heroes[hero_id\].stat_def;
stat_atk = heroes[hero_id\].stat_atk;
stat_wis = heroes[hero_id\].stat_wis;
stat_agi = heroes[hero_id\].stat_agi;
}
}
}
private void Start()
{
StartCoroutine(GetData());
// string jsonString = File.ReadAllText();
}
private void Update()
{
// Логика обновления
UpdateUI();
}
public void LevelUp()
{
stat_hp += 10;
stat_def += 1;
stat_atk += 2;
stat_wis += 1;
stat_agi += 1;
Debug.Log("Hero leveled up! New stats:");
Debug.Log($"HP: {stat_hp}, DEF: {stat_def}, ATK: {stat_atk}, WIS: {stat_wis}, AGI: {stat_agi}");
// InitializeHero(); // Обновляем здоровье после повышения уровня
}
public void UpdateUI()
{
display_name.text = stat_name;
display_hp.text = "здоровье: " + stat_hp.ToString();
display_atk.text = "атака: " +stat_atk.ToString();
}
}
https://redd.it/1m3mpwz
@r_Unity3D
I'm wrapping up development on my first ever game, Food Vs Food
https://youtu.be/xnN7qf-I53c
https://redd.it/1m3gm41
@r_Unity3D
TNT animation!!! for my game
https://redd.it/1m36nur
@r_Unity3D
Finished adding some effects to the combat system of my game
https://redd.it/1m36ugb
@r_Unity3D
Made a journal that records your findings, clue combinations etc for my detective card game.
https://redd.it/1m349nb
@r_Unity3D
My new rogue-lite game Mad Dumrul: Bridge Survivor has reached the pre-registration stage.
https://youtube.com/watch?v=eQm_VqspuMY&si=_85zFFtxrVE5iYvC
https://redd.it/1m32oh9
@r_Unity3D
Hi guys working an this for resale
https://redd.it/1m2yzdt
@r_Unity3D
Built a custom level editor inside Unity for my puzzle game – open to feedback!
https://www.youtube.com/watch?v=WFPHDzDxm94
https://redd.it/1m4hzbs
@r_Unity3D
After around half a year of work, my second game's demo has been released on itch.io! Your feedback would be greatly appreciated!
https://redd.it/1m47cfj
@r_Unity3D
Ambience in my frog-finding game✨
https://redd.it/1m42t8n
@r_Unity3D
Im designing a puzzle game that lets the player complete puzzles in multiple different ways. Its all about being creative with problems and having fun ✌️
https://redd.it/1m3xqgh
@r_Unity3D
PS5 or Xbox controller for game dev with MacBook ?
Hi there, I have been developing my game with MacBook and now I am inclined to use Unity input system but wondering which controller to test. PS5 or Xbox controller? Which is better option to try?
https://redd.it/1m3uk2g
@r_Unity3D
Flip sprite on the x axis, to make sprite face the player
I need some help with my code here, I'm a game design student first year with a severe lack of coding skill. All I need is for my enemy sprite face the player depending on the players location. Here is my code as well as a screenshot of my game for reference.
\\using System.Collections;
using System.Collections.Generic;
using UnityEditor.Tilemaps;
using UnityEngine;
public class EnemyClass : MonoBehaviour
{
public GameObject Player;
public float attackspeed;
Vector2 movement;
// Start is called before the first frame update
void OnEnable()
{
Player = GameObject.Find("Player");
}
// Update is called once per frame
void Update()
{
if (Player)
{
transform.position = Vector2.MoveTowards(transform.position, Player.transform.position, attackspeed * Time.deltaTime);
}
}
}
https://preview.redd.it/wnzby3yuktdf1.png?width=1270&format=png&auto=webp&s=66b1187ed769c65db08f8b3406a35edcc0f97f62
https://redd.it/1m3udx6
@r_Unity3D
How to implement procedural boss customization?
Hello everyone,
I’m working on a project with a friend. We’re beginners, and we’re currently stuck on creating a system for generating bosses in Unity 2D.
The idea is that, starting from an object containing three scripts (information containers), a boss/creature is generated.
This object is, so to speak, a “core” that contains three mini-cores, each containing information about an element.
Something like this:
[GameObject: Nucleus\]
└── [Component: Nucleus (Script)\]
\-------└── List of “Element Data” (3 elements)
\-------------├── Element 0: Fire
\-------------├── Element 1: Slime
\-------------└── Element 2: Metal
The idea is to generate a boss or creature using the 3 elements stored in the Core.
Element 0 defines the base form of the creature (for example, a fire phoenix).
Elements 1 and 2 apply visual and functional modifications to that base (for example, Slime and Metal would add bubbling textures or metallic structures).
Visually, the creature should maintain the identity of the base element but show clear influences from the other two (like a viscous liquid or metallic parts).
Regarding behavior and attacks:
The base creature already defines its animations and movement.
The other elements only add extra attacks, defined in the Core through variables.
The problem is the visual part. We are very beginner developers, and we don’t really know how to implement this kind of visual combination. We really like the idea, but since there are so many different elements and possible combinations (approximately 9 thousand considering that there are 22 elements), it becomes way too much manual work. And since we’re still learning, we’re not sure if we’re approaching this the right way.
We thought about using procedural generation or shaders to modify textures in real time, but again — we’re very new to this, and we don’t know how to use those tools or what would be the best way to approach it.
We also considered building the creature with modular parts (for example, a base body plus “visual layers” for each extra element), but we’re not sure if that would be too heavy or hard to maintain in the long run.
We would greatly appreciate any help or advice you can provide on how to make these visual combinations.
Note: We’ve translated this; we speak Spanish.
https://redd.it/1m3q22c
@r_Unity3D
Customize your alien forest in my game jam game SPROUT!
https://redd.it/1m3mcla
@r_Unity3D
ScrollView has major lag spikes for no reason
Hello all, coming at you today with a very iritating problem.
I have a scrollview setup and 10 buttons in its content group. I just dont understand why there are major lag spikes once i run it. Mind you i specifically made an empty project with just that running to see if i can eliminate the problem. Would love to hear some insight here if possible
https://redd.it/1m3jr4x
@r_Unity3D
Just released my first steam game Waffle Spin Ball!
https://youtu.be/VEHyflaOAOU?si=SkkHVXwpaZiV4Luk
https://redd.it/1m3cfyz
@r_Unity3D
I've made large-scale Active Ragdolls and Melee Combo System using DOTS and Rukhanka.
https://redd.it/1m389nt
@r_Unity3D
Asset Store Package Concept
https://redd.it/1m36byn
@r_Unity3D
Updated the icon for our game, CHROMADI. What do you guys think?
https://redd.it/1m30hei
@r_Unity3D
I'm developing a video game about video game development
https://redd.it/1m2wfz4
@r_Unity3D
A wizard is never too tall, nor is he too short. He arrives exactly as the door permits.
https://redd.it/1m2t5ns
@r_Unity3D