News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
Our first game just hit 500 reviews on Steam, with 87% positive recent ratings! We’re beyond grateful. If you’re one of the players who left us a positive review: thank you so much!
https://redd.it/1k3l1nm
@r_Unity3D
Classy Moment of Unity
Spent the last hour wondering why my enemy AI wouldn’t move—turns out I had the NavMeshAgent on a completely different GameObject. Classic Unity moment.
No matter how long you’ve been doing this, it’s the small oversights that keep you humble. But hey, once it works… chef’s kiss.
https://redd.it/1k3jyjt
@r_Unity3D
Hello everyone, why is there this “+” symbol on my files?
https://redd.it/1k3gnax
@r_Unity3D
Game Update: I created distance closer attacks. Do you think it could be too OP? I think I can balance it by making it cost a significant chunk of stamina
https://redd.it/1k3e5ip
@r_Unity3D
Which design is best?
https://redd.it/1k2vts0
@r_Unity3D
How do I change how much force ad Force ads AKA how do I make it go faster
https://preview.redd.it/euxryr66qvve1.png?width=1527&format=png&auto=webp&s=5c89524db8821f514cc68a9ca5c170f3794fba12
This is my code I want to make that force be multiplied by the speed value but I'm not sure where to put it in the code without messing up the rest of it
https://redd.it/1k39pta
@r_Unity3D
Hierarchy Pro free Unity tools.
https://redd.it/1k35pjo
@r_Unity3D
Don't mess with The Brute...
https://redd.it/1k32s5z
@r_Unity3D
I have problems with TextMeshProUGUI
https://redd.it/1k2yok2
@r_Unity3D
I made my first rage game on Unity – FlappyPain WebGL – free to play
Hey everyone! 👋
I'm a solo dev learning Unity, and I’ve just finished my second weekly game – a rage-style Flappy Bird clone with a painful twist 😅 (for PC)
You can play it here (no download needed):
👉 https://tegprime.itch.io/flappy-pain
Would love to hear what you think. How far can you go before rage quitting? 😤
Thanks for checking it out!
https://redd.it/1k2xsro
@r_Unity3D
Pixelate Particle Effects?
Hi, I am working on a pixel art project and am wondering what is the best solution for pixelated particle effects. I have tried to use the Pixel Perfect Camera component. I created a second camera and stacked it on top of the main camera. But the Pixel Perfect Camera does not work when it is stacked. Is there another way to achieve pixelated particles?
https://redd.it/1k2vc1m
@r_Unity3D
What features would you love to see in a multiplayer detective game?
Hey everyone.🙌 We're working on a multiplayer detective game where players team up (and sometimes work against each other) to solve mysteries.👾 We want this game to be as exciting and engaging as possible for you, so We need your input. What kinds of cases would you enjoy solving? What unique detective roles or abilities would you like to see? How should players interact with each other. Through chat, voice, or something else? Let’s brainstorm together and make this game amazing.✨
https://redd.it/1k2tn9o
@r_Unity3D
Guys how's this game ?
https://redd.it/1k2resy
@r_Unity3D
How would I make these lamps in HDRP?
https://redd.it/1k2g2jg
@r_Unity3D
should my game start from an empty scene with a single object?
I've been working with Unity 2D for a while and have always started my games having some elements on screen such as hp bars, basic menu elements and such, but a few days back i ran into a guy making games from a single game object that acts as the game manager and creates everything that he might need on runtime. I'm talking about creating empty game objects (sometimes prefabs with children transforms and objects but no components) and adding everything as the game boots up with AddComponent, setting variables through code from scriptable objects and such. I'm genuinely amazed by his workflow, but it got me wondering if I've been doing things wrong for the past 5 years
https://redd.it/1k2lxrq
@r_Unity3D
First Pixel Art Of A Monster On Asperite! Any thoughts?!
Ey Guys! This is my first pixel art I’m posting out here from Asperite I’ve done. Got the preview mode on the bottom right.
What do you think of this monster?
https://preview.redd.it/focthvjt4zve1.png?width=1196&format=png&auto=webp&s=8ec0f104322a741405858a11a10680bdcc14b344
https://redd.it/1k3kc6f
@r_Unity3D
Unity ready City assets available now in our collections on the Unity Asset Store
https://redd.it/1k3h521
@r_Unity3D
USD File Format Vs FBX Workflow in Univah Pro
https://youtu.be/MfcbZX8XaKg?si=48W0KHg59fqF4taS
https://redd.it/1k3gsgx
@r_Unity3D
Satisfying fail sequence in our marble matcher Jollyroll
https://redd.it/1k39jot
@r_Unity3D
Is TextMesh Pro its own enemy?
I’m setting up a brand-new Unity project right now — one that I want to use as a template for multiple future games. So I’m trying to do things properly from the ground up, based on everything I’ve learned over the past few years. Every system I choose or build now is meant to last, scale, and not bite me later.
Naturally, for UI text, I’m using TextMesh Pro. It’s the default choice in Unity and has some great stuff built in — clean rendering, fallback font support, dynamic atlases, and so on.
But the deeper I go, the more it feels like TMP kind of defeats itself.
Here’s the thing: I want to support multiple languages (Latin, Cyrillic, CJK, etc.) and also have a few text styles — for example, labels with outlines, some with glow, maybe a bold warning style, etc.
So I set up a main font asset, and then fallback fonts for Chinese, Japanese, Korean, emoji, etc. So far, everything works.
Then I start adding different visual styles using materials — and suddenly, everything breaks down.
TextMesh Pro lets me assign a custom material per text object. Cool. So I set up my main font with an outline material and apply it to a TMP component. Looks great… until I hit a fallback glyph. That character just renders with the fallback font’s default material, completely ignoring the outline.
Turns out, fallback fonts always use their own default material, and you can’t override that per-object. So if you want consistent visual styles across languages, you have to recreate the same material for every fallback font — for every style you use.
So now, if I have 5 fallback fonts and want 10 styles, that’s 60 different font assets and 60 materials. All taking up memory, all needing to be managed, just to make text look consistent across languages.
And that’s where TMP’s whole “performance-first design” kind of collapses. Instead of helping, it forces duplication of assets, bloated memory use, and extra maintenance — just to support something fairly normal like localization with a bit of UI styling.
I get that TMP was originally built for efficiency and batching, but it feels like it wasn’t designed with modern multi-language, styled UI in mind. And Unity still hasn’t addressed this — fallback rendering is still a black box, and there’s no clean way to apply a style across all fonts used by a single text object.
So yeah, I’m just wondering:
Is TMP kind of its own enemy at this point?
Has anyone found a clean way around this that doesn’t involve duplicating everything for every style?
Would love to hear how others are dealing with this — especially anyone building reusable UI setups across games like I’m trying to do.
https://redd.it/1k32q3v
@r_Unity3D
Help needed making a minigame
I am making a simple minigame in unity 2D. The mechanics are, there is a main bar, marked with colours and a pin moving back and forth over it. When the user hits space, the pin stops, and based on the specific colour it stops over, it needs to produce a certain outcome.
.
I am having trouble making sure the pin detects the right colour. Since the bar isn't symmetrical, I can't just divide the bar into sections. Is there any tutorial or way to help me figure out how to do this?
I am a noob at C# btw
https://redd.it/1k3198w
@r_Unity3D
Which Wild Card Design Is Better?
https://redd.it/1k31kpo
@r_Unity3D
Trying a cozy post process for our indie game, which one feels better?
https://redd.it/1k2yq79
@r_Unity3D
Some VFX variations in my space manipulation game. Which version looks best?
https://redd.it/1k2yobu
@r_Unity3D
Just launched my first game Splort on Steam. A 2D party-game brawler with physics-based combat
https://redd.it/1k2wp86
@r_Unity3D
How do i make the enemy npc stop moving when they reach the player at a certain distance instead of just breathing straight to the player's face?
here's the code:public GameObject player;
public float speed;
public float gap;
void Update()
{
distance = Vector2.Distance(transform.position, player.transform.position);
Vector2 direction = player.transform.forward - transform.position;
direction.Normalize();
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
if (distance < gap)
{
transform.position = Vector2.MoveTowards(this.transform.position, player.transform.position, speed * Time.deltaTime);
}
}
https://redd.it/1k2thtp
@r_Unity3D
Image file size when compiled
Let's say I have a 4k image that's 1.47 mb on the drive and I reduce the size in unity by reducing max size to 1024, what happens to the image? Does it lose quality? When I click on properties in unity for that image for example, it tells me it's now 288kb. Does this mean it will be 288kb in the build, because when I look at the file itself it's still 1.47mb.
https://redd.it/1k2ssdo
@r_Unity3D
Some of the different absorbable forms in my 3D platformer. LET THE BODIES CHANGE THEIR FORMS.
https://redd.it/1k2l5i7
@r_Unity3D
Added a new grenade weapon
https://redd.it/1k2mrkg
@r_Unity3D
I finally have my special effect working!
https://i.redd.it/l9pxrd2w4pve1.gif
I've loved seeing this effect around! I wanted to add it to my game but was super intimidated by shader graphs.
Well, with the help of a tutorial, I finally have it to use for a special attack! Thanks, sasquatchbgames">sasquatchbgames" rel="nofollow">https://www.youtube.com/@sasquatchbgames !
https://redd.it/1k2lbqz
@r_Unity3D