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My trailer's footage was captured 100% in Unity and got posted by IGN (GameTrailers)

https://redd.it/1shpeel
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REPTERRA - Solo Dev RTS game coming out on 28 April!
https://www.youtube.com/watch?v=-l9xR0j2TU4

https://redd.it/1shmc1r
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Pixel art is hard. We're developing a 2D Metroidvania. How do you like the visuals? Critique needed.

https://preview.redd.it/5ms6dd4s5cug1.png?width=1642&format=png&auto=webp&s=8e9ae421fe1f03b4336263e4f983742ecff8e5b5

https://preview.redd.it/834r4r2t5cug1.png?width=753&format=png&auto=webp&s=fe1ff398330a4888ee2f70672c39d689b5436d88



https://redd.it/1shi4l1
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Just released "RPM: Next" demo on android store

https://redd.it/1shg3kx
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Do you think my Assets have any hope of making some sales?

So I'm making 3 assets and I'll also bundle then together and sell it as "Ultimate Metroidvania Bundle" or something.

All 3 assets are tools and toolkts that I developed when making my own metroidvania game.

I'm now #291 in the queue and kinda worrying if I'll actually make any returns 😅

1. Grid Map Maker: Simply load up your scenes in hierarchy and paint grid cells over your levels. You can quickly convert your painted grid map into runtime Map UI with full controls like panning zooming marker logic etc. Everything is handled by my asset, from making the map to converting it to in game map hi.

Minimal coding is required and low setup time.

2. 2D Level Designer Toolkit: Contains 3 major tools and many smaller qol features.

2.1 Proxy Mesh Mode: In editor mode, replace all your loaded tilemaps with proxy rectangles. So instead of rendering 20000 tiles you would only be rendering 400 rectangles. This is a drastic improvement in performance. Now you can load 50-100+ tilemaps heavy scenes in unity without any editor lag.

2.2 Quick Prefab and Scene Template Placer: drag and drop prefabs and scene templates from a guide toolbar.

2.3 Move multiple scenes: Smart tools to select and move bulk scenes. can be really useful when you want to insert/remove/replace a scene in between the map.

3. 2D Room Auto Link & Scene Tradition System: Automatically links up scenes using exit gates and also handles transitions between them.

https://redd.it/1shea04
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Happiness

2 years ago I had a game idea. I tried for two summer breaks (southern hemisphere) to bring my idea to life but I soon got really frustrated and/or bored so I dropped it twice.
Fast forward to this month and I really craved trying again and this time it clicked... I have spent at least 40 hours designing sprites (I'm still really bud but I try), writing scripts, learning, etc. Now my game has lots of basic, scalable content, a functional main menu, shaders, everything that I dreamed of I have done and will continue doing. Now I look at it and cannot help but feel proud of myself and happy when I enter the play scene.
It's crazy seeing your own idea materialize when you do things with passion...

Sorry guys I just wanted to vent a little with people I think sometimes share the same sentiment :)

https://redd.it/1sh96r7
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I built Rish! A declarative UI library for Unity

If you've ever wished you could build your UI using React's declarative, component-based workflow in Unity, let me share with you an open-source library I've been working on called Rish (R[eact\]ish).

What is it?

Rish is a declarative, element-based UI library designed specifically for Unity. It takes the concepts you might love from web development (like state-driven, declarative components) and brings them to Unity. It's built entirely in C# and it uses UI Toolkit as the render layer.

But why?

React-ish Workflow: Write UI code that is predictable and component-driven. Make your UI deterministic and leave out of sync bugs in the past.
Declarative Syntax: Define what your UI should look like and describe it to Rish. You tell the computer what to do, not how to do it.
Extremely simple version control: Since all the UI is defined in code, you don't need to deal with merging conflicts in scenes or prefabs.
Plain C#: I've seen other attempts to bring React's workflow to Unity but they all rely on weird bridges between different technology stacks, are cumbersome to install and use, and have compatibility issues. It just works. Because it is written entirely in C# and uses UI Toolkit, it works in every platform that Unity supports, without the need for weird setups or learning new things.

I've put together full documentation and installation guides here: https://rish-ui.com. And the source code is public on GitHub: https://github.com/clockworklabs/Rish.

I'd love for some of you to take it for a spin. If you have any technical critiques, feature requests or general feedback, please let me know!

Bonus Release: Sappy

To keep Rish as performant as possible, I wrote a fast, 0 garbage event system that I'm also open-sourcing: You can check it out here: https://github.com/clockworklabs/SappyEvents.

https://redd.it/1sh40cy
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My web-based CQB shooter is now live. I really need feedback on prototype (Video is sped up, Link in comments)

https://redd.it/1sgywtz
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I designed some new assets for 2d pixel game makers!
https://redd.it/1sgnjn1
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We're thinking about adding horses in villages. What do you think?

https://redd.it/1sglxdj
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Incorporated procedural terrain, atmospheric scattering, and volumetric clouds into my space sim

https://redd.it/1sgs4rr
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WHY PEOPLE DO THIS è.é
https://redd.it/1sgq6es
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I made a walkthrough menu for my game

https://redd.it/1sghrog
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ay 1 of my new studio NovaCore Dynamics. Working on my first project: Circuit Runner
https://redd.it/1sg8fsl
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Help with a game mechanic

TLDR: Looking to find a way to move game objects with the mouse cursor with set boundaries, help needed as I can't find any info that would help

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Hey people! I am trying to implement a feature into my game that allows the player to move a game object in the game world using the cursor.

I have managed to do so, however, the code is really basic and probably not the best. Even worse, I would like to restrict the movement of certain game objects in the game world (let's say the player may move an item 5 meters away from its original position, but not further).

I have searched the internet and asked anyone that would be able to help me to no avail, so if any of you could tell me how, or at least point me in the right direction with links ideally, I would be super grateful. Thank you very much!

https://redd.it/1sfbdu5
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We're two friends making our first game: President Simulator. It's a satirical game in which you are the US President, elected by mistake. We hope you'll like it!

https://redd.it/1shmt91
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Struggling to get the look I want

https://redd.it/1shkhbo
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Working on 2d Puzzle game, how is the visuals?
https://redd.it/1shheov
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I’m back to working on my medieval shop management game after a long break Would love some feedback on the atmosphere

https://redd.it/1shf8gi
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I want to share 10 vouchers for an old goblins asset

https://redd.it/1shcfz3
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Working on the UI is the most challenging part for me!

https://redd.it/1sh6b9n
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I drop my job to create a driving action tower-defense Gears of Glory and it is OUT
https://redd.it/1sh499u
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Unity 6.5+ - Creating Custom Shader Graph Nodes With The New Shader Function Reflection API
https://www.youtube.com/watch?v=35rrmpYr7vQ

https://redd.it/1sgx50r
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Ditching DOTween? I wrote a quick guide on using LitMotion

If you're looking to optimize your animations and avoid GC spikes, I just published a breakdown of LitMotion. It’s an ultra-fast tweening library that uses Unity's Job System + Burst Compiler.

I also cover how to easily chain complex movements (like breathing or shaking effects) without messy coroutines by using its native async/await and UniTask support.

Read the full guide here: abdullahabdelati_46671/litmotion-in-unity-79ee3f3c8d49">LitMotion in Unity (Part 1). LitMotion is a modern, ultra-fast… | by Abdullah | Apr, 2026 | Medium

https://i.redd.it/z09sci6416ug1.gif



https://redd.it/1sgph3i
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I went down the motion matching rabbit hole, this time to build a third-person shooter prototype in Unity 6

https://redd.it/1sgtpwt
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IGN (GameTrailers) just posted our trailer! It took us a whole month to create the trailer, super proud to see it there!

https://redd.it/1sgqz7q
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What personalities do you read from these characters portraits? Need your help!

https://redd.it/1sglqmq
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Working on a modular isometric medieval village pack
https://redd.it/1sgj6jp
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More tests for Skye 🐕 in Unity

https://redd.it/1sftj6a
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It took a while but i finally found a game idea that clicked

https://redd.it/1sf89r3
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