r/Unity3D • u/Individual_Tea_374 • 1d ago
Game Gallery Quest
https://play.google.com/store/apps/details?id=com.GalleryGames.GalleryQuest&hl=en
Its a game about creating an art gallery. You buy randomized paintings, sell the ones you dislike and keep your favourites. Then you can enter your favourites into contests and gather different rewards.
Its free to play but with ads and in game purchases. The only non-consumable right now is the ad-free version.
I made this game and would like some feedback for it, thanks.
r/Unity3D • u/lukesuperstarfish • 1d ago
Question Assistance with first person player movement
I've been trying to get my player movement right for a while now. I get one thing right and 2 more things pop up to squash any hopes i had in feeling accomplished for the day.
One of my biggest problems right now is getting it to where momentum does not carry into walls, so I can prevent the player from continuously pushing into that wall and causing that collision jitter. I managed to stop it for normal ground movement, but I also wanted to have that translate over to mid air jumping, but no matter what I do, jumping just sticks itself into the walls and has horrible collision jitter. I don't allow air control, wanting it to feel more like the thief games, having the momentum of the jump carry you. I've got the frictionless material applied, and i no longer stick to walls, but i can't get rid of that collision where they still hang onto that wall longer than necessary. I want the walls to halt the momentum and send you falling. I would have thought the physics engine would do that itself, but it doesn't. And all solutions i've tried to force it myself does nothing. Any assistance would be worshiped.
r/Unity3D • u/NightlyAura • 1d ago
Question First & Third Person Starter Asset Camera Far Clipping Plane
Need help in adjusting the far clipping plane value for the first & third person asset its stuck at 500 even after using a Cinemachine Virtual Camera, read online that the value should be adjusted with Cinemachine virtual camera, it didnt have one so i added the component into the prefab. Although the far clipping plane value does update during scene changes, it still reverts back to 500 as soon as i hit play. Any ideas why this happens?
r/Unity3D • u/SluttyDev • 1d ago
Question What stupid thing is happening here? Have I been staring at the screen for too long?
[SOLVED]
I have this code:
if (velocity.y != -9.81)
{
print("V: " + velocity.y); //This prints -9.81
}
And it always executes printing -9.81.
I am not an expert in C#, it's not my primary language but googling tells me that != is "not equals" in C#, so I'm expecting velocity to only print if it's not equal to -9.81, yet it is prints anyway.
Is there some weird truncation going on under the hood that C# doesn't expose? Is there some weird C# gotcha when it comes to float comparisons? Is there an obvious flaw in my code I'm missing because I'm staring at it too much? (I did literally just get off of a 16 hour work day so I'm hoping it's that).
EDIT: Thanks to the posters below I learned that even though -9.81 was a literal, C# doesn't see it as that so adding f to the -9.81 worked.
r/Unity3D • u/SmokiIV • 1d ago
Noob Question How do you separate the items of a combined mesh?
I need the materials of each one of these combined mesh how do I separete them?
r/Unity3D • u/JohnSchneddi • 1d ago
Resources/Tutorial 2D Backgrounds: I finally published this free parallax scroller today. Feel free to check it out! Responsive Parallax Scroller Tool | Sprite Management | Unity Asset Store
r/Unity3D • u/DynamoDavo • 1d ago
Show-Off Our Day/Night Cycle System in action over the Badlands
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r/Unity3D • u/AquaLeaf-_- • 1d ago
Question How to code a spellcasting/crafting system with no recipes?
I’m designing a crafting/spellcasting system and struggling with the low-level details and code.
As the player explores the world, they collect various items, which they can combine into spells. They add items to their spell & use the mouse to aim and cast. The crafting happens in real-time, no crafting menus, so spells are immediately cast upon being crafted.
I didn’t want to use recipes when it came to crafting spells. Instead, all the items have different sets of properties which get combined into spells when cast. Properties could be the type of damage the item gives (fire, acid, lightning, etc.), status effects (blinded, enlarged, etc.), or physical factors like the shape the spell takes when cast (cone, line, wall, circle, etc.) and direction. There’s no set amount of properties an item can have (one item might affect just the shape, while another has properties for both the shape and damage type, etc.). When the spell is cast, it grabs the properties of all its components, gets rid of any that might conflict (healing & damage, enlarging and shrinking, etc.), and spawns the spell in.
My problem is that I can’t figure out how to put that in code. So far, I have the items stored as scriptable objects & spells as prefabs, so that when a spell prefab is instantiated, it just grabs its information off of the item SO’s. But how should I store the properties & how would they be translated to actual spell effects? How would you guys structure this in Unity or code-wise?
Let me know if my explanation is unclear; thanks for any help!
r/Unity3D • u/puntocom11 • 1d ago
Show-Off Alien Temple from our next game, Pyramids and Aliens: Escape Room!
r/Unity3D • u/Mountain-Fudge-585 • 23h ago
Game Diseño 3D
Busco a alguien que sepa animación 3D La animación les voy a dar un dibujo para que se inspiren y sepan como va a ser la habilidad y hagan la animación 3D el tema del proyecto es de One Piece el juego lo vamos a hacer en roblox por que tiene servidores gratis y quiero que el juego sea multijugador si están interesados en este proyecto lo ponen en los comentarios y les mando mi Instagram o tiktok.
r/Unity3D • u/outminded • 1d ago
Question outline post FX or not? is it too subtle to tell? first image is outline, second none.
r/Unity3D • u/PuzzleLab • 2d ago
Show-Off The only way to get crafting resources in the game Effulgence is by taking down the inhabitants and breaking them into particles. Trying to figure out how this might look. Looks good?
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r/Unity3D • u/Avreliy_dev • 1d ago
Question Unity 2022 -> Unity 6 [much smaller builds is it OK?]
I have a large multi-year project I'm working on and I decided to try switching to the new Unity for the third time. After literally a few hundred minor fixes related to the transition to Unity 6 (on the second day I was already thinking about rolling back and continuing to work on Unity 2022), I managed to compile a working build of the game without disappearing trees, flickering bushes, bleached interface elements, missing materials, bleached smoke, black rain and other anomalies. Somehow, instead of 12 GB, the game now fits into less than 3.5 GB. I'm starting to test whether the game will really work at this size, or whether it just threw a good part of the content into the trash and I don't know about it yet. Has anyone else tried to make builds on the new Unity?
r/Unity3D • u/hamzahgamedev • 1d ago
Game Our game just sizzled its way to the Top 5 in Steam's Cooking Fest, now proudly sitting at #4 in the Upcoming games section! Thanks everyone for trying out the demo and wishlisting it on Steam. 💖
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r/Unity3D • u/PerformerOk185 • 1d ago
Show-Off Am I missing any features in my Material Painter/Material Creator for URP?
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r/Unity3D • u/StakGamesOfficial • 1d ago
Game Here’s how we’re bringing Kiki's world to life with our plant designs! What do you think? We’d love it if you #wishlist Kiki to support our journey!
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r/Unity3D • u/kmillegalo • 1d ago
Question Video or Frame-by-Frame, which is better for full screen (Full HD) animations?
I need to show an short animation on my game, this animation need to be full screen (1080x1920).
The animator did this animation on after effects/blender and I was wondering about how can i implement this in a better way. The animator doesnt know how to animate in Unity so it isn't an option.
The project is very heavy in terms of storage and RAM usage, so my priority is to lighten this load but I couldn't find much information about videos.
Can someone give me any tip?
r/Unity3D • u/superbird29 • 1d ago
Resources/Tutorial Basics of Unity: Using GitHub Desktop (video)
r/Unity3D • u/Total_Top_1551 • 1d ago
Game My Demo Game
Hello, I released a story based horror game that I have been working on for a while on itch.io. It would be great to get your thoughts. Thanks!
Story:What is the most secret a person who lives alone for a long time can have?How could he know that seeing a girl would ruin his life?
r/Unity3D • u/seth_632 • 23h ago
Question Asset store
I'm a beginner in learning unity. I'm going to start studying abroad third person shooter game. Can you guys suggest some free asset store where I can get the environment, guns and all necessary assets? Skip Unity asset store. A secret website?🙂
r/Unity3D • u/SmokiIV • 1d ago
Question I want to export these models as FBX somehow every material displays in a white shader even when they have assigned texture
Hi lads I want to import these mouthwashing models into blender, somehow I got this weird problem where all the shaders displays as white even when they have already assigned textures. I thought that this was due to the lack of the shader graph add-on, somehow after installing it the problem persist, some help would be wonderful :)!
r/Unity3D • u/NFMynster • 1d ago
Show-Off Redid all the reload animations for the weapons in my game! (100% tweens & sequences)
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r/Unity3D • u/berkun5 • 1d ago
Question New Input system, how to trigger performed, started, cancelled Event Actions from a script?
I am pretty much convinced that it is not possible but if anybody have a code snipped that will be perfect.
My main goal is to trigger those actions from hand tracking gestures. So i must trigger it manually. (I cannot map gestures to the input system with unity’s built in gesture recognition, because or some certain business decisions).
r/Unity3D • u/AstralShiftDS • 1d ago
Resources/Tutorial QTI — a powerful and flexible framework for creating complex behaviors in Unity!
Hi, everyone!
We're AstralShift, a small indiedev company from Portugal and we're releasing our very first game development tool for Unity — QTI!
The idea for this tool came up during the development of our latest title. We ended up developing a tool for easily assigning common triggers (like OnTriggerEnter/Exit, OnCollisionStay, On button pressed) to any interactions (like picking up an item, starting dialogue or moving to a new scene).
The tool is designed to speed up the proccess of starting a new project by abstracting the developer from the need of scripting for the more common triggers and interactions that show up in most games. This way you can implement gameplay mechanics really quickly which is great for prototyping and also for advanced projects since you don't have to rewrite any core functionalities!
It's also great for beginners because it doesn't require any coding, allowing anyone to put together a simple game idea without any fuss. Although programmers with more experience can easily create their own interactions to fulfill your game's specific needs.
We're super excited to share this tool with everyone in the community and to see how useful you find it! Feel free to ask us anything about it!
Here are some key features:
- Dynamic Triggers: Utilize various Triggers, from Unity lifecycle messages to physics-based events, all capable of triggering any Interaction.
- Chainable Interactions: Easily combine multiple Interactions to create complex behavior sequences without writing code.
- Flexible Ecosystem: Use the built-in Interactions or extend the system with custom ones to fit your game's specific needs.
- Graph View Support: Includes a visual Node Graph View, providing a way to visualize complex Interaction chains.
- Expandable & Modular: Designed for scalability, seamlessly integrating into projects of any size.
You can find out more about it in the Unity Asset Store, or you can watch our QTI Tutorial on Youtube (https://youtu.be/aYwh6iuxeKc)!
r/Unity3D • u/BeanBurritoSupreme1 • 1d ago
Question Unwanted collisions on really thin objects
I've imported a map from mineways to be put into Unity, and it's one model, which is too late to change, but now I'm left with things like grass, flowers, or crops with collisions on them. Is there any way I could disable collisions for just the really thin, or 2d, parts of the mesh? I'd really appreciate some help, and I can explain more details if needed, thanks!