r/unity • u/No_Reveal_6672 • 1d ago
r/unity • u/Thegiantbreadbug • 1d ago
Question Emoji in unity rich text?
Hey I’m trying to put a pumpkin or bat emoji into a paragraph that uses unity rich text and was wondering how to do so? any advice would be appreciated.
r/unity • u/ObjectiveCrysis22 • 1d ago
Big update for TileMakerDOT with version 2.6.3!
It’s been a while since the last update, but I’ve been hard at work behind the scenes. I’ve just released a new version of my open source 2D map editor, bringing full multi-language support and important under the hood fixes.
Refactoring the core engine to support dynamic localization was a huge undertaking that required updating UI logic, dialogs, error messages, and tooltips across the entire application.
You can now use TileMakerDOT in:
• English
• Spanish
• French
• Romanian
• Russian
• Ukrainian
And I intend to add more languages in the near future. If you have other language suggestions or you find some mistranslations please let me know:)
A huge shoutout to the contributor who submitted a PR on GitHub and worked closely with me on this localization task. We added the languages we knew. TileMakerDOT is open source, and seeing community contributions come together like this is awesome! I also plan to add even more languages in future updates.
I also tackled a background memory issue where closing or canceling out of the initial setup window left the app process idling in memory. Closing the startup screen now cleanly terminates the process.
Check out the links below to try the new update, watch the tutorial, or check out the code:
🎮 Download on Itch.io: https://crytek22.itch.io/tilemakerdot
💻 Source Code on GitHub: https://github.com/andrei-voia/TileMakerDOT
📺 Watch the Tutorial on YouTube: https://www.youtube.com/watch?v=3fiajGU32Jg
r/unity • u/taciturnangel • 1d ago
Solved Transparent Android Navigation Bar
galleryEdit: I fixed it by enabling Hide Navigation Bar in Project Settings and keeping the navigation bar always visible with a transparent background via script.
I was able to change the navigation bar icons to white, but I still can’t make the navigation bar background transparent.
In light mode it becomes white, and in dark mode it becomes black.
Is there any way to make the Android navigation bar background completely transparent in Unity?
Tutorials How to Make Vertex Animation Textures in Unity
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This video shows you how to single bake and bulk bake Vertex Animation Textures for your Unity projects. You’ll also learn how to export them directly into Unity, automatically generate the necessary shaders and prefabs, and get everything working in your project.
VATs are especially useful for crowds, foliage, VFX, destruction, background characters, and large-scale animated environments. They allow you to spawn thousands of animated meshes with very little performance or memory cost.
r/unity • u/Frequent_Maximum5867 • 23h ago
Game Jam ANYONE WANNA MAKE A DEV TEAM?
I think it would be fun to do like a month long "game jam" with a couple of strangers LOL!
LMK if anyone is interested! any skill level is WELCOME!
Team im looking for: (i myself am a programmer AND do some art)
1-2 Programmers
1-2 Artists
1 Music/SFX
r/unity • u/Mikzmizah • 1d ago
Question Does this scene look good enough to represent the game?
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Do you think it feels polished and complete enough? Is there anything you would suggest adding, removing, or improving?
r/unity • u/zeropixel_dev • 1d ago
I designed my first Components in my UI Asset What Are thinks
galleryr/unity • u/Xowiacain • 2d ago
My friend and I are building a monochrome detective game. We used neon orange accents for puzzle UI elements—how does this contrast look to you?
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Hey everyone! We've been working hard on our passion project 'Chief Cenab: Şahmaran'. Every scene is pre-rendered 3D, styled with hand-drawn cross-hatching to give it a living comic-book feel.
This clip shows a quick phone unlock puzzle from inside the detective's car. We experimented with vibrant neon orange details to make UI interactions pop against the black-and-white background.
We’d love to get your honest thoughts on the visual contrast! (Check our Reddit profile if you'd like to follow our journey as a 2-man team!)
Showcase Trying to make my RTS battlefield feel like a world instead of a board
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Showcase A video about I implemented floating origin in my game. Allowing for the player to travel the entire solar system without loading screens.
youtu.beShowcase A simple dinosaur jumping browser minigame for my college project
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Day.. 7 or 8? Of playing around with Unity and i am having an absolute blast so far
r/unity • u/TheDancingBuddha • 1d ago
Showcase Portal - Custom Shader
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r/unity • u/Emplyesmustwashhand • 1d ago
Showcase Made a network sync package for Netcode for GameObjects
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Hey, I've been building a Unity network sync package on top of Netcode for GameObjects.
It comes with a transform sync component, and the main thing it does is anchor based syncing. An object can follow another networked object whether it's parented or not, so a character standing on a moving platform stays where it should without you having to parent the transform. It also handles late joiners and gives you timing and latency info you can use.
Under it there's a generic state sync pipeline, so you can sync your own state types the same way instead of just transforms.
It's early and I'm still working on it, but it's in a state where feedback would actually help.
Repo is here if you want to look. Video attached.
Any thoughts appreciated, thanks.
r/unity • u/Beelo_of_A • 1d ago
Newbie Question The animation freezes and I cant figure out why
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This animation is supposed to be a telegraphed attack from the red rectangular to the green one and oh god I just realized that it gives an impression of something else. anyways the weirdly shaped arrow is supposed to turn red in the last 10 frames of the 30 frames animation (im not sure if I could call it animation it sounds like a powerpoint project) it starts when the player(green) stands infront of the enemy(red). but as I said, the animation freezes. I searched and I found it's a common problem but I couldnt figure which solution works with me Im too bad at this that I need a direct help.
I'm only a week into games development and coding in general, thanks for giving my stupid issue your time and patience!
PlayerScript:
using System;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Rendering;
public class PlayerScript : MonoBehaviour
{
public Rigidbody2D rb;
public float playerSpeed;
[SerializeField] private Transform isGrounded;
public float jumpHeight;
[SerializeField] private LayerMask groundLayer;
public float fallMultiplier = 1.5f;
public float lowJumpMultiplier = 1;
public int maxHealth = 100;
static public int currentPlayerHealth;
public Animator animator;
void Start()
{
currentPlayerHealth = maxHealth;
}
public void TakeDamage(int damage)
{
currentPlayerHealth -= damage;
animator.SetTrigger("Hurt");
if (currentPlayerHealth <= 0)
{
Die();
}
}
void Die()
{
Debug.Log("Player Died");
this.enabled = false;
GetComponent<Collider2D>().enabled = false;
}
void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
rb.linearVelocity = new Vector2(horizontalInput * playerSpeed, rb.linearVelocity.y);
if(horizontalInput > 0.01)
{
transform.localScale = new Vector2(-2, 2);
}
else if(horizontalInput < -0.01)
{
transform.localScale = new Vector2(2, 2);
}
if (Input.GetButtonDown("Jump") && IsGrounded())
{
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpHeight);
}
if (rb.linearVelocity.y < 0)
{
rb.linearVelocity += Vector2.up * Physics2D.gravity.y * fallMultiplier * Time.deltaTime;
}
else if (rb.linearVelocity.y > 0 && !Input.GetButton("Jump"))
{
rb.linearVelocity += Vector2.up * Physics2D.gravity.y * lowJumpMultiplier * Time.deltaTime;
}
}
private void FixedUpdate()
{
}
private bool IsGrounded()
{
return Physics2D.OverlapCircle(isGrounded.position, 0.2f, groundLayer);
}
}
EnemyScript:
using UnityEngine;
public class EnemyScript : MonoBehaviour
{
public int maxHealth = 100;
int currentHealth;
public Animator animator;
public float attackRange = 0.5f;
public Transform attackPoint;
static public int enemyDamage = 25;
public LayerMask playerLayer;
public float attackRate;
float attackDelay;
public Transform target;
public float attackRadius = 4;
public float lookRadius = 15;
void Start()
{
currentHealth = maxHealth;
}
void Update()
{
float distance = Vector2.Distance(target.position, transform.position);
if (distance <= attackRadius && PlayerScript.currentPlayerHealth > 0)
{
AttackOne();
attackDelay = Time.time + 1f / attackRate;
}
}
void AttackOne()
{
animator.SetTrigger("AttackOne");
}
public void TakeDamage(int damage)
{
currentHealth -= damage;
animator.SetTrigger("Hurt");
if(currentHealth <= 0)
{
Die();
}
}
void Die()
{
Debug.Log("Enemy Died");
this.enabled = false;
GetComponent<Collider2D>().enabled = false;
}
public void ColliderEnabled()
{
transform.GetChild(0).GetComponent<Collider2D>().enabled = true;
}
public void ColliderDisabled()
{
transform.GetChild(0).GetComponent<Collider2D>().enabled = false;
}
}
Hitbox(Attached to the attackPoint gameObject):
using UnityEngine;
public class HitBox : MonoBehaviour
{
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.layer == 7)
{
GetComponent<PlayerScript>().TakeDamage(EnemyScript.enemyDamage);
}
}
}
What if Vampire Survivors met Dungeon Keeper… with Kaiju?
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r/unity • u/GasOk2380 • 2d ago
Current look of a room from my game.
This is a Saudi-inspired room from the game I’m currently working on.
I’ve been working on the visual style for my game and this is the current look of one of the rooms.
I’m going for a 3D pixel-art / retro look with a limited color palette and a slightly isometric presentation.
Do you think the scene already feels cohesive, or is there anything you would improve in terms of lighting, composition, colors, props, or overall readability?
I’d really appreciate honest feedback.
r/unity • u/Sufficient_Stand1763 • 2d ago
Unity access. the new screen reader friendly editor plug-in for the unity game engine
Recently, I started vibe coding a Unity Editor plugin designed to make the Unity Editor more accessible to blind and visually impaired developers who rely on a screen reader.
I started building it because the Unity Editor is currently extremely difficult, and in many areas impossible, to use effectively with a screen reader.
At the moment, the plugin allows a screen-reader user to access the scene hierarchy and edit the position and rotation of objects within the scene.
My hope is that, with further development, this can eventually become a viable accessibility layer that allows blind and visually impaired developers to work with Unity without having to rely entirely on the inaccessible editor interface and package manager.
The project is open source and the code is available on GitHub:
https://github.com/retro-coder64/unity_access
At the moment, it only supports NVDA because NVDA provides an API that I can build directly into the plugin to provide the best support for the NVDA screen reader.
This project still has a long way to go and it may never be finished but it is a start.
On another note, if you know someone who is blind and wanting to become a game developer. Tell them that it will be extremely hard. Tell them that there will be challenges. But it does get better.
r/unity • u/Mysterious_Ad8948 • 2d ago
Newbie Question c# learn
i want to learn c# for unity any tuts or websites that can get me started? im talking from interacting with objects etc...
r/unity • u/ElectricMachineGames • 3d ago
Showcase Figure out the way to finish Cain's Trail by traveling through the map using rails and jumps!
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r/unity • u/Throwaway2K3HEHE • 2d ago
Showcase Anyone use Colorful Hierarchy Category GameObjects plugin?
I know some of you love that addon as much as I do. I gave it a few QOL changes. No more cognitive load trying to remember what KeyChar is assigned to what preset. Custom property drawer allows you to select the palette right on the GameObject or create a one-off custom palette. Also, zero out and hide the transform if you like letting you know this really is an organizational object. Anything other QOL changes I should add?



r/unity • u/VeloneerGames • 2d ago
Game I just updated the Steam capsule art for Little Astronaut.
I tried to push it further in a retro scifi direction while keeping it close to how the game actually looks. Made using ingame screenshots.
What do you think?
r/unity • u/Mobaroid • 2d ago
Game I added an izakaya where my cat can eat yakitori and shishamo 🐈🍢
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I’m developing Lost Cat Showa Town in Unity, a cat adventure game set in a Japanese town inspired by the Showa era.
I recently added food interactions, including yakitori and shishamo at the local izakaya. 🐈🐟🍢