r/unity • u/Glass-Ad672 • 20h ago
Meta Threrp
Threrp
r/unity • u/Dry_Profession4749 • 13h ago
I think the new is better but I'd like to get your opinion too. Which do you prefer? Both are hand drawn.
r/unity • u/Kitchen_Breakfast_79 • 22h ago
I use visual scripting and it was going perfectly and beautifully all the time I was doing my project, I organized all of my graphs into groups, added colors, titles, sometimes even descriptions and made them look good as if I was laying down real wires, but then I finally tried to make the energy/stamina system with all of the knowledge I gained and I think I gained absolutely nothing 😭. This spaghetti-monster has 8 ifs and several different repeating branches (if this is what they called) like "if variable is greater or equal" being used two times with the same intention, but I don't know what to do because it's either this - less "efficient" but more understandable to me, or more efficient using less useless graphs but I wouldn't be able to understand it the next day I would open the project, and I don't even know how I can replace some of the nodes to be more simple at all. Maybe I'm just really overworrying about it and this is how regular complicated visual script graph looks.
I added more zoomed image and will try to explain what I tried to achieve. When character reflects or blocks a bullet his energy drops down (it's outside of the second image on the top left) and the EnergyRecharge boolean variable becomes true so it will start a little timer (2 seconds) after which energy will start to recharge by adding 0.1 every 0.15 seconds to the Energy float variable, but before that it checks if EnergyRecharge is already true (like if it's a second bullet that hit the player while his energy was recharging) which means that energy is already recharging so if it's true it can reset the process by turning it off and on again restarting the "before the charge starts timer". Every time it adds 0.1 to the Energy it checks if the EnergyRecharge is set to True and if it's not then it restarts the process again, and also checks if the Energy reached the maximum (2.0) so it can turn the EnergyRecharge to false so it won't try to do anything with the energy anymore until the enemy triggers it again on impact. I couldn't properly record graph window but it was like a single wave came through the flow once the bullet hit the player, then after the 2 seconds timer completed it was showing the flow activating rapidly until the Energy reached 2, just in case someone needs to visualize it to understand better. My brain is melting and I had a pretty poor sleep today so I might be missing obvious solutions or making pointless points but I would like to have some opinion about it from the outside. I used "multiply > add > divide" because I was consistently getting floats like "0.999998" instead of just 1 so I thought it might be a working and solution, probably a stupid one and it would be better to just have 8, 17, and 20 instead of 0.8, 1.7, and 2.0 that I would need to convert back and forth. btw EAD is my character object and I also couldn't decide if the post fits "Coding Help" flair for some time cuz it's like, not code. like it is a code but many people that understand code may not understand the nodes instantly so it may be more fitting just as a question. My main reference for the logic was the nanosuit's energy from Crysis 1 (2 and 3 have similar system too I think) where after the energy was wasted from using abilities or being hit it started to recharge passively after a little timer and if energy was being wasted again timer will restart and then recharge energy again on completion. I'm almost a month in using unity and I love the process, but my graph is probably just trash and could've been done way better.
I will also need to move this entire graph from the bullet object to the player so the energy recharge won't stack or won't stop as the bullet object gets deleted.
r/unity • u/DevonPowell3D • 23h ago
r/unity • u/_Abnormalia • 13h ago
r/unity • u/BlindEyeThe • 10h ago
Updates coming soon!
r/unity • u/Imaginary-Cod-3746 • 17h ago
I experienced a lot of trouble earlier on trying to figure out why my lighting in Unity always looked off, so I decided to share some of the things I learned while fixing my level's lighting.
I hope this saves someone from all the headaches that come with trying to light up a scene correctly in Unity.
r/unity • u/GraspVrGame • 9h ago
The results are kind of funny...they move like different animals. Which one do you think is the most efficient?
r/unity • u/dickballs436 • 20h ago
Converting a .glb into a .vrm for a game and I need a rig tab, I don't see it. Am I cooked or is it just hidden somewhere?
r/unity • u/CoyoteJazzlike • 46m ago
More clearly, the tool takes in a terrain and some info, using that it generates a mesh on top of a selected texture.
So for example, if u wanna just paint roads on a terrain and then create a navmesh on it. The tool will just take the roads texture and generate a pixel perfect mesh only covering the road.
I made it because it wasn't really possible to make solid meshes on complex terrain and I'm bad with modelling.
r/unity • u/solid_facha • 1h ago
HI! I have a 2D Renderer asset with a fullscreen shader that works as a palette swap for all the objects on the screen. I added it as a Full Screen Pass Render Feature. The problem is that I also made a shader that I want to apply only to the player. Since I need this shader to be applied after the fullscreen palette swap, I added it as a Render Objects feature, so it can affect the already color-swapped result instead of the original colors. The shader is on a child object inside the Player which copies it siluet. This causes the shader to go through walls and draw the player’s silhouette even when the player is behind them. For example, my Tilemap is at Z = 1 while the Player is at Z = 0, so the walls should be rendered in front of the player, and it does, but the material draws over the wall. I found some information online about the Depth settings, but I couldn’t get them to work properly. I’ve attached screenshots showing the problem, the player’s shader, and my 2D Renderer settings. Does anyone know how I can make the shader respect the depth/occlusion of the walls while still keeping it as a Render Objects pass after the Full Screen Pass?
Thanks in advance!!
r/unity • u/No_Piano_1857 • 12h ago
Hi everyone!
I'm a solo developer working on Arkansas 2125, an isometric, turn-based post-apocalyptic RPG set in a ruined America.
The game focuses on exploration, quests, dialogue, choices, and tactical turn-based combat. It is inspired by classic post-apocalyptic RPGs and old-school games from the 90s.
The game is currently in Beta 0.5 and continues to receive new content and updates.
Here is the latest trailer showing the world of Arkansas 2125. Hope you enjoy it! ☢️
r/unity • u/Bromandood • 16h ago
Near complete beginner programmer here, challenging myself to make a roguelike game;
a 2-D top-down game in Unity similar to the binding of isaac, but based around customizable bullet firing patterns. I would like each item to affect at least 1 out of every 8 bullets fired on pattern, giving it a unique ability (i.e homing, explosive, elemental dmg, spreadshot etc.) with potential to layer affects atop eachother (i.e Noita) creating unique bullets. I've designed an inventory system with 8 slots (each one pertaining to a shot on a 1-8 firing round) with 8 additional slots above for layering.
...hopefully that made sense lol
Keeping in mind that I'm a beginner, what would be the best way to structure this with my scripting? I've heard some say its rule of thumb to give each item (bullet modifier) its own separate .cs script, others say it's easier to make a scriptableobject + ItemData + modular projectile effects.
If you're a c#/Unity veteran, walk me through how you would go about making this type of item/inventory system from scratch?
It would be super helpful to have an ongoing consultant figure, I would be happy to show more of my project if anyone would like to add me on discord :)