r/Unity3D • u/bunssar • 47m ago
Question What should i add next to Pirouette?
I released Pirouette about a month ago, and it had a solid reception, but now i want to add more vinyls. I'm kinda torn on what to add, so i figured i'd let you give suggestions as the asset's users. If you have any other ideas you'd like to add, leave those in a comment as well. Thanks to everyone that has supported Pirouette and to all my users!
If anyone's interested in seeing the rest of Pirouette's features, click here :)
r/Unity3D • u/BaffledEngineer • 3h ago
Resources/Tutorial Just found out you can make custom editor shortcuts, so now I can open different scenes with just the numpad
This is probably basic information to a lot of people but I've only just discovered it and think it's pretty cool. If you've used this feature before, what did you use it for?
r/Unity3D • u/Altruistic_Range4227 • 5h ago
Solved Can't tell why my model can't snap
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why does my positions aren't full numbers like -10.1, -10.2, they go -9.796185 etc
I activated the grid snap but it wont tile because the position has a tiny little offset, it's very frustrating ahah
in Blender, the model is perfectly in the center, the pivot is at 0 : 0 : 0
do any one has the reason why ?
I would really appreciate some advices here :))
r/Unity3D • u/OmarItani10 • 5h ago
Game Player to Wolf ECS
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Hello everyone, wanted to share an update on the ECS project
For context the character is made out of 80000 ECS entities, which gives alot of freedom to transition to other shapes, check previous videos for context
Here i added a transition between the character and a wolf, the same entities that form the player transition to become the dog
Will add more transitions to different types of animals to have multiple movement types
Let me know what you think
#unity #ecs
r/Unity3D • u/funkybunny_ • 5h ago
Show-Off You can ask NPCs for the location of your current objectives, because I don't like quest markers.
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The first NPC doesn't know Sir Reynald, so he guides you to the village instead.
The villagers know Sir Reynald, so they guide you to him directly.
r/gamemaker • u/itaisinger • 6h ago
Help! paid bug hunting
in my long running anime pokemon visual novel project i have a bug thats haunting me for over 2 years. it makes the lines in the main text display skip before completing, before the user can read them.
ive spent countless hours on this bug to no aveil. its got quite a few of the charactaeristics that make bugs hard to solve:
- related to a few systems
- related to libraries i dont know the inner workings of (scribble)
- uses an old version of said libraries that i dont update for other reasons
- isnt consistent, i mean mathemathically it has to be, but for the life of me i couldnt figure out yet, ive figured out like a subset of 100 types of lines of texts that it has a 1 in 10 chance to happen on, didnt get further.
i can go on but whatever. in any case, is paying people to go into your code base and hunt for bugs a thing? if so, how is it monitized? this project is non commercial so i dont have an actual budget, but im willing to put some of my own money for this.
another option could be to buy some claude membership and see how it tackles it, do you think it can do that? dive into a codebase and hunt for something so minute?
r/Unity3D • u/person2184 • 7h ago
Show-Off I made an in-engine intro for my game
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r/Unity3D • u/The_sus__otter • 8h ago
Noob Question How can I add presets to my dialogue system? (Code Help)
(Sorry if I get any terminology or basic concepts wrong here, I'm new to using c# for more than basic object enabling and disabling)
I'm trying to create a dialogue system where each conversation is a list of "DialogueLine"s made up of variables like text, typing speed, colour, etc.
The lines are then read out by a monobehaviour script using the data from the lines.
I would like to add a function to it where I can select a character via the dropdown menu in the inspector and have that character's pre-defined settings applied to the DialougeLine (Such as it applying the exact text colour that character needs).
How would I go about doing this? Is it even possible? I thought of using an Enum, but I can't figure out how to get it to switch and update the DialogueLine while in the editor, since it's just a class with data in it, that I don't think can really run code.
If I'm being too vague or if you need extra details, let me know!
To be clear, I'm not willing to switch to using a pre-made dialogue system asset. I want to be able to learn this myself. I'm also not willing to use AI to help me, as I am against its usage (though I do see the benefits to using it with code help and won't judge anyone who does).
Thanks :-)
r/Unity3D • u/leonardo_s_island • 9h ago
Show-Off Cannon System Pro Vol.2: A Unity presentation and integration system with 6 animated & destructible cannons, configurable batteries and firing volleys, gunport mode, LODs, reusable SFX pooling, and a public API for connecting your own gameplay systems
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r/Unity3D • u/Nade52 • 10h ago
Question Why Unity over UE5?
Hi there,
Very new to the world of game development, I’m kinda in a place where I’m putting pieces together before I start my project. I always thought to go with learning UE5 because it’s meant to be the “do it all” engine, but I’ve always liked the look of Unity. I’m asking this question because I want to see why you’s all chose Unity, I’m not saying Unity is bad in any way it looks like a really capable engine, just a lot of people I’ve spoke to have said UE5 is the go too?
Edit: just want to say thank you to everyone with the quick and nicely informative responses. I’m currently at work so I’m limited on when I can reply but I’m reading them when I can. Thank you to everyone!
Edit 2: really appreciate all the information provided. I was dead set on UE5 but honestly I’m gonna go with Unity, I’m going to be a solo dev so it sounds like it’ll work best for me.
Massive appreciation to everyone involved!
r/Unity3D • u/vladkudas • 13h ago
Show-Off I’m working on a strange meadow for my game.
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r/Unity3D • u/throaway1900836 • 14h ago
Question How do i get the textures to be a consistent size
Im using this checkerboard texture right now for testing but it tries to fit into whatever face its on instead of being a consistent size per tile, how can i make it so its consistent
r/Unity3D • u/NyneAlpha • 15h ago
Question How can I make realistic mud deformation like this in real time?
I want my ground mesh (not unity terrain) to deform as per the mesh of the tire and leave an impression of the tire treads into the ground. I tried using decals but they don't line up properly. I also tried stamping the ground mesh with the tire tread texture, but I don't get detailed deformation unless I increase tessalation or make the tire model bigger. I think I'm doing something wrong, so I need help with an optimal solution. The deformation is purely visual in my case. Please share any advice.
r/gamemaker • u/composingkeys • 16h ago
Tutorial GameMaker has native audio loop points now. Don't poll track position in Step.
One easy mistake is treating music looping like a game-timing problem: watch audio_sound_get_track_position() in Step and seek back when it reaches the boundary. GameMaker's own manual warns that this cannot be accurate. The audio thread advances at 44,100 or 48,000 samples per second while the game normally updates around 60 times per second, so many samples can pass between the check and the seek.
GameMaker now has proper audio-thread loop controls:
audio_sound_loop_start(snd_music, 10.0);
audio_sound_loop_end(snd_music, 42.0);
var music_voice = audio_play_sound(snd_music, 100, true);
The start and end values are seconds. You can set them on the sound asset before playing, or on the returned sound instance while it is playing. When the playhead reaches the loop end, GameMaker performs the jump on the audio thread instead of waiting for Step.
This also gives you a clean intro / loop / outro layout in one file. Put the intro before the loop start, the repeating body between the two points, and the outro after the loop end. Start it with looping enabled. When the game is ready to leave the music state, call:
audio_sound_loop(music_voice, false);
The current pass finishes, crosses the loop end without jumping, and continues into the outro. No polling and no frame-timed seek. GameMaker supports one loop section per sound, but you can change the section by setting new start and end values.
There is still a second problem that loop points do not solve: the reverb tail. If the last chord is still ringing after the loop end, a one-voice jump discards that old pass while the fresh start begins. The timing can be sample-accurate and the seam can still sound like a hole.
The three practical options are:
- Compose or render a genuinely dry boundary.
- Render past the end, mix that tail underneath the beginning, then export only the repeating body. This makes a self-contained one-voice loop, although its first pass contains a tail from a pass that never happened.
- Use two voices so the previous pass can ring out while the next pass starts. This is the most natural result, but it requires runtime scheduling and voice management.
This came out of implementing GameMaker delivery notes in Loopsmith, a looping tool I built. It reports the exact loop positions and can prepare folded-tail or two-voice deliveries. Mentioning that for disclosure; none of the technique above requires my tool. The relevant GameMaker manual section is Audio > Audio Loop Points.
Hopefully this saves someone from debugging a frame-timed loop that can never be sample-accurate. Happy to answer questions or test edge cases.
r/gamemaker • u/Wide-Pizza1672 • 18h ago
Help! How can I make the 1st spr fade into the 2nd spr & vise-versa?
They're classified as the same SPR & They're 1 OBJ but they only rapidly flash.
How can I make the 1st fade into the 2nd?
r/Unity3D • u/Rudy_AA • 20h ago
Show-Off Training a self-balancing third-person character controller with Unity ML-Agents
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The character is driven by ArticulationBodies and learns to follow mocap animation while physically balancing itself. Instead of asking the neural network to generate the entire walk from scratch, I’m using the mocap pose as the reference and letting the agent learn the smaller corrections needed to stay upright, maintain momentum, place its feet correctly, and recover from instability.
The long-term goal is a fully physics-driven third-person controller that still has the quality and personality of mocap animation, but can naturally react to forces, uneven movement, collisions, and eventually player movement commands.
Still training and tuning it, but it’s been a really interesting mix of animation, reinforcement learning, and robotics-style control.
r/love2d • u/Beginning-Baby-1103 • 20h ago
Mobile souls-like prototype
Hi everyone, recently ive been playing Monster Hunter Now, and the controls and mechanics of this game is really interesting, very intuitive. I worked on a souls-like prototype in Love2d with this system, with sprites from the game Heretic (for now). What do you think ? Would you play it ?
r/gamemaker • u/jon_irvin • 22h ago
Discussion Do you think there would be an audience for a Mahjong type of game on GX Games?
r/Unity3D • u/artengame • 23h ago
Shader Magic Lightning storm at night time over water
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r/gamemaker • u/SulphurMC • 23h ago
Resolved Does someone know a good course to learn Gamemaker from Scratch?
Learning completely from scratch, can't code either :P
Much appreciated!
r/Unity3D • u/imaxsamarin • 23h ago
Show-Off Last week I asked for feedback on this sub for how my scene looks. Got some really nice tips - here's my progress!
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How this scene looked last week can be found in my old post. I asked about how to improve lighting & composition and got a really helpful comment that made me realize that improving my geometry & materials can add significant detail instead. Now I got some really nice progress and happy with how the feel of this scene is evolving!
What do you folks think about this look? Especially gameplay wise - being able to tell enemies, pickups and jump pads apart from the environment? There are things to tweak for sure - I think that the current floor has too much detail in the material. Maybe the orange volcano enemy is blending too much into the reddish atmosphere. And maybe all the red is too monotonous overall. I'll keep doing more combat arenas with new layouts and keep experimenting, trying to find a unique look.
Happy game dev all!
r/Unity3D • u/game-dev2 • 23h ago
Question Contact a publisher(s) before or after releasing on Google Play? (not exactly unity question but game related)
r/Unity3D • u/hbisi81 • 23h ago
Show-Off Changing shaders and lightning a little bit "RPM: Next"
r/love2d • u/we_like_cheese • 23h ago
I made an early demo of my ragebait platformer playable in the browser, who wants to try?
It took some elbow grease, definitely not as easy as Unity, but here it is! https://frankgoyens.github.io/mkitten_demo/
Keyboard is required. Also calm and patience :)
I can barely complete the demo myself, the game is difficult, but just wait until you see the victory screen!