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I just released this game to which I dedicated the last year. Would love to hear your feedbacks
https://redd.it/1s7px67
@r_Unity3D
https://redd.it/1s7px67
@r_Unity3D
25 Unity UI Tips to Speed Up Your Work (and enjoy it a lot more in the process)
https://www.youtube.com/watch?v=2zt3ZGpgtfg
https://redd.it/1s7q797
@r_Unity3D
https://www.youtube.com/watch?v=2zt3ZGpgtfg
https://redd.it/1s7q797
@r_Unity3D
Je n'arrive pas à créer une tile map.
Je n'arrive pas non plus à déplacer le cadre près de l'inspecteur.
Les performance sont mauvaise car j'enregistrais d'habitude c'est plus acceptable.
Je suis sur Unity 6.4 sur chromebook (avec l'émulateur Linux intégrer aux chromebook).
https://redd.it/1s7umb1
@r_Unity3D
Je n'arrive pas non plus à déplacer le cadre près de l'inspecteur.
Les performance sont mauvaise car j'enregistrais d'habitude c'est plus acceptable.
Je suis sur Unity 6.4 sur chromebook (avec l'émulateur Linux intégrer aux chromebook).
https://redd.it/1s7umb1
@r_Unity3D
Reddit
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Here's my version of a Griffin that I will add to my game. What do you think?
https://redd.it/1s7vjh3
@r_Unity3D
https://redd.it/1s7vjh3
@r_Unity3D
Asset creation
I make 2D assets, and obviously, it’s my desire to make them the best quality for game devs. A lot of the assets I create, I break up into parts and change to grayscale for modularity and recolor purposes. Say I’m making a tree asset, when separating the layers (top and trunk) would you prefer the image cropped all the way to pixel line or leave space so that the perfectly align with same canvas size? Hopefully this makes sense. I would really like feedback on this.
https://redd.it/1s7z41b
@r_Unity3D
I make 2D assets, and obviously, it’s my desire to make them the best quality for game devs. A lot of the assets I create, I break up into parts and change to grayscale for modularity and recolor purposes. Say I’m making a tree asset, when separating the layers (top and trunk) would you prefer the image cropped all the way to pixel line or leave space so that the perfectly align with same canvas size? Hopefully this makes sense. I would really like feedback on this.
https://redd.it/1s7z41b
@r_Unity3D
Reddit
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MochiRP — Community Project
Remote • Volunteer / Unpaid (Paid opportunities after launch)
About MochiRP
MochiRP is a community-driven roleplay game project creating a fun and creative experience for players. We’re building a team of developers, artists, and designers to bring the game to life.
Open Roles
C# Coders / Developers
UI / UX Designers
Mascot & Character Artists
Other creative contributors
Responsibilities
Collaborate on development and design
Build and test game systems
Create UI and character/mascot assets
Share ideas to improve gameplay
Qualifications
Experience in your chosen role (coding, design, art)
Portfolio or examples of work (if possible)
Teamwork and communication skills
Passion for community projects
Compensation
Currently unpaid while in development
Paid roles may become available after launch
Apply
Message us with your role, experience, and portfolio links. Join the team and help make MochiRP a reality!
https://redd.it/1s83d43
@r_Unity3D
Remote • Volunteer / Unpaid (Paid opportunities after launch)
About MochiRP
MochiRP is a community-driven roleplay game project creating a fun and creative experience for players. We’re building a team of developers, artists, and designers to bring the game to life.
Open Roles
C# Coders / Developers
UI / UX Designers
Mascot & Character Artists
Other creative contributors
Responsibilities
Collaborate on development and design
Build and test game systems
Create UI and character/mascot assets
Share ideas to improve gameplay
Qualifications
Experience in your chosen role (coding, design, art)
Portfolio or examples of work (if possible)
Teamwork and communication skills
Passion for community projects
Compensation
Currently unpaid while in development
Paid roles may become available after launch
Apply
Message us with your role, experience, and portfolio links. Join the team and help make MochiRP a reality!
https://redd.it/1s83d43
@r_Unity3D
Reddit
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How to calculate a perfect card hand arc in Unity UI (that doesn't break when you change screen resolutions)
Man, Unity's Canvas scaling can be so frustrating sometimes.
I’ve been working on a card UI and quickly realized the standard HorizontalLayoutGroup doesn't do fans/arcs. So I wrote a quick script using Mathf.Cos and Sin to place the cards along a circle. It looked great in the editor... until I resized the game window and the whole radius completely broke because of the Canvas Scaler.
After way too much trial and error, I realized the trick is to do all the trigonometry in local space, and then let transform.TransformPoint() do the heavy lifting to convert it to world space. This forces the coordinates to perfectly respect the canvas scale, whether it's on a 4K monitor or mobile.
Here is the core logic in case anyone is dealing with the same headache:
float angleStep = totalArcAngle / (cardCount > 1 ? cardCount - 1 : 1);
float currentAngle = -totalArcAngle / 2;
for (int i = 0; i < cardCount; i++)
{
// 1. Trig on a local 2D plane
float radians = (currentAngle + 90) Mathf.Deg2Rad;
Vector3 localPos = new Vector3(
Mathf.Cos(radians) arcRadius,
Mathf.Sin(radians) arcRadius,
0
) + pivotOffset;
// 2. The fix: Convert to World Space respecting the Canvas Scale
Vector3 worldPos = transform.TransformPoint(localPos);
card.position = worldPos;
card.rotation = transform.rotation Quaternion.Euler(0, 0, currentAngle);
currentAngle += angleStep;
}
Hope this saves someone a few hours of debugging UI math!
https://redd.it/1s88u00
@r_Unity3D
Man, Unity's Canvas scaling can be so frustrating sometimes.
I’ve been working on a card UI and quickly realized the standard HorizontalLayoutGroup doesn't do fans/arcs. So I wrote a quick script using Mathf.Cos and Sin to place the cards along a circle. It looked great in the editor... until I resized the game window and the whole radius completely broke because of the Canvas Scaler.
After way too much trial and error, I realized the trick is to do all the trigonometry in local space, and then let transform.TransformPoint() do the heavy lifting to convert it to world space. This forces the coordinates to perfectly respect the canvas scale, whether it's on a 4K monitor or mobile.
Here is the core logic in case anyone is dealing with the same headache:
float angleStep = totalArcAngle / (cardCount > 1 ? cardCount - 1 : 1);
float currentAngle = -totalArcAngle / 2;
for (int i = 0; i < cardCount; i++)
{
// 1. Trig on a local 2D plane
float radians = (currentAngle + 90) Mathf.Deg2Rad;
Vector3 localPos = new Vector3(
Mathf.Cos(radians) arcRadius,
Mathf.Sin(radians) arcRadius,
0
) + pivotOffset;
// 2. The fix: Convert to World Space respecting the Canvas Scale
Vector3 worldPos = transform.TransformPoint(localPos);
card.position = worldPos;
card.rotation = transform.rotation Quaternion.Euler(0, 0, currentAngle);
currentAngle += angleStep;
}
Hope this saves someone a few hours of debugging UI math!
https://redd.it/1s88u00
@r_Unity3D
Reddit
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I built a 2.5D oil-painting render pipeline in Unity. (Like in Disco Elysium)
https://redd.it/1s80kj8
@r_Unity3D
https://redd.it/1s80kj8
@r_Unity3D
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I created this self-balancing active ragdoll sytem for Unity, it's in queue for review at the Unity Asset Store 🤞. Though there is a long queue! it won't be out before two weeks.
https://redd.it/1s8gzar
@r_Unity3D
https://redd.it/1s8gzar
@r_Unity3D
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I tried to make something different… does this make you want to know what the game is about?
https://redd.it/1s8mrr9
@r_Unity3D
https://redd.it/1s8mrr9
@r_Unity3D