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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
How to use 3d lights to illuminate tilemaps?
Hello gamers. For my game (a 2d RPG), I'm using a series of tilemaps to create each environment. I'm wondering if there's a way to use 3d lights for them. Based on my limited understanding, the problem is that none of the materials work (I've tried all of the ones present, none of them seem to react to the light at all).
The reason why I want to use 3d, as opposed to 2d, is because I want to use the z dimension in some way. Some tilemaps will be higher up than others, and so I need a light to distinguish between that (for instance, a light at the bottom of a cliffside should get much weaker by the time it reaches the top of the cliff). I also want light to get blocked by walls and other obstacles, and from what I've heard, that is easier to implement with 3d lights as well.
I'm a new unity developer, so I apologize if I am not clear or I misunderstand some things. Please let me know if you have any advice on how to do this, or if there's a better solution I'm unaware of. Thanks :)
https://redd.it/1pk887e
@r_Unity3D
Minimalist Unity 2D word game for mobile — devlog + release
https://redd.it/1pk4ff5
@r_Unity3D
Looking for android playtesters for a casual whac-a-mole arcade game!
https://redd.it/1pjtbh8
@r_Unity3D
Code Monkey’s 25 for $25 bundle (FOR A LIMITED TIME)
https://redd.it/1pjtcd7
@r_Unity3D
MR POLY Community Giveaway – 3 UModeler X 3-Month Licenses for Unity Creators
Hi Unity creators!
We’re hosting a small giveaway for the Unity community.
🎁 Prizes: 3 × UModeler X Pro 3-month licenses
✨ How to join:
1. Visit the Discord event: https://discord.gg/7fC4bbEcwy
2. React to the announcement post with the MR POLY emoji
📅 Event period: December 11–18
🏆 Winner announcement: December 19
This is a chance to try UModeler X, a tool for modeling, mesh editing, UV unwrapping, and texture painting directly in Unity.
Everyone is welcome, including beginners — feel free to join and check it out!
https://redd.it/1pjqmlm
@r_Unity3D
Skin de primavera para Wilfredo 🌺
https://redd.it/1pjbe8s
@r_Unity3D
I just reached $1,000 with my free mobile game! Thanks to everyone who has played it ❤️
https://redd.it/1pj50kv
@r_Unity3D
New art redesign for my card game.
I redesigned some art stuff for the card game i'm making for youtube. Would love some support for the channel. 😘https:\/\/www.youtube.com\/watch?v=j2UjzjksNZ8
https://www.youtube.com/watch?v=j2UjzjksNZ8
https://redd.it/1pj3klr
@r_Unity3D
Map selection UI concept from my upcoming game . How's it looks ? Need feedback
https://redd.it/1pj302f
@r_Unity3D
Turning Unity into a sketch artist (part two)
https://redd.it/1pigi2h
@r_Unity3D
UI question - Something feels off but I can't figure out what...
https://redd.it/1piymg9
@r_Unity3D
Here is a new screenshot from my noir-detective RPG! What do you think?
https://redd.it/1pio3ci
@r_Unity3D
New NPCs for our game "Prickles"
https://redd.it/1pilsxr
@r_Unity3D
Help me come up with new updates please :)
https://redd.it/1pif3ha
@r_Unity3D
Pixel Sprite Importing and PPU
We are total beginners to Unity and we can't upload our character in its true form. Our character has 75 pixel long height and nearly 20 pixels horizentally. While we upload it into scene it looks distorted. We use pixel perfect camera, our screen has 640x360 resolution. We tried everything. Filter mode point, compression none. I think the problem related to PPU but here's the thing. PPU 32, 16, 64, 75, NOTHING works right except PPU 1. But as you can guess it looks so big that we can only see our characters butt on screen. Me (our pixel artist) fitted everything in aseprite. The scales, props, background everything. We don't want to change our characters scale with PPU. I exported the sprite sheet 1x scaled png. My screen is 640x360, and my character is 75 pixels long. I WANT THAT. I WANT it to be 75 pixels long thats it. I don't understand any of this ppu shit. I don't want to scale my character in PPU measurement. Help pleeeease
https://redd.it/1pk5s91
@r_Unity3D
Here’s a scene from the game. Thoughts?
https://x.com/kuarkgames/status/1999170188495978955
https://redd.it/1pk3m8e
@r_Unity3D
Omni Shader Tools for Unity will end Beta on Dec 18, and we still have one week to create a two-month free license.
https://marketplace.visualstudio.com/items?itemName=amlovey.amlovey-omnishader-vsc
https://redd.it/1pjub21
@r_Unity3D
Ideas and good practices when teaching controls to the player?
https://redd.it/1pjtt4o
@r_Unity3D
Code Monkey’s 25 for $25 bundle (FOR A LIMITED TIME)
https://redd.it/1pje8rj
@r_Unity3D
Tiny Dungeon Generator
https://redd.it/1pjasu2
@r_Unity3D
We met some cool people on reddit who made this awesome cinematic trailer for our game
https://youtu.be/_xmlO3VITaE
https://redd.it/1pj6oe2
@r_Unity3D
What’s the best character or avatar SDK you’re actually using right now?
Trying to level up my character stuff for some Unity projects goin into 2026, but every dev I talk to, swears by some totally diff system. So I’m like alright, guess I’ll just ask the Unity crowd since yall usually have the most battle-tested takes lol.
What’s the best character or avatar SDK you’re actually using right now? I’ve messed with a few but none of them really clicked. Ready Player Me comes up a lot, Mixamo is ok for quick junk, and I’ve seen ppl mention UMA or CC4 but idk what’s actually good for real games anymore.
Lookin for something solid, customizable, not a total setup nightmare, and doesn’t tank perf. Bonus if it works across diff render pipelines without everything exploding.
So yeah… what’s my best option here? Open to try anything
https://redd.it/1pimhlg
@r_Unity3D
New Unity Hub Update: ARM64 fixes, Linux stability, and improved project management.
**New Unity Hub update just dropped, and there are some massive Quality of Life improvements in here.**
https://preview.redd.it/pl8har22xa6g1.png?width=2752&format=png&auto=webp&s=23ddeb1756becaed77258902d3524e8ee1ead7fe
For anyone who juggles a day job and personal projects, the new **"Switch account"** feature is a lifesaver—it logs you out of Hub and Web simultaneously so you can swap organizations instantly.
**Other big wins:**
* **No more phantom projects:** If a project is missing, it now actually says "Project not found" (with an option to remove it) instead of lying that it’s "Already open in Editor."
* **Window Control:** Windows/Linux users can finally choose if hitting the "X" button minimizes to the tray or actually quits the app.
* **Template Search:** You can search templates by description now, not just the title.
Full release notes 3.15.3 : [https://unity.com/unity-hub/release-notes](https://unity.com/unity-hub/release-notes)
https://redd.it/1pisx14
@r_Unity3D
They told me to "use my head" to hack. So I made a mechanic where you literally headbutt the keyboard.
https://redd.it/1pim3yx
@r_Unity3D
Problem with WebGL and unity input system
So my game has a jump button and once it is released I run some code. That released feature is working in the editor, but isn't when published as a web game with webGL. I have tested this with new programs that are simpler and still this problem seems to come up.
I also did a test with onFootActions.Jump.isPressed() and the isPressed() does not turn off at the right moment like it does in the editor (I don't know if that is even relevant, but still)
This is the code in the InputManager (simplified to only the inputs that matter here):
using UnityEngine;
public class InputManager : MonoBehaviour
{
private PlayerInput playerInput;
private PlayerInput.OnFootActions onFootActions;
private PlayerMovement playerMovement;
private void Awake()
{
playerInput = new PlayerInput(); //(This is the input class)
onFootActions = playerInput.OnFoot;
playerMovement = GetComponent<PlayerMovement>();
onFootActions.Jump.started += context => playerMovement.JumpStarted(); //(this works)
onFootActions.Jump.canceled += context => playerMovement.JumpCanceled(); //(this doesn't work)
}
private void OnEnable()
{
onFootActions.Enable();
}
private void OnDisable()
{
onFootActions.Disable();
}
}
Here is the code of the player movement (again not how the real script looks (it is waaayy longer)):
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerMovement : MonoBehaviour
{
public void JumpStarted()
{
// This code runs fine in the web build
}
public void JumpCanceled()
{
// This code doesn't run in the web build
}
}
It works perfectly in the editor, but once it is ran in the browser it doesn't (only the canceled part, the started works just fine)
I checked if maybe it did get called and something in the function was broken, but it wasn't so I'm quite sure that it is a problem with the .canceled not being called.
I don't know why this is and how I can fix this, please help
https://redd.it/1pin02j
@r_Unity3D
After 1 year of hard work, we finally released the trailer for our 2D action-puzzle platformer, 'The Rusted'. We are really excited (and a bit nervous) to hear your thoughts!
https://redd.it/1pi7rm8
@r_Unity3D
Need help with blurry pixel font
https://redd.it/1pi9qek
@r_Unity3D
What is the best way to create UI Popups for games?
I am implementing a Popup Manager in my economy based tool. The popups inform the user about purchases, trades (completed or failed).
Right now the pop ups are instantiated in a fixed position on the screen but they overlap each other when multiple appear (buying a item 5 times in a row). I want to remake popups to be more presentable and clear for the user.
I am thinking of using a scroll view and adding the popups as content of the view in order to display them in order. Popups will fade away and remove themselves from the view making room for the next popups that may appear.
What do you think of this approach? How have you handled Popups in your games and what is the best approach you would recommend?
https://redd.it/1pi8fm7
@r_Unity3D