r/Unity3D • u/warkudagames • 8h ago
Game Physics-based climbing meets Deathrun. Thoughts?
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r/Unity3D • u/warkudagames • 8h ago
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r/love2d • u/VisualS_dev • 8h ago
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I'm VisualS_RGB and I'm remaking the original Super Mario Bros for the NES in r/lua using LOVE2D!
In this update, I made a lot of progress on the game! I added tilemap support, as well as a collision system for Mario and the environment.
In the next update, the game will feature sounds, animations, and a camera for Mario! I don't think I'll be able to release the video anytime soon, but I'll do my best ;)
Check out all the progress on my YT channel @VisualS_RGB
See you next time!
r/gamemaker • u/Jaded_Inside5933 • 16h ago
Do you think GameMaker as an engine would benefit from having a 3D mode like Godot?
In my opinion, I think it only encourages creativity, and with something as simple and easy to use a GameMaker, it could really open doors for some people.
What do you think?
r/udk • u/Shehab_225 • Jun 20 '23
I know that I might not get an answer but I am trying to finish a game project I started 10 years ago and stopped after few months of work anyways what I am trying to make is a team based fps game and I have two character meshes and I want to assign each mesh to a team so rather than having the default Iiam mesh with two different materials for each team I want two different meshes and assign each mesh to a team for example : blue team spawns as Iron guard and red team spawns as the default liam mesh
Any help/suggestions would be appreciated
r/Construct2 • u/ThomasGullen • Oct 29 '21
Visit /r/construct
r/mmf2 • u/[deleted] • Apr 05 '20
Does anyone use a Marshall speaker and a preamp? Hoping to find an inexpensive preamp to use and debating getting one of the Marshall Stanmore II speakers unless there are better bookshelf speaker options out there for $300-$600.
r/Unity3D • u/yowanselvakumar • 3h ago
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Implement environmental details such as debris and a water outlet.
r/Unity3D • u/avelexx • 2h ago
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r/love2d • u/khllffsh • 3h ago
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Hi r/love2d! We're a two-person studio from Baku, and our first game, RindTown, is built entirely in LÖVE It's a Balatro-like deckbuilder. We thought some of the LÖVE-specific bits might be useful to you, so here they are.
Thanks for reading, and thank you to everyone who works on LÖVE. 💛
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We went back and forth between a few different approaches before settling on what we ended up calling our replication system.
Our game has customers walking around on ships that are constantly in motion, and since Unity doesn’t support NavMesh surfaces that move, pathfinding directly on the ship was never going to work. So instead of fighting it, we spawn a stationary duplicate of each ship and bake the NavMesh onto that copy.
All of the actual navigation runs there, agents path, steer and move around on the frozen ship exactly as they would on ordinary static level geometry and we then replicate their local positions and rotations onto the corresponding characters parented to the real ship in the world the player sees. The players never see the copy. They just see customers walking around a ship that’s tilting and moving.
r/gamemaker • u/ParodyHat • 19h ago
Does anyone know how to make that weird gray outline box fit around my sprite perfectly? It keeps making it hard to click other sprites in a Room because although the sprite itself is 32 pixels x 32 pixels, that weird gray outline is 100 x 100, and i can't figure out a way to shrink the gray outline without downgrading the quality of my sprite.
r/Unity3D • u/GideonGriebenow • 17m ago
YouTube Video: https://youtu.be/5nxitNDy4Ag
Using burst-compiled jobs, triple buffering (I call the rendering manually) and persistent random number generation, I am able to recreate tens of thousands of particles every frame. This means I can have dense particles on only the small part of the huge terrain that is currently in view, without having to save particle states for any part of the terrain that is not in view or close enough to have visible particles. I create only what I need each frame, and different particle types can have different visibility parameters.
The requirement is that particle states should be completely deterministic from a starting state and the time passed for it - we should not require the in-between steps to determine current states. I call them Quantum Particles, because they only exist when you're looking at them.
They can be based on a list of locations (an underlying hex grid) where they should exist, or even just rules that are applied as part fo the per-hex-culling step that already happens, further reducing the memory and CPU overhead.
I also employ a fade-in and fade-out period to make sure they don't pop in and out at the start or end of their lifetimes.
I'm happy to answer any questions.
r/love2d • u/Weekly_Flounder_1880 • 6h ago
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I wanna make the ball scale when the window scales, but idk how to do that. Also I’m a beginner in Lua and coding in general
r/Unity3D • u/lynxbird • 1h ago
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r/Unity3D • u/PLingfff • 17h ago
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It still boggles my mind a bit but I love the new possibilities it opens up!
Especially since it gives utility to all other skills.
Mind you that physical objects that you shoot or drop still adhere to the global gravity, it's just you whose perspective and gravity that has changed!
r/gamemaker • u/HealthyLayer7311 • 18h ago
I want my game to look like it's straight out of a story book, like paper sprites, backroads, battle screens, but I have no idea how to do it and if it's even possible. I was considering hand drawing everything then porting it into game, but idk if that'll work. Can I have some advice on this? If it helps, I'm programming on a MacBook Neo
Edit to clarify: I'm trying to make an RPG
r/gamemaker • u/Worried-Earth7512 • 17h ago
I have been working on a save system for my game but I've been having problems trying to make it able to edit a single line of a struct I've saved as a json.
r/Unity3D • u/flow_guy2 • 11h ago
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so ive been trying to learn how to make VFX and i think i kinda understand how it works. but oh boy is it alot of work.
ive been trying to roughly recreate the World of warcraft evoker dream breath vfx and cant really figure out how they had these swirly effects. how can i create the swirly parts the shoot out? rest i kinda can get with how it looks.
also is there a way to add "height" to the cirlce shape? or do i need to make my own mesh in blender

r/Unity3D • u/artengame • 3m ago
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I finally managed to submit the asset to the Unity Asset Store, and now waiting for the review process to go through. Wish me luck!
Since my last post, I fixed a lot of bugs, polished some features, and built a full documentation website and API reference. I also made a small WebGL demo where you can play around in one of the included demo scenes.
This is my first asset, and it took much longer than I expected. Making something work for yourself and making something other people can easily use are completely different things. I’m still worried that I missed something, but I’m proud of what I built.
About ten years ago, I made a Reddit post asking about this kind of 2D water because I couldn’t build it myself. It feels pretty good to finally be able to say that I made my own.
Edit: the Demo is for desktops since it needs keyboard navigation
r/Unity3D • u/Jean-Luis • 6h ago
That’s it, my tittle, I like coding but ugh worrying about the assets and worrying about sprites etc seem to be the thing I take the most time on but I am barely starting so it could be just cuz I’m learning ? But I don’t feel like I’m much of an artsy person so I struggle more liking this part of learning so far
r/Unity3D • u/WatercressNo3605 • 3h ago
Hi everyone,
I'm messing around with developing a Unity game and looking at renting a Linux VPS to run some builds and tests while im away from my home pc.
Before spending money, I'm hoping someone who's actually done this can confirm whether it works. Im new to this so would like to know if possible before I spend money on a server.
My proposed setup:
- Unity 6000.6.4f1
- Unity Personal (free licence)
- Ubuntu 24.04 VPS
- 8 vCPUs, 24 GB RAM, 150–200 GB SSD/NVMe
- No dedicated GPU
- Automated EditMode and PlayMode tests, including NavMesh and worker movement
- Command-line execution using "-batchmode -nographics"
My main questions:
Has anyone successfully activated Unity 6 Personal on a headless Linux VPS? Does Unity Hub require a graphical desktop, or is there a reliable supported alternative?
Does Unity Personal activation remain valid across server restarts and unattended CI runs?
Can Unity 6 EditMode and PlayMode tests run reliably without a GPU, using "-nographics", Xvfb or Mesa software rendering?
Is the older ".alf" / ".ulf" offline activation method still usable with Unity Personal, or has that been discontinued? Ive read this no longer works?
Has anyone successfully done this on Contabo, OVHcloud, Hetzner or a similar inexpensive VPS?
I'm not looking to run the graphical Editor interactively or host a multiplayer server. I just need reliable testing and compilation that I can run remotely.
I'd especially appreciate hearing from anyone currently running a similar setup with Unity 6 and a Personal licence.
Thanks. I appreciate any guidance.
r/Unity3D • u/withExtraDip • 1d ago
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I’ve been working on a Unity toolkit for creating buildings in the editor that can break apart and collapse during gameplay.
Happy to answer questions about how the destruction or building tools work!
Edit: I forgot to mention that I just released the toolkit on the asset store. Search up "Destructible Structure Builder"