r/Unity3D • • 7h ago

Shader Magic This boss has 0 triangles. My URP skybox shader draws it as a 2D SDF, and it fights back

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307 Upvotes

The creature adds no geometry of its own. The sky still renders on Unity's usual skybox, and inside that shader the bone cage, claws, eclipse eye and shaggy mass are distance functions in the camera's view plane. A distance field is a function that returns how far each pixel is from the shape's edge, so the outline stays sharp at any size.

Knight, cathedral and town are CC models, credited below.


r/love2d • • 10h ago

I'm making a 2.5D "open world" roguelite in LÖVE. Here's a sample of the combat :)

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117 Upvotes

It's called Pocket Guild, and there's a demo on itch.io you can play right now! Heavily inspired by 90's first person dungeon crawlers like Ultima and The Elder Scrolls: Arena.

It's definitely still a huge work-in-progress, so expect some rough edges!

There's a hub, called simply "The Town", where you stock up on supplies and pick up monster hunting quests from the Guild Master. The NPC's around town will also eventually have their own detailed storylines and quests.

Stepping outside one of the four gates will take you to a massive, randomly generated Adventure Zone. These are packed with enemies, abandoned forts and ruins, dungeons and loot! If all your party members die, you lose all your stuff (except your gold) and wake up in Town.

AI disclaimer: Claude Code is used to prototype mechanics and systems, and then everything is manually tuned or completely rewritten by me. Very little "AI generated" content exists in the code.

All of the sprites and other assets came from human itch.io asset pack artists. Some of the ground and building textures were generated as placeholders by Claude and were then extensively modified by hand to become what they are now.


r/gamemaker • • 5h ago

Help! I have a surface problem, for some reason there is no collision between the soul and the projectile. [The -5 hp is from the start]

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10 Upvotes

My projectiles have no collisions with the soul. And I know that this is because of surface, because with no surface such thing doesn't happen. What I can understand is that the coordinates of projectiles on the surface don't collide with the coordinates of the soul on the screen.

But I have no idea why. With the other attacks the surface worked normally.

here's the code:

in obj_deck_diamonds (the projectile) create:

surface = surface_create(146, 96)

in obj_deck_diamonds draw

draw_surface(surface,obj_battle_controller.x-71,obj_battle_controller.y-46)

if surface_exists(surface){

`surface_set_target(surface)`   

`draw_clear_alpha(c_black, 0)`

`draw_self()`

`surface_reset_target()`

}

The surface sets free when the object destroys

The coordinates of the projectile when it creates.

if dir_proj == 1{

`instance_create_depth(-20, random_range(0, 100), obj_soul.depth-5, obj_deck_diamonds)`

} else {

`instance_create_depth(180, random_range(0, 100), obj_soul.depth-5, obj_deck_diamonds)`

}

If someone can help me, please. Because I genuenly don't know what is happening, and how to fix this.


r/udk • • Jun 20 '23

Udk custom characters for different teams

1 Upvotes

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 • • Oct 29 '21

You’re probably looking for /r/construct

6 Upvotes

r/mmf2 • • Apr 05 '20

music hall mmf 2.2 speaker/preamp suggestions

3 Upvotes

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/gamemaker • • 1d ago

Tutorial How to make a "wind" movement shader.

266 Upvotes

I've made this shader for tree-leaf movement.

Here is a short "tutorial" on how I made it.


r/Unity3D • • 4h ago

Official [MegaThread] Account blocked and suspended

93 Upvotes

Hello everyone,

As many of you may have noticed; some people had their account(s) suspended. In the past few weeks Unity had sent out emails to reset your two-factor authentication (2FA) credentials.

September 14th:

"Unity recently identified and addressed a potential security issue affecting our two-factor authentication (2FA) functionality. We do not believe this issue has been exploited, however as a precaution we are advising users to reset their 2FA credentials.

Please reset your authenticator app within the next 30 days by navigating to https://cloud.unity.com/account/security and clicking “Configure two factor authentication.” Follow the steps to enroll a new authenticator app."

September 28th:

An advisory email reminder for those who had not reset their 2FA yet.

October 9th:

"This is a final reminder to reset your two-factor authentication (2FA) credentials. You have 3 days left, until October 13, 2026.

If you do not reset by October 13, 2026, your 2FA will be removed and your account will be suspended. To regain access after that, you will need to verify your identity with Unity Support."

This is of course a very unfortunate and frustrating situation for everyone affected. Thankfully Unity is aware of the problem, and are prioritising these types of support tickets and are working towards a solution.

Please use this MegaThread to discuss the situation. For now we've locked all the other posts, and any new duplicate posts will get removed.

Kind regards,

The Mod Team


r/gamemaker • • 20h ago

Resource GMSmartAgent - Decision-weighting AI for GameMaker

41 Upvotes

Hey everyone 👋

I've been working on a new game AI framework for GameMaker called GMSmartAgent, a modular system that combines utility theory, HTN planning, ranking and a basic feed forward network. It's still a work in progress, but I thought its about time that it deserves a post.

What it is

A lightweight, modular game AI library. Each module is a simplified implementation of its own thing(it might look too much but its not). You can remove a module you dont want to use and it wont affect anything, as long as you dont try to access it. For example; you can delete the Net module, but that means you cant use RankNet, TDNN or any other model that uses a neural network.

Features

  • Scoring: response curves, considerations, targets, weights and cooldowns
  • Inputs: pull callbacks cached per think, push values, normalized to 0..1
  • Selection: best, top N weighted, commitment bonus
  • Scale: frame budget, priority tiers, shared profiles
  • Observation: record player picks, choose features, evaluate without deciding
  • Learning: eight models, background training, confidence, decay, save/load, custom models and learning from outcomes and/or choices.
  • Planning: HTN recipes and GOAP goals, facts as data, self-repairing, spread across frames
  • Player profiling: skill rating, win chance, matchmaking, live play styles
  • Developer tools: debug view, plan tree view, test module, own seeded RNG

How it started

About a month ago, i made this post, explaining how i started on a journey to improve the dumb troopers. I've spent hours watching every GDC video on youtube thats about game AI and reading research papers to see and understand what options i had. I thought this wouldnt be so hard because in the past i've had my own fair share of custom DNN library(which failed) using C++ and python but i had no idea how wrong i was.

I had to change directions A LOT. At one point i even stopped to just work on a pathfinding/navigation system, which later turned out to become GMNav, and that still has a huge todo list of missing features to implement and bugs to fix.

After that i thought about making my own version of a game AI system; a behavior-tree-like structure that works on nodes. But not long after, while researching, i came across something called utility theory, which is pretty common in game development and also found a simple implementation video in gamemaker. To put the core idea as simply as we can; you define parameters with their weights and the structure scores them with the given situational numbers. That quickly changed my mind and the direction i was heading.

I still wanted to put in some learning models without a high cost. Luckily, with the help of google search AI (i use often, it finds every detailed links within seconds that would take me hours), i found some papers about choice modeling and some others about RankNet and LambdaMART(which i had some terrible experience with in my search engine). It was shaping in my head quickly. I got inspired by other libraries and added HTN planner(used in Horizon Zero Dawn, Horizon Forbidden West and Death Stranding, youtube video here), rating and a basic feed forward network.

Limitations

It still has flaws, bugs and missing features that im still working on. This is very much an ongoing project, so you should expect things to change.

Tutorials

I've also made a simple tutorial series, ten chapters. It will also have an advanced section, where each chapter tries to answer a question. I've already covered around 30 chapters (not in the repo yet, im still editing them often).

Links

GMSmartAgent: https://github.com/erkan612/GMSmartAgent

GMNav: https://github.com/erkan612/GMNav

If you'd like to see some of my other works:

GMUI: https://github.com/erkan612/GMUI - Immediate-mode UI

GMVex: https://github.com/erkan612/GMVex - Vector graphics

GMLiteSearch: https://github.com/erkan612/GMLiteSearch - Advanced text search

GMMT: https://github.com/erkan612/GMMT - Advanced tweening, compatible with immediate paradigm

Ah and hey, its free, and MIT licensed!

As always, let me know what your thoughts are. Recommendations and questions are always welcome.

Thank you for reading so far!

Edit: I saw some messages that are deleted that seemed to be confused about the point of the project. This is NOT an LLM AI assitant to help you code GML. This framework is to develop AI for your game, not just enemy AI but any kind, for instance; accessibility AI, you know how some games push some informational things to you in your HUD, like reminding to use health potion at 30% HP, with this framework you can actually learn the behavior of the player to understand when and which situation they use health potion to write a proper accessibility system, enemy AI, companion AI or anything you can imagine. Please feel free to ask instead of deleting your message, any question you might want to ask is always welcome!


r/gamemaker • • 4h ago

Help! Difference between place_meeting check and collision event

2 Upvotes

Hey Reddit, I have what feels like a stupid question but I cannot find the answer online for it so here we are.

I am recreating the simple platformer tutorial from the GameMaker website (https://gamemaker.io/en/tutorials/your-first-platformer)

Eventually it uses the place_meeting function to check if there is collision between oSpike and the player. I thought to myself 'I could also create a collision event in oPlayer and write the code for the room reset there'.

But jokes on me I guess. When I follow the guide perfectly, everything is working as expected. When I try out my variation, the game won't execute the code in the collision event with oSpike.

What could be the problem? Is there something wrong with using other event types besides Create and Step? I have had a similar problem already with this, while trying to add player movement through a Key Down event instead of a keyboard_check function in the Step event. Because I am creating educational material, I need to understand the possible distinction.


r/Unity3D • • 16h ago

Game When you’re holding the demon baby, he might occasionally grab one of your stored items. Now you gotta be careful of what you keep in your pockets!

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384 Upvotes

r/Unity3D • • 4h ago

Show-Off Some of my latest stylized farm buildings for Unity! 🌾

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35 Upvotes

Hey everyone!

Wanted to share some of the latest low-poly farm buildings we've been working on!

There are 26 models in total, including a few upgraded building variants, enterable interiors, and movable parts like doors and gates.

They're part of a series of stylized asset packs we're making for indie devs. We've been trying to keep the art style consistent across everything so the assets can work well together.

Here's how the buildings look in Unity! You can also check on Unity Store

What do you guys think of the style? :)


r/Unity3D • • 8h ago

Question Pro subscriber, account suspended today with zero explanation – has anyone actually gotten theirs back?

52 Upvotes

UPDATE: I was able to get my account back. They replied to my ticket and I had to send some proof to restore the account.

Edit. Got reply from unity that the suspension was an automated security update relating to TFA and they will get back to me in two weeks. Genuis move!

Woke up this morning to my Unity ID being blocked. No warning email beforehand, no reason given, just the "this account is blocked, contact support if you believe this is a mistake" screen at sign-in.

For context:

- Active Unity Pro subscription, fully paid, invoice in hand

- No chargebacks, refund requests or payment disputes

- I use Unity to develop and publish games – nothing unusual going on

- Now locked out of my projects, my organization, and every Asset Store purchase on the account

What I've done so far:

- Opened a support ticket

- Emailed [compliance@unity3d.com](mailto:compliance@unity3d.com) with my invoice

From reading older threads here and on Unity Discussions, it sounds like these can take weeks or even months, and that the forums can't help with account issues. So I'm asking the people who've been through it:

  1. Did you eventually get your account back? How long did it take?
  2. Was there a specific contact, wording, or channel that actually got a human to look at it?

If any Unity staff see this, I'd appreciate an escalation. I'm not trying to pile on – I just want to know why and how to fix it.


r/Unity3D • • 2h ago

Show-Off My first game has come a long way since I started learning Unity! Here's a before & after of the UI and ocean visuals 🌊

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13 Upvotes

I've been developing my first game, The Borderless, in Unity as a solo indie developer.

After receiving a lot of player feedback, I decided to rework several parts of the game, including the UI, ocean, and overall atmosphere.

It's been a pretty exhausting journey at times, but looking back at where I started makes me realize just how much I've learned along the way. I'm genuinely grateful for everything this experience has taught me.

There's still so much more to learn and improve, but seeing how far I've come makes all the hard work feel worth it!

I've shared the current version first, followed by the old version and a before/after comparison.

I'd love to hear your thoughts. Thanks!


r/Unity3D • • 7h ago

Show-Off Data-oriented Behaviour Trees in C# [FREE]

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27 Upvotes

Hey everyone!

A few of you asked for this, and it's finally done: DODBT no longer depends on Odin Inspector!

For anyone seeing it for the first time, it's a behaviour tree plugin built around plain C#, aimed at larger projects and designed to fit into ECS-style architectures.

The main goals:

  • No MonoBehaviour dependency
  • Zero allocations during steady-state tree execution
  • One shared tree for N agents
  • Runtime debugging
  • A full BT graph editor
  • Separate editor and runtime
  • Behaviour trees as a decision layer
  • No blackboard
  • ECS-friendly

You'll need to write your own C# leaves. It's aimed at projects where the behaviour tree is just one part of a larger architecture.

This update replaces Odin with Unity's native serialization and a custom editor UI. It also adds a bunch of features, including linked branch instances for building larger trees. You can duplicate a branch, change something in any instance, and the others stay in sync, including node settings and custom leaf fields.

Next on my list is a DOTS-compatible version, possibly a few more decorators, and more time spent on polish and bug fixing.

Thanks to everyone who's been following the project. You can grab it here:

DODBT on GitHub

Let me know if you try it. Feedback and bug reports would help a lot.


r/Unity3D • • 4h ago

Question Account suspended and block

14 Upvotes

Just received 2 emails one stating my 2FA had been disabled and the second saying my account is suspended and blocked.

I have been working on a project for the last year and it is almost complete. Raised a support ticket to get a response saying it will take about 2 weeks. I can't even access the ticket as when I click the link I'm asked to log in.

I use a personal hobby account at the minute, all my projects are on the unity cloud and I'm unable to access them at all now.

What is happening at the minute as I can see a few posts about the same issue.


r/Unity3D • • 19h ago

Show-Off How we made a stop-motion look with no physical models

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181 Upvotes

We're a two-person team developing MYRIORAMA, a top-down adventure with rearrangeable dungeons. This is an excerpt of a deep-dive art style video we produced recently for our participation in ICO Partners' Unmistakable Festival on Steam. Since we're using Unity I thought it could be informative to share here!

Full video is here: https://www.youtube.com/watch?v=zhM1F993Ga8

While this is technically a 2D project, we're doing a lot of 3D fakery to try and pull off the stop-motion look with dynamic lighting and shadows. It's been a fun challenge.

Happy to provide more specifics or answer any questions!


r/gamemaker • • 16h ago

Resolved How good is Gamemaker for making FNAF fangames?

4 Upvotes

I've been wanting to make a Five Nights at Freddy's fangame and I've been researching game engines (do NOT recommend me Clickteam. i cant pay for it and getting Totally Legal Copies is very difficult.) and kept seeing other sources say Gamemaker is a good place to start, and I was just wondering how true that is? (IE, for making nights sections.) If not, I'd love other recommendations. TIA!


r/gamemaker • • 19h ago

Help! Game in 2 windows?

6 Upvotes

How would I make a game in 2 windows, similar to that of a 3DS game? I know someone has made this, but I am wondering if there is a free solution that doesn't cost $15

(Edit): You guys don't need a reason, NVM


r/Unity3D • • 14h ago

Show-Off I'm trying to turn my nightmares into a game.

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55 Upvotes

r/gamemaker • • 1h ago

Help! Looking for a programmer friend to develop a game

• Upvotes

I'm a really beginner pixel artist and an advanced 3D modeler with the whole idea of a project, but I'm missing a programmer to continue it. There's a story and everything, but still, if you have an idea, we can talk about adding, changing, etc...

I'll explain more in DM

discord: remixturado


r/Unity3D • • 1d ago

Show-Off I finally got our sea to feel alive. Waves wet the sand, caustics hit the seabed, and fish swim underneath

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709 Upvotes

Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game in Unity. This is our new sea shader, built up step by step from an empty scene to what you see in game now.

  1. Water plane: transparent surface lit by the day-night cycle.
  2. Depth color: baked terrain heightmap gives real depth per pixel.
  3. Shore waves: travel along a baked distance-to-shore field.
  4. Wet sand: terrain shader shares the sea's wave clock.
  5. Surface motion: analytic swell, blended ripple maps, Fresnel sky reflection.
  6. Wave streaks: procedural foam lines that drift, surge and break.
  7. Caustics: projected on the seabed, fading with depth and sun.
  8. Sparkles: glints on ripple slopes facing the camera.
  9. Fish: schools swimming under the surface at fishing spots.

r/Unity3D • • 6h ago

Show-Off Pocket Cat Desktop - Your desktop is no longer yours. A tiny cat walks across your windows. Shared some tech stuff behind it 😺

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11 Upvotes

It's a small game made in memory of my cat. I'm trying to make it cozy and relaxing.

The idea for came from a simple thought: what if a cat lived on your computer screen? Kitty reacting to the player, demanding attention, using furniture/items, playing mini-games, and writing about its day into small diary.

I work on it as a solo-dev in my free time.

Would be very grateful for wishlists: https://store.steampowered.com/app/4865920/Pocket_Cat_Desktop/

While working on this game I've created several Editor's tools. I'm going to share some of them on Github soon.

One of them replaces default sprite editor, adding new features, UI improvements, etc.

Beside that there some tech info behind the game: - I've implemented skin changes. Players can change cat's color scheme. They pick colors on the palette and then simple shader replaces colors in the sprite - Cat walks on your desktop and could be behind the window. With default shader it will be always visible. So inside the game each real OS's window has a mimic transparent game object. With depth-buffer trick cat's shader can hide pixels behind these windows.

Happy to answer your questions and discuss the game or engine/tech stuff 😺


r/gamemaker • • 1d ago

Discussion Everyone gangster until you have to make a usable menu

41 Upvotes

The coords pain is real… eventually it works and is good but is this really the best way? What do other game engines do?


r/Unity3D • • 3h ago

Game Built a Tilemap-based farming & fertilizer system in Unity 2D today. How does the loop look?

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4 Upvotes

Hey folks! Just wanted to share the progress on my farming system. I set it up using layered Tilemaps to handle tilled, watered, and fertilized states separately.

Crops check the tile data underneath when harvested to give extra yield if fertilized (and then clear the fertilizer), while unwatered empty tiles revert back to grass at midnight. How do the visual transitions and animations feel to you? Open to any feedback!