What if merge puzzle and tower defense mechanics and add an Indian flavor by making Asuras as the enemies?
https://play.google.com/store/apps/details?id=com.jaykastudios.asuraattack
https://redd.it/1n7arp1
@r_Unity3D
https://play.google.com/store/apps/details?id=com.jaykastudios.asuraattack
https://redd.it/1n7arp1
@r_Unity3D
Google Play
Asura Attack : Puzzle Defense - Apps on Google Play
Puzzle meets defense: Unique genre, Legendary battles, Mythical Asuras await!
Media is too big
VIEW IN TELEGRAM
I Just Released a Tool That Brings Unreal’s “Play From Here” to Unity (and More!)
https://redd.it/1n7bda6
@r_Unity3D
https://redd.it/1n7bda6
@r_Unity3D
Media is too big
VIEW IN TELEGRAM
I want you to rate my 30 seconds of my unity survival horror game overview.
https://redd.it/1n7bv3t
@r_Unity3D
https://redd.it/1n7bv3t
@r_Unity3D
Sprite swapping - where each sprite has sub sprites and bones
Hello,
How would I implement the following: a generic character with full bones rig that can change clothes. Lets say I want to swap the pants for a skirt. Currently the pants are two sprites - one for each leg, but the skirt has a bunch of extra bones and sprites that make it sway nicely. How would I implement that?
Another example would be - if I need my character to hold something in 1 hand sometimes and then swap that item for something that needs to be held in two hands - how do I do that?
Thanks!
https://redd.it/1n7czkr
@r_Unity3D
Hello,
How would I implement the following: a generic character with full bones rig that can change clothes. Lets say I want to swap the pants for a skirt. Currently the pants are two sprites - one for each leg, but the skirt has a bunch of extra bones and sprites that make it sway nicely. How would I implement that?
Another example would be - if I need my character to hold something in 1 hand sometimes and then swap that item for something that needs to be held in two hands - how do I do that?
Thanks!
https://redd.it/1n7czkr
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
In Case You Missed It - August 2025
Hey folks, Trey here from the Unity Community team.
Last month we started doing monthly roundups of everything Unity shipped or shared across our channels, and a bunch of you said it was helpful. So here’s the August edition of “In Case You Missed It.”
We’ve had a lot going on:
Unity 6.2 and Hub 3.14 dropped
The Unity Awards are now open
New eBooks, webinars, livestreams, and how-to content
Technical deep dives on performance, ECS, memory, shaders, and more
Ad Quality SDK is now free for all devs
New previews for Multiplayer SDK, Graph Toolkit, Unified Ray Tracing API
Some Terms of Service changes went live Aug 13
New documentation updates and editor features in the works
You can catch the full list (with links) over on Discussions:
**In Case You Missed It – August 2025**
Let me know if there’s something you want me to include next time or if I missed anything major. Always happy to chase down more info if you need it.
https://redd.it/1n7ixd3
@r_Unity3D
Hey folks, Trey here from the Unity Community team.
Last month we started doing monthly roundups of everything Unity shipped or shared across our channels, and a bunch of you said it was helpful. So here’s the August edition of “In Case You Missed It.”
We’ve had a lot going on:
Unity 6.2 and Hub 3.14 dropped
The Unity Awards are now open
New eBooks, webinars, livestreams, and how-to content
Technical deep dives on performance, ECS, memory, shaders, and more
Ad Quality SDK is now free for all devs
New previews for Multiplayer SDK, Graph Toolkit, Unified Ray Tracing API
Some Terms of Service changes went live Aug 13
New documentation updates and editor features in the works
You can catch the full list (with links) over on Discussions:
**In Case You Missed It – August 2025**
Let me know if there’s something you want me to include next time or if I missed anything major. Always happy to chase down more info if you need it.
https://redd.it/1n7ixd3
@r_Unity3D
Need help understanding how resolutions work in Unity!
I've been building an online TCG game over the past few months and things have been going great. I'm new to game design but have many years of experience coding in C# so I've picked things up relatively quickly. The only problem is I have a huge gap in knowledge regarding the graphics side of things and resolutions etc.
When developing/building in 1080 the majority of my graphical assets (especially the cards), as well as the Text Mesh Pro text, look extremely low rez compared to their original quality. When developing in 4K everything looks great and as it should do but when I build it in 4K most of the game is off-screen (even though I have a 4K monitor).
This is all very confusing and unintuitive to me so would love it someone could explain what exactly I'm missing here and what the best practices are in regards to this! Ideally everything should look how it does when I'm developing in 4K in the editor, with all the graphics and text and full resolution.
Some more info:
\- I've tried fiddling with all the import settings for the graphics and nothing seems to make any difference
\- All of the original card jpgs are 1061x1500 but change to various sizes in the game depending on state
\- The main game Canvas has as Canvas Scaler component set to "Scale With Screen Size" with 1080 as reference resolution
Thanks in advance!
How the game looks in the editor in 1080 \(graphics and TMP text way too low rez\)
How the game looks in the editor in 4K \(everything looks as it should do\)
https://redd.it/1n7l75o
@r_Unity3D
I've been building an online TCG game over the past few months and things have been going great. I'm new to game design but have many years of experience coding in C# so I've picked things up relatively quickly. The only problem is I have a huge gap in knowledge regarding the graphics side of things and resolutions etc.
When developing/building in 1080 the majority of my graphical assets (especially the cards), as well as the Text Mesh Pro text, look extremely low rez compared to their original quality. When developing in 4K everything looks great and as it should do but when I build it in 4K most of the game is off-screen (even though I have a 4K monitor).
This is all very confusing and unintuitive to me so would love it someone could explain what exactly I'm missing here and what the best practices are in regards to this! Ideally everything should look how it does when I'm developing in 4K in the editor, with all the graphics and text and full resolution.
Some more info:
\- I've tried fiddling with all the import settings for the graphics and nothing seems to make any difference
\- All of the original card jpgs are 1061x1500 but change to various sizes in the game depending on state
\- The main game Canvas has as Canvas Scaler component set to "Scale With Screen Size" with 1080 as reference resolution
Thanks in advance!
How the game looks in the editor in 1080 \(graphics and TMP text way too low rez\)
How the game looks in the editor in 4K \(everything looks as it should do\)
https://redd.it/1n7l75o
@r_Unity3D
Media is too big
VIEW IN TELEGRAM
Here's what happens if 14 year olds make a game. That's our first trailer🐑🎉
https://redd.it/1n7pk8h
@r_Unity3D
https://redd.it/1n7pk8h
@r_Unity3D
New Into UNITY and asking for suggestions
Hello! I am an aspiring game developer and I have a lot of game ideas that eventually I want to develop myself. A few months ago I dived in into coding, and recently I got started with UNITY in order to start creating environments and put my ideas into motion. Problem is that I feel a bit overwhelmed with the complexity of the program, and if anyone has any suggestions tutorials be that YouTube, or on the internet that I can learn from I'd appreciate it. Thank you in advance!
https://redd.it/1n7ql3j
@r_Unity3D
Hello! I am an aspiring game developer and I have a lot of game ideas that eventually I want to develop myself. A few months ago I dived in into coding, and recently I got started with UNITY in order to start creating environments and put my ideas into motion. Problem is that I feel a bit overwhelmed with the complexity of the program, and if anyone has any suggestions tutorials be that YouTube, or on the internet that I can learn from I'd appreciate it. Thank you in advance!
https://redd.it/1n7ql3j
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Having trouble making a blackout screen trigger in Unity 2D and it's killing me not being able to figure out why it isn't working.
Hey folks, I’m working on a 2D RPG and trying to simulate a “blackout” event for story reasons. The idea is simple: when the player walks into a 2D trigger zone, the whole screen should cut to black.
Here’s what I’ve done so far:
\- I created a Canvas (Screen Space – Overlay) with a child Image that’s solid black and stretched full-screen.
\-I set that Image inactive at the start.
\-I wrote a separate script with OnTriggerEnter2D on a BoxCollider2D trigger object. When the player (tagged “Player”) enters, the script calls blackoutPanel.SetActive(true); to show the black screen.
The trigger is firing — I see the logs in the console whenever the player enters. But the actual black screen never appears. In some cases, it only starts working if I leave the panel enabled from the very beginning, which of course means the game boots up already black and stays that way.
And my blackout panel is just:
\- A child of a Canvas (Screen Space – Overlay)
\- An image component with color set to black
\- Stretched anchors to fill the screen
It feels like this should just work, but I’m clearly missing something. Has anyone run into this before, or can see why the panel doesn’t actually appear when enabled at runtime?
Thanks in advance. I really appreciate any tips!
https://redd.it/1n7skle
@r_Unity3D
Hey folks, I’m working on a 2D RPG and trying to simulate a “blackout” event for story reasons. The idea is simple: when the player walks into a 2D trigger zone, the whole screen should cut to black.
Here’s what I’ve done so far:
\- I created a Canvas (Screen Space – Overlay) with a child Image that’s solid black and stretched full-screen.
\-I set that Image inactive at the start.
\-I wrote a separate script with OnTriggerEnter2D on a BoxCollider2D trigger object. When the player (tagged “Player”) enters, the script calls blackoutPanel.SetActive(true); to show the black screen.
The trigger is firing — I see the logs in the console whenever the player enters. But the actual black screen never appears. In some cases, it only starts working if I leave the panel enabled from the very beginning, which of course means the game boots up already black and stays that way.
And my blackout panel is just:
\- A child of a Canvas (Screen Space – Overlay)
\- An image component with color set to black
\- Stretched anchors to fill the screen
It feels like this should just work, but I’m clearly missing something. Has anyone run into this before, or can see why the panel doesn’t actually appear when enabled at runtime?
Thanks in advance. I really appreciate any tips!
https://redd.it/1n7skle
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Is unity a good idea?
I'd like to create a multiplayer game for smartphones, inspired by a play-by-chat RPG I used to play years ago; obviously, it's a revamped version of it to keep it attractive. My game will have many chat rooms accessed via a map (in a RPG, you play as a character, so chat is still the heart of the game), as well as 2D mini-games to earn resources and experience points. Is Unity right for me? I'm a beginner with this software... but I don't want to make an HTML version for browsers 🙄, although it might be a way to start testing it.
https://redd.it/1n83dw3
@r_Unity3D
I'd like to create a multiplayer game for smartphones, inspired by a play-by-chat RPG I used to play years ago; obviously, it's a revamped version of it to keep it attractive. My game will have many chat rooms accessed via a map (in a RPG, you play as a character, so chat is still the heart of the game), as well as 2D mini-games to earn resources and experience points. Is Unity right for me? I'm a beginner with this software... but I don't want to make an HTML version for browsers 🙄, although it might be a way to start testing it.
https://redd.it/1n83dw3
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Can’t decide between a High Contrast or Washed Up look. Which should I choose?
https://redd.it/1n858ee
@r_Unity3D
https://redd.it/1n858ee
@r_Unity3D
Reddit
From the Unity3D community on Reddit: Can’t decide between a High Contrast or Washed Up look. Which should I choose?
Explore this post and more from the Unity3D community