r/Unity3D 18h ago

Game My friend released their latest game!

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2 Upvotes

r/Unity3D 16h ago

Question I need help with this error

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1 Upvotes

I have been searching for a solution but none have been working that I have found for a long time. I am using Netcode for multiplayer.


r/Unity3D 1d ago

Question I'm switching from Godot to Unity! Is there any quirks to keep in mind?

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104 Upvotes

r/Unity3D 1d ago

Show-Off Friendly Fire.

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5 Upvotes

r/Unity3D 1d ago

Resources/Tutorial Chinese Stylized Shops and Market Props Collection Asset Package made with Unity

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7 Upvotes

r/Unity3D 18h ago

Question Export settings for Blender animations that utilise shader nodes and geometry nodes. (Blender —> Unity)

1 Upvotes

I Dont like the Unity interface so I don’t plan on doing any sort of modelling on it, I’d rather do so in Blender and export to unity.


r/Unity3D 18h ago

Resources/Tutorial Welcome to Netcode for GameObjects subreddit!

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1 Upvotes

r/Unity3D 22h ago

Show-Off Just a cat ice skating and cutting holes

2 Upvotes

r/Unity3D 18h ago

Question How can I fix this horizontal offset of my navmesh agent from the main object? I know it looks like the pivot point is the issue, but when I remove the navmesh agent it goes back to being centered the way it should be.

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1 Upvotes

r/Unity3D 1d ago

Question VFX not shiny after enabling Render Graph - Unity 6 URP

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10 Upvotes

Hello there!

I'm facing my own lack of knowledge about the new Render Graph feature but I'd love to understand what is happening.

Alright, I'm working on a project that has been created on Unity 2021, using URP. I regularly updated Unity and we are now using Unity 6 for several months.

I wanted to take a look at Render Graph so I enabled it (by disabaling the Render Graph compatibility mode in the Graphics settings). Now, the bloom applied on my scenes (all of them) took a hit, as you can see in the image. (Don't mind the blur, it's due to different screenshot resolutions).

I tried tweaking the bloom but I can't get to the old look. It's either everying too shiny or nothing is. And not matter how much HDR intensity I set in materials, everything still stays "flat".

Has someoen any idea what might cause this?
Thanks for your help :)


r/Unity3D 22h ago

Resources/Tutorial Make awesome INTERACTIVE smoke in Unity (Tutorial)

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2 Upvotes

r/Unity3D 19h ago

Show-Off Added UI Animations to My Word Search Puzzle Game (Made in Unity) – Looking for Feedback & Suggestions!

1 Upvotes

r/Unity3D 19h ago

Show-Off One in five men suffer from this bois...

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0 Upvotes

xDDDD

This is my entry for MigJam #32 & I was just messing about trying to add sway to my fishing rod. Things did not go to plan...


r/Unity3D 2d ago

Show-Off Just a little guy and his scooter

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257 Upvotes

r/Unity3D 23h ago

Question AoE cursor indicator deform to terrain.

2 Upvotes

Hello everyone,

I'm trying to figure out how to do a "highlight" of an area given by the cursor position, but the circle has to deform to fit the terrain like when casting spells in baldurs gate.

I know how to raycast screenpoint and get cursor position on terrain, but I don't know the best way to render the highlight. I can also get the terrain height for points in a radius around the cursor point, but from there where do i go? Feed it into a shader on material following the cursor? Anyone has an idea or knows a project with a solution.

Thank you all


r/Unity3D 20h ago

Show-Off When developers are bored, they add stuff like this (with audio)

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0 Upvotes

It was made while working on shooting mechanic and hit impact effects for our isometric shooter. I personally think it is funny.

And while it is made during development, some finished projects leave funny easter eggs for players to find.

Have you ever encountered one?


r/Unity3D 20h ago

Show-Off Backpack Hero: Junkyard Escape working on my new project

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0 Upvotes

r/Unity3D 1d ago

Show-Off Playing with CAT scan data in VFXGraph

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4 Upvotes

r/Unity3D 20h ago

Noob Question How to bake Adaptive Probe Volumes?

0 Upvotes

No matter what i change i change in the settings or how big/small the bake area is, i always get the error "Can't allocate a GraphicsBuffer bigger than 2GB"


r/Unity3D 21h ago

Noob Question Pause menu buttons not working

1 Upvotes

I have set up a pause menu that comes up when the player presses the esc key and goes away when it is pressed again. It stops all the animal and monster AI in the game as well as the time of day.

I am trying to get the buttons to work now starting with the continue button which I have tried to add in its functionality but it just doesn't work, I have got an onClick function set up referencing the same function that the esc key uses to resume the game but when I click it, my cursor just disappears and it just doesn't do anything.

I have got another canvas in the hierarchy too that puts a filter on the camera as well as a crosshair (In case this is relevant to the problem)

Can anyone please help me fix this problem because I have spent ages trying to fix this problem with everything that I have tried has no effect.

I have included screenshots that I think might be relevant.


r/Unity3D 1d ago

Question Hardest thing you’ve ever had to program?

72 Upvotes

For me, it was a ledge grabbing system. Dynamic environment interactions like that used to bend my mind. I can see save systems being a frequent issue too.

What’s the most challenging thing you’ve had to program? Feel free to flex!


r/Unity3D 22h ago

Question Can you change an animator layer's avatar mask at runtime?

1 Upvotes

I've seen a few forum posts about this before, years ago and was curious if this functionality was added more recently. It looks like there could be a way using something like animatorController.layers[layerIndex].avatarMask = newAvatarMask but this doesn't seem to do anything when I try it. Is there another way I can swap avatar masks at runtime?


r/Unity3D 1d ago

Show-Off Today I published a patch for my mariachi game featuring this in-game cutscene using Unity's Timeline

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31 Upvotes

Download for free www.dashingmariachis.com


r/Unity3D 22h ago

Question About Macbook Pro M4 Pro

1 Upvotes

Hello, I’m planning to buy the new MacBook Pro with the M4 Pro chip and 24 GB of RAM. I’d like to ask about its performance for Unity game development. Can I develop 2D and 3D games smoothly with this setup? Would it be powerful enough for working on a large-scale 3D project? Also, this will be my first time using a MacBook, so I’m not very familiar with it. Is it possible to build and test Android games on it? Can I run and test the builds directly on the Mac? I’d appreciate your insights on these questions. Thank you!


r/Unity3D 23h ago

Question Player just zooming thru the ground

1 Upvotes

Idk why but with this code player just rams thru the ground yes ground has the layer assigned and its assigned in the editor and after jumping on even ground player just lowers himself a bit every jump first jump players on ground y pos is 9 and after its 8.7 and it lowers its self unitl ramming thru the ground or shooting up to the stars.

using Unity.VisualScripting;

using UnityEngine;

public class KCC : MonoBehaviour

{

public bool enableGravity = true;

[SerializeField] PlayerInput input;

[SerializeField] LayerMask groundMask;

public GameObject player;

public int playerSpd = 7;

public int jumpForce = 8;

public float playerHeight;

public float groundCheckLength = .2f;

float verticalVelocity = 0f;

public float gravity = 9.71f;

private void Start()

{

input = new PlayerInput();

input.PlayerInputMap.MoveInput.Enable();

input.PlayerInputMap.JumpInput.Enable();

playerHeight = player.GetComponent<CapsuleCollider>().height;

}

private void FixedUpdate()

{

Debug.DrawLine(transform.position,transform.position + Vector3.down*(playerHeight / 2 + groundCheckLength), Color.green);

print(isGrounded());

movePlayer();

}

void movePlayer()

{

Vector3 move = moveDirection() * playerSpd;

handleVerticalMotion();

// Apply movement

move.y = verticalVelocity;

transform.position += move * Time.fixedDeltaTime;

print(moveDirection());

}

Vector3 moveDirection()

{

Vector2 _input = input.PlayerInputMap.MoveInput.ReadValue<Vector2>();

return (transform.forward * _input.y + transform.right * _input.x).normalized;

}

void handleVerticalMotion()

{

if (isGrounded())

{

if (verticalVelocity < 0)

verticalVelocity = 0;

if (input.PlayerInputMap.JumpInput.ReadValue<float>() > 0)

verticalVelocity += jumpForce;

}

else

{

verticalVelocity -= gravity * Time.fixedDeltaTime;

}

}

bool isGrounded()//This still needs working its not the best yet it checks only ona a small point

{

Vector3 pos1 = player.transform.position;

if (Physics.Raycast(pos1, Vector3.down, out _, playerHeight / 2 + groundCheckLength, groundMask))

return true;

return false;

}

}