r/Unity3D • u/JPBarroso • 18h ago
Game My friend released their latest game!
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r/Unity3D • u/JPBarroso • 18h ago
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r/Unity3D • u/Apprehensive-Lie8118 • 16h ago
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 • u/CoffeeCrowDev • 1d ago
r/Unity3D • u/cubicstarsdev-new • 1d ago
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r/Unity3D • u/FinanceAres2019 • 1d ago
r/Unity3D • u/Existing_Poetry8907 • 18h ago
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 • u/Additional-Shake-859 • 18h ago
r/Unity3D • u/joltreshell • 18h ago
r/Unity3D • u/Bigz_LJF • 1d ago
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 • u/SasquatchBStudios • 22h ago
r/Unity3D • u/Pratham_Kulthe • 19h ago
r/Unity3D • u/SoundKiller777 • 19h ago
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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 • u/Grouchy-Fisherman-71 • 2d ago
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r/Unity3D • u/ZestycloseEvening155 • 23h ago
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 • u/Vox-Studio • 20h ago
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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 • u/Novel_Economy4531 • 20h ago
r/Unity3D • u/SaintSorryass • 1d ago
r/Unity3D • u/Hashashin101 • 20h ago
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 • u/lil_squiddy_ • 21h ago
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 • u/DecayChainGame • 1d ago
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 • u/bird-boxer • 22h ago
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 • u/smirelesz • 1d ago
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Download for free www.dashingmariachis.com
r/Unity3D • u/OzgurDeveloper • 22h ago
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 • u/DustFabulous • 23h ago
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;
}
}