/r/Unity3D
A subreddit for News, Help, Resources, and Conversation regarding Unity, the game engine
News, Help, Resources, and Conversation. A User Showcase of the Unity Game Engine.
Remember to check out /r/unity2D for any 2D specific questions and conversation!
Please refer to our Wiki before posting! And be sure to flair your post appropriately.
Use the chat room if you're new to Unity or have a quick question. Lots of professionals hang out there.
Unity Game Engine Syllabus (Getting Started Guide)
50 Tips and Best Practices for Unity (2016 Edition)
Unity Execution Order of Event Functions
Using Version Control with Unity3d (Mercurial)
/r/Justgamedevthings (New!)
Beginner to Intermediate
5 to 15 minutes
Concise tutorials. Videos are mostly self contained.
Beginner to Advanced
10 to 20 minutes
Medium length tutorials. Videos are usually a part of a series.
Intermediate to Advanced
Text-based. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Normally part of a series.
Intermediate to Advanced
10 minutes
Almost entirely shader tutorials. Favors theory over implementation but leaves source in video description. Videos are always self contained.
Beginner to Advanced
30 minutes to 2 hours.
Minimal editing. Mostly C#. Covers wide range of topics. Long series.
PS4 controller map for Unity3d
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/r/Unity3D
Is there a way to accomplish this with out purchasing the software?
I am new to VFX graph but even ChatGPT can't help me figure out a simple way to have the particle system spawn N particles with some delay in between, then stop.
I've tried every possible spawn rate option, constant, periodic, single. Nothing works. Constant and periodic just spawn endlessly. If I add a SpawnEventLifetime node, it seems to have no effect or is ignored for some reason
I have a terrain but my player keeps falling through.
Hi all,
I've been wanting to make a scene that has a true orthographic camera, without any depth or perspective, and
Managed a little by setting FOV slider to 5, and putting the camera insanely far away, but is there a better way to do this?
It sounds like I'm using a weird workaround which should not be needed, and it's also causing me some issues, wanting me to find a different way to get this effect.
Many thanks for any advice or help!
Hey guys, I'm pretty new to Unity and I was playing around with Unity 6000.0.17f1 for an ocean scene and I noticed that I have these 3 errors. I'm trying to install the Splines package so I can install Cinemachine, instead, it comes up with an error adding packages and doesn't let me install it. Anyone know what's going on? Thanks!
I followed a tutorial about creating a wavesystem for my game. The way it works is I define which enemies to spawn for each wave but I want it to automatically create new waves with a modifier that increases enemies each higher wave. I don't know much about lists. Can anybody help me out?
Code:
public class WaveManager : MonoBehaviour
{
[Header("Wave System")]
public Wave[] waves;
public float countdown;
[Header("SpawnPoints")]
public Transform[] spawnPoints;
[Header("References")]
public TMP_Text waveText;
public int currentWaveIndex = 0;
int currentWave;
private bool readyToCountDown;
private void Start()
{
readyToCountDown = true;
for (int i = 0; i < waves.Length; i++)
{
waves[i].enemiesLeft = waves[i].zombies.Length;
}
}
private void Update()
{
if (currentWaveIndex >= waves.Length)
{
Debug.Log("You won");
return;
}
if (readyToCountDown)
{
countdown -= Time.deltaTime;
}
currentWave = currentWaveIndex + 1;
if (countdown <= 0)
{
readyToCountDown = false;
countdown = waves[currentWaveIndex].timeToNextEnemy;
StartCoroutine(SpawnWave());
}
if (waves[currentWaveIndex].enemiesLeft == 0)
{
readyToCountDown = true;
countdown = waves[currentWaveIndex].timeToNextWave;
currentWaveIndex++;
}
}
private IEnumerator SpawnWave()
{
waveText.text = currentWave.ToString();
if (currentWaveIndex < waves.Length)
{
for (int i = 0; i < waves[currentWaveIndex].zombies.Length; i++)
{
int spawn = Random.Range(0, spawnPoints.Length);
if (spawnPoints[spawn].gameObject.activeSelf)
{
ZombieController zombieController = Instantiate(waves[currentWaveIndex].zombies[i], spawnPoints[spawn].transform);
zombieController.transform.SetParent(transform);
} else
{
ZombieController zombieController = Instantiate(waves[currentWaveIndex].zombies[i], spawnPoints[0].transform);
zombieController.transform.SetParent(transform);
}
yield return new WaitForSeconds(waves[currentWaveIndex].timeToNextEnemy);
}
}
}
}
[System.Serializable]
public class Wave
{
public ZombieController[] zombies;
public float timeToNextEnemy;
public float timeToNextWave;
public int enemiesLeft;
}
I would like to create an effect in Unity that looks like this scene from the matrix, where Morpheus is kinda… morphed into the fabric of the matrix. Almost looks like liquid glass.
Anyone have any idea where I could start?
Is your intelligence above average? If you said yes, try to solve the mystery of The Cat. It is really hard so only a few people have ever solved it.
So, I'm using code to average between the Collision.contacts, but
the problem is, it takes a lot of time to find the collision average, and then, it takes time to go back to Vector 1 (for ground).
What am I doing wrong? Can anyone help?
I tried adding * 1000f, but it didn't really change things.
I tried to do summedNormalPoints = Vector3 Zero in stay and in exit, but it just stopped averaging, and in exit it was chaotic (sometimes worked, sometimes not).
Code:
void OnCollisionStay(Collision collisionVariableStay) {
platformGameObjectColStay = collisionVariableStay.gameObject;
//Debug.Log("Collisionstays");
//currentPlatform = platformGameObjectColStay;
currentPlatform = platformGameObjectColStay;
//Create a ContactPointVariable for jumping
foreach (ContactPoint contact in collisionVariableStay.contacts) {
summedNormalPoints = summedNormalPoints + contact.normal * 1000f;
averageContactPointNormal = summedNormalPoints.normalized;
contactPointVariable = contact.normal;
}
}
Hey fellers. Switched from Unreal to unity for an internship project. I need to calculate the moolank number. I have it's script ready and need to integrate it with UI. How am I supposed to do that. Can you guys guide me
I switched from my main camera setup but have had some issues converting what I had in order to get cinemachine to function. I got it working on another empty project but with I believe the same settings I can't get it working correctly. I've looked at tutorials but they're 1-2 years old and a bunch of the settings are in different places so it's quite overwhelming.
I have my cm virtual camera on its own in the hierarchy as well as the default main camera which has a cm brain on it. As a child of my player object I have an empty "cameraFollow" object which I use in the inspector of the cm virtual camera in the Follow slot. The cameraFollow object is positioned at my players head for first-person.
I tried both "Do nothing" and "POV" for Aim, adjusted some settings but they felt much worse. But this is what I get:
Hey, everyone! In the past, I've shared my free music and sound packs here, and I've recently started expanding my offerings to include textures, models, and more. I wanted to ask you all—what kind of resources do you find difficult to locate for your game projects?
Hi,
Is there a method in unity that returns a rotation from -180 to 180, given a vector3? Planning to pass that into a blend tree alongside velocity.
Hello,
I’m trying to recreate this Japanese Pocari commercial where they use AR. This is the behind the scene video.
It seems like they photo scanned the outdoor scene and put it in unity. And used Quest (and they said they had to develop their own software to play objects as far as 120m) to place the objects. But I’m lost at how they put everything together.
Obviously, they have a whole team so my project won’t be as grand as their project but I’m wondering if I can make something like this using Unity.
Let me know what you think and thank you for reading.
Hi,
i have brought an animation pack from the asset store, but when i want to use that animation in the animator nothing really happens.
Note: i already have some animations working already, it just looks like this one animation is broken or not compatible with my character.
After some research it looks like my character has either humanoir or generic animations already and the new animations are from the other type, but iam confused on how to figure out which type of animations i brought and how to convert them to the other type.
Thanks for your help
EDIT: in the animator transition preview, the moment the new transition happens my character just stops moving in the preview
My camera broke:( how to fix
I have this animations for my game (I aim for a hack and slash kind of game) but I need that the gameobject moves with the animations
A visual representation of my problem
If Anyone could help me (or redirect me to the correct subreddit if necesary) I would be so thankfull