/r/Unity3D
A subreddit for News, Help, Resources, and Conversation regarding Unity, the game engine.
Screenshots from phones are banned. Learn to take a screenshot with your computer or don't post here.
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
Hey all I'm using raycasts and I want to get the angle between my ray and the wall. Currently I'm getting the angle between my raycast and tangent, however, this doesn't work when the raycast is rotated any anything other than y axis. I imagine there is an equation to rotate the tangent I have to face along the same general direction of the raycast while staying along the wall and getting that angle, but I'm unsure how to do this any help would be greatly appreciated.
Hi all, Im coming from unity 2018-2021 using Vuforia and I'm really struggling with basic thing using Unity 6 with ARFoundation. Project does compile correctly in xCode and I can view on my iPhone.
Here are 2 basic things I'm trying to achieve:
1- Using my webcam in Editor Mode.
I've seen the Use Custom Material on the AR Camera, and I've created a script to use my webcam as RenderTexture, but refresh is super slow, even if stats show 200fps...
Surely Unity has an option to use your Webcam when you work on an AR Apps no ??
2- Kind of similar to first, but in Vuforia you could press play, it would use your webcam and detect your target. So you could easily test in Unity Editor wihout deployment.
I must not be the only one using this kind of workflow, what I'm I missing.. ?
Thanks for any help
lets say i have separate objects hair,shirt,skirt, accessories i'm trying to look for a tool or maybe a technique i can apply multiple meshes over an object in unity
do just weight paint all the objects against a character in blender separated by body type or there is a better way?
Way back in the late 4.x and early 5.0 days I used to be a professional unity software engineer, I went over to BE web development since then.
I want to start up a new project but haven't been in the know for Unity for a while. I remember there used to be an official unity created starter pack that could drop in some characters and weapons and go to town. As well as some good docs and tutorials for such a thing.
What's the latest way to get something going quickly these days? I want a shooter/slasher kinda thing but my first project will be very simple.
In short;
starter art and controller packs?
Starter characters with animations?
FPS starter docs or tutorials?
The pricing page just says UGS Leaderboards are "free for a limited time" but gives absolutely no information about how long that limited time is, or what the cost will be otherwise. Does anyone know what the costs are?
My friend has recently been trying to add me to a project and it’s just not been showing up, through some roundabout way I can see that I’ve been added to the organization and I can see the project but can’t open it, what do we do?
Hello,
I am building an app using passthrough. I am using Unity and Meta SDK. If I create a cube or cylinder everything works great. I can grab the cube, turn it etc. however I have a OBJ that has 6 child objects attached to it and when I add it to my scene and try to interact with it, nothing works. It seems as though the obj moves away from me when I try to walk up to it. I have re-scaled it, moved it closer to the camera rig, ensure I have colliders on just parent and all children. Out of ideas to try at this point. Any help??
Using unity 6 HDRP with a decent amount of custom tech. All footage was in-game nothing pre-rendered. Feel free to ask questions about certains scenes or tricks!
If you’d like to check it out on steam: https://store.steampowered.com/app/3143530/Shadow_Project/
I'm importing animated characters from Blender, and of course those animations are read-only, so adding events on the animation timeline isn't an option.
How are you handling this limitation?
I'm going through the second Create with Code class and in the example they want us to make a character jump by giving them a rigid body and then applying force to the rigidbody. At first they have us try a force of 100, which barely makes them jump. Then 1000 to make them jump high.
I tried to do this with real world numbers, because I'd like to use real numbers eventually in my game, and it doesn't seem to work. Here is what I'm going with:
Scale: assuming 1 unit = 1 meter. I have set my character to 1.77 to match the world average.
Mass: assuming 1 unit = 1 kg. I have set my character to 62 to match the world average.
Force: assuming 1 unit = 1 newton. I have set my force to 1200, which is what google says is a good peak jump. My character weighs 608.22 N, so this 1200 should be able to lift them fine.
I hit play and they bend their knees in the animation and then just stop without jumping. If I set the force to be ForceMode.Impulse then they rocket.
Here is the code:
using UnityEngine;
public class PlayerController : MonoBehaviour
{
private Rigidbody playerRb;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
playerRb = GetComponent<Rigidbody>();
playerRb.AddForce(Vector3.up * 1200);
}
// Update is called once per frame
void Update()
{
}
}
Thoughts on where the mistake is at?
I Created a Windows Explorer for Unity!
I recently built a tool that lets you browse and manage external folders directly inside Unity—no more being stuck inside the Project window! I initially made this for myself, but I figured others might find it useful too.
🚀 External Directory Manager
✔️ Manage External Folders & Files in Unity ✔️ Pin Favorite Directories for Quick Access ✔️ Preview Images & Import Files Seamlessly
Coming from a background as a professional music producer who relied on Ableton Live, I always found it bizarre that Unity lacked a proper directory browser like Ableton’s. I wanted the ability to pin folders, browse files from anywhere on local storage, and easily bring them into my project—so I built it!
👉 Check it out on the Unity Asset Store: 🔗 External Directory Manager
Any feedback, feature requests, or even pricing suggestions would be hugely appreciated—this is my first Unity Asset Store release, and I’d love to hear your thoughts!
For info, i am running on 16ms ping and 300 mbps download speed
Hi everyone !
I’ve noticed that some indie games, despite being really well-made, end up flying under the radar. Meanwhile, titles like Vampire Survivors or LETHAL COMPANY (and many others) suddenly explode in popularity.
I’ve created over 20+ games so far, with 4 currently available to the public. Despite my efforts, I haven’t been able to attract even a small player base.
I’d love to hear your thoughts on what might be missing. Do you have a “code of success” or a set of guidelines you follow when launching a game? Marketing (free) strategies, community building, unique gameplay hooks
I would be glad and very grateful if you share your experience, love you <3
Hi all,
I know this basically gets asked every other day but I had a couple of questions; but before that some context to the game I will be building:
- 1-4 Player COOP
- Steam Networking
Now onto the questions:
Thank you for your input! It is much appreciated.
In Play mode I'm getting something between 6 and 20 fps (not sure if it's due to my eight year old laptop or everything is somehow unoptimised as fuck) and sometimes things that should be triggered don't happen. Is this due to the framerate?
The camera is a child of the player , and the code doesn't have any erros , I don't know what I did wrong , there aren't any locks