/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)
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Text-based. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Normally part of a series.
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PS4 controller map for Unity3d
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/r/Unity3D
Hey, I've been working for a few months on a tool that I want to release and would like some advice.
Is it possible to release the tool in beta stage for a while and then have a real "final" release later? I would like to include it somewhere on the asset page that it is in a beta stage but then keep the same asset page for the next update.
I also want to release it for URP while in beta and later on add BiRP and HDRP support.
How do you typically handle supporting different versions of Unity? I swear, the tool works well, but the amount of extra work that needs to be done for a clean release outside of getting it to work on one version/one render pipeline is exponential.
FYI, the tool is like 98% done, but I always find some more finicky things that need to be tweaked or added and at this point and I woukd like see how well received the tool is before I expend on it.
Any advice would be welcome.
I am trying to transform the position of the red square to the position of the mouse. I think I need to convert the mouse Vector2 into a world position but I'm not sure how to do that. I've looked at projecting rays but I'm unsure how to do that or if that's even going to get the outcome I need. Also I know I need to convert the Y axis into a Z axis but I'll do that after.
All I need is to find the global position (X,Z) of the cursor and to transform the red square there.
Unity version - Unity 2023.20
I downloaded a bunch of glass shaders the other day, I used them and was pretty much okay, however suddenly the game started having a whole bunch of shader issues, more specifically with HDRP/Lit I believe after updating materials to current HDRP.
I tried rolling everything back via version control, via manual back ups that I had made, etc.
I still get the same Shader compilation error HDRP/Lit... I thought I had solved it by going to one of the materials that I 100% noticed the issues with, the issue being that when transparent was selected, and receive decals being checked it would cause HDRP to throw the error, however I never had this error before and suddenly it showed up.
I also tried creating a new project and putting the assets in that project, but it did not work out very well as for some reason it started telling me I was missing a whole bunch of my prefabs even though I directly copied the assets folder.
I have this habit of using hierarchies in my systems designs. In my code I change the hierarchy of the objects depending on what type of gameplay element they are (enemies, items...), I use hierarchy for my level editing tools (my code set the parent depending on the type of block or element I'm adding or editing).
I find easier and more understandable for me when I put objects under the same parent than adding those objects to an array or a list.
I sometimes run through the children of one of the objects to do something specific, or search in children to find a specific object, maybe kill the parent to remove all the children at once and then create the parent object again when I need it...
Is anyone using hierarchies that way too?
Do you have any other uses for hierarchies?
Am I doing something terrible for performance (just a bunch of children, never more than 100, usually 5 to 10)?
https://reddit.com/link/1f0zo66/video/lbuhuyb22ukd1/player
Did anyone tried Large Scale World Generated by Gaia Pro With Floating Point Fix?
When World Shift happens Car Physics getting weird, I have Floating Point Fix on a car.
I have a NavMesh agent on my AI, and have simple code telling it to move. I have tried this on an AI before, and it worked in another project. However, when I started a new project yesterday, I created a terrain obj and baked it as walkable. Even though the navmesh agent is on and the navmesh is baked, it is still not moving. So what's happening?
I found this asset that (among other things) allows to add a note on the transform:
This feels very useful but I would love to be able to add notes to any component.
Anyone know of a asset that does this?
Thanks
Hello, I am currently loading data from a JSON file, but one of my colleagues suggested that it would be good if we could retrieve the data in real-time so that when they modify the data, it is immediately reflected in the application. The data includes things like the hero's attack damage or the monster's HP.
The methods I've considered are:
I would greatly appreciate your opinion on this matter. Also, if we decide to use a Node.js Express server, would we need to purchase a separate server like AWS for hosting?
We used Rewired for our last project. Ever since we started our new project, we gave the new Input System package provided by Unity a try. I've run already into a couple issues and wondered if it's worth to create workarounds for those or if I should go back to Rewird? (which is also not without flaws, like long compile times in Editor)
Wondered if there are any successful serious projects out there that applied the new Input system by Unity and what was your experience using it?
When I was kid I had a dream. That dream was I wanted to make my own game, so I started to developing games in Python and I have learned Unity recently and now I am very happy that my dream had came true!
My game called The Cat is now available on itch io!
The game is about running away from a terrifying creature in nuclear forest. You can find items, drive, shoot explore and do lot more!
Hi everyone,
I’m currently developing a 3D game for Android using Unity (version 2022.3.21f1) and I’ve run into a problem with the Two Bone IK component. Here are the details:
Setup: The Root, Mid, and Tip are correctly assigned. All weights (Target Position Weight and Target Rotation Weight) are set to 1. Issue: When I try to rotate the character’s hand during gameplay to match it with a gun, the hand doesn’t rotate at all. I can only move its position slightly, and about the elbow, it doesn’t move or rotate at all. I’m using a hint for the elbow, but it doesn’t seem to have any effect. Any help or suggestions would be greatly appreciated!
Thanks!
Hi everyone,
I'm currently working on a Unity project that was given as an assignment. The game involves guiding a cube across disappearing platforms. The main mechanics include:
I'm looking for any existing Unity projects or tutorials that feature similar mechanics, such as platform generation, character movement, and timed platform disappearance. Ideally, these projects would be in 3D, but 2D examples could also be helpful for understanding the logic.
If you know of any resources, GitHub repositories, or tutorials that could help, please share them.
Thanks in advance for your help!
Hello, i recently started on a sorta ambitious project and im just loking for someone to help, and who knows maybe this turns into a game studio???, if you have good experience with blender lmk, and i would pay you after the game is complete cause a mf broke right now, if your interested in joining me dm me on discord.
wtfgio1
Hey all, good evening.
I'm looking for some insight or guidance to motion capture. I've been looking at a few motion capture solutions, for instance Move One AI (body mocap) and Faceware, MocapX, ARKit (face mocap). My question is, can I feasibly mocap the head/face separately from the mocap body? Can I accomplish this with animation layers? I just don't know what this workflow looks like. ALTERNATIVELY, can I mocap the body, import that into Unity and use a plugin face mocap there so there's no blendshape transition mess?
For context I'm a solo-game dev that's trying to still have good looking animations but save a bit of time. I animate in Maya and import to Unity. I'm open to all guidance and suggestions, I just feel like I'm bouncing constantly between the all these options that MIGHT not work together.
Which way is better?