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3

First finished enemy for my platformer game -- Pengun

0 Comments
2024/04/19
02:12 UTC

1

Baked light goes strange when in play mode

Hi guys, I baked lights and it looks fine in the editor. However, when I press play button, the scene goes too dark and lights disappear. Does anyone know what the issue is?

Thanks in advance!

0 Comments
2024/04/19
02:10 UTC

1

Shape keys vs separate models. Which is better?

I was thinking about a small Oculus Quest game I was working on for a while and I wanted to use Shape Keys for. However I know Shape Keys may not be optimal for what I want to use them for.

Games like VRChat use shape keys for mouth movements. But in this case I wanted to have a base model and variations to it. For example I have Shape Keys for body type, gender and height. This makes it so I'm not loading 10 different models when I load these 10 characters.

I kind of want to know what the pros and cons are for Shape Keys and just loading separate models. It might help me figure out where to use them best.

0 Comments
2024/04/19
01:56 UTC

1

HELP: Track whether an object is in front of another object? Plus rotations.

I am trying to create an active ragdoll and used metalcore999's sample video to get me started on creating balance and movement. So far it has worked great, and I used his principal of determining position of Center of Mass to guide when to step.
I was able to get it working on the Z axis perfectly fine, but once I added rotating my player to face the direction of movement, everything breaks. I figured out that the following code only works on the Z axis and does not take in for account player direction. I tried to solve this using a dot calculation, but then I realized my feet and hips rotate, which is causing my dot calculation to be incorrect. If you have any suggestions it would be much appreciated!

Video showing off Z axis method

Here is the dot calculation:

Vector3 rightFootDir = BodyPart[0].transform.position - BodyPart[7].transform.position;
Vector3 leftFootDir = BodyPart[0].transform.position - BodyPart[4].transform.position;

bool isInFrontRight = Vector3.Dot(rightFootDir, BodyPart[7].transform.forward) > 0;   // Otherwise is behind
bool isInFrontLeft = Vector3.Dot(leftFootDir, BodyPart[4].transform.forward) > 0;   // Otherwise is behind

Debug.Log("In front of Right Foot: " + Vector3.Dot(rightFootDir, BodyPart[7].transform.forward));
Debug.Log("In front of Left Foot: " + Vector3.Dot(leftFootDir, BodyPart[4].transform.forward));

// If COM is behind right and left foot walk back
if (!isInFrontRight && !isInFrontLeft)
{
    WalkB = true;
    // rotate chest forward here
}
else
{
    WalkB = false;
}

// If COM is infront right and left foot walk forward
if (isInFrontRight && isInFrontLeft)
{
    WalkF = true;
    // rotate chest backward here
}
else
{
    WalkF = false;
}

Working Z axis method:

// If COM is behind right and left foot walk back
if (BodyPart[0].transform.position.z < BodyPart[7].transform.position.z && BodyPart[0].transform.position.z < BodyPart[4].transform.position.z)
{
    WalkB = true;
    // rotate chest forward here
}
else
{
    WalkB = false;
}

// If COM is infront right and left foot walk forward
if (BodyPart[0].transform.position.z > BodyPart[7].transform.position.z && BodyPart[0].transform.position.z > BodyPart[4].transform.position.z)
{
    WalkF = true;
    // rotate chest backward here
}
else
{
    WalkF = false;
}
0 Comments
2024/04/19
01:26 UTC

1

Seeking Feedback on a Space-Themed Match 3 Game! 🚀

Hey everyone!

I've been working on a space-themed match 3 game and I'm super excited to share it with you all! 🌌 It's been a labor of love, and now I'm at a stage where I could really use some feedback from the community.

Here's a brief video showcasing the gameplay: [Insert video link]

I'd love to hear your thoughts on it! What do you like? What could be improved? Any features you'd love to see added?

Your feedback is incredibly valuable to me as I continue to refine and improve the game. So please, don't hesitate to drop your comments and suggestions below. Let's make this space adventure the best it can be! 🛸💫

Thanks in advance for taking the time to check it out! 🙏 Video Gameplay

0 Comments
2024/04/19
00:50 UTC

0

In urgent need of help with an Unity Package (Unity 3.5f1)

https://preview.redd.it/xzjvqmwxwbvc1.png?width=1919&format=png&auto=webp&s=8cbbca4fd55a2a5130315d92fec91f9631e8a2df

Hello, I'm having a lot of trouble with a piece of homework that I have to submit in a few hours. The teacher asked us to make a VFX in 3D URP 3.5f1, and then to select said VFX + materials and shaders + textures and compile it into a package. Problem is that for some reason, when I compile my VFX, and reopen it in 3.5f1 to make sure everything is working properly, the URP pipeline literally disappears. I had to reinstall it manually through the Package Manager. It worked once, but I reopened it again tonight, and while I did reinstall the URP, for some reason the materials won't load. Anyone knows why this is happening and what I can do to fix it ? I'm at a loss and can't find an answer anywhere. No one in my class beside me has had that issue.

1 Comment
2024/04/19
00:17 UTC

2

Where/how do you request a refund from the asset store?

I know I'm unlikely to get a refund but the asset's description is misleading at best so I'm hoping 2.9.4 of the asset store terms is valid.

I'm just not sure where to submit the request? I don't see any contact forms or anything on the asset page so I guess I just contact customer service?

Has anyone actually gotten a refund from the asset store? I hear the wait times are like 2+ months so maybe I'm wasting my time...

5 Comments
2024/04/19
00:03 UTC

0

Made this level as a test task for work, decided to put a controller on top, looks interesting, isnt?

0 Comments
2024/04/18
23:06 UTC

0

Making a free to play game

I'm a bit out of the loop. Is it currently safe to make a free-to-play game in Unity. Or does the fee per install make it too risky.

3 Comments
2024/04/18
23:05 UTC

1

hello I'm 3D modeler

I'm looking for a job I can model anythink for games, animation and 3D advertisements And this is my portfolio https://www.instagram.com/othman3dart?igsh=Z2puYW52dDBkOXRx

3 Comments
2024/04/18
22:40 UTC

6

Swivel Gun: Treasure Hunt

Alpha field testing a new mixed reality game I am developing. Thoughts?

0 Comments
2024/04/18
21:55 UTC

1

Where can i find resources on breakable objects?

Currently working a mechanicism in which a cube when damage is broken into parts. Good news is the cube does indeed break when it comes into contact with the desired "destoryer". The way I did it was simply have broken pieces "appear" at the location of the object.

However the mere touch causes all the broken pieces and not the location of the interaction. I would like it to be locationize in its destruction. If that made sense. There's a few more ideas I want to progress in with this like a "health" system for the objects but starting small for now.

Are there any resources available to check out on this subject? I did a small search and figured to ask others before I dive to deeper.

Thank you for time and have a great day.

2 Comments
2024/04/18
21:24 UTC

1

Is fullscreen quad the best way to make a background?

I’m making a side scroller using URP. I want to have a background with my custom shader that is rendered behind everything else. But I noticed that just adding a plain quad scaled up to the camera size on an empty scene increases render time by 2-3ms. That’s even before I add any of my slow stuff. Is fullscreen quad supposed to be that expensive? Are there better ways to create a background? I want to make some sort of procedural parallax effect.

2 Comments
2024/04/18
20:59 UTC

1

why pink?(I did all materials to hdrp and i tried hdrp wizard but is wasnt work. what should i do?)

8 Comments
2024/04/18
20:46 UTC

6

New workflow, new project, new lighting, any preferences or thoughts between the three? Need feedback

3 Comments
2024/04/18
20:38 UTC

2

What do you think about using polygonal assets in games/cinematics? Especially so popular Synty packs? I do really love them, although they are now pretty common, I think this style never gets old, so I made this cinematic using self-made turrets and polygonal assets, what do you think about that?

1 Comment
2024/04/18
20:01 UTC

0

getting ShaderLab from other unity games (D3D11/OpenGL)

how to get shader code from other unity games that are on d3d11 or OpenGL(Linux)

1 Comment
2024/04/18
19:51 UTC

5

Desert Eagle shoot and reload animations for my upcoming horror game

1 Comment
2024/04/18
19:32 UTC

0

Loop

0 Comments
2024/04/18
19:01 UTC

0

i need help with unity lighting

Im trying to make 3d dungeon game and im using probuilder to make room 1 by 1 and the instantiate next to each other but it makes this kind of glitch. Im using Flipped normals

https://preview.redd.it/0u0tm8bmfavc1.jpg?width=1280&format=pjpg&auto=webp&s=f2b6f24eb6ab9747d5eba02017be492e866014cf

0 Comments
2024/04/18
18:21 UTC

1

"Upper Egypt Derby" still under development and you can watch my devlogs here https://www.youtube.com/watch?v=VPEZZjM8M0Q&list=PLYeep8TZnQu86nzKGuo64CK-KCZwzvBau&pp=gAQBiAQB

0 Comments
2024/04/18
17:54 UTC

2

Thoughts on camera work

So I'm working on my camera system and I was wondering if anyone had any thoughts on how to make this smoother. Right now I'm blending the Cinemachine Transposer settings depending on the cameras offset from the center of the min and max horizontal values. I have it set to only blend when aiming and go back to the center when not. This is to prevent the camera from being stuck at weird angles when not blending anymore but now creates the wonky transition shown in the end. The plan is to expand this into something similar to the "Mark and Execute" feature from Splinter Cell.

https://reddit.com/link/1c791u0/video/srziuaf8t9vc1/player

0 Comments
2024/04/18
17:24 UTC

13

Don't forget the Asset Store freebie of the week - Super Simple Skybox

Hey folks, as some of you might know, Unity gives away a paid asset every week. This week you can grab Super Simple Skybox

Just add it to your cart and in the checkout page enter the code: OCCASOFTWARE

Other assets from the publisher are also on sale if you are interested.

I'm doing these reminders on this sub weekly, but if you want to set your own reminder, keep an eye on this link.
It gets updated every week on Thursday, 8AM PT

Cheers!

0 Comments
2024/04/18
16:56 UTC

23

Our cozy frog-climbing game takes a leap onto the Switch!

1 Comment
2024/04/18
16:39 UTC

1

Been so awesome to see Gamer Goku made a video on my game, it's been a struggle to get social media attention

0 Comments
2024/04/18
16:27 UTC

2

Former Peloton dev here with my indie Fitness MMORPG Cardio Quest. I used Unity Input System 1.3 and Location Services to create a hybrid of RPG and Fitness Social network. Now on iOS and Android, feedback wanted.

1 Comment
2024/04/18
16:25 UTC

1

Asynchronous Infinite Procedural Generation

Hello,

I'm currently trying to figure out how generate terrain without causing freezes in the players gameplay. I have a marching cubes compute shader that calculates the geometry of the mesh and then in a C# script I get the info and build the mesh, I've looked with the profiler and the most costly thing is the compute shader dispatch and the wait for the info. I have tried using the job system but as I need to dispatch the compute shader aswell as Instantitae objects and meshes I can't use it. Does anyone have any solutions ?

5 Comments
2024/04/18
16:17 UTC

70

Our first two weeks after revealing our game on Steam have been quite crazy. 230k wishlists

How did we get there? it was a bit traditional pr/marketing work. But having great game concept is the most important thing.

we spent quite a lot of time to create the video material and then betted on that the outlets wanted to talk to us since we have a cool game imo.

but also we have long history of making or being part of making great games in the past which helped to get contact with press.

Thanks for reading Jump Ship on Steam: https://store.steampowered.com/app/1757300/Jump_Ship/

18 Comments
2024/04/18
16:07 UTC

1

Make edges transparent - ShaderGraph

Hello,

I have two different models. The base model and a model on top of the base.

Thats the base model with a stone texture.

https://preview.redd.it/qfmxruu7a9vc1.png?width=1383&format=png&auto=webp&s=a531366ae01f666b8a3733cbac321d515ee96244

Thats the model on top with a grass texture.

https://preview.redd.it/buo7peiaa9vc1.png?width=1648&format=png&auto=webp&s=62f638a78c53f85d929e0a59610f4cd63463a63c

The top model comes with vertex color. When using those in my shader, it looks like this:

https://preview.redd.it/lfkaw76ha9vc1.png?width=1572&format=png&auto=webp&s=552f50b10e9c221b815a87c259624c70434b6e06

But now I want to smooth the edges or make them transparent to blend into the stone texture. Like this:

https://preview.redd.it/p7ofw2zja9vc1.png?width=1524&format=png&auto=webp&s=7b96ba22d99104b34819ac1ada09f2c8fe7c4a09

Thats my shader graph to only show the top texture where vertex colors are.

https://preview.redd.it/b77d7lbta9vc1.png?width=1592&format=png&auto=webp&s=19a77812b5d0decdf04cd9da297ff3fd1c291c34

I hope someone could help me! Thanks

18 Comments
2024/04/18
15:28 UTC

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