/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
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!
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.
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;
}
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
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.
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...
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.
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
Alpha field testing a new mixed reality game I am developing. Thoughts?
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.
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.
how to get shader code from other unity games that are on d3d11 or OpenGL(Linux)
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
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.
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!
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 ?
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/
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.
Thats the model on top with a grass texture.
The top model comes with vertex color. When using those in my shader, it looks like this:
But now I want to smooth the edges or make them transparent to blend into the stone texture. Like this:
Thats my shader graph to only show the top texture where vertex colors are.
I hope someone could help me! Thanks