/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
Dear Unity Developer Community and those seeking to find employment in game developing, what problems do you face when applying for jobs and what challenges and barriers are there? Should there be a baseline standard for job profiles? Would AI make it easier?
P.S
I'm not hiring anyone just conducting a survey :)).
Hi,
I'm excited to share that my game, Football Sling, is now available for open testing! 🎮⚽
I would greatly appreciate it if you could try it out and share any valuable feedback. Your input would mean a lot!
Here’s the link:
https://play.google.com/store/apps/details?id=com.BlackSpiderStudios.SlingFootBall
Thank you in advance for your support!
Hello everyone. As in the title, I'm experiencing an issue where all of my action maps are enabled in play mode. I tried disabling them in the Start method but on the very next Update call, they were set to enabled again. At first, I thought I might have accidentally enabled them some where (as far as I know, any class can enable any action map at any time) so I created an entirely new "dummy" action map, disabled it in the Start method and it also got enabled in the first Update call.
I'm using version 1.11.2 of Input System with Unity Editor 2022.3.49f1. I wonder if anyone's come across this issue before or has come up with any solution to this? I'd appreciate any help.
I’m currently choosing a laptop for Blender, and also UE5.
I’m considering the Legion 5 series between: Y7000 with:
R7000 with:
Please help me, i have stuck at here for a week, cause based on what I've observed, machines with AMD CPUs tend to have more stable and cooler temperatures, while Intel CPUs are the opposite. However, I know that most people say the best choice for graphic design and 3D work is Intel, while AMD is generally better suited for gaming.
Hey!
Maybe there is someone here who is familiar with MSCLoader for My Summer Car game? I would like to do something similar for another game, but I don't know how to go about it for the hell of it. My only idea is to modify the Assembly DLL file in Managed folder, but this is impractical when the game is still updated by the developer. My question is - how is this done? I am wondering where to start and have no clue. I also can't seem to find my way around the MSCLoader GitHub page (where this library starts when game start)
I have a full body character and I want to animate a custom bone for each hand so that I can attach the actual hand bones to them with IK. How do I copy the animation for the hand bones and apply it to these IK bones so they have the same identical orientation as the hands? I obviously can't just copy over the keyframes because the position/rotations are in local space. Any ideas?
I'm doing a project about digital twins, I'm doing some research first and I wanted some opinions. My goal is to simulate the light path in a 3D environment. Does anyone know how can this effect be archived?
The light path should be responsive to some movement and parameters of the components of the instrument.
Thank you for your time!
I'm curious if anyone has seen any support guidance or course work that shows off how professional studio work is done.
I've been a programmer for a couple decades and know a lot of coding practices, but almost entirely in the business world.
Most of the stuff I've found works for prototyping, but makes a lot of coding debt and isn't making things that anyone should expand on. Bad patterns, using the wrong things for situations, picking basic 101 level examples, when those are usually bad ideas (things I'm tired of helping juniors un-learn).
Anyway, I imagine most of these have similar levels of explanations and examples for all the other parts of making games. It'd be nice to get a better understanding of more practical examples for how bigger projects are made. I'm talking about games specific stuff and how they apply to Unity. Asset management, object component management, Scene management, etc.
I get the feeling that what I'm doing now is playing with tinker toys, I'd rather start off getting an understanding of how the bigger projects are built, so I know where my biggest hurdles to climb are.
Thanks
Hello!, I want to ask something,, how do i disable the glow effects or any effects in the minimap camera ?, because it seems like culling mask doesn't work via layer on this and i cant really find solu in the internet or am i just bad in searching with its terms...
Thanks!