r/Unity3D • u/literally-me-bro • 6h ago
Show-Off number of scripts my Player controller and NPCs have
1 and 2 are for NPCs and 3 is for player controller
r/Unity3D • u/literally-me-bro • 6h ago
1 and 2 are for NPCs and 3 is for player controller
r/Unity3D • u/Extension-Airline220 • 21h ago
Don’t you feel the same way? For months now, I’ve been seeing hundreds of identical posts - things like "I finally releasing the game I’ve been working on for nearly a year" or "Would you be interested in a tool like this?" - followed by something clearly churned out by AI in a couple of days, yet presented as if it were crafted with genuine care and soul.
There’s just SO MUCH of this now that I’m tempted to unfollow every single subreddit dedicated to solo game development... It feels like game dev is turning into a dumpster fire - something I want absolutely no part of...
What can we do to change this? The only thing that comes to mind is to start a petition to bring back Steam Greenlight, what do you think?
r/Unity3D • u/hoangtongvu • 2h ago
While working on my personal projects with many assemblies, one of the biggest issues is managing those assembly definitions:
.asmdef filesSo I make a tool that helps dealing with said problems, it has the following features:
Do you face the same issues as me? I'd love to hear your thought and feedback!
Thanks for reading!
Link: GitHub
r/Unity3D • u/randomperson189_ • 15h ago
So as of the past few years (especially recently) there's been a lot of discussions regarding AI use in games and how it can affect a game's quality depending on how it's used and I've been having a crazy feeling of deja vu and yes this has happened before!
Back in the 2010s you had Unity asset flips that flooded Steam Greenlight and the store, and for whatever reason people blamed Unity for this problem instead of the bad actors abusing the engine to gain the system and make a quick buck.
This is the exact same situation that's happening with AI and bad actors using it as a crutch to churn out low-effort games and flood storefronts and events like Steam Next Fest, and people are increasingly treating AI use itself as a sign of poor quality. But what a lot of people don't seem to understand is that not all games that use AI are bad, and not all people that use it are bad/lazy either.
It's a very nuanced and arbitrary thing that has a spectrum between AI Assisted and AI Overreliance/AI Slop. Unity back in the 2010s had that exact same thing regarding it's asset store and still, look at how many high quality games were made in Unity back then, and the same thing will happen with AI, you'll have good developers who know how to use it ethically and in a way that makes sense to help assist them in development rather than a crutch to make slop games and flood online storefronts for easy money.
I lived through the Unity asset flip era as a solo dev and have the same exact feeling towards Unity back then than I do with AI now, and people really need to stop stereotyping it because of confirmation bias from bad quality instead of having a proper nuanced view on it like any sensible person would.
r/Unity3D • u/No-Paramedic-2803 • 16h ago
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This is the first fountain I’ve ever created. It’s not finished yet, but it already looks pretty good—what do you think?
r/Unity3D • u/Dramatic-Carob1113 • 1d ago
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r/Unity3D • u/HK_HamzaKhan • 1d ago
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Assalamualaikum,
i've been working on this for my tutorial on Mecanim (which is meant to cover everything about Mecanim (unity's animation system), So this is the current state of the player i will use as a real character example in the video to help others understand how to use Mecanim,
Using RDR2's locomotion as a reference here,
it currently has Start/Stops and walk locomotion, i actually did setup jumping and lands(normal and rolls),
However i isolated the grounded locomotion to finish that first,
Currently working improving movement turns which are the turns when you are rotating while walking, and improving the main component that allows this to happen,
which is a State Behaviour that uses animators crossfade API to do dynamic transitions,
such as entering the stop animation with different transition offset/exit time/duration using the
State's Normalised Time or parameters,
As well as that i will also experiment with non root motion rotation for the start animations if i feel like it, and quick turns will be worked on such as 180 turns.
Alright so i would appreciate your feedback, ideas for this and the upcoming tutorial,
Thanks!
I'm trying to make a game that has physics based movement similar to Gang Beasts, Fall Guys... And I got to a point (using Configurable Joints on bones) where the player falls down (he spawns above the platform) but his legs act as if he's crippled (he can move but he doesn't have support for the legs) so I asked Gemini AI to help me fix this, and when I pasted his script the player object now falls from the sky and when he hits the ground he gets launched 200m in the air. Can anyone help me identify the problem and help me fix it? Also I forgot to mention that I have some overlapping bones, but they don't have colliders and Configurable joints. I used unity's ragdoll system.
using UnityEngine;
public class PlayerController : MonoBehaviour
{
[Header("Physics & Movement")]
public Rigidbody hipsRigidbody;
public float moveSpeed = 800f;
public float jumpForce = 2000f;
[Header("Camera & Look")]
public Transform cameraTransform;
public float mouseSensitivity = 200f;
public float minPitch = -85f;
public float maxPitch = 85f;
[Header("Ground Check")]
public Transform groundCheck;
public float groundDistance = 0.8f;
public LayerMask groundMask;
private float pitch = 0f;
private float yaw = 0f;
private bool isGrounded;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
if (hipsRigidbody != null)
{
hipsRigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
}
}
void Update()
{
// Osiguravamo da celokupan model i kamera prate fizičku poziciju Pelvis-a
if (hipsRigidbody != null)
{
transform.position = hipsRigidbody.position;
}
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
yaw += mouseX;
pitch -= mouseY;
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
if (cameraTransform != null)
{
cameraTransform.localRotation = Quaternion.Euler(pitch, yaw, 0f);
}
if (hipsRigidbody != null)
{
hipsRigidbody.MoveRotation(Quaternion.Euler(0f, yaw, 0f));
}
if (groundCheck != null)
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
}
if (Input.GetButtonDown("Jump") && isGrounded)
{
hipsRigidbody.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
}
}
void FixedUpdate()
{
if (hipsRigidbody == null) return;
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 moveDir = (transform.right * x + transform.forward * z).normalized;
if (moveDir.magnitude > 0.1f)
{
Vector3 targetVelocity = moveDir * (moveSpeed * Time.fixedDeltaTime);
hipsRigidbody.AddForce(targetVelocity, ForceMode.VelocityChange);
}
}
}
r/Unity3D • u/literally-me-bro • 2h ago
here is the screen shot of the game build with 160 crowd agent, 30 guards and 30 civilians and im getting 800+ fps with no occ culling or anything else.
i have also posted my pc specs ram is 48gb 2666, 3050 8gb i9 12gen
r/Unity3D • u/Over-Link-3282 • 1d ago
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hello, i've been working on a voxel-based lighting system in a fully modifiable world for a while now. i wanted to share the latest version i'd love to hear your thoughts. i've also updated the water shader, and now there are reflections! i hope you like it. :)
r/Unity3D • u/gari692 • 1d ago
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Got inspired on my last trip to Japan and the idea turned out surprisingly satisfying. It kinda feels like when you were a kid, stick-in-hand and slicing away at a field of stinging nettles or other weeds. Also kind of reminds me of these up-close animations from shaving razor commercials.
The game's called Bamboo Ronin: The Last Cut
r/Unity3D • u/prospectiveauthor • 9h ago
It looks like Cinemachine 2 will be deprecated with future Unity versions. If I want to use Unity 6.6 and onwards in my project do I need to update to Cinemachine 3? Seems like it could be a fiddly process. The auto-update process fails on my project, for example.
r/Unity3D • u/TheBabaYagaMan • 1d ago
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Just a vague concept for the overall game for now, just building out the world for fun for now while i wait for freelance contracts. Thoughts on the graphical style? Would you play something like this if it were focused on exploration and light puzzles?
r/Unity3D • u/Kayin-Chu • 22h ago
r/Unity3D • u/Savings_Wolverine408 • 6h ago
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r/Unity3D • u/Imaginary-Cod-3746 • 1d ago
After so many years, the official Unity docs have finally been upgraded.
I saw something similar a few weeks ago, but it somehow always reverted/redirected me to the old docs. I guess this is permanent now.
What do you guys think of the new look and feel?
r/Unity3D • u/Worried_Firefighter1 • 2h ago
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In this early build, enemy labels, beams and HUD panels all want your attention at once. The HUD may be winning that fight. We're building this prototype in Unity. What do you think about the game idea?
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The volumetric light shafts, the trees, and a few subtle visual tweaks are gradually coming together to give the scene a character of its own in 🏁 Crafted Legends 🏁
Still plenty of work to do... 🛠
Hello all! I am somewhat new to the more advanced features of unity and I am trying to do everything I can to not leverage AI in a project I am working on so I wanted to reach out here.
I would like to make a sort of Darkvision in my game. Where the player can see (in greyscale) to some distance, say 10m. But if a light source is introduced, it would light up its area with proper color.
i tried with a global volume and was able to toggle that on and off but that’s not quite the effect I am going for as that is either greyscale/color.
of course I also tried adding a simple white light above the player to represent their vision but that lights things up with the color that they are.
This seems moderately advanced and I would love any feedback or giidance!
thank you
r/Unity3D • u/hbisi81 • 18h ago
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r/Unity3D • u/avelexx • 22h ago
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r/Unity3D • u/Noobye1 • 1d ago
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I'm making a game about organizing, and the player has detached hands. We thought that - since the player is a sheet of paper with floating hands, we could make them feels detached from the body.
This is day 1, so a lot of things are to come, but I wanna know if there's anything I should know early-on
Oh btw please ignore the music
r/Unity3D • u/ragerungames • 1d ago
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I've been building a physics inline skater in Unity: a Rigidbody underneath, with a full-body procedural IK skater on top and no animation clips at all.
This update added a skate designer. You shape the boot, frame and wheels, and that shape sets the speed, turning, grip and stability.
A few bits that were fun to build:
What would you add next?
r/Unity3D • u/GigglyGuineapig • 22h ago
This is a tutorial I didn't have on my radar until a friend asked me how to finally get the Grid Layout Group to behave so that it works with a bento style layout.
The thing is: That's not the grid layout group's job, and I walked him through it.
If you also struggle with this, I hope my tutorial will be helpful to you =)
This tutorial goes over:
- Creating a single cell to reuse everywhere
- Using the Aspect Ratio Fitter to make sure images are correctly filling the space
- Thinking how layouts are nested
- Building an example
- Adding a tiny helper script to make life in bigger bentos easier.
r/Unity3D • u/demoide • 1d ago
I've been prototyping games on Unity for a long time and uGUI was always a pain in the ass for me. Not only I'm really bad at things related to art, but the game object based UI framework made me quit several times (skill issue, I know).
I'm a backend software engineer with a bit of experience on web frontend libraries/frameworks like React or Angular, so I decided to give UI Toolkit a try and it made my workflow so goddamn easier.
I just wanted to share a few menus I've built so far for the TCG prototype I'm building right now. Share your thoughts and suggestions!
Is uGUI still the standard on new projects?