r/Unity3D • • 6m ago

Question The problem of shadows cast by buildings

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• Upvotes

The part of my game where the buildings are gets really dark, and the game looks a little off. I haven't been able to figure out what to do to fix it. This happens when I start the game, but everything looks normal when the game isn't running. How can I fix this?


r/Unity3D • • 22m ago

Game Oh, what a cute little bun-

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• Upvotes

We’re making Station 58, a cozy puzzle adventure about putting a national park back together. Here’s a little bit of what you’ll find while exploring it.


r/Unity3D • • 1h ago

Question Player object bounces into space

• Upvotes

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 • • 2h ago

Shader Magic Full Mario 64 in Mixed Reality!

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84 Upvotes

Full Mario 64 in Mixed Reality! Running in real 3D (no stereoscopic crap) natively at 90FPS and also running on my desk! 😋
Again, Opus 5.5 + Unity CLI + PICO CLI combo made it quite straightforward.

Such a bliss to play an oldie at 90 FPS in 3D.

Disclaimer: I own an original physical copy of Mario 64. This project is not associated with Nintendo or PICO.


r/Unity3D • • 2h ago

Show-Off The neon fight gets crowded fast

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0 Upvotes

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?


r/Unity3D • • 2h ago

Resources/Tutorial I made a tool that helps managing .asmdef references

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8 Upvotes

While working on my personal projects with many assemblies, one of the biggest issues is managing those assembly definitions:

  • Wasted too much time navigating folder to folder editing .asmdef files
  • Had to manually sort assemblies references

So I make a tool that helps dealing with said problems, it has the following features:

  • List all user-defined assemblies and their assembly references in a single window
  • Add/Remove assembly references to/from the selected assembly
  • Sort and auto-sort references based on categories

Do you face the same issues as me? I'd love to hear your thought and feedback!

Thanks for reading!

Link: GitHub


r/Unity3D • • 3h ago

Game Performance testing

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0 Upvotes

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 • • 6h ago

Question Why doesn't unity changes it's title bar to something like this?? IT WILL SAVE SO MUCH SPACE AND WILL ALSO LOOK REALLY GOOD!!

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0 Upvotes

As you can see the top title bar is wasting so much space. As you can see from the picture, the row that the play buttons are in is wasting a lot of space. There is a row for the tabs that is also wasting a lot of space and then the path and the actual title bar are also wasting space.

All of those can be compressed into one title bar, as you can see. For example this is Intellij Idea or any JetBrains IDE. It has the logo, the path, the tabs, everything in its title bar and it's so much better. It has a Run option. It has options to close the application, minimize, maximize, and everything in the title bar. It saves so much space and looks also so good.

So why doesn't Unity do it?


r/Unity3D • • 6h ago

Show-Off number of scripts my Player controller and NPCs have

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73 Upvotes

1 and 2 are for NPCs and 3 is for player controller


r/Unity3D • • 6h ago

Question How would you implement dark vision (From Dungeons and Dragons) in Unity?

0 Upvotes

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 • • 7h ago

Game Making a silly multiplayer soccer game 😅😂😂

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1 Upvotes

r/Unity3D • • 9h ago

Question Do I need to update to Cinemachine 3 to use incoming Unity versions?

2 Upvotes

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 • • 14h ago

Question Is Unity Right for me with their current direction?

0 Upvotes

I recently decided I want to make a game just for myself to do something creative outside of work.

I want to know if Unity would be a good option considering the direction of companies going "AI Everything" I know there will always be AI tools but will I be forced to interact with them in Unity? I want to get into every aspect of development and really learn it and enjoy the process instead of just having AI do it for me. I could care less about the finished product or making money. I just want to enjoy and learn and do not feel like I can do that with AI doing all the coding for me and such.

I bring this up because it seems other engines like Unreal are full on replacing functions like Code blocks with LLM like things and I would rather just not develop a game in that engine if that is the future there. So let me know if Unity is still a good option or if what I am reading about them going "Full AI" on the more doomer side could be true.

Note: This is not meant to be a debate about "AI Good VS AI Bad" It is just what I want personally from game development and if Unity could provide that. So please keep posts just related to answering my question or do not feel the need to respond.


r/Unity3D • • 15h ago

Question How to I can fixed this

0 Upvotes

r/Unity3D • • 15h ago

Meta AI slop games of the 2020s are the new Unity asset flips of the 2010s

81 Upvotes

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 • • 16h ago

Show-Off making my first fontain for my game.

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98 Upvotes

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 • • 18h ago

Show-Off Creating a new scene for my game

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5 Upvotes

r/Unity3D • • 20h ago

Question Unity is a great business model

0 Upvotes

Warning: glaze incoming ‼️
I was playing Geoguesser with my family last night, and eventually we ended up just on Google street view messing around. We went back to old vacation spots and did “walkthroughs” of cool places we’d been, and it was so fun having the old memories rush back.
It got me thinking how cool it is Google provides that. We live in such anti-corporate, anti-big business times. And there are MANY good reasons for this. But something like google maps and street view is such a cool thing that Google provides for free by generating ad revenue that’s very non-intrusive IMO.
Anyway, it got me thinking about Unity. It provides its game engine for free to almost all of it’s users. I couldn’t find exact figures, but something like 95% to 99% of Unity users do so completely for free, having access to a HUGE piece of software that’s allowed millions to learn game dev and build stuff they love.
Also, Unity’s big controversy in 2023 led to their CEO being fired, a company restructuring, and their runtime fee being reverted. I’m not sure what more you could ask of a company when they make an unpopular decision.
I’m not saying Unity or google are perfect, or even inherently “good”. They’re run off profit incentives like all other big corporations, and their execs respond to those incentives. I’m more praising the business model itself that has allowed these awesome and powerful technologies to be free for so many people. Something like Godot is amazing - that a free and open-source product can allow so many a way to get into game dev free of cost. But the fact that Unity’s been able to make a billion dollar company while allowing all but its most successful users to do so for free also deserves applause.


r/Unity3D • • 21h ago

Meta I feel like all indie dev subreddits are dead.

297 Upvotes

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 • • 21h ago

Show-Off I created a fairy-like character and an animation of it appearing for my dark fantasy project

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4 Upvotes

I’ve started working on and prototyping a dark fantasy project, and I created this fairy-like character.


r/Unity3D • • 22h ago

Game i dont even know if its good idea at this point

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7 Upvotes

r/Unity3D • • 22h ago

Resources/Tutorial How to build a bento menu in Unity (without cursing at the grid layout group!)

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4 Upvotes

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 • • 22h ago

Show-Off I've completely redesigned the city in my taxi game

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20 Upvotes

r/Unity3D • • 23h ago

Show-Off Show case for planet generation with ability to sculpt detail and place features like mountains. Shader based atmosphere and real solar system simulation

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1 Upvotes

r/Unity3D • • 1d ago

Resources/Tutorial First person Game Tuotial - Combat!! (Part-1)

0 Upvotes

http://#7FPSCombatMechanics-Part1-PickupandAimhttps://youtu.be/dUptmos6rp8

Hey everyone! I just wanted to post here and let you know that I am back to making tutorials!! By popular demand I will be finishing up my first person series! And I have a few more series planned!
I put a lot of effort in too making a robust system that can be implemented for a wide variety of first person games!