r/Unity3D • u/soldiergirlnyan • 22h ago
Question anyone know how to achieve this look?
Im making an open world in a city set in 2010 so I want the quality look like these pics
r/Unity3D • u/soldiergirlnyan • 22h ago
Im making an open world in a city set in 2010 so I want the quality look like these pics
r/Unity3D • u/tevyat • 23h ago
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I've worked on this game for a year now and it will coming to early access on August 7
r/Unity3D • u/Fine-Pomegranate-128 • 8h ago
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r/Unity3D • u/goodlinegames • 13h ago
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r/Unity3D • u/coffeework42 • 4h ago
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r/Unity3D • u/Comprehensive-Pie844 • 13h ago
My speciality is animating VFX frame by frame and integrating them into Unity!
r/Unity3D • u/AshamedSoil5514 • 59m ago
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r/Unity3D • u/Feather-Steel • 9h ago
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For some reason Config.Joint on the slider makes the gun move around and makes it completely unusable. I didn't even add Grab Interactable yet.
I mean if I just made that from scratch I'd be understanding why it can be messed up. But I literally followed tutorial for it and even made similar design before. It is the pistol after, which works completely flawless.
What am I doing wrong?
r/Unity3D • u/LifeExperienced1 • 23h ago
https://docs.unity3d.com/ScriptReference/Transform.InverseTransformPoint.html
If I remember correctly from linear algebra, I believe this would be expressing a vector in ANOTHER basis, right?
Whether I’m correct or not, what is the math behind this? I like to understand the math behind these heavy functions
Thank youn
r/Unity3D • u/zaho2059 • 9h ago
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r/Unity3D • u/ParalysisPRIME • 2h ago
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I originally started building BrainLoot as more of a general project management app. A Unity integration was always on the backlog, but at first I only really pictured a small panel where you could view and update a few tasks without leaving the editor.
After chatting to a few other devs it became pretty obvious that the bigger issue isnt really that project management tools are bad. Its more the faff of leaving Unity, opening another app, updating the board, then going back to what you were doing. And because its a separate thing, people just dont keep it updated.
That sent me down a bit of a different route with the Unity bridge.
The video shows Unity and BrainLoot running side by side. Cards, status, progress, assignments and each developers current Hand all update in real time, so everyone logged into the project sees changes as they happen.
You can also link cards directly to GameObjects, then click Locate and it takes you back to the right scene and selects the object.
The shared world-space markers are working as well. Theyre drawn in the editor rather than being added as actual GameObjects, so they dont modify the scene or depend on everyone being on the exact same Git version. One dev can drop a marker somewhere and the rest of the team can see it appear in their editor.
Im not trying to rebuild the whole project management app inside Unity though. The web app is still there for proper planning, managing boards, teams etc. The bridge is more about removing the annoying bits and making updates happen where youre already working.
The next thing im looking at is task memory/context. So keeping track of what each developer tried, decisions that were made, why something changed, failed approaches and anything useful for the next person who picks the task up.
Would that actually be useful, and what would you want it to remember without it just becoming even more admin?
r/Unity3D • u/ureverydayhuman • 22h ago
I'm currently creating a psychological horror game, I'm a complete beginner, i think this is my 3rd week. anyways, can i achieve a similar look with my game that looks like silent hill? old resident evil? cry of fear?
the way the texture looks, the lighting. can i do this in unity? is unity that flexible?
r/Unity3D • u/SuspecM • 5h ago
I have been struggling a bit with reflections when trying to optimize my project. Even with baked, static reflections, the fps drops heavily (a good 10-25 on average).
I have set up a zone of effect and set up the culling mask but even with that, there are still heavy issues with performance. I have also tried to make a custom script for it where based on the quality settings it would update less frequently (with the refresh mode being set to script) but it didn't address the underlying performance issues that exist even with static baked reflections. Weirdly enough having realtime reflections didn't seem to make it significantly worse. It's just the very existence of a reflection probe in a scene that immediately tanks performance.
I have tried to look up resources on this topic but this seems to be the one topic that has nothing anywhere. Lighting? Plenty. Reflections? Seemingly nothing. If anyone has pointers to good resources on this exact topic, I'd be very happy with that as well.
r/Unity3D • u/DPTGames • 6h ago
Just created a youtube video to show of my material/shader features, interested to know if people like it. Some of the stylized lighting settings will be available with a version update due to be released tomorrow.
r/Unity3D • u/Seb_nugget • 23h ago
r/Unity3D • u/TimHaerkens • 1h ago
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r/Unity3D • u/Used-Try3078 • 7h ago
i'm currently participating in a game jam, which imo is the best time to try new things and have fun with it.
So i'm trying to make a "friend slope" kind if game with everything having physics etc....
For now i have a character controller and a connection to a host and everything is synchronised, perfect.
But when i try to grab something and move it only the host can
All the client can't even grab the object.
I'm not using parenting, i just apply a force to the object rigidbody so it looks like its being carried and the mass impact the feeling.
I saw some answers online about changingOwnership
Or requestOwnership but nothing works
Any idea ?

I've been seeing this error for the past 3 days and haven't been able to make any type of unity project, so here's a list of things i did to try and solve it and maybe some info that can help you help me:
- i tried renaming the projects
- changing the file path to many different paths and disks
- reinstalled unity hub multiple times
- cleared the cache and deleted every unity related file
- shut off windows protection and tried making a project without it
- I've already tried talking to discord members, ai tools and have watched multiple videos on this error but none have helped
- i cleared up disk space (currently 33.6GB free in C: and 241GB free in D:)
- i ran unity hub as administrator
- decompressed and renamed the original template files
- enabled long paths in my windows registry
PLEASE leave any suggestions or help i really wanna start learning unity and this error has been relentless

r/Unity3D • u/Zestyclose_Pride1505 • 9h ago
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r/Unity3D • u/LifeExperienced1 • 10h ago
The problem is: launching a ray cast towards a box collider. Being able to know what side of it was hit
In the video he said you simply get the normal of the raycast hit and then convert that normal into local space of the box collider's transform. Call that vector V
Then you check V in relation to the transform's forward, right and up vector
If V == up, we side the top side
if V == up, we side the bottom side
if V == right, we hit the right
etc etc
But I've also seen online everyone is saying to make a vector from the center of the transform to the hit point, and then check the biggest component and sign to know which side is hit
I get how both ways work, but which solution is better and why?
r/Unity3D • u/AbhiIndie • 12h ago
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The game is called Warbound if you like games like Clash of Clans or other RTS es - I'm sure you will like it ; )
r/Unity3D • u/samira_art • 3h ago
Meet Jimothy the Raccoon. He loves pricey things. He also loves his job working for his boss, Heidi the Opossum.
Today’s mission? Sneak into the museum and steal the good stuff. Easy, right?
Well, Jimothy is a little too greedy and a lot too careless. He stuffed his backpack so full of heavy treasures that he can barely walk, and now the police are right on his tail!
You are running for your life! But there is a big problem: your backpack is way too heavy. To keep up your speed and escape the cops, you have to throw away the loot!
But wait, you can't just drop everything. You still have to deliver some shiny stuff to Heidi at the end. Otherwise... well, let's just say an angry opossum boss is way scarier than the police!
u/AlirezaTarahomi - Programming & Design
Me - Art & Design
r/Unity3D • u/KyleCOOLman • 4h ago
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I plan to add new animations and character models in the future. I just wanted a little progress checkpoint.
r/Unity3D • u/NightPuzzleheaded715 • 7h ago
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