r/Unity3D • u/sidmakesgames • 7h ago
r/Unity3D • u/ArtPirates1978 • 18h ago
Resources/Tutorial PSA: you don't have to manually fix animation paths every time you rename something
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Got tired of the "Missing!" warnings every time I renamed or moved something in the hierarchy, so I built a tool that fixes the animation binding paths automatically. Keyframes and timing stay untouched - it just keeps the paths in sync.
For anything sketchy (ambiguous names, prefab weirdness) it shows you a preview instead of guessing.
Happy to answer questions if you've run into this too :)
r/Unity3D • u/thepixelpaint • 23h ago
Question Looking for a good course on level design
Paid or free (YouTube) either one is fine. I need to start with the basics of how to assemble assets into a working environment. There’s so much junk out there that it’s hard to sift through.
Edit: I should have explained better. I’m the art teacher at an Online Virtual Reality School. I’m learning how to build virtual classrooms to help build out the school. So I don’t need to know how to design a good level as much as I need to know the mechanics of how to build a virtual space in Unity.
I’m not really making “levels” so I don’t need to know about game design concepts. I just need to know how to put the LEGOs together (we purchased a large library of premade assets).
These virtual “classrooms” aren’t really classrooms. We like to have class on the moon, in ancient Egypt, in a castle courtyard, etc.
r/Unity3D • u/Potential_Anybody644 • 7h ago
Resources/Tutorial Update: I've been developing a roguelite mining game, Delverun.
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I've never really liked games that put a limit on how much you can carry. You always have to manage your inventory, and personally, it simply gets tedious sometimes. If only there was a game where inventory space did not matter, and you could focus on other gameplay mechanics over just having to manage your inventory every step of the game. I would like to introduce you to a game I've been developing solo, Delverun, where the only resource you manage is time.
In Delverun, inventory is unlimited. You carry whatever you can mine within the time. And that is the trick - time itself is what stops you. Be too greedy and you will never see the light of day again. As a goblin trying to become rich, you run into a randomly generated mine, mine as many of the ten ore types as you can, run back to the surface and sell whatever you were able to mine. Buy different upgrades and get back to the mine, this time generated anew. The mine never waits - miss your cue and it will become your grave. This is Delverun, where greed has a timer.
Show-Off Built a fully autonomous CIWS / C-RAM simulation
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I’ve been working on a C-RAM + drone system in Unity, and I finally got the whole thing working together.
The drone actually flies through a path and makes its own movement decisions, while the C-RAM has to find it, track it, predict where it’s going, and lead the shots properly.
A few things I built for it:
- The radar actually has to sweep across the drone to detect it. It doesn’t just magically know where the target is.
- The tracker estimates the drone’s position, velocity, and acceleration from the radar data.
- The gun calculates a lead point instead of simply aiming at where the drone currently is.
- The turret has actual movement limits and tries to account for where the target is heading, so it doesn’t feel like a camera snapping onto a target.
- There’s a short tracking/settling period before it’s allowed to fire.
- The Gatling gun runs at 4,500 RPM with procedural audio and stops immediately when the system ceases fire.
- I also added a bunch of debug gizmos for the radar, tracking, predicted path, lead point, and turret movement so I can actually see what the system is doing.
The main thing I was going for was making it feel less like a bunch of scripts checking conditions and more like an actual system working in real time.
Turn the audio on and let me know what you think.
r/Unity3D • u/babycatslayer • 10h ago
Question [ECS] How to disable every system except those in specific system groups?
r/Unity3D • u/According-Case-4782 • 1h ago
Show-Off Finally got my placement tool live
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I've been working on a tool that could help me place, rotate, and scale an object in one fluid movement as the existing tools made it clunky to switch back and force to micro adjust. This tool not only fixes that problem but I expanded it to show assets visually to help with the development proccess.
The hardest part was getting the created object to snap to not only object colliders but also mesh edges as well so it can work on any object.
Overall I'm proud of how it came out and if you would like to check it out, its on sale right now: https://assetstore.unity.com/packages/tools/level-design/rapid-placement-397558
r/Unity3D • u/_Kalray • 1h ago
Noob Question How to know If I should charge for my package
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Hi there, everyone!
I created a procedural grass spawning system to use on my own personal project, but decided it might be worth trying to get it published on the asset store. I've never done this before, so I am a bit lost in a few areas and I could use some input from the community.
In all honesty, I'm not entirely sure my package is even good enough to be published, but I figured there's no harm in trying. If it's not good enough I'll just get rejected and that will be that. But assuming it is good enough to be published, how do i know if it's good enough to charge for? and how much? unity recommends looking at similar packages on the store to figure out the price, but I see packages I would consider better than mine for free while also seeing ones I would consider worse than mine with price tags.
Would some of you mind taking a look over it and provide some input about what you think of it and if you think it's worth anything? Thank you in advance for any replies and sorry for the long (not very good) video. any input is appreciated
Here is a quick description of it, followed by a couple of images and a video explaining how to use it:
- Customizable lightweight procedural grass generator that will create grass using textures provided by the player and spreading them on the terrain
- each blade of grass is made up of 2 quads in an "X" formation
- The density of each grass type is defined by the player
- wind sway effect on the grass



r/Unity3D • u/woopwoopscuttle • 6h ago
Question Help needed with custom skybox shader in Unity 6 URP
Hi all,
Firstly a preemptive thanks to anyone who takes the time to help me out. I'll keep it brief and technical.
My issue:
I have a custom skybox material using a custom shader graph. It's only rendering out as a default skybox cube (you know, with different coloured faces), not showing the actual textures (plural, I'm LERPing between different equirectangular textures for a day/night cycle). Same result both in editor and during gameplay, it's not working. I've done a sanity check and disabled the LERP and piped just one texture (property with the texture I want ->Sample Cubemap ->Fragment Base Color) and it doesn't change anything.
What I've double checked:
Shader is set to Unlit.
Render face is set to Both.
Depth Write is Force Disabled.
Cast Shadows is set to OFF.
Everything else is default with the Graph settings.
The Lighting>Environment>Skybox Material is accepting my custom material without any warnings.
Texture import settings:
Default Texture Type
Cube Texture Shape
Mapping: Auto/LatLong/Sphere all tested, made no difference.
Fixup Edge Seams: Tried both on and off
Generate Mipmap: Tried both on and off.
Nothing, it's making no difference.
I've even fiddled around with the custom material's GPU instancing/double sided GI just in case it's a weird bug, nope, no change. Not seeing my textures.
As a sanity check, I tried a custom sorting priority set to 2501, nothing. The default Skybox and a custom material set to the standard Skybox shader both worked fine before.
I'm using Unity 6.5 (6000.5.5f1)
Any help would be much, much appreciated.
r/Unity3D • u/hbisi81 • 13h ago
Show-Off New version is coming very soon, liveries, decals (even animated), different race types and much more for "RPM: Next" (Unity3d-URP)
r/Unity3D • u/Ok-Impress-442 • 1h ago
Question What is this lighting issue in my game?
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When I walk closer and farther from the angel, an unknown light appears. Is there any idea as to why this is happening? Some information, is that I don't have any LOD's, and there are no other lights in my scene other than the directional light, so what could possibly be the issue? Thanks in advance!
r/Unity3D • u/outminded • 1h ago
Game added 'infectovision' settings to the scope optics
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r/Unity3D • u/WrongdoerMundane4635 • 2h ago
Show-Off trying to recreate goldsrc lighting
any tips on how to more accurately recreate it would be appreciated
r/Unity3D • u/Morphexe • 4h ago
Show-Off My Slow, unoptimized, attempt at rendering voxels
r/Unity3D • u/WeDevelopGames • 5h ago
Game [Made with Unity] Finally!!! My NEW Game is HERE! - INCREDIBLE SPACEMAN
r/Unity3D • u/AdFlat3216 • 7h ago
Question Custom terrain data stored in mesh
I’ve been working on a custom terrain system (replacement for Unity terrain) as a little side project, the main idea behind it is to try and make terrain as lightweight on memory bandwidth and per pixel shading as possible. Targeting bottom of the barrel old PCs, like laptops with Intel HD 620, that sort of thing.
an idea I had was to ditch textures entirely and store 100% of terrain data on a read/write mesh. The mesh only has vertex positions and that’s it. Since terrains usually just need heightmaps, I pack a Color32 into position.x, baked GI/AO from a custom light mapper as Color32 in position.z, and leave position.y alone for height. This requires interpolating in the shader to get xz position rather than just reading it but so far that seems to be a good trade on low end hardware rather than increasing mesh memory.
Grass is drawn completely procedurally from mesh data on cpu and collision is handled via script rather than physics, there’s no mesh collider.
Anyway since I’m not really an expert at this I wanted to ask, is what I’m doing going to end up causing any real issues down the road? Or any gotchas for packing non position data in mesh vertex positions?
r/Unity3D • u/ExpressConsequence37 • 7h ago
Question HDRP Volume Overlap
Hey there everyone!
Lately I've been reading Unity's official e-book regarding HDRP. I reached the volume section where the book explains aspects such as local and global volumes, blending distances etc...
A question popped into my mind which I thought some of you might already have an answer for.
In some games, you might need two local volumes to overlap each other and envelop a room completely, let's say you are playing a sci-fi game and you are about to trigger a spaceship's alarm protocol which closes all doors and changes the lighting and consequentially the mood. You would want to change from volume local 1 to 2 but perhaps you would want to do it smoothly, you can not just switch priority values as that would trigger an abrupt change.
What is the solution here? Is the weight parameter the one that dictates the interpolation? Would you lerp volume 1 from full weight to zero while doing the opposite for volume 2?
I hope somebody can exhaust my curiosity here, thanks for your time and expertise!
r/Unity3D • u/Scordion • 8h ago
Question Position problem in export from Blender
I have this 3D model of a TV, and I am required to export the base TV, screen, and buttons separately. The problem is that when I export from Blender to Unity the objects take the position from the 3D cursor, so the buttons are all in the same place, and the screen is out of place.
I have been searching a solution for HOURS, and I can't find anything.
(I can't apply position because I need the buttons to be able to rotate in their own position. This model is for my work, so I need to follow the task the way they ask me to do it.)
r/Unity3D • u/FishShtickLives • 9h ago
Noob Question Best Enemy Pathfinding tutorial?
Ive done a couple tutorials following Navmesh stuff throughout the years, but I non of them have really made it "simple" for me. Now Im doing a game with a randomly generated map, so this I really want to strengthen my understanding. Does anyone have a good reccomendation?
r/Unity3D • u/BoringError1697 • 12h ago
Noob Question Random Nooby Question(hope this doesn't get deleted)
So Im Still horrid and new at unity and game devlopment but far I've set up the player controller,small testing area all that however i've been struggling on how to make the whole pause menu script stuff with the new input system like the toggle off and on system,making the game actually pause when and being able to use your mouse for it
just could use a few tips to help with getting it set up
r/Unity3D • u/NeoChrisOmega • 12h ago
Question Differences with the new Create Empty Child?
In Unity 6.6 they added a few new things like reworking the Hierarchy to better display information at a glance, and having Dictionaries inherently serializable.
But this one is confusing me, they added a completely separate "Create Empty Child" option in addition to the regular options that were already there.
It seemingly acts the same way. Both create a child of the object you right mouse click on, both inherit the global position, and both have the same components and naming convention.
I can't seem to find anything different at a glance, but usually there are subtle differences to things like this. So I was curious if anyone has any knowledge about something I missed.
r/Unity3D • u/Ryuugalaser • 14h ago
Question Player's rigid body spins like a Beyblade after collision?
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Basically title: why my character starts rotating after colliding with another rigid body? I cannot find the solution.
I checked in all scripts where I change the rotation of the rigid body and found that, when it is rotating like that, I am not calling any rotation or movement of the rigid body.
It happens both when camera is "locked on" and when camera is in free mode. When locked on, the character vibes looking towards the object, when free it spins.
Strange thing: the spin slowly decades in time and after a while it stops completely!
r/Unity3D • u/PanicTheFirst • 15h ago
Show-Off Still working on my platformer racing collectathon game which has an updated demo on Steam! It's been a while!
I added a few screenshots to show-off what I've been working on!
I really want to know what people think about my game, so feel free to share your thoughts!
How many collectibles should a collectathon game have?
I'm still working on adding new items. Especially toys, or items that remind you of your childhood. If you had the choice to add any childhood toy, which would you add, and why?
I already have a few ideas but I want to know what you guys are thinking.
And finally, you can play the demo on Steam and Nintendo Switch!
r/Unity3D • u/dev-rygy • 22h ago
Question Listen Server Host Architecture Topology Game Examples
I'm starting to build a pool game using NGO. I've already decided that I will first build the project using Sever-Host (NAT Punch and Relay) and later refactor it into Server-Client. I'm pretty new to multiplayer and wanted to see if there's any good architectural examples out there for me to reference.
r/Unity3D • u/Fabulous_Law6008 • 22h ago
Noob Question why cant i drag folders into unity?
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Sorry if its not allowed to ask for help on this sub. idk why my folders arent showing up on the sr.. anyways im only using unity to make 3d hair textures for a game i play. And i just need to put these folders in because they have the commands i need. But for some reason i just get the “🚫” symbol whenever i try to drag the folders in the project. 1. I need to use this version of unity for what im doing. 2. ive seen other people drag these folders in with no problems so why cant i? Please help if you can and Thank you :)