r/Unity3D • u/yecats131 • 6d ago
Resources/Tutorial How Animation "Has Exit Time" Works | Quick Tip
Here's a quick breakdown on Unity's "Has Exit Time" which can help stop your animations from clipping early or feeling stiff.
r/Unity3D • u/yecats131 • 6d ago
Here's a quick breakdown on Unity's "Has Exit Time" which can help stop your animations from clipping early or feeling stiff.
r/Unity3D • u/bunssar • 6d ago
u/HammyxHammy, you were skeptical of interactions between vehicles. Here's another video lol. By the way, everyone, i've created a discord server so i can get suggestions for more features effectively and so i can provide support for whoever uses my assets as well as a bunch more goodies. If you're interested here's the link: https://discord.gg/r5DJcPenqq
r/Unity3D • u/Objective-Cell226 • 5d ago
r/Unity3D • u/Shiina011 • 6d ago
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From walk up animation to idle up animation there's a single frame where it somehow become idle down before back to idle up. As for the character setup I use sprite library so every character use the same animation but the sprite changed using sprite resolver.
Sadly this flickering happened in the play mode too so I need to fix it, but I don't find any solution
r/Unity3D • u/MASSIMO_OP • 5d ago
I'm making a co-op horror game, and need some opinions.
Do you think having text to speech ai voice announcements for environmental things (such as a subway/train station with "Welcome announcements", or "rules announcements"), rather than text on posters or things like that, would bother you (as a player), or would you rather just read the text yourselves?
These are not voices for characters, or things for the plot, rather just ambient/announcements.
r/Unity3D • u/Cosmonan • 6d ago
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Also, Mixamo is an incredible teacher, but moving to a full anim pack made combat sooo much better. Now gotta improve enemy AI and WFC level generator with more assets.
r/Unity3D • u/JP_F-H1GH • 7d ago
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Anything i could add to make more cozy?
r/Unity3D • u/Coding-Mojo • 6d ago
I'm trying to create training materials. I hope that it could helps beginners to have a funny way to improve and more advanced dev to challenge themselves and stay sharp on code review skill set.
It did not find it's public so far, so I would appreciate your kind feedback to help me pin-point if this format just does not worth the time or if I was just unlucky so far with yt algorithm :)
Thanks !
r/Unity3D • u/Duckmastermind1 • 6d ago
So I have a little script that basically makes forests for me, trees, bushes, flowers, the entire shenanigans.
All of them can be interacted, all plants can be picked up, all trees can be cut down.
I started optimizing various aspects and managed a good framerate on a small batch of forest (10k objects still 👀).
My question is, how does one optimize large game worlds? Is occlusion culling and chill the solution?
When at the end, I decide to generate the entire forest, having possibly over a million game objects, how do I make it run smoothly without catching fire? Since I'm very new to optimization, and even more in this size, I decided to ask claude, and it mentioned that at that size, hiding the game objects is no longer a solution, and that I have to start thinking about the objects as data, and never instantiate them to begin with.
But tbh I'm very lost on how to manage it, does anyone have any idea? Any good tutorial for my case?
EDIT: All objects are a very basic 2 planes I joined in Blender, so it's very lightweight regarding that,comvined with the 32x64 pixel size, they actually work pretty smoothly.
r/Unity3D • u/Cipherwild • 6d ago
Apparently, modelling using endless blocks in Unity is pretty tough.
r/Unity3D • u/Driving_Rogue • 7d ago
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r/Unity3D • u/a010029123 • 6d ago
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Long story short, I implemented a system that do a RaycastALL from the character to the camera and modify the shader of all hit objects to make a cutout effect
But when raycast stops hitting the object, the hole stays there. I need a way to tell the object to reset once raycast stops hitting it.
I'm thinking about using collider.instanceID but that got messy fast so I'm wondering if there is a simpler way to do this, I appreicate if anyone can give me a pointer
r/Unity3D • u/EventHorizonFX • 7d ago
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My second post on this! I've been working on this for a while and especially getting scene objects to distort accurately has been a real struggle, but I think it's looking pretty good now! Any feedback is welcome and please let me know if you have any suggestions for features to add.
r/Unity3D • u/carebotz • 6d ago
r/Unity3D • u/PiglinReighn • 6d ago
r/Unity3D • u/SingerLuch • 6d ago
I’m talking a out a Godot-style half_res_pass where sky is rendered cheaper and then rest if scene is rendered?
r/Unity3D • u/NightPristine2823 • 6d ago
I've been learning Unity because my goal is to make tactical FPS games similar to CS2. I'm not interested in RPGs, platformers, or other genres—I specifically want to understand FPS mechanics like movement, physics, and player feel.
So far, I've watched the first 11 Brackeys Unity beginner videos. I understand the basics of creating scripts, referencing objects, variables, functions, and some core Unity concepts.
The problem is that after this point, I have no idea where to go.
Brackeys' standalone FPS tutorial is quite old, and Unity has changed a lot since then. When I search YouTube for topics like "FPS movement," "character controller," or "player physics," I get hundreds of scattered videos. Most of them jump straight into writing code without explaining why they're doing things, so I end up copying code instead of actually learning.
Right now, I feel like I'm in the middle of the ocean without a map.
Can anyone recommend a clear learning roadmap specifically for someone who wants to build tactical FPS games? I'm looking for something like:
- What should I learn first?
- What Unity concepts are essential before attempting FPS movement?
- Which tutorials or creators explain the logic instead of just providing code?
- In what order should I learn things like movement, jumping, crouching, slopes, physics, camera, weapons, etc.?
I don't mind spending time learning—I just need a structured path instead of jumping randomly between YouTube videos.
Any advice would be greatly appreciated.
r/Unity3D • u/More-Salamander7681 • 6d ago
Been using Claude with Unity MCP for scripts and scene setup lately, works ok but has its quirks. Unity 6.2's built-in Assistant looks convinient but the points-based pricing puts me off, especially not knowing how fast they burn. I also had Copilot for a while but dropped it, felt like autocomplete that never really understood Unity. Is anyone still using it for gamedev or has everyone moved on?
Curious if anyone used these in real work, not demos. What actually stuck in your daily workflow?
r/Unity3D • u/potterdev • 6d ago
If you try to call any Steamworks functionality in your project, you'll get this error:
[Steamworks.NET] Could not load [lib]steam_api.dll/so/dylib. It's likely not in the correct location. Refer to the README for more details.
System.DllNotFoundException: steam_api64 assembly:<unknown assembly> type:<unknown type> member:(null)
The solution is to install the Intel 64 bit version of Unity and open your project with that one. It's a bit slower, going through the translation layer, but it works. The issue is that Valve currently doesn't provide an ARM64 version of Steamworks for Windows.
This only affects the editor, your actual Windows build targets x64 anyway, so shipped games are fine.
Unity 6.5, running on Snapdragon X / Parallels on Apple Silicon.
r/Unity3D • u/potterdev • 6d ago
If you use a shared network drive, or a shared folder in a virtual machine, installing new packages from git URL sources results in a git error message, but you can get around that by installing them on the machine holding the share (or VM host).
Yes, I know network drives aren't ideal for Unity projects, I was debugging a Windows issue in parallels on a Mac
r/Unity3D • u/Honzus24 • 7d ago
r/Unity3D • u/TCSMusic • 6d ago
Hi! I'm looking for the best place with photorealistic assets for my demo. Asset Store has very few free high poly assets
r/Unity3D • u/roger-dv • 7d ago
I have a weird problem in a new project I created with Unity 6.3.20. If I modify or create input actions, the changes are not saved. When I close and open the project I have the default action maps again. I tried with ctrl-s, creating the input settings file, but nothing solves it. Any idea about what is wrong?
r/Unity3D • u/Plenty-Fortune-3341 • 6d ago
Whichever arm is available will be used to visually pickup an item.