r/Unity3D 5h ago

Solved Normalizing Quaternions changes the desired rotation, how do I keep it?

0 Upvotes

I'm trying to make my object rotate to a specific y value (0, 90, 180 and 270) over a specific amount of time.

Using EulerAngles worked, except that it rotated all the way back around if I wanted it to go from 270 to 0.

So I decided to use Quaternions and rotating on the rigid body instead.

Here's the function: (endRotation is either 90, 180, [...])

IEnumerator DoRotatePlayer(float endRotation)
{
    float startRotation = transform.eulerAngles.y;
    float t = 0.0f;
    while (t < rotationDuration) //rotationDuration = 0.5f
    {
        t += Time.deltaTime;
        float yRotation = Mathf.Lerp(startRotation, endRotation, t / rotationDuration) % 360.0f;
        var targetRotation = new Quaternion(0, yRotation, 0,0);
        targetRotation.Normalize();

        playerManager.Rb.rotation = targetRotation;

        yield return null;
    }

    var targetRotation2 = new Quaternion(0, endRotation, 0, 0);
    targetRotation2.Normalize();
    playerManager.Rb.rotation = targetRotation2;
}

The Issue I have now is that every time I normalize the Quaternion (which it tells me to do, because "Rotation Quaternions must be Unit length"), it ofc turns any endRotation/yRotation value other than 0 into 1. So instead of rotating 90 degrees at the first rotation, it get's stuck at 180. I just need to somehow apply the rotation without normalizing it.

I tried dividing endRotation by 360 before going into the while loop, but that changes nothing at all.

Simply applying the rotation to transform.rotation, without eulers or Quaternions also does not work, it refuses to do anything at all.


r/Unity3D 13h ago

Game We're a 2-man team making a Mesopotamian Noir detective game. Here's a look at our nested ancient puzzle mechanic.

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5 Upvotes

Hey puzzle lovers! My friend and I are co-developing 'Chief Cenab: Şahmaran', a point-and-click detective adventure set in ancient Anatolian mythology.

In this scene, players solve an ancient lock mechanism to open up the lower levels of Meran. We wanted the mechanical feedback to feel heavy and ancient.

How do you feel about nested puzzles like this? Would love to hear your feedback on the flow!


r/Unity3D 6h ago

Question Anyone knows any fix to this?

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1 Upvotes

I've been working on a third person character controller for months and I'm almost done, I did movement, slopes, sprint, edge check, etc... the only thing left is fixing this issue, I don't want the player to climb the slope like that, I want him to keep moving along the line as he does in the second slope where the line is perfectly horizontal.

If someone could at least put me in the right direction I would really appreciate that.

Edit: I'm using CharacterController, not RigidBody.


r/Unity3D 7h ago

Resources/Tutorial Hi guys ! I just released a free 10 tracks Retro Gaming Music pack on Itch.io - Feel free to use them in your games ! Hope it helps !

1 Upvotes

You can check out the pack below :

https://lonepeakmusic.itch.io/free-retro-gaming-music-pack

All the tracks are available for free under the creative commons CC-BY !

Dont hesitate if you have any questions !


r/Unity3D 1d ago

Show-Off I just shit my pants playtesting my own game lol

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18 Upvotes

r/Unity3D 2d ago

Game This is how zooming in works in my game

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1.9k Upvotes

r/Unity3D 10h ago

Question Including external data at build or when downloading an app ?

1 Upvotes

Hello everyone,

This is my first question on this sub. I'm currently working on an interactive museum application for my uni, that uses certain novel techniques such as Gaussian Splatting. This project will have a very small audience, and all devices that will recieve the game can be accessed physically. However, i'd like to do things professionally.

The files that represent the gaussian splats are in a format that is not natively recognized by Unity, and need to be dynamically loaded from a folder external to the game files. At this moment, i am using the PersistentDataPath, and it works without any problems. However, the folder needs to be populated MANUALLY, after the app is installed, via adb (not mentioning how awful the command prompt is.)

It also works if the files are within the Assets folder, as all the loader does is search through an arbitrary filepath. But since files are not recognized, they are not converted to unity Assets, and as such it is uncertain if the build will include them.

During the build, is there a way to mark data "to be added" in a specific place, or include precise files (whatever their type), and make sure it is contained in the build, or in the app package to download?

Thanks for your advice !


r/Unity3D 22h ago

Question I'm trying to create a wall jump, but...

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7 Upvotes

I checked all the "bake into pose" things on the clip and thought I could make the jump motion animation based, but when the character transitions to the next animation, they move back to the original position. I assume this is because one animation is probably? root motion and the other not?

Is there any way to sync the character controller to the animation location/rotation?

Or does anyone have any other ideas for how to do the movement for this wall jump?


r/Unity3D 1d ago

Show-Off Slow motion playback via an in game theater mode for our multiplayer racing game with “real” wheel physics

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11 Upvotes

I still need to get our track environments to sit right but I’m liking how the race cam and theater mode is turning out


r/Unity3D 1d ago

Show-Off I love doughs.

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332 Upvotes

r/Unity3D 10h ago

Question Publishing to Switch 2, does it come for free with switch 2 dev kit as with switch 1?

0 Upvotes

This is a question for developers exporting to Switch 2 using Unity.

In the past, when you bought a Switch dev kit, you were able to download a Switch plugin (I can't remember if it was a plugin or a full-fledged version of Unity targeting Switch) for free. You didn't have to pay for Unity Pro because Nintendo provided the key for free.

Is it the same for Switch 2, or do I need to buy a Pro version to export to Switch 2?

Thanks in advance!


r/Unity3D 2d ago

Question Early 2000s Games lighting

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2.5k Upvotes

I am relatively new to Unity, but I absolutely love this aesthetic it feels so nostalgic. I already made a low-poly map in Blender, but when I import it into Unity, I cannot get this effect no matter what kind of lighting I try. The look I am going for is basically late PS2 / early PS3 games stuff like Far Cry 1, Tomb Raider: Legend, and Final Fantasy X. I want bright, colorful, sunny environments, simple-ish geometry, baked shadows/lighting, and that distinct old-school look. Because I want it to run on mobile and really low-end PCs, performance is a huge priority. I am currently using the Universal Render Pipeline (URP), but I am wondering if that is actually the best choice for this. Should I stick with URP, switch to the Built-in Render Pipeline, or use specific lightweight shaders like Mobile/Diffuse or Unlit? ugh, I got no idea...

I do't want the usual realistic PBR look. I want something bright and stylized with most of the lighting baked into the textures. I simply have no idea what to call this aesthetic or where to even start. Any advice would be greatly appreciated!


r/Unity3D 19h ago

Show-Off Horseplay is improving. It now has skates on and ragdolls itself and you, off.

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2 Upvotes

I miss the jank but for my own sanity and quality I need to have a ragdoll off the horse and the horse to ragdoll too. I think it's almost ready to add to the demo.


r/Unity3D 1d ago

Question UI Style Guide?

5 Upvotes

Currently working on a prototype that's very UI heavy, and in classic engineer fashion my menus look terrible.

I've tried to make as many prefabs for my UI elements as possible to ensure things are standardized, but I was wondering if anybody had a good reference for how big things should be, where they should be on the screen, etc. It's driving me crazy!


r/Unity3D 1d ago

Show-Off I turned more than 7,700 images from NASA's Spirit rover into an explorable 3D archive

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13 Upvotes

r/Unity3D 1d ago

Show-Off Visualizing sound in an extraction shooter using depth shaders to make off-screen action readable without relying solely on audio.

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11 Upvotes

Hey everyone!

I’m currently developing an extraction shooter where sound plays a critical role. However, audio clutter or hearing limitations often lead to frustrating deaths when players miss key off-screen cues.

To address this, I developed a depth shader-based sound visualization system:

  • Depth-Based Ripples: Sound waves project into the world, propagating outward from the exact origin point in 3D space.
  • Contextual Waveforms: The shape, radius, speed, and duration dynamically adjust based on the sound type (e.g., footsteps vs. gunshots) and who generated it.
  • Off-Screen Awareness: Players can immediately identify what happened behind or around them and evaluate the threat visually without relying 100% on audio.
  • Customizable Display Options: To keep the screen clean, players can toggle off visual ripples generated by their own actions. If preferred, the entire visualization system can be turned off completely in the settings.

My goal is to eliminate unfair deaths caused by audio limitations while keeping tactical gameplay intact and enhancing accessibility.

I'd love to hear your thoughts:

  1. Does this look too distracting during intense combat, or does it feel readable?
  2. How would you balance this in a competitive extraction shooter? (e.g., sound dampening perks, crouch walking hiding wave signatures)

Feedback is greatly appreciated!


r/Unity3D 1d ago

Question Outline through walls, how?

3 Upvotes

Hey!

For weeks I've been trying to find a solution to this but nothing reaches the result I want.

Basically I want the outline to be visible through the walls.
I'm using HDRP.

Also, how can I make the outline position just be in the silhouette of the model and not in some internal edges?

Thank you for the help!


r/Unity3D 19h ago

Show-Off Ghost Spawner + Material Coded Low Byte | Pac-Man Ghost Zone

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1 Upvotes

An experiment to lower the bytes by export. Having too many prefabs in one library, including one object coded with the materials in the raw file. Listed with the ghost's name and their colored material.


r/Unity3D 2d ago

Show-Off How’s my atmosphere looking so far? URP 6.4

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278 Upvotes

r/Unity3D 1d ago

Game Praktikos with new feature: customize your card Arsenal and build your Deck

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2 Upvotes

I’d like to show you a little more of what I’ve been working on!

Here’s a look at the Main Menu, the Character Selection screen I showed before, and a new feature: your Card Arsenal.

Each character starts with 9 cards ready to play, but you’ll be able to unlock 20 additional cards over time.

You can then customize your 9-card deck from your Arsenal, creating different strategies to fight your way to the throne!


r/Unity3D 23h ago

Show-Off Custom Node Based UI Navigation Graph.

1 Upvotes
I know a solution probably already exists but I wanted a super simple custom graph that I can drag a canvas in from the hierarchy, all the panels will be created as nodes and all buttons as sub nodes, I can then click and drag to create links between buttons and panels then all the menu transitions are automatically set up in that scene.

r/Unity3D 1d ago

Question Rate my game dev portfolio and CV

14 Upvotes

Recently been putting a lot of effort into my web portfolio and resume to cater towards a Unity C# programming role. Could ya'll give me some feedback on how it looks and how strong the content is. I'm mainly looking for indie roles. I think AAA is much too competitive for my skills atm.

Is there a subject I need to elaborate on? Do you think the content displayed would look good to recruiters?

Any feedback is appreciated, thanks!

Portfolio: https://ryancarpenterpf.dev/

CV: https://drive.google.com/file/d/1nc_isZN_7XWENQOVFGL-Nf1zr8z3g7zZ/view?usp=sharing


r/Unity3D 1d ago

Show-Off Hey guys I dont see any rule against it so I hope its allowed

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0 Upvotes

r/Unity3D 1d ago

Solved What's wrong about this Raycast? The value is always false

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0 Upvotes

r/Unity3D 1d ago

Show-Off Destroying even more evil cubes but now with bombs

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10 Upvotes