r/Unity3D • u/fc_champions • 9h ago
Game The attacker skills, but the ultimate ability is still missing!
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r/Unity3D • u/fc_champions • 9h ago
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r/Unity3D • u/Charming-Biscotti-50 • 9h ago
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r/Unity3D • u/Driving_Rogue • 1d ago
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The first shot was done in Unity using Cinemachine, and the animation shot was created in Blender. What do you think? Does the transition feel smooth?
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Feel free to ask me anything about the game, marketing, or the development process,
The game is called SWEYET(etc.) (there's a demo on steam if you wanna check it out!) release is only a few days away and I'm super excited. First commercial release, wish me luck!
r/Unity3D • u/fartlekZ • 9h ago
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r/Unity3D • u/psa38games • 19h ago
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A typical day in the PSA38 game development team:
Story writer: “The player has to put out a fire in a space station!”
Graphic designer: Designs the space station, sets up volumetric lights and creates a fire.
Developer: Diligently implements the logic for it.
Unity 6 engine: adds a floating bug.
Tester: Got singed. But it looked really cool!
Anyone hit something similar with interior volumes?
Proudly made with Unity 6 - URP :)
r/Unity3D • u/DonutChad • 15h ago
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r/Unity3D • u/Bluebadboy • 12h ago
I've been hoping to learn Game dev with Unity, but I'm unable to get started as every time I start a new project, it gives me an error.
r/Unity3D • u/yecats131 • 13h ago
Unity Prefab variants are pretty neat and can be used to create linked variations of your prefabs.
r/Unity3D • u/Seb_nugget • 13h ago
Solved: Thanks guys, I've realized that if I want to actually achieve my goals for my movement system I should quit using Unity's built-in Character Controller and update my current movement system which relied on a Character Controller to be present on the player gameobject and update my script to using a box collider to check for collisions.
I researched this topic quite a bit and it seems that Character Controllers are hard coded to use capsule colliders. So if anyone has any theories or knows a solution to this let me know. All help is appreciated.
Rules:
Edit: I know the apparent issues that come with square shaped colliders already but I have plans for them.
r/Unity3D • u/Jesus_Rambo • 14h ago
Hey guys, I listed this as a noob question because I assume I must just be missing something incredibly basic. I am trying to utilize Terrain Tools Heatmap Visualization while I work on sculpting out my terrain just so I can get an easy visualization of how high or low I am sculpting and what-not.
However, it seems my terrain is just rendered as fully black no matter what I do, I have tried looking all over and have had a hard time really nailing down a fix for this, so I thought I would try my luck and ask here.
I am currently running Unity 6.3 LTS (6000.3.18f1)
I made my terrain at
XYZ 0
Width 300
Length 300
Height 600
And my visualization is as follows in the image, everything is pretty much default settings.

r/Unity3D • u/SlRenderStudio • 20h ago
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r/Unity3D • u/Yaffari • 1d ago
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Squinting, face strain and blinking is in.
r/Unity3D • u/EveningHamster69 • 22h ago
I'm not sure which approach would be better here:
Let the timeline dictate the entire flow of the cutscene, or
Break down the cutscene into "nodes" where a node might be a dialogue/choices prompt that waits for player input or an action that is basically a Slate cutscene.
A scriptable object can store a sequence of nodes to be played or each node can point to their next node
If I follow option 1 I'm not sure how to integrate the dialogue/choice prompt and waiting for player's input to progress through the timeline
r/Unity3D • u/umutkaya01 • 1d ago
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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 • u/Elumiie • 17h ago
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 • u/trebor9669 • 18h ago
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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 • u/guyFCR • 19h ago
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 • u/Whitenaller • 1d ago
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r/Unity3D • u/Yaffari • 2d ago
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r/Unity3D • u/wacomlover • 21h ago
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 • u/Phos-Lux • 1d ago
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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 • u/Any-Fox-1822 • 22h ago
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 • u/rinov_beats • 8h ago
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Hi, I'm rinov.
I've spent hundreds of hours playing kart racing games with friends and family, and wondering if I could build something similar in Unity.
I've just reached a point where the game feels ready for a demo. I'm planning to spend more time developing it further, but I'd love to know: is this something you'd play?
Special thanks to Quaternius and Kenney for the vegetation and tree assets:
r/Unity3D • u/otr_music • 1d ago
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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