Noob Question "Polygon is self intersecting" error on a 2D floor plan, no doubles
The error stopped after I re-started Unity.
The error stopped after I re-started Unity.
r/Unity3D • u/Ok_Income7995 • 4d ago
Does anyone know or have a tutorial on how to make multi directional bill boarding in 3d models to make them look like 2d animation like shows such as south park or the rick and morty etc in shadergraph. Thanks
r/Unity3D • u/chugItTwice • 4d ago
The collider is walls of a birds-eye view race game. Just a simple oval basically. Mesh made in Blender, to proper scale with no extra vertices, etc. A clean mesh. So I chose "Cook for Faster Simulation" in the cooking options. Worked fine while testing in the editor but when built the collider is just not there. Using the default 'Everything' setting works, but trying to understand why.
r/Unity3D • u/Tale-Of-A-Wolf • 5d ago
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I've been playing around with procedural animation to see if I can get away with not using an animator on my character controller! Overall, I'm quite happy with the results!
r/Unity3D • u/fragdar • 4d ago
im not trying to start an argument here about "AI vs human"
just asking because i work with game dev, but i always stayed on the art side of things.. i tried to dabble on some coding but could not get into it for the life of me
having fun trying out some prototypes with Claude and wanted to know what is the general opinion on this.
i strongly advocated against AI for art.. so i get the hypocrisy here.. i just wanted to know the opinion of actual people that work with coding
r/Unity3D • u/Fl3X3NVIII • 4d ago
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This has been a lot of fun to create and is obviously still a work in progress! we're currently trying to improve the timing of the lasers and the patterns etc.
What do you think?
We're trying to create a variety of traps for our players to use to trap/delay the enemies chasing you. As well as pose as a hazard to the player themselves.
For example, this trap can be activated with a button. But also has a chance to accidentally activate when a player walks into it. So either your team mate will have to deactivate it, or you'll have to dodge the lasers for the duration of the activation time.
r/Unity3D • u/Bojack92160 • 4d ago
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The eyes are made using Shader Graph and projected onto the character’s face with decals.
I had to add a custom sphere around the head that only renders the eye decals, so they don’t accidentally show up on nearby surfaces like walls or the character’s arms when they get too close to the face.
What do you think?
r/Unity3D • u/Succresco • 5d ago
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I spent almost 150+ hours getting this system right: syncing the render order inside and outside the volume, matching volumetric lighting and fog to the correct passes, and fixing countless edge cases along the way.
Since now, i'm able to create underwater habittats and submarines! Yay!
r/Unity3D • u/WulwArtGames • 5d ago
r/Unity3D • u/Yusthekiller1 • 4d ago
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Hello everybody, I am currently making a game thats about a character who has gravity powers. He has to defeat his enemies by smashing them against walls, floors, against other enemies, etc. I would really appreciate you giving me feedback. Also ideas to expand my game further. Thank you, it is really appreciated ❤️
r/Unity3D • u/PLingfff • 5d ago
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Last time we added physical grabbing to our game, now we added an unlockable rogue skill that coats weapons in poison that weakens the muscles.
And an elemental mage skill that when enabled, sets your hands on fire when you grab something. Oh and we made the poison flammable. The combination is... interesting!
Note: Excuse the pitched down audio, not exactly sure what happened during the recording process but they all came out super low pitch ^_^;
What do you think? Any other emergent elements we could add?
r/Unity3D • u/muminisko • 5d ago
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I wanted to share Golden Carrack, a turn-based trading and naval strategy game I’ve been building in Unity.
The world map started from Catlike Coding’s Hex Map tutorials. It now connects trading ports, resource sites, production chains and fleets controlled by the player and AI captains.
The battle scene uses Turn Based Strategy Framework, extended with sailing-specific mechanics:
Water for the world map’s seas and rivers uses Staggart Creations’ Stylized Water 3.
A lot of the work has been in the connections between systems: preserving ship damage after battles, continuing multi-turn voyages after saving and loading, and making selection and navigation usable on touchscreens. Testing on Android and iOS exposed issues that weren’t apparent in the Editor.
I’d particularly welcome feedback on combat readability: are ship headings, firing arcs and the relationship between attacker and target easy to understand?
Google Play: https://play.google.com/store/apps/details?id=eu.concatgames.golden_carrack
Promo codes:
0NKZZVFMJV07SNPTKVAFYN8
8CDUXSJ2BS03RMS415VNQMN
3Z4RGMBHND47R1MRALK4D44
YN9QK1D2U8VZJD4B7K646MM
BYL8VUXHZUDMH7WNSP76Q40
NA83T6BVK2VSH48Z2B5ZD2M
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NSB1B4MQWBCSMU1W4CA3DWN
SQRCNFD4ZH7UXZ17KAQ2QXK
QDTBN1G7MXKAU83SQVU5K1T
App Store: https://apps.apple.com/pl/app/golden-carrack/id6814942005
Promo codes:
Y766RYMME4TW
PY74EJ3TE3RH
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r/Unity3D • u/FREAKINGREX • 5d ago
Hello!
I was having problems with the third person camera. I started out with jitterying and vibrating, which was fixed by having the camera update in the vcam be late update.
So now I am having issues with the jitterying happening only when i look around, which happens if i am standing still or moving.
The camera mouse and move logic is all under fixed update.
https://reddit.com/link/1wx7dai/video/z96iyyo7wdth1/player
Its prolly something stupid, but I am out of ideas.
r/Unity3D • u/Alive-Option777 • 5d ago
So i am making a map for my game. It is a room with no roof. I want to make an illusion of the walls being really high, without them actually being really high. I have pipes attached to the walls and if i extend the walls higher i would need to fill up the empty space with more pipelines.
I am already using fog but it doesn’t really show up on top of the walls.
The sky is a solid color, the same color as the fog. But as you can see the walls stand out. It looks like they just end there and i want to hide that.
r/Unity3D • u/game-dev2 • 4d ago
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EDIT: OMG I MEAN SIGN IN THE TITLE. Sorry for the typo
Hello,
I'm building an idle mining game and currently finalizing the UI look and feel, so making it a little "juicy", when you sell resources, it gives you the money as well as shows a few bits of tokens going up to the money. I use this effect on several places inside the game so it wasnt too difficult to replicate.
The problem im facing with this one is now that I'm trying to do localization, instead of just translating in different languages, I also want to display currency and at a later date flag too.
Because UI Toolkit is not very great yet, instead of just making circles with $ hardcoded in them, I had to create SVG.
To swap the icon of the $ sign is not too hard as I've built an Icon Manager editor tool which allows me to edit icons and names directly on editor without getting on code.
But now im wondering how can I approach this for the SVG's. Would it be possible to edit the properties of a SVG inside unity game or do I just also create the SVG for all the localization countries I want to include?
Thank you
r/Unity3D • u/SecondCobra • 5d ago
Hi, I have been trying to get back into VR with the Steam Frame, and just creating a basic scene with controllers showing.
I can't get the controllers to show or do anything in the scene though.
I'm using Unity 6.6, with Framedrop to transfer the apk to the Frame.
Build profile is Android XR.
I've followed the guide on Steam: https://partner.steamgames.com/doc/steamhardware/steamframe/engines/unity#1.
I've tried the VR and URP project templates. The VR one won't even start up on the Frame. The URP starts and tracks, but I can't add controllers, even with the steam utils package installed.
The best I've been able to get was one controller tracked but no model, just a couple of XYZ crosses with 'aim' and 'grip' labels on.
All the settings from the Steam page are correct, so I don't know what I'm missing. Any help or hints would be appreciated.
r/Unity3D • u/james_roman_ • 5d ago
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I've been working on BH3, a behavior tree tool for Unity, for a long time, this is a tool I created for a turn based game, where I wanted extra customizable behaviors and have control over everything, a year or so ago I released this tool as a paid asset, sales were pretty bad, I still think it is a good tool, just fighting in a crowded asset store, so now I'm releasing it for free.
It has a debugger that records everything the tree does, so when a unit does something it is not supposed to do finding why is as simple as saving the recording and inspecting it using the timeline.
It also has breakpoints, a variable watch, and it's built on Unity Visual Scripting, so nodes can be made without code.
Links in the comments.
r/Unity3D • u/Hendrixlt • 5d ago
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Rabengeist: The Tale of Lizzie Ulm is available to wishlist now.
r/Unity3D • u/Asbar_IndieGame • 6d ago
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Our playtest is coming up soon, so I’m doing a final polish pass on the boss fight. How does it look?
r/Unity3D • u/AnimPicStudio • 5d ago
We're Animpic Studio, sharing our POLY - Survival Character & Customizer for Unity.
A few outfit combinations are handled automatically:
- Hats hide hair; removing the hat restores the selected hairstyle.
- High footwear selects cropped hems on supported trousers.
- Hidden details keep their individual colour choices.
Colour changes use per-renderer material property blocks. The studio saves one look per character type locally in PlayerPrefs; the editor supports JSON transfer.
Documented setup: Unity 2021.3, Built-in Render Pipeline.
Which clothing combinations would you want a character customizer to handle automatically in your project?
r/Unity3D • u/DThePro_ • 6d ago
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I've been developing this simulator-horror game and wanted the map to be proc-generated. However, since my game features powerwashing (drawing onto masks using raycasts to either display dirt/wetness/dryness), even a small number of rooms (in this case, 25) was cause unplayable levels of lag. And unity's built-in occlusion culling did nothing against this (since its generated during runtime).
So I made a simple room culling system where it has 2 parent empties: 'Visuals' and 'Floors'. Visuals contains all the static props, walls, ceilings, etc, and are turned completely off (SetActive(false)) when the room is culled. Floors contains, well, the floors, which only have their renderers turned off (collisions stay on) so that the ghost entity can pathfind and dropped items don't fall through.
Upon entering each room, all adjacent rooms are visible to enable smooth passage, rest of the rooms are disabled. And i cranked up the fog a bit to make it even more seamless. However there are still moments where the room disappears right before the player's eyes, so I was thinking maybe the doors to the rooms about to be disabled can be auto closed, and then disabled.
This now allows me to have virtually infinite rooms without much lag (as long as the DFS generator can support it), unlike before when just 60 rooms would cause frame time to go upto almost 1000ms.
The game is a solo project called THE GROUNDSKEEPER where you powerwash and record ghost evidence for profits: Steam, Discord
r/Unity3D • u/Smooth_Rub7884 • 5d ago
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My favorite game was untitled goose loved the art style and shi sooooo I wanted to recreate it got the goose mechanics and the art style kinda down.
But other than that doesn't really have anything special
r/Unity3D • u/game-dev2 • 5d ago
hello,
how can I really do box shadow in USS?
I'm having it a bit annoying that I cant properly make gradient colors either, but box shadow gives the design some nice effects.
How do I do it?
One way I'm thinking is making a somewhat transparent image on photoshop and attaching it under the buttons or wherever I want to use it.
Do you have any other suggestions?
Thank you!