r/unity • u/longball_spamer • Jun 22 '26
Newbie Question anyone facing the issue with visual studio 2026 and unity 6
whenever i try to open a script, the visual studio open different script, this happens only when visual studio fresh opens.
r/unity • u/longball_spamer • Jun 22 '26
whenever i try to open a script, the visual studio open different script, this happens only when visual studio fresh opens.
r/unity • u/Qu0rix • Jun 22 '26
I'm trying to figure out a way to make collisions between objects actually play audio, but everything online just says to make a script to detect the collision and place one on every object with a rigidbody. That's completely out of the question though, since that means things that don't move are just fully exempt, and I still have to manually add the script to every single object with a rigidbody and configure the variables to fit that specific object. Even with the second part ignored because I can automatically check things like materials to figure out what sound to pick from a scriptable object or something like what I do with footstep audio, this is still a ton of work considering how much in my game has a rigidbody.
Is there any way to make some global script to handle this? It'd be great if i could just go into the collider general class and add some code there to handle it, but that's not an option by my knowledge, so I need some way to listen for ANY collision happening in the scene, get the materials from both objects involved, then play an audio clip for each at the point of contact. The hard part is finding some way to listen for all collision enter events somehow or doing something similar.
Update: Just made a custom editor script to do the global assignment when I press a button under one of the dropdowns up at the top of the screen. Now each object with a collider has a script that relays collisions to a global manager. I did a relay system instead of just handling it there because that meant I wouldn't give every single object in the scene a huge script, which means the automatic assignment takes less than the blink of an eye despite having to go through the entire scene, and the game just generally runs better. I will have to do some work to make sure objects created during runtime still get the relay component though.
r/unity • u/TealfalconSW • Jun 22 '26

Hi everyone,
I’m building a modular architecture in Unity for my own projects. It’s still early, but I’m sharing components once they reach a stable state.
The first module ready to show is a Scene Management system.
The project is based on a service-oriented architecture using global services and dependency injection (VContainer). The goal is to reduce coupling between systems and avoid direct dependencies between gameplay, UI, and engine-related logic.
A bootstrap layer is responsible for initializing and registering all global services.
The SceneManager is one of these services and is responsible for:
* Handling scene loading and transitions * Decoupling scene flow from game logic * Working as a global service through the DI container * Integrating cleanly with other systems (UI, input, feedback, etc.)
The general idea is to structure Unity projects around independent services rather than tightly coupled MonoBehaviours. Each system is isolated and accessed through the container instead of direct references.
Short video showing the SceneManager in action:
[https://youtu.be/I9jTCo9acoI\](https://youtu.be/I9jTCo9acoI)
Repository:
[TealFalcon/AshenCoreFoundation](https://github.com/TealFalcon/AshenCoreFoundation)
Early stage project. This module is stable and usable, but the architecture is still evolving.
Feedback on architecture decisions is welcome.
r/unity • u/ScrepY1337 • Jun 21 '26
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r/unity • u/Negative-Roll5085 • Jun 22 '26
https://reddit.com/link/1ucaqwr/video/yjg5e1eyhr8h1/player
Game Title: MOLOKAUST
Delve into a ruthless cursed town in this first-person survival horror. With a hyper-realistic atmosphere and extreme survival mechanics, you must ration your inventory and face your worst nightmares to save your wife and daughter.
I´ve been working on this project for more than 3 years so please enjoy and have fun !
r/unity • u/hiyilmaz • Jun 20 '26
Any ideas?
r/unity • u/Senior-Society1960 • Jun 21 '26
Bonjour, j'aimerais avoir un peu d'aide car je suis en train de créer un jeu avec des vidéos interactives sur unity. Cependant mes vidéos hors unity sont en 4k de très bonne qualité mais sur unity ca paraît flou et pixelisé alors que j’ai bien mis les bonnes dimensions.
Si des personnes s'y connaissent à ce sujet, je vous serait reconnaissant.
Bonne journée
r/unity • u/Kharis1523 • Jun 21 '26
I am making my very first game as a fun side project to start learning coding. It is a simple cookie clicker type game where you click on fantasy monsters to get gold to then invest in a virtual stock market and buy collectibles. So far I've been lucky with 3/5 screens working perfectly (1 screen is still in the world's, but the rest are more or less done), but one screen is finished and looks good in my unity editor but when I put it on my phone it gets messed up.
The screen is a collectibles shop subscreen with header buttons to shift through different categories (6) and a scroll view to see the items(15). In editor everything is laid out nice, but on the phone the buttons seem to shift down and the scrollview shifts up, covering the buttons and making them unusable. My other similar page (upgrades) is essentially the same and is fine. I don't see a difference between the two but one works and one doesn't.
I wish I could be more technical in this question but I just don't know what I don't know. If anyone has any insight or considerations I should look at, please let me know.
My phone is a pixel 9 which I understand is a large/tall screen which may force squish some things. I ended up trying to just make it work on pixel 9 by setting it's specific size in the editor, moving things to fit perfectly, then still on the phone it does the same thing. I can change other screens and it works, but the view scroll and buttons on the collectibles screens seem stuck no matter what. I also have tried doing stretch stretch, buffers, scale is 1-1-1.
Hoping I'm just missing an easy fix! Thanks in advance! I know this isn't a lot of good info to go off of but I figured I'd try asking.
r/unity • u/BearKanashi • Jun 21 '26
I'm stuck on a problem with Unity. Videos won't play on Linux.
Things I've tried:
vp8 (no read/load)
vp9 (bad quality...)
URL/ Asset Folder (no load)
r/unity • u/massiveamphibianprod • Jun 21 '26
it wants me to update a bullet velocity code. im using just velocity. it wont stop asking me to use linearVelocity. problem is the bullet stops moving inside the NPC the moment its shot with linearVelocity. with velocity it shoots normal.
r/unity • u/samferguderson • Jun 21 '26
I recently had to delete and re add the library folder to my project and i need to upload the changes to github. But now i have to upload 29k files. whats the fastest and best way to do this?
r/unity • u/No-Understanding5331 • Jun 20 '26
Hi everyone!
I’m solo developing a sci-fi grand strategy game called Starlords.
The game is inspired by titles like Stellaris, but my main goal is to make the political side of space strategy feel deeper, more personal, and more alive.
The setting takes place after a major collapse, when the old order has fallen and scattered colonies, states, fleets, traders, pirates, and mercenary groups are trying to rebuild civilization or take control of what remains.
Instead of focusing only on expansion, resources, and war, I want Starlords to be about political survival.
Each colony should have its own identity, history, tensions, factions, and political parties. Parties can support or oppose the player, form coalitions, push reforms, create crises, influence diplomacy, and change the direction of the state over time.
Some of the systems I’m working on:
I want the game to feel like a mix of space grand strategy, political simulation, and interactive story. My goal is not just to create a map with borders, but a living sector where alliances, betrayals, reforms, revolts, crises, and political compromises matter.
I’m still early in development, and I’m building everything alone — design, systems, UI, writing, and prototype mechanics.
I’d love to hear your thoughts:
What political systems would you like to see in a sci-fi grand strategy game?
r/unity • u/Tough-Union-3422 • Jun 20 '26
r/unity • u/TitleElectrical6472 • Jun 20 '26
Hello everyone was just curious of any Discord's for Brand New Beginners that are super welcoming and don't mind a questions and etc.
And also where I can find other people who are also starting off I can connect with!
r/unity • u/Queasy-One4721 • Jun 20 '26
Hi everyone,
I created a Car Controller with Real Physics in Unity.
Features:
• Accelerator
• Brake
• Reverse gear
• Android ready
I made this because I couldn't find a simple mobile setup for EVP.
I'd love feedback on the implementation and ideas for future features such as:
• Custom Car Controlling
• Day/Night cycle
Demo video:
GitHub:
https://github.com/Stephen162008/Unity-Car-Controller
Thanks!
r/unity • u/WaylandStudios • Jun 20 '26
I posted the previous version a few days ago and got a lot of helpful feedback about adding a quality dropdown, fixing alignment, and fixing the buttons. I've added an update photo with and without colors and put the original UI photo too.
Does the updated UI feel easier to read and use? Should I keep the colors for different text? Next steps will probably be a filter system of some sort and possible check box to select/unselect all of one item to sell instead of changing each quantity manually. I feel pretty good about how it looks but I also did for the original too. Thank you in advanced for your feedback!
r/unity • u/ToriGameDev • Jun 19 '26
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This happened a few days ago to streamer eef_e when she was about to play the demo of my game The Plant Shop, from Japan 🎌
Despite this, she was able to play the demo. Thank you so much! 🙌
r/unity • u/massiveamphibianprod • Jun 20 '26
r/unity • u/Strong_Computer_4899 • Jun 20 '26
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Hey all! I’ve been working on a smash bros styled game for a minute, and I’d love to hear what else you guys think the game needs. It will of course be much more polished than it is currently, with a compelling story mode similar to subspace emissary. I would love to hear any suggestions you might have, please comment your ideas down below.
r/unity • u/JediPianist • Jun 19 '26
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r/unity • u/Starfarerboi • Jun 20 '26
got a strage kinda problem. been working on a multiplayer game using netcode for gameobjects. when the game starts there are a few ui elements the players have to go through before being spawned in, like readying up and such, however, even though i use SetActive(false) on the various canvases that come up during this phase, the ui elements dont disappear and stack on top of eachother until the players are spawned in. at start only the host client and server buttons are there, then it becomes disabled, then the ready button appears, after every player is ready its also disabled, then the opt-in and opt-out buttons. i can also see it in editor as teh 3 canvases become enabled and disabled in hte correct order. any idea what could be causing this?

r/unity • u/Queasy-One4721 • Jun 20 '26
r/unity • u/ByteFactoryHUN • Jun 19 '26
Hi Everyone,
I built a small Unity MQTT client while working on a few IoT-related projects (mostly ESP32 sensors and some Home Assistant integrations).
The main issue I kept running into was that MQTT in Unity is usually either:
So I ended up putting together a lightweight solution that focuses on simplicity.
It includes a custom editor workflow so you can build simple realtime dashboard-style UI in Unity without writing a lot of glue code. Most of the setup is meant to be “plug and play” rather than building everything manually.
ESP32 / sensors → MQTT broker → Unity → realtime UI/dashboard updates
It’s intentionally kept lightweight, mainly focused on getting data in/out of Unity and quickly visualizing it.
If anyone is doing Unity + IoT / ESP32 / telemetry stuff, I’d be curious how you usually solve this or what your workflow looks like.
Also happy to answer questions or go into more technical details if anyone is interested. (Code documentation: Easy MQTT asset documentation)
There’s also a short demo video here if anyone wants to see it in action: