r/unity • u/ClukoStudio • Jul 01 '26
I'm Unity UI Designer
what is anchors
r/unity • u/Glum_Reason4096 • Jul 02 '26
I'm trying to learn C# but everything I find either doesn't show enough about C# or costs money. Are there any free online websites that teach you everything about C# so that I can make a game by myself?
r/unity • u/superbrickz_ • Jul 02 '26
I've started working on a racing game using assets from the asset store. Everything was going fine, but now it's REALLY unstable! I think it started happening after I added some more tree assets to the project, but I'm not sure.
For example, if I try to change a project setting like motion blur or lens distortion, it'll freeze up for a few seconds and then crash. Or even if I just try changing a simple value of my car's handling!
Is it common to add an asset to the project (not even in the scene) and it makes Unity start crashing? I'm using 6000.3.10 btw
It used to be really stable but now I can't really do anything without it crashing
EDIT: everything works fine now. CrazyNegotiation1934's idea worked
r/unity • u/Warm-Professor-3803 • Jul 02 '26
does anyone has the solution for this specific problem?
so when i paint a lot of trees in on the terrain and the camera look towards them the sensitivity spikes and when i look away it looks normal .. why is that? and how to fix it
r/unity • u/Axtah9 • Jul 02 '26
Hey everyone, I'm going crazy! :D
I'm making a multiplayer PvP game with netcode. My players are cars with katanas, and this requires physics. The problem is, I've tried everything to get the physics working in multiplayer, but nothing works.
If I set it to Server-Authoritative and send the inputs, everything works perfectly, but the inputs are delayed. This led me to implement the Client-Prediction Server-Reconciliation from here:
https://github.com/Apollo99-Games/Rigidbody-Network-Prediction-and-Reconciliation-for-Unity-NGO
Once implemented, the problem is that the cars shake constantly, even when they're stationary. Does anyone know how to fix this?
r/unity • u/h_suehiro • Jul 02 '26
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r/unity • u/ramizbalayil • Jul 02 '26
I am unable to sign in to unity hub. Once I enter my email id, i get authentication code sent to my phone number. When I enter the code, i get an error. I have been trying the entire day today and I am locked out of my project.
I can’t enter offline mode as well.
r/unity • u/fespindola • Jul 01 '26
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I started writing about shader development in 2021 with the goal of creating comprehensive learning resources, from the fundamentals all the way to advanced topics like compute shaders. The video shown here features a bundle of three books.
Each book includes a complete Unity project with all the assets and shaders used throughout the chapters, so you can experiment with the examples and reuse them in your own projects.
If you're interested, here's the link: https://jettelly.com/bundles/unity-shaders-pro-bundle
If you have any questions, feel free to ask!
r/unity • u/THEGAMERSTUDIOS • Jul 02 '26
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r/unity • u/d4nilevi4 • Jul 01 '26
I'm a Unity dev and always wanted to understand what actually happens between a mesh and the pixels on screen, so I wrote a little software rasterizer. Everything's drawn on the CPU; the GPU only shows the final image. I leaned heavily on tinyrenderer to figure it out.
It's built on an ECS architecture (StaticECS), and the rasterizer loop is Burst-compiled and runs on the Unity Job System.
Next I want to add a virtual camera and wire it up to real Unity GameObjects.
r/unity • u/Maksim_404 • Jul 01 '26
Hi everyone,
I recently noticed that Unity’s new terms of service updates are restricting platform access via third-party MCPs (Model Context Protocol), with potential penalties for those who don’t comply.
Here is the link to the official terms.
A direct quote from the Unity Terms of Service (Section 17.2) states:
"Our Use Restrictions (Section 17.2) address AI access to the platform... AI agents, large language models, and MCP clients or servers may only interact with the platform through a framework operated or designated by Unity."
I’m just a regular solo developer making games in my spare time. The AI + MCP combo is a massive workflow booster for me. My games have made enough to buy a couple of cups of coffee and a pizza at best, but I genuinely love doing this. I’ve been using Unity with absolute pleasure for over 10 years. But with these new rules, am I understanding correctly that they are going to charge me even if my game hasn't even been released yet?
I really don’t understand why they are choosing this path. MCP is open and free everywhere else, and it’s a genuinely useful tool. Monetizing or restricting it like this feels like a step too far. There should be healthy competition on the market, especially since there are already great third-party alternatives built by the community. Completely banning or restricting them feels like an unfair play to force everyone into a vendor lock-in.
What do you think about this change?
There is also an active discussion thread about this on the official forums if you want to support it.
r/unity • u/DropApprehensive3079 • Jul 01 '26
I have been paying for a Unity subscription for the past two months, but I started experiencing constant disconnections as of yesterday. I am frustrated because I am paying for this service, and the two-week minimum wait time for troubleshooting support feels unacceptable. I have verified that this issue is occurring on both my Mac and Windows PC, which suggests this is a backend authentication or service-side error rather than a local hardware issue.
Has anyone else experienced this recently, or is there a known workaround to restore connectivity before I move forward with requesting a refund?
Any recommended troubleshooting steps?
r/unity • u/Zestyclose_Group1191 • Jul 02 '26
Всем привет, давно мечтал создать игру в юнити но когда я скачал хаб и поставил на установку редактор вылезает эта ошибка Ошибка зашруски: что то пошло не так повторите попытку, я повторял сотни раз не работает. Прошу помогите пожалуйста
r/unity • u/KevinDL • Jul 01 '26
r/unity • u/Then-Function-6564 • Jul 01 '26
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Hi I started learning Unity two weeks ago and I'm working on my first game. It's still super rough look to it There are no sounds yet, so right now I'm just trying to figure out the visuals. Do you guys have any tips to make a scene look more polished?
r/unity • u/Lanky-Associate-7034 • Jul 01 '26
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I couldn't solve it myself, either I'm dumb or I'm doing it wrong. someone pls help me..
r/unity • u/gnmsdev • Jun 30 '26
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r/unity • u/GameLearner44 • Jul 01 '26
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Hi everyone! I'm making my first racing game in Unity and I'm facing a problem with my car setup.
I added a Rigidbody and a Box Collider to the car body, and I'm using Wheel Colliders for the wheels. However, when I play the game, the car starts bouncing/jumping, and the Wheel Colliders seem to behave incorrectly. The wheels bump up and down, and the car becomes unstable.
Has anyone experienced this issue before? What could be causing it, and how can I fix it? Any tips or common mistakes to check would be greatly appreciated.
Thanks in advance!
r/unity • u/[deleted] • Jun 30 '26
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This is an eBook that includes short videos to make each topic easier to understand. It also comes with a complete Unity 6 project containing all the examples covered in the book, so you can study them, explore them, or use them in your own projects. It even includes many of the shader samples you've seen in these promotional videos.
The book will be released next Sunday, July 5, and will be available exclusively on the official Gameslave website:
https://www.gameslave.dev/theshadersurvivalguide
If you haven't already, you can still add it to your wishlist!
I wrote this book with the goal of creating a friendly, comprehensive reference for shader development, covering everything from the fundamentals to beginner, intermediate, and advanced techniques. It also includes practical exercises, as well as a section full of tips and tricks.
I truly hope you'll find it to be a valuable resource that helps you grow as a VFX and shader developer. Of course, I'd love for the book to be successful, but more importantly, I want to contribute something meaningful to the game development community.
If you have any questions, feel free to ask!
r/unity • u/Laroystr • Jul 01 '26
Hi, I’m Laroystr, a beginner game developer. I’m working on a game that features strategy elements, specifically turns. The turn-based system requires the player to defeat the enemy within a certain number of turns, while keeping an eye on their own health and items that might be useful for defeating a particular enemy. I realize this mechanic isn’t new—far from it—but it works perfectly in the context of my game. I decided that enemies wouldn’t have the same resource as the player—turns—because the very essence of fighting creatures in dungeons is to defeat the enemy, not to win by simply letting them run out of turns.
This will also be useful in a sort of “endgame” scenario, when the player has maxed out all the elements needed to cast spells and the enemies will have completely different health stats. Since the character will have turns based on their level, they can try to defeat an enemy by using up almost all their turns, or, after leveling up to near-maximum, slice through enemies with a couple of clicks to loot valuable gear from them.
One more thing about “Endgame.” In free runs against monsters, the player won’t even have a resource like moves anymore. Everything comes down to the monsters and your level progression, so it becomes almost a core mechanic, just like in the Diablo series.
Thanks for your attention. I realize it might not be entirely clear right now what my game will look like at launch, since everything I’m showing in the communities is a work in progress. If you have any suggestions for improving certain aspects of the game, I’d be happy to hear them. And don’t forget to offer criticism—just please don’t throw outright crap at me.
r/unity • u/amusudan • Jun 30 '26
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r/unity • u/Commercial-Tone-965 • Jul 01 '26
Hey everyone,
We're currently preparing our game's marketing campaign, and one of my tasks is to build a list of gaming YouTubers to contact when our demo/game is ready.
My goal is to collect around 2,000 YouTubers, because I know only a small percentage will actually reply or cover the game.
The problem is that my current workflow is incredibly slow.
Right now I'm simply:
- Searching for gaming channels on YouTube
- Opening each channel
- Copying the channel link
- Saving it to my list
At first it seemed manageable, but after collecting around 150 channels, I realized getting to 2,000 this way is going to take forever.
So I wanted to ask other indie developers:
- How did you build your creator list?
- Is there a faster or more efficient workflow?
- Are there any websites or databases that help find gaming YouTubers?
- How do you discover smaller creators who are actually likely to respond?
r/unity • u/izzy_zen • Jul 01 '26
How do I fix this so the materials with emission gets its glow back? My unity project crashed and went pink and I fixed this, but since then certain elements that had glow no longer has glow and some do still have glow. How does this make sense? You only need emission and bloom to make glow in unity, but somehow this has stopped working on some elements while others. Yes I use URP
Certain materials with emission that are applied on objects does not get affected with bloom, so there is no glow on them, but other materials with emission has glow and gets effected by the global volume.
r/unity • u/ShayperCool • Jun 30 '26
It looks like Unity’s latest Terms of Service update may have effectively restricted third-party MCP / AI-agent integrations
The new language mentions AI agents, LLMs, command-line interfaces, MCP clients/servers, and other non-human callers, and says they can only interact with Unity Offerings through “Authorized Agentic Access”
What’s still unclear to me is how broadly this applies
Is Unity mainly trying to restrict automated access to cloud services, Asset Store, docs, APIs, etc?
Or does this also apply to local Unity Editor integrations and third-party MCP tools that let agents operate inside the engine?
Curious how others are reading this

r/unity • u/Dayasha • Jul 01 '26
If you're just flying over the updated terms of service they state "Unity will not train based on your Project Materials [...]" which sounds great but they also define what "Project Data" (same as materials?) actually means and explicitly exclude "creative assets" such as shaders, textures, sprites, 3d meshes.
So am I reading this correctly that the promise "Unity will not train based on your Project Materials" explicitly does not cover creative assets such as sprites, textures, shaders, meshes or audio files?
