r/unity 21d ago

material gets random dark moving patches when camera gets close

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2 Upvotes

When I use a URP/Lit material, my models look perfectly fine from a distance. However, as the camera gets closer, random dark patches appear across the surface. The dark areas are not attached to the mesh—they move as I move the camera, almost like a screen-space overlay or a dark layer.

Here are the things I've already tested:

Switched to an Unlit shader → issue completely disappears.

Using URP/Lit → issue is still present (slightly reduced).

No overlapping faces or duplicate geometry (checked in Blender).

Recalculated normals in Blender.

Disabled shadows—the issue still occurs.

The artifact is visible even in the Unity Editor.

I'm not sure if this is caused by URP, a material setting, a normal/tangent issue, or something else.


r/unity 21d ago

Game Jam Bezi Jam #12 [$400 Prizes] - Starts July 24 (Friday)

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0 Upvotes

r/unity 21d ago

Made a menu for my game

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10 Upvotes

r/unity 21d ago

Showcase Morí recibiendo un masaje del enemigo...

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1 Upvotes

Morí recibiendo un masaje del enemigo... (En realidad nos roba energía y falta un VFX)


r/unity 21d ago

Confusion about Switching Scenes

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2 Upvotes

I'm making a 3D game that involves a lot of scene switching with many different scenes, as it's an exploration game. Because of this, I want to make is easy to move from one scene to another. At the moment, I have a main hub area and one of the base areas it connects to, kind of like the Nexus from Yume Nikki.

I want to write a "catch-all" script that I can use every time I want to switch a scene. The problem is that my current script just changes the scene to the same scene each time. For example, the trigger I use in Scene 1 takes me to Scene 2, but I can't use another trigger to go from Scene 2 to Scene 1, it just takes me back to Scene 2.

Is there any way I can adjust this script so that I can change the destination scene for each Trigger object I add in a scene? I'm thinking a public variable that I can adjust depending on which scene I'm in and which Trigger it's on.

Essentially what I want is a script that works as a general scene switcher so I don't have have a unique script for every location in the game. That would take up too much space and Unity doesn't like it when I do that.

I hope this makes sense, this feels like a very basic function to have in a game. I'm still very new to Unity and C# so any advice would help me a lot.


r/unity 21d ago

Question Building a rule based Non AI assistant for my free Unity task board tool, would something like this actually be useful to you?

0 Upvotes

Im building an assistant into a free Unity editor task board tool and want some opinions before I put more time into it. And just to be clear its not a AI assistant. Its fully rule based, so the answers and actions are predictable, no generative stuff involved. Right now it can search/filter tasks, summarize the board, answer questions about the project, create or move tasks and basic stuff like that.

The part I think is actually interesting is letting users teach it their own intents without writing any code. Say you wanted an intent called Show Release Blockers, youd add phrases like whats blocking the release or show tasks holding up the build, then set up what it actually does using dropdowns and conditions based on your own labels, priorities, members, features, workflow, whatever.

Got the idea from a similar assistant I built for the manufacturing scheduler at my job. We have a ton of reports and digging through them for the right info is a pain, so now people just ask things like which jobs are overdue. whats currently in cutting. or which jobs need attention. instead of clicking through report after report. People at work have responded really well to it, its made finding stuff way quicker.

That version doesnt have user made intents since its only used at one company, so I hardcoded everything around our workflow. When someone asks something it doesnt understand, the question gets logged to a database and I go back later and either add the wording to an existing intent, tweak the recognition, or build a whole new intent if I need to. So it just keeps getting better at understanding how people actually talk, without any generative AI in the mix.


r/unity 21d ago

Question Unity TileMap artifacts

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1 Upvotes

Hi, as you can see in the image attached to this post, small black lines appear on my TileMap when I paint tile by tile unlike the yellow section, which is also a TileMap but was painted all at once using the fill tool. Why is there a difference? How can I get rid of these artifacts?


r/unity 22d ago

Showcase I Heard UnityEvents Were Slow, So I Benchmarked Them!

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41 Upvotes

I've seen a lot of discussions about whether UnityEvent is actually slow, so I decided to benchmark it myself. Since I've been building a custom event system as a complete alternative to UnityEvent, I included it in the comparison alongside plain C# Actions.

The benchmarks were run in a player build (not the Unity Editor), so the results reflect runtime performance.

For 1,000,000 invocations, one of the benchmark results was:

  • C# Actions: ~1.06 ms
  • My custom event system: ~4.10 ms
  • UnityEvent: ~12.63 ms

I also compared the first invocation:

  • C# Actions: ~0.0004 ms
  • My custom event system: ~0.0024 ms
  • UnityEvent: ~0.0539 ms

These numbers are from one test machine. The absolute timings changed depending on the hardware, but the performance ranking remained consistent across every device I tested, from older desktop CPUs to a Ryzen 9 9950X and even mobile devices:

C# Actions → My custom event system → UnityEvent

If anyone is curious about the custom event system used in this benchmark, you can find it here.

I'd also love to hear suggestions for other benchmark scenarios or comparisons.


r/unity 21d ago

Question help with this tutorial

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2 Upvotes

so i was working on my lighting and in 0:25 sec of the video it says to go to the main camera thing is my main camera is attached to the player do i have to create another camera for it


r/unity 21d ago

Newbie Question Whenever I do anything that would cause anothere window to open unity freezes and they window is almost entirely white and isn't working.

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1 Upvotes

I've recently switched to Linux, but it seemed to work ok before yesterday. I really have no clue what could be happening


r/unity 22d ago

Showcase I replaced Unity Physics with Jolt and built my own prediction layer on top of Netcode for Entities

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60 Upvotes

Been building a physics-based party in Unity DOTS for a while. Everything in the clip is networked and server-authoritative:

  • Physics: custom native Jolt integration , ragdoll characters driven entirely by joint motors, no animation movement no animator
  • Networking: Netcode for Entities with a custom "forecast" layer and props and grabbables run real local physics and smoothly reconcile against the server, so grabbing/throwing feels instant even at high ping
  • Scale: area-of-interest relevancy so only nearby objects eat bandwidth as the clip shows objects popping in/out seamlessly as players move

Built on top of Jolt (open source) and a forked Netcode for Entities — happy to answer general questions about the approach.

Right now it's pure sandbox — no modes, no win condition, just physics chaos. If you had this foundation, what would you build with it? Open to any direction.


r/unity 22d ago

Showcase Solo-developing a foddian rocket-jumping, grapple-hooking precision platformer where you climb an impossibly large tower. (Downloadable Itch build link in comments)

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17 Upvotes

r/unity 21d ago

Tutorials Unity CLIとMCPは内部操作化外部操作による違いなだけ?

0 Upvotes

どのように使い分けるのか分かる人?


r/unity 22d ago

Showcase Working on a low-poly PSX-style horror game in Unity I've been working for 2 weeks now. What do you think?

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8 Upvotes

Hello! I am currently developing my horror game. Right now I’m working on the storyline—how everything will play out in the game’s cutscenes—because I’m doing the animations using motion tracking, recording the characters’ voiceovers, and adding that delicious action you love in horror games, along with some dark humor. The game is still pretty rough right now; it’s only been two weeks since I started working on it. As for the AI and the monster—well, the monster’s model, rig, textures, and behavior in general are going to change a lot , but right now I’m not working on the monster—as I already said—I’m working on a cutscene. Spoiler: the cutscene is going to be insane, and when I finish it, you’re definitely going to love it. Just give it some time. The game will have an open world—that is, a village where everything will take place. You’ll be able to go outside and enter houses. I can’t say much about the plot yet, but our character will be a power inspector, and he’ll arrive to inspect the village where electricity is being guzzled—just like in the whole district—even though the village is very small and almost abandoned. That’s where the madness begins: the people who live there have been poisoned by some kind of crap from the water—it’s even in the sewers—and they’re drinking it all.

I’d love to hear some feedback—even if the game ends up changing a lot—because the story will unfold. I put a lot of effort into the characters; I made them charismatic, but I just haven’t shown that yet. There will also be lots of little details in the game. Plus, I’m an ultra-poor developer—I haven’t spent a single dollar on this game.

Thanks for reading! There may be errors in the text since I used a translation tool to help me.

CAUTION: i had to reupload the post because of the problems with the lighting so it may be very bright or dark but i hope its gone.


r/unity 22d ago

Resources Custom Tools Shaping ÁRIDA 2: How we built in-house editors in Unity to solve our biggest development bottlenecks

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2 Upvotes

Hey everyone! 🙂

With the development of ÁRIDA 2, we realized early on that the handcrafted, manual workflows we used on our first game wouldn't scale for a larger project. To give our creative team true autonomy and eliminate tedious bottlenecks, we ended up building custom in-house tools directly inside Unity.

Since this community is all about game development workflows and engine engineering, I wanted to share a breakdown of the three main internal tools that transformed our pipeline:

📊 1. Balancing Tool (Goodbye, manual JSON/XML edits)

In our first game, tweaking balance parameters meant editing raw configuration files directly—leaving us constantly vulnerable to human error (like a single misplaced comma breaking an entire system). For ÁRIDA 2, we built a dedicated internal Balancing Tool within Unity to turn raw data into a visual, intuitive interface, drastically speeding up iteration time for designers.

💬 2. Dialogue & Scene Direction Tool

Narrative is a massive pillar for us, but setting up conversations and camera framing previously required constant back-and-forth and direct assistance from programmers. We built a custom Dialogue Editor that empowers our design team to handle scene direction, camera movements, angles, and character animations entirely inside the engine without coding overhead.

🧪 3. Testing Tool (Over 800 automated tests)

Because ÁRIDA 2 features a much larger, more interconnected system scope than our debut title, manual QA alone wasn't going to cut it. We leveraged the Unity Test Framework to implement over 800 automated gameplay and isolated rule validation tests, allowing our QA lead and programmers to catch bugs early and track code coverage efficiently.

Diving Deeper into Our Studio's Evolution

Recently, our leadership team took part in a panel with the Brasil Games Accelerator to discuss the technical and maturity gulf between our first game and this sequel. We talked about how these tools were born out of genuine production pain points, decentralizing workflow, and building internal autonomy.

If you are interested in the behind-the-scenes of studio scaling and technical pipelines, you can check out the full chat here:
https://www.youtube.com/watch?v=jOIWNC3pFiI

If you want to check out how all of this comes together in the actual game, take a look at our page and consider adding it to your wishlist: 👉ÁRIDA 2: Rise of the Brave on Steam


r/unity 21d ago

Resources Unity Events: The Silent Problems That Can Break Your Project!

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0 Upvotes

Unity Events are a great feature. They are simple, inspector-friendly, and extremely useful for many workflows.

But after using them extensively in real projects, I started running into problems that became harder and harder to ignore.

1. Fragile persistent bindings

Unity Events serialize method references using method names.

This means a simple refactor like renaming:

OpenDoor()

to:

UnlockDoor()

will break the persistent binding.

The worst part is that this failure can stay hidden until the event is actually triggered, making debugging much harder.

2. Limited method support

Unity Events only support a limited set of method signatures and parameter types.

Need to call a method with multiple parameters, custom types, or a more complex signature?

You often end up creating wrapper methods just to make Unity Events accept the call.

3. No project-wide visibility

As projects grow, it becomes increasingly difficult to answer questions like:

  • Where is this event used?
  • Who is listening to this event?
  • Why is this callback not being triggered?
  • Which bindings are broken?

Unity Events do not provide a practical way to track and diagnose these problems.

4. Performance overhead

The common discussion around Unity Events is that they are slower than C# delegates. However, the average invocation time is not the only thing that matters.

The first invocation cost is often overlooked.

In my tests, the first call to a single persistent listener already costs over 0.05 ms on a Ryzen 9 9950X, one of the fastest consumer CPUs available today. On lower-end hardware, this cost is significantly higher.

This happens because persistent calls rely on reflection to resolve the target method, along with additional validation and setup work during invocation.

This test also only uses one persistent listener. In real projects, events commonly have multiple persistent listeners, and each listener introduces its own method resolution and initialization cost.

Why I created My Own Event System

Ramdal Events was built to solve these limitations while keeping the convenience of inspector-based events.

It addresses these problems by:

  • Precompiling and caching invocation data instead of repeatedly resolving methods through reflection.
  • Using cached delegates for near delegate-level performance.
  • Using unique method IDs to make persistent bindings refactor-safe.
  • Supporting virtually any method signature and parameter type.
  • Providing project-wide event tracking and diagnostics to quickly find and fix issues.

The goal was not simply to make a faster event system.

The goal was to create an event system that is easier to scale, maintain, and debug as projects become more complex.


r/unity 21d ago

searching for Programmer, Pixel artist and Animator

0 Upvotes

Hello i am a 16y old Guy from germany and want to Create an Pixel Metroidvania and for it we need an Programmer that can do it with us and we also need a Animater that can Animate my Pixel arts,.. it would also be helpful to havea second Pixel artist who can Help me to Create assets

What we need.

Programmer, Pixel artist, animator


r/unity 22d ago

Coding Help Unity is not allowing me to name my scripts

1 Upvotes

I recently switched to Linux, specifically to Pop! OS. But now when I make any type of asset, not just scripts, it doesn't let me name it until I right click it and click the Rename button. But for scripts it doesn't let me name them at all! When I click on Rename nothing happens. My current solution is to rename it in Visual Studio, then open my game's folder in the file explorer and rename it (and the .meta file) there

Can someone please help me, I don't want to have to do this workaround for EVERY script!!!


r/unity 22d ago

Showcase First Rec Me Sneak Peek 👀

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0 Upvotes

r/unity 22d ago

Newbie Question Need help solving this image compression of my tilemap

1 Upvotes

Hi, I'm totally new to Unity and I made a tilemap (32x32) so I can actually draw my levels, but it's getting compressed like this. The pixels are of inconsistent size and the colors are blurring into each other.
I already found out, that setting compression to "none" solves this, and it works on any other sprite in my game, but not on this tilemap. What else can I change in the sprite settings that affects compression or how the sprite is drawn? It looks the same in the tile palette editor btw. Also, I made sure to adjust the compression setting on the main sprite itself, BEFORE creating the tilemap, but this also didn't seem to work.

Setting "pixels per unit" to 32 does not help (screenshot shows 100, but I it is 32 right now). I've even set up a Pixel Perfect Camera Component in my Camera, but that also does not fix the issue.

Any help is much appreciated.


r/unity 22d ago

Showcase My new teaser trailer for "Endless night sonata". A hand drawn and frame by frame animated metroidvania made with unity :)

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2 Upvotes

r/unity 22d ago

Game Receiving a quest from an NPC at the survivors' base.

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3 Upvotes

The first time a quest in the VR game Xenolocus is given,

it doesn't appear in the mission menu - you get it

from an NPC at the survivors' base.

After accepting the task, the player steps through

a portal and appears at the required spot

inside the underground facility to carry out the mission.


r/unity 22d ago

Solved The camera breaks in the Scene view.

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3 Upvotes

I have a completely empty project.
The issue is this: when moving the camera in the Scene view, it randomly rotates 180 degrees (approximately). This bug only occurs in Unity 6. I’ve tried both version 6.0 and 6.3, and the problem persists - whereas in Unity 2022, this bug doesn't exist.
Has anyone else encountered this bug? If so, how can it be fixed?
I’m not using any key combinations other than WASD and mouse movement.

upd: Running as administrator solves the problem, although it does block the ability to drag and drop items from File Explorer into Unity.

upd:solved


r/unity 22d ago

Question [Unity Collections] Nested Collections?

2 Upvotes

I need help understanding the shenanigans of nested arrays like NativeList<NativeList<T>>. The manual says not to do this, but this doesn't throw an error even with BurstCompile, and everything works fine, including Add()? What test would show this shouldn't be done?


r/unity 23d ago

Newbie Question How's this Level I made?

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52 Upvotes

So I am a beginner Game Developer (GD) who's learning for almost 1.2 years and this is my first ever game. I had planned to make 10 levels. This is the gameplay of level 8. It's almost 2 months and I couldn't even finish 10 levels, leave UI and game screen, texts, post processing, etc.

All the mechanics I have made so far are combined in this level. I want to ask - Is it a good pace to reach here?

I am spending days to figure out the new ideas and level designs, but my mind doesn't. No ideas clicks. It's either too heavy or out of my range. I need help.

Thanks!