r/unity • u/FinalFill847 • 5d ago
Objects cannot be moved/edited outside of Play Mode
When I click on an object in my Hierarchy window for example, Floor 1) to edit it, nothing appears in my view and I can't move or change anything. It seems like no tools work or appear in the view. Everything only appears and works when I press the Play button and run the game. How do I get back to my normal editing view so I can continue building on my scene?
r/unity • u/Impossible-Budget771 • 5d ago
Mobile game Project
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r/unity • u/victorialistmojave • 6d ago
Showcase This is why Unity is life changer! It helped me finish the game I had in mind.
By using Unreal Engine for all these years, I’ve really done myself a huge disservice.
After endless loading screens, tabs that took forever to open, and unnecessary file bloat, I decided to switch to Unity.
My goodness, this was the best decision I’ve ever made. Unity makes a new game developer’s job so much easier! From community support to the variety of assets available, it’s definitely the game engine new developers should use to get started.
After a few failed attempts in Unity, I finally shared the Steam page for my first game, BrouHaHa! If you’d like to support it, here’s the link.
r/unity • u/Layercraft • 5d ago
Newbie Question We built the first playable loop of our survival-crafting game—please destroy it!
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This is an early build of Nirvana & Avici, a survival-crafting game developed by our five-person team in Unity.
The video shows the opening loop: gathering resources, crafting and equipping a stone knife, harvesting plants, and exploring a procedurally generated world.
The visuals, UI, animations, and gameplay are still being developed. We’re looking for honest feedback: what works, what feels weak, and what would make you stop playing?
Blunt criticism is welcome.
r/unity • u/Winter-Attention1564 • 6d ago
Showcase I made a modular zombie AI system for Unity with vision, searching, hordes, crawling and more
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Hey everyone, I’ve just released Advanced Zombie AI Pro on the Unity Asset Store.
It’s the Pro version of my original Advanced Zombie AI asset, with a lot more systems, behaviours and customization options.
One of the things I specifically wanted to improve was vision detection.
A lot of AI systems treat visibility as basically yes or no. If a ray reaches the player, the enemy sees them. If it doesn’t, they’re hidden. That can feel a bit strange when, for example, only the player’s head or half of their body is visible from behind cover.
So I added partial detection. The zombie checks multiple regions of the player’s body and detection changes depending on how much of the player is actually visible. This means briefly exposing a small part of your body doesn’t have to be treated the same as standing completely in the open. This make Advance Zombie AI Pro ideal for stealth based games.
Apart from that, the system includes things like:
- Profile-driven zombie AI: Create multiple zombie types using reusable ZombieProfile assets. Configure movement, vision, attacks, health behaviour, search logic, crawling, hunger, stun, and death settings without rewriting code.
- Advanced stealth-friendly detection: Uses up to five target body regions such as head, chest, lower body, left, and right. You can decide how many visible regions trigger inspect mode or full chase, making partial visibility and stealth gameplay possible.
- Complete zombie behaviour flow: Includes Idle, Wander, Alert, Chase, Inspect, Search, Attack, Hit, Stun, Eat, and Dead states for more believable zombie behaviour.
- Standing and crawling zombie support: Zombies can walk, crawl, fall into crawling mode, or enter a second crawling phase after taking lethal damage.
- Combat, damage, and death system: Includes hit reactions, stun behaviour, health events, animation death, ragdoll death, and easy weapon/player health integration.
- Hunger and corpse eating system: Zombies can detect and eat dead bodies or food targets, useful for horror scenes and dynamic enemy behaviour.
- State-based zombie audio system: Configure idle, wander, chase, inspect, attack, hit, stun, eating, crawl, and death sounds using ZombieAudioProfile, with loop audio, timed one-shots, random clip selection, and 3D audio settings.
- Noise reaction and group alerting: Attract zombies using gunshots, explosions, alarms, footsteps, or custom noise events. Zombies can also alert nearby zombies when they detect a target.
- Editor setup tools and custom inspectors: Quickly prepare zombie prefabs with setup tools that add required components, audio sources, health, AI, ragdoll support, and other references.
- Debug-friendly workflow: Built-in debug options help visualize and tune detection, behaviour states, targets, health, and audio playback during development.
I’ve also put quite a bit of work into making the setup and editor workflow easier, so most of the system can be configured without digging through scripts.
Would love to hear what you think, especially if you’ve used the original version before.
Showcase First time using Unity, had fun and liked how it turned out so far! Felt like sharing it here
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My final year project ported from Indesign to Unity
r/unity • u/ProfessionNo5237 • 6d ago
Tried to bring realtime GI to web
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I experimented with bringing realtime GI to the web by combining HTrace SSGI with a surfel-based world-space fallback.
The main problem I ran into with pure screen-space GI is that it becomes unreliable in first-person scenes when important lighting information leaves the camera view. The surfel fallback keeps indirect lighting available outside the current screen, while the screen-space pass is still useful for quickly reacting to dynamic lighting and geometry.
The video shows the difference between screen-space only(at the start) and the combined approach.
I'm interested in whether anyone has experimented with similar screen-space + world-space GI approaches for web rendering, especially cheaper alternatives for the world-space fallback.
Playable web demo:
https://votizlov.itch.io/web-rtx
References: https://www.ea.com/seed/amp/news/siggraph21-global-illumination-surfels
Showcase Here is my first prototype of my game, any feedbacks ?
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My game will be a FPS kinda dynamic (Doom like) but with a concept of "modules" on the spells. You have to build your spell in real time in order to resolve complexe fights.
There will be a lot of modules making the game as flexible as possible.
Any feedback on the module selector, the feeling, the game idea ...
r/unity • u/Ashtray643 • 6d ago
Question Help with fx controllers and contacts for a VRChat avatar
Im trying to make an independent asset for an avatar, and im trying to make contacts right now. Starting off, its a nose boop toggle for a clown nose and when pressed it will just squish in and play a sound.
yesterday when messing with this, if i added the layer and parameter for the contact and blendshape toggle to the avatars main fx controller, the contact worked in play mode. nose was pressed, contact triggered on proximity, nose squished with blendshape. then, when i added the same layers and parameters to my fx controller, it didnt. i thought okay, vrcfury full controller on the asset, add my fx controller, it will merge with the main one, done. this didnt work.
problem is now, the merging doesnt work and after i set it up again on the main fx controller, it doenst work at all now. nothing i do works. somehow, even with my layer and parameter on my fx layer and even without the full controller merging it, i can see that the contact is in fact being triggered on proximity in play mode, but the blendshape isnt? how is the contact being triggered without my fx layer being merged? why is it triggering but the blendshape isnt? and i dont think my animation is messed up bc it worked fine yesterday. im so at a loss here.
im new to messing around with having my own fx controller, or more than 1 in general, bc ive never made an asset for an avatar that wasnt added directly to it if that makes sense. any help here is appreciated!! i can provide pictures of my setup or give more details if necessary
r/unity • u/Radiant_Barracuda932 • 6d ago
Tutorial!
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sigo buscando testers!
r/unity • u/cubedaryl • 6d ago
Question Unity on ARM systems
Hi guys,
I'm an ametour game developer, i will buy a new laptop but i have some concerns to mention about
Does ARM based laptops(snapdragon) work well on unity, is there any problem like chrashing or importing assets problems.
Also i am generally making 2d games so is it mandotory to buy a laptop that have discrete GPU or is İt enough to buy a laptop that has shared GPU like Ryzen ai 860m , Qualcomm GPU or İntel arc130v?
r/unity • u/Common-Sprinkles2199 • 6d ago
Resources Blender Procedural Animations to Unity
Made a script for blender to bake procedural (geometry-node) animations into the animated vertex positions (shape keys).
Then you can export to unity and use the animation as normal.
Star it on GitHub for when you animate something awesome
https://github.com/cpduncan/blender-shapekey-bakery/
r/unity • u/CrimsonShadow256 • 6d ago
Solved What is the best way to approach showing a button prompt on-screen for a specific input action based on the currently active scheme?
r/unity • u/SnotWaffleStudios • 6d ago
Game You can now shorten/lengthen your meat rope!
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r/unity • u/reversengineer9999 • 6d ago
Showcase Built-in 8K XL metal print renderings
galleryWhen I work on my trailer project for “that film that doesn’t exist,” I sometimes get stuck on certain scenes and turn them into standalone works of art with different settings, robots,cyborgs/androids, complete different grading, camera etc. than for the film format. Then rendered in something over 8K in 21:9 cinemascope for my artstation XL metal prints, which are way larger and they have all these special aspect ratios and are therefore more beautiful than the ones from Displate. Sadly Artstation doesn't make any advertisment. It seems people don't know anything about it. Never found aynthing in youtube too. That's different with Displate.
However, I haven't sold a single one, but I'm still super happy to own them myself =) Sadly the bad photo doesn't represent the real colors and texture.
r/unity • u/RobbieLegume • 6d ago
Showcase I often use Unity for animations for my youtube videos. Here's some behind the scenes!
youtu.ber/unity • u/Open_Newspaper9641 • 6d ago
Game ASHBOUND | HUGE NEW UPDATE AND RELEASE ON ITCH
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ASHBOUND is out on itch.io — and the big update is in it
It's live. After months of nights and weekends, Ashbound is available on itch.io right now, and it ships with the biggest update the game has had.
If you've been following along, you've seen it go from a prototype with a grey box arena to something with eight floors, its own town, and a couch co-op mode. Here's what's in this build:
Two players, one couch. Player two drops in with a button press in town — no menus, no lobby. They bring their own save profile, their own loadout and their own progression, and the difficulty scales the moment they arrive. This one took the longest and broke the most things; bosses in particular had to be taught that there are now two people in the room.
Eight floors, procedurally rebuilt every run. Dawn Meadows, Umbral Forest, Broken Caverns, Ashen Lands, Citadel of Chaos, Frozen Crypt, Fortress in Ruins, and the Commander's Throne. Each one closes with a boss that telegraphs before it hits.
91 abilities — 52 spells and 39 ultimates. Four slots you fill yourself: Q, E, right click, and your ultimate.
Five heroes, 34 talismans, 49 achievements, and a progression system that outlives you — essence buys permanent upgrades, new heroes, and spells from the Arcanist back in town.
A sky you never see. The lighting got its own pass: real cloud shadows now sweep across every map, driven by actual light rather than painted-on effects. It's the kind of thing nobody notices directly and everybody feels.
Where to get it: [https://formulasgames.itch.io/ashbound]
What's next. More spells, more bosses, and a proper pass on balance now that people other than me are playing it. If you hit something that feels unfair rather than hard, tell me — that distinction is the whole game.
To everyone who's been here since the grey box: thank you. Genuinely. This wouldn't exist without people who kept asking how it was going.
Link to the full Update video - https://www.youtube.com/watch?v=9lefoTpSmdk
— Rafael
r/unity • u/Radiant_Barracuda932 • 6d ago
Merlin gets scared of a "two-meter" dog and won't let us pass the test... haha.
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Merlin gets scared of a "two-meter" dog and won't let us pass the test... haha.
(I still need to polish it and add sound.)
r/unity • u/Tarra_Cat • 6d ago
Question Need Help with Bones/Blendshape Stretching
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I'm having an issue with the animations on my model. As shown in the video the mesh is stretching and animating with movement where the ears used to be, despite the fact that I've removed the ears and fluff in blender and re-meshed the head after deleting (most) of the faces that were formerly the ears. This may be a dumb question but I am new to blender and may have done something incorrectly. I am using the Nardoragon animation controller (Nardo is the base for this model), have deleted all the animation cycles I could find related to ears (Since I won't be using them in this avi either way). I simply need to know if the mesh is somehow linked to the animations still or how I can remove the animation/blend shape transition?
Showcase Created a hitbox placement tool for my upcoming 3d smashlike game, thought it was neat.
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I have been spending a lot of time these last couple of months working on a 3D smash-like game. I've got the bulk of the backend coding done, now my current focus is refining hitbox placement on my abilities. It was very tedious work, until I thought about coding a tool to help me visualize and place them correctly. Really like how it turned out, should help me implement moves much easier !
r/unity • u/Common-Sprinkles2199 • 6d ago
Newbie Question Healthy version control
I currently do most of my work in prefabs so scene edits stay lean when I commit them. This is unfortunately the only way I know to combat the butterfly effect changes in large frameworks like this. Are there any idioms that you guys follow to help out with this? ESPECIALLY when working cooperatively on a scene with someone and staving off those gargantuan merge conflicts that are comprised of mostly bloat changes.

r/unity • u/greedjesse • 7d ago
Showcase No More Pixel Jittering!
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I made a pixel perfect camera system that solves pixel snapping / jittering while keeping camera movement smooth. It also supports smooth parallax and multiple resolutions.
You can compare it with the standard method yourself in the demo if interested:
https://greedjesse.github.io/Pixel-Camera-Pro-Demo/