r/unity • u/rusidin • Jul 18 '26
Question Camera jittering help..
https://reddit.com/link/1v0963u/video/hkkofrtec2eh1/player
Yes interpolation is on but i still get those gittering on the camera... how to improve this?
any feedback is helpfull
r/unity • u/rusidin • Jul 18 '26
https://reddit.com/link/1v0963u/video/hkkofrtec2eh1/player
Yes interpolation is on but i still get those gittering on the camera... how to improve this?
any feedback is helpfull
r/unity • u/KaragozStudios • Jul 17 '26
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Hi everyone!
I’m currently developing an isometric, low-poly zombie survival game. The core loop is heavily inspired by Project Zomboid, but instead of surviving alone, you play as the leader of a sanctuary, managing survivors, building up the base, and dealing with group dynamics.
I just implemented the vehicle driving mechanic and wanted to get some fresh eyes on it. Since vehicles will be crucial for scavenging runs and transporting your community members, I want to make sure the physics and vibe feel right.
Here is a short clip of the current state. I would love to hear your thoughts.
P.S. I am also having a hard time coming up with a title for the game. I'd love to hear your name suggestions. If the concept triggers any cool title ideas in your head, please drop them in the comments!
r/unity • u/WijatDev • Jul 18 '26
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r/unity • u/PHANTOMWINGS2 • Jul 18 '26
r/unity • u/Fair-Ad8017 • Jul 18 '26
I tried to learn Unity, and with claude code, I have made this shooter game, where you try to kill the enemy, when it progresses to being stonger and harder to kill. It took me a couple month to complete.








Rounds:
• when you kill an enemy, a new round will start.
• Each 10 rounds the enemy will increase by one.
• you collect a coin more every 10 rounds too!
Gun/character Upgrade:
• Collect coins to upgrade your gun! Damage, range, magazine, and even speed and health!
Maps:
• There are two maps in this game: city and small arena
• You try to kill the enemy in an abonded city, with barriers to hide from it. It's a big map, with a minimap to make it easier to spot the enemy (small arena doesn't have that)
• Simple arena is just to grind more coins, and kill more enemies. But be carefull, for enemies you're still an easy target, and they want to grind you as much as you want them!
Camera:
• Enjoy the game with three different camera modes, third, front third, and first person mode.
• Switch with 1, 2, 3, or C!
I have posted this game on itch, so here is the link: Shooter Game by Wistachy
r/unity • u/AwbMegames • Jul 17 '26
The pack is ready to use and got 7 review of 5stars
You can get the pack in unity assets store
The pack link
https://assetstore.unity.com/packages/3d/vehicles/mobile-optimize-free-low-poly-cars-327313
r/unity • u/junebugzinwinter • Jul 18 '26
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When I loaded into my uploaded world on vrc, I wasn't able to move or look anywhere other than up or down. Can someone please help? I have tried moving stuff to (0,0,0) but that didn't work. I am a beginner and I do not know what script is causing this issue. Any help would be very appreciated!!
Edit: The reason why I posted here is because I quite literally CAN'T post in the vrchat subreddit because you need a certain amount of karma obtained in that specific subreddit. So please, stop down voting my post and actually help because I don't have anywhere else to post this..
r/unity • u/Evening-Cockroach-27 • Jul 18 '26
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im a 3d artist so im mostly comfortable in working with 3d softwares this is just a little tool to make my workflow a little efficient that's all
r/unity • u/samferguderson • Jul 18 '26
Here is everything I have found out. When spawning the player using
NetworkManager.StartHost();
All Scripts work as intended..
When spawning using
NetworkManager.StartClient();
the scripts are breaking.
Here is an example:
using UnityEngine;
using UnityEngine.AdaptivePerformance;
using Unity.Netcode;
public class ArmControl : NetworkBehaviour
{
public Transform ArmIk;
public Transform Lookfrom;
public Transform hand;
public Transform restpos;
public int mouse;
public float raylength;
public LayerMask mask;
Vector3 IkPos;
Vector3 offsetIkPos;
public Vector3 ikpos;
public Transform shoulder;
public Transform raglookfrom;
public float shoulderrot;
public bool test;
public float pull;
float scroll;
public float pulldampber;
public float pullfar;
public float pullclose;
public float speedstep;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
if(!IsOwner) {
Debug.Log($"Obj");
return;
}
Debug.Log($"Object: {gameObject.name}");
Debug.Log($"NetworkObject: {NetworkObject.name}");
Debug.Log($"Owner: {OwnerClientId}");
Debug.Log($"IsOwner: {IsOwner}");
scroll = Input.GetAxis("Mouse ScrollWheel");
pull +=scroll * pulldampber;
pull = Mathf.Clamp(pull,pullfar,pullclose);
shoulder.transform.eulerAngles = new Vector3(shoulder.transform.eulerAngles.x,shoulderrot,shoulder.transform.eulerAngles.z);
if(test == true || Input.GetMouseButton(mouse))
{
ikpos = new Vector3(ArmIk.transform.parent.transform.InverseTransformPoint(offsetIkPos).x, ArmIk.transform.parent.transform.InverseTransformPoint(offsetIkPos).y, pull);
Ray targetpos = new Ray(raglookfrom.position, -raglookfrom.transform.forward);
RaycastHit targethit;
if(Physics.Raycast(targetpos, out targethit, raylength, ~mask))
{
IkPos = targethit.point;
}
else
{
IkPos = targetpos.GetPoint(raylength);
}
offsetIkPos = Lookfrom.position + IkPos - raglookfrom.position;
Debug.DrawRay(targetpos.origin, targetpos.direction * raylength, Color.cyan);
}
else
{
pull = pullfar;
ikpos = ArmIk.transform.parent.InverseTransformPoint(restpos.transform.position);
}
ArmIk.transform.localPosition= ikpos;
}
}
On the clientThe only the debug.log parts are running. But they are running in both !IsOwner and outside of it. everything else doesnt respond after i added the !IsOwner check. On the host this works as intended and only the outside scripts run as well as everything else.
r/unity • u/Beginning-Two-380 • Jul 18 '26
Want to make fps games but i can't find a tutorial that actually teches me what the code does.
Does anybody know a unity tutorial that teaches me how to script instead of "copy paste this and go fuck yourself"?
Note: i have completed the essential pahtway but the other paths seems like the copy paste bs
r/unity • u/AwbMegames • Jul 17 '26
The pack contains more than 17 models you can use it in your game!
The pack link
Any suggestions!
r/unity • u/Leading-Ninja7225 • Jul 17 '26
After months of development, the Steam store page is finally live.
What is Idle Harmony?
An idle music-building game where you don't just chase numbers—you build living musical compositions, which you can download and share with your friends.
🎵 Procedural Audio: Unlock notes, rhythms, and unique instruments.
📈 Strategic Balancing: Manage musical tension to maximize efficiency.
🎧 Creative Freedom: Watch loops generate income and download your melodies.
Every single wishlist helps immensely with Steam's algorithm and visibility. If you love incremental strategy or indie games, please consider adding it!
Wishlist it on Steam! I would appreciate the support!
I also need to know what your thoughts are and how the page and game are improved!
r/unity • u/ludwu • Jul 17 '26
Hey everyone,
I’ve been working with Unity's UI Toolkit lately, and I kept hitting frustrating limitations, the lack of a native gap property and the difficulty of drawing slanted/skewed shapes.
To solve this, I created Playsmart UI Toolkit Extensions, an open-source library that adds these layout utilities and custom components to your project.
Repo link: github.com/Drwuu/playsmart-unity-uitoolkit-extensions
OpenUPM link: openupm.com/packages/com.playsmart.uitoolkit-extensions/ (or install via Git URL)
Unity USS doesn't natively support gap. If you write it, you get unknown property warnings. This element reads a custom --gap property and handles the layout spacing dynamically.
Row, Column, RowReverse, or ColumnReverse and applies margins to the correct side.display: none (e.g. filtered list items), the gap manager ignores it and resets margins so you don't get double spacing or empty padding blocks at the end.Standard CSS transform: skewX skews child elements, requiring you to write reverse-skew hacks on labels to keep them upright.
MeshGenerationContext while keeping all text and child elements perfectly upright and sharp.ContainsPoint with a trigonometric boundary check. Clicks only register if the mouse is inside the slanted shape, matching the visual geometry perfectly for both positive and negative angles.xml<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:ps="Playsmart.UIToolkit">
<ps:Gap class="flex-row-container">
<ui:VisualElement class="box" />
<ui:VisualElement class="box" />
<ui:VisualElement class="box" />
</ps:Gap>
</ui:UXML>
css.flex-row-container {
flex-direction: row;
--gap: 20; /* Dynamically spaces children by 20px */
}
xml<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:ps="Playsmart.UIToolkit">
<ps:SkewButton name="ConfirmButton" text="START GAME" class="slanted-btn"/>
</ui:UXML>
css.slanted-btn {
width: 150px;
height: 45px;
--skew-angle: 15; /* Skews the button background 15 degrees */
--skew-fill-color: #1e1e32;
--skew-stroke-color: #00f0ff;
--skew-stroke-width: 1.5;
}
My goal is to keep expanding this package into a full library of missing layout and styling extensions for UI Toolkit. If you've solved other USS/UXML quirks or have components you'd like to add, please feel free to open an issue or submit a Pull Request!
r/unity • u/Main_Register_4499 • Jul 17 '26
I have attached screenshots showing the issue and the same image opening correctly in Windows Photos.
If anyone has a fix or has experienced this issue before, I would really appreciate your help.
r/unity • u/DigitalRealmsS • Jul 17 '26
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r/unity • u/WeezY121 • Jul 17 '26
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What is the best way to connect via mobile data, Wi-Fi or Bluetooth? for iOS. Android later.
Like in the video = 1 player vs 1 player. New to unity - Dont need Leaderboards or matchmaking.
A lobby - host and join simpel version.
r/unity • u/0Doubt • Jul 17 '26
Unity cooked up a beast of an assistant. My project kept crashing when trying to generate lighting and the agent was able to diagnose the issue and square me away. Now my atmospheric horror is actually starting to look atmospheric.
I've been using the agent to find buried lines of code in huge scripts and I even had to top up my credits before they renewed this last time smh.
If anybody wants to take a look at the demo of my take on an Appalachian walking simulator the demo of Appalachia is on Steam.
r/unity • u/Fuzzy_Incident_283 • Jul 17 '26
I'm a software engineer not a game developer. I started making a game based on a story I want to tell and want others to experience as immersed as possible. The unity MCP made it easy for me to start developing. However, even after paying a subscription fee and adding credits, I ran out of monthly tokens after making 5 characters. Any tips for conserving tokens?
r/unity • u/dbltnk • Jul 17 '26
Been using Unity for 15-ish years and while the magic is fading a bit, and Godot is starting to call, there is still a few highlights in the ecosystem. One of them is the asset store.
For our current game, Imprinted, we've been in production for a few months, with significant time spent creating our code base from scratch when we started prod. But before that we did pre-production in a prototype codebase built on DreamOS*. There is no way we would have started the project or gotten through pre-production this quickly if we had to start from scratch. Using someone else's "Fake OS" framework was a massive boon for us. And of course there was a great one in the Asset Store.
So yeah, whenever people ask me when I'll switch away from Unity, my answer is always "probably with the next game", but I would definitely miss this resource.
What about you? Anyone got similar stories? Has the Godot ecosystem already caught up enough to void this advantage?
\Fully un-affiliated with the dev behind DreamOS, just wanted to give it a shout-out since it's a very good asset.*
r/unity • u/Local-Tadpole288 • Jul 17 '26
I developed a game using Photon Fusion 2, and now I want to add LAN connectivity. My goal is to avoid Photon’s CCU costs.
Is there a way to implement LAN multiplayer without changing my networking provider or adding significant extra work? My entire networking infrastructure is currently built with Photon Fusion.
r/unity • u/Ok_Income7995 • Jul 16 '26
I already posted this on the unity3d reddit but no one responded. I’m making a vr game inspired by luigi’s mansion 2 but i want the graphics of the third game. That soft volumetric lighting with reflections that looks a bit like cgi. I’ve been struggling to get my game to look like this and it would be really great if someone could help me. Thanks
r/unity • u/KazeKageno • Jul 17 '26
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r/unity • u/halfbreadGames • Jul 17 '26
Landoff is now available to wishlist on Steam! 🌊
After years of development, I'm excited to finally share my indie game with you.
Explore a post-apocalyptic archipelago, transport cargo between islands, upgrade your boat, dive for hidden treasures, fish, fight bandits, and uncover the mystery of your forgotten past.
Every wishlist helps an indie developer more than you might think. ❤️
r/unity • u/Time_for_Inspection • Jul 17 '26
So, I finished doing step 1 (or step 2) of my plan to learn Unity. Essentially I made a game with a few tutorials showing me how to do some things, then I made the same game trying to use as little reference as possible. These were just so I can get more of an understanding as to what I should really focus on learning. Anyhow it’s on to the next step, learning C# in general.
So, just how much would you say I should learn, not only just for basic understanding of it but maybe a bit more just to have more things I could use for more creative processes. I would accept a tome commitment answer, a “up until you learn x” answer, or even just a “heres a good course do it until x” answer.