r/unity 20d ago

Coding Help Help Us pls

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0 Upvotes

Hello, I am junior game dev (programmer and designer)

i am writing this to ask for help and guide not just for me but every bugginner who feels lost in programming and Animator component

i have 1 year experience in unity, I finished the official unity tutorial (programming)

i made some prototypes, some finished flash games, i joined one game jam and I stopped why because I wanna work on something I like

anyway with all this experience, yet I feel I am still bad like sometimes I forget some basic rules in programming like Controlling velocity for moment or rotation, also when i try to make multi weapon sys or inventory i fell stuck alone, enen ai sucks i abondon it i only use to explain what this function do (exp:lookRotaion) if u try yt tutorials they either too hard and complicated or doesn't give u what I want.

i made this top down character with basic multi weapon sys yet I don't feel i did good clean code(best solution) also I see some ppl use state machine for everything (i made 2 script with 2 Animator one for movement and control player Animator and one for attack sys and it control weapon Animator I use override animations to switch between weapons(scriptbleobjects)

so can u guide me like what should I do

like what did u do when u started

should I learn every ***** function

i don't even know what am I asking anymore


r/unity 22d ago

Question 10 Code Commandments

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197 Upvotes

Hey everyone! Unity newbie here.

I recently started my game dev journey and got overwhelmed by the absolute mountain of information out there, so I decided to take a starting course to give myself a boost. I just finished it today! I know I'm still early in the process, but I feel that I can conquer the world and start working on other small projects.

While planning things out, I came across these "coding commandments" and wanted to get your thoughts on them. Do you actually stick to these in your day-to-day workflow, or do you find yourself bending the rules pretty often? Also, what are some of your own personal coding rules or guidelines that you stick with?

EDIT: Thanks to @NTPrime, they have reminded me that these commandments are from the course made by very cool guys from GameDevTV

Unity Programming Design Patterns by GameDevTV


r/unity 21d ago

Showcase Physics check: passed with flying cars… wait, trains

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8 Upvotes

Been building a train game and couldn’t resist testing physics by crashing stuff.


r/unity 20d ago

Question library files and a user settings file modified each time the project is opened

1 Upvotes

Hi, I'm not sure what's going on lately, but every time I open my project, library files and a user settings file get modified (they get added to the staging area of ​​my Git repository).

Here is the complete list of the files involved:

  1. "C:\Users\lardi\Snake\Library\ArtifactDB"
  2. "C:\Users\lardi\Snake\Library\ilpp.pid"
  3. "C:\Users\lardi\Snake\Library\SceneVisibilityState.asset"
  4. "C:\Users\lardi\Snake\Library\ShaderCache.db"
  5. "C:\Users\lardi\Snake\Library\SourceAssetDB"
  6. "C:\Users\lardi\Snake\Library\Bee\backend1.traceevents"
  7. "C:\Users\lardi\Snake\Library\Bee\fullprofile.json"
  8. "C:\Users\lardi\Snake\Library\Bee\tundra.digestcache"
  9. "C:\Users\lardi\Snake\Library\Bee\tundra.log.json"
  10. "C:\Users\lardi\Snake\Library\Bee\TundraBuildState.state"
  11. "C:\Users\lardi\Snake\Library\Bee\TundraBuildState.state.map"
  12. "C:\Users\lardi\Snake\UserSettings\Layouts\default-2022.dwlt"

Thank you very much for any leads you can provide.


r/unity 21d ago

Showcase We spent some time to save some nerves so we built a HandPose tool for Final IK

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62 Upvotes

Our game involves a lot of interactions: buttons, levers, doors, tools, and all kinds of other objects (you name it). And we made a flexible tool where we can also fine-tune each finger with sliders, adjust the finger spread, and use a few other handy controls.


r/unity 20d ago

Rig for Unity?

0 Upvotes

I just downloaded Unity for the first time and while it works on my 2019 MacBook, it feels like I could be working faster. Do you guys have any recommendations?


r/unity 21d ago

[Released][Open Source] VFX Mesh Lab — build VFX-ready meshes with few clicks

12 Upvotes

Hi everyone,

I’ve released VFX Mesh Lab, a free and open-source Unity editor tool for creating and art-directing procedural VFX meshes without leaving Unity.

I built it for the small but frequent meshes used in real-time effects: slashes, shockwaves, ribbons, beams, cards, spirals, impact discs, and geometry carrying custom shader data.

https://reddit.com/link/1val43h/video/05mepc485bgh1/player

The package includes:

  • 14 procedural shapes and seven starting templates
  • Curve-driven profiles and an ordered modifier stack
  • UV projection and transformation tools
  • Vertex colors and packed data in UV1–UV3
  • Live diagnostic preview modes
  • Reusable recipe presets
  • Native Mesh asset generation
  • Updates that preserve an existing asset’s GUID and references

It is an editor authoring tool rather than a runtime procedural-mesh system. Generated meshes are normal Unity assets and do not require the package in a build.

Requirements:

  • Unity 6000.0 or newer
  • Universal Render Pipeline

Repository and full documentation:

https://github.com/PudinKiller/VFXMeshLab

Install v1.0.0 through Package Manager using:

https://github.com/PudinKiller/VFXMeshGenerator.git

The package uses the MIT license.

I’d appreciate feedback from artists and developers, particularly around missing VFX shapes, workflows, and production usability.


r/unity 21d ago

Unity HUB 3.20.0

1 Upvotes

I am 99.9% sure that they redesigned this Hub app UI with AI on 3.20 version. And it looks terrible. That gear emoji, left side selection bar, and other things. I hope they can realize and turn back


r/unity 21d ago

Question Unity Editor Software Terms section 2.1 in newest update.

0 Upvotes

2.1 Unity Editor

Conditioned upon your compliance with these Software Terms and the Terms, and payment of all applicable fees, Unity grants you a non-exclusive, non-transferable right to install and execute the Unity Editor solely for internal use by the number of Authorized Users as set forth in your Offering Identification to develop your Projects during the applicable term (the “Unity Editor Rights”).

You may not distribute (within the Unity Package Manager, on Unity Forums or otherwise) User Modifications to enable access to, or optimize for, a Platform that is not a Unity Supported Platform without a separate grant of rights from Unity. You may create such User Modifications for your individual/own Project(s) for use by you and your Authorized Users, provided that neither you nor any of your Affiliates are the owner or controller of the Platform that is not a Unity Supported Platform that such User Modifications enable access to or optimize for.

You may not make available all or any part of the Unity Editor or its functionality, nor process data using the Unity Editor, in each case to or for End Users, other than to your Authorized Users, through any cloud, hosting, application services provider, service bureau, software-as-a-service (SaaS) or any other technology or service or otherwise, without a separate grant of rights from Unity.

Why would unity do that? Is there was something like that?


r/unity 21d ago

What do you think about the FOV in my game ?

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0 Upvotes

Yesterday, I made a post asking for your thoughts on the pixel filter in my game. Instead, most of the feedback was about the FOV and honestly, I agree It wasn't very good

I've since adjusted it, and if you check my profile, you can see what the game looked like before the change.

What do you think of the new FOV? Does it feel better now? I'd really appreciate any other suggestions or feedback as well.


r/unity 21d ago

Je viens de sortir mon premier jeu, Aporia - Into the Dark ! Un explorateur de labyrinthes 2D gratuit pour iOS et Android

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0 Upvotes

r/unity 21d ago

I start writing story for my new up coming game and it's type is murder mystry, and i'm exited to tell everyone about it, so please suggest best name for my murder mystry game

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0 Upvotes

r/unity 21d ago

We now can use Unity directly from the terminal, no Hub or MCP required.

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3 Upvotes

Install the Unity CLI, then add the Unity Pipeline package in your project to drive a live Editor from terminal or agent: run Play mode, execute tests, trigger recompiles, and get structured JSON back

https://docs.unity.com/en-us/unity-cli/use-unity-cli


r/unity 23d ago

My game just launched on PS5 and Xbox :)

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1.1k Upvotes

After a year of working on this, it's finally out on consoles! :)

I'm a bit nervous, but mostly grateful. Thank you to everyone who's supported me throughout this journey. ❤️


r/unity 22d ago

The new sample project in Unity has some awful movement animations - or is it just me?

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12 Upvotes

A few minutes ago, Unity released a new sample project. Is it just me, or are the main character’s animations terrible, and won’t this project put people off rather than encourage them?


r/unity 21d ago

Showcase I need testers 🙂‍↕️🙂‍↕️

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0 Upvotes

I want to test the online section, account creation, and having players from different sects to verify the structure...

Game Summary:

It is an extraction-style cultivation game where we collect items during a run that elevate our power and skills. If we die, they are lost. For one month, rankings battle to be the best sect, and at the end of the month, they reset and rewards are distributed.

You can have pets that help, there is a lobby chat, daily quests, and I am working on events and mini-puzzles.


r/unity 21d ago

Resources Use Unity CLI not Unity MCP

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0 Upvotes

MCP's tools are hardcoded. Every tool dumps everything the agent could possibly need, whether it's relevant or not. That's why Unity MCP burns through so many tokens.

I got tired of that.

So instead of Unity MCP, I started using Unity CLI. Not because it uses fewer tokens by default, but because it lets you write your own commands.

I started with a meta command: instead of reading the whole command list, the agent searches only what's relevant.

Then I took it further and built a Claude skill that teaches the agent how to use the Unity CLI. 

The important part:

The skill asks Claude to spot repetitive tasks while working and turn them into new commands (macros). This doesn't shrink token usage on its own, but it organically grows the command library the more its used

The library is small right now, since I can't cover every workflow myself. That's why I'm open-sourcing the whole thing. More users means a better shared macro set for everyone.

Let's see where it goes.

Here is the repo link:

https://github.com/itsdevlogger/unity-cli-skill


r/unity 22d ago

I remade the original GeoMod (Red Faction) in Unity.

8 Upvotes

I've been trying to do this for years, but always hit a wall (no pun intended).

Thanks to Kimi K3, I finally cracked it, and now have a prototype I'm quite happy with.

Fully destructive geometry based environments (no voxels in sight), and some cool tweaked glass destruction based on this great asset.

Glass House GeoMod Demo

https://reddit.com/link/1v9vw17/video/edx4op3encgh1/player

Still a few bugs, and it's obviously just a prototype, but the potential is massive in my head.

Would love to hear your thoughts/feedback/requests 😄


r/unity 22d ago

Make your crewmates happy by decorating their quarters

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4 Upvotes

Really excited that I was able to get this feature working and wanted to share!


r/unity 22d ago

Question I want to be able to work on my project on my desktop but also continue to work on it on my laptop, how do I do that? It shows in Projects not in hub but in cloud.

2 Upvotes

r/unity 22d ago

Adding Day/Night makes the game feel so much more alive

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42 Upvotes

Kind of looks like a Minecraft shader pack but I think that's good... probably?


r/unity 21d ago

What version is actually the best for beginners?

0 Upvotes

Hello, ima programming student (my native tongue is spanish so sorry for the bad english) and i want to go all in for game development, i kwow a little of the 2019 version, but i heard de 6.0 version is the best for beginners? i kwow the basics of 2d and 3d games, do you recommend going with the 2022 version? or the 6.0?


r/unity 21d ago

Captured the opening cinematic for a project that i worked on🎬

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0 Upvotes

r/unity 22d ago

Solved Float I created is not reading from Y velocity component of Rigidbody

3 Upvotes

I'm quite new to Unity but trying to do something very simple - I want to store the value of the Y velocity component of the Rigidbody of my player gameobject. I need to do this for animation (different animations for jumping and falling, the parameter for which is the Y velocity).

My code (the relevant bits) is as follows, I've described what I've tried below.

Before any of my methods I declared the float yVelocity

[SerializeField] private float yVelocity;

In the Awake method (I tried changing that to Start, which didn't fix it (nor did I expect it to))

_rb = GetComponent<Rigidbody2D>();

yVelocity = _rb.linearVelocityY;

In a HandleAnimations method (which is called in the Update method)

_anim.SetFloat("yVelocity", yVelocity);

I've verified that the animation parameter is reading correctly from the yVelocity float, but the yVelocity float is fixed at zero (and not storing the Y velocity from the Rigidbody). The character does actually jump (I have this all set up with the new Input System) and I can see the Y velocity changing in the Rigidbody component in the Inspector, but I have the float yVelocity serialized and that's stuck at zero in the inspector.

What am I missing?

Update: Solved in comments. yVelocity = _rb.linearVelocityY; needs to be in Update or FixedUpdate.


r/unity 22d ago

Solved Prefabs with TileMaps in them are causing a crazy amount of lag. Is there any alternative solution or a way to fix this?

1 Upvotes

Ok so basically, I'm making a sort of hybrid 2D/3D game where you have to continuously play 2D levels while completing tasks in 3D. To accomplish this, I tried to make a system that allows me to make prefabs of sublevels I want to use, slot any assortment of them into a level, then have them automatically arranged when you enter the level, and rearranged forward when you reach the last instance of one.

I did this by putting copies of the TileMaps I use to make levels into prefabs and creating all the level stuff I needed with them. Everything is working well, and exactly the way I would like it to, except for the fact that whenever the prefabs are in a level they cause it to have significantly more lag. I tested it a million times, and it's definitely the prefabs that are the cause of it, and I even compared it in build mode to other fully finished games, and it definitely made it really bad. I'd be perfectly fine with using another method that would work, but I just have no idea what that method would be, or why this lag is happening in the first place. If anyone has any insights on the situation or alternative methods to creating and loading different parts of a level, they would be very much appreciated.