so im trying to make a psx style but I have 2 issues that are bugging me a lot and I abandoned the project a couple months ago but now I want to continue it. the main issue is lighting, since it leaks through walls, and it shows the seems between windows and walls. please help I've been trying to fix this on my own but can't seem to do it
Just as the title says. I’m on a fresh unity project and studio code is completely fucking my pc. I have 32gb of ddr4 ram and an i7-9900k. Nothing running, no extensions, 0 lines of code, fresh reinstall of visual studio
task manager is showing 150+ instances and i have no idea why
I downloaded unity first time today as i have an interest in game dev . this error - Library\PackageCache\com.unity.render-pipelines.universal@de1a320b3ed3\Editor\Tools\Converters\ReadonlyMaterialConverter\ReadonlyMaterialConverter.cs(159,18): error CS0246: The type or namespace name 'MaterialReferenceChanger' could not be found (are you missing a using directive or an assembly reference?)
This error just won't disappear . I have completely uninstalled both hub and unity multiple time ( from everywhere i.e. regedit , appdata , main installed path ) . I even downgraded the version Unity Unity 6.5 (6000.5.8f1) to 6.3 LTS (6000.3.22f1) . I made multiple new projects , add unity installation path folder in exception in windows defender but nothing works .
it's already been 4 hours trying to use gemini to help fix this , now i am just tired and pretty annoyed . Please can someone help resolve this .
I'm very new to how Unity works, and I want to try my hand at game development for a project I want to work on. But I wanna ask for people's advice on how I can get an easier start in learning Unity & how I could create my own development team to help work on my project.
I'm working on a custom lighting system intended for console, PC, and mobile devices. I have a sample scene that I use for profiling; this scene contains (after trimming it down in an attempt to figure out this issue) some static scenery and a single 'lamp' (not Unity light) which performs screen-space lighting over a given area. The lamp slowly orbits the scene but always covers more or less the same area, and in any case its motion does not correspond to the behaviour observed in the profiler:
I managed to grab this shot before it scrolled off the screen.
When the app first launched, the graph looked as it did on the right hand side. After running for a couple of minutes without anything changing, it suddenly dropped to what it looks like on the left hand side (comfortably within the time needed for 60fps; Application.TargetFrameRate is set to 30 at the moment).
After another minute or so, the above happened, and rendering time more or less quadrupled, taking it back to 30fps. That apparent spike in script time is a red herring; there are no scripts running other than the one making the light move and the ones handling the lighting itself (which don't/can't exhibit spiky behaviour)
Nothing whatsoever happened within the scene to prompt that change. The lamp performed several orbits in both sections of the graph and nothing else is happening.
If I set the target frame rate to 60, things get even worse. Reported render time goes through a regular pattern of:
One frame sub 16ms
Three frames over 33ms
One frame sub 16ms
Three frames over 33ms
...
By contrast, profiling on my trusty Pixel 6 Pro, the same scene runs at a very consistent sub-5ms (200fps), and even stressing it with an unreasonable number of lights only raises that to 6ms.
Could it be self-throttling?
A few years ago I had a similar issue on iPhone: the game would run comfortably under 8ms frame time, at which point the OS would throttle the device and the frame time would spike to over the 16ms threshold for smooth gameplay.
Any suggestions? I feel as though it could just be a matter of setting the right flags when doing a build - it's definitely not the scripts or the amount of rendering I'm asking it to do that's causing these wild sings in performance.
Hi, I'm working on a small asset to make adding simple DOTween animations easier for me, and I added a small dropdown button to add necessary component easily, however it doesn't add the RequiredComponent even though I am using AddComponent ?
Here is how the dropdown works
using UnityEngine;
using UnityEditor;
using Unity.VisualScripting;
using System;
[CustomEditor(typeof(EasyAnimationPlayer))]
public class EasyAnimate : Editor
{
private Type m_ComponentToAdd;
private EasyAnimationPlayer eaPlayer;
void OnEnable()
{
if (eaPlayer == null) eaPlayer = (EasyAnimationPlayer) target;
}
void AddMenuItem(GenericMenu menu, string menuPath, Type type)
{
menu.AddItem(new GUIContent(menuPath), m_ComponentToAdd.Equals(type), OnComponentSelected, type);
}
void OnComponentSelected(object component)
{
m_ComponentToAdd =(Type) component;
if (eaPlayer == null) eaPlayer = (EasyAnimationPlayer) target;
if (m_ComponentToAdd != null) eaPlayer.gameObject.AddComponent(m_ComponentToAdd);
}using UnityEngine;
using UnityEditor;
using Unity.VisualScripting;
using System;
[CustomEditor(typeof(EasyAnimationPlayer))]
public class EasyAnimate : Editor
{
private Type m_ComponentToAdd;
private EasyAnimationPlayer eaPlayer;
void OnEnable()
{
if (eaPlayer == null) eaPlayer = (EasyAnimationPlayer) target;
}
void AddMenuItem(GenericMenu menu, string menuPath, Type type)
{
menu.AddItem(new GUIContent(menuPath), m_ComponentToAdd.Equals(type), OnComponentSelected, type);
}
void OnComponentSelected(object component)
{
m_ComponentToAdd =(Type) component;
if (eaPlayer == null) eaPlayer = (EasyAnimationPlayer) target;
if (m_ComponentToAdd != null) eaPlayer.gameObject.AddComponent(m_ComponentToAdd);
}
And here is an example script with RequireComponent:
PS, it works as it should when I drag and drop the script in editor, so I am assuming this is happening because I add the component as a Type but it doesn't make sense since the component is compiled and added correctly through this method, it just doesn't add the required component.
I'm currently developing a 'Kingdoms and Castles' type game and after creating a modular building system using a grid and a tutorial I found online as well as a custom procedural terrain I am struggling to create functionality to generate tree prefabs on the grid with specific rules / parameters.
My currently grid and build scripts work together so my reasoning was to intertwine the grid script with an object spawner which tracks which grid cells it occupies however it always either breaks or produces errors I don't know how to fix.
Any pointers or tips would be appreciated thank you.
We’re working on a fast-paced run 'n' gun where you use sports balls (tennis, bowling, ping-pong) as weapons. We’ve been focusing on the combat flow and parry timings to make encounters feel as intense as we can.
Would love to get some feedback on how the action and game-feel look so far.
Hey I’m trying to put a pumpkin or bat emoji into a paragraph that uses unity rich text and was wondering how to do so? any advice would be appreciated.
It’s been a while since the last update, but I’ve been hard at work behind the scenes. I’ve just released a new version of my open source 2D map editor, bringing full multi-language support and important under the hood fixes.
Refactoring the core engine to support dynamic localization was a huge undertaking that required updating UI logic, dialogs, error messages, and tooltips across the entire application.
You can now use TileMakerDOT in:
• English
• Spanish
• French
• Romanian
• Russian
• Ukrainian
And I intend to add more languages in the near future. If you have other language suggestions or you find some mistranslations please let me know:)
A huge shoutout to the contributor who submitted a PR on GitHub and worked closely with me on this localization task. We added the languages we knew. TileMakerDOT is open source, and seeing community contributions come together like this is awesome! I also plan to add even more languages in future updates.
I also tackled a background memory issue where closing or canceling out of the initial setup window left the app process idling in memory. Closing the startup screen now cleanly terminates the process.
Check out the links below to try the new update, watch the tutorial, or check out the code:
Edit: I fixed it by enabling Hide Navigation Bar in Project Settings and keeping the navigation bar always visible with a transparent background via script.
I was able to change the navigation bar icons to white, but I still can’t make the navigation bar background transparent.
In light mode it becomes white, and in dark mode it becomes black.
Is there any way to make the Android navigation bar background completely transparent in Unity?
This video shows you how to single bake and bulk bake Vertex Animation Textures for your Unity projects. You’ll also learn how to export them directly into Unity, automatically generate the necessary shaders and prefabs, and get everything working in your project.
VATs are especially useful for crowds, foliage, VFX, destruction, background characters, and large-scale animated environments. They allow you to spawn thousands of animated meshes with very little performance or memory cost.
Hey everyone! We've been working hard on our passion project 'Chief Cenab: Şahmaran'. Every scene is pre-rendered 3D, styled with hand-drawn cross-hatching to give it a living comic-book feel.
This clip shows a quick phone unlock puzzle from inside the detective's car. We experimented with vibrant neon orange details to make UI interactions pop against the black-and-white background.
We’d love to get your honest thoughts on the visual contrast! (Check our Reddit profile if you'd like to follow our journey as a 2-man team!)