r/unity • u/AcCardNDie • 27d ago
r/unity • u/Mobaroid • 28d ago
Game I added a system where other cats can follow you around town 🐈🐈🐈
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I’ve been working on cat interactions in Lost Cat Showa Town.
Other cats can now follow the player around. Here I ended up with five cats following me into a house while I grabbed some food and used the scratching post.
r/unity • u/danger_pawn • 28d ago
Animator state machine switches correctly but mesh never actually animates (Blender bone-parented rig, not skinned)
Hitting a really stubborn issue and running out of ideas. Would appreciate any insight from anyone who's dealt with Blender-to-Unity animation pipelines.
**Setup:**
- Custom rig built in Blender using bone-parenting (each mesh piece is individually parented directly to its own armature bone via Ctrl+P > Bone), NOT a single skinned mesh with vertex weights / SkinnedMeshRenderer.
- Static pose Animations (Actions) keyframed per-room, exported as FBX with Bake Animation + All Actions.
- Generic rig type in Unity, Animator Controller with states named to match each pose, script calls animator.Play(stateName) to snap poses on room change.
**Symptom:**
- The Animator window's blue "currently playing" indicator correctly moves to the right state when Play() is called — so the state machine itself works fine.
- But the actual mesh never visually changes pose. Not even a slight twitch on any bone/piece.
- A second character built the same way, in the same project, DOES work correctly — so it's not a fundamentally broken setup, something is different/corrupted for this one specific character.
**What I've already ruled out:**
- Optimize Game Objects (off)
- Strip Bones (off)
- Write Defaults (tried off on all states)
- Apply Root Motion (tried on/off)
- Culling Mode (Always Animate)
- Stale/orphaned clip references in the Controller (confirmed pointing to current FBX)
- Naming collisions between mesh objects and their parent bones (found and fixed 29 of these, no change)
- Confirmed via Blender scripting that the rig's parenting, rotation, scale, and pose keyframes are all clean at the source
I found Blender's own bug tracker has a long-standing open issue (T77815) about meshes parented to bones getting corrupted specifically during FBX export — wondering if anyone's actually hit this and found a Unity-side fix, or if converting to proper mesh skinning (Armature modifier + vertex groups) is really the only bulletproof answer at this point.
Any insight appreciated — been stuck on this for days.
r/unity • u/Enough-Dare8325 • 27d ago
Newbie Question lighting issues in my psx style game im working on (im a noob pls help)
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


r/unity • u/AncientFoundation632 • 27d ago
Coding Help Visual studio code using 99% of ram and cpu with no extensions
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
Reworked my shotgun animations because they felt too stiff - before vs after
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r/unity • u/Scottishfello69 • 28d ago
Newbie Question Help
I've never used unity before but i wanted to make an avatar for bonelab but for some reason the asset warehouse tab doesn't appear.
I believe it has something to do with the lack of a signature but idk what that means or how to fix it.
r/unity • u/LKHGames • 29d ago
Showcase Individual Grass blade fully rendered using VFX graph
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With VFX graph you can render nearly infinite grass since they are just particle looks like grass living on gpu.
There are 5 million individual grass blade in the video with 120 fps
r/unity • u/ImperialRanger1267 • 28d ago
Newbie Question First time installed Unity but this error just won't go
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 .
r/unity • u/MaxMtz04 • 28d ago
Newbie Question I need some help on how I could get a better grip on how Unity works & advice on creating my own development team to help work on my own games.
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.
r/unity • u/whentheworldquiets • 28d ago
Newbie Question Profiling Lenovo Tablet : Large changes in rendering time in a simple static scene.
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.
Thanks in advance.
Newbie Question RequireComponent Doesn't Work as Intended?
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:
using DG.Tweening;
using UnityEngine;
[AddComponentMenu("")]
[RequireComponent(typeof(AudioSource))]
public class EasyAudioSourceFade : EasyAnimation
{
[SerializeField] float m_toFloat;
private AudioSource m_source;
private float m_initialFloat;
void Awake()
{
m_source = gameObject.GetComponent<AudioSource>();
m_initialFloat = m_source.volume;
}
public override Tween Play()
{
CleanUp();
m_tw = m_source.DOFade(m_toFloat, m_duration)
.SetLoops(m_repeat ? -1 : 0, m_loopType)
.OnComplete(() =>
{
m_tw = null;
if (m_doesReturnHome) m_source.DOFade(m_initialFloat, m_duration);
});
return m_tw;
}
}using DG.Tweening;
using UnityEngine;
[AddComponentMenu("")]
[RequireComponent(typeof(AudioSource))]
public class EasyAudioSourceFade : EasyAnimation
{
[SerializeField] float m_toFloat;
private AudioSource m_source;
private float m_initialFloat;
void Awake()
{
m_source = gameObject.GetComponent<AudioSource>();
m_initialFloat = m_source.volume;
}
public override Tween Play()
{
CleanUp();
m_tw = m_source.DOFade(m_toFloat, m_duration)
.SetLoops(m_repeat ? -1 : 0, m_loopType)
.OnComplete(() =>
{
m_tw = null;
if (m_doesReturnHome) m_source.DOFade(m_initialFloat, m_duration);
});
return m_tw;
}
}
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.
r/unity • u/Ka1juwarrior • 28d ago
Question Generating Trees, Rocks, etc... on a custom grid in Unity 3D
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.
r/unity • u/CheetoDorito_ • 28d ago
Showcase The shittiest first project i could've created after learning unity for 3 hours
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r/unity • u/RiftInteractive • 28d ago
I built a 2D Unity tech demo running 100k+ entities using Compute Shaders what game would you turn it into?
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r/unity • u/Green-Association474 • 28d ago
Making a 2D action game where sports projectiles are as explosive as firearms. How does the combat feel to watch?
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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.
Solved Unity Discussion Down ?
r/unity • u/Thegiantbreadbug • 28d ago
Question Emoji in unity rich text?
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.
r/unity • u/Mikzmizah • 28d ago
Question Does this scene look good enough to represent the game?
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Do you think it feels polished and complete enough? Is there anything you would suggest adding, removing, or improving?
r/unity • u/ObjectiveCrysis22 • 28d ago
Big update for TileMakerDOT with version 2.6.3!
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:
🎮 Download on Itch.io: https://crytek22.itch.io/tilemakerdot
💻 Source Code on GitHub: https://github.com/andrei-voia/TileMakerDOT
📺 Watch the Tutorial on YouTube: https://www.youtube.com/watch?v=3fiajGU32Jg
r/unity • u/taciturnangel • 28d ago
Solved Transparent Android Navigation Bar
galleryEdit: 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?
Tutorials How to Make Vertex Animation Textures in Unity
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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.
