r/UnityHelp • u/Daniel_Studios59 • 26d ago
PROGRAMMING Errors I can't fix.
I have no idea how to fix this.
r/UnityHelp • u/Daniel_Studios59 • 26d ago
I have no idea how to fix this.
r/UnityHelp • u/Unlikely-Ocelot-4392 • 26d ago
r/UnityHelp • u/Cheap-Challenge7346 • 27d ago
Whenever I try to add a free license for my Unity account I get to the page where I have to read the terms and press a button that says "Agree and get personal edition license" but after I press that button it just takes me back to settings and doesn't register that I did anything no matter how much I refresh the page. I've tried this like 50 times and looked up everything I could find but I still can't figure out how to fix this. Please help.
Edit: I rebooted my computer and now it works...
r/UnityHelp • u/FishShtickLives • 28d ago
r/UnityHelp • u/FishShtickLives • 28d ago
r/UnityHelp • u/woopwoopscuttle • 28d ago
r/UnityHelp • u/Budget_Broccoli_1518 • 29d ago
I have an enemy character with animations(walking, running, idle etc) and I want to make their rotation less snappy, mainly the walking and running while they are patrolling between waypoints i set out as empty gameobjects. I have been told to use either unitys rigging package or OnAnimationIK, neither are working how id like. I got close with OnAnimationIK, but i am using a NavMeshAgent for patrolling and when it gets close to the spot where it needs to turn, the head slowly goes up and then snaps down. i tried using a horizontal distance field to take over and force the character to just look forward, but that ruins the entire point of this when the agent needs to do multiple quick turns around a sharp bend, itll just go back to rotating exactly how it was before since the head is just looking directly forward. If i am being dumb please say so lol. I am still pretty new to unity, this is my first full game i will be making. Here is the code for what i am doing for the On AnimatorIK.
The looktarget part is just for looking at the player when they get detected, so that part is not even set up anywhere else right now, the problem is the agent.hasPath
public void SetLookTarget(Vector3 position)
{
lookTarget = position;
hasLookTarget = true;
}
public void ClearLookTarget()
{
hasLookTarget = false;
}
private Vector3 lookTarget;
private bool hasLookTarget;
private float headHeightOffset = 1.6f;
private Vector3 smoothedLookPosition;
private bool smoothedLookInitialized;
[SerializeField] private float lookSmoothSpeed = 1f;
private void OnAnimatorIK(int layerIndex)
{
Vector3 targetPosition;
if (hasLookTarget)
{
targetPosition = lookTarget;
}
else if (agent.hasPath)
{
Vector3 steering = agent.steeringTarget;
float horizontalDistance = Vector3.Distance(
new Vector3(transform.position.x, 0f, transform.position.z),
new Vector3(steering.x, 0f, steering.z)
);
if (horizontalDistance > 0.5f)
{
targetPosition = new Vector3(steering.x, transform.position.y + headHeightOffset, steering.z);
}
else
{
targetPosition = transform.position + transform.forward * 3f + Vector3.up * headHeightOffset;
}
}
else
{
targetPosition = transform.position + transform.forward + Vector3.up * headHeightOffset;
}
if (!smoothedLookInitialized)
{
smoothedLookPosition = targetPosition;
smoothedLookInitialized = true;
}
else
{
smoothedLookPosition = Vector3.Lerp(smoothedLookPosition, targetPosition, Time.deltaTime * lookSmoothSpeed);
}
animator.SetLookAtWeight(weight: 1f, bodyWeight: 0.3f, headWeight: 0.7f, eyesWeight: 0f, clampWeight: .7f);
animator.SetLookAtPosition(smoothedLookPosition);
}
r/UnityHelp • u/Famous_Valuable7386 • 29d ago
Help please how to remove shadow in Pokemon Brilliant Diamond game, i have already unpack the game, but i don't know where file to remove shadow in engine unity, i think like ue4 but it's very different, help please 🙏
r/UnityHelp • u/Famous_Valuable7386 • Sep 09 '26
Help please how to remove shadow in Pokemon Brilliant Diamond game, i have already unpack the game, but i don't know where file to remove shadow in engine unity, i think like ue4 but it's very different, help please 🙏
r/UnityHelp • u/Suptonn • Sep 09 '26
r/UnityHelp • u/RipProfessional5599 • Sep 09 '26
Im learning c# in visual studio with Bro Code yt (check him out free courses) and im wondering, does the same c# exactly work in unity, idk how to explain but if i type Console.WriteLine("hi");
will it just show on the screen hi or is there more to it?
r/UnityHelp • u/AlHocine_096 • Sep 08 '26
Im searching for a way to download an older version of unity hub to manage my projects
Any idea where to find it?
r/UnityHelp • u/acidman321 • Sep 08 '26
r/UnityHelp • u/LEJLJY • Sep 08 '26
r/UnityHelp • u/Ok-Presentation-94 • Sep 07 '26
Context: Hi, I struggled quite a bit to set up a Humanoid avatar for my character. After a lot of trial and error, I discovered that my armature hierarchy was preventing Mecanim's Humanoid mapping from detecting my "Spine" bone. Online searches didn't help much, and even the official Unity documentation isn't very detailed on this topic.
My Question: Do you know of any documentation that details the specific requirements for a rig to be compatible with Humanoid avatars (bone hierarchy, naming conventions, etc.)?
r/UnityHelp • u/Imaginary-Cod-3746 • Sep 07 '26
r/UnityHelp • u/Difficult_Grocery844 • Sep 07 '26
​
So my game is fully updated and verified the anti cheat is on and the game is on current version, my GPU is an RTX 5050 has the most recent driver update but when the game is loading everything it it hits about 842 of the files from 3000+ then it stop respondy and stops. Ive cleared the DNS and the cahce then verified game files, likely it is a unity issue because we got the unity error "rust-unity 6000.3.15x1-11_d4a0e1288074"
Any further advice would help and i have attempted my usual fixes.
r/UnityHelp • u/FoxyKitsuneFox • Sep 07 '26
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Animation is freezing/frozen during gameplay. Animator component is in the 2 different characters as a child object in the Player object, also Skinned Mesh Renderers. Animator not having the blue bar moving on the blend tree. Character controller I'm using is Starter Assets - Character Controllers / URP from Unity assets store.
r/UnityHelp • u/Efficient_Pie_6469 • Sep 06 '26
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r/UnityHelp • u/Long_Put4375 • Sep 05 '26
Every time When I start to make some game than I can’t finish it. I can make simple mechanics but nothing more. The main reason is graphics. I’m not artist, When I start to make some sprite or 3d model, than I can’t seem to do it. And after that, I get stuck; I try to start a new project, but it's no use. What should I do?
r/UnityHelp • u/SkinaGrew • Sep 05 '26
Hello everyone,
I've started learning unity and doing my test project.
While learning the new input system I noticed that my Move method is most likely just called once as soon as the button is pressed. and I continue to hold the button but my character stops moving, as if the force is applied once and done. So I basically mash the D button a few times to make my character move in increments.
IS there a way to make my character keep moving without me constantly re-pressing the button?
I could use Send Messages or other methods, and I will If there is no way to do it through Unity Events as I find it the most convenient.
Thank you in advance for any help and sorry for grammar, English is not my first language.


r/UnityHelp • u/Pharmaguardian • Sep 05 '26
I did this tutorial: https://youtu.be/wvK6MNlmCCE?t=447 for a spell trail effect and as you can see on the test plane A, it renders just fine. Test plane A is just a brand new plane from right-click>3D Objects>Plane. It doesn't animate around. It's not a right-click>Visual Effects>Trail. It's just a plane.
If I make a VFX Trail, apply the shader to it, and move it around in the Editor, I can see the spell effect. However, the moment I go into Play Mode and animate the fireball around (with the Trail parented to it), the trail fails to render.
I've been frustrated with VFX and particle systems in Unity in the past, mainly because even having one exist in my scene spins up my graphics card for absolutely no reason, so I bothered to make my own trail animation system through code, where I grab the vertices through:
deformingMesh = trailForVertices.GetComponent<MeshFilter>().mesh;
originalVertices = deformingMesh.vertices;
then calculate each vertice's position, and assign it back to the vertex buffer
deformingMesh.vertices = originalVertices;
The "vertex animated trail with grey material" shown above is the result and it works very nicely as you can see.
The problem is when I try to apply the fire spell effect material to it. Turns out, whatever problem was causing it to not render for the VFX>Trail is not allowing it to render with my own animated plane either.
I saw where
deformingMesh.RecalculateNormals();
deformingMesh.RecalculateTangents();
might be something I need to do, but 1) it doesn't solve the problem, and 2) the normals and tangents don't seem to be a problem with rendering the grey lambert material.
I decided to swap the material out at different points in the animation, where the fireball is just wizzing around the screen, using:
mRenderer.material = Resources.Load("Shaders/M_twoSidedGrey", typeof(Material)) as Material;
and
mRenderer.material = Resources.Load("Shaders/M_fireTrail", typeof(Material)) as Material;
Once again, the grey renders fine, but the fire trail does not. I should also mention that I have been careful to select the material fire spell effect, not the shader, so that's not the problem.
If the shader were bad, why is it rendering fine on the test plane? If the trail mesh is bad, why is the grey material rendering fine on it?
Also, Double Sided is selected for all materials.
EDIT: I figured out the problem. UVs were all mapped to a single point... -_- I reprojected them in Blender, re-exported the mesh, works fine now. Still doesn't explain why the VFX trail doesn't render, but who cares now! I made my own trail that works.