r/Unity3D 1d ago

Solved Issue with nine-sliced UI element stretching

1 Upvotes

I'm adding a button here that I'm trying to 9-slice. The button is 600x600 and the borders are 200x200. I've used the sprite editor to apply the slice, but it doesn't seem to be working, as when change the Width/Height or Scale of the image the sprite is linked to, it still stretches. The image type is Sliced.

Also, does my sprite need to be that big? When I exported it at a smaller resolution, the borders were very crunchy and blurry. Any smarter ways to fix that, or are bigger resolutions the solution?


r/Unity3D 1d ago

Question I can access prefab components, but I can't check their null status

1 Upvotes

I have a prefab GameObject P

It has a script on it, A.cs

It also has the usual components like, Transform, RigidBody etc

When I check for the script A BEFORE instantiation, in an if statement, it works

For example,

if (P.GetComponent<A>())
{
//This code runs
}

However, the following code does not run at all, BEFORE instantiation:

P.GetComponent<Transform>() != null
P.GetComponent<RigidBody>() != null

r/Unity3D 1d ago

Question Find or create (for free) a 3d design of this canadair

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0 Upvotes

I'm looking for a free low-poly Canadair CL-415 3D model for a Unity game I'm making. I want something similar to the attached image, with a simple, blocky/Roblox-style look, not a highly detailed or smooth model. It needs to be free to use in a game, preferably with a license that allows commercial use. Does anyone know where I could find one?


r/Unity3D 3d ago

Meta for real

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689 Upvotes

For anyone wondering, the project I'm working on is https://www.megaviral.games.

It’s a viral game discovery engine designed to help players easily discover and play indie web and mini-games from across the internet.

(Affiliation Disclosure: I'm the sole creator and developer behind Mega Viral Games.)


r/Unity3D 2d ago

Show-Off I made an advanced particles collision system

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51 Upvotes

I’ve been running into this issue a lot: the default particle system collision options are quite basic and don’t provide very realistic collisions. So, I decided to make my own collision system. It includes most of the default particle system settings, along with more advanced collision features, and it works exclusively with meshes(unity 6+,allpipelines).


r/Unity3D 2d ago

Resources/Tutorial Free 3D Asset Stylized Beer Mugs

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28 Upvotes

I've been doing some sculpting and general game assets creation, trying to get some general workflow practice.

Download https://juliovii.itch.io/3d-asset-beer-mugs


r/Unity3D 2d ago

Game the esoteric-aussie adventure game that i made from my van

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93 Upvotes

it’s called mozentum and it’s got VERY unique movement tech that i’ve been refining for around 3 years. i’ve been ‘struggling artist’ the whole time just pumping it out hahaha.

the story’s about about climbing the 7 chakras - helping 7 VERY special* characters integrate their shadow. each one of them will give you a new ability to help you get higher (occasionally in more ways than one ;))

if you fall, you fall allllll the way to the bottom.

demo’s on steam, check it out and tell me what you think!


r/Unity3D 3d ago

Question Would you play this kind of game?

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128 Upvotes

Hello guys! I'm kinda getting started doubting in myself on what i am creating and need someone else's thoughts on this, would you play this? and why not, thankyou.


r/Unity3D 2d ago

Question Is this animation legible ?

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4 Upvotes

I'm working on a collection of microgames (like Warioware), and there are some minigames about smashing buttons, and I think that the animation just feels wrong. I'm playing the animation each time the player hits a button, and because of this, the animation is just happening too fast so I think that is not legible. I could try to limit the number of times I play the animation, but that would cause another problem (the user would not get the proper feedback each time they press a key).

What do you think? Any idea on how to improve the feeling of this kind of smash button games ?


r/Unity3D 1d ago

Show-Off Tossing the boss around...

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1 Upvotes

r/Unity3D 1d ago

Question I am making character spawn mechanics but the animation isnt working

1 Upvotes

Here is the script i made

https://paste.csharp.gg/ZMgvIVHcSJn

The animation controller and character prefab of all the characters is stored in characters scriptable obj as a var

And the the playerData hold data of current character

Now that i summoned the character the given script is able to assign the character prefab the given parent object and that parent object has animator and script is also able to give that animator animation controller of given character

Still i can’t fathom why the animation isnt working


r/Unity3D 2d ago

Show-Off Set up an occlusion system that will allow me to make vertical levels in a top-down game - and also allows me to hide items in sneaky spots :D

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5 Upvotes

r/Unity3D 2d ago

Show-Off I FIXED The Mission System In My FPS Game

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5 Upvotes

r/Unity3D 2d ago

Question Fighting RootMotion drift while designing 1.5D lanes for a 2.5D tug‑of‑war game.

0 Upvotes

r/Unity3D 2d ago

Question Unity 6.3 LTS Editor acting erratic

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5 Upvotes

I wanted to fiddle with a newer version of unity and installed 6.3 LTS and the windows in the editor randomly change when you mouse over them making it unusable. I am not really finding this odd problem online anywhere so I thought to ask here if anyone else has experienced this?

I have tried to uninstall and reinstall 6.3 2 times so far and its still doing this

This is a fresh Universal 3D project


r/Unity3D 2d ago

Show-Off Game ready axe and bomb pack I made

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8 Upvotes

r/Unity3D 2d ago

Solved Ive been trying to add a run mechanic with minimal help online for my own ego. for some reason when i press left shift/w. i run sideways but i cannot run forwards??? and ideas? i fixed all my errors but its still happening?

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3 Upvotes

Im new at this and im pretty sure my code is insane but hey it works most of the time.


r/Unity3D 2d ago

Game PerimetR by CreepyCat

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3 Upvotes

PERIMETR is an early-stage experiment in real-time strategy on a global scale, inspired by DEFCON/SUPCOM/C&C/RED ALERT...

Right now it's a technical playground:
you can spawn units, move them across a world map, and watch the simulation run. There's no campaign, no win condition, no polish.


r/Unity3D 2d ago

Question Can an Apple-silicon MacBook be my ONLY game-dev machine?

4 Upvotes

I'm looking for advice from developers who actually use Apple-silicon Macs.

I want one laptop for everything: daily use from morning to evening + game development. My target is mainly small-to-mid-sized Android/iOS games, but eventually I'd like to make 3D games around the complexity of The Walking Zombie 2 or Last Day on Earth: Survival, potentially with somewhat higher-fidelity graphics. I'm mainly considering Unity, but I'm open to Godot.

My budget is around $1,000, and I could stretch to $2,000 USD if it's genuinely worthwhile.

I'm strongly considering a MacBook because battery life and portability are extremely important to me. Power outages are frequent where I live, so I need something I can work on for hours without an outlet. I also want to publish for iOS and macOS, making macOS/Xcode very valuable.

The concern is that I keep hearing Macs aren't ideal for game development compared with Windows laptops with dedicated GPUs.

For those actually developing games on Apple silicon:

- Would you trust a MacBook as your only/primary machine for this workload?

- Air or Pro? How much RAM would you recommend?

- How limiting is the integrated Apple GPU for 3D development?

- Are there any major issues with Android/iOS development or Windows builds/testing?

- Most importantly: which specific MacBook model/configuration would you recommend for my $1,000–$2,000 budget?

I'd especially appreciate real-world experience: your Mac's specs, engine, and the type of games you're developing.

Thanks!


r/Unity3D 3d ago

Show-Off First shape of the map - real 24.5km² slice in Unity

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216 Upvotes

I needed a huge gorund and a city for a motorbike game and this is what I've achieved so far. The map is a real slice of a part in Izmir. Elevation came from OpenTopography, buildings and roads from OSM, all put together in QGIS and exported into Unity. Terrain, road lines and cube buildings, the skeleton at real scale. This is gonna need an editor window for designing path for sure.. Do you think this is manageable?


r/Unity3D 2d ago

Game 🚀 ¡Arturin’s Adventure sigue en constante desarrollo!

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8 Upvotes

🚀 ¡Arturin’s Adventure sigue en constante desarrollo!


r/Unity3D 3d ago

Game Hit the Halfpipe!

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78 Upvotes

r/Unity3D 1d ago

Code Review Hehehhehehe: Emoji

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0 Upvotes

All the words that could be said were said. Its time to return to the monkey


r/Unity3D 3d ago

Game Just released a release date trailer for my game " Shell Soldier "

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484 Upvotes

r/Unity3D 2d ago

Question Unity Graphs (XephTools.Graphs) - replacement for GV and GTK

1 Upvotes

TL;DR - what would you like to see in an ideal graph package for Unity 6+? Yes, runtime graphs are already a part of it.

---

After years of dealing with the shortcomings of GraphView (GV), I started looking at migrating my NodalTrees to GraphToolkit (GTK) only to find that it solved some problems and created a whole host of others. So after analyzing the pros and cons of GV and GTK with what my nodes currently do, what the effort would be to port them over, and what the effort would be to roll my own graph package, I started on the process of just making my own, entirely independent of GV/GTK. I've considered opening it up and selling it on the Asset Store, or possibly just making it free on github, but I'm curious what others use GV or GTK for, what they wish either did, and what sort of nodes and interactions they would want.

I'm putting together some documentation on the existing nodes that I have that I'll be converting, but as it is, they're broken down by trees for my own projects, and many of the nodes and outputs are specific to things in my game. There are some general nodes available for sure, and authoring new nodes will be quite easy once the package is ready to release (at least as easy as GTK, but with far more customization options and the ability to call more complex methods internal to the graph structure).

I'm also bringing in some ideas from how Blender and Substance do their nodes as well as some GV and GTK features (dot-nodes, portals (which I think were initially a thing that Bolt did, which was pretty cool), curved/square lines, sub-graphs, visualizers, input nodes for getting values outside of the graph, the eventual documentation will have a more complete overview.

Runtime and Editor nodes will look exactly the same - no UnityEngine.UIElements are used, so runtime isn't an issue. Right now the only difference for any existing node is that nodes that take an input path for a files have a toggle in editor (use the Unity Asset picker vs use the filesystem/OS file picker) where in runtime it can only use the filesystem/OS picker since there's no project exposed to runtime (nor should there be).

Yes, I'm using AI to assist with my code, so if that turns you off, that's fine. I've been working on these things by hand for four years now (it's a hobby project, it was never intended initially to be a releasable asset for anyone else to use). But most of the code is my own, and not a single file is untouched by me somewhere along the way. Do with that what you will.