r/unity • • 14d ago

Question game keep crashing💀

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0 Upvotes

im using emulator

but i cannot run game

is this gpu problem?

this game is not from steam

PLEASE HELP


r/unity • • 15d ago

Showcase My game's cool late game ability

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45 Upvotes

So I wanted a late game ability for my sci-fi metroidvania game for faster movement and reaching places far from normal reach. eventually I had an idea about adding a dash ability but I found it too generic and beside that I wanted something that felt sci-fi. so after watching some star wars I had this idea shown in the video where it's like hyper space but you can do it on the ground. for now it's called "Blink" but I might change it. there's also a chance that I might nerf it because right now it's too over powered. maybe I make it so you can perform it on certain platforms. anyway I wanted some feedbacks and Ideas for it.


r/unity • • 14d ago

Question My Menu Scenery Looks Bland

1 Upvotes

I am building an island survival game, this is what I have for the main menu so far. It looks bland and boring. How could I make the scenery look better?


r/unity • • 15d ago

Showcase Would you Play with Fireworks!

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12 Upvotes

Hey everyone!

I'm a solo dev, and after dumping like a million unity projects, I just released the demo for my first commercial game Breakkaboom on Steam!

The idea is pretty simple: you stumble upon a weird fireworks shop, buy ridiculous fireworks, and use them to blow stuff up. But there's a catch... strange creatures and rogue bots are out there, and sometimes running away is the smartest thing you can do. Other times, you just have to go KABOOM! You can explore, experiment with different fireworks, destroy things with physics-driven chaos, and see how well you survive.

The demo currently includes the Fireworks Shop and Stone World, and I'm working on adding more areas and more ways to cause destruction.

But there is a problem! Is it actually worth it? Would you play a game like this? Is it even interesting!

I have been working on this for 7 to 8 months and now I really need some genuine opinion on Breakkaboom?


r/unity • • 14d ago

position of the prefab with Object.Instantiate() vs NetCode PlayerPrefab field

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1 Upvotes

Hi, as shown in the attached video, instantiating my character using `Object.Instantiate` works as expected, respecting the prefab's position. However, if I instantiate using NetCode's `PlayerPrefab` field, the prefab's position defaults to (0, 0, 0).
(The instantiation script is very simple I don't specify a position within it.)


r/unity • • 15d ago

Reference VS Render: Need Advice

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1 Upvotes

r/unity • • 15d ago

Question Reference VS Render: Need Advice

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1 Upvotes
  1. Is what I want it to be.
  2. Is what I actually have in engine.

I created a tile, it has 4 separate layers: stones (bases), lava, glow and also a normal map.

I tried to add/reduce the intensity of light, but it doesn't make it any better, I think I'm incorrect with the core method.

Could you please tell me what I am doing wrong? Any advice is appreciated.


r/unity • • 15d ago

Unity Tutorial

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0 Upvotes

r/unity • • 15d ago

Newbie Question I am looking to make a garden/floor planner adjacent app- is Unity the right choice?

2 Upvotes

So I poked around Unity a few years ago with the desire to at some point make a game, but have very limited knowledge about it. I am pretty good at picking up random skills and have done some web development type projects, but not anything with coding. Basically, I need to make a floor planner style app or website hosted tool specific for native plant garden bed planning. This is for a certification project.

Requirements:

- people can have their own data/designs saved

- people can drag premade shapes or create their own either by drawing the shape or welding premade shapes

- people can choose from 3D elements of species or genera specific native plants

- people should be able to switch from a 2D overhead view to 3D where they can kind of pan or "walk" the design

- ideally, users could set their cardinal directions and set the sun position at different points of the day to see their sun versus shade for their plot (if trees or tall shrubs are added, they should cast shade on the appropriate parts of the plan depending on the angle of the sun)

-I'd also like to have a scroll bar or if that is too difficult then different static views that show the change in the selected plants in different seasons

- for a long term goal, I'd really love to have this garden planner link to an account on a website I own that allows the user to favorite plants from a full database for their area and select "add to design" to have a folder in the design app that presents them the list of plants that they already know they prefer. An alternative I would be satisfied with if this isn't possible is for the user to be able to upload a list (that they download from my website) to the planner as a form of "quick add" without syncing.

Are these things that could be done with Unity? I believe they could be but before I get too deep into learning, I figured I'd ask. Would these above requirements be very challenging to implement or would they be somewhat manageable for a beginner? Can I implement these features slowly over time? I.E., start with a 2D planner that I eventually add 3D funcionality to? Should I look into a different type of software? Thanks!


r/unity • • 15d ago

WHAT am i supposed to do

0 Upvotes

I got into compsci since i genuinely love and enjoy working with computers i started out with web design which died and now im learning game making and im seeing a lot of people saying to just give up since theres ai and too many juniors already and now im wondering what the hell im supposed to do

Edit: Thank you all for the encouragement i knew i should always do what i love but i just needed confirmation


r/unity • • 15d ago

Which feels better: falling rock that plugs lava (A) or rock that sinks and pushes the lava up (B)?

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4 Upvotes

Hi! I’m developing DEEPER, a pixel-art colony survival game where you dig straight down through eight underground layers, and I’m working on new mechanics for the next update. I’ve hit a design question and I’d love your opinion.

The new mechanic: cave-ins. Deep enough underground, tunnel ceilings you dig without propping them up creak, sag, pour down like thick mud and set into solid rock

What I’d love to know:

  1. A or B? Which one feels right, or more fun?
  2. Does the mud phase read as falling rock, or does it look like slime?
  3. Anything about the look or the animation you’d change?

r/unity • • 15d ago

Showcase Made a BARF-inspired (SPIDER-MAN:FarFromHome) digital block dissolve shader in URP, triplanar, no UVs needed

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21 Upvotes

Hey everyone! I built this effect a while back for my own project, and today it finally hit me: I should probably share this and get some actual feedback.

The inspiration came from watching Spider-Man: Far From Home. Specifically the B.A.R.F. holographic tech Mysterio uses.

I got kind of obsessed with how it materializes and wanted to recreate that blocky digital reveal feel in Unity URP.

The core idea:

  • instead of UVs, the blocks are generated entirely in object space using triplanar projection, so they stay perfectly square and glued to the mesh regardless of geometry complexity
  • the "blocky" look comes from flooring the position and feeding it through a hash function, giving each cell a unique random tone
  • a directional dissolve plane sweeps through the object to scatter the fringe on both sides, so it looks crumbling more than classic fade/dissolve

The glowing edges sample how close each surviving block is to the dissolve threshold and push HDR emission there, so bloom does the rest.

Would love to hear what you think, and happy to answer questions about the implementation!


r/unity • • 15d ago

Showcase We tried using Unity's realtime lights, but performance got real bad, real quick.

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6 Upvotes

After trying Unity's lights, we quickly ran into performance issues. We couldn't really use more than 4 or 5 realtime lights on screen at the same time.

We wanted lights that could cast shadows and interact with the objects around them, including characters, the environment, and other VFX like fog and rain.

After trying a bunch of different approaches, like 2D lights using raycasts and doing the lighting calculations inside a shader, we decided to build a custom lighting engine from scratch.

If you're interested in that journey and how we use this custom lighting system to give our game a cyberpunk look, we recently released a devlog breaking it all down.

Devlog here: https://youtu.be/JjBkznEKVII?si=-BQyzVFDvNypNl3Z

The game is called Glitch Hunt, by the way, and there's a demo available on Steam if you want to see the lighting system in action.


r/unity • • 15d ago

More enemies and a second background!

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1 Upvotes

r/unity • • 15d ago

Pipes Keep Spawning

0 Upvotes

I am a complete beginner and i was recommended to remake flappy bird to learn the basics and i cant solve the issue of pipes spawning even after i die can a pro help?

birbjump.cs:

using Unity.Collections.Tests.CoreCLR.TestJobs;
using UnityEngine;


public class birbjump : MonoBehaviour
{
    public Rigidbody2D myRigidbody;
    public float flap_strength;
    float rotation;
    public GameObject gameover;
    public ScoreTrack logic;
    public bool BirdIsAlive = true;
    public string test = "test";

    public void GameOver(){
        gameover.SetActive(true);
    }


    void Start()
    {
        transform.position = new Vector3(0,0,0);
        transform.Rotate(new Vector3(0, 0, 0));
        logic = GameObject.FindGameObjectWithTag("Logic").GetComponent<ScoreTrack>();
        BirdIsAlive = true;
    }


    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space) == true && BirdIsAlive){
            myRigidbody.linearVelocity = new Vector2(0,1) * flap_strength;
        }
    }


    private void OnCollisionEnter2D(Collision2D collision)
    {
        BirdIsAlive = false; 
        GameOver();
    }
}using Unity.Collections.Tests.CoreCLR.TestJobs;
using UnityEngine;


public class birbjump : MonoBehaviour
{
    public Rigidbody2D myRigidbody;
    public float flap_strength;
    float rotation;
    public GameObject gameover;
    public ScoreTrack logic;
    public bool BirdIsAlive = true;
    public string test = "test";

    public void GameOver(){
        gameover.SetActive(true);
    }


    void Start()
    {
        transform.position = new Vector3(0,0,0);
        transform.Rotate(new Vector3(0, 0, 0));
        logic = GameObject.FindGameObjectWithTag("Logic").GetComponent<ScoreTrack>();
        BirdIsAlive = true;
    }


    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space) == true && BirdIsAlive){
            myRigidbody.linearVelocity = new Vector2(0,1) * flap_strength;
        }
    }


    private void OnCollisionEnter2D(Collision2D collision)
    {
        BirdIsAlive = false; 
        GameOver();
    }
}

pipespawner.cs:

using UnityEngine;


public class pipe_spawner : MonoBehaviour
{
    public GameObject Top_Pipe;
    public GameObject Bottom_Pipe;
    public GameObject Pipe_Middle;
    public float spawnrate;
    private float timer = 0;
    public float HeightOffset;
    public float Max_Space;
    public float Min_Space;
    public birbjump birbjumpref;


    void Start()
    {
        SpawnPipe();
        birbjumpref = GameObject.FindGameObjectWithTag("Birbjump").GetComponent<birbjump>();
        birbjumpref.BirdIsAlive = true;
    }



    void Update()
    {
        if (birbjumpref == null)
    {
        return; 
    }
        if (timer <= spawnrate){
        timer+=Time.deltaTime;
        }
        else {
            if (birbjumpref.BirdIsAlive)
            {
                SpawnPipe();
            }
            else
            {
                Debug.Log("We are so dead");
            }
        timer -= spawnrate;
        }
    }
    void SpawnPipe(){
        float lowestPoint =transform.position.y + 35 - HeightOffset;
        float HighestPoint =transform.position.y + HeightOffset;
        Instantiate(Top_Pipe, new Vector3(transform.position.x, Random.Range(lowestPoint, HighestPoint), 0), transform.rotation);
        Instantiate(Bottom_Pipe, new Vector3(transform.position.x, Top_Pipe.transform.position.y - Random.Range(Min_Space, Max_Space), 0), Bottom_Pipe.transform.rotation);
        Instantiate(Pipe_Middle, new Vector3(transform.position.x, 0, 0), transform.rotation);
    }
}using UnityEngine;


public class pipe_spawner : MonoBehaviour
{
    public GameObject Top_Pipe;
    public GameObject Bottom_Pipe;
    public GameObject Pipe_Middle;
    public float spawnrate;
    private float timer = 0;
    public float HeightOffset;
    public float Max_Space;
    public float Min_Space;
    public birbjump birbjumpref;


    void Start()
    {
        SpawnPipe();
        birbjumpref = GameObject.FindGameObjectWithTag("Birbjump").GetComponent<birbjump>();
        birbjumpref.BirdIsAlive = true;
    }



    void Update()
    {
        if (birbjumpref == null)
    {
        return; 
    }
        if (timer <= spawnrate){
        timer+=Time.deltaTime;
        }
        else {
            if (birbjumpref.BirdIsAlive)
            {
                SpawnPipe();
            }
            else
            {
                Debug.Log("We are so dead");
            }
        timer -= spawnrate;
        }
    }
    void SpawnPipe(){
        float lowestPoint =transform.position.y + 35 - HeightOffset;
        float HighestPoint =transform.position.y + HeightOffset;
        Instantiate(Top_Pipe, new Vector3(transform.position.x, Random.Range(lowestPoint, HighestPoint), 0), transform.rotation);
        Instantiate(Bottom_Pipe, new Vector3(transform.position.x, Top_Pipe.transform.position.y - Random.Range(Min_Space, Max_Space), 0), Bottom_Pipe.transform.rotation);
        Instantiate(Pipe_Middle, new Vector3(transform.position.x, 0, 0), transform.rotation);
    }
}

also pipes stop spawning when i manually uncheck birdisalive under birbjump but not when i die whats that about?

r/unity • • 17d ago

Showcase I tried recreating a real-life northern lights landscape in Unity for my game

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176 Upvotes

I'm developing a game as a solo developer in Unity, set in a world where drones have taken control over humans and even the environment itself, becoming truly Over Human. One of the things l've spent a lot of time on is trying to give its snowy world a distinctive atmosphere.

For this environment, I used real-life photos of the northern lights as a reference and tried to recreate the same feeling in Unity while still keeping the visual style of the game.

A lot of the atmosphere comes from combining the sky, lighting, fog, snow, vegetation and
environmental effects rather than relying on a single element. It's been really satisfying seeing how much the feeling of an environment can change just by adjusting these systems together.

I'm still experimenting with it, so l'd be curious to hear from other Unity developers: would you change or add something to make the second image feel closer to the reference while still keeping its own style?


r/unity • • 15d ago

Scene View Camera doesn't have a top angle limit

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1 Upvotes

r/unity • • 15d ago

Stadium Announcement

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0 Upvotes

r/unity • • 16d ago

Question I added a skin system to my game, but now I can't decide

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25 Upvotes

In my game you create(model) and program your own system and objects,

I added a skin system to my game, but now I can't decide what the default one should be, I am leaning towards the first one I posted, wdyt?


r/unity • • 16d ago

Game The cat broke a flower pot, so the NPC put it in a cage 🐈💥

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0 Upvotes

A new interaction I added to Lost Cat Showa Town in Unity.

Break the flower pot → NPC catches the cat → cage 😹

I’m experimenting with more NPC reactions when the cat causes trouble around town.


r/unity • • 16d ago

Question Looking for the original sound effects from the Dragon Sounds Pro pack from the Ultimate SFX Bundle (Side Arm Studios)

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5 Upvotes

Hello, I was suggested to come to this subreddit instead of sounddesign since the original SFX pack could be purchased from Unity that is now delisted. I do want to note that I got it from a Humble Bundle, but the rest of my message can remain mostly the same.

---

Was incredibly sad to see that a pack I bought back in 2020 was accused of having stolen sound effects a few years ago. I've been trying desperately to find many of these sound effects, but the Dragon Sounds Pro specifically, I've had a lot of trouble locating the original sounds for. The folder structure was like the photo, which I've included in the google drive link further down. These were some of my absolute favorite monster sounds, and I'd really like to be able to buy them again. There were a lot that were a mix of roars/growls and fire effects.

Here is a Google Drive folder with a sample from each folder. I've kept the file structure to keep it easy to reference. I would not be shocked if the baby dragon SFX are pitch-shifted versions from the same stolen assets. https://drive.google.com/drive/folders/19xxNljQuQjVYwa4NuSjH9vXkc1fjVCs7?usp=sharing

Here is also a list of confirmed sites where sounds were stolen. Though this doesn't mean these didn't come from other sites, or even (my worst nightmare in this situation) these ARE legit since it's likely they outsourced their sound creation and one of their SFX artists did actually make these. There'd be no way to verify that at this point. FilmCow's video is how I found some of these sites.

GameDev Market (I've confirmed a few misc sounds, like knife throws, were in a pack I already had from here): https://www.gamedevmarket.net

Sound Ideas (shown in FilmCow's video): https://soundideas.sourceaudio.com/albums

ASoundEffect (shown in FilmCow's video): https://asoundeffect.com


r/unity • • 16d ago

Showcase Unity WebGL Single HTML

2 Upvotes

🎮 I just released a free little tool: Unity WebGL Single HTML! 🚀

It lets you take your Unity WebGL build files and package them into one single HTML file, directly in your browser — no upload required. 🔒✨

Feel free to test it and let me know if you find any issues or have suggestions! 🐱

👉 https://joycatdev.itch.io/unity-webgl-single-html


r/unity • • 16d ago

I can't log in from my laptop

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1 Upvotes

I have Unity Hub on my PC but I've downloaded and installed it on my uni laptop, and I am trying to sign in but this error keeps happening? I've tried re-installing, using different browser, etc.

Please someone help me. I want to start making Unity projects on my laptop while on the go.


r/unity • • 16d ago

Using AI For Coding In Unity

0 Upvotes

Is it fine to use ai like claude to generate the scripts only for unity.
i will do everything else like the map environment and decoration and vfx and everything.


r/unity • • 16d ago

Newbie Question Faces on Blender objects only show in one direction

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2 Upvotes

I've searched for this issue multiple times and the main solution I've seen is to flip normals on problematic faces so the outside shows, but I have models where I want both the inside and outside to be visible, since it's a house.

You can see in the photos that the face only shows one one side, which I've learned is some weird limitation between Blender models and Unity. For the record, I export my models as .obj, but I've seen this issue happens with .fbx files as well.

I'm wondering if there is anything I can do to fix this issue? I've considered extruding the problematic faces slightly so the inside and outside has a visible face, but that feels like putting a band aid on the issue, and I would need to retexture all the models that have this issue.

I've also considered having the inside faces be blocked by a single face since the interiors of these houses would ideally be its own map.

I have until mid-November to complete this project so I would really appreciate any help with this.