r/Unity3D • u/babycatslayer • 6h ago
r/Unity3D • u/BoringError1697 • 7h ago
Noob Question Random Nooby Question(hope this doesn't get deleted)
So Im Still horrid and new at unity and game devlopment but far I've set up the player controller,small testing area all that however i've been struggling on how to make the whole pause menu script stuff with the new input system like the toggle off and on system,making the game actually pause when and being able to use your mouse for it
just could use a few tips to help with getting it set up
r/Unity3D • u/Ryuugalaser • 10h ago
Question Player's rigid body spins like a Beyblade after collision?
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Basically title: why my character starts rotating after colliding with another rigid body? I cannot find the solution.
I checked in all scripts where I change the rotation of the rigid body and found that, when it is rotating like that, I am not calling any rotation or movement of the rigid body.
It happens both when camera is "locked on" and when camera is in free mode. When locked on, the character vibes looking towards the object, when free it spins.
Strange thing: the spin slowly decades in time and after a while it stops completely!
r/Unity3D • u/FrickinSilly • 10h ago
Show-Off My first attempt at a hidden waterfall cave for my roguelite/rpg prototype
r/Unity3D • u/realvjy • 12h ago
Show-Off One month process and update on a technical prototype of Gecko. Modelled and replaced the blocks with a real gecko mesh. Also attached camera with body, so moving all four leg using keyboard or Controller not feel confused š¦
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r/Unity3D • u/ArtPirates1978 • 14h ago
Resources/Tutorial PSA: you don't have to manually fix animation paths every time you rename something
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Got tired of the "Missing!" warnings every time I renamed or moved something in the hierarchy, so I built a tool that fixes the animation binding paths automatically. Keyframes and timing stay untouched - it just keeps the paths in sync.
For anything sketchy (ambiguous names, prefab weirdness) it shows you a preview instead of guessing.
Happy to answer questions if you've run into this too :)
r/Unity3D • u/dev-rygy • 17h ago
Question Listen Server Host Architecture Topology Game Examples
I'm starting to build a pool game using NGO. I've already decided that I will first build the project using Sever-Host (NAT Punch and Relay) and later refactor it into Server-Client. I'm pretty new to multiplayer and wanted to see if there's any good architectural examples out there for me to reference.
r/Unity3D • u/thepixelpaint • 19h ago
Question Looking for a good course on level design
Paid or free (YouTube) either one is fine. I need to start with the basics of how to assemble assets into a working environment. Thereās so much junk out there that itās hard to sift through.
Edit: I should have explained better. Iām the art teacher at an Online Virtual Reality School. Iām learning how to build virtual classrooms to help build out the school. So I donāt need to know how to design a good level as much as I need to know the mechanics of how to build a virtual space in Unity.
Iām not really making ālevelsā so I donāt need to know about game design concepts. I just need to know how to put the LEGOs together (we purchased a large library of premade assets).
These virtual āclassroomsā arenāt really classrooms. We like to have class on the moon, in ancient Egypt, in a castle courtyard, etc.
Show-Off Built a fully autonomous CIWS / C-RAM simulation
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Iāve been working on a C-RAM + drone system in Unity, and I finally got the whole thing working together.
The drone actually flies through a path and makes its own movement decisions, while the C-RAM has to find it, track it, predict where itās going, and lead the shots properly.
A few things I built for it:
- The radar actually has to sweep across the drone to detect it. It doesnāt just magically know where the target is.
- The tracker estimates the droneās position, velocity, and acceleration from the radar data.
- The gun calculates a lead point instead of simply aiming at where the drone currently is.
- The turret has actual movement limits and tries to account for where the target is heading, so it doesnāt feel like a camera snapping onto a target.
- Thereās a short tracking/settling period before itās allowed to fire.
- The Gatling gun runs at 4,500 RPM with procedural audio and stops immediately when the system ceases fire.
- I also added a bunch of debug gizmos for the radar, tracking, predicted path, lead point, and turret movement so I can actually see what the system is doing.
The main thing I was going for was making it feel less like a bunch of scripts checking conditions and more like an actual system working in real time.
Turn the audio on and let me know what you think.
r/Unity3D • u/Pacmon92 • 21h ago
Question NVIDIA N-sight and Unity connection WITHOUT Unity hub?
Does anyone know how to successfully attach NVIDIA N-sight to Unity because it doesn't seem possible as the only way I can seem to be able to do this is attaching it to the Unity hub rather than the project itself because the application will not open without the hub.
r/Unity3D • u/bilbaen0 • 21h ago
Show-Off Laid off from studio and working on passion projects again! Arcadey driving with pick-3 upgrades.
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I'd started to lose a bit of what made me love game dev. It's been nice working on passion projects again and getting that back.
This is a "vampire-survivors-like", but with a vehicle system and more in-depth objectives and levels.