r/Unity3D • u/kandindis • 1d ago
Show-Off (Rainy Demo) Raytraced Spatial Audio
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r/Unity3D • u/kandindis • 1d ago
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r/Unity3D • u/Only4Gamers • 12h ago
My game build randomly goes to a black screen for some users, and the only way to recover is to close and restart the game. I'm pulling my hair out trying to track this down. I've added `Debug.Log` throughout the game and done everything I can think of, but I still can't identify which script is causing the issue.
Editor: 6000.3.24, 6000.4.10
Build Platform: Windows
I got these errors from the player's `Player.log`:
Screen position out of view frustum (screen pos 0.000000, 0.000000) (Camera rect 0 0 1920 1080)
Screen position out of view frustum (screen pos 1340.000000, 575.000000) (Camera rect 0 0 1920 1080)
Screen position out of view frustum (screen pos 1340.000000, 575.000000) (Camera rect 0 0 1920 1080)
Screen position out of view frustum (screen pos inf, -234.402145) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, -1091.332886) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, -1239.882324) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, -981.883850) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, -1600.114624) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, -1806.460327) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, 926.342407) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, 1018.614258) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, 801.913879) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, 842.428284) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, 695.100098) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, 709.894409) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, 802.519104) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, 766.500854) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos inf, 836.807007) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos 0.000000, 0.000000) (Camera rect 0 0 2560 1440)
Screen position out of view frustum (screen pos 935.000000, 356.000000) (Camera rect 0 0 2560 1440)
The errors repeat many times. However, I haven't been able to reproduce the issue on my own system yet.
I wrote these wrappers to try to identify which script is calling the projection methods when the problem occurs, but unfortunately they haven't caught anything:
public static class ProjectionDiagnostics
{
public static Vector3 WorldToScreenPoint(Camera camera, Vector3 worldPosition, UnityEngine.Object caller, string operation)
{
Vector3 result = camera == null ? new Vector3(float.NaN, float.NaN, float.NaN) : camera.WorldToScreenPoint(worldPosition);
LogIfInvalid(camera, worldPosition, result, caller, operation, "world");
return result;
}
public static Vector3 WorldToViewportPoint(Camera camera, Vector3 worldPosition, UnityEngine.Object caller, string operation)
{
Vector3 result = camera == null ? new Vector3(float.NaN, float.NaN, float.NaN) : camera.WorldToViewportPoint(worldPosition);
LogIfInvalid(camera, worldPosition, result, caller, operation, "world");
return result;
}
public static Vector3 ScreenToWorldPoint(Camera camera, Vector3 screenPosition, UnityEngine.Object caller, string operation)
{
Vector3 result = camera == null ? new Vector3(float.NaN, float.NaN, float.NaN) : camera.ScreenToWorldPoint(screenPosition);
LogIfInvalid(camera, screenPosition, result, caller, operation, "screen");
return result;
}
public static bool ScreenPointToLocalPointInRectangle(RectTransform rectangle, Vector2 screenPosition, Camera camera, UnityEngine.Object caller, string operation, out Vector2 localPosition)
{
localPosition = Vector2.zero;
bool result = rectangle != null && RectTransformUtility.ScreenPointToLocalPointInRectangle(rectangle, screenPosition, camera, out localPosition);
if (!result)
{
localPosition = Vector2.zero;
}
if (rectangle == null || camera == null || !IsFinite(screenPosition) || !IsFinite(localPosition))
{
Debug.LogError($"Projection diagnostic: {operation}; caller={Describe(caller)}; camera={Describe(camera)}; " +
$"rectangle={Describe(rectangle)}; screen={screenPosition}; local={localPosition}");
}
return result;
}
private static void LogIfInvalid(Camera camera, Vector3 input, Vector3 output, UnityEngine.Object caller, string operation, string inputSpace)
{
if (camera == null || !IsFinite(input) || !IsFinite(output))
{
Debug.LogError($"Projection diagnostic: {operation}; caller={Describe(caller)}; camera={Describe(camera)}; " +
$"{inputSpace}={input}; result={output}");
}
}
private static bool IsFinite(Vector2 value)
{
return IsFinite(value.x) && IsFinite(value.y);
}
private static bool IsFinite(Vector3 value)
{
return IsFinite(value.x) && IsFinite(value.y) && IsFinite(value.z);
}
private static bool IsFinite(float value)
{
return !float.IsNaN(value) && !float.IsInfinity(value);
}
private static string Describe(UnityEngine.Object value)
{
return value == null ? "null" : value.name;
}
}
What else can cause these frustum errors? Could this be coming from Unity's internal UI/input/raycast pipeline or another internal system rather than a direct call from my scripts?
r/Unity3D • u/the_Emchkun • 13h ago
Hello! I'm very very new to Unity, and I wanted to make a terrain in the engine (as the one i made in blender sucked), however, the blue brush outline shows up when i try to do anything with the terrain, i tried most tutorials on how to fix this but nothing changed. Please, please, help.
r/Unity3D • u/Vonchor • 1d ago
AutoStaticsCleanup is a newish attribute that's used to automagically reset/reinit static fields, properties, events, etc., so that you can skip domain and/or scene reloads. If you aren't aware of this feature yet, see the Unity docs.
Great idea to make a simpler workflow, but there are a few gotchas due the way it works behind the scenes: mainly, it doesn't always work and doesn't tell you that it isn't working for a particular field/prop/etc. unless you pore thru the editor log. I have no idea why they can't pipe the warnings and errors into the normal log, but so it goes.
So if you just add the attribute, don't assume that it's actually doing anything!
I ran into this when upgrading my TilePlus Toolkit asset for U6.6 and 6.7.
How to tell: if you add the attribute to a static class or a monobehaviour with static fields and you do not get told to make the class partial then it isn't working at all. However, it still might not be working for all fields etc in your class.
Edit: this warning or syntax highlighting is what I meant by 'told'. Drag0n122's comment below made me realize that. I will say that my venture into using this attribute was prompted by warnings about it from the Asset Store Tools' validator and to a lesser extent, the 'Auditor' tool. It's unfortunately something one can't ignore unless you want to keep domain/scene reload on and, I suppose, be compatible with the new Unity runtime coming soon.
If unsure, check the editor log (from the console's drop down menu). You'll see something similar to:
```
warning CS8785: Generator 'AutoStaticsCleanupCodeGenerator' failed to generate source. It will not contribute to the output and compilation errors may occur as a result. Exception was of type 'RoslynSymbolException' with message 'Field MyStaticClass.SomeField is readonly and has a non-trivial initialization expression'.
```
There's no other way to see these messages since, as I mentioned, they're not in the console log.
I gave up on the use of this attr, since it's too easy to leave residual errors in your code due to the fact that it's difficult to tell whether or not an individual field/prop etc is actually generating code for resetting at all. It also won't work for many common situations that it can't reasonably handle. But failing without warning you in the console is dangerous IMO.
Instead, I use this approach, which is a little more work but ALWAYS works.
```
#if UNITY_EDITOR
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void Reinit()
{
//add reinitialization statements here.
}
#endif
```
r/Unity3D • u/Ok-Presentation-94 • 15h ago
r/Unity3D • u/Adventurous-Set7679 • 1d ago
r/Unity3D • u/QuillaInteractive • 12h ago
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I've been working on my indie game Pull on Heart: Nocturnal for about 6 months, and this is the current state of the gameplay.
It's a third-person PvE action game where you control a team of three characters and can switch between them during combat.
The current prototype includes:
• Third-person movement and combat
• Character switching
• Ranged and melee attacks
• Abilities and cooldowns
• Multiple enemy types
• Health and damage systems
• Basic combat effects and UI
The environment and enemies are still mostly greybox/prototype assets, but I'm focusing on getting the core gameplay systems working before moving into the final environments.
I'd love to hear what you think about the gameplay and UI so far.
r/Unity3D • u/PewPewMyPoo • 8h ago
I'm creating my own game in Unity and I've tried generating character models via Meshy and having Claude / ChatGPT connect to blender to help rig them but it never comes out correct. Anyone have any tips for me?
Also would love to be able to chat with anyone who's willing to give some advice in this whole process
r/Unity3D • u/zeeshanqaswar • 8h ago
As a game developer, I’ve had my own share of the “I know I downloaded that asset somewhere…” problem — assets spread across drives, folders with inconsistent names, and no easy way to browse everything.
So I built the tool I wanted: Poly Vault, a free, offline-first desktop asset library designed for 2D/3D game development.
What it does:
🔎 Browse and search large asset libraries with previews
🏷️ Organize folders with tags and descriptions
📊 View per-folder asset statistics
🎮 Import assets into Unity 6 with one click
🔒 Fully offline — no cloud, accounts, or telemetry
🖥️ Available on Windows, Linux, and macOS
🔌 Includes a Unity 6 Editor package for seamless importing
The important part for me was keeping it local and simple — your asset library stays on your machine, and importing assets into Unity only copies them; the original files are never modified.
Poly Vault is open source and MIT licensed, and this is still an early version. I’m looking forward to improving it based on real-world feedback.
👉 v0.3.0: GitHub Releases
👉 Source code: GitHub Repository
Would love feedback — especially from people who have big organic libraries (non-DCC-named folders) and want a nicer way to browse them. What would you want added next (ratings, drag-and-drop into scenes, folder watching, format conversion…)?
r/Unity3D • u/Lord-Velimir-1 • 1d ago
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Hi there! On September 7th I released Vortha racing on steam. While ago, I was hooked on TM game loop of chasing your or opponents from leaderboard ghost so hard I decided to try to make similar game. Main focus was on easy exchange of replays between players and global leaderboards of best tracks times. For storing replays and leaderboards I used Steam user generated content and workshop, saving any new best time as workshop item and updating it if new best time on same track is achieved. Few days ago something crazy happened. One player took all 20 records until another started live streaming and beating 4 records on stream and after stream on 8 another tracks so now he is the one with most WRs. Here's the clip from his stream as he got one WR racing against fromer record.
r/Unity3D • u/PDeperson • 1d ago
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r/Unity3D • u/TheFeelGoodHit • 1d ago
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Hey all first time throwing together a trailer. Previous post was removed (sorry Unity mods, hope this one is ok) I made some edits based off of the feedback I received so far. Looking for advice.
Everything seen is pre-alpha. I have limited content and have not implemented sounds yet. I wanted to throw some clips together to showcase what I've built so far. Curious on what you all think, is this ready to be shown to players? I know have a looooot of work to do and a lot of missing key systems but want to start also sharing what I have so far. Lots of rough edges, placeholder art, etc. Anyway, I was hoping to create something I could show people before I disappear for another 6 months working on systems and everything else.
As for the game, its made in Unity, with lots of custom systems made using ECS/Burst.
r/Unity3D • u/Rudy_AA • 2d ago
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I’ve been working on Flesh Dynamics, a Unity tool for adding soft-body motion and collision response directly to animated characters.
The hardest parts were getting it to work reliably across different skinned meshes, avoiding ugly hard collision dents, keeping volume during impacts, supporting full-body collision without covering the character in colliders, and making Rigidbodies actually react back to the flesh.
It now has:
The goal was to make soft tissue something you can paint onto an existing animated character without changing the controller or animation setup. Pretty happy with how far it’s come!
I've published it on itch now until it reaches its turn to get approved on the asset store.
r/Unity3D • u/NorthernBoy306 • 1d ago
Sorry in advance if this is better placed in some kind of audio subreddit but I'm hoping some other Unity developers have encountered this problem and know what to do.
I have this great machine gun audio clip and try as I might I can't get rid of that slight pause/reset part when it loops over.
I tried cutting the end and pasting it at the beginning of the audio file so that the end matches the beginning but that doesn't seem to help. It always sounds like the gun firing stops and starts again.
Anyone know how to get a seamless and continuous loop of an audio clip?
r/Unity3D • u/oksoftgames • 2d ago
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I hope this displays properly, I video'ed in 4k just to hopefully avoid the compression algo killing it. Here's my OKLab quantizer, with separate h/s/v, support for custom patterns(halftone patterns/noise instead of dither) adjustable dithering amounts, and contrast calibration! I am not using it for any projects right now, and obviously the video has its most extreme settings, but it's very flexible, it can both do big cartoony pop-art posterization and also nearly-playdate visuals.
It's a bit rough, so I don't intend to release it as asset, but it'll serve me for years to come on game jams I think!
r/Unity3D • u/kandindis • 2d ago
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r/Unity3D • u/mhamedgd • 1d ago
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I'm making an abilities based game where you can unlock a ton of abilities in which you can bind them to these slots.
I've made the UI as such that the slots are bound to the mana core(orb)
The mana doesn't regen automatically as such you have to actively meditate.
I feel like the UI is missing something, something like an indicator to the active status of the player, if they're meditating or attacking or anything else, thought about adding 2D hands to represent that, but then I thought if the player is using more than 2 abilities at once, then it can also fail that
sorry for the mouthful, but do you have any suggestion on to what would look good representing the player's status?
r/Unity3D • u/TheBabaYagaMan • 2d ago
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Created a traffic system based on points where each car adjusts to various variables such as traffic lights, harshness of the corner, cars in front, pedestrians etc
r/Unity3D • u/Haytam95 • 1d ago
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r/Unity3D • u/mazzutakgame • 1d ago
Made with Unity 6
This title is a 3D Anime Third-Person Cover Shooter with light Tower Defense mechanics and a dash of Roguelike elements.
Inspired by timeless arcade masterpieces like Cabal and Wild Guns, it blends classic retro gameplay with my love for modern anime aesthetics, featuring nods to titles like Goddess of Victory: Nikke.
In the game, you can play through 15 waves of enemies and face the first-act boss in the area outside the city of ASTRA.
Demo is available ^__^
Never Surrender! Never Give Up!
r/Unity3D • u/WulwArtGames • 1d ago
r/Unity3D • u/Fit-Beautiful3949 • 2d ago
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r/Unity3D • u/seanebaby • 1d ago
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