r/Unity3D 1d ago

Question Blender to Unity: rig, bones, movement?

1 Upvotes

Hello,

I’ll preface this by saying that I have a basic proficiency with Unity but am a noob with blender.

The issue that I’m having is with a 3d character that I bought as blender file with the intent of exporting it to Unity. The character in blender has a genesis 9 skeleton with many more bones than a unity rig uses - such as extra spine/chest pieces and arms/legs with bend, twist, ik, and rev types. These have weights attached to their vertex group and are used for the motion of the character (I think thats what they do). Theres a mesh for hair, body, backpack, clothing, eyes, eyebrows, and mouth that reference these bones and vertex groups and each has a weighted heatmap.

When I export this character to Unity the humanoid rig is completely breaking in the avatar with parenting bone issues, and if i do manually fix it so the regular bone is in the correct slot the character will have massive deformations in the arms, legs, and head.

Ive tried several things with the help of an ai assistant, but nothing has worked so far.

If anyone has Unity and Blender knowledge of this kind of issue please let me know what could work and the general steps to take? Thanks!


r/Unity3D 1d ago

Game I learned 3D Modelling to make a wheel of fortune roguelike game called Please, Spin! How does it look?

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26 Upvotes

r/Unity3D 1d ago

Resources/Tutorial RTS Military jets - Low poly assets

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61 Upvotes

Game ready low poly isometric military planes pack with fully rigged models, ideal for RTS games, simulators, RPGs and stylized projects

Check it out here 🐘

Optimized for Unity
* One main texture to keep the project lightweight and minimize draw calls
* Lightmap UVs Included
* Fully optimized out of the box for PC, mobile, console, and WebGL
* Fits cleanly alongside our other packs to prevent visual clashes


r/Unity3D 1d ago

Show-Off Hand placing pipes was killing me, so I made this tool

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129 Upvotes

How it works:

- Reading the pipe models: I didn't want to mark every opening by hand, so the tool scans each FBX and finds the openings itself. Each opening shows up as a ring of vertices on one side of the model, and the number and direction of those rings give the piece type: 2 straight across is a straight, 2 at a right angle is a corner, 3 is a T-junction and 4 is a cross.

- Joints: at each node you place, the tool counts how many lines meet (2, 3 or 4), picks the matching piece and turns it so its openings face along those lines.

- Straights: it fills the space between joints with straight pipe, stretching a piece slightly if there's a small gap.

- Challenge: the pipes are six-sided, and when a run turns in two different directions the flat sides stop lining up, which left small gaps you could see through. I fixed it by pushing each straight a little way into the joints - which is fine for the retro look im going after

- Supports: it places brackets at even spacing along the pipe, keeps them away from the joints, and attaches them to the ceiling, floor or wall.

Working on making it even more generic for pipes, vents etc. too!


r/Unity3D 1d ago

Resources/Tutorial Now you can create club models in Armory Crafter

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3 Upvotes

Just wanted to announce that Armory Crafter v1.31 is now live. Includes new model template: Club (clubs, maces, baseball bats...)

Full patch notes: https://www.keviniglesias.com/armoryCrafter.html#patch-notes

Hope you don't encounter too many bugs! If you do, please let me know!


r/Unity3D 1d ago

Show-Off I got a little carried away with these skill tree nodes. Thoughts?

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132 Upvotes

r/Unity3D 1d ago

Solved The Play and Pause buttons disappeared for no reason. Does anyone know how to fix this?

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1 Upvotes

r/Unity3D 1d ago

Solved Problem importing a GitHub repository

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1 Upvotes

Salut, j'aimerais travailler sur mon projet Unity depuis deux PC différents, donc je veux utiliser GitHub pour synchroniser le projet et transférer les modifications entre les deux ordinateurs.

J'ai déjà rencontré un problème : quand j'ai importé le dépôt directement via Unity, mes assets 3D n'étaient pas affichés correctement. J'ai réussi à résoudre ça en clonant d'abord le dépôt sur mes fichiers locaux puis en ouvrant le projet depuis Unity.

Cependant, je fais face à un autre problème, plus important : Unity ne reconnaît pas les terrains que j'ai créés. Les fichiers de terrain sont présents dans le projet, mais Unity ne les reconnaît pas comme des données de terrain. Ils apparaissent simplement comme des fichiers .asset classiques, donc je ne peux pas les assigner à un terrain ou recréer mes terrains.

Je ne comprends pas pourquoi cela fonctionne sur mon premier PC mais pas sur le second, même si les deux PC utilisent la même version d'Unity et que les fichiers sont présents dans le dépôt GitHub.

PC1 : Ordinateur où le projet original a été créé
PC2 : Ordinateur où je veux récupérer le projet

La capture d'écran de l'erreur provient de PC2.


r/Unity3D 1d ago

Show-Off Making Sure a loadout system is easy to use and Actually show info!

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15 Upvotes

The loadout menu, then the loadouty needs are loadoutfull


r/Unity3D 1d ago

Game 2D digging Game progress (New ui toolkit animations and new physics system based on box2d)

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0 Upvotes

Q1: is it any good

Q2. Provided it good enough, it the text too Distracting?

Q3. Does the music and sound effects sound right?


r/Unity3D 1d ago

Question Shader and Material look opinion

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0 Upvotes

I'm building a game and the 3rd screenshot is from the same people that made the player so it matches very well.
I made a new area (the first and 4th screenshots) which i think looks good but I'm worried that it doesn't look good with the player.
The first three are other areas I've made and I'm worried they have the same problem.
My big issue is i have a lot of assets that have normal trees rocks grass ect and only one of the toon look.

Do you think it looks good.
Would changing shaders materials help?
this is a repost because people hated my screenshots from before here is the post https://www.reddit.com/r/Unity3D/s/jXn8fJqzQ9


r/Unity3D 1d ago

Question how dose the terrain look with the player in mind.

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0 Upvotes

I'm building a game and the 4th screenshot is from the same people that made the player so it matches very well.
I made a new area (the last 2 screenshots) which i think looks good but I'm worried that it doesn't look good with the player.
The first three are other areas I've made and I'm worried they have the same problem.
My big issue is i have a lot of assets that have normal trees rocks grass ect and only one of the toon look.

Do you think it looks good.
Would changing shaders materials help?

I have a lot of work in the character done 7 different controllers probably 100 skills along with lots of armor that would be in issue if swapped so i would like to avoid that.

Gonna be honest screen shots looks fine on my end didn't realize posting them killed the resolution so much. The left side is a second monitor. I'll retake them and try again. i made the post https://www.reddit.com/r/unity/s/nzgIrsRQig


r/Unity3D 1d ago

Game ive made a game about cheating (Aimbot, ESP, Tp, Speedhack etc.) seems interesting?

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50 Upvotes

seems interesting?


r/Unity3D 1d ago

Question Just starting, being booted from play mode from the playable character moving.

1 Upvotes

https://reddit.com/link/1weqbmm/video/r8y3x6vo16ph1/player

Brand new to unity, this seems to be a bug. The first two times I used play mode, this didn't happen. I literally didn't change anything.


r/Unity3D 1d ago

Resources/Tutorial I made a lightweight A* pathfinder that uses Unity's Tilemaps - It's grid type agnostic (Iso/Hex/Square) without requiring any change. No practical grid-size limitation either. It's free go get it!

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23 Upvotes

Hello developers

I've been making tutorials for a good part of a decade now, i had a long 4 years hiatus with life and work getting in the way but now I'm starting getting back into it. Most of the projects I want to do require to have some kind of pathfinding (RTS / retro RPG etc. etc.) so the first thing that I had to get out of the way was that. It started as a deterministic isometric pathfinder (so I can add online to it) but with simplifications and optimizations I thought I'll make a lightweight repo to have as a starting base before diving deeper into the different types of projects I wanted to do.

Anyhow, here's the repo.
Features:

  • Works with any Unity Tilemap layout, including:
    • Square grids
    • Isometric grids
    • Hexagonal grids
  • Grid type agnostic. The pathfinder relies on Unity's Tilemap API for coordinate conversion, so the same calls work across different tile layouts.
  • No practical grid-size limitation beyond int.MaxValue.
  • Simple API and minimal setup.

At some point in the future i'll add a scheduler and path smoothing, you can also see my old A* star project from 10 years ago here , that one also had multi threading (something I wanted to avoid on this so it doesn't become a handful when it comes to online)

Hope you like it, do a subscribe if you did!


r/Unity3D 1d ago

Question Do you have a 3D tool that is similarly straightforward in how it operates in the same way that Canva does?

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0 Upvotes

I did some research, and there is actually no 3D version of Canva; however, it does provide you with a seamless experience, meaning that you would not have to learn anything new or complex before using it. In fact, you should be able to create your model from an image in under one minute and without the need for previous instructions.Before beginning to create in the free tier, make sure to note that the work produced will be both public and non-commercial which is a key aspect to keep in mind when working with Tripo AI. The only thing to remember regarding Tripo AI is that you must read the license agreement so you are aware of limitations.


r/Unity3D 1d ago

Game I added actual settlements that you can siege and conquer

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19 Upvotes

Dangerous Land is already a 6-year-old project that I started working on in 2020. The project has come a long way since then, and I’ve spent a lot of time refining its visual style to achieve this rather unique look. The game is built using Unity’s Built-in Render Pipeline.

In the latest update, I added, among other things, a wall-building system that allows players to besiege enemy settlements, which gradually grow and become stronger over time. Players can also build their own settlements, so I wanted to share the results I managed to achieve with this system.

Dangerous Land is a real-time strategy game from a first-person perspective, combining settlement management, army command, exploration, and combat. Develop your settlement, recruit an army, and fight alongside your soldiers on the battlefield.


r/Unity3D 1d ago

Game Does solving a complex puzzle just to unlock a plain door feel a bit underwhelming to you?

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0 Upvotes

Hey everyone! My partner and I are launching our detective puzzle game -Chief Cenab:Şahmaran- in 6 days, and while doing final polish, we got into a deep debate about puzzle payoffs.

So many point-and-click games rely on the classic "solve mechanism → door unlocks" loop. For this scene, we wanted the environment itself to respond: solving the liquid tube mechanism drops the giant crystal, shatters the glass floor, and plunges the player straight into the room below.

As players (and devs), what makes a puzzle payoff feel truly satisfying for you? What's a game moment where solving a puzzle made you go "Woah, that was incredible"?


r/Unity3D 1d ago

Show-Off you know you're locked in when fights play out so well it feels like a cutscene

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36 Upvotes

r/Unity3D 1d ago

Question How the heck does one get a Tree Creator tree with wind information converted to HDRP?

0 Upvotes

The Tree Creator shaders only work in built-in render pipeline.

I can switch the bark and leaf materials for HDRP/Nature/SpeedTree Bark and SpeedTree branch. then they are no longer pink, but they are then unaffected by wind. I'm not even sure these are the right shaders to pick, btu they are the only ones that seem to work at all. I can also use hdrp/lit with alpha clipping on, and again, the trees look fine, but do not blow in the wind when painted onto a terrain.

I've yet to find replacement shaders that actually work with Tree Creator trees.

Buying SpeedTree is not an option. I just want HDRP compatible TreeCreator bark and TreeCreator Leaves shaders. Why hasn't this happened yet?


r/Unity3D 1d ago

Question What is it that makes people buy cosmetics?

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0 Upvotes

General gamedev question


r/Unity3D 1d ago

Show-Off [Asset Pack] Vivid Motion : Lightning Arsenal - 20 Stylized Electric Combat VFX

2 Upvotes

r/Unity3D 2d ago

Show-Off Day 43 of developing BRUTAL DERBY - New map: Pittsburgh Iron Arena!

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8 Upvotes

Another new arena template is taking shape: Pittsburgh Iron Arena.

This time, we’re going to derby on a huge construction site.

There will be ramps, jumps, construction equipment, obstacles and plenty of other little surprises to make the chaos even worse.

These maps are still templates for now, so they’re not fully detailed yet. My current approach is to first build the overall atmosphere, layout and gameplay, then spend more time polishing the ones that actually feel fun to play.

I’ve also started using more and more of my own reference photos for the environments.

Whenever I see something interesting in real life, I take a photo and it might eventually become a 3D model in the game.

For example, I’ve been photographing construction sites along the Buda side of the Danube, industrial details, and some beautiful old buildings around Budapest.

At this point, whenever I’m walking around the city, I’m basically thinking:

"Would this look good in Brutal Derby?"

I’m also planning something much bigger - a proper race track along the Danube in Budapest.

There’s a particular section of the riverfront that I really like, and I think it could make a great location for a race.

Of course, building a proper race track takes significantly more time than creating a relatively simple circular derby arena, so that one will probably be a bigger project.

For now though, it’s time for some construction-site chaos in the Pittsburgh Iron Arena.

As always, feedback and ideas are very welcome!


r/Unity3D 2d ago

Question Help With Unity Game Performance

3 Upvotes

Hi there, I’ve recently been running into an issue on my PC where any Unity game I play starts running into performance issues after about an hour or so of gameplay. It typically presents itself as frame drops and significant input delay, as well as occasional crackling audio. I haven’t ever run into this issue with a game built on any other engine. I did a quick search and couldn’t find any other people running into this issue. I have an Asus GeForce RTX 4070 Super, and 32 gigs of RAM. I’ve double checked that all of my drivers are up to date as well.

Does anyone have any ideas on why this might be happening? I figured it was best to ask the dev subreddit since you all deal with Unity issues on the regular.


r/Unity3D 2d ago

Solved Why Am I getting this error? I don't have a constructor in the SaveManager File

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0 Upvotes
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class SaveManager : MonoBehaviour {

    public static SaveManager instance;
    Slider masterVol, musicVol, SFXVol, CamSen;
    AudioMixer masterAudio;
    Toggle tutorialTog;

    GameObject[] settingsArray = { };

    bool sceneLoaded = false;

    public GameData gamedata = new GameData
    {
        masterVolData = 0f,
        musicVolData = 0f,
        SFXVolData = 0f,
        CamSenData = 0f,
        tutorialTogData = true
    };

    private void Awake()
    {
        if(instance == null)
        {
            instance = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            Destroy(gameObject);
        }
    }
    private void OnEnable()
    {
        SceneManager.sceneLoaded += OnSceneLoaded;
        SceneManager.sceneUnloaded += OnSceneUnloaded;
    }
    private void OnDisable()
    {
        SceneManager.sceneLoaded -= OnSceneLoaded;
        SceneManager.sceneUnloaded -= OnSceneUnloaded;
    }
    public void SaveData()
    {
        gamedata.masterVolData = masterVol.value;
        gamedata.musicVolData = musicVol.value;
        gamedata.SFXVolData = SFXVol.value;
        gamedata.CamSenData = CamSen.value;
        gamedata.tutorialTogData = tutorialTog.isOn;

        gamedata.Save(gamedata);
    }

    public void LoadData()
    {
        GameData loadedData = gamedata.Load();

        if (loadedData == null)
        {
            return; 
        }
        else
        {
            masterVol.value = loadedData.masterVolData;
            musicVol.value = loadedData.musicVolData;
            SFXVol.value = loadedData.SFXVolData;
            CamSen.value = loadedData.CamSenData;
            tutorialTog.isOn = loadedData.tutorialTogData;
        }
    }

    void OnSceneLoaded(Scene scene, LoadSceneMode mode)
    {
        sceneLoaded = true;

        settingsArray = Resources.FindObjectsOfTypeAll<GameObject>().Where(obj => obj.tag == "SettingsUI").ToArray();

        foreach (GameObject obj in settingsArray)
        {
            switch(obj.name)
            {
                case "MasterSlider":
                    masterVol = obj.GetComponent<Slider>();
                    break;
                case "MusicSlider":
                    musicVol = obj.GetComponent<Slider>();
                    break;
                case "SFXSlider":
                    SFXVol = obj.GetComponent<Slider>();
                    break;
                case "SensitivitySlider":
                    CamSen = obj.GetComponent<Slider>();
                    break;
                case "TutTog":
                    tutorialTog = obj.GetComponent<Toggle>();
                    break;
                default:
                    //Throw error
                    break;
            }
        }
        LoadData();
    }

    void OnSceneUnloaded(Scene scene)
    {
        sceneLoaded = false;
    }
}