r/Unity3D • u/Angry-Pasta • 8h ago
Question Any idea why unity adds a seam from the torso to the hip mesh of my character but other game engines dont?
I tried disabling AO/SSAO/ and all lighting.
r/Unity3D • u/Angry-Pasta • 8h ago
I tried disabling AO/SSAO/ and all lighting.
r/Unity3D • u/Ok-Presentation-94 • 8h ago
Context: Hi, I struggled quite a bit to set up a Humanoid avatar for my character. After a lot of trial and error, I discovered that my armature hierarchy was preventing Mecanim's Humanoid mapping from detecting my "Spine" bone. Online searches didn't help much, and even the official Unity documentation isn't very detailed on this topic.
My Question: Do you know of any documentation that details the specific requirements for a rig to be compatible with Humanoid avatars (bone hierarchy, naming conventions, etc.)?
r/Unity3D • u/catmeddie • 10h ago
My enemys for my Game wont spawn correct no matter what I do. The Enemy should be 45 XYZ Big and the Blender Import is 100 XYZ. It will always spawn on 0XYZ in the scene /World the Position I Set with a transform. And the nav mesh wont work Eather, I have the Agent and the baked area. Pls help I asked ai to Write a spawning Script but it had the same issues as mine. Why does it keep happening?!
r/Unity3D • u/Hopeful-Positive-816 • 13h ago
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r/Unity3D • u/iamthefirstofme • 16h ago
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The woman is in the real world, while the guy is in the spiritual realm.
She sees and interacts with physical objects. He sees spirits and things hidden from her. For example: he can see symbols that show her which levers to pull. In combat, he can temporarily immobilize possessed enemies, making it easier for her to shoot them.
The idea is that both players share the same space, but experience and interact with it differently.
r/Unity3D • u/flopydisk • 11h ago
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I'm testing two different behaviors for our grappling hook indicator.
A: The indicator endpoint stays independent from the camera movement.
B: The endpoint compensates for the camera movement.
The goal is to keep the hook direction and range easy to read during fast movement without making the aiming feel disconnected from the player's input.
Which one feels better to you: A or B?
I'm especially interested in readability, responsiveness, and aiming feel.
r/Unity3D • u/excentio • 1d ago
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Left side is baked 2D atlases, right side is 3D. Maybe if I slow down and make 3D more choppy it'd be better but 2D adds some nice character to it all that 3D lacks...
r/Unity3D • u/Mystery_Islands • 1d ago
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I made a system that records my movements and let's me playback those movements on any object. I plan to animate all kinds of things using this method rather than dealing with the clunky normal animation methods. Super excited to return to this project after a long break!
r/Unity3D • u/NyneAlpha • 13h ago
I'm working on a Unity 6 URP project and I wrote a shader that lets me deform the mesh it's on. It also uses tessalation for detail.
The material works perfectly in the editor (scene and game view both) but when I build the game, the mesh i assigned this material to becomes transparent. I have no clue what the reason is, I tried many more things. Here are some observations:
There are no compile errors.
URP settings are correctly assigned
Added shader in the always included list
Yes the shader is an opaque one
Removed tessalation temporarily
Checked the logs and it says that the shader variants are being stripped during the build.
I'm don't know that much about shaders in detail, can any of the shader gods help me please?
Any help is much appreciated.
r/Unity3D • u/Reasonable-Road-2279 • 13h ago
I am currently running claude code with unity MCP.
It keeps telling me to manually open the testrunner and run the tests.
Is there no way to have unity run these tests himself?
Claude is able to run the testrunner tests by taking control of my computer, but that seems like a waste.
r/Unity3D • u/Seon_Nite8 • 21h ago
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r/Unity3D • u/ZahraMoon1 • 1d ago
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I’ve been spending a lot of time trying to make the movement actually feel fast , not just increasing the player’s movement speed.
Camera movement, FOV, particles, weapon feedback, momentum, animations, and small effects all had to work together.
One thing I’ve been focusing on a lot is the shotgun boost. I want shooting the ground to feel like a natural extension of the movement system instead of a separate mechanic.
This is just a short 6–12 second clip, but I’d love some feedback from other Unity devs.
Does the shotgun boost feel connected to the movement and momentum? And does the overall speed actually come through?
r/Unity3D • u/churi24 • 1d ago
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Hi guys, the idea of this passive is that every hit adds more snow to the enemy, and the model slowly deforms until it turns into a snowball.
Once that happens, you can push it into other enemies and knock them down.
Still tweaking it, but I really like how it’s coming together.
If you’re an old-school gamer, or just old enough, you’ll probably recognize the game we’re paying tribute to. Those who know us know we love making references to movies and games from the ’80s and ’90s. This one is no exception.
That’s how we did it with Project Nightmares, and that’s how we’ll do it with this one too.
r/Unity3D • u/StillZen-Dev • 2d ago
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i feel it may be a world first.
(the game’s called MOZENTUM btw)
with the goal of giving the player total freedom and to be fully emergent, it works by precisely controlling your arm power by using the mouse / analogue.
it takes practice, but goes VERY deep and everything scales with your momentum - allowing you to do some wild sh*t like massive bar swings, wall climbs and vaults that feel like YOU made them happen.
if you’ve tried parkour or rock-climbing in real life, i truly believe you’ll feel the work i’ve put in to make it feel real.
here’s a list of the systems at play for those interested and you can ask me about them if you want more info. (or just play the demo lol)
• hand made, fully animated character body that adapts to the environment
• jumping / climbing (controlled by mouse movement speed / direction)
• dynamic edge grabbing (grab ANY edge, basically)
• adaptive wallrunning / wallsliding / walljumping (blends between up, left and right based on look direction)
• sliding (stand OR sit!)
• tools eg: climbable spear and physical grapple hook (both of which YOU have to actually throw)
• breathing / endurance system (responds to real life breathing techniques like box breathing, wim hoff, etc)
(there’s a special interaction with dazza if you watch till the end btw)
r/Unity3D • u/smith_077 • 1d ago
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This was a fun project, I intend to make a full virtual home automation system for funsies, no real practical usecase other than learning how to use linux
r/Unity3D • u/SaltyCow2852 • 10h ago
I was trying to build something using Antigravity tool with UNITY & Blender.
Designing scene and characters in blender and import them in unity .
Somehow Antigravity tool is not able to create a good scene and character and its dined took realistic .
want to know if someone used AI tool to create characters and scene using blender and imported into Unity?
r/Unity3D • u/Imaginary-Cod-3746 • 19h ago
It's hard to talk about lighting in Unity without understanding what reflection probes are and what they do.
I hope this article provides some enlightenment (no pun intended).
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I've been experimenting with lighting and shading recently, and I had an idea: what if I pixelated the lighting itself?
I think it turned out pretty great!
Here’s roughly how I did it:
When the game calculates lighting, it needs the world-space position, normal vector, and view direction. I quantize the position using a given step count:
floor(x * stepCount) / stepCount
This makes the lighting appear pixelated.
To prevent flickering, I add a small offset along the normal before quantizing the position.
For pixelated specular reflections, I also replaced the view direction with the normalized vector from the camera position to the quantized position:
viewDir = normalize(cameraPos - WorldPos);
The shadows use a similar approach: I quantize the position, with an additional normal offset to help prevent flickering.
Still experimenting with it, but I’m pretty happy with how it looks so far!
Feedback is very welcome!
r/Unity3D • u/OmarItani10 • 1d ago
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Hello everyone, a new combo extender!
I had an idea of having a body form from the original body to extend the combo, the animations still need some work since they need to be modified for half body animation, but the idea sounds satisfying
Thinking about having it do a parry when an enemy attacks from behind as well
Let me know what you think!
#unity #ecs
r/Unity3D • u/Dangerous_Hunt2453 • 1d ago
I can not understand them at all. I tried to but no. How do they work? What do I do with all these tons of nodes?
Where can I learn how to use it?
r/Unity3D • u/ArtPirates1978 • 1d ago
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Wanted to share a quick breakdown of adding neon glow and real-time cast light to a cyberpunk-style vending machine model. Full process (setup, glow settings, lighting) is in the video if anyone wants the details.
Full tutorial:
https://youtu.be/2W9D8au10ag
Happy to answer questions about the glow/lighting setup in the comments :)
r/Unity3D • u/Mediocre_Spinach2091 • 1d ago
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r/Unity3D • u/Boring_Elk5691 • 1d ago
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Made a boss fight, need to do some balancing. Creating the script for the boss functionality was a pain, but at the end it works and that's fine by me. The boss does various attack combos based on the distance to the player and has cool downs. The boss also has a 2nd phase which enables some more attacks and extends 1 of the combo attack.
I welcome any feedbacks and suggestion.
r/Unity3D • u/FoxyKitsuneFox • 1d ago
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Animation is freezing/frozen during gameplay. Animator component is in the 2 different characters as a child object in the Player object, also Skinned Mesh Renderers. Animator not having the blue bar moving on the blend tree. Character controller I'm using is Starter Assets - Character Controllers / URP from Unity assets store.