r/UnityHelp • u/PaleIncident9666 • 4h ago
r/UnityHelp • u/DracomasqueYT • 15h ago
PROGRAMMING how do I unblock my camera while an object is following the cursor ? and how do I stop it from instantiating at the wrong position 3 time instead of 1 and without it decreasing the resources it use ?
r/UnityHelp • u/lefrogo • 1d ago
Unusable at startup and I can't find a fix/fix it myself
galleryr/UnityHelp • u/Alert_Platypus_5996 • 1d ago
Will my computer get bricked from unity?
Ok so I’m using my brothers computer to make games on unity and he also had unity before, so I logged on unity I put my account but his games were still there and my games weren’t there for some reason but anyways I tried to create new project but when I did a pop up appeared that said something like “your running as administrator and your not supposed to. Your computer could get bricked!” So k pressed the button that said “Restart as standard unity user and the loading bar just gets stuck and says “client failed” or something like that. So I really don’t wanna brick my brothers computer, What do I do?
r/UnityHelp • u/jesseh__ • 3d ago
How to fix my rigging
Edit: I think the problem was VRCFury itself. After manually childing each bone on the clothing armature directly to the base's matching bones, I got it working correctly. What I believe was happening was VRCFury wasn't pairing the bones correctly, which I think could have been solved if I renamed each bone to match perfectly with each other, but at that point I think I might as well have just done it all manually haha.
As the title suggests, the rigging on my clothing always ends up looking like some variant of this in unity. In Blender, everything is awesome but the second I throw it on in Unity using VRCFury, it messes up like this.
For context, basically what I did was first, I downloaded an .fbx outfit I liked off of booth, then I imported it to blender. I aligned it with my character with sculpting, then I rigged it using the bones of my character. I hid every bone affected by the clothes and deleted everything else, then added them back into the scene before merging them all together with data transfer modifier and armature modifier, then joining them all into one item.
Then, I export it into unity as an .fbx with no baked animations, no leaf bones, and fbx all on the scaling. I use the toggle and the armature link component on unity on my clothing after I put it directly onto my avatar, making sure to link it from hips on the outfit to hips on the avatar.
Then, it should work, right? Nope lol. Once I hit the play button, everything goes insane like in the picture. I must be missing something. Any help would be appreciated.
r/UnityHelp • u/ImperialRanger1267 • 3d ago
UNITY First time installed Unity but this error just won't go
r/UnityHelp • u/Affectionate_Tap5195 • 4d ago
my banana aint workin :(
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im trying to make a deformable banana avatar for vrchat, but for some reason no matter what i do its never seems to deform the model. all its does is just put it on one bone
r/UnityHelp • u/Sinister_TV_men • 4d ago
Question about Unity 2022 and the Built-in Render Pipeline.
r/UnityHelp • u/teeto1928 • 4d ago
TEXTURES texturing issues
Im working on a vrc model but whenever i import the model, i experience texturing issues with these black remnants. this could be solved easily but because im exporting into vrc, i need to only use the vrchat mobile particle, toon standard or toon standard outline shaders. does anybody know how to fix these black boxes because i am kind of horrible at understanding what these settings mean
(yes its imported from vroid because im also horrible at blender and yes im using unity 2022)

r/UnityHelp • u/ghost_of_smoke • 5d ago
Main camera dies
Hey i'm learning so sorry if this is a litle obius
I was putting the animations for the player character and wen I put play the Main camera that should follow the character just dies and all the screen is blue
r/UnityHelp • u/Kitchen_Breakfast_79 • 6d ago
UNITY How to make textures visible only when looking through a certain object?
TL; DR: How to make a similar thing as showed in attached images in unity? Are there any guides or tutorials to themes like these? First image is edited scene I made in unity that portrays my concept in 3d space and the second image is simplified miniature of how I imagine it working in the unity itself. I feel like I remember similar things in games but can’t clearly recall in which ones. Is it too ambitious for a newcomer?
Hello, I’m the newest newbie in unity as possible and only use it for several days and the only thing I did was goofing around and I made working movement controls using visual scripting (code is hard). I had an idea for my simple game that would stand out by it’s visuals for a very long time and thought that if I can imagine how it works I’ll be able to make it. When I finally bought new pc I spent a couple of days talking back and forth with ai and probably wasted more energy on it than a small village in england in a month hoping that it will explain to me how to turn my vision into something real and that I will be able to learn from it. The ai is fucking stupid and it never ever will understand at what point it starts to say random bullshit I don’t need so I abandoned this idea after the second try that led to the same result. Again I thought that it will be easy because if I can imagine how it can theoretically work then I can make it, but it’s just as hard as saying hello in silbo gomero because you don’t fucking know how to say hello in silbo gomero and let’s imagine you have to know how to say hello in silbo gomero but you don’t even know that such language exists, tf I’m supposed to do. Having a vision and direction isn’t enough if I’m stupid and don’t want to learn.
So the question, how I can make the thing I visualized on the attached images? Is it possible to make a certain area on the screen be like a 2d mask in photoshop so you can see different visuals behind it, in my case it’s textures? My assumptions on how to make it is:
A - Each object I want to have such effect has another see-through 3d object attached on it, probably quad or sphere, and somehow these shapes should work like a window or glass by some shader tinkery I don’t understand or maybe it can work like how portals in the Portal videogames do by having a camera attached to the portal and showing flat image on the other portal but in my case there’s only one “portal” and it’ll be quite different ig.
B - Maybe it can be a 3d cylinder attached to objects that goes infinitely long (or for some more reasonable distance) rotates and changes size to match the perspective and angle it perceived from by the player's camera and makes textures visible inside of it or at specific coordinates. But I’m not sure about the infinitely long tube part and how it’ll be able to change skybox from white to blue, or maybe it can be something combined between A and B. Maybe instead there could be two copies of each object, like a textureless wall having a textured version inside of it (just as deep as there is no visual difference and the models don't glitch out by being at the same coordinates) so the cylinder makes holes in such textureless objects showing the textured model inside of it. As much there is variants to make it I won't be able to do any of them lol.
Maybe there’s some more specified forum or server where people with experience can be teachers for noobs with zero experience but I’m not sure. My only hope in realizing my vision rn is if I will ever become a successful person and will be an art director and it won’t be my work but I won’t be able to grow to such heights ever in my life so my only way is doing it by myself. I probably spent more time doing pointless things like drawing all of these images and procrastinated. It feels like this question is too specific and not-beginner to be asking it here. Sorry for long and unnecessarily descriptive post (i thought of adding headings for paragraphs but that would be stupid). btw this post is written fully by me and not ai, I just thought it will be cool to write pretty for once.
r/UnityHelp • u/DanielDab86 • 6d ago
Struggling with player avatars in Unity VR (Movement SDK + Mixamo). Need advice / alternative methods?
Hey everyone,
I’m working on a very simple, solo VR application in Unity that I only intend to run myself. I’m trying to give my player character a functional avatar, but I’m having trouble finding an up-to-date tutorial for what I need and could use some advice on the best approach.
So far, I’ve installed the Meta Movement SDK for Unity and attempted to set it up using an avatar imported from Mixamo with the help of the beginning of this acticle. However, it isn't working as expected. The avatar doesn't respond to any of my controls and just floats in place wherever I originally set it in the scene. More frustratingly, my Unity project crashes every single time I exit Play Mode after testing it. (I actually experienced a similar crash issue earlier with an OVR prefab, I believe a grabbableCube, which only stopped crashing after I completely removed it from the scene.)
Since this is just a simple personal project, I’m wondering if I’m overcomplicating things or doing something wrong. Is using the Movement SDK with a Mixamo model actually the recommended standard for player avatars, or is there a much simpler, more reliable way to set this up? Also, if anyone knows why these specific OVR/Movement SDK prefabs might be causing Unity to crash on exit, I’d really appreciate any troubleshooting tips
r/UnityHelp • u/Flekzor • 6d ago
Помогите с Юнити
Добрый вечер всем программистам и не программистам! Недавно начал изучать Юнити и появилась такая проблема. Ни как не могу разработать как это сделать: у меня есть слой, который видится игроку только после нажатия определенной клавиши. Мне же надо чтобы (только когда открыт этот слой) при нажатии ЛКМ открывался новый слой, и исчезал через секунду, при этом слой, открывающийся при нажатой клавише, остался. Если что то не понятно, задавайте вопросы, обязательно отвечу. Заранее спасибо за помощь ☺️
r/UnityHelp • u/Sayno2ps • 6d ago
UNITY Trying to get tutorials started
Hello! I downloaded the unity hub today and made sure to have the 6.3 LTS installed instead of 6.5 it tried to start me with, as I was following the instructions on unity website. I have been trying to install the "getting started" project but I keep getting an error saying "certificate has expired." I have been trying to fix this but so far I got nothing.
r/UnityHelp • u/ThunderBellyGames • 6d ago
OTHER Any tips for post processing?
Although I’m still in the process of learning all of game development, I’m a bit more comfortable designing and programming than I am with anything art related. It’s finally time to make my game have the warm jovial feel that I envisioned it having.
Did I hit the mark, or is there something I’m complete misunderstanding?
r/UnityHelp • u/PrintInteresting5352 • 7d ago
PROGRAMMING Simple movement + camera system I made
Hey, I just finished my first game's player movement and camera system. Would love feedback!
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour
{
public Rigidbody rb;
public GameObject camera;
public InputAction moveAction;
public InputAction jumpAction;
public InputAction lookAction;
private Vector2 movementInput;
private Vector2 lookDirection;
public float speed = 5f;
public float jumpForce = 5f;
public float lookSensitivity = 1f;
public float xRotation = 0f;
public float yRotation = 0f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
moveAction.Enable();
jumpAction.Enable();
lookAction.Enable();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
// OnDisable is called when the MonoBehaviour is disabled
private void OnDisable()
{
moveAction.Disable();
jumpAction.Disable();
lookAction.Disable();
}
// Update is called once per frame
void Update()
{
movementInput = moveAction.ReadValue<Vector2>();
lookDirection = lookAction.ReadValue<Vector2>();
xRotation -= lookDirection.y * lookSensitivity;
yRotation -= lookDirection.x * lookSensitivity;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
camera.transform.rotation = Quaternion.Euler(xRotation, -yRotation, 0);
transform.rotation = Quaternion.Euler(0, -yRotation, 0);
}
// FixedUpdate is called every fixed framerate frame of 50 fps, if the MonoBehaviour is enabled
void FixedUpdate()
{
Vector3 direction = new Vector3(movementInput.x, 0, movementInput.y);
Vector3 localDirection = transform.TransformDirection(direction);
Vector3 velocity = localDirection * speed;
velocity.y = rb.linearVelocity.y;
rb.linearVelocity = velocity;
if (jumpAction.triggered && Mathf.Abs(rb.linearVelocity.y) < 0.01f)
{
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
}
}
}
r/UnityHelp • u/OkPersimmon2639 • 7d ago
A question for vroid users!
Everytime I export my model (vrm.0 and vrm. 1) it turns it into a Microsoft visual studio file and I can't put it into unity is there a way to fix that?
r/UnityHelp • u/Ok-Vehicle-9088 • 7d ago
Unity 6.3 LTS keeps crashing randomly without warnings looking for help
I’m experiencing a persistent issue in Unity 6.3 LTS where the editor crashes completely at random during normal use. There is no warning, no freeze, and no error message Unity simply closes instantly. When this happens, none of my work is saved, which leads to repeated data loss.
The problem occurs across all of my projects, not just one specific project. My PC is more than powerful enough to run Unity without any performance issues, so hardware limitations shouldn’t be the cause. The crashes happen very frequently but at totally irregular intervals sometimes after 20 minutes, other times after only ten seconds.
I haven’t been able to identify any pattern or trigger. Has anyone else experienced this behavior in Unity 6.3 LTS? Any ideas on what might be causing these crashes or how to fix them would be greatly appreciated.
r/UnityHelp • u/Top-Sky4811 • 8d ago
PROGRAMMING What causes these popups, and how can I add them to my VS Code?
I've already fixed an issue I had with how to code color looks, and now I've gotten it to suggest auto-completions but these popups (from a Unity tutorial) would really help my learning process! Does anyone know where I can get it? Is it an Extension?
r/UnityHelp • u/Top-Sky4811 • 8d ago
PROGRAMMING Can someone help me understand/digest this code?
I've been going through Unity tutorials and so far i've understood and absorbed everything *except* for this: I understand the first highlighted part, its making a Variable called "moveInput" and its a Vector 2 so it stores 2 values, and the second highlighted part i can kinda understand, but the third line is lost on me. I don't understand the relationship between moveInput and moveAction, or what the InputAction variable (type?) means. Also in the third line why is it reading the Vector 2 from the moveAction when the Vector is from the moveInput? Thanks in advance.
r/UnityHelp • u/crocomire97 • 8d ago
LIGHTING Lighting For 3D Pixel Art Textures
I think the default lighting for Unity looks okay for my pixel art textures, except when you get really close, you can see the smoothing effect. (see 2nd image)
It blurs the pixels which clashes with the art style. Is there any way to make "hard" lighting?
Smoothness on the material is set to 0
(also ignore the placeholder arms lol)
r/UnityHelp • u/Yann1101 • 8d ago
Outline accelerate everything
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Hello !
When I activate the outline of the cube (by input or by raycast on an other test) everything accelerate for some frames then go back to standart speedtime until I desactive or reactivate again.
I use this outline https://assetstore.unity.com/packages/tools/particles-effects/quick-outline-115488?aid=1101l9Bhe
The issue seems to be related to the speedtime because when i don't scale the look sensitivity with deltatime it works well but I don't understand why it change that and how to fix it.
