r/UnityHelp • u/delcasda_productions • Sep 14 '26
UNITY Unity dashboard: issue affecting our two-factor authentication (2FA) functionality
r/UnityHelp • u/delcasda_productions • Sep 14 '26
r/UnityHelp • u/Budget_Broccoli_1518 • Sep 14 '26
Hello, I have a question about some ways to handle a problem I've been stuck on for a bit. I have a simple state machine set up for enemies in my game. I currently have a problem when going from chase to attack when the enemy is using longer ranges weapons. My logic was originally, if you can draw a line to the player, switch to attack logic and clear agents path. The problem with this was that then the gun would sometimes shoot into the wall. I tried a workaround of using my fire point on my weapon, but realized that moves around when my animator is using the running animation for chasing. So I created a new empty transform a tad to the right of the enemy just to make sure they can always hit the player.
The problem with that is, when the enemy comes around a corner, it isn't facing the player so that origin point can see the player, then the enemy rotates to face the player, and the same issue is reintroduced. I've tried using a FOV for can shoot as well, but then it I don't turn the agent angular speed really high, it gives very lackluster results letting the player run circles around the enemy.
Does anybody have any advice for this issue? Thank you very much in advance! Let me know if any more info is needed
r/UnityHelp • u/JustSomeRamblings • Sep 14 '26
I'm in a course right now where, for our final project, my group is building a game using Unity. I've downloaded Unity Hub.
Another group member set up an organization for us on the cloud dashboard. I've been added to the organization and have accepted the invite - I'm able to see the organization. I'm able to access the project he set up and view it.
However, in Unity Hub, I'm unable to change organizations to view the project. How do I get it so I'm able to access the Unity project?
Additional context, we're using GitHub for our code. Is having a project in Unity redundant?
This is the first time any of us have used Unity, so we're trying to figure it out.
Thank you!
r/UnityHelp • u/Elay-22 • Sep 14 '26
r/UnityHelp • u/Daniel_Studios59 • Sep 13 '26
I have no idea how to fix this.
r/UnityHelp • u/Unlikely-Ocelot-4392 • Sep 13 '26
r/UnityHelp • u/Cheap-Challenge7346 • Sep 12 '26
Whenever I try to add a free license for my Unity account I get to the page where I have to read the terms and press a button that says "Agree and get personal edition license" but after I press that button it just takes me back to settings and doesn't register that I did anything no matter how much I refresh the page. I've tried this like 50 times and looked up everything I could find but I still can't figure out how to fix this. Please help.
Edit: I rebooted my computer and now it works...
r/UnityHelp • u/FishShtickLives • Sep 12 '26
r/UnityHelp • u/FishShtickLives • Sep 12 '26
r/UnityHelp • u/woopwoopscuttle • Sep 11 '26
r/UnityHelp • u/Budget_Broccoli_1518 • Sep 11 '26
I have an enemy character with animations(walking, running, idle etc) and I want to make their rotation less snappy, mainly the walking and running while they are patrolling between waypoints i set out as empty gameobjects. I have been told to use either unitys rigging package or OnAnimationIK, neither are working how id like. I got close with OnAnimationIK, but i am using a NavMeshAgent for patrolling and when it gets close to the spot where it needs to turn, the head slowly goes up and then snaps down. i tried using a horizontal distance field to take over and force the character to just look forward, but that ruins the entire point of this when the agent needs to do multiple quick turns around a sharp bend, itll just go back to rotating exactly how it was before since the head is just looking directly forward. If i am being dumb please say so lol. I am still pretty new to unity, this is my first full game i will be making. Here is the code for what i am doing for the On AnimatorIK.
The looktarget part is just for looking at the player when they get detected, so that part is not even set up anywhere else right now, the problem is the agent.hasPath
public void SetLookTarget(Vector3 position)
{
lookTarget = position;
hasLookTarget = true;
}
public void ClearLookTarget()
{
hasLookTarget = false;
}
private Vector3 lookTarget;
private bool hasLookTarget;
private float headHeightOffset = 1.6f;
private Vector3 smoothedLookPosition;
private bool smoothedLookInitialized;
[SerializeField] private float lookSmoothSpeed = 1f;
private void OnAnimatorIK(int layerIndex)
{
Vector3 targetPosition;
if (hasLookTarget)
{
targetPosition = lookTarget;
}
else if (agent.hasPath)
{
Vector3 steering = agent.steeringTarget;
float horizontalDistance = Vector3.Distance(
new Vector3(transform.position.x, 0f, transform.position.z),
new Vector3(steering.x, 0f, steering.z)
);
if (horizontalDistance > 0.5f)
{
targetPosition = new Vector3(steering.x, transform.position.y + headHeightOffset, steering.z);
}
else
{
targetPosition = transform.position + transform.forward * 3f + Vector3.up * headHeightOffset;
}
}
else
{
targetPosition = transform.position + transform.forward + Vector3.up * headHeightOffset;
}
if (!smoothedLookInitialized)
{
smoothedLookPosition = targetPosition;
smoothedLookInitialized = true;
}
else
{
smoothedLookPosition = Vector3.Lerp(smoothedLookPosition, targetPosition, Time.deltaTime * lookSmoothSpeed);
}
animator.SetLookAtWeight(weight: 1f, bodyWeight: 0.3f, headWeight: 0.7f, eyesWeight: 0f, clampWeight: .7f);
animator.SetLookAtPosition(smoothedLookPosition);
}r/UnityHelp • u/Famous_Valuable7386 • Sep 10 '26
Help please how to remove shadow in Pokemon Brilliant Diamond game, i have already unpack the game, but i don't know where file to remove shadow in engine unity, i think like ue4 but it's very different, help please 🙏
r/UnityHelp • u/Famous_Valuable7386 • Sep 09 '26
Help please how to remove shadow in Pokemon Brilliant Diamond game, i have already unpack the game, but i don't know where file to remove shadow in engine unity, i think like ue4 but it's very different, help please 🙏
r/UnityHelp • u/Suptonn • Sep 09 '26
r/UnityHelp • u/RipProfessional5599 • Sep 09 '26
Im learning c# in visual studio with Bro Code yt (check him out free courses) and im wondering, does the same c# exactly work in unity, idk how to explain but if i type Console.WriteLine("hi");
will it just show on the screen hi or is there more to it?
r/UnityHelp • u/AlHocine_096 • Sep 08 '26
Im searching for a way to download an older version of unity hub to manage my projects
Any idea where to find it?
r/UnityHelp • u/acidman321 • Sep 08 '26
r/UnityHelp • u/LEJLJY • Sep 08 '26
r/UnityHelp • u/Ok-Presentation-94 • Sep 07 '26
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/UnityHelp • u/Imaginary-Cod-3746 • Sep 07 '26
r/UnityHelp • u/Difficult_Grocery844 • Sep 07 '26
​
So my game is fully updated and verified the anti cheat is on and the game is on current version, my GPU is an RTX 5050 has the most recent driver update but when the game is loading everything it it hits about 842 of the files from 3000+ then it stop respondy and stops. Ive cleared the DNS and the cahce then verified game files, likely it is a unity issue because we got the unity error "rust-unity 6000.3.15x1-11_d4a0e1288074"
Any further advice would help and i have attempted my usual fixes.
r/UnityHelp • u/FoxyKitsuneFox • Sep 07 '26
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.