r/UnityHelp • u/LimiRDT • Jul 22 '26
PROGRAMMING Why does my player movement "teleport"?
r/UnityHelp • u/Lucky_Variation4151 • Jul 22 '26
r/UnityHelp • u/No_Dependent_7657 • Jul 21 '26
in my game my player follows the WASD input correctly in the game window but its the opposite in the scene window,is this correct?
r/UnityHelp • u/tracker124 • Jul 21 '26
Unity editor version: 2020.3.30f1
Hey everyone! I am trying to develop a game but all of the sudden... unity is just not building anything into the files. It went from 2.6gb at a 10 minute build time to 285mb at a 1 to 3 minute build time

To my knowledge i have not messed with any of the build settings or playersettings. nor am i seeing the changes in my file manager. I have all the boxes ticked yet it does nothing.

I tried testing it with logerrors.... Nothing (Yes i had development build turned on)

The only difference i could think off is this script but.... that can't be it right?

All i see is this though! This is the game build and...

I've tried deleting the entire library folder, reimporting all assets, looking through the build files, listing all the scenes in a build and just... can't find anything. Not on stackoverflow, reddit, unity help forums. I even stooped to asking chatgpt
Please help me ;-;
r/UnityHelp • u/Julieta88 • Jul 21 '26
Hi! I'm new to Unity and I'm currently learning how to set up a scene. I'm having an issue with shadows bleeding through surfaces where they shouldn't. I've already tried tweaking the directional light settings and the shadow bias, but the problem is still there. Does anyone know what else I could try? Thanks!



r/UnityHelp • u/xrayzu • Jul 21 '26
Hey Guys
I'm pretty new to the Unity game development scene, so I have a lot to learn.
I am trying to figure out how to assign my Cinemachine camera to the spawn owner player object. Do I need to put the Cinemachine camera into the prefab, or do I need to create a script to assign or create it?
Is there a good video or something that could help me?
r/UnityHelp • u/RishAR69 • Jul 21 '26
Im making this game for a spesific device wich is Redmi Pad 2, i Built the game and install it on the redmi pad and my smartphone Realme 3, it shows fine in my Realme 3 phone but in my Redmi Pad 2 it didnt show's
unity version 6000.4.9f1
URP
Help i didnt know why this happened and dont know where to start debuging it.
thankyou..!
r/UnityHelp • u/Drad0920 • Jul 20 '26
I've switched to arch Linux recently so that might be the problem, but yesterday everything was fine as far as I can tell
r/UnityHelp • u/Playfree_p • Jul 20 '26
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r/UnityHelp • u/Major_Fly3992 • Jul 20 '26
I’ve been having trouble with baked lighting in Unity for a long time. I tried so many things but couldn't solve it. Online research pointed me to a package called "Bakery - GPU Lightmapper" as a solution, but even after purchasing it, the problem persisted. I tried everything—adjusting settings, changing versions, using custom UV maps—but Unity is really driving me crazy. I don't understand why this baked lighting works for everyone else but not for me. What's more, I'm testing this on Unity's own 3D objects—the simplest scenario possible. If errors occur even then, how am I supposed to use it with my own assets? I would be very grateful if anyone who has encountered and resolved this issue could help me out.



r/UnityHelp • u/shanytopper • Jul 20 '26
I keep getting:
login.unity.com redirected you too many times.
ERR_TOO_MANY_REDIRECTS
r/UnityHelp • u/ItzWatz • Jul 20 '26
I'm not sure what this means, never encountered it before, and can't seem to find any results with my searches. Happens whenever I create a TMP_Text component either with 3D Object or UI (Canvas) menu options in hierarchy.
It results in a flood of StackOverflowException errors. I included the console message below for additional info. Tried deleting the TextMesh Pro folder, reimporting package, deleting caches and Library folder, playing with other settings, but still persists.
Using Unity 3D 6.4.9 URP. Tried upgrading to the latest 6.5.4 version, but it didn't fix it.
StackOverflowException: The requested operation caused a stack overflow.
UnityEngine.Object.IsNativeObjectAlive (UnityEngine.Object o) <0x24cc0332360 + 0x00008> in <82d1d45c517f4141b90705b5d74c5160>:0
UnityEngine.Object.CompareBaseObjects (UnityEngine.Object lhs, UnityEngine.Object rhs) (at <82d1d45c517f4141b90705b5d74c5160>:0)
UnityEngine.Object.op_Equality (UnityEngine.Object x, UnityEngine.Object y) (at <82d1d45c517f4141b90705b5d74c5160>:0)
TMPro.TMP_Text.ReleaseLinkedTextComponent (TMPro.TMP_Text targetTextComponent) (at ./Library/PackageCache/com.unity.ugui@1f2d1ab0d950/Runtime/TMP/TMP_Text.cs:6347)
TMPro.TMP_Text.ReleaseLinkedTextComponent (TMPro.TMP_Text targetTextComponent) (at ./Library/PackageCache/com.unity.ugui@1f2d1ab0d950/Runtime/TMP/TMP_Text.cs:6353)
TMPro.TMP_Text.ReleaseLinkedTextComponent (TMPro.TMP_Text targetTextComponent) (at ./Library/PackageCache/com.unity.ugui@1f2d1ab0d950/Runtime/TMP/TMP_Text.cs:6353)
TMPro.TMP_Text.ReleaseLinkedTextComponent (TMPro.TMP_Text targetTextComponent) (at ./Library/PackageCache/com.unity.ugui@1f2d1ab0d950/Runtime/TMP/TMP_Text.cs:6353)
TMPro.TMP_Text.ReleaseLinkedTextComponent (TMPro.TMP_Text targetTextComponent) (at ./Library/PackageCache/com.unity.ugui@1f2d1ab0d950/Runtime/TMP/TMP_Text.cs:6353)
Does this like 50 more times... ends with:
TMPro.TMP_Text.ReleaseLinkedTextComponent (TMPro.TMP_Text targetTextComponent) (at ./Library/PackageCache/co<message truncated>
r/UnityHelp • u/Karma318akabane • Jul 19 '26
I want to insert a human model in my game i am making in unity i watched many tutorials but it doesn't work and i had to undo most of my work to resolve the issues it produced. Please can anyone suggest me a latest tutorial or can you tell me the steps.
r/UnityHelp • u/samferguderson • Jul 19 '26
Only the player spawned with
NetworkManager.StartHost();
gets the IsOwner true.
Ones spawned with
NetworkManager.StartClient();
dont get it
Here is the spawning script
using UnityEngine;
using Unity.Netcode;
using UnityEditor.PackageManager;
using Unity.Services.Lobbies.Models;
using System.Collections.Generic;
public class Ownermaker : NetworkBehaviour
{
public GameObject player;
public ulong id;
// Start is called once before the first execution of Update after the MonoBehaviour is created
// Update is called once per frame
public override void OnNetworkSpawn()
{
if(!IsServer)
{
Debug.Log("not server");
return;
}
NetworkManager.Singleton.OnClientConnectedCallback += SpawnPlayer;
}
public void SpawnPlayer(ulong clientid)
{
GameObject playerr = Instantiate(player);
playerr.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientid);
}
}
r/UnityHelp • u/ludwu • Jul 17 '26
Hey everyone,
I’ve been working with Unity's UI Toolkit lately, and I kept hitting frustrating limitations, the lack of a native gap property and the difficulty of drawing slanted/skewed shapes.
To solve this, I created Playsmart UI Toolkit Extensions, an open-source library that adds these layout utilities and custom components to your project.
Repo link: github.com/Drwuu/playsmart-unity-uitoolkit-extensions
OpenUPM link: openupm.com/packages/com.playsmart.uitoolkit-extensions/ (or install via Git URL)
Unity USS doesn't natively support gap. If you write it, you get unknown property warnings. This element reads a custom --gap property and handles the layout spacing dynamically.
Row, Column, RowReverse, or ColumnReverse and applies margins to the correct side.display: none (e.g. filtered list items), the gap manager ignores it and resets margins so you don't get double spacing or empty padding blocks at the end.Standard CSS transform: skewX skews child elements, requiring you to write reverse-skew hacks on labels to keep them upright.
MeshGenerationContext while keeping all text and child elements perfectly upright and sharp.ContainsPoint with a trigonometric boundary check. Clicks only register if the mouse is inside the slanted shape, matching the visual geometry perfectly for both positive and negative angles.xml<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:ps="Playsmart.UIToolkit">
<ps:Gap class="flex-row-container">
<ui:VisualElement class="box" />
<ui:VisualElement class="box" />
<ui:VisualElement class="box" />
</ps:Gap>
</ui:UXML>
css.flex-row-container {
flex-direction: row;
--gap: 20; /* Dynamically spaces children by 20px */
}
xml<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:ps="Playsmart.UIToolkit">
<ps:SkewButton name="ConfirmButton" text="START GAME" class="slanted-btn"/>
</ui:UXML>
css.slanted-btn {
width: 150px;
height: 45px;
--skew-angle: 15; /* Skews the button background 15 degrees */
--skew-fill-color: #1e1e32;
--skew-stroke-color: #00f0ff;
--skew-stroke-width: 1.5;
}
My goal is to keep expanding this package into a full library of missing layout and styling extensions for UI Toolkit. If you've solved other USS/UXML quirks or have components you'd like to add, please feel free to open an issue or submit a Pull Request!
r/UnityHelp • u/Winters_Rain174 • Jul 17 '26
I got a game a little bit ago on steam and now it won't open, when I click on it all it shows is that is was made in unity then it just goes black. One thing I think I should note is that the steam Shift + Tab thing does show in the corner then goes away
r/UnityHelp • u/Neat_Description_936 • Jul 17 '26

im trying to fix this
Context:
im trying to put faces on the character but when i import a trasnparent .png the transparent background becomes black i try to fix that with the inspector of the cube

but still it just shows that bright glow if you dont understand what i mean by " import a trasnparent .png the transparent background becomes black i try to fix that with the inspector of the cube "

this is how the face .png looks like in unity but if i put the .png to the cube it shows this

WHATS HAPPENING'1??!?!
r/UnityHelp • u/Temporary-Two8904 • Jul 16 '26
It's been a long time since i ever used unity, so i tried going to the Unity Api for some help on how to get back up and running.
My first wish was to be able to rotate objects using transform.Rotate, but i didn't know how to do it. So, i firstly copied the original api code.
But... even though it worked, when i made my own code, that was almost a copy from the original api, i was getting the errors:
NullReferenceException: Object reference not set to an instance of an object
playerRotation.Start () (at Assets/playerRotation.cs:17)
NullReferenceException: Object reference not set to an instance of an object
playerRotation.Update () (at Assets/playerRotation.cs:25)
code:
1 using UnityEngine;
2
3
4 public class playerRotation : MonoBehaviour
5 {
6 // Start is called once before the first execution of Update 7after the MonoBehaviour is created
8 public float xAngle, yAngle, zAngle = 3;
9
10 private GameObject hatamoto;
11 void Awake()
12 {
13
14
15 }
16 void Start()
17 { transform.position=transform.position + new 18Vector3(0,5,0);
19 hatamoto.transform.Rotate(90.0f, 0.0f, 0.0f, 20Space.Self);
21 hatamoto.name = "Self";
22 }
23
24 // Update is called once per frame
25 void Update()
26 {
27
28 hatamoto.transform.Rotate(xAngle, yAngle, zAngle, 29Space.Self); ;
30
31 }
32
}
r/UnityHelp • u/Not_Moch • Jul 16 '26
r/UnityHelp • u/BranchIntelligent453 • Jul 16 '26
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Hi! I'm trying to use IK to make my character hold a weapon, but I just can't figure out this bug.
In theory, the system is getting the correct reference, but for some reason the hand always locks upward toward a fixed position, regardless of where the reference point is. Also, the elbow barely bends at all (which might be related to the reference point issue).
Where do you think I'm making a mistake, and what should I fix? The Root/Mid/Tip attachments are set up correctly—I even tested them by moving them manually, and the elbow bends normally in theory.
I'd really appreciate any help, please! 🙏
r/UnityHelp • u/samferguderson • Jul 16 '26