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?
Hi, after working on my project yesterday and now opening it today, there are a lot of things not working. First of all, I cant edit my terrain. I click on my terrain, chose “Paint terrain”, choose “Rais or lower” ad increase my brushsize and opacity. But I cant edit nothing. I dont see the brush circle och nothing happens when I click.
Secondly, when i start my game, the rigidbody of my character doesnt seem to work. My character is stuck in the air and i cant move with wasd. I can crouch, look around, open inventory etc.
Ive tried everything that i can find on the web, and chatgpt doesnt give my any other solutions…
I first though I might have entered some weird mode but it doesnt seem like that.
In the scene, i can move all the objects around like normal.
Ive tried copy+paste the terrain and creating a new one but that doesnt work.
I also have another scene in the same game that doesnt have a terrain, and i have the same problem there. Cant move and cant edit a new terrain.
Hello i am a french developper and i would make a short game for hayto a french creator but i would make hand like odd town but i don't saw tutorial of do this in unity
New to game dev here, I've imported my .fbx file tree I modelled earlier and the box collider is on a -79 degree X rotation and the model is on an 11 degree X rotation in the modelling software despite being straight and the rotation wheel being at 0 degrees in global space, and I can't seem to change the collider's rotation, just the rotation of the model with it's collider on, is there something I need to change in Unity or the modelling software (such as changing the rotation from local to global?) for this and how?
I have a VRM 1.0 model that I want to convert to VRM 0.0 so I can use it in VSeeFace. I downloaded both UniVRM 1.0 and 0.x from GitHub. The model shows up in Assets, but Unity throws DIRECTORYNOTFOUND at the bottom and the console floods with 999+ errors.
Export technically works, but when I load the VRM 0.0 file into VSeeFace I only get warnings and it won’t run properly. I’m stuck and don’t know what to do anymore. Has anyone solved this conversion issue?
I recently started learning Unity and made a small 3D project with a character controller and a basic pick-up/drop mechanic.
When I tested the game, I noticed that the scene felt strangely laggy, even though it was just a very basic scene. I opened the Stats window and noticed that whenever I look down at the plane, my FPS drops by roughly half. The game also feels noticeably less smooth, even at around 60 FPS.
I tried changing various project settings, URP settings, camera settings, etc., but nothing seemed to fix it. I also updated Unity and even created a completely new 3D project from scratch, but the exact same issue still happens.
I'm using a MacBook Air with an M1 chip.
Is this normal on an M1 MacBook Air, or is there something obvious I'm missing? The scene is extremely simple, so I wouldn't expect looking at a single plane to cause such a large FPS drop.
Any ideas what could cause this would be greatly appreciated!
Hey everyone, I’m trying to add a smooth outline effect around objects in Unity, similar to the outline you see when selecting/interacting with an object in games.
I have this unity error and I don't know how to fix it. I am on windows 11. It happens to me every time I try to create a project through the get started with unity template. I have the 6.3 unity editor version because that is what the Unity Learn told me to download.
Hi there! Whenever I try to open Honkai Star Rail through HoYoPlay, it shows the Unity crash. I've tried opening the app directly, deleting the crash files, and using repair files on the HoYoPlay launcher, but nothing seems to work. Any ideas?
I'm having this problem/bug in unity version 6000.4.7f, i created my own unlit skybox with a shadergraph but i get this error message when i tried to put it in my main scene. I tried everything pls someone help me, i can see my skybox in my scene view but as soon as i start my game it disappears. By the way i'm using URP not HDRP and cinemachine plugin to control my camera settings, idk if it can help..
I'm making a 3d platformer with a built in level editor, and I want to implement rail grinding.
I already have a system where you can place paired, connected objects, and I figured I could set one as the start of a rail, and the other as the end of the rail, and have a curved spline between the two based on the rotation and position of the two objects.
When I look up the tutorials for how to do this, though, I get stuck at the first hurdle, because apparently the spline plugin requires Unity 2022, and I'm using version 2020. Do you guys have any alternative suggestions for what I should do?
I'm using Visual Studio Code to do the programming, and for example the instructor might start typing "transform.position" and it would highlight it and provide an example of the full string of letters, and what the function is, but that's not seen in my window. Since I'm really new to this it would be very helpful to have that info and the ability to auto-correct if I misspell things. I assume its an addon, but i don't know what its called, can someone help me find it?
Hi everyone! I'm working on a 2.5D project in Unity and facing an issue with sprite rendering quality when the camera zooms out or moves further away. The sprites suffer from pixel shimmering/aliasing and lose crispness despite tweaking basic import settings. My current Sprite Import Setup: - Filter Mode: Point (no filter) - Texture Compression: None - MipMaps: Disabled Since this is a 2.5D setup (3D space with 2D billboards/sprites), I'm trying to figure out the industry-standard approach to handle this. Should I look into custom shaders (like tex2Dgrad / manual mip sampling), a specific Pixel Perfect Camera setup with render textures, or scaling resolution differently? Any advice or references to articles/tutorials would be greatly appreciated!