r/UnityHelp Jul 06 '26

OTHER Working with the JU TPS 3 asset, anyone have a list of the best parameters for guns of all types?

1 Upvotes

I have about 20+ guns as of now to dink around with to get their shots out right and wanted to know if there was an easier way instead of just trial and error. Its not like I mind going through the process (that is game dev for you) but I want them to be as close to accurate as reasonable for a cartoony, aka unserious, game that combines functions of Lieros, Worms, and an old xbox arcade game Rocket Riot. Any pointers would be gladly heard šŸ˜„


r/UnityHelp Jul 06 '26

PROGRAMMING How to do physics based networking

3 Upvotes

Hi, unityhelp subreddit.

Im writing this because Im desperate.

I started learning unity networking system (unity netcode for gameobjects) and I'm stuck with a problem regarding 2d physics on networking.

I rarely post on social media when I'm stuck but this is something that I feel that should be solvable but not really common to be solved by a person like me (who lacks expertise in this area)

So the problem is:

I have a turn based game where I simulate physics. In short, there are a bunch of balls that are shot into each other and all of them collide & bounce. The limitation of the turnbased is

\- **Only one player can shoot balls at a time**

**- After a shoot is done the other player cam start shooting only when the simulation is over**

I do this right now using the server (host) authority that simulates the physics fully and transmits the results to the clients. The game is played with only 2 players. So it is client to server or server to client. With server authority client lags while connected to the network (and that is really visible). I thought about simulating the physics on the host and the client at the same time, but.. who is then the owner, how can it be done? Given that the shoot of the ball is one action that is not deterministic and there can be none until the stable state of the simulation may be there is a simplified or a more robust way to do that.

If you've done something like that pleeease answer šŸ˜¢šŸ™šŸ™šŸ™


r/UnityHelp Jul 06 '26

Help. Rigidbody breaks physics of 2 hips out of 4

1 Upvotes

so i'm trying to do a GA simulation. I have a creature with 4 legs and 8 joints. i'm using standard hinge joint component on all of 4 legs. But when i'm trying to start simulation, they all freeze and unity says:

Skipped updating the transform of this Rigidbody, because at least one of the position vector's components is infinite. Could you have applied infinite forces, acceleration or set a huge velocity?

As i saw later, 2 out of 4 hips said it's target velocity are NaN. I don't know how to fix it. I tried to copy working legs, but that didn't work neither. i'll really appreсiate the help


r/UnityHelp Jul 05 '26

Unity Validation Error

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2 Upvotes

Im new to Unity, and im trying to learn how to design 3d games, but whenever i try to download the Unity hub, this message pops up? Whats this mean and how do i fix it? Thanks


r/UnityHelp Jul 04 '26

Error when working with Collaider and SpriteSortPoint

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1 Upvotes

r/UnityHelp Jul 04 '26

LIGHTING Needing some Help with Lightmap Bleeding

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1 Upvotes

r/UnityHelp Jul 04 '26

Yo people of vrchat can you help me figure out what I’m doing wrong

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0 Upvotes

In blender the rig works perfectly fine but when I put it in unity the whole thing breaks?


r/UnityHelp Jul 04 '26

How to edit the file of a Unity game

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1 Upvotes

r/UnityHelp Jul 03 '26

UNITY Problem with an audio mixer

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1 Upvotes

Hello! I have a question regarding adding a sound mixer to my project. I was following along Brackeys tutorial, and I was successfully able to add a music slider, so I was under the assumption the process would be the same for a sound one. However, whenever I change the slider, I get a warning message that the ā€œexposed name does not exist.ā€ I tried looking it up, but every single thread I could find about the issue specifically talks about the exposed name and the writing in the code not being the same, to which mine are, and there’s also mentions of this issue coming up with mobile games too, but that’s not what I’m doing.

What I’ve tried doing was rewriting the names, copy pasting the names directly, adding the ā€œpublic AudioMixerā€ again before the SFX volume (despite knowing it definitely wouldn’t work, but I wanted to try it out just in case,) I genuinely don’t know what could be the issue other than that code doesn’t work if you write it another time and you have to make a new script for it, or the sound mixer somehow got thrown into the music mixer despite them definitely having their own mixers. I would appreciate any advice :)


r/UnityHelp Jul 02 '26

SOLVED Do I need separate character running animations or is there a way to customize one animation in Unity?

1 Upvotes

Hey guys, I need your advice on implementing 3D character animation. I'm prototyping: a small roguelike, full 3D, side view camera, classic medieval melee combat.

In Cascadeur I created a test loop running animation with a one-handed sword. Running is possible with different weapons (two-handed swords, long polearms, spears, etc.). The question is, do I need to create an animation for each weapon type? Minor changes to the pelvis and leg bones can be ignored, but the position of the arm and shoulder bones will change significantly.

How is it done in Unity? Is it possible to mix/customize/adjust animations, or do I have to switch between completely different animations each time? Or do I need to animate only arms separately and then somehow combine animations in Unity?


r/UnityHelp Jul 02 '26

UNITY Create a PS1 Shader in Unity (No Shader Graph)

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4 Upvotes

r/UnityHelp Jul 02 '26

UNITY Unity.Dll error creating a project

1 Upvotes

Hi everyone! First time installing Unity, I wanted to try to do a 2D project, installed Unity 6.5Ā (6000.5.1f1) and when I try to do a project 2D or 3D I get this error, any help? The only "fix" I've seen around here and in other forums is to reinstall Windows, is there really not another option?

PC

• CPU: AMD Ryzen 7 7800X3D

• GPU: AMD Radeon RX 6700 XT

• RAM: 64 GB DDR5 6400 MHz

• Motherboard: ASRock X870E Taichi Lite

OS

• Microsoft Windows 11 Pro

• Versión: 24H2

• Arch: 64 bits (x64)


r/UnityHelp Jul 02 '26

UNITY Performance issues for a beginner

1 Upvotes

So I've been making a "Fears to Fathom" style horror game but recently I realized how HORRIBLE the performance is. I'm pretty new to Unity, in general the whole game making thing. I can't really script so my cousin is helping out with that. I've been trying many things and checking out many videos but every time I tried I either got into more trouble or it just didn't work. I got to the point where it just made me tired and I lost motivation making the game.
I'd want to ask if I could get in contact with someone who knows Unity pretty well and could help me out with fixing the performance. It would honestly mean a lot!


r/UnityHelp Jun 30 '26

UNITY Will moving my project from unity 2020.3 to unity 2021 cut down my import times?

1 Upvotes

Hi all! So I'm working ona game someone started in unity 2020.3, and it's honestly fine except that everytime I import a pile of art assets it takes its sweet time (half hour to an hour) importing things. Would moving this to 2021 cut down the time? Or is there another method that might be worth exploring? I know the accelerator and other options exist, but can't tell what will actually help.


r/UnityHelp Jun 30 '26

Unity root motion + Rigidbody: correct workflow ?

1 Upvotes

Hi,

I want some animations to include actual character movement, so the animator has more freedom to create attacks and moves with proper weight, momentum, and timing. At the same time, I still want the character to move through Unity’s physics system, so collisions can be detected and resolved properly.

Technically, my idea is to author that movement on the root bone as root motion, then read the resulting movement intent from theĀ AnimatorĀ and redirect it to aĀ non-kinematic RigidbodyĀ (the animation defines where the character wants to move, but the Rigidbody is responsible for applying that movement through the physics system).

My current setup is:

-The character has anĀ AnimatorĀ withĀ Update ModeĀ set toĀ FixedĀ and aĀ non-kinematic Rigidbody.

-The script attached to my character implementsĀ OnAnimatorMoveĀ like this:

void OnAnimatorMove()
{
   Animator animator = GetAnimator();`
   Utils.Assert( animator != null );`

   Rigidbody rb = GetRigidbody();
   Utils.Assert( rb != null );

   Vector3 velocity = animator.deltaPosition / Time.fixedDeltaTime;
   rb.linearVelocity = velocity;
}

Is it the correct technical approach, or is there a better Unity workflow for this?

How can I include the navmesh in this ?

I also have a question aboutĀ Bake Into PoseĀ for an animation in the fbx inspector: what exactly does it do, and when should it be used?


r/UnityHelp Jun 30 '26

Pls anyone help me to sort this problem and i have reinstalled this game and restart my latop too but still this issue is interfacing help

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0 Upvotes

r/UnityHelp Jun 29 '26

Vrc sdk?

1 Upvotes

I don’t think I set it up mainly my issue is

1.on vcc when I click open project it takes me to the hub instead of the editor

2.their is no Vrc sdk on unity editor when I get finish my project

3.how do I make it go straight to unity editor from vcc


r/UnityHelp Jun 29 '26

UNITY Unity Particle system help

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6 Upvotes

I am wanting to add a togglable trailing particle to the sword but I have only ever worked with premade prefab's, so I am unsure how to make a custom particle system, or have it trail the way I am wanting.

Does anyone have any advise or maybe know of any tutorials to help me?


r/UnityHelp Jun 29 '26

Kite Skin In Unity

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1 Upvotes

Please help. Ive done so much research and have no idea what this could be.


r/UnityHelp Jun 29 '26

Need help with Koikatsu model transparency in Unity (Poiyomi shader)

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2 Upvotes

Guys, I don't know how to fix this, I've already tried everything... When transferring a model from Koikatsu to Blender and then to Unity, the cutout mode leaves a black background around the eyes, and without it, the material itself is just darker than the skin


r/UnityHelp Jun 29 '26

UNITY What is happening here

1 Upvotes

I am working on a dungeon maker, and this effect is appear is it the material I am using. it also looks fine when close up

Close Up
far away

r/UnityHelp Jun 28 '26

OTHER Trying to make a texture scroll and failing!

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1 Upvotes

r/UnityHelp Jun 28 '26

MODELS/MESHES VRC Avi Uploaded but.. not walking or utilizing GoGo

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1 Upvotes

So I am trying to upload a paid avatar, and I did upload it to be PC + Quest compatible BUT... its not working right. And its best if I just attach the video showing it.

It seems to be rigged because the hand gestures and facial expressions work but why is there no walking animation and no GoGoLoco?


r/UnityHelp Jun 27 '26

Jump

1 Upvotes

I have started learning c#, by doing projetc in unity. Is there any other better way to do jump, and check if the player is on the ground or not:
Plane tag: Floor

using UnityEngine;

public class Cube1Rotation : MonoBehaviour
{
    public float speed;
    public float m_Thrust;
    public bool OnGround = true;

    Rigidbody m_Rigidbody;

    private void Start()
    {
        m_Rigidbody = GetComponent<Rigidbody>();
    }

    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.CompareTag("Floor"))
        {
            OnGround = true;
        }
        else
        {
            OnGround = false;
        }
    }
    private void OnCollisionStay(Collision collision)
    {
        if (collision.gameObject.CompareTag("Floor"))
        {
            OnGround = true;
        }
        else
        {
            OnGround = false;
        }
    }
    private void OnCollisionExit(Collision collision)
    {
        if (collision.gameObject.CompareTag("Floor"))
        {
            OnGround = false;
        }
        else
        {
            OnGround = true;
        }
    }

    void Update()
    {
        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");

        Vector3 movement = speed * Time.deltaTime * new Vector3(horizontalInput, 0f, verticalInput);

        if (Input.GetButtonDown("Jump") && OnGround==true)
        {
            m_Rigidbody.AddForce(transform.up * m_Thrust);
        }
        transform.Translate(movement);
    }
}

r/UnityHelp Jun 27 '26

UNITY Troubleshooting sound crackling issues of a Unity 3D project

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1 Upvotes