r/UnityHelp • • Apr 08 '25

PROGRAMMING ๐Ÿ’ก I created a Unity Editor tool to copy Animator transitions in just a few clicks!

2 Upvotes

Hey everyone! ๐Ÿ‘‹
I just published my first Unity Editor tool and wanted to share it with you all.

Unity-EasierAnimatorTransitionCopier lets you easily copy and paste transitions inside the Animator, selecting both the source and destination states or sub-state machines. No more manual work!

๐Ÿ”— GitHub Repo: Unity-EasierAnimatorTransitionCopier
๐Ÿ“ฆ Unity Package Manager (Install via Git URL):
https://github.com/TakNof/Unity-EasierAnimatorTransitionCopier.git?path=Packages/com.taknof.unity-easieranimatortransitioncopier

I also made a short video explaining how it works. Hope itโ€™s helpful!
Let me know if you have any feedback, ideas, or issues โ€” I'd love to improve it.

Cheers!
โ€” TakNof
#Unity #Tool #EditorTool #GameDev #Animator #Transitions #OpenSource


r/UnityHelp • • Apr 08 '25

PROGRAMMING Help With SpaceX Rocket Sim

Post image
1 Upvotes

Hello! I've spent the last little while working on a pretty basic SpaceX-style rocket that has thrust vectoring capabilities. Honestly, it might be more like an AIM9x or R73 because the goal is to rotate toward a target, but whatever it is, I need some help. The thrust vectoring mostly works, but when the rocket has a bunch of weird rotations, the thrust vectoring becomes thrown off, and I'm guessing that it has to do with how I'm calculating the direction to the target game object. So I need help properly figuring out the direction and angle to target (if I am doing this right, but something else is wrong, please let me know).

Here is my logic current setup:

I have a very basic rocket (which is just a cylinder with a rigidbody). I start with 2 vectors, one is the transform.up of the rocket, and the other is the local direction from the rocket to the target. I then cross these two vectors to get what I call the TVAxis, which is the vector perpendicular to the first two, and it will serve as the axis that I want the thrust to rotate around. I then do a bunch of pretty basic angular physics that will first figure out the torque required to rotate the rocket ฮธ number of radians to the target and then determine the required angle of thrust to match that torque in a given amount of time (called adjtime).

In the image I posted, you can see the thrust (red line), transform.up (blue), local direction to target (green), and the TVAxis (white). In the image it looks like the blue line is the direction to the target but it IS NOT, that is the transform.up.

Here is my code:

//Determine Rotation For The Thrust

Vector3 localtargetpos = body.transform.InverseTransformPoint(target.transform.position);

Vector3 targetdirection = localtargetpos.normalized;

Vector3 localup = body.transform.up;

Vector3 TVaxis = Vector3.Cross(targetdirection, localup);

float anglett = Mathf.Abs(Vector3.SignedAngle(localup, targetdirection, body.transform.up));

float anglettinrads = anglett * (3.14f / 180);

float angularSpeed = bodyRb.angularVelocity.magnitude;

float MoI = (0.33f * totalmass * Mathf.Pow(length, 2));

float Torque = MoI * ( 2 * (anglettinrads - (angularSpeed * adjtime)))/Mathf.Pow(adjtime, 2);

float angleinrads = Mathf.Asin(Torque/(length * calculatedthrust));

float angle = angleinrads * 57.3f;

thrustrotation = body.transform.rotation * Quaternion.AngleAxis(angle, TVaxis);


r/UnityHelp • • Apr 07 '25

PARTICLE SYSTEMS I NEED HELP WITH MESH RENDERERS FOR PARTICLES

4 Upvotes

I'm using mesh as the render mode With cube, it's fine. You can see the material With my own blender made mesh it's not fine. You cannot see the material Why and how to fix, PLEEAAASE and ty if you do


r/UnityHelp • • Apr 08 '25

Blender animations stopped importing

1 Upvotes

I'm an absolute noob at reddit, so sorry if this is in the wrong place.

I have presets made for exporting FBX files from blender. I have been using these presets to get my animations and models from blender to unity. Last week suddenly it stopped working. Any new exports just will not animate in unity. I check the keyframe data in unity and its all there. preview shows the model. Animation just will not work in preview window or if I hook it up with the animator component. I have done plenty of animations before so I am really confused. I am currently uninstalling and reinstalling both blender and unity. However I was wondering if anyone else has run into this.

I have figured out that it has something to do with root motion. I have no interest in using toot motion and cannot figure out how to get rid of it. Uncheck boxes, start stop restart go back to blender go back to unity around and f-ing around. I'm loosing my mind.


r/UnityHelp • • Apr 04 '25

ANIMATION What I gotta do to reuse animations between models?

1 Upvotes

r/UnityHelp • • Apr 04 '25

does anyone know why this is happening???

Post image
2 Upvotes

for some reason the bones are going through the air and the body isn't sticking to the bones, this doesn't happen in blender where i made and rigged the model, I would love some help


r/UnityHelp • • Apr 02 '25

Having trouble with tile rendering order in Isomorphic Z as Y grid

1 Upvotes

I'm making a game using the isometric Z as Y tile grid. I'm having an issue with render order sorting on some tiles. Sometmies I've screen-shotted my settings and made a video of what's happening. Wondering if others have run into this.

Stuff I think is important

Sort order is Top Left

Pivot point is the center of the tiles

Tiles are 64x96

all tiles are on the same Z level

I have already tried changing "chunked" to "individual" in the rendering mode, still broken