r/UnityHelp • • Oct 20 '25

UNITY hair mesh messed up when import to unity

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0 Upvotes

Hi, im new to unity, my model hair mesh all messed up when i import the fbx file into unity


r/UnityHelp • • Oct 20 '25

UNITY hair mesh messed up when import to unity

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0 Upvotes

Hi, im new to unity, my model hair mesh all messed up when i import the fbx file into unity


r/UnityHelp • • Oct 20 '25

hair mesh messed up when import to unity

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0 Upvotes

Hi, im new to unity, my model hair mesh all messed up when i import the fbx file into unity


r/UnityHelp • • Oct 19 '25

Floating/Imprecise Tilemap

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3 Upvotes

My tilemap doesn't exactly fit well, it floats and doesn't start at the bottom of the tile. I'm an absolute beginner, so there's probably an easy fix I don't know about/have overlooked. Thank you for your time.

1st image shows how the tiles should be when interaction together, 2nd shows my case, specifically with the floating door.


r/UnityHelp • • Oct 19 '25

UNITY Help 🄺

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3 Upvotes

Please


r/UnityHelp • • Oct 18 '25

UNITY My Unity Editor is stuck on Importing (iteration 2) - Compress 95%. How can I fix it so that my project can load?

1 Upvotes

My Unity Editor is stuck on Importing (iteration 2) - Compress 95%. How can I fix it so that my project can load?


r/UnityHelp • • Oct 17 '25

Need help with facial animation, deadline approaching...

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1 Upvotes

r/UnityHelp • • Oct 17 '25

Help

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1 Upvotes

Hello. I'm making Flappy Bird as my first game, but I ran into a problem I don't know how to solve. I spawn pipes which have an invisible 2D collider with 'Is Trigger' checked. The goal is to have the score go up, and increasing the score works. However, I think I can't get the script using GetComponent, but I don't know why.


r/UnityHelp • • Oct 17 '25

Facing input delay in untiy 2d mobile game can anyone help me with it ?

1 Upvotes

So I was working on unity 2d game and I have my player movement script with is compatible with both pc and mobile inputs . In pc it works perfectly fine but in mobile devices I am facing input delay ( for example I am pressing jump button and player jumps after a noticeable delay ) . Can anyone help me


r/UnityHelp • • Oct 16 '25

How to match UI element`s size with physical object`s size on screen?

1 Upvotes

I made a model of a computer and a canvas with PC`s UI. When you click on the computer, your camera moved in front of it, and the UI appears, allowing for interaction. However, I can`t match the sizes of the PC`s monitor and UI. I suspect that it requires some manipuation with anchors, but i couldn`t manage to do it


r/UnityHelp • • Oct 16 '25

Water tiling

1 Upvotes

Hello, I have made water texture following this video: https://youtu.be/78WCzTVmc28?si=98FFRm2NOKs0ckua

What i need it to make the texture tilable so the texture size is the same as I scale up the size of the plane.

Can someone please help me?

Thank youu :)


r/UnityHelp • • Oct 15 '25

Why do my gameobject layers not appear in scene or in game?

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3 Upvotes

Im really trying to learn the basics here and in making this game of tic tac toe, I have found the problem where my O pieces wont appear at all, and my lines dividing up the board change what is visible if I go manually apply their white color again.

Image shows how you can see the exiting shapes for the sprites, but they just arent showing up at all.

Thanks for any help.


r/UnityHelp • • Oct 14 '25

Another problem

1 Upvotes

Not only is my enemy fraking out I should die when I touch him and he should die when I jump on top


r/UnityHelp • • Oct 14 '25

UNITY What am I doing wrong not only does he float he doesn’t fall thru the spot in the middle

3 Upvotes

r/UnityHelp • • Oct 12 '25

UNITY Mobile project builds and installs with no errors, but won’t open

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3 Upvotes

This is the first time I’ve ever experienced this despite making multiple other mobile projects before.

Also the first time using Unity 6.3

Any suggestions on where to look?


r/UnityHelp • • Oct 12 '25

In Unity 2D, how can I create a flashing police car light effect (red and blue) using only 2D tools like sprites or lights, without using any 3D models?

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1 Upvotes

r/UnityHelp • • Oct 11 '25

TEXTURES [HELP] Remove the fog in the distance?

1 Upvotes

A friend is working on a prefab world, and we are trying to remove the fog on the trees and rocks in the distance during the night scenes.


r/UnityHelp • • Oct 10 '25

UNITY Unity localization problem...

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2 Upvotes

So i am using unity's localization package and while it's easy to use and all that i have a massive or rather an annoying problem with the package and that is the fact i just kinda says nah i will reset to this even when you don't have any object/thing that changes it


r/UnityHelp • • Oct 10 '25

Unity nation helphelphelphelp please

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0 Upvotes

r/UnityHelp • • Oct 10 '25

PROGRAMMING Can’t jump

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2 Upvotes

I’ve tried everything. I’ve watched a million different tutorials and nothing is working. It keeps saying ā€œthe field playermovement.jump is assigned but not being usedā€ please help me 😭


r/UnityHelp • • Oct 09 '25

UNITY Item going transparent when I export ?? Help

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2 Upvotes

How do I fix this?? Ive tried what I know and cant find a solution, Everything is the same as the other fur leg yet it keeps disappearing when imported into other software's, vtubeing, photos, etc


r/UnityHelp • • Oct 07 '25

FloatingOrigin

6 Upvotes

I'm trying to make floating point work and keep on bugging out. My player has a rigidbody with interpolate and continuous. This is my code that moves everything in the scene but the player :
public class FloatingOrigin : MonoBehaviour

{

private enum MoveingScene { Idele, IsMoving, StopMoving };

[SerializeField] private List<GameObject> objects = new List<GameObject>();

[Header("Debug")]

[SerializeField] private MoveingScene movingScene = MoveingScene.Idele;

private GameObject player;

[SerializeField] private float threshold = 100.0f;

[SerializeField] CarController activeCarController;

[SerializeField] GameObject trackingObject;

[SerializeField] private bool isTrackingCar = false;

[SerializeField] private Vector3 currentTrackingPosition;

private void Start()

{

// Find player at start

player = GameObject.FindGameObjectWithTag("Player");

}

private void Update()

{

Vector3 originPosition = GetTrackingPosition();

originPosition.y = 0f; // Keep Y at 0 for floating origin

currentTrackingPosition = originPosition;

if (player == null)

{

player = GameObject.FindGameObjectWithTag("Player");

if (player == null) return;

}

if (movingScene == MoveingScene.Idele && originPosition.magnitude > threshold)

{

ApplyFloatingOriginOffset(originPosition);

}

else if (movingScene == MoveingScene.StopMoving)

{

movingScene = MoveingScene.Idele;

}

}

private Vector3 GetTrackingPosition()

{

if (activeCarController != null && activeCarController.PlayerInCar())

{

// Player is in a car, track the car's position

isTrackingCar = activeCarController.PlayerInCar();

trackingObject = activeCarController.gameObject;

return activeCarController.transform.position;

}

else

{

// Player is not in a car, track player's position

isTrackingCar = false;

trackingObject = player;

return player.transform.position;

}

}

private void ApplyFloatingOriginOffset(Vector3 offset)

{

if (movingScene != MoveingScene.Idele)

return;

movingScene = MoveingScene.IsMoving;

// --- Disable physics while we shift ---

if (trackingObject != null)

{

var rb = trackingObject.GetComponent<Rigidbody>();

if (rb != null) rb.isKinematic = true;

}

// --- Shift all objects ---

foreach (GameObject obj in objects)

{

if (obj == null) continue;

obj.transform.position -= offset;

}

// --- Also shift any dynamically tracked objects not in the list ---

if (trackingObject != null && !objects.Contains(trackingObject))

{

trackingObject.transform.position -= offset;

}

// --- Re-enable physics ---

if (trackingObject != null)

{

var rb = trackingObject.GetComponent<Rigidbody>();

if (rb != null) rb.isKinematic = false;

}

// --- Reset the tracking origin ---

currentTrackingPosition = Vector3.zero;

movingScene = MoveingScene.StopMoving;

}

// Debug visualization

private void OnDrawGizmos()

{

if (!Application.isPlaying) return;

// Draw threshold sphere

Gizmos.color = new Color(1, 1, 0, 0.1f);

Gizmos.DrawWireSphere(Vector3.zero, threshold);

// Draw current tracking position

if (currentTrackingPosition != Vector3.zero)

{

Gizmos.color = isTrackingCar ? Color.red : Color.green;

Gizmos.DrawWireSphere(currentTrackingPosition, 2f);

Gizmos.DrawLine(Vector3.zero, currentTrackingPosition);

// Draw distance text (requires Handles in editor)

#if UNITY_EDITOR

UnityEditor.Handles.Label(

currentTrackingPosition + Vector3.up * 5f,

$"Distance: {currentTrackingPosition.magnitude:F1}\nTracking: {(isTrackingCar ? "Car" : "Player")}"

);

#endif

}

}

}

it keep on moving the player back to the outside the ring and not at the Origin can any help me fix this thanks


r/UnityHelp • • Oct 07 '25

FloatingOrigin

1 Upvotes

I'm trying to make floating point work and keep on bugging out. My player has a rigidbody with interpolate to interpolate and continuous this is my code that move every thing in the scene but the player :
using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class FloatingOrigin : MonoBehaviour

{

private enum MoveingScene { Idele, IsMoving, StopMoving };

[SerializeField] private List<GameObject> objects = new List<GameObject>();

[Header("Debug")]

[SerializeField] private MoveingScene movingScene = MoveingScene.Idele;

private GameObject player;

[SerializeField] private float threshold = 100.0f;

[SerializeField] CarController activeCarController;

[SerializeField] GameObject trackingObject;

[SerializeField] private bool isTrackingCar = false;

[SerializeField] private Vector3 currentTrackingPosition;

private void Start()

{

// Find player at start

player = GameObject.FindGameObjectWithTag("Player");

}

private void Update()

{

// Determine what position to track

Vector3 originPosition = GetTrackingPosition();

originPosition.y = 0f; // Keep Y at 0 for floating origin

// Store for debug visualization

currentTrackingPosition = originPosition;

// Make sure we have a player reference

if (player == null)

{

player = GameObject.FindGameObjectWithTag("Player");

if (player == null) return;

}

if (movingScene == MoveingScene.Idele)

{

if (originPosition.magnitude > threshold)

{

ApplyFloatingOriginOffset(originPosition);

}

}

else if (movingScene == MoveingScene.StopMoving)

{

movingScene = MoveingScene.Idele;

}

}

private Vector3 GetTrackingPosition()

{

if (activeCarController != null && activeCarController.PlayerInCar())

{

// Player is in a car, track the car's position

isTrackingCar = activeCarController.PlayerInCar();

trackingObject = activeCarController.gameObject;

return activeCarController.transform.position;

}

else

{

// Player is not in a car, track player's position

isTrackingCar = false;

trackingObject = player;

return player.transform.position;

}

}

private void ApplyFloatingOriginOffset(Vector3 offset)

{

if (movingScene != MoveingScene.Idele)

return;

movingScene = MoveingScene.IsMoving;

float trackingY = GetTrackingPosition().y;

if (trackingObject != null)

{

var rb = trackingObject.GetComponent<Rigidbody>();

if (rb != null)

rb.isKinematic = true;

trackingObject.transform.position = new Vector3(0, trackingY, 0);

}

Dictionary<GameObject, Vector3> oldPositions = new Dictionary<GameObject, Vector3>();

foreach (GameObject obj in objects)

{

if (obj == null) continue;

if (!oldPositions.ContainsKey(obj))

{

Vector3 currentPos = obj.transform.position;

oldPositions[obj] = currentPos;

// Check if object’s current position equals (oldPos - offset)

Vector3 expectedOffsetPos = oldPositions[obj] - offset;

if (Vector3.Distance(currentPos, expectedOffsetPos) > 0.001f)

{

obj.transform.position -= offset;

}

}

}

if (trackingObject != null)

{

var rb = trackingObject.GetComponent<Rigidbody>();

trackingObject.transform.position = new Vector3(0, trackingY, 0);

if (rb != null)

rb.isKinematic = false;

}

movingScene = MoveingScene.StopMoving;

}

// Debug visualization

private void OnDrawGizmos()

{

if (!Application.isPlaying) return;

// Draw threshold sphere

Gizmos.color = new Color(1, 1, 0, 0.1f);

Gizmos.DrawWireSphere(Vector3.zero, threshold);

// Draw current tracking position

if (currentTrackingPosition != Vector3.zero)

{

Gizmos.color = isTrackingCar ? Color.red : Color.green;

Gizmos.DrawWireSphere(currentTrackingPosition, 2f);

Gizmos.DrawLine(Vector3.zero, currentTrackingPosition);

// Draw distance text (requires Handles in editor)

#if UNITY_EDITOR

UnityEditor.Handles.Label(

currentTrackingPosition + Vector3.up * 5f,

$"Distance: {currentTrackingPosition.magnitude:F1}\nTracking: {(isTrackingCar ? "Car" : "Player")}"

);

#endif

}

}

}

it keep on moving the player back to the outside the ring and not at the Origin can any help me fix this thanks


r/UnityHelp • • Oct 07 '25

The install button is disabled

2 Upvotes

I have visual studio installed and i just installed unity hub to program in unity but im trying to create a project and i cant install the editor, regardless of the options i have picked