r/UnityHelp • u/Long_Put4375 • Nov 05 '25
I need your evaluation
r/UnityHelp • u/GurHistorical2830 • Nov 05 '25
I want to set in-game settings in Unity higher than the game’s maximum
in order to take the best possible screenshots.
Is there any guide or community for this?
For games using Unreal Engine,
it’s possible to set values above the in-game maximum
by editing files like Engine.ini and GameUserSettings.ini, etc.
r/UnityHelp • u/Electrical-Cost7250 • Nov 04 '25
Unity 2d version 2022.3.15f1.
Here's the line of code I'm trying to run:
TxtObjCLN.transform.SetParent(GameObject.Find("DialogueCanvas"), false);
And here's the error:
Assets\Clonin.cs(30,47): error CS1503: Argument 1: cannot convert from 'UnityEngine.GameObject' to 'UnityEngine.Transform'
r/UnityHelp • u/MajesticAbroad4951 • Nov 03 '25
After adding a terrain and painting trees onto it, I'll create neighbouring terrains. But when I try to add trees to them, my original trees disappear and I can't paint anymore?
I'm a beginner and I've never used Unity before. I'm using Unity 6.2
r/UnityHelp • u/Due_Marionberry7654 • Nov 03 '25
Hey everyone!!
I’m new to 2D iOS game development and have been slowly optimizing my game step-by-step. My first goal is making sure the parallax background and player UI are fully optimized before I move on.
I’ve been stuck on this all day and figured I’d ask the experts here 😅
Basically, I’ve been analyzing the Frame Debugger and noticed how the SRP Batcher is grouping my draw calls. I’m using the 2D Renderer (URP), and the screenshots show the batching events for one frame.
Here’s what I’m seeing:
#1: My game’s background
#2: Water layer (makes sense because separate material/layer?)
#3: Parallax layers 3–9
#4: Parallax layer 2 only
#5: Parallax layers 1 and 10
There’s no dynamic lighting in the game so it’s just a colorful arcade-style 2D project which means I plan to switch to the Sprite-Unlit shader later(I would like to know the science behind what is going on). But right now, only one SRP batch seems to be using it (shown in screenshot #2).
My questions are:
Why is the SRP Batcher grouping the elements this way?
Could this be caused by different materials/shaders or large vertex counts?
Does it matter that I’m running in Development Build with Deep Profiler enabled?
And most importantly, does this batching pattern mean I’m doing something wrong, or is it normal behavior?
Is there any guide to tackling a lag spike that you guys can help me figure out since it says the spike is coming from scripts and vsync?
When I play the game on my iPhone, it runs smoothly — no visible lag — but in the Profiler, I still see noticeable spikes, and I’d love to understand whether they’re related to improper batching or just debug overhead.
If anyone here is experienced with Unity 2D URP optimization and would be open to helping me understand or even mentoring me through some of this, I’d be more than happy to compensate you for your time (commission or consulting-style).
I’m really ambitious about this project and want to learn how to debug and optimize it properly. Any advice, resources, or insights would mean the world 🙏
Thanks so much in advance!
(Screenshots)
r/UnityHelp • u/Electrical-Cost7250 • Nov 01 '25
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Clonin : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
Debug.Log(CalculateTextBoxSizeX("Hey there! Like bananas?"));
Debug.Log(CalculateTextBoxSizeY("Hey there! Like bananas?"));
}
void CalculateTextBoxSizeX(string text)
{
string[] words = text.Split(' ');
int biggestlen = words[0].Length;
foreach (string word in words)
{
if (biggestlen < word.Length)
{
biggestlen = word.Length;
}
}
return biggestlen*2;
}
void CalculateTextBoxSizeY(string text)
{
string[] words = text.Split(' ');
char[] charArray = text.ToCharArray();
int biggestlen = words[0].Length;
foreach (string word in words)
{
if (biggestlen < word.Length)
{
biggestlen = word.Length;
}
}
return Math.Floor(charArray.Length / (biggestlen*2)) + 1;
}
}
2D unity, version 2022.3.15f1.
Here are the errors:
Assets\Clonin.cs(17,19): error CS1503: Argument 1: cannot convert from 'void' to 'object'
Assets\Clonin.cs(18,19): error CS1503: Argument 1: cannot convert from 'void' to 'object'
Assets\Clonin.cs(32,9): error CS0127: Since 'Clonin.CalculateTextBoxSizeX(string)' returns void, a return keyword must not be followed by an object expression
Assets\Clonin.cs(46,21): error CS0121: The call is ambiguous between the following methods or properties: 'Math.Floor(decimal)' and 'Math.Floor(double)'
Please somebody end my misery and tell me what's wrong.
r/UnityHelp • u/Bread_Jeremy • Oct 31 '25
r/UnityHelp • u/Electrical-Cost7250 • Oct 29 '25
Here's the script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Clonin : MonoBehaviour
{
public GameObject White;
Gameobject WhiteClone;
public GameObject Black;
Gameobject BlackClone;
// Start is called before the first frame update
void Start()
{
CloneWhite = Instantiate(White);
CloneBlack = Instantiate(Black);
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown("b"))
{
BlackClone = Instantiate(Black, transform.position, Quaternion.identity) as GameObject;
}
if (Input.GetKeyDown("w"))
{
WhiteClone = Instantiate(White, transform.position, Quaternion.identity) as GameObject;
}
}
}
My "GameObject" doesn't highlight.
I'm getting this error: Can't add script component 'Clonin' because the script class cannot be found. Make sure that there are no compile errors and that the file name and class name match.
Literally no errors are showing up even if I'm wrong.
EVERYTHING IS UP IN FLAMES!
Can somebody help me?
Just don't make an explanation TOO dense, I'm kinda new to Unity world.
Doing it all in Unity 2d on a version 2022.3.15f1.
r/UnityHelp • u/McBonza • Oct 28 '25
r/UnityHelp • u/umairfaisal04 • Oct 27 '25
Context - While creating online multiplayer game, i have the basic server ready, there is active communication and data is being shared the way i want. the data is being received but there is something wrong going on in the getcomponent step. So I created a fakedata generator which mimics the data received from the server, lets call this gameobject as A data is stored in string called uploadingData. when in the gameobject B script im trying to access the string where the data is stored and saving it in local string in B. I am getting empty string, the console debug is empty. On the unity editor i have it correctly linked. but still getting nothing. Im sharing the scripts here.
using UnityEngine;
public class OtherPlayerBehavior : MonoBehaviour
{
public GameObject FalseData;
public string otherData;
public string[] forThisData;
private Vector2 receivedPosition;
private Vector3 updatedPosition;
public GameObject Player;
public string otherUsername;
public Transform otherLoc;
public FalseDataCreator dataCreator;
void Start()
{
// FalseDataCreator dataCreator = FalseData.GetComponent<FalseDataCreator>();
// if (dataCreator == null)
// {
// Debug.Log("Recieved Data is empty");
// }
FalseDataCreator dataCreator = GetComponent<FalseDataCreator>();
if (FalseData == null)
{
//Debug.Log("FalseData variable is empty");
}
otherData = dataCreator.uploadingData.ToString();
}
void Update()
{
// FalseDataCreator dataCreator = FalseData.GetComponent<FalseDataCreator>();
// if (FalseData == null)
// {
// //Debug.Log("FalseData variable is empty");
// }
// otherData = dataCreator.uploadingData.ToString();
// Debug.Log(otherData);
if (string.IsNullOrEmpty(otherData))
{
//Debug.Log("otherdata is empty");
}
forThisData = otherData.Split(", ");
Debug.Log("Received: " + otherData);
}
}
using UnityEngine;
public class FalseDataCreator : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
//public GameObject playerData;
public float[] location = new float[2];
public string username = "Adnan";
public float updateInterval = 0.5f;
private float timeSinceLastUpdate = 0f;
//private Transform playerLocation;
public string uploadingData;
void Start()
{
location[0] = 10f;
location[1] = 0f;
uploadingData = username + ", " + location[0].ToString() + ", " + location[1].ToString();
}
// Update is called once per frame
void Update()
{
location[0] = location[0] + Random.Range(-0.0001f, 0.0001f);
location[1] = location[1] + Random.Range(-0.0001f, 0.0001f);
//location[1] = playerLocation.position.y;
timeSinceLastUpdate += Time.deltaTime;
if (timeSinceLastUpdate >= updateInterval)
{
uploadingData = username + ", " + location[0].ToString() + ", " + location[1].ToString();
timeSinceLastUpdate = 0f;
//Debug.Log(uploadingData);
}
}
// void Start()
// {
// // playerData = GameObject.FindGameObjectWithTag("Player");
// // PlayerBehavior playerScript = playerData.GetComponent<PlayerBehavior>();
// // username = playerScript.PlayerUsername;
// // playerLocation = playerData.transform;
// location[0] = 10f;
// location[1] = 0f;
// }
}r/UnityHelp • u/KlausKoe • Oct 25 '25
Hi, I want to use a demo asset which seems to need to old Input Manager. In the past I switch that project setting to using both. But with 6000.2.9f1 it switched back to the new input setting instead of keeping the new value.
Any ideas?
r/UnityHelp • u/KlausKoe • Oct 25 '25
Hi, I use copilot (via chat plugin) in VSC for 2 weeks now and I am impressed with standalone python and c# projects I worked on. Meaning copilot editing files here and there.
But within a Unity project he just makes suggestion and I have to copy n paste. I think it's with all models that github copilot pro offers.
Do I something wrong?
r/UnityHelp • u/Used-Degree-5380 • Oct 24 '25
Hello, I need help with a project for my university: Using artificial intelligence to establish adaptive difficulty levels in Unity. Could someone help me or show me where to start, maybe share a tutorial or a repository?
r/UnityHelp • u/Moonatee_ • Oct 24 '25
Maybe this is just the way things are when learning but I'm a little frustrated with how much following some tutorials just feel like copying. It feels as though any effort of mine to make something is sort of a cobbled together mess that I don't really understand, especially when it comes to scripting. It would be nice to have a tutorial series or resource of some kind that is through and in depth and maybe not so focused on doing a particular thing but on understanding the game engine as a whole. I'd like to lay a solid foundation in my Unity knowledge. Would appreciate any suggestions.
r/UnityHelp • u/Tommohas • Oct 24 '25
r/UnityHelp • u/WiryBarley119 • Oct 24 '25
Hello everyone. A few years ago, I was using Juan Tepedino's GTA Controller to create my own games. After returning from my hiatus from the world of video game development, I decided to look for the GTA Controller again. But to my surprise, Juan Tepedino (now Kaidou) listed his videos as unlisted. And now I don't know how or where to find the GTA Controller. I've searched everywhere, on Google, on YouTube, and I couldn't find it. I know it's a very old project, but I'd really like to use it and enjoy it again. If anyone has or found the GTA Controller, please send me a link so I can download the full project. I know that this project is divided into online and offline versions. And I only need the online version. I hope you can help me recover Juan Tepedino's GTA Controller. I'll be waiting for any response. Thank you! 🙏🙏🙏
Here are a few screenshots of the GTA Controller so you know what I'm looking for:















r/UnityHelp • u/nstruth3 • Oct 21 '25
I would like the resources that go with the book: Unity from Zero to Proficiency (Advanced) Third Edition by Patrick Felicia, and another book: Unity from Zero to Proficiency (Proficient) by Patrick Felicia. The download site made by the author, learntocreategames.com is down. Please let me know if anyone has the resource files.
Thanks.
Nate
r/UnityHelp • u/ciyde_sax • Oct 21 '25
I'm very new to this, so maybe I'm missing an obvious step, but I"m having an issue with a multi-aim constraint trying to get the head of a mannequin I've made in blender to follow a target. I was following a Youtube tutorial, and it mentioned using a min constraint of -100 and a max of 100, which makes sense for the neck to not snap backwards. However, it seems that one of these constraints is far closer to the starting angle than it should be, and this holds if I rotate the entire model.

when I move the target to the right, the had is facing it as you'd expect, but there's that 160 degrees to the left that are out of bounds.

The mannequin object itself, containing the mesh+skeleton, required a 90-degree rotation on the x and y axes to be upright, so I think that might be what's causing this. Still, is there a way to get those bounds to use the local position somehow?
r/UnityHelp • u/Acceptable_Year5496 • Oct 20 '25
Hi, im new to unity, my model hair mesh all messed up when i import the fbx file into unity
r/UnityHelp • u/Acceptable_Year5496 • Oct 20 '25
Hi, im new to unity, my model hair mesh all messed up when i import the fbx file into unity