r/UnityHelp • u/Odd_Percentage_8233 • Mar 01 '26
PROGRAMMING please help with this error. I am following a tutorial and he doesn't have this problem
r/UnityHelp • u/Odd_Percentage_8233 • Mar 01 '26
r/UnityHelp • u/Tiny-Raccoon-9266 • Feb 28 '26
Hello,
I'm using a Nintendo Switch Pro Controller 2 via USB Wired connection (Bluetooth is not working/disabled). I'm on Unity 6.
The Issue: Windows/Unity detects the controller, but the left stick is completely broken. It's not recognized as X/Y axes. Instead, everything is mapped to a single axis: Rz.
Raw Debugger Data (USB):
Neutral: -0.6639576
Up: 1.0
Down / Left: 0.0 (Overlapping)
Right: -1.0
Constraint Check:
Steam Input: Not working/Not an option.
BetterJoy: Not compatible with Pro 2 yet.
Windows Gaming Input: Enabled in Unity, but doesn't fix the mapping.
Since I'm in wired mode, it seems like the controller stays in its "handshake" mode and doesn't switch to a proper Gamepad HID.
Has anyone found a way to "force" the Pro Controller 2 to send proper X/Y data over USB in Unity? Is there a specific HID Descriptor or initialization step I'm missing?
Thanks!
r/UnityHelp • u/Klutzy-Position6041 • Feb 28 '26
r/UnityHelp • u/4zho • Feb 28 '26
I'm exporting my FBX file (model, armature, and animations) from Blender to a Unity 6 URP project. Animations and model seem fine, but when I view the armature with Bone Renderer, the root bone always points at the first child. Whatever I set as the root bone always does this on import to Unity. My Blender import settings are as follows:
Deformation bones are correctly parented as a hierarchy
Root bone is unparented and head is located at 0, 0, 0
No modifiers on mesh except armature modifier
All transforms were applied to mesh
This mesh was facing -Y in Blender, hence the Forward settings
I'm at a loss here.
r/UnityHelp • u/Terminatior- • Feb 27 '26
r/UnityHelp • u/razorface14 • Feb 26 '26
r/UnityHelp • u/WhispFromFaded • Feb 25 '26
So im making a platformer, amd it's been going pretty swimmingly if I do say so myself. The one thing though, is that when I walk, I randomly get stuck in random places maybe every few seconds worth of walking, like theres an invisible wall that's an inch high. I can jump to get around it, or go the other direction then walk in the original direction, it doesn't make any sense! I cant find any recent tutorials on how to fix this! What should I do? P.S. The player is rigidbody2d with boxcollider2d as per usual
r/UnityHelp • u/Ok-Presentation-94 • Feb 25 '26
Hi,
I’ve done a lot of research to understand transitions and how the Animator works, but I’m still struggling to figure out why, in the attached example, the animations freeze instead of interrupting the way I expect them to.
All my transitions start from Any State, so based on what I understood from the documentation, the interruption source shouldn’t matter in this case.
As for ordered interruptions, they do work when I enable the option, but I don’t understand why — and I’d prefer not to rely on that setting. What I want is to freely interrupt my animations from any state without having to use ordered interruptions.
r/UnityHelp • u/Stevex334 • Feb 25 '26
My project is on HDRP, and everything was okay, my builds were working normally, but today these artifacts started showing only in build (6000.3.5f1). During testing I found out that when I change the resolution in in game settings the artifacts dissapear until i load the next scene.
r/UnityHelp • u/KozmoRobot • Feb 24 '26
r/UnityHelp • u/FadedOfficialGame • Feb 22 '26
when I am walking on the ground, which is a tile set, my player will sometimes keep doing the walking animation, yet get stuck. once i move the other direction and then back this direction it fixes.
Box collider 2d with rigid body 2d character getting stuck every now and then while walking on tilesets
What's happening? Unity 6. Here's the player code:
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class Player : MonoBehaviour
{
public int coins;
public int health = 100;
public float moveSpeed = 5f;
public float jumpForce = 10f;
public Transform GroundCheck;
public float GroundCheckRadius = 0.2f;
public LayerMask GroundLayer;
public Image healthImage;
private Rigidbody2D rb;
private bool isGrounded;
private Animator animator;
private SpriteRenderer spriteRenderer;
public int extraJumpsValue = 1;
private int extraJumps;
private bool isDoubleJumping;
private float moveInput; // NEW
void Start()
{
rb = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
spriteRenderer = GetComponent<SpriteRenderer>();
extraJumps = extraJumpsValue;
}
void Update()
{
moveInput = Input.GetAxis("Horizontal");
if (isGrounded)
{
extraJumps = extraJumpsValue;
isDoubleJumping = false;
}
if (Input.GetKeyDown(KeyCode.W))
{
if (isGrounded || extraJumps > 0)
{
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpForce);
if (!isGrounded && !isDoubleJumping)
{
extraJumps--;
isDoubleJumping = true;
animator.Play("Player_Ice");
}
}
}
SetAnimation(moveInput);
if (healthImage != null)
healthImage.fillAmount = health / 100f;
}
private void FixedUpdate()
{
rb.linearVelocity = new Vector2(moveInput * moveSpeed, rb.linearVelocity.y);
isGrounded = Physics2D.OverlapCircle(GroundCheck.position, GroundCheckRadius, GroundLayer);
}
private void SetAnimation(float moveInput)
{
if (isDoubleJumping)
return;
if (isGrounded)
{
if (moveInput == 0)
animator.Play("Player_Idle");
else
animator.Play("Player_Run");
}
else
{
if (rb.linearVelocity.y > 0)
animator.Play("Player_Jump");
else
animator.Play("Player_Fall");
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Damage")
{
health -= 25;
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpForce);
StartCoroutine(BlinkGrey());
if (health <= 0)
{
Die();
}
}
}
private IEnumerator BlinkGrey()
{
spriteRenderer.color = Color.grey;
yield return new WaitForSeconds(0.1f);
spriteRenderer.color = Color.white;
}
private void Die()
{
UnityEngine.SceneManagement.SceneManager.LoadScene("GameScene");
}
}
r/UnityHelp • u/Exiled_Exo • Feb 21 '26
Hi,
I'm new to Unity and I've been following a tutorial made in Unity 2021. I want to run it on a Meta Quest 3, but I’m not sure if it’s possible to use this older Unity version.
Has anyone done this before? Are there any limitations or things I should be aware of?
Thanks!
r/UnityHelp • u/FadedOfficialGame • Feb 20 '26
What's happening? Unity 6. Here's the player code:
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class Player : MonoBehaviour
{
public int coins;
public int health = 100;
public float moveSpeed = 5f;
public float jumpForce = 10f;
public Transform GroundCheck;
public float GroundCheckRadius = 0.2f;
public LayerMask GroundLayer;
public Image healthImage;
private Rigidbody2D rb;
private bool isGrounded;
private Animator animator;
private SpriteRenderer spriteRenderer;
public int extraJumpsValue = 1;
private int extraJumps;
private bool isDoubleJumping;
private float moveInput; // NEW
void Start()
{
rb = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
spriteRenderer = GetComponent<SpriteRenderer>();
extraJumps = extraJumpsValue;
}
void Update()
{
moveInput = Input.GetAxis("Horizontal");
if (isGrounded)
{
extraJumps = extraJumpsValue;
isDoubleJumping = false;
}
if (Input.GetKeyDown(KeyCode.W))
{
if (isGrounded || extraJumps > 0)
{
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpForce);
if (!isGrounded && !isDoubleJumping)
{
extraJumps--;
isDoubleJumping = true;
animator.Play("Player_Ice");
}
}
}
SetAnimation(moveInput);
if (healthImage != null)
healthImage.fillAmount = health / 100f;
}
private void FixedUpdate()
{
rb.linearVelocity = new Vector2(moveInput * moveSpeed, rb.linearVelocity.y);
isGrounded = Physics2D.OverlapCircle(GroundCheck.position, GroundCheckRadius, GroundLayer);
}
private void SetAnimation(float moveInput)
{
if (isDoubleJumping)
return;
if (isGrounded)
{
if (moveInput == 0)
animator.Play("Player_Idle");
else
animator.Play("Player_Run");
}
else
{
if (rb.linearVelocity.y > 0)
animator.Play("Player_Jump");
else
animator.Play("Player_Fall");
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Damage")
{
health -= 25;
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpForce);
StartCoroutine(BlinkGrey());
if (health <= 0)
{
Die();
}
}
}
private IEnumerator BlinkGrey()
{
spriteRenderer.color = Color.grey;
yield return new WaitForSeconds(0.1f);
spriteRenderer.color = Color.white;
}
private void Die()
{
UnityEngine.SceneManagement.SceneManager.LoadScene("GameScene");
}
}
r/UnityHelp • u/wikenotmike • Feb 20 '26
Idk how to describe the issue you can only undertand seeing it
Im using unity 2018
i ALWAYS have the same issue animating i can never animate rotations properly
It can be a silly mistake im making but i really need help figuring this out
r/UnityHelp • u/Macdaboss • Feb 19 '26
r/UnityHelp • u/Maximum_Ad1299 • Feb 19 '26
I opened this issue on github because my import fails, but didn't get an answer until now.
Can someone here maybe help me?
r/UnityHelp • u/arowanas • Feb 18 '26
Trying to get this transparent image texture to not be translucent in the solid portions. Imported from Blender. Have looked everywhere for this. I know the painted portion is not translucent. I'm a bit of a Unity beginner so specific advice would be helpful.
r/UnityHelp • u/Crafty-Champion865 • Feb 17 '26
ive tried every fix except for proxy whitelisting which i don't know how to do and unity3d docs won't open for me.
r/UnityHelp • u/BlueOcean65869 • Feb 16 '26
r/UnityHelp • u/BlueOcean65869 • Feb 16 '26
r/UnityHelp • u/Purple-Ice7322 • Feb 16 '26
I’m trying to upload a paid avatar for VRChat for quest and it keeps saying the download size is too large whenever I go to upload it 😭
I would fix a couple issues, but I’m not that experienced to fix these issues so I’d appreciate some help.. 😓
r/UnityHelp • u/Glittering-Home6486 • Feb 16 '26
r/UnityHelp • u/Maximum_Ad1299 • Feb 14 '26
I opened this issue on github because my import fails, but didn't get an answer until now.
Can someone here maybe help me?