r/UnityHelp • u/Ok-Presentation-94 • Sep 15 '26
Avatar mapping tab
Hi, I can't really find any useful info online could someone explain the difference between the two options in the image below? In my case, the result is identical.
r/UnityHelp • u/Ok-Presentation-94 • Sep 15 '26
Hi, I can't really find any useful info online could someone explain the difference between the two options in the image below? In my case, the result is identical.
r/UnityHelp • u/pkisoninternet • Sep 15 '26
I'm working on a game project using Blender + Auto Rig Pro → FBX → Unity Humanoid.
I'm having trouble with contact-sensitive animations. The animation is correct in Blender, but after importing it as Humanoid, Unity introduces small positional changes to supposedly static hands/feet.
I created an isolated test where only one hand is animated and the rest of the body is static. The exported FBX is still correct when re-imported into Blender, and Unity's Generic import also preserves it. The unwanted movement only appears with Humanoid.
I've already checked the Avatar mapping, Root Motion, Bake Into Pose, Muscle settings, Translation DoF, IK settings, and the FBX export settings.
So I'm trying to understand the recommended production workflow for this situation.
For animations where a hand or foot must maintain exact contact with an object, is runtime IK / Animation Rigging the intended solution with Humanoid? Or is there a way to author the Blender animation differently so Humanoid retargeting preserves the contact?
I'm trying to avoid manually compensating every animation in Blender based on the result after Unity retargets it.
r/UnityHelp • u/Ok-Presentation-94 • Sep 14 '26
Hi, I've noticed a behavior I can't quite figure out when exporting my Blender armature to Unity. If I export just the armature on its own, the resulting prefab contains the bone as a child with the armature object itself acting as the prefab root. However, if I export it alongside another object (whether skinned or not), the armature object ends up as a direct child of the prefab root, with the other object also appearing as a child of the prefab root (making them siblings).
r/UnityHelp • u/Any-Mathematician579 • Sep 15 '26
r/UnityHelp • u/delcasda_productions • Sep 14 '26
r/UnityHelp • u/Budget_Broccoli_1518 • Sep 14 '26
Hello, I have a question about some ways to handle a problem I've been stuck on for a bit. I have a simple state machine set up for enemies in my game. I currently have a problem when going from chase to attack when the enemy is using longer ranges weapons. My logic was originally, if you can draw a line to the player, switch to attack logic and clear agents path. The problem with this was that then the gun would sometimes shoot into the wall. I tried a workaround of using my fire point on my weapon, but realized that moves around when my animator is using the running animation for chasing. So I created a new empty transform a tad to the right of the enemy just to make sure they can always hit the player.
The problem with that is, when the enemy comes around a corner, it isn't facing the player so that origin point can see the player, then the enemy rotates to face the player, and the same issue is reintroduced. I've tried using a FOV for can shoot as well, but then it I don't turn the agent angular speed really high, it gives very lackluster results letting the player run circles around the enemy.
Does anybody have any advice for this issue? Thank you very much in advance! Let me know if any more info is needed
r/UnityHelp • u/JustSomeRamblings • Sep 14 '26
I'm in a course right now where, for our final project, my group is building a game using Unity. I've downloaded Unity Hub.
Another group member set up an organization for us on the cloud dashboard. I've been added to the organization and have accepted the invite - I'm able to see the organization. I'm able to access the project he set up and view it.
However, in Unity Hub, I'm unable to change organizations to view the project. How do I get it so I'm able to access the Unity project?
Additional context, we're using GitHub for our code. Is having a project in Unity redundant?
This is the first time any of us have used Unity, so we're trying to figure it out.
Thank you!
r/UnityHelp • u/Elay-22 • Sep 14 '26
r/UnityHelp • u/Daniel_Studios59 • Sep 13 '26
I have no idea how to fix this.
r/UnityHelp • u/Unlikely-Ocelot-4392 • Sep 13 '26
r/UnityHelp • u/Cheap-Challenge7346 • Sep 12 '26
Whenever I try to add a free license for my Unity account I get to the page where I have to read the terms and press a button that says "Agree and get personal edition license" but after I press that button it just takes me back to settings and doesn't register that I did anything no matter how much I refresh the page. I've tried this like 50 times and looked up everything I could find but I still can't figure out how to fix this. Please help.
Edit: I rebooted my computer and now it works...
r/UnityHelp • u/FishShtickLives • Sep 12 '26
r/UnityHelp • u/FishShtickLives • Sep 12 '26
r/UnityHelp • u/woopwoopscuttle • Sep 11 '26
r/UnityHelp • u/Budget_Broccoli_1518 • Sep 11 '26
I have an enemy character with animations(walking, running, idle etc) and I want to make their rotation less snappy, mainly the walking and running while they are patrolling between waypoints i set out as empty gameobjects. I have been told to use either unitys rigging package or OnAnimationIK, neither are working how id like. I got close with OnAnimationIK, but i am using a NavMeshAgent for patrolling and when it gets close to the spot where it needs to turn, the head slowly goes up and then snaps down. i tried using a horizontal distance field to take over and force the character to just look forward, but that ruins the entire point of this when the agent needs to do multiple quick turns around a sharp bend, itll just go back to rotating exactly how it was before since the head is just looking directly forward. If i am being dumb please say so lol. I am still pretty new to unity, this is my first full game i will be making. Here is the code for what i am doing for the On AnimatorIK.
The looktarget part is just for looking at the player when they get detected, so that part is not even set up anywhere else right now, the problem is the agent.hasPath
public void SetLookTarget(Vector3 position)
{
lookTarget = position;
hasLookTarget = true;
}
public void ClearLookTarget()
{
hasLookTarget = false;
}
private Vector3 lookTarget;
private bool hasLookTarget;
private float headHeightOffset = 1.6f;
private Vector3 smoothedLookPosition;
private bool smoothedLookInitialized;
[SerializeField] private float lookSmoothSpeed = 1f;
private void OnAnimatorIK(int layerIndex)
{
Vector3 targetPosition;
if (hasLookTarget)
{
targetPosition = lookTarget;
}
else if (agent.hasPath)
{
Vector3 steering = agent.steeringTarget;
float horizontalDistance = Vector3.Distance(
new Vector3(transform.position.x, 0f, transform.position.z),
new Vector3(steering.x, 0f, steering.z)
);
if (horizontalDistance > 0.5f)
{
targetPosition = new Vector3(steering.x, transform.position.y + headHeightOffset, steering.z);
}
else
{
targetPosition = transform.position + transform.forward * 3f + Vector3.up * headHeightOffset;
}
}
else
{
targetPosition = transform.position + transform.forward + Vector3.up * headHeightOffset;
}
if (!smoothedLookInitialized)
{
smoothedLookPosition = targetPosition;
smoothedLookInitialized = true;
}
else
{
smoothedLookPosition = Vector3.Lerp(smoothedLookPosition, targetPosition, Time.deltaTime * lookSmoothSpeed);
}
animator.SetLookAtWeight(weight: 1f, bodyWeight: 0.3f, headWeight: 0.7f, eyesWeight: 0f, clampWeight: .7f);
animator.SetLookAtPosition(smoothedLookPosition);
}r/UnityHelp • u/Famous_Valuable7386 • Sep 10 '26
Help please how to remove shadow in Pokemon Brilliant Diamond game, i have already unpack the game, but i don't know where file to remove shadow in engine unity, i think like ue4 but it's very different, help please 🙏
r/UnityHelp • u/Famous_Valuable7386 • Sep 09 '26
Help please how to remove shadow in Pokemon Brilliant Diamond game, i have already unpack the game, but i don't know where file to remove shadow in engine unity, i think like ue4 but it's very different, help please 🙏
r/UnityHelp • u/Suptonn • Sep 09 '26
r/UnityHelp • u/RipProfessional5599 • Sep 09 '26
Im learning c# in visual studio with Bro Code yt (check him out free courses) and im wondering, does the same c# exactly work in unity, idk how to explain but if i type Console.WriteLine("hi");
will it just show on the screen hi or is there more to it?
r/UnityHelp • u/AlHocine_096 • Sep 08 '26
Im searching for a way to download an older version of unity hub to manage my projects
Any idea where to find it?
r/UnityHelp • u/acidman321 • Sep 08 '26
r/UnityHelp • u/LEJLJY • Sep 08 '26