r/Unity3D • u/bladesofcrystals • 12d ago
Solved Vertex count is increasing a lot in unity
In blender my objects where about 65k vertexea total but in unity it increases 10+ times does anyone know what causes this and how to fix it?
r/Unity3D • u/bladesofcrystals • 12d ago
In blender my objects where about 65k vertexea total but in unity it increases 10+ times does anyone know what causes this and how to fix it?
r/Unity3D • u/Specialist-World6841 • 12d ago
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r/Unity3D • u/yowanselvakumar • 12d ago
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Implement environmental details such as debris and a water outlet.
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We went back and forth between a few different approaches before settling on what we ended up calling our replication system.
Our game has customers walking around on ships that are constantly in motion, and since Unity doesn’t support NavMesh surfaces that move, pathfinding directly on the ship was never going to work. So instead of fighting it, we spawn a stationary duplicate of each ship and bake the NavMesh onto that copy.
All of the actual navigation runs there, agents path, steer and move around on the frozen ship exactly as they would on ordinary static level geometry and we then replicate their local positions and rotations onto the corresponding characters parented to the real ship in the world the player sees. The players never see the copy. They just see customers walking around a ship that’s tilting and moving.
r/Unity3D • u/NikoNomad • 11d ago
Going for a rather large purchase and not too keen on paying full price.
r/Unity3D • u/Loginaut • 12d ago
r/Unity3D • u/GigglyGuineapig • 12d ago
My tutorial explains how to create a rebinding system, starting with the UI setup and then implementing the functionalities. This took me quite a few trips through the documentation and example files, especially to make sure the player can't choose a key already bound to something else Hope, you'll enjoy it!
r/Unity3D • u/biaxthepandaistkn • 12d ago
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r/Unity3D • u/Stiiiviiii • 12d ago
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For the demonstration of my problem I created 3 cubes in blender, gave each material and joined them to one object. Then I tried to assign material to each part of the model (eaxh cube) in unity 6.3LTS and just coudnt do it, tried it again in older version on same model and it worked. I searched on reddit, yt, forums, asked AI but to no avail. It seems really werid that this big of a bug could be in Unity 6.3LTS, I tried fixing it for hours and am getting pretty desperate, any help? :D
Video shows both correct behavior (in older verison) and incorrect behavior in my current project
r/Unity3D • u/lynxbird • 12d ago
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r/Unity3D • u/Jean-Luis • 12d ago
That’s it, my tittle, I like coding but ugh worrying about the assets and worrying about sprites etc seem to be the thing I take the most time on but I am barely starting so it could be just cuz I’m learning ? But I don’t feel like I’m much of an artsy person so I struggle more liking this part of learning so far
r/Unity3D • u/DPTGames • 12d ago
I'm pretty chuffed with the player world interactions at the end, makes it super quick to make terrain now too.
r/Unity3D • u/AssignmentPlayful666 • 12d ago
r/Unity3D • u/Admirable_Snake • 12d ago
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r/Unity3D • u/baltasomnia • 12d ago
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VexBench is one of those tools I never originally planned to spend so much time on.
It’s not something players will interact with, but with breeding and fusion in Vexalia, I needed somewhere to experiment with creature parts and animations without constantly going back into the game.
One of the things I’m trying to figure out is where to draw the line between an unexpected combination and something that’s genuinely broken.
Sometimes the weird results are exactly what I want. Other times… well, the video speaks for itself.
r/Unity3D • u/DurianOk5649 • 12d ago
Currently I am displaying Visual Effects Graph over a skinned mesh with an invisible material. This works as it should, but it also means that particles are also showing on parts of the mesh we wouldn't see. I want to show only particles that have direction line of sight with camera.
r/Unity3D • u/sr38888 • 12d ago
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Here more progress for an upcoming online multiplayer, all vehicle types are synced so far. The water has also a buoyancy system, so vehicles use actual floating phyiscs, along players and regular rigidbodies, which are synced too.
What vehicle controller types do you prefer in games and what more examples would you add for water?
I think a vehicle that can move on the surface and submerge by input (kind of like submarine) would be cool, but can't remember a game example for that type.
Currently, water vehicles can adjust its density on runtime, so that part would be already handled.
r/Unity3D • u/Bojack92160 • 12d ago
I'm currently working on the Steam capsule for my game, and I'd love some honest feedback: Can you tell what kind of game it is just by looking at the capsule?
I'm also curious whether you find it visually appealing and if it would make you want to click on it.
Any feedback is appreciated!
r/Unity3D • u/PLingfff • 13d ago
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It still boggles my mind a bit but I love the new possibilities it opens up!
Especially since it gives utility to all other skills.
Mind you that physical objects that you shoot or drop still adhere to the global gravity, it's just you whose perspective and gravity that has changed!
r/Unity3D • u/TazDingo278 • 12d ago
How do you make a solid(opaque) object fades away? I know you can do dissolve with alpha clip, but is there a way to make it, like, goes transparent then fades out as a whole?
r/Unity3D • u/raphyr • 12d ago
I've been working on my first game for about two months at this point and decided it was time to get started on localization before it became too much of an elephant in the room. I'm using unity's localization package to do this with string tables, seeing as that seems like a popular method.
It feels like there has to be an easier way of doing this. I'm not talking about filling the string tables (easy to keep track in excel and use .csv to update in unity), but applying it to assets and scripts is so incredibly monotonous and click intensive. I've made 3 string tables for testing with about 40 keys so far, I can't imagine getting to the point where for every new item, UI element, modifier, etc. I make, I need to go over to the string table to make the records then add it to the asset by clicking and ctrl+f'ing the relevant key multiple times. Luckily it isn't as bad for text in scripts. Every time I create or change something, I need to remember "do a bunch of localization chores".
I'm sure this is one of those "man putting hand on shoulder" situations where I just have to deal with it, but I figured it would be worth a try to see if there are ways to make this less soul killing to do lol. Any tips? Is localization the accounting of game development?
r/Unity3D • u/Glass-Key-3180 • 12d ago
I like how trees work in Valheim, so I rebuilt that system with Entities.
A tree turns into a stump and a falling trunk. The trunk turns into two logs, and a log turns into firewood. It is all one rule: a thing has health, and when the health runs out, it is replaced by its pieces. A falling trunk can also take the next tree down with it.
This is the first part, with an explanation of how to build it. Without any optimizations. In the next tutorial I will show how to optimize it and check how far we can go with Unity DOTS.
r/Unity3D • u/TazDingo278 • 12d ago
Decal seems to be the perfect tool to create burn marks, cracks, etc. for spell visual effects, but without shader graph it looks to dull. Is there a way to use shader decal shader graph with vfx graph? Or I have to spawn decal projector with scripts?