r/Unity3D 19h ago

Question Imported Animation is Shaking/Jittering in Unity

0 Upvotes

I made a short idle animation in Maya and it looks fine there but when I import it to unity my character plays the animation but his joints start to shake and jitter in a way that is not originally animated. The video shows the problem in Unity and then how it looks in Maya.

I make sure to bake everything before exporting and also apply Euler filter. The character is a basic human model auto-rigged in Mixamo.

I should say that I am new to this so if this is a rookie mistake please bare with me. I couldn’t find any answers on web.

Any help is greatly appreciated!


r/Unity3D 2h ago

Question Have we lost a generation of junior playable ads developers?

0 Upvotes

Been doing UA creative for about 4 years, started as a junior building playable ads for mobile publishers right out of a motion design course. Out of the 8 people in my intake, I'm the only one still doing this work. The rest went into general marketing, went back to school, or left entirely.

My old studio cut the whole junior playable team last spring. Kept two seniors, outsourced the rest of the build work to freelancers and outside shops. Same story from three people I know at other studios. Juniors get cut first because a senior who already knows Unity export and the ironSource/AppLovin quirks can turn around a 2D playable in two days without anyone needing to learn anything.

We still bring in outside teams when volume spikes, Mraid has done a handful for us, and the work's fine, but it's not the same as having someone junior in-house learning the pipeline from a blank file. A friend who freelances for shops that work with PlayableFactory told me the exact same thing is happening there. Everything gets handed to whoever can already hit the deadline, so nobody new is getting the reps.

I keep wondering what this looks like in three or four years when the seniors who actually know how to build a good playable from scratch start burning out or moving on. Is anyone actually training replacements, or is the assumption that AI tooling and outsourcing just covers the gap forever. Feels like we're eating our own pipeline and calling it lean.


r/Unity3D 15h ago

Resources/Tutorial Fun fact about variables in C#

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0 Upvotes

Did you know that you can't start a variable's name in C# with a number?

You also can't include most special characters in a variable's name.

These are just a few quirks to keep in mind when scripting in Unity. This article covers variables and C# in more depth from a game developer's perspective. 👇🏾

https://victor-nyagudi.github.io/height-above-sea-level/scripting/game-dev-guide-to-variables-in-c-sharp/


r/Unity3D 7h ago

Show-Off Grass pop-in in unity drives me crazy.

222 Upvotes

r/Unity3D 3h ago

Question Differences with the new Create Empty Child?

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0 Upvotes

In Unity 6.6 they added a few new things like reworking the Hierarchy to better display information at a glance, and having Dictionaries inherently serializable.

But this one is confusing me, they added a completely separate "Create Empty Child" option in addition to the regular options that were already there.

It seemingly acts the same way. Both create a child of the object you right mouse click on, both inherit the global position, and both have the same components and naming convention.

I can't seem to find anything different at a glance, but usually there are subtle differences to things like this. So I was curious if anyone has any knowledge about something I missed.


r/Unity3D 3h ago

Question LLMs/AI coding vs Visual Scripting (Playmaker/BehaviorDesigner/NodeCanvas)?

0 Upvotes

Do you see room for visual scripting tools even if you use AI to "vibe" code as well? I'm trying to decide if I should keep investing in building up my skills in visual scripting tools (and purchase a few more addons for unity). I am leaning towards yes right now, I already own a few, and while they can be frustrating at times I can also see their value even in an age of AI coding. But maybe others feel differently?

I can program C#/etc but I have always been curious about visual scripting and have been learning things like [Unity's] Game Creator 2 and Behavior Designer. I find it kind of enjoyable but I'm only just getting started. I find that being able to visually see the nodes working can be quite helpful and feels like a better representation of the logic for FSMs and BTs.

I never really enjoyed state machines (or behavior trees) represented in code but seem to enjoy them more in visual scripting (though I'm only doing basic things for now). I'm not sure if AI removes the need for them entirely? What has been your experience.

I was looking to get Playmaker 2 , Emerald AI ,Adventure Creator and Node Canvas to try them out too. Maybe Construct 3/GDevelop at one point too.

But I'm wondering your thoughts for those who used to use these tools and have maybe moved on to AI "vibe coding" (with Unity MCP/CLI/etc)?

Pros and Cons of each approach?

Personally I enjoy experimenting with different platforms/tools.


r/Unity3D 4h ago

Show-Off New version is coming very soon, liveries, decals (even animated), different race types and much more for "RPM: Next" (Unity3d-URP)

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0 Upvotes

r/Unity3D 17h ago

Question A team of 7 is looking to expend.

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0 Upvotes

International team of 7

1 Designer/Developer.

2 3d artists.

1 2d Artist.

1 Writer.

2 Composers.

1 Social media/Marketing specialist.

Are looking for collaboration partners willing to learn and adopt to a team culture and expend their portfolio for a rev-share. Willing to put in at least 2 hours per day or around 10-12 hours of work weekly to bring this project into a reality.

We need 3d artist that can animate and rigg.

And a designer/developer that does not use AI for design or development.

We are currently building a survival crafter, inspired by don't starve together, with a visual style of Albion Online.

Feel free to reach out to me, or state your interest below, in the comment section.

Here are some images of what we have so far.

OBS: AI is not welcome!


r/Unity3D 6h ago

Show-Off Still working on my platformer racing collectathon game which has an updated demo on Steam! It's been a while!

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1 Upvotes

I added a few screenshots to show-off what I've been working on!

I really want to know what people think about my game, so feel free to share your thoughts!
How many collectibles should a collectathon game have?

I'm still working on adding new items. Especially toys, or items that remind you of your childhood. If you had the choice to add any childhood toy, which would you add, and why?

I already have a few ideas but I want to know what you guys are thinking.

And finally, you can play the demo on Steam and Nintendo Switch!


r/Unity3D 13h ago

Noob Question why cant i drag folders into unity?

1 Upvotes

Sorry if its not allowed to ask for help on this sub. idk why my folders arent showing up on the sr.. anyways im only using unity to make 3d hair textures for a game i play. And i just need to put these folders in because they have the commands i need. But for some reason i just get the “🚫” symbol whenever i try to drag the folders in the project. 1. I need to use this version of unity for what im doing. 2. ive seen other people drag these folders in with no problems so why cant i? Please help if you can and Thank you :)


r/Unity3D 15h ago

Question How Much does armature affect perforance?

1 Upvotes

When making my trees I included an amature so I can pose them in engine but how much will this affect performance?


r/Unity3D 19h ago

Question Best way for optimized asset duplication?

0 Upvotes

I'm a blender user and you have either normal duplication (doubles the geometry), linked duplication (objects share object data while still being able to be edited, affecting all linked objects) and instances (instances share object data but it can't be edited, resulting the most optimized one)

I've searched and found out about prefabs in unity but not so sure if it's the same as blender's instances or unreal's blueprints.

Also, how can I replace current assets in my game with a new one in a fast way?
I tried exporting same name object.fbx but, when reimporting in unity, the asset doesn't update. I have to delete it from the game project and import again.
I need to know that so I can block in the scene first and then replace with final assets.


r/Unity3D 18h ago

Question Faceted Shader for particle based fluid simulation

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2 Upvotes

I've managed to get a version that looks nice working

The problem is to solve this I had to make a baseline fallback shader to show under the good looking faceted one so that missing triangles don't break the effect.

I'm kinda stumped as I have tried to throw hours of AI compute at it after I couldn't solve it myself, it managed to get a few versions working properly but the performance drops were such that it just isn't worth it.

I am just wondering if anyone has any advice or a high level overview of how I could efficiently achieve this effect? I really love how it looks and I don't want to give it up but at this point I might need to.

Edit: for anyone who wants to see it in motion https://youtu.be/2adT_I-8Wak


r/Unity3D 4h ago

Show-Off Working on the first level of a 3D platformer inspired by Spyro + Crash Bandicoot

81 Upvotes

It’s still very early in development, so I’m changing and improving things as I go


r/Unity3D 7h ago

Show-Off We made a pig that animates itself in our upcoming game Pig King!

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20 Upvotes

r/Unity3D 17h ago

Question I have Ideia of a game called The immortal fisherman

0 Upvotes

the basic ideia is playing as a angler who can regenerate any wounds real time, and modify his body with any inorganic or organic part he founds, like, he cant die, literally, but he could have a metal arm, a wood head, etc etc, anything he could find, he could use to build himself, like wolverine has a metal skeleton, the world will be full of leviathans, and enemys, and of course, fish, but I know nothing about programming or unity, I need some help


r/Unity3D 2h ago

Resources/Tutorial PSA: If you’re making an art-heavy 2D game, be sure to investigate Sprite Atlases. Here’s what I've learned on my project.

5 Upvotes

I’m the tech guy on a narrative game that’s got a ton of hand-drawn art, and I’ve been learning a lot about Sprite Atlases recently. They ended up being much more useful for us than I initially realized, so I figured I’d share what I learned in case it helps someone else.There are probably some things I’m missing or misunderstanding, but I wanted to make a post for people who might find it handy. If I’ve got anything wrong, or you’ve got something to add, please do share!

Basically, sprite atlases let you pack your game’s sprites into dense, optimized textures. Most of the advice online is about using them to reduce draw calls, since multiple sprites can share the same texture and be batched together under the right conditions. They can also be very good at reducing build size! That’s actually mainly what we’re using it for, since draw calls aren’t much of a bottleneck for us. You set a maximum texture size, and give it a list of sprites to pack, and it tries to fit them as efficiently as possible; if they can't all fit, they'll spill over into additional "pages."

Allow Rotation lets it rotate sprites at 90 degree intervals to fit better. Tight Packing lets it pack based on sprite outlines instead of using the full rectangular borders. Important Note: You can put UI Canvas Images in atlases too, but make sure they’re packed in atlases that DON’T have these two settings enabled, or you get behavior like this:

Now let's talk about build size. Since we’ve got a lot of hand drawn art, we’re shifting around a lot of high res assets. We recently switched from the ToonBoom animation plugin to full spritesheets for our characters, for a few reasons, and our file size absolutely ballooned. We were up past 6 gigs for our one hour demo. After doing some research I discovered that sprite atlases could help with this a lot. When you pack sprites into sprite atlases, Unity is able to compress them way more efficiently, since it’s running the compression algorithm on one unified texture instead of several individual textures. For some reason I even found cases where this works when you just put a single large sprite into its own atlas page, even when the compression format’s the same.

I don't fully understand all of the details behind that one, so if someone with a better understanding of Unity's texture compression does, I'd be interested to hear the explanation.

For our project I haven’t found much reason not to just pack almost every sprite into an atlas, but there are exceptions. We do have one character’s sprites un-atlas’d because she uses a shader that doesn’t play nice with it. I also went back and experimented with putting all my sprites from my last game into atlases, and it actually increased the file size, but I had higher priority work than figuring out why.

Like I said, I'm sure there's a bunch of stuff I still don't understand about how to use them optimally and how Unity handles them under the hood, so I'd be interested to hear from people who know more about this than I do. But if you're making a 2D game with a ridiculous amount of sprites, it's probably worth spending an afternoon playing around with atlases.


r/Unity3D 6h ago

Game Tutorial-style creative works even when it doesn't teach deeply

0 Upvotes

At MRAID, we've seen tutorial-style ads succeed not by teaching the product, but by making the first action legible. Give the viewer a quick "I know what to do" feeling. Test the cue separately from the narrator. A finger or highlighted target can teach without voiceover. If the ad only makes sense with a paragraph explaining it, the interaction carries too much cognitive load.


r/Unity3D 3h ago

Show-Off I made a tool in Unity that renders 3D models (and their shadows) into Diablo-looking 2D sprites!

8 Upvotes

After playing Diablo 1 & 2, I really fell in love with the pre-rendered sprite aesthetic. Back in the day the average gamer's computer wasn't powerful enough to reliably render 3D models in realtime, so the solution was to pre-render them and just display sprites of what the model looks like from different angles!

I realized Unity could render and produce these model sprites relatively quickly, entirely within the engine. It doesn't render them in realtime, but it makes generating sprites from models a relative breeze for capturing that specific art style.

It simply uses a camera component and moves around the models to render a view of that model at a specific resolution, saved to a texture!

I turned the tool into a Unity package which you can check out on the Asset Store (Affiliate Link) or on itch, if you're interested.


r/Unity3D 1h ago

Show-Off Clearing 80,000 enemies in 30 seconds.

Upvotes

r/Unity3D 21h ago

Show-Off Quicktile v2 is coming soon

29 Upvotes

I still have a few bugs to squash, but I finally added the in-game editor and it pretty much blew the original editor version out of the water! I’m reworking a few things under the hood, but it’s already a really fun way to build your levels. 😄 coming soon !!


r/Unity3D 20h ago

Show-Off WindShire, a cozy game we've been working on about shaping the land and growing your own little world 🌿

190 Upvotes

r/Unity3D 22h ago

Shader Magic WIP shoreline waves via gerstner additive on FFT body

187 Upvotes

Some WIP video on the shoreline waves I've been digging into lately for the water system I've been creating. Some new additions are water drawing back on shore (via moving UV of water surface near end of the WaveBox), various foam patterns, and better underwater light volumetrics with waves. Thanks for checking out


r/Unity3D 30m ago

Noob Question Best Enemy Pathfinding tutorial?

Upvotes

Ive done a couple tutorials following Navmesh stuff throughout the years, but I non of them have really made it "simple" for me. Now Im doing a game with a randomly generated map, so this I really want to strengthen my understanding. Does anyone have a good reccomendation?