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I am trying to draw an icon using GUI.DrawTexture at a world-space position iconPos to represent a sun icon. It worked, but when ...
Ahmed Dyaa's user avatar
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0 answers
54 views

I am making an Octopath Traveler like game. I want the player to lean against a wall, but because the player’s sprite is angled while the wall is vertical, the player’s feet touch the wall while the ...
Reid's user avatar
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1 vote
1 answer
60 views

I have a few elements inside a verticalLayoutGroup. To better visualize which one is selected, I would like to scale all other elements to 75% of their size and keep the current one as it is. This ...
Zibelas's user avatar
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1 answer
67 views

I'm using Unity's built-in 3D render pipeline, not the HD one. My extent of programming knowledge is basically whatever the learn.unity site provides. I decided my first game to make was going to be ...
Peak_Magehunter's user avatar
1 vote
1 answer
63 views

I've been attempting to create this stencil/mask buffer using Unity's HDRP C# Custom Pass feature and I've been having trouble getting it to work ONLY in build mode. Here is my code: In my ...
Critical Angle Studios's user avatar
0 votes
1 answer
56 views

I noticed after I made a minimap for my 2d strategy game that there was significant lag - only to realize that every single hex is getting its own draw call/batch. I've been messing around for about a ...
user1765812's user avatar
1 vote
1 answer
80 views

This could be answered from a perspective of Unity dev, or generically for programming - either would be beneficial. I'm working on a game and am using two packages, More Mountains' TopDownEngine (for ...
Jesse Williams's user avatar
2 votes
2 answers
980 views

I'm trying to determine the best architectural approach for handling communication in Unity, specifically when the interaction is strictly one-to-one. The Core Design Conflict I have five crucial, ...
Curio's user avatar
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12 votes
1 answer
2k views

I have a spell system where a the spell is a self-contained game object handling all the logic. When done, it destroys itself. This works great Then I added a second game object handling animation, ...
Zibelas's user avatar
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1 vote
1 answer
66 views

I'm using a very basic animation to create a transition, which involves deactivating a gameobject on the last keyframe. Goal: The ChangeRound animation is about 1 second long. It enables the UI image ...
Curio's user avatar
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3 votes
1 answer
168 views

I'm trying to implement a robust pause system in Unity and I'm confused about the correct approach. My first (very simple) implementation in my previous project used a ...
Curio's user avatar
  • 261
1 vote
1 answer
69 views

In the Unity engine, I am using GPGS as a token to log in via Google sign-in. It works, but now I have another issue: As of the last update of the SDK 2.1., this method in PGS for Unity is deprecated: ...
Ramarolo's user avatar
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3 answers
163 views

Object pools are great. They are fun to make, save you a lot of memory and fps. But as my projects grow in size and complexity it gets harder and harder to work with them. If you only have a couple of ...
MrV's user avatar
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1 vote
1 answer
52 views

I have a prefab with some fixed sizes on itself and its elements: Then added a Aspect Ratio Fitter and a Preferred Height: . When using that prefab from a container with Horizontal Layout Group with ...
Henrique Pombo's user avatar
1 vote
0 answers
29 views

I am pretty new to rendering, and I wanted to add a black and white halftone effect. I wrote the two shaders and created the materials (pass 0 to create mask and pass 1 to mix it with the scene). They ...
R B's user avatar
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1 answer
86 views

Note: I intend to use only the Inspector window to use all textures, not Shader Graph or Nodes or any custom scripts. Also I might use some technical terms incorrectly by mistake, as I'm not much ...
Vikas's user avatar
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0 votes
2 answers
119 views

I had some questions about Physics / Rigidbody in Unity. I have a 2D sprite with a collider. The 2D sprite is simply a card that I place on a table with the mouse. I use the collider for raycasting (...
Curio's user avatar
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0 votes
1 answer
69 views

I'm currently working on a Unity BepInEx Plugin that should allow users to customize certain textures in the game. As part of this, I need to extract sprites from a sprite atlas into individual ...
Ashiepaws's user avatar
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2 answers
125 views

The "Car" in question is a plane. The question is pretty self explanatory. Here's the Car in the Hierarchy: Here's the car in the inspector: And here's the PlayerMovement script: ...
IamaPineapple24's user avatar
1 vote
1 answer
90 views

For context: I am currently working on a BepInEx Plugin for the Unity-based game Hollow Knight: Silksong. The goal is to be able to replace the base game sprites with custom ones. The game uses Sprite ...
Ashiepaws's user avatar
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2 answers
87 views

I'm making a 2D game using Unity and I want to implement cutscenes that change over at certain lines. ...
August's user avatar
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1 vote
1 answer
101 views

I have a scene with quite a few gameobjects in it and for the first time since using Unity, when I enter/exit play mode (or even close and reopen the scene) it takes about a minute to complete this. ...
FrontEnd's user avatar
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0 votes
0 answers
89 views

I am playing a scene in Unity editor. If I play the whole scene, the FPS is 125. Next, there are 2 test cases. Case 1: If I disable some big game objects first, and then play the scene, the FPS is ...
Job_September_2020's user avatar
0 votes
0 answers
116 views

I would like to make a 2d top down scene with 3d Objects. I could make a 3D scene and just tilt the camera 45 degrees on X and that would give me basically the same thing(I think). But I started with ...
MrV's user avatar
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0 votes
1 answer
54 views

I have a Texture2D of the Moon, and I want to render different moon phases so that it visually matches the examples shown here Celestial Programming : Moon Phase Image Rendering, I've tried several ...
Ahmed Dyaa's user avatar
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0 answers
47 views

(Maybe good to know, this game is part of a game dev course where we had to make a Vampire Survivors like game) I thought SceneManager.LoadScene() reloaded EVERYTHING in a scene, like a clean state, ...
MrV's user avatar
  • 49
2 votes
1 answer
106 views

For context I am very much a beginner. I have been trying to get the player to move using Unity's new Input System following this tutorial. It's only a year old and others in the comments seemed to ...
Inky Solomon's user avatar
2 votes
0 answers
106 views

I'm creating voxel planets using Marching Cubes (MC). To handle nearby (high-resolution) and distant (low-resolution) blocks, I use an Octree data structure. NOTE: The implementation uses compute ...
Light's user avatar
  • 21
2 votes
0 answers
64 views

When I create a project in Unity, enable Google Cardboard VR support, and build a project on Android, the camera is controlled by a gyroscope, although I did not write any controllers. Even if I ...
Илья Виноградов's user avatar
0 votes
0 answers
184 views

I have heard many conflicting opinions about the pros and cons of using terrain vs mesh in Unity. Some people say that terrain has better performance while others say mesh does. So, I am not sure ...
Job_September_2020's user avatar
0 votes
1 answer
82 views

I want to use Unity as a library for iOS platform. I exported the build from Unity for iOS. But I am unable to locate UnityFrmework.Framework. Is there any step i am missing? Unity Docs states that: ...
Muhammad Faizan Khan's user avatar
1 vote
0 answers
48 views

I'm observing that when I move the camera a little bit it works normally, but if I move more then I'll skip chunks of the screen. I enabled "press CTRL twice to show cursor" with Powertoys ...
BrunoLM's user avatar
  • 111
0 votes
1 answer
43 views

My player is baked entity in subscene while main camera is outside on scene. For some reason system cannot find transform of camera, GameObject was found though. <...
UNREAL's user avatar
  • 1
3 votes
0 answers
150 views

The Goal I have a game in Unity which utilizes pixel art. I'm not following the standard rules of pixel art, however. I'm ok with sprites having different sized pixels, pixels rotating, and pixels not ...
Afropenguinn's user avatar
0 votes
1 answer
66 views

I have an asset called "Ocean" that contains 100 fish, and one of the prefabs for these fish is called "Dolphin". My game has 100 scenes, and each scene contains 1 different fish ...
Job_September_2020's user avatar
0 votes
0 answers
40 views

(Beginner questions) How do you setup the ramp with the tiles in unity? The graphics and the behavior? I've been checking this free tileset: In the image it has connected ramps I cannot seem to get ...
AturSams's user avatar
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-1 votes
1 answer
127 views

I’m trying to replicate the fish physics from Fish Volleyball. If you want you can try demo of the game or watch video preview The unique part is that the fish doesn’t jump normally — instead, when it ...
Maks's user avatar
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0 votes
0 answers
67 views

I have my OpenStreetMap data exported using QGIS as a gltf file, and I'm trying to align it with Cesium 3d tiles for my high resolution model. The problem is that both have different coordinate ...
cluck ham's user avatar
0 votes
1 answer
122 views

I just recently imported a new asset package, all of the materials use the URP lit shader, no custom shaders. However, now I can't build the game because I keep getting the same errors: ...
Redsam121's user avatar
1 vote
1 answer
74 views

I am trying to make a digital clock (24:00 type), where each number is an individual image, that should change. So, I want to change sprites for multiple images in one piece of code. But when I ...
Ratty's user avatar
  • 13
0 votes
1 answer
130 views

Is it beneficial to use Generate Mipmaps for a texture used in a skybox shader? I need to use tex2Dlod to fix the edge seams ...
Ahmed Dyaa's user avatar
0 votes
0 answers
122 views

Relevant to this issue are two MonoBehaviour scripts: Actor and Player. ...
Bunabyte's user avatar
  • 331
1 vote
0 answers
98 views

I'm using: Unity: 6000.0.51f1 Entities: 1.3.14 Entities Graphics: 1.3.2 URP: 17.0.4 Shader Graph: 17.0.4 I'm fairly new to both DOTS and Shaders, but when trying to use DOTS with URP combined with ...
TheWolfNL's user avatar
  • 163
0 votes
1 answer
112 views

I use Unity and the player controller in the game is acting strangely. It has a Character Controller but no Rigidbody. I use CharacterController.Move to make him ...
Achie1's user avatar
  • 181
1 vote
0 answers
64 views

I created a custom skybox shader featuring a black sky with only the moon and its halo. The moon responds realistically to the scene’s directional light (sunlight), which creates a convincing effect. ...
Ahmed Dyaa's user avatar
0 votes
1 answer
105 views

In netcode for GameObject, network object script is used to make it networkable which means if the object instantaited it will appear on all clients. Network Transform allow you to sync the transform ...
Muhammad Faizan Khan's user avatar
0 votes
0 answers
52 views

My unity project is 2D universal. My goal here is to create a comic-like panel with outlines behind objects that have certain tags. This panel should follow the rotation and size change of said ...
pockspocky's user avatar
1 vote
1 answer
97 views

I am facing the same problem over and over again with Dynamic Lights in Unity and don't know where next to look. I am still learning Unity so maybe I'm missing something trivial because it happens in ...
rupps's user avatar
  • 141
0 votes
1 answer
124 views

I made a WebGL game at https://jugglecats.itch.io/startastic (password is "password"), but the game was far too large, making it take a too long to load. Upon inspecting the build report (...
Almenon's user avatar
  • 113
0 votes
1 answer
103 views

I am creating an AR game in where I would like to virtualize an 8-ball pool table. Since semantic labeling is practically useless, I would like to have some manual placement of objects and some ...
shanji97's user avatar
  • 302

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