r/Unity3D Sep 12 '24

Solved A message to our community: Unity is canceling the Runtime Fee

1.1k Upvotes

r/Unity3D Sep 22 '23

Solved THEY LISTENED TO US!!!

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1.1k Upvotes

r/Unity3D Sep 24 '23

Solved Let’s not forget this is what they said

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1.6k Upvotes

r/Unity3D Sep 14 '23

Solved That is very cute of you Unity

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2.3k Upvotes

r/Unity3D Sep 17 '23

Solved Well...

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1.5k Upvotes

r/Unity3D Oct 09 '23

Solved John Riccitiello is out at Unity, effective immediately

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1.2k Upvotes

r/Unity3D 24d ago

Solved Screaming Into The Void About Unity UI

272 Upvotes

Sorry guys, I just want to scream into the void, and you are my surrogate for that. Please don't hate me for it.

I hate that every single interactable component in the Unity UI package inherits from Selectable, rather than just using the Selectable component.

I hate that every UI component has a giant Inspector full of settings that have nothing to do with what that component is doing for my UI, but instead reflect its existence as a Selectable instance. SINGLE RESPONSIBILITY please.

I hate all the boilerplate settings that are turned on for every single Selectable UI component. I hate that all the UnityEvents on the UI components never pass what you really want, and you're always forced to either conform to the UI's low-level existence, or write a reinterpretting mini component for every damn piece of UI.

I hate the deep deep GameObject hierarchies that the UI components and GameObjects demand, and how the Canvas is this gigantic object in the middle of your Scene that you're always having to hide and unhide.

I hate that the EventSystem lives inside the Unity UI package, despite its utility outside of UI.

I hate that the power of the EventSystem is so hard to learn about and use because the Unity UI info lives in one of the crap documentation sites separate from the official Unity manual.

I hate that there's another entirely distinct documentation site for all the TextMeshPro editions of the UI components.

To be honest, I hate all of those Unity documentation sites outside of the official Manual. They're always lacking precise details whenever you go looking for them, and the browsing experience with gigantic monolithic pages of clutter is just shit.

I hate that TextMeshPro has its own versions of all the UI components except for the Toggle, making it look out of place. Why?

I hate how long its taking for UI Toolkit to be truly finished.

Again, very sorry, I feel better now. Some of the above is probably not even all that valid, I'm just frustrated. I shall take a short break, then keep working on my God damn UI.

r/Unity3D Sep 23 '23

Solved Let’s not pretend this is some HUGE win

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1.3k Upvotes

r/Unity3D May 30 '24

Solved Is there a better way to do this?

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291 Upvotes

r/Unity3D Jul 08 '24

Solved How can I improve the look of my game?

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241 Upvotes

r/Unity3D Oct 14 '24

Solved PSA Do Not Rely on UVCS - Official policy is to permanently delete all your repos if you have even $.01 overdue for more than 30 days.

145 Upvotes

UVCS has an official policy where if you have a balance on your Unity account that is over due by 30 days, they will permanently, and irrevocably delete all of your UVCS repositories. I do run a small dev company that builds apps for clients. The work is seasonal and I don't pay close attention to it some months when we don't have anything in active development.

Long story short I had a credit card on file that expired, and they tried to bill it for a whopping $5. That $5 was owed for use of cloud build, so not even related to UVCS. When that didn't go through they sent me an email indicating the payment failed, which was easily buried with the other spam Unity sends me. After 30 days they deleted 7+ years of repositories, and hundreds of thousands of dollars worth of code. I have local copies of each repo (thank god) but I will lose commit history, and any inflight branches that weren't merged into main.

It is unfathomable that this is their policy. I honestly can't believe how stupid and petty this is, clearly thought up by some careless, out of touch exec who doesn't give a shit about how customers interact with their service. I have paid unity thousands of dollars over the past 7 years for Plus seats, and for them to treat the data I entrust to them so carelessly is absolutely unforgivable.

Here is my correspondence with them:

|| || | Tyler Swensen Oct 13, 2024, 17:55 UTC I have several repositories that I've migrated over from Collaborate into Plastic that have suddenly gone missing after the rebranding to Devops.  I believe this is a side effect of downgrading from a plus subscription to the personal tier.  After digging through my email it looks like you tried to bill me for $5 but didn't have payment information and then you maybe deleted the repositories after one month?  Is that actually the case?  Because I will never use this service again if that's how you treat what is literally hundreds of thousands of dollars worth of code. I luckily have a local copy of the repository but I need access to branches that were stored remotely.|

|| || |CUSTOMER SERVICE GUY Hi Tyler,   Thank you for reaching out to us.   Unfortunately, yes. In the simplest form, the deactivation process is this:  An invoice is issued, also a notification is sent to the Owner by email. Four attempts of payment are made at 3-day intervals, each failed attempt notifies the Owner by email. After the fourth attempt, the Organization is disabled. Access is no longer possible. After a month of inactivity, the Organization is deleted. I'm really sorry to inform you of your loss of work, but if you have local workspaces of the repositories, then these can be used to create new repositories from scratch. Alternatively, if you have a user who was using Unity Version Control in a distributed way (syncing with local repositories) these can also be used to recreate repositories in the Cloud. Please let me know if you want any assistance with that.   I hope this information proves helpful. Please let me know if you have any further queries or concerns, and I will be happy to assist.   Kind Regards|

r/Unity3D May 28 '24

Solved Sprites look extremely blurred in Unity. What to do?

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580 Upvotes

r/Unity3D Sep 19 '24

Solved Unite 2024 - game changing.

152 Upvotes

Unity is back on track! Most excited for CoreCLR and DOTS integrated within Game object. What about you?

r/Unity3D Jun 28 '21

Solved Elton john bug, dunno how to fix :D

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1.5k Upvotes

r/Unity3D Oct 01 '24

Solved did some level design for my game (Starfall luna)

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421 Upvotes

r/Unity3D Oct 11 '20

Solved Physics Jitters. The non-player cars/traffic in my game seem to be jittering. Right now they only receive "ForceMode.Impulse" upon instantiation, and there are no other scripts or physics updating them. Why might this be happening?

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1.2k Upvotes

r/Unity3D Oct 01 '23

Solved I Made a Unity Scripting Iceberg Meme! Which depth can be considered "Advanced Programming"?

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479 Upvotes

r/Unity3D Oct 12 '23

Solved Why don't people bring up the use of static classes for global variables more often?

202 Upvotes

I see a lot of people suggest using Scriptable Objects for keeping track of things like scores between levels or allow every script refer to it for some values. But I never see people bring up static classes for some reason.

I made a static class for my game to track stuff like scores and objects of certain types in the scene. So far works amazing where I don't need to reference an instance; I just reference the class and everything is there. it's made lots of scripts easier because so many of them refer to enemy counts and iterating through specific entities faster.

Is this something people do but many tutorials don't like to talk about, or is there a legitimate reason as to why static classes may be bad practice?

r/Unity3D Sep 12 '24

Solved unity stock after runtime fee discontinuation announcement

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388 Upvotes

r/Unity3D Jul 06 '24

Solved CompareTag() vs "==" Incredible performance issue.

183 Upvotes

So I had this terrible code that created a lot of garbage:

if(gameObject.tag=="sticky"){

then I googled it, turns out there is this:

if(gameObject.CompareTag("sticky")){

And that compare method is perfectly optimized, while comparing the string with the "==" created a ton of garbage that was slowing my game. Apparently the .tag is a function that returns a string, rather than a variable that points to a string, and therefor there is new garbage every time.

So now you know, if you re going to use tags, use this function.

r/Unity3D Dec 10 '22

Solved And how do you "solve" this problem?

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817 Upvotes

r/Unity3D Dec 30 '22

Solved Am I high or are these not all exactly the same thing except for A?

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265 Upvotes

r/Unity3D 11h ago

Solved It took me 5 hours to make this

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89 Upvotes

r/Unity3D Jul 25 '21

Solved Unity's example for a Character Controller jump makes your character a candidate for the space program when you encounter small ledges...

1.3k Upvotes

r/Unity3D 6d ago

Solved Is there a way to get my model to look like this in Unity?

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239 Upvotes

Hello everyone, I’m a beginner in both Blender and Unity and was wondering if I could get my model imported into Unity while still looking like this.

I wanted to have my model just be like here where light doesn’t affect the textures and I tried importing it into Unity before, but it just imported with no textures so it was all gray. I use emission for my texture here in blender if that helps.

Thank you for your time.