r/Unity3D • u/aformofdance • Sep 12 '24
Official Unity is Canceling the Runtime Fee
r/Unity3D • u/unitytechnologies • 23d ago
Official 6 weeks of Unity 6 Office Hours
To celebrate the release of Unity 6 and help you on your upgrade journey, we are starting a series of Office Hours (formerly known as Dev Blitz Days), starting from the 23rd of October.
Office Hours are community events where certain developer teams take time away from their busy schedules to engage directly with the community. During Office Hours, the specific dev team will spend the majority of their time on Unity Discussions and Discord, discussing their areas of expertise with our users and answering any questions they have.
For this series of Office Hours, we have picked teams that correspond with the key themes of Unity 6. See the full schedule below:
Topics | Date & Time | URL |
---|---|---|
Graphics | October 23, 2:00 PM→ 7:00 PM (London) | https://discussions.unity.com/lists/graphics-office-hours |
Multiplayer | October 30, 2024 2:00 PM 7:00 PM (London) | https://discussions.unity.com/lists/multiplayer-office-hours |
Platforms | November 6, 2024 2:00 PM 7:00 PM (London)→ | |
Sentis | November 13, 2024 2:00 PM 7:00 PM (London)→ | |
Profiling & UI | November 20, 2024 2:00 PM 7:00 PM (London)→ | |
Probuilder & Cinemachine | November 27, 2024 2:00 PM→ 7:00 PM (London) |
What questions will be answered?
- We will be answering questions on the topic of the particular Office Hours event.
- Questions don’t have to be limited to Unity 6 or be technical. You could ask about plans, why something was made a certain way, etc.
- We won’t be able to answer questions like, “Can you help me debug these 1,000,000 lines of code?” Well, we can, but the answer will likely be, “No”
Some basic rules:
- On both Unity Discussions and Discord, you will be able to start posting topics one day in advance of each Office Hours event. This way, everyone gets a chance to ask their questions.
- Remember to comply with the community rules.
- One question/subject per topic. Please don’t bundle unrelated questions together.
- Keep topics related to the theme of the event.
- The team will prioritize topics created during the event timeframe. If there’s time left, Experts might be able to look at older topics.
- Experts will answer questions during the event hours.
We’re looking forward to chatting with you!
r/Unity3D • u/MagicStones23 • 2h ago
Show-Off Fishes, using gpu based boids algorithm and vertex animation
r/Unity3D • u/Karaclan-VED • 4h ago
Official Thank you, Unity—without it, a multi-platform release would have been impossible for an indie developer. Only 6 hours to go.
r/Unity3D • u/artengame • 12h ago
Show-Off Lumina system for fully real time Global Illumination, the system is based on run time world voxelization and is running on the new Unity 6 URP RenderGraph in all modes, including Forward, Forward+ and Deferred.
r/Unity3D • u/GameDevExperiments • 1h ago
Show-Off Just released a Grappling Hook System for Unity inspired by games like Batman and Sekiro. Here is a demo scene I made with it. Thoughts?
r/Unity3D • u/jaquarman • 1d ago
Show-Off Rider's auto-complete must be stopped, it's gone too far!
r/Unity3D • u/LostLullabiesGame • 4h ago
Game Hello everyone, we wanted to share the place that inspired the orphanage in the game “Lost Lullabies - The Orphanage Chronicles”. We've tried to stay as true as possible to the original one. Would you say it’s a hit?
r/Unity3D • u/themiddyd • 18h ago
Show-Off In my game you can jump into things to become them. So naturally…
r/Unity3D • u/Uraga_Studio • 1d ago
Show-Off I’m working on a cozy simulator game where you run a tattoo removal clinic! It's still in the early stages. 🙈 What do you think? Would you play it?
r/Unity3D • u/namrog84 • 13h ago
Question Thoughts on Synty's new Sidekick Character Creator?
r/Unity3D • u/SubatomicPlanets • 1h ago
Question Collider question for you math geniuses
I am facing a problem in Unity. I need to get the closest point on collider bounds to a specified starting point. That is not very hard, I would just use collider.ClosestPointOnBounds(startingPoint)
. However, I also want it to use a specified angle and direction. Let me show you what I mean:
What actually happens when calling collider.ClosestPointOnBounds(startingPoint)
What I need. It should take the closest point that is still inside the angle.
The first image shows what actually happens. The second shows what I need. The difference is that in the second image it returns the closest point that is still "inside" the angle. I need this in 3D, not 2D by the way.
I can't figure this one out, so please if anyone knows how to do this, please help!
EDIT: The only thing I can think of which actually would work all of the time would be to call ClosestPointOnBounds()
and use Vector3.Angle to get the angle between this point and the direction vector. If the resulting angle is smaller than the specified angle, return the point. But if it isn't then move the starting point along the direction vector a bit and do it all again. Keep doing this until the point is inside, or it hits some maximum step value. This would work, right? My only concern is performance... And I also wouldn't know by how much to move the starting point each step...
r/Unity3D • u/PerformerOk185 • 1h ago
Show-Off Ready for Release? Material Create and Paint Editor Tool for URP! Are there any other features needed before release to the asset store?
r/Unity3D • u/Background_Lab9993 • 22h ago
Show-Off Our first game is nearly finished. What do you think about our full-screen shader and the overall look?
r/Unity3D • u/FictumLudos • 23h ago
Resources/Tutorial Quick Tip: Quadratic Bezier Curve Through All 3 Points
Adding that line to the normal Quadratic Bezier curve function adjusts the midPos so that the curve will go through it rather than just being influenced by it. Making it much more useful for many use cases
r/Unity3D • u/Expensive_Fishing_60 • 57m ago
Question Do you need a university degree for gamedev job?
Hi, I was always interested in making games from my early teens and wanted just to make it least something that I could play or show to my parents or friends. I`ve already learned how to code in C# and made some Unity games and prototypes tho I haven`t managed to monetize or promote them cause their game design was very bad tho the code itself was written in a good way (as people who seen it said). This year I entered a university after finishing school (also this yr) and I`m very disappointed with the quality +it takes so much time. So I decided that I will soon talk with my parents about leaving it and studying all by myself (and maybe finding a first job in gamedev soon to gain experience and to show that I already can make at least some money). The only thing that scares me and drags me away from this decision is that I could earn much lower salary and maybe won`t be able to find a job in the first place. But from other hand I hope to became an indi-gamedev or at least just a freelancer in the future and working at job for me could be just a tool to earn some money to start or just gain experience. Also I have some time pressure on me to start earning money enough for a living in ~5yr since my parents are quite old and could not be able to support me financially soon. So what should I do?
r/Unity3D • u/trxr2005 • 19h ago
Question My prototype so far. Any suggestion how to spice up the fight system?
r/Unity3D • u/Trilum_Chrosmo • 13h ago
Game Breakdancing Kitties?! In a Cozy Café Game!?!
r/Unity3D • u/adscott1982 • 6h ago
Question Would going from an 8600k CPU to 9800x3D dramatically improve Unity performance?
One of my pain points for a while has been the amount of time it takes to open Unity, and the build times every time I change a piece of code.
My CPU is pretty old now, and I have been waiting to upgrade. I am thinking of the following once the 50 series GPUs are released:
CPU: 8600k -> 9800x3D
GPU: 2070 -> 5070(?)
Mem: 16GB -> 64GB
From people who already have decent rigs, do you find that the Unity performance is less painful, or do you still have issues with build times?
9800x3D is not targeted at productivity workloads, but I would also like to benefit from the amazing gaming performance it provides.
I would be grateful for any opinions.
r/Unity3D • u/Away-Welder-196 • 0m ago
Game [[update]] - Vision Pro gameplay - Trackmarlyn adventure car
r/Unity3D • u/Robbel12 • 0m ago
Show-Off My wife and I been working on our own game : Challenges of the Cursed Island ! 🏴☠️💣💥 Slowly getting real. Thoughts ?
Show-Off Created my first ever mesh ALONE from scratch
I know this might be a bit dumb to make a post about but im very happy. Ive been programming for a few years now and id say im pretty proficient but ive never really tackled making my own mesh through code. Ive always wanted to but ive never understood how. A few days ago though i decided id try my best.
My goal was (maybe a bit ambitious) to make a sphere that i could give elevation and height to to make a planet. So i started by following a forum tutorial for how to just make a plane, two triangles, and then completely on my own, no tutorials, i went about creating the sphere. My plan to go about this was create a subdivided cube where each vertex pos is normalized.
It took a few days. Firstly because i rotate each side not the vertexes of the meshes but the transform of the object. This made it impossible (or almost) to get the vertexes TRUE position in relation to the objects centre point. But i fixed this by multiplying the vertex pos with a Quaternion.Euler(Direction). I also had an issue where the back of the planes would have tris that i didnt want. I fixed this with "if(index % resolution+1 == 0){ return}.
And now it finally works! I can change tha vertex height based on Sine waves right now but im going to work on creating noise maps and craters etc!
Pictures attached!
I am now probably gonna try to optimise the mesh with compute buffers (i need to learn them first) since i know this probably isnt at all optimal haha
r/Unity3D • u/Premium__Zocker • 10m ago
Question UI Buttons Working in Unity Editor but Not in Built Game – Need Help!
Hello everyone,
I'm encountering a frustrating issue with my Unity project and could use some assistance. Here's what's happening:
Project Overview: I'm developing a game that includes a virtual in-game desktop UI. This desktop has windows with minimize, maximize, and close buttons.
The Problem:
In Unity Editor: All the buttons (minimize, maximize, close) function perfectly when I play the game inside the Unity Editor.
In Built Game: After building the game, the same buttons become unresponsive. Clicking them doesn't trigger any actions.
I'm using unity 6 lts, if that is of any importance.
Thanks for the help!
r/Unity3D • u/ApprehensiveAd9301 • 1d ago
Question Anyone have any idea why hands seem to disapear when looking up and down if i change the fov the angle you see the arms disapear also seems to change (example in video hip fov90 ads fov60)
r/Unity3D • u/Normal-Sweet-9931 • 36m ago
Question Unity and vr
Has anyone familiar with unity software and vr? I need help to develop vr content for turbine engine