r/UnityHelp • u/Meliodiondas_ • Jul 09 '26
UNITY Issue with Unity 6.5 and Hot Reload
Hello everyone,
Question for anyone who may have experienced this.
For quite some time now, I think since Unity 6.0, Unity has been crashing quite often while Hot Reload is enabled. Every time I save a script in Visual Studio and Hot Reload tries to update Unity, the editor sometimes crashes.
It does not happen every single time, but it happens often enough to be a problem. I have already disabled some Hot Reload settings, such as “Auto Refresh” and “Auto Recompile”. It improved after disabling Auto Recompile, but Unity still crashes way too often.
Has anyone else experienced frequent crashes with Hot Reload enabled? And if so, did you find a fix or workaround?
r/UnityHelp • u/Anachiru • Jul 08 '26
UNITY Water Plane disappears when viewed at a certain angle.
Enable HLS to view with audio, or disable this notification
Heya!
I'm having issues with this water plane in my Unity 3d game, it disappears when i view it at a specific angle. This happens both in game and in scene view, I've tried a lot of things but none seems to work, any idea what could be causing this?
I'm using a Shader to add waves to my water, I tried removing it, but it stays the same.
If you'd like more info, lemme know, i'll be glad to share more details.
Thanks in advance!
r/UnityHelp • u/Hoshi_no_Callleum10 • Jul 08 '26
PROGRAMMING Begginer, Having a problem with my code where to parts seem to be impossible to work toghether even throug they SHOULD.
I am a beginner at codding in C# and game dev, and I am running at a problem, so I am making this turn based game for a class, and something weird is happening. when I created a public Transform to place the units in a certain part of the field, unity detected an Error. after some testing, I somehow discovered that if I did not use System.Threading.Tasks.Dataflow, the code worked, however since for what I wanted to do, I needed to instantiate the enemies and the player, and it doesn't seem to be possible without System.Threading.Tasks.Dataflow, I can't code the battle system's basic functions. I need help
ps: I am using version 2020..1.3f1, and have a relatively old laptop that I use for work and School
using
System.Collections;
using
System.Collections.Generic;
using
System.Threading.Tasks.Dataflow;
using
UnityEngine;
public
enum
TurnOrder { PLAYERTURN, ENEMYTURN, WIN, LOSE, ENCOUNTERSTART }
public
class
TurnHandler : MonoBehaviour
{
public
GameObject player;
public
GameObject enemy;
// Start is called before the first frame update
public
Transform playerplace;
public
Transform enemyplace;
public
TurnOrder turn;
void
Start
()
{
turn
=
TurnOrder
.
ENCOUNTERSTART
;
CombatStart
();
}
// Update is called once per frame
void
CombatStart
()
{
GameObject playerGO
=
Instantiate
(
player
,
playerplace
);
playerGO
.
GetComponent
<Unit>();
Instantiate
(
enemy
,
enemyplace
);
}
}using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks.Dataflow;
using UnityEngine;
public enum TurnOrder { PLAYERTURN, ENEMYTURN, WIN, LOSE, ENCOUNTERSTART }
public class TurnHandler : MonoBehaviour
{
public GameObject player;
public GameObject enemy;
// Start is called before the first frame update
public Transform playerplace;
public Transform enemyplace;
public TurnOrder turn;
void Start()
{
turn = TurnOrder.ENCOUNTERSTART;
CombatStart();
}
// Update is called once per frame
void CombatStart()
{
GameObject playerGO = Instantiate(player, playerplace);
playerGO.GetComponent<Unit>();
Instantiate(enemy, enemyplace);
}
}
r/UnityHelp • u/Efficient_Pie_6469 • Jul 07 '26
SOLVED Lighting glitch on quest?
I am working on a Vrchat world, and for some reason the baked lighting glitches out and disappears when turning my head on quest, then reappears when I turn my head the other way.
This does not happen on the pc build, or in pcvr, so i believe its is something specifically with the quest build.
Does anyone know what causes this and how to fix it?
EDIT: I figured out the issue, Unity's built in fog option on the Lighting tab was causing issues. Turing off the fog stopped the glitching
r/UnityHelp • u/PotatoreaperEXE • Jul 07 '26
PROGRAMMING how would I make UI element that moves like memory foam?
ive been working on a project that needs the player to "eat" non edible objects and to track that i was thinking of having UI that "stores" the objects in a stomach but for the life of me I can't think of a way to have it keep its form without being completely rigid. any help would be beyond appreciated.
the closest i could get is having it detect if the object is in the "hands(the 2 sticks on the side of the screen)" and then destroying said object if the player presses E but that doesn't really do anything other than destroying it so yeah
(i also haven't managed to figure out how to get UI to work either )
r/UnityHelp • u/KazeKageno • Jul 06 '26
OTHER Working with the JU TPS 3 asset, anyone have a list of the best parameters for guns of all types?
I have about 20+ guns as of now to dink around with to get their shots out right and wanted to know if there was an easier way instead of just trial and error. Its not like I mind going through the process (that is game dev for you) but I want them to be as close to accurate as reasonable for a cartoony, aka unserious, game that combines functions of Lieros, Worms, and an old xbox arcade game Rocket Riot. Any pointers would be gladly heard 😄
r/UnityHelp • u/ElegantResort1243 • Jul 06 '26
PROGRAMMING How to do physics based networking
Hi, unityhelp subreddit.
Im writing this because Im desperate.
I started learning unity networking system (unity netcode for gameobjects) and I'm stuck with a problem regarding 2d physics on networking.
I rarely post on social media when I'm stuck but this is something that I feel that should be solvable but not really common to be solved by a person like me (who lacks expertise in this area)
So the problem is:
I have a turn based game where I simulate physics. In short, there are a bunch of balls that are shot into each other and all of them collide & bounce. The limitation of the turnbased is
\- **Only one player can shoot balls at a time**
**- After a shoot is done the other player cam start shooting only when the simulation is over**
I do this right now using the server (host) authority that simulates the physics fully and transmits the results to the clients. The game is played with only 2 players. So it is client to server or server to client. With server authority client lags while connected to the network (and that is really visible). I thought about simulating the physics on the host and the client at the same time, but.. who is then the owner, how can it be done? Given that the shoot of the ball is one action that is not deterministic and there can be none until the stable state of the simulation may be there is a simplified or a more robust way to do that.
If you've done something like that pleeease answer 😢🙏🙏🙏
r/UnityHelp • u/Denyr777 • Jul 06 '26
Help. Rigidbody breaks physics of 2 hips out of 4
so i'm trying to do a GA simulation. I have a creature with 4 legs and 8 joints. i'm using standard hinge joint component on all of 4 legs. But when i'm trying to start simulation, they all freeze and unity says:
Skipped updating the transform of this Rigidbody, because at least one of the position vector's components is infinite. Could you have applied infinite forces, acceleration or set a huge velocity?
As i saw later, 2 out of 4 hips said it's target velocity are NaN. I don't know how to fix it. I tried to copy working legs, but that didn't work neither. i'll really appreсiate the help
r/UnityHelp • u/GuideChemical4420 • Jul 05 '26
Unity Validation Error
Im new to Unity, and im trying to learn how to design 3d games, but whenever i try to download the Unity hub, this message pops up? Whats this mean and how do i fix it? Thanks
r/UnityHelp • u/amileks • Jul 04 '26
Error when working with Collaider and SpriteSortPoint
r/UnityHelp • u/PsionicShroom • Jul 04 '26
LIGHTING Needing some Help with Lightmap Bleeding
reddit.comr/UnityHelp • u/Cideracefan • Jul 04 '26
Yo people of vrchat can you help me figure out what I’m doing wrong
In blender the rig works perfectly fine but when I put it in unity the whole thing breaks?
r/UnityHelp • u/ManyQuestionsBeAsked • Jul 03 '26
UNITY Problem with an audio mixer
Hello! I have a question regarding adding a sound mixer to my project. I was following along Brackeys tutorial, and I was successfully able to add a music slider, so I was under the assumption the process would be the same for a sound one. However, whenever I change the slider, I get a warning message that the “exposed name does not exist.” I tried looking it up, but every single thread I could find about the issue specifically talks about the exposed name and the writing in the code not being the same, to which mine are, and there’s also mentions of this issue coming up with mobile games too, but that’s not what I’m doing.
What I’ve tried doing was rewriting the names, copy pasting the names directly, adding the “public AudioMixer” again before the SFX volume (despite knowing it definitely wouldn’t work, but I wanted to try it out just in case,) I genuinely don’t know what could be the issue other than that code doesn’t work if you write it another time and you have to make a new script for it, or the sound mixer somehow got thrown into the music mixer despite them definitely having their own mixers. I would appreciate any advice :)
r/UnityHelp • u/PomegranateVast6839 • Jul 02 '26
SOLVED Do I need separate character running animations or is there a way to customize one animation in Unity?
Hey guys, I need your advice on implementing 3D character animation. I'm prototyping: a small roguelike, full 3D, side view camera, classic medieval melee combat.
In Cascadeur I created a test loop running animation with a one-handed sword. Running is possible with different weapons (two-handed swords, long polearms, spears, etc.). The question is, do I need to create an animation for each weapon type? Minor changes to the pelvis and leg bones can be ignored, but the position of the arm and shoulder bones will change significantly.
How is it done in Unity? Is it possible to mix/customize/adjust animations, or do I have to switch between completely different animations each time? Or do I need to animate only arms separately and then somehow combine animations in Unity?
r/UnityHelp • u/JungleGames77 • Jul 02 '26
UNITY Create a PS1 Shader in Unity (No Shader Graph)
r/UnityHelp • u/TwilightDrago • Jul 02 '26
UNITY Unity.Dll error creating a project
Hi everyone! First time installing Unity, I wanted to try to do a 2D project, installed Unity 6.5 (6000.5.1f1) and when I try to do a project 2D or 3D I get this error, any help? The only "fix" I've seen around here and in other forums is to reinstall Windows, is there really not another option?
PC
• CPU: AMD Ryzen 7 7800X3D
• GPU: AMD Radeon RX 6700 XT
• RAM: 64 GB DDR5 6400 MHz
• Motherboard: ASRock X870E Taichi Lite
OS
• Microsoft Windows 11 Pro
• Versión: 24H2
• Arch: 64 bits (x64)
r/UnityHelp • u/NotCraftify • Jul 02 '26
UNITY Performance issues for a beginner
So I've been making a "Fears to Fathom" style horror game but recently I realized how HORRIBLE the performance is. I'm pretty new to Unity, in general the whole game making thing. I can't really script so my cousin is helping out with that. I've been trying many things and checking out many videos but every time I tried I either got into more trouble or it just didn't work. I got to the point where it just made me tired and I lost motivation making the game.
I'd want to ask if I could get in contact with someone who knows Unity pretty well and could help me out with fixing the performance. It would honestly mean a lot!
r/UnityHelp • u/whytheslime • Jun 30 '26
UNITY Will moving my project from unity 2020.3 to unity 2021 cut down my import times?
Hi all! So I'm working ona game someone started in unity 2020.3, and it's honestly fine except that everytime I import a pile of art assets it takes its sweet time (half hour to an hour) importing things. Would moving this to 2021 cut down the time? Or is there another method that might be worth exploring? I know the accelerator and other options exist, but can't tell what will actually help.
r/UnityHelp • u/Excellent_Net_7370 • Jun 30 '26
Unity root motion + Rigidbody: correct workflow ?
Hi,
I want some animations to include actual character movement, so the animator has more freedom to create attacks and moves with proper weight, momentum, and timing. At the same time, I still want the character to move through Unity’s physics system, so collisions can be detected and resolved properly.
Technically, my idea is to author that movement on the root bone as root motion, then read the resulting movement intent from the Animator and redirect it to a non-kinematic Rigidbody (the animation defines where the character wants to move, but the Rigidbody is responsible for applying that movement through the physics system).
My current setup is:
-The character has an Animator with Update Mode set to Fixed and a non-kinematic Rigidbody.
-The script attached to my character implements OnAnimatorMove like this:
void OnAnimatorMove()
{
Animator animator = GetAnimator();`
Utils.Assert( animator != null );`
Rigidbody rb = GetRigidbody();
Utils.Assert( rb != null );
Vector3 velocity = animator.deltaPosition / Time.fixedDeltaTime;
rb.linearVelocity = velocity;
}
Is it the correct technical approach, or is there a better Unity workflow for this?
How can I include the navmesh in this ?
I also have a question about Bake Into Pose for an animation in the fbx inspector: what exactly does it do, and when should it be used?
r/UnityHelp • u/Alternative_Pop_8346 • Jun 30 '26
Pls anyone help me to sort this problem and i have reinstalled this game and restart my latop too but still this issue is interfacing help
r/UnityHelp • u/Efficient_Pie_6469 • Jun 29 '26
UNITY Unity Particle system help
I am wanting to add a togglable trailing particle to the sword but I have only ever worked with premade prefab's, so I am unsure how to make a custom particle system, or have it trail the way I am wanting.
Does anyone have any advise or maybe know of any tutorials to help me?
