Every thing working well in editor and ios but when building on android game appeared in screen corner and repeated under it and other part of the screen is black and when I press buttons normal places in dark parts it works , it was working before on the same phone so it’s not related to the phone how to fix it ? 2 posts - 1 participant Read full topic
When you select an object in Hierarchy window and press CTRL + D (or right click and select Dublicate) it doesn’t update Hierarchy window (not adding new duplicated object) if you copy more than once. It is only adding new, if you click File - Save or CTRL + S This happens in 6.6.0b6, 6.6.0b7, 6.6.0b9 on Windows 11, DX12 I can’t believe no one reported this in the last 3 versions. 2 posts - 2 participants Read full topic
If you’re going to be in Colgone for Gamescom next Thursday, I’ll be hosting a meetup for build engineers and test automation experts. Come and chat shop with free drinks from BespokeCI! luma.com BespokeCI Quality Engineering Happy Hour At Gamescom · Luma Do you help projects through tooling, CI/CD servers, automated tests or infrastructure? Maybe you do this full time, or maybe you're a lead or senior engineer… 1 post - 1 participant Read full topic
Heyo im mika, I actually Code for some years and currently im in a switch (from version 2022 to Unity Version 6) my last Project that I did is still from the 2022 Version(2022.3.62f2) and I have only one Problem. The Lights are off, in Engine everything is perfect. But if I build it into an Exe or HTML for Itch or such then the Lights are either gone or break the textures of 3D models when i move with the character- I already baked the lights, switched the lights between realtime and baked, i put in additional lights and so much more. Im going crazy XD I put two pictures down there, Objects are fine but the ceiling breaks with the texture and such. Textures Graphics > Lighting & Global Illumination Bug Materials Textures 2 posts - 2 participants Read full topic
Assetstore URL: TBA on August 26th This asset will receive a minimum 2 years of support & free updates. DLSS Frame Generation DLSS Frame Generation is NVIDIA’s AI-powered rendering technology that generates entirely new frames between traditionally rendered frames. Using motion vectors and game data, it increases the displayed framerate without requiring the CPU or GPU to fully render every additional frame. This delivers substantially smoother motion and lower perceived frame times, especially in demanding scenes. It is particularly effective when your project is CPU limited, as generated frames do not require additional game simulation or draw-call submission. When combined with DLSS Super Resolution, your project can render fewer pixels per base frame while displaying a much higher framerate. This provides a powerful combined performance boost, improved motion clarity, and better power efficiency, especially valuable on laptops and other power-constrained devices. Multi Frame Generation DLSS Multi Frame Generation expands on Frame Generation by generating multiple AI frames for every traditionally rendered frame. This can multiply the displayed framerate even further, delivering exceptionally smooth gameplay in supported projects and on compatible NVIDIA hardware. Easy to use DLSS Frame Generation has been designed for straightforward integration, with clear and extensive documentation guiding you through setup and configuration. All supported Frame Generation techniques have been thoroughly tested with Unity’s default rendering and Post-Processing features. While compatibility with custom Post-Processing assets cannot be guaranteed out of the box, most common setups work without additional changes. Increase FPS with Upscalers! Compound your performance increase with one of our upscaler assets: FSR 3 , FSR 4 Redstone , DLSS 4 , XeSS 2 , SGSR 1 , SGSR 2 . While Upscalers best work when a project is GPU bound, Frame Generation works best when there’s a CPU bottleneck. This means that the using both Upscalers and Frame Generation compound your performance boost! Support If you run across any issue with implementing with this asset, please read our Documentation or contact us on Discord . Even while the asset has been rigorously tested, there are always edge cases that are difficult to foresee, please contact us if you run into any issue! Technical details Current supported Unity Render Pipelines: Built-in (BIRP), Universal Render Pipeline (URP) and High-Definition Render Pipeline (HDRP). Current supported platforms: Windows x64 (DX11 & DX12) Hardware requirements DLSS Frame Generation requires a compatible NVIDIA GeForce RTX GPU. DLSS Multi Frame Generation requires NVIDIA GeForce RTX 50 Series hardware. “One of the best assets on the Unity Asset Store made by one of the best asset developers.” Todd D’Arcy - Managing Director [ Falling Frontier ] “Saved our console release, 5 stars! Hard-working, passionate, attentive and responsive. It’s been nothing but a pleasure working with Dominic and his team.” Andrew ‘Refleax’ Farrugia - CEO & Game Director [ Holdfast ] “The best way to get upscaling for Unity! Really improved performance and visual fidelity with ease. Combine that with very dedicated developers and you got a top tier asset!” Roan Albers - Art Lead [ Descenders Next ] 1 post - 1 participant Read full topic
Hi everyone, I’m happy to announce that my Low Poly Modular Medieval Buildings Pack is officially launching on August 25th, 2026! Wishlist now to get notified of the launch discount! Over 2,000 game-ready, modular medieval building assets , fully optimized for low-end devices and ready to use in your games or other projects. Create your own medieval houses, towers, sawmills, farms, and other buildings. Supports URP, HDRP, and Built-In render pipelines. Full trailer with much more information on launch day. This is the biggest and most thought out asset pack I’ve worked on. And I’m not proud of how long it took me to finally finish it and get the courage to release it to the public. I really hope someone finds this useful in their project/s. I worked on it for years, so you don’t have to. Have a nice day, LMHPOLY Justinas 1 post - 1 participant Read full topic
So, I’ll include the code down below as well, and if I missed anything. I had a video but because I’m a new user it won’t let me. I’m relatively new to unity. I’ve got experience with programming, but this is my first ‘game’ in 10 years. So I decided to go through a tutorial to re-familiarise myself with things, and learn the basics of the system. However, the tutorial I used was for an earlier version of Unity, and it’s possible I also made a mistake somewhere. Either way, for some reason the Dragable script, which I forgot to show in the video, doesn’t seem to detect the leftmost row in the inventory UI slots. I’ll link the files below, and all of that. It’s not a big huge thing since this is more for learning, but it’s been bugging me for two weeks now because I can’t figure out what’s causing this. Thanks for the help! ItemDragable: using UnityEngine; using UnityEngine.EventSystems; public class ItemDragable : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler { Transform originalParent; CanvasGroup canvasGroup; public float minDropDistance = 2f; public float maxDropDistance = 3f; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { canvasGroup = GetComponent (); } public void OnBeginDrag(PointerEventData eventData) { originalParent = transform.parent; // Save Original Parent transform.SetParent(transform.root); //I think this means 'make item on top' canvasGroup.blocksRaycasts = false; // makes it clickable. In this case: You're already clicking. canvasGroup.alpha = 0.6f; // Semi transparrent during drag. } public void OnDrag(PointerEventData eventData) { transform.position = eventData.position; //Item moves where dragged. Could be useful for coding follower. } public void OnEndDrag(PointerEventData eventData) { canvasGroup.blocksRaycasts = true; // makes it clickable. In this case: so you can drag again. canvasGroup.alpha = 1f; Slot dropSlot = eventData.pointerEnter?.GetComponent (); // Question mark makes a variable able to be null. Useful! Slot originalSlot = originalParent.GetComponent (); if (dropSlot == null) { GameObject dropItem = eventData.pointerEnter; if (dropItem!=null) { dropSlot = dropItem.GetComponentInParent (); // Gets the item below's slot. Because something something grabbing the raycast? } } if (dropSlot != null) { if(dropSlot.currentItem != null) { dropSlot.currentItem.transform.SetParent(originalSlot.transform); originalSlot.currentItem = dropSlot.currentItem; dropSlot.currentItem.GetComponent ().anchoredPosition = Vector2.zero; // If there's an item in the slot, move the item to the previous slot. } else { originalSlot.currentItem = null; // If there isn't an item...empty old slot of item. } transform.SetParent(dropSlot.transform); dropSlot.currentItem = gameObject; //hotbarController.SetHotbarItem(saveData.InventorySaveData); // Moves the dragged item to the new slot. } else { //If where we're dropping is outside the menu, drop the item. if (!IsWithinInventory(eventData.position)) { DropItem(originalSlot); } else { transform.SetParent(originalParent); // Return to old slot. } } GetComponent ().anchoredPosition = Vector2.zero; // Center } bool IsWithinInventory(Vector2 mousePosition) { RectTransform inventoryRect = originalParent.parent.GetComponent (); return RectTransformUtility.RectangleContainsScreenPoint(inventoryRect, mousePosition); } ///throw new System.NotImplementedException(); void DropItem(Slot originalSlot) { originalSlot.currentItem = null; // Find player Transform playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform; if (playerTransform == null) { Debug.LogError("Missing 'Player' tag."); return; } // Random drop position Vector2 dropOffset = Random.insideUnitCircle.normalized * Random.Range(minDropDistance, maxDropDistance); Vector2 dropPosition = (Vector2)playerTransform.position + dropOffset; //instantiate drop item and bounce GameObject dropItem = Instantiate(gameObject, dropPosition, Quaternion.identity); dropItem.GetComponent ().StartBounce(); //destroy the ui one Destroy(gameObject); } } Slot: using UnityEngine; public class Slot : MonoBehaviour { public GameObject currentItem; //The item that's held in this slot. } InventoryController: using UnityEngine; using System.Collections; using System.Collections.Generic; public class InventoryController : MonoBehaviour { private ItemDictionary itemDictionary; private ItemDragable itemdraggable; public GameObject inventoryPanel; public GameObject hotbarPanel; public GameObject slotPrefab; public int slotCount; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { //itemDictionary = FindObjectOfType (); itemDictionary = Object.FindAnyObjectByType (); // Creates the inventory slots. Removed as it's now done in SetInventoryItems. /* for (int i = 0; i (); if (i ().anchoredPosition = Vector2.zero; slot.currentItem = item; } } */ } public bool AddItem(GameObject itemPrefab) { foreach (Transform slotTransform in inventoryPanel.transform) { // For each slot in the inventory menu Slot slot = slotTransform.GetComponent (); if (slot != null && slot.currentItem == null) { GameObject newItem = Instantiate(itemPrefab, slotTransform); newItem.GetComponent ().anchoredPosition = Vector2.zero; slot.currentItem = newItem; return true; } } Debug.Log("Inventory is Full!"); return false; } public List GetInventoryItems() { List invData = new List (); foreach (Transform slotTransform in inventoryPanel.transform) { Slot slot = slotTransform.GetComponent (); if (slot.currentItem != null) { Item item = slot.currentItem.GetComponent (); invData.Add(new InventorySaveData {itemID = item.ID, slotIndex = slotTransform.GetSiblingIndex() }); } } return invData; } public void SetInventoryItem(List inventorySaveData) { // Clear the empty slots made on game start to make way for the new data. foreach (Transform child in inventoryPanel.transform) { Destroy(child.gameObject); } //Create New data slots for (int i = 0; i (); if (itemPrefab != null) { GameObject item = Instantiate(itemPrefab, slot.transform); item.GetComponent ().anchoredPosition = Vector2.zero; slot.currentItem = item; } } else { Debug.LogWarning($"Inventory amount {data.slotIndex} does not fit in slot amount."); } } } } And just in case, Item, and Item dictionary: using UnityEngine; using UnityEngine.UI; public class Item : MonoBehaviour { public int ID; public string Name; public int Amount = 1; public virtual void UseItem() { Debug.Log($"Using item {Name}."); } public virtual void Pickup() { Sprite itemIcon = GetComponent ().sprite; if (ItemPickupUIController.Instance != null) { //Stops it crashing if an item doesn't exist. ItemPickupUIController.Instance.ShowItemPickup(Name, itemIcon); } } } using System.Collections; using System.Collections.Generic; using UnityEngine; public class ItemDictionary : MonoBehaviour { public List itemPrefabs; private Dictionary itemDictionary; private void Awake() { itemDictionary = new Dictionary (); //Loads all items into the dictionary for (int i = 0; i 4 posts - 2 participants Read full topic
Introduction & Summary Hi! I am an independent sound designer and composer specializing in dark ambient soundscapes, industrial textures, and retro PS1-style horror audio. I am seeking freelance, contract, or game jam opportunities to create atmospheric audio and adaptive sound design for indie games. What Are You Looking For I am looking for contract or freelance work as a Sound Designer, Game Composer, or Audio Integrator. I am interested in horror, thriller, atmospheric, or retro/PS1-style indie projects, and I am available for per-asset work, short-term tasks, or full audio production. Areas of Expertise, Skills and Past Experiences Areas of Expertise: Seamless Ambient Loops & Audio Beds: Evolving void drones, industrial textures, lo-fi noise, and dark soundscapes inspired by classic psychological horror (Silent Hill, Cry of Fear). Custom SFX & Sound Layering: Multi-layered sound effects, metallic impacts, Foley, UI sounds, monster audio, and environmental ambiance. FMOD Studio Integration: Adaptive audio logic, parameter mapping, pitch/volume randomization to avoid repetitive sound effects, and export-ready .bank files built specifically for Unity integration. Portfolio & Audio Examples: YouTube Channel: https://www.youtube.com/@nullcatcher Industrial Horror Tense Ambient: https://www.youtube.com/watch?v=DmwCYM5N93U Dark Ambient Track: https://www.youtube.com/watch?v=dwa76feJYwo Contact Feel free to reach out via any of the following methods: Discord: nullcatcher Email: nulllcatcher@proton.me Unity Discussions PM: Yes, I accept and regularly check direct private messages here on Unity Discussions. 1 post - 1 participant Read full topic
My game has a rocket projectile that calls an explosion method I have whenever it hits a collider using OnTriggerEnter. There are certain places in any given level where a floor, wall, misc prop intersects with another or is so close that a rocket can touch both colliders at once and trigger multiple explosions. How can I make it so that only one explosion happens? 4 posts - 4 participants Read full topic
I have not been able to update my 2 week old game since 3 days after release cause the game freezes both in headset and in editor on runtime. I have updated unity editor, rebuilt library, reset project settings, and checked all the logs i could find, with nothing significant i could find. I would HIGHLY appreciate help, thank you. 3 posts - 3 participants Read full topic
Unity/C# gameplay programmer and tools developer. 20+ years in games, 30+ commercial Unity assets since 2019, used by 10,000+ developers. I take paid contract / freelance work. Not rev-share. What I do Gameplay systems in Unity/C# (2D and 3D) Custom editor windows, validators, and data-driven content (ScriptableObjects) Kit integrations and expansions (UHFPS / HFPS, Invector, Input System) Prototyping and first-playable builds Save/progression, UI flow, input, audio/VFX hookup What I don’t do Unreal / Godot as the main engine Multiplayer / netcode as the primary scope Unpaid or “exposure” collabs Recent work Vibe Engine - controller haptics toolkit: custom editor, presets, runtime playback https://assetstore.unity.com/packages/tools/utilities/vibe-engine-controller-haptics-elevated-386816 Controller Support for UHFPS — Unity 6 playable demo; gamepad UX, pause/menus, puzzle/examine input Video: https://www.youtube.com/watch?v=95UbypxWluc Controller Support for UHFPS Components for HFPS - playable demo; gameplay systems, save/progression, event-driven UI, editor helpers Video: https://www.youtube.com/watch?v=X2plTQ15ar8 Components for HORROR FPS KIT - Dizzy Media 2D mobile trivia (Unity) - designed and built from the ground up: game flow, data-driven questions, PlayFab, IAP, timer/HUD, animation, particles, audio. I did not own the release pass. Video: https://www.youtube.com/watch?v=gzbn4a8KU2A Publisher page: Dizzy Media · Publisher Profile | Unity Asset Store Portfolio: https://dizzymedia.net/ How I work Solo. Git on a repo you own. Quote after a short spec (fixed-price or hourly). Unity 6 preferred; comfortable on 2021+. Contact Unity DM · Discord: Dizzy Media Assets Contact Form: Contact Dizzy Media | Support & Inquiries 1 post - 1 participant Read full topic
I’ve noticed a significant increase in credit consumption when using the Unity AI Assistant lately, and there are times when I’m being charged even when the assistant fails to produce any output. Has Unity announced an increase in credit usage costs over the last few months? The current burn rate feels quite high, and I’m concerned about the long-term affordability of the tool if it continues at this pace. 3 posts - 3 participants Read full topic
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