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[RELEASED] StreamBridge — real-time Blender/3ds Max → Unity sync
GamesRelease

[RELEASED] StreamBridge — real-time Blender/3ds Max → Unity sync

This is StreamBridge - a live bridge between Blender / 3ds Max and the Unity Editor. Edit a mesh on one side, and it updates on the other. No FBX export. No re-import. No fixing materials for the tenth time. What it does: Live sync - automatically sync as you edit, or use one-click Sync Selected More than meshes - transforms, hierarchy, skeletons/bones, and visibility Tag system - DCC export presets can route into your own Unity import handlers, so it actually fits into your pipeline C# events - OnMeshReceived and others for automatically assigning LODs, colliders, materials, etc. Multiple optimizations - compression + Performance Mode for heavier scenes Easy setup - install the Blender addon / 3ds Max plugin directly from Unity Asset Store Made for: Unity 6+ Blender 4.2–5.1+ 3ds Max 2023–2027 Windows + macOS It’s now available to buy on the Unity Asset Store, with 10% off for launch 1 post - 1 participant Read full topic

Unity Discussions·August 19, 2026·1 min read
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Building iOS app from windows
MobileNews

Building iOS app from windows

Is it possible to build an app for my iphone directly from a windows pc with only a free developer account? From what I can tell the options are either buy a license for $100 (which for my little hobby project is too much) and connect it to unity for cloud builds to testflight, or go and buy a mac (which is even more too much) and do some xcode stuff. 5 posts - 3 participants Read full topic

Unity Discussions·August 19, 2026·1 min read
Reading JSON with Nested Lists
Mobile GamesTutorial

Reading JSON with Nested Lists

Hello, I am trying to read in a JSON file that contains my dialogue for each customer in my game. I have looked at many tutorials and have gotten them to work, but when I try to change it to use nested lists, I cannot get it working. Here is a condensed version on what the JSON will look like. { { "timmy": [ "typeOfDialogue1": [ "version1": "heya1", "version2": "heya2", "version3": "heya3" ], "typeOfDialogue2": [ "version1": "heya4", "version2": "heya5", "version3": "heya6" ], "typeOfDialogue3": [ "version1": "heya7", "version2": "heya8", "version3": "heya9" ] ], "marge": [ "typeOfDialogue1": [ "version1": "hi1", "version2": "hi2", "version3": "hi3" ], "typeOfDialogue2": [ "version1": "hi4", "version2": "hi5", "version3": "hi6" ], "typeOfDialogue3": [ "version1": "hi7", "version2": "hi8", "version3": "hi9" ] ] } And here is what I currently have to read in each line of dialogue that is not working. using UnityEngine; using System; using System.Collections.Generic; public class ReadJSON : MonoBehaviour { [SerializeField] public TextAsset textJSON; [Serializable] public class Versions { public string version1; public string version2; public string version3; } [Serializable] public class TypeOfDialogue { public Versions typeOfDialogue1; public Versions typeOfDialogue2; public Versions typeOfDialogue3; } [Serializable] public class Customers { public TypeOfDialogue timmy; public TypeOfDialogue vanessa; } public Customers myCustomerList = new Customers(); void Start() { myCustomerList = JsonUtility.FromJson (textJSON.text); } } I was hoping to just be able to use this method and not have to install a JSON reader extension since I don’t really know how to do that. If that is the only option though, I will do that. Thank you for reading! 5 posts - 3 participants Read full topic

Unity Discussions·August 19, 2026·1 min read
Unity Hub is the worse thing ever created
GamesNews

Unity Hub is the worse thing ever created

Every time i want to spin up unity and start a new project i’m being punished by unity hub.. Everything installs, editor runs. But after a day or so there is an update, i click restart and update and the hub just closes but never starts again.. Then getting any project to open is crashing either the editor or the hub or both… Reinstall everything, it works for a day then next day suddenly keeps crashing again.. I’ve working with Unreal for years now without any issues and i can’t even get passed the Hub. I have a decent computer with a dedicated 2TB SSD just for game dev stuff, 32GB memory a 5070TI and a ryzen 9 5950x 16 cores.. Am i just having bad luck or is this a common thing? 6 posts - 6 participants Read full topic

Unity Discussions·August 19, 2026·1 min read
Unity processes consume 100% CPU even with closed unity and killed hub processes!
GamesNews

Unity processes consume 100% CPU even with closed unity and killed hub processes!

Every time I awake my mac, unity launches stupid processes which consume all my CPU!!! I explicitly closed my unity yesterday but it still launches tons of processes. Started with a few last hub updates. Please fix. 3.21.0(1d56c80) Tried to restart mac, tried to logout/login multiple times. 4 posts - 2 participants Read full topic

Unity Discussions·August 19, 2026·1 min read
[RELEASED] PlayReport — One-key Unity playtest reports with GIF replay sent to Discord
GamesRelease

[RELEASED] PlayReport — One-key Unity playtest reports with GIF replay sent to Discord

Hi everyone, I built PlayReport to make external playtest reports immediately actionable. A tester presses F8 , and the report sent to Discord contains: a GIF replay of the previous 10 seconds a screenshot recent Console logs device and build information a categorized tester comment optional game-state context through PlayReportManager.SetContext() It runs entirely inside Unity, with no external server, subscription, or third-party dependencies. It supports Built-in, URP, HDRP, both Input Systems, IL2CPP, and Unity 2021.3 LTS+. Demo: https://youtu.be/eHEANOZlTxE Unity Asset Store: https://assetstore.unity.com/packages/slug/392018 The launch discount is 50% off . I would genuinely appreciate feedback from teams that run playtests: what context do you most often wish testers had captured? Disclosure: I’m the developer of PlayReport. 2 posts - 2 participants Read full topic

Unity Discussions·August 19, 2026·1 min read
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