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[Hobby / Non-Commercial] Solo dev seeking a Level Designer

Matched "Unity Discussions"•Found in Source

Mobile GamesNews

[Hobby / Non-Commercial] Solo dev seeking a Level Designer

[Hobby / Non-Commercial] Solo dev seeking a Level Designer Hey all, I’m a solo dev working on a first-person survival exploration game and I’m hoping to find someone who’s into level design to help me out. It’s not paid — I’m doing this in my spare time and there’s no budget or revenue promise, so this is purely a hobby collab. Just want to be upfront about that. Quick pitch: it’s a first-person survival exploration game set in an abandoned subway after some kind of apocalypse. You go station to station through dark tunnels, scavenging scrap, trading and following a story. Where I need help is level design. The whole game is built from a modular kit — tunnel pieces, platforms, rooms, all with snap points — so it’s less “model everything” and more assembling and pacing the journeys. Placing the long dark stretches, the junctions where you pick a safe but long route vs a short but scary one, side rooms with loot, that kind of thing. I’d rather keep it small and focused than pitch you some five-year plan, think a couple of well paced journeys, something that’d actually look good in a portfolio. Credit obviously guaranteed. I work in small iterations and playtest constantly so you’d see your stuff running in-game pretty fast. About me: I’m comfortable with the programming/systems side, level pacing is my weak spot. I’ve got a pretty detailed design doc and a short clip of the current build I’m happy to share if you’re curious. If any of this sounds fun, reply here or shoot me a DM and we can talk out together. Happy to answer whatever. Cheers 1 post - 1 participant Read full topic

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Unity Discussions·August 20, 2026·1 min read
NullReferenceException: Object reference not set to an instance of an object but I am getting lost to understand where is the problem

Matched "Unity Discussions"•Found in Source

Mobile GamesNews

NullReferenceException: Object reference not set to an instance of an object but I am getting lost to understand where is the problem

I have nemySpawner scriptI: private void SpawnEnemy() { //if (enemyAsset != null) // if enemyAsset array is not null if (enemyAsset.Length > 0) { GameObject enemyPrefab2Spawn = enemyAsset[0]; GameObject enemy = Instantiate(enemyPrefab2Spawn, LvlManager.Instance.startPos.position, Quaternion.identity); enemy.GetComponent ().targetPos = LvlManager.Instance.startPos; } else { Debug.Log("enemyAsset array is void!"); } } using this script enemies can be spawned using System.Collections; using UnityEngine; public class movement : MonoBehaviour { public Rigidbody2D rb; // //[SerializeField] public LevelManager levlManager; public float movementSpeed; private float originalSpeed; [SerializeField] public Transform targetPos; private int pathIdx = 0; private void Awake() { targetPos = LvlManager.Instance.startPos; } private void Start() { /* if (LvlManager.path == null) { UnityEngine.Debug.Log("LvlManager.path è NULL "); } else */ targetPos = LvlManager.path[pathIdx]; originalSpeed = movementSpeed; } private void Update() { if (LvlManager.totalEnergy > 0) { if (Vector2.Distance(targetPos.position, transform.position) <><><> gameRunning is:"); UnityEngine.Debug.Log(LvlManager.Instance.gameRunning); } private void FixedUpdate() { Vector2 direction = (targetPos.position - transform.position).normalized; if (direction == null) { UnityEngine.Debug.Log("<>uuuu <> direction è NULL "); } if (LvlManager.Instance.gameRunning == true) { UnityEngine.Debug.Log("gameRunning is TRUE!"); rb.linearVelocity = direction * movementSpeed; } else { UnityEngine.Debug.Log("gameRunning is FALSE!"); // Stop movement rb.linearVelocity = Vector3.zero; // Stop rotation rb.angularVelocity = 0.0f; } } public void decreaseVelovity(float velDrecrease) { // drease movementSpeed by velDrecrease . must be always > 0 // movementSpeed -= velDrecrease; movementSpeed = Mathf.Max(0.3f, movementSpeed - velDrecrease); // drease movementSpeed by velDrecrease . must be at least 0.3 StartCoroutine(RestoreSpeed()); } private IEnumerator RestoreSpeed() { yield return new WaitForSeconds(4f); UnityEngine.Debug.Log("velocita ripristinata !"); movementSpeed = originalSpeed; } } attached to each enemy is attached also the movement script. i cannot cope with reason why am I getting whis error: NullReferenceException: Object reference not set to an instance of an object movement.Update () (at Assets/Scripts/movement.cs:51) I hope having provided enough information 1 post - 1 participant Read full topic

Unity Discussions·August 20, 2026·1 min read
How to disable joints without structural change?

Matched "Unity Discussions"•Found in Source

Mobile GamesTutorial

How to disable joints without structural change?

As title, super simple question, how is it intended to disable joints? Afaik, the CreateJoints sets the DefaultStaticBodyIndex instead of letting the joint be invalidated if we set Entity.Null, and if we set both to Null we hit assert. The job is structured to handle EnableableComponents but the query does not use any enableable that we can toggle. Even in Solve() of the Jacobians I have no knowledge of DefaultStaticBodyIndex so I can’t check for that, even if it’s late in the evaluation. Also make adding custom joints simpler than modifying physics package. Thanks. 1 post - 1 participant Read full topic

Unity Discussions·August 20, 2026·1 min read
Com.unity.pipeline auto port problem

Matched "Unity Discussions"•Found in Source

GamesNews

Com.unity.pipeline auto port problem

com.unity.pipeline auto port range is conflict with windows Host Network Service port range ( port for wsl/hyper-v ), 7800–7849 is in windows excluded range 1 post - 1 participant Read full topic

Unity Discussions·August 20, 2026·1 min read
Store and Ads having problems on device - first Unity 6.5 build

Matched "Unity Discussions"•Found in Source

GamesRelease

Store and Ads having problems on device - first Unity 6.5 build

Hello, Updated my app to build on Unity 6.5. Everything works well in the Unity editor, but I’ve had a few issues with the app after publishing it to Google Play and running the app on my device. These problems had not been happening in the older builds. The first is related to the shop. It’s just a simple shop that has three single-purchase products. It’s supposed to update the display prices based on the user’s local currency, and then block out any products that have already been purchased/unlocked in-game. However, it’s not doing any of these anymore. After opening the shop with Android Logcat running, here are the error messages it gives: 2026/08/20 13:52:45.248 16430 16455 Error Unity AndroidJavaException: java.lang.ClassNotFoundException: com.android.billingclient.api.PurchasesUpdatedListener 2026/08/20 13:52:45.248 16430 16455 Error Unity java.lang.ClassNotFoundException: com.android.billingclient.api.PurchasesUpdatedListener 2026/08/20 13:52:45.248 16430 16455 Error Unity at java.lang.Class.classForName(Native Method) 2026/08/20 13:52:45.248 16430 16455 Error Unity at java.lang.Class.forName(Class.java:454) 2026/08/20 13:52:45.248 16430 16455 Error Unity at com.unity3d.player.UnityPlayerForActivityOrService.nativeRender(Native Method) 2026/08/20 13:52:45.248 16430 16455 Error Unity at com.unity3d.player.Y.handleMessage(r8-map-id-079eaf055d45cb077ed8cede8ce6424e9d80718eac1a7c3d95b007b085162bbf:113) 2026/08/20 13:52:45.248 16430 16455 Error Unity at android.os.Handler.dispatchMessage(Handler.java:102) 2026/08/20 13:52:45.248 16430 16455 Error Unity at android.os.Looper.loopOnce(Looper.java:201) 2026/08/20 13:52:45.248 16430 16455 Error Unity at android.os.Looper.loop(Looper.java:288) 2026/08/20 13:52:45.248 16430 16455 Error Unity at com.unity3d.player.a0.run(r8-map-id-079eaf055d45cb077ed8cede8ce6424e9d80718eac1a7c3d95b007b085162bbf:30) 2026/08/20 13:52:45.248 16430 16455 Error Unity Caused by: java.lang.ClassNotFoundException: com.android.billingclient.api.PurchasesUpdatedListener 2026/08/20 13:52:45.248 16430 16455 Error Unity ... 8 more 2026/08/20 13:52:45.248 16430 16455 Error Unity at UnityEngine.AndroidJNISafe.CheckException () [0x00000] in :0 2026/08/20 13:52:45.248 16430 16455 Error Unity at UnityEngine.AndroidJNISafe.FindClass (System.String n The second is that the ads simply aren’t running at all. There’s two ways ads get activated in in the game; the first is if the player completes two levels, and the second is if the player gets a Game Over. These are the Logcat messages when either condition occurs: Completing two levels 2026/08/20 15:18:17.361 21138 21160 Error Unity Interstitial ad is not ready yet. 2026/08/20 15:18:17.361 21138 21160 Error Unity UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 2026/08/20 15:18:17.361 21138 21160 Error Unity LevelLoader:LoadLevel() 2026/08/20 15:18:17.361 21138 21160 Error Unity d__17:MoveNext() 2026/08/20 15:18:17.361 21138 21160 Error Unity UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Getting a Game Over: 2026/08/20 13:56:00.203 16430 16455 Error Unity Interstitial ad is not ready yet. 2026/08/20 13:56:00.203 16430 16455 Error Unity UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 2026/08/20 13:56:00.203 16430 16455 Error Unity Scoreboard:ContinueToMenu() 2026/08/20 13:56:00.203 16430 16455 Error Unity UnityEngine.Events.UnityEvent:Invoke() 2026/08/20 13:56:00.203 16430 16455 Error Unity UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) 2026/08/20 13:56:00.203 16430 16455 Error Unity UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) 2026/08/20 13:56:00.203 16430 16455 Error Unity UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) 2026/08/20 13:56:00.203 16430 16455 Error Unity UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() 2026/08/20 13:56:00.203 16430 16455 Error Unity In the past, I understand that the “Interstitial ad is not ready” error usually occurs if you simply haven’t given the device enough time to load the ad (or if you’re offline), but the interstitial ad function is called as soon as the game starts, so I know it’s not a time issue. Part of me wonders if there’s a simpler explanation for this, as my Google Ads account had been deactivated through inactivity, but I had let it deactivate because I believed this account was only for running your own ads through someone else’s app, as opposed to running other ads on your own app. Do correct me if I’m wrong. I did reactivate my Google Ads account, but my app hasn’t shown any ads yet. I do hope this one is just a matter of waiting things out. Thanks in advance. Really puzzling me as all of these things work perfectly fine in the Unity Editor. 1 post - 1 participant Read full topic

Unity Discussions·August 20, 2026·3 min read
Visual Studio Editor Package 2.0.28 breaks editor integration

Matched "Unity Discussions"•Found in Source

Mobile GamesRelease

Visual Studio Editor Package 2.0.28 breaks editor integration

After updating the Visual Studio Editor Package to 2.0.28 the scripts will no longer open as a project. Edit > Preferences > External Script Editor > Shows “Microsoft Visual Studio (Internal).” Also, there are many bugs in the console related to this. UnityException: Calls to "AssetDatabase.IsAssetImportWorkerProcess" are restricted during . Please make sure this function is not called from code that runs during code reload (e.g. [OnCodeLoaded]) Microsoft.Unity.VisualStudio.Editor.UnityInstallation.get_IsMainUnityEditorProcess () (at ./Library/PackageCache/com.unity.ide.visualstudio@b5edea5f33f4/Editor/UnityInstallation.cs:18) Microsoft.Unity.VisualStudio.Editor.VisualStudioEditor..cctor () (at ./Library/PackageCache/com.unity.ide.visualstudio@b5edea5f33f4/Editor/VisualStudioEditor.cs:34) Rethrow as TypeInitializationException: The type initializer for 'Microsoft.Unity.VisualStudio.Editor.VisualStudioEditor' threw an exception. Microsoft.Unity.VisualStudio.Editor.VisualStudioIntegration..cctor () (at ./Library/PackageCache/com.unity.ide.visualstudio@b5edea5f33f4/Editor/VisualStudioIntegration.cs:40) Rethrow as TypeInitializationException: The type initializer for 'Microsoft.Unity.VisualStudio.Editor.VisualStudioIntegration' threw an exception. __UnityModuleInitialization.Initialize () (at ./Library/Bee/artifacts/1900b0aEDbg.dag/Unity.Analyzers.Common/Unity.Analyzers.Common.LifecycleAttributes.LifecycleAttributesCodeGenerator/UnityModuleInitialization.lifecycle.generated.cs:8) System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at :0) Unity.Scripting.LifecycleManagement.LifecycleController.ExecuteInitializationMethods (Unity.Scripting.LifecycleManagement.OrderedAssemblyList loadedAssemblies) (at :0) Unity.Scripting.LifecycleManagement.LifecycleController.OnAssembliesLoaded (Unity.Scripting.LifecycleManagement.OrderedAssemblyList loadedAssemblies) (at :0) Unity.Scripting.LifecycleManagement.AssemblyLoadedScopeBase.Enter (Unity.Scripting.LifecycleManagement.ScopeTransitionHelper scopeTransitionHelper) (at :0) Unity.Scripting.LifecycleManagement.LifecycleScopeBase.OnEnter (Unity.Scripting.LifecycleManagement.ScopeTransitionHelper scopeTransitionHelper) (at :0) Unity.Scripting.LifecycleManagement.ActiveLifecycleScopeWithContext`1[T].OnEnter (Unity.Scripting.LifecycleManagement.ScopeTransitionHelper helper) (at :0) Unity.Scripting.LifecycleManagement.ActiveLifecycleScopesTracker.TryEnterScope[TContext] (Unity.Scripting.LifecycleManagement.LifecycleScopeWithContext`1[T] lifecycleScope) (at :0) Unity.Scripting.LifecycleManagement.ActiveLifecycleScopesTracker+ScopeTransitionRequestWithContext`1[T].Transition (Unity.Scripting.LifecycleManagement.ActiveLifecycleScopesTracker tracker) (at :0) Unity.Scripting.LifecycleManagement.ActiveLifecycleScopesTracker.ExecuteTransitions (System.Boolean executeAndPop) (at :0) Unity.Scripting.LifecycleManagement.ActiveLifecycleScopesTracker.CreateScopeTransitionRequest[T] (Unity.Scripting.LifecycleManagement.LifecycleScopeWithContext`1[T] lifecycleScope, Unity.Scripting.LifecycleManagement.ActiveLifecycleScopesTracker+ScopeTransitionType scopeTransitionType, System.Boolean alsoExitNestedScopes) (at :0) Unity.Scripting.LifecycleManagement.ActiveLifecycleScopesTracker.RequestEnterScope[T] (Unity.Scripting.LifecycleManagement.LifecycleScopeWithContext`1[T] lifecycleScope) (at :0) Unity.Scripting.LifecycleManagement.LifecycleController+<>c__DisplayClass38_0`1[T]. b__0 () (at :0) Unity.Scripting.LifecycleManagement.LifecycleController.ExecuteOnMainThread (System.String transitionType, System.String scopeName, System.Action action) (at :0) Unity.Scripting.LifecycleManagement.LifecycleController.EnterScope[T] (Unity.Scripting.LifecycleManagement.LifecycleScopeWithContext`1[T] scope) (at :0) UnityEngine.DomainReloadLifecycleController.Internal_EnterAssembliesLoadedLifecycleScopes_PreDeserialization () (at :0) UnityEngine.DomainReloadLifecycleController:Internal_EnterAssembliesLoadedLifecycleScopes_PreDeserialization() 1 post - 1 participant Read full topic

Unity Discussions·August 20, 2026·1 min read
APV Banding

Matched "Unity Discussions"•Found in Source

Mobile GamesNews

APV Banding

After baking APV I get strange banding. The banding is not visible everywhere, and it appears irrespective of type of mesh. Like so: Using Probe Adjustment Volumes invalidating probes in various ways alters the effect but it does not correct it. In the image above you see the result after PAVs have encompassed the boxes. In the Image below you see the result after PAVs have removed the probes inside these boxes And in this last image without any PAVs. It feels like some kind of shadow projection at times. 1 post - 1 participant Read full topic

Unity Discussions·August 20, 2026·1 min read
Package signature validation unexpectedly return an invalid signature status if the validation check is done after the code signing certifi... (#4648)

Matched "Unity Discussions"•Found in Source

Mobile GamesCertification

Package signature validation unexpectedly return an invalid signature status if the validation check is done after the code signing certifi... (#4648)

Topic automatically created to discuss Package signature validation unexpectedly return an invalid signature status if the validation check is done after the code signing certificate validaty range has passed 1 post - 1 participant Read full topic

Unity Discussions·August 20, 2026·1 min read
[RELEASED] Editor Companion - A Customizable Virtual Pet for the Unity Editor

Matched "Unity Discussions"•Found in Source

GamesTutorial

[RELEASED] Editor Companion - A Customizable Virtual Pet for the Unity Editor

Hi everyone, I’ve released Editor Companion, an editor-only Unity tool that adds a small animated pet directly to your workspace. I wanted it to do more than simply loop an idle animation, so the companion follows what is happening inside the Editor and reacts while you work. Features Four included companions with individual profiles Floating, docked, and Scene View Overlay display modes Reactions to Play Mode, compilation, Console warnings and errors, successful builds, clicks, and inactivity Scheduled and repeating reminders Custom Pet Wizard for creating new companions from transparent PNG animation frames Profile import and export Completely editor-only, with nothing added to player builds Custom companions The included Custom Pet Wizard turns transparent PNG animation frames into a ready-to-use companion. It creates the sprite sheets, animations, transparency bounds, click regions, and configuration needed by Editor Companion. A complete Pico example is also included to demonstrate the workflow. Compatibility Unity 2022.3 LTS or newer Windows, macOS, and Linux Render-pipeline independent Editor-only On Linux, transparent floating mode requires X11 or XWayland. Docked mode and the Scene View Overlay can be used on native Wayland. itch.io : Editor Companion - Animated Pet for Unity by IMarin Labs Editor Companion is currently $10 during its launch sale through September 2. The regular price is $20. The Unity Asset Store version is currently under review. I’ll add the Asset Store link here when it becomes available. Links Installation & Setup: https://www.youtube.com/watch?v=2mE_1VLOM0Y How to Create a Custom Companion: https://www.youtube.com/watch?v=hQgIRLW5tMg I’d love to hear which companion, reaction, or Editor feature you would like to see added next. 3 posts - 2 participants Read full topic

Unity Discussions·August 20, 2026·1 min read
[Editor] Docking preview window momentarily stuck if native dialog opens while holding down drag (#23723)

Matched "Unity Discussions"•Found in Source

Mobile GamesNews

[Editor] Docking preview window momentarily stuck if native dialog opens while holding down drag (#23723)

Topic automatically created to discuss [Editor] Docking preview window momentarily stuck if native dialog opens while holding down drag 2 posts - 2 participants Read full topic

Unity Discussions·August 20, 2026·1 min read
GetArtifactFilePath and GetArtifactData return no artifact when the queried asset is imported by a Scripted Importer (#24116)

Matched "Unity Discussions"•Found in Source

Mobile GamesNews

GetArtifactFilePath and GetArtifactData return no artifact when the queried asset is imported by a Scripted Importer (#24116)

Topic automatically created to discuss GetArtifactFilePath and GetArtifactData return no artifact when the queried asset is imported by a Scripted Importer 1 post - 1 participant Read full topic

Unity Discussions·August 20, 2026·1 min read
[For Hire] Unity and Ren'Py programmer, shipped a full 5v5 basketball sim, custom systems with full source

Matched "Unity Discussions"•Found in Source

GamesTutorial

[For Hire] Unity and Ren'Py programmer, shipped a full 5v5 basketball sim, custom systems with full source

Introduction & Summary I’m Dan, a solo programmer from Moldova working in Unity and Ren’Py, open for freelance commissions right now. What Are You Looking For Paid freelance work: gameplay programming in Unity, 2D or 3D, custom systems for Ren’Py visual novels, playable demos and prototypes. Small fixed scope jobs are welcome too. Areas of Expertise, Skills and Past Experiences Recent client work: a full 5v5 basketball sim in Unity 6 built in ten days, with AI for all ten players, fouls, shot clock and a broadcast style camera. Before that, a dungeon crawler layer inside a client’s Ren’Py visual novel: rotating room views, a modular map and minimap with progressive reveal, and a switchable lantern effect that follows the mouse. Both clients left 5 star reviews, the second wrote that I improved the code before he even asked. You always get full source, commented code and a written guide so you can maintain everything yourself. My own games are on itch, creator name dancreator. Contact I take orders through Fiverr so payment is protected for both sides, my Fiverr username is celtic20. Private messages here on the forum work too. New accounts cannot post links here, sorry for the plain names. 1 post - 1 participant Read full topic

Unity Discussions·August 20, 2026·1 min read
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