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r/Unity3D

Help! Enemy chasing

I’m making a game that is a 2d top down rpg and for making an enemy chase me it all works except the animations. Whenever the enemy chases me it gets stuck on the animation for moving up even if it say moves down or right. The animators blend tree is all done right too so what do I do??

https://redd.it/1m1u03n
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r/Unity3D

I'm looking to make a game with a partial purpose of allowing potential employers to be able to look at the game during hiring. Should I make my game have web support?

My main concern is that I'm unsure if employers will trust downloading the game files. The game won't be too complicated, but I'm fairly new to Unity, so I'm unsure exactly what might cause issues with this. The game is also largely just for me to be able to make, so I don't want to be too limited in terms of how I make it. I'm fine with small limitations, as long as it doesn't negatively impact my game too much. Any potential suggestions or guidelines would be great.

https://redd.it/1m1ritv
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r/Unity3D

How do you not get burnout?

I have spent about 1 month working on my first game, and its been going quite well. I like the idea I have and I already have a lot of main functions of the game done. But the more I work on it the more I am getting to the point of burnout.

Since I already have a lot of the main simple mechanics done, I now need to start working on the more complex ones. But anytime I try to start working on it, I dont feel like doing it anymore. Now its been about 2 weeks since I worked on the game.

Do you have any tips for this? How to not get burnout and keep doing progression on the development.

https://redd.it/1m1lpym
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r/Unity3D

CreateAssetMenu(fileName="NewNPCDialogue", menuName ="NPC Dialogue")
public class NPCDialogue : ScriptableObject
{
    public string npcName;
    public Sprite npcPortrait;
    public string dialogueLines;
    public bool autoProgressLines;
    public bool endDialogueLines; //Mark where to end dialogue
    public float typingSpeed = 0.05f;
    public AudioClip voiceSound;
    public float voicePitch = 1f;
    public float autoProgressDelay = 1.5f;


    public DialogueChoice choices;
}


System.Serializable
public class DialogueChoice
{
    public int dialogueIndex; //Dialogue line where choices appear
    public string choices; //Player response options
    public int nextDialogueIndexes; //Where choice leads
}


I hope anyone can help me on this

https://redd.it/1m1m5vq
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r/Unity3D

Choice Button Not Appearing

I am currently build a 2d top-down rpg game for my FYP. So, im following this Youtube Playlist . So, when i finish follow the codes and step on this video "Create a Dialogue SYstem with Branching Choices", My choice button is not appearing. It should be like this

https://preview.redd.it/1ro071aaaadf1.png?width=878&format=png&auto=webp&s=93cf3765f6b0c0c6d859e4f00e8ccb4345cfbdce

but the Yes and No button is not appear.

So here is the inspector for my NPC scriptable object

https://preview.redd.it/8wsqrwiqaadf1.png?width=373&format=png&auto=webp&s=09b501ca624228efb00925416a392c408b525b4e

https://preview.redd.it/cvpcxgtraadf1.png?width=355&format=png&auto=webp&s=3d881489c499fe0c084101b9ba0b948c178a04fa

And then here is the inspector for my DialogueController an empty object just to hold my script for dialogues. So, here is the codes that related with this problem. I think?

1. NPC.cs

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;


public class NPC : MonoBehaviour, IInteractable
{
    public NPCDialogue dialogueData;
    private DialogueController dialogueUI;
    private int dialogueIndex;
    private bool isTyping, isDialogueActive;


    private void Start()
    {
        dialogueUI = DialogueController.Instance;
    }


    public bool CanInteract()
    {
        return !isDialogueActive;
    }


    public void Interact()
    {
        //if no dialogue data or the game is paused and no dialogue is active
        if(dialogueData == null || (PauseController.isGamePaused && !isDialogueActive))
        {
            return;
        }


        if (isDialogueActive)
        {
            //Next line
            NextLine();
        }
        else
        {
            //Start dialogue
            StartDialogue();
        }
    }


    void StartDialogue()
    {
        isDialogueActive = true;
        dialogueIndex = 0;


        dialogueUI.SetNPCInfo(dialogueData.npcName, dialogueData.npcPortrait);
        dialogueUI.ShowDialogueUI(true);
        PauseController.SetPause(true);


        //Type line
        DisplayCurrentLine();
        //StartCoroutine(TypeLine());
    }


    void NextLine()
    {
        if (isTyping)
        {
            //Skip typing animation and show the full text
            StopAllCoroutines();
            dialogueUI.SetDialogueText(dialogueData.dialogueLinesdialogueIndex);
            isTyping = false;
        }


        //Clear Choices
        dialogueUI.ClearChoices();


        //Check endDialogueLines
        if(dialogueData.endDialogueLines.Length > dialogueIndex && dialogueData.endDialogueLinesdialogueIndex)
        {
            EndDialogue();
            return;
        }


        //Check if choices and display
        foreach(DialogueChoice dialogueChoice in dialogueData.choices)
        {
            if(dialogueChoice.dialogueIndex == dialogueIndex)
            {
                //Display choices
                DisplayChoices(dialogueChoice);
                return;
            }
        }


        if(++dialogueIndex < dialogueData.dialogueLines.Length)
        {
            //If another line, type next line
            //StartCoroutine(TypeLine());
            DisplayCurrentLine();
        }
        else
        {
            //EndDialogue
            EndDialogue();
        }
    }


    IEnumerator TypeLine()
    {
        isTyping = true;
        dialogueUI.SetDialogueText("");

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r/Unity3D

I published my first Bullet Hell!
https://youtu.be/1tMnbylTl1w?si=E6ky3QCZa2Egm52I

https://redd.it/1m1iix3
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r/Unity3D

Unity's new Graph Toolkit is now available as an experimental package in Unity 6.2

Hey folks, Trey here from Unity’s Community team.

Just wanted to share that Graph Toolkit (GTK) is now available as an experimental package in Unity 6.2’s Supported Release. If you haven’t been following the earlier updates, this is a new framework that makes it much easier to build custom graph-based tools directly inside the Editor.

This is ideal for things like dialogue trees, or any visual workflow you want to create. The big difference compared to GraphView is that GTK includes serialization, undo/redo support, and more. It is designed to take a lot of the heavy lifting off your plate.

It is also the same toolset Unity is using internally for new animation systems, so it is already being tested in real-world scenarios.

Full announcement, docs, sample links, and a short feature video are all here:
https://discussions.unity.com/t/unity-s-graph-toolkit-experimental-available-today-in-unity-6-2/1664909

Quick highlights:

Build your own custom node-based tools directly in the Editor
Based on early testing, some teams built tools 2x faster compared to GraphView
Install it from Package Manager → "+" → "Install package by name..." → `com.unity.graphtoolkit`

What’s coming next:
This first experimental release focuses on the core building blocks. Upcoming features include:

Support for vertical graphs and flow
More node customization options
Stability and polish improvements

If you give it a spin, the team would love your feedback. GTK has been shaped by real developer input, and your ideas will help guide what we prioritize next. Bug reports, feature requests, and even “this feels clunky” notes are all welcome.

Thanks for all the feedback so far, and I’ll be around if you have questions or run into issues getting started.

– Trey
Senior Community Manager at Unity

https://redd.it/1m1dt4p
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r/Unity3D

addCapsuleCollider
https://redd.it/1m1bmsi
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r/Unity3D

I just spent almost 2 hours creating an editor plugin that tracks how long you wait for compile times - best 2 hours spent of my life (should I add that to the total time?)
https://redd.it/1m19id2
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r/Unity3D

I'm trying to create a Glassmorphism-style UI, but I'm using Ui Toolkit and it doesn't currently support shaders. Should I try to fake it with a fullscreen shader or abandon UI Toolkit completely
https://redd.it/1m1799k
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r/Unity3D

Second Indie Dev Log Video is out
BillboTheDev" rel="nofollow">https://www.youtube.com/@BillboTheDev

https://redd.it/1m15fzg
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r/Unity3D

Unity 2D

Galdia

Major Update Alpha 1.0 Release 07/15/25

Huge Graphic Overall has been made to the game.

Dungeon Levels available are 1 - 4.

More graphic upgrades to come...

https://store.steampowered.com/app/3692370/Galdia/


https://redd.it/1m13v3p
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r/Unity3D

[Minigunner] Item Showcase #2: Voltage Regulator - Get close to enemy attacks to build voltage with every near miss and unleash a growing electric field

https://redd.it/1m0sz9r
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r/Unity3D

Unity Hub Beta 3.13.1 is rolling out

Hey folks, Trey here from Unity’s Community team.

Coming in hot: a new beta version of the Unity Hub (3.13.1) is rolling out now. If it's not live yet, it should be any time. It includes a bunch of quality-of-life updates, including one that I know some of you have been waiting for:

The “Create Local Project” option is no longer buried at the bottom of your Cloud projects list.
It now appears above your existing Cloud projects, so you don’t have to scroll endlessly to start a new offline project. It’s a small change, but it fixes a pretty annoying pain point.

https://preview.redd.it/8vmtiuh5k3df1.png?width=2050&amp;format=png&amp;auto=webp&amp;s=9665ab4f7ef3e11ef4f850f363180ce1df15cea7

A few other highlights:

Sorting and column visibility now persist across restarts
You can hide certain columns (UVCS, cloud, favorites)
UI improvements for tooltips and file paths
Left-hand navigation menu is now collapsible
The “Community” tab has been renamed to “Resources”
Stability improvements for the download manager

Full changelog and screenshots are posted on Unity Discussions here:
https://discussions.unity.com/t/hot-off-the-presses-hub-beta-3-13-1/1667412

To access the beta build:
Open the Hub → Settings → Advanced → Set your Channel to “Beta”

As always, I’m here to help clarify things or pass feedback along to the right folks, not trying to market anything. Just want to make sure you're looped in when fixes and updates come straight from your feedback.

Appreciate this community and the passion you all bring. Let me know if anything feels off in the update.

– Trey
Senior Community Manager at Unity

https://redd.it/1m0sps5
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r/Unity3D

I need help.

I've been trying to write code in Unity for about two months now, and I think I'm stuck in what people call "tutorial hell." I understand what the code does, but when I try to write it from scratch, I just stare at the screen. How can I overcome this?

https://redd.it/1m0q4cj
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r/Unity3D

A new enemy for my game
https://redd.it/1m1tfnu
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r/Unity3D

how to fix rigidbody 2d box getting stuck on tile maps in unity 6

using merge composet is all weird and i float across it with my ground detection

https://redd.it/1m1r2qt
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r/Unity3D

Recoilance - A game made in ONE week (difficult!)

https://redd.it/1m1ljje
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r/Unity3D

        foreach(char letter in dialogueData.dialogueLinesdialogueIndex)
        {
            dialogueUI.SetDialogueText(dialogueUI.dialogueText.text += letter);
            SoundEffectManager.PlayVoice(dialogueData.voiceSound, dialogueData.voicePitch);
            yield return new WaitForSeconds(dialogueData.typingSpeed);
        }


        isTyping = false;


        if(dialogueData.autoProgressLines.Length > dialogueIndex && dialogueData.autoProgressLinesdialogueIndex)
        {
            yield return new WaitForSeconds(dialogueData.autoProgressDelay);
            //Display the next line
            NextLine();
        }
    }


    //void DisplayChoices(DialogueChoice choice)
    //{
    //    for(int i = 0; i < choice.choices.Length; i++)
    //    {
    //        int nextIndex = choice.nextDialogueIndexesi;
    //        dialogueUI.CreateChoiceButton(choice.choicesi, () => ChooseOption(nextIndex));
    //    }
    //}


    void DisplayChoices(DialogueChoice choice)
    {
        Debug.Log("Displaying Choices for index " + dialogueIndex);


        for (int i = 0; i < choice.choices.Length; i++)
        {
            int nextIndex = choice.nextDialogueIndexesi;
            GameObject button = dialogueUI.CreateChoiceButton(choice.choicesi, () => ChooseOption(nextIndex));
            Debug.Log("Button created: " + button.name);
        }
    }




    void ChooseOption(int nextIndex)
    {
        dialogueIndex = nextIndex;
        dialogueUI.ClearChoices();
        DisplayCurrentLine();
    }


    void DisplayCurrentLine()
    {
        StopAllCoroutines();
        StartCoroutine(TypeLine());
    }


    public void EndDialogue()
    {
        StopAllCoroutines();
        isDialogueActive = false;
        dialogueUI.SetDialogueText("");
        dialogueUI.ShowDialogueUI(false);
        PauseController.SetPause(false);
    }
}

2. DialogueController.cs

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;


public class DialogueController : MonoBehaviour
{
    public static DialogueController Instance { get; private set; } //Singleton Instance


    public GameObject dialoguePanel;
    public TMPText dialogueText, nameText;
    public Image portraitImage;
    public Transform choiceContainer;
    public GameObject choiceButtonPrefab;




    // Start is called before the first frame update
    void Awake()
    {
        if (Instance == null) Instance = this;
        else Destroy(gameObject); //Make sure only one instance
    }


    public void ShowDialogueUI (bool show)
    {
        dialoguePanel.SetActive(show); //Toggle the ui visibilty
    }


    public void SetNPCInfo (string NPCName, Sprite portrait)
    {
        nameText.text = NPCName;
        portraitImage.sprite = portrait;
    }


    public void SetDialogueText (string text)
    {
        dialogueText.text = text;
    }


    public void ClearChoices()
    {
        foreach (Transform child in choiceContainer) Destroy(child.gameObject);
    }


    public GameObject CreateChoiceButton(string choiceText, UnityEngine.Events.UnityAction onClick)
    {
        GameObject choiceButton = Instantiate(choiceButtonPrefab, choiceContainer);
        choiceButton.GetComponentInChildren<TMP
Text>().text = choiceText;
        choiceButton.GetComponent<Button>().onClick.AddListener(onClick);
        return choiceButton;
    }
}

3. NPCDialogue.cs (scriptable object)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

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r/Unity3D

Created a tool that generates Unity UI from an Image
https://redd.it/1m1k5vx
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r/Unity3D

Today I finished 3 other sides for my character. Thoughts?

https://redd.it/1m1h7ei
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r/Unity3D

Spent 600 hours to learn pixel art starting from 0 drawing skill. Did I? Meet Evelyn and Ostin, first characters of my game I develop solo. Any feedback and sprites suggestions are very welcome

https://redd.it/1m1cv79
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r/Unity3D

Hey hey! We want to share with you our animation of Princess slapping a Dragonfly. Let us know your thoughts about it!
https://redd.it/1m1b1a5
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r/Unity3D

Just released a free pixel art Platformer Starter Pack – 32x32, beginner-friendly, and perfect for prototyping!
https://redd.it/1m193kp
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r/Unity3D

Hello y'all, I created a pizza automation game in Unity and released demo for Automation Fest. You can use pizza toppings as resources and you try to create automation system by using money and energy. Demo is very early version even for demo but you can experience the game.All feedbacks are welcome

https://redd.it/1m16enq
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r/Unity3D

Easiest way to make toon shader
https://youtu.be/03PTGZhLfJU?si=E-TqPX-B-BcC--fg

https://redd.it/1m14al6
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r/Unity3D

My 5 years in making mobile space game is officially out!
https://redd.it/1m0y1mi
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r/Unity3D

Carefully animating the little worlds I'm creating for my upcoming game!
https://redd.it/1m0u5ke
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r/Unity3D

Trying out two split-screen styles for our co-op game — which one feels right?

https://redd.it/1m0kvi6
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r/Unity3D

I made a little hazmat suit guy for my game. What do you think
https://redd.it/1m0mt48
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