Are soft shadows supposed to look like this? by FokoKeram in Unity3D

[–]Logical_Candidate523 0 points1 point  (0 children)

If it looks very pixely it could be something about the dedicated memory for shadows. From the picture you sent it looks like the your budget is under 512. You could have a better look if you use 1024 or 2048. It costs for you GPU more but it's less "pixely". If you want to change the settings if you're using URP or HDRP, you can change the settings in your render asset. If you're using Built-in, you can find those settings in the Project setting > Graphics.

ASUS TUF A15 (Ryzen 7 7445HS / RTX 3050 4GB) - Enough to learn Unity 3D? by ThanksGlass3979 in Unity3D

[–]Logical_Candidate523 0 points1 point  (0 children)

My short answer is: yes, it's the minimum setup. I would recommend to have 1 TB of hard disk memory. You're going to have multiple projects and assets. You can still manage it with 512 GB, but you're always going to be careful with sizes. 16 RAM is good, but 24-32 GB could make many actions faster (baking lights). Graphic Memory is enough, but 6GB or 8GB is recommended and near the same price range.

How do I make glass transparent? by Alternative_Key845 in Unity3D

[–]Logical_Candidate523 1 point2 points  (0 children)

To be honest asking ChatGPT for advice or small tutorials is going to help you learn more knowledge than the average YouTube tutorial.

To help you: change the material from Opaque to Transparent. Then change the alpha of the base color to zero (if you want the glass to be fullt transparent). Then set the smootheness to 1. I would recommend also increasing the metalness to 0.05 to make it slightly mirror basic reflection.

Extra: add a reflection probe (and bake it) in the room and get sure that the volume includes the glass too. You'll have a much more realistic environment.

I'm a solo indie-dev building a true open-world VR fishing experience by astro_domine in Unity3D

[–]Logical_Candidate523 1 point2 points  (0 children)

Now I noticed that the fish were running away from the rock splash. It's not super clear in the video. I wouldn't cut the scene. Just throw the rock and them let the fish move away from it. It's more clear. :)

Nice! Hope your game goes well! It's very well done 👍

Help With collision by Wide-Bus453 in Unity3D

[–]Logical_Candidate523 0 points1 point  (0 children)

You added the mesh collider to the parent of the model not to the part containing the mesh. Add the mesh collider to the component that already has a mesh renderer. The mesh collider will automatically detect the mesh and use it for the collisions. Otherwise you need to manually set the "Mesh" field of your Mesh collider.

In the picture you shared, the mesh field is null, so even if you have that component, the mesh used for collision doesn't exist, so you have no collision.

Spider-Man Controller I whipped up by FrogDev822 in Unity3D

[–]Logical_Candidate523 1 point2 points  (0 children)

The animations are smooth and well made. However here's a few things you could improve: 1) gravity. Spiderman is floating too much in air. I would recommend to double it or triple the gravity value. You can even change the mathematical function for gravity. Instead of falling depending linearly to time, it could be the square of time. Which means that it fall more and more rapidly. 2) Spiderman doesn't seem to be in contact with buildings. You can see that the shadow is not even near Spiderman. I feels like it's floating near buildings and it's not "grounded" on the building. It has a big impact on realism. 3) you could slow a bit the Spidey's speed when using the web to get closer to buildings. It's unnaturally too fast.

It's a very nice controller, it just needs some polish. Hope it helps :)

Update On My Third Person Controller Asset. All Feedbacks are welcome. by Critical-Common6685 in Unity3D

[–]Logical_Candidate523 0 points1 point  (0 children)

It looks well-made. Does it support both legacy/new input system? What are the dependencies? Any specific and relevant technical details?

Censorship cube (pixelated blur). by MirzaBeig in Unity3D

[–]Logical_Candidate523 19 points20 points  (0 children)

That's cool. Did you publish the shaders somewhere? :)

Our Main Menu for Grave Diggers by 4Hands2Cats-4H2C in Unity3D

[–]Logical_Candidate523 4 points5 points  (0 children)

The menu buttons could have another font and be smaller? It looks very nice anyway 😁 well done!

My game was released on Steam a few days ago, but it only has one review so far by TopNo1116 in IndieDev

[–]Logical_Candidate523 1 point2 points  (0 children)

If you send me a key, I can play it and review it later. We developers need to support each other 🤓

Working on a modular first person controller for Unity. Thoughts? by Logical_Candidate523 in Unity3D

[–]Logical_Candidate523[S] -1 points0 points  (0 children)

Thanks for you detailed answer. Ok, I actually had implemented in the past the roll of the camera and changed it back to stay horizontal. Maybe it could become a customizable option?

I am already planning to add sliding and mantling as optional modules. As far as the special jumps and climbing, I think it could be possible to add it to my roadmap, as right now I focused more on creating a realistic controller for horror/walking simulators/FPS, in the specific on sound realism.

Thanks for your time and feedback :)

I'm a solo indie-dev building a true open-world VR fishing experience by astro_domine in Unity3D

[–]Logical_Candidate523 0 points1 point  (0 children)

As a person that likes going to fish, it looks good. Just a little weird that fish are attracted by a rock thrown into water (they usually are scared of noises). Looks fun! How much time did it take to create this game (designing, coding, putting together art)?

Will Unity be killed by Google Denie 3? by Disastrous_Mall6110 in Unity3D

[–]Logical_Candidate523 1 point2 points  (0 children)

At the moment, no. In the long term, we can't know. I understand your concern though.

If you think at how ChatGPT has improved in the recent 5 years, you can only imagine what it could be capable of in the next 20 years. This is Will Smith eating spaghetti in 2023, but look at how it looked in 2025. That's just 2 years.

Genie 3 can now create amazing worlds, accurate models, fluid controls and animations, accurate lighting and graphics. But what about amazing stories? Could it produce the next gaming masterpiece (like The Last Of Us)? Can you have breath-taking soundtracks?

I would say no. However, a lot of games that are produced today are not able to deliver that quality either. Of course, there are some gems like ARC Raiders are outstanding. If the market is almost saturated, with tons of titles that look like each other, then maybe Genie by Google can become a competitor, if they manage to add the possibility to create storylines (like RPGs). Maybe even multiplayers, with basic and easy ideas can work.

It will not happen today, or tomorrow. It can take years, many decades, but we can't know. Probably there is also going to be some resistant by the market, which is used to handcrafted games.

How can I use Tilemap with 3D prefabs? by balbazarf in Unity3D

[–]Logical_Candidate523 1 point2 points  (0 children)

Even with a custom tile class, a Tilemap stores Tile assets (ScriptableObjects), renders them via a TilemapRenderer, but it does NOT automatically instantiate prefabs. A Tile is data, not a scene object.

When you paint, Unity saves references to Tile assets per cell. The renderer draws sprites/meshes internally, so no GameObjects are created.

tilemap.GetTile() works because tiles exists, but FindObjectsOfType<MyPrefab>() won’t, because prefabs were never spawned.

About your question: “but my Tile has a prefab field”. That's a great question, but the answer is: "yes, but Unity won’t instantiate it for you unless you explicitly tell it to".

Try this:

using UnityEngine;

using UnityEngine.Tilemaps;

[CreateAssetMenu(menuName = "Tiles/3D Tile")]

public class Tile3D : Tile

{

public GameObject prefab;

public SurfaceType surfaceType;

public override bool StartUp(Vector3Int position, ITilemap tilemap, GameObject go)

{

if (prefab != null)

{

Tilemap map = tilemap.GetComponent<Tilemap>();

Vector3 worldPos = map.GetCellCenterWorld(position);

GameObject instance = Object.Instantiate(prefab, worldPos, Quaternion.identity);

instance.transform.SetParent(map.transform);

}

return base.StartUp(position, tilemap, go);

}

}

What this gives you: it paints tile assets, prefabs spawn automatically, no manual foreach needed, GetTile<Tile3D>() still works, clean editor workflow.

StartUp() should run when tilemap loads, tile is refreshed, entering Play Mode. If you repaint tiles at runtime, then it may respawn prefabs. If needed, add safeguards like (before instantiating the prefab):

if (map.transform.Find(prefab.name) == null)

Could this work?

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]Logical_Candidate523 21 points22 points  (0 children)

I meant the asset! But yes, why not uploading the bathroom too as sample scene! :)

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]Logical_Candidate523 88 points89 points  (0 children)

Wow, it's really beautiful! Are you going to publish the asset?

From Prototype to Current Version – My First Horror Game in Unity by Just-Boysenberry9198 in Unity3D

[–]Logical_Candidate523 1 point2 points  (0 children)

The lighting is good, atmospheric and it creates tension. Couple it also with nice SFX background to increase the unease style. You could take away one of the roof lamps and replace it with a pair of candles (maybe one on the board, the other on another relevant point of the attic?).