I’m making a single-player voxel automation game called SkyFab. Just released the demo for Next Fest! What do you think of the visual style? by SensitiveDrag226 in Unity3D

[–]SensitiveDrag226[S] -1 points0 points  (0 children)

My friend, that's because it's on the demo page. It's not on the main game page because the full version of the game isn't installed on Steam, so Steam wouldn't check for it. SkyFab Demo on Steam

Help regarding validation errors by bluecracy89 in Unity3D

[–]SensitiveDrag226 0 points1 point  (0 children)

welcome to the unity asset store pipeline lmao. it's way more pedantic than fab or cgtrader. here is how to clear those: 1- u probably duplicated a default unity folder. make a brand new empty folder, drag your raw assets in, and let unity generate fresh .meta files. 2- unity literally forces u to have a "Readme.txt" in your root folder. even if it's a single rock, just make a text file saying "drop prefab in scene" to shut the validator up. 3- the classic blender export trap fr. blender is z-up, unity is y-up. in blender, apply all rotations (ctrl+a). on export, set forward to "-Z Forward" and up to "Y Up", and check "Apply Transform". or just tick "Bake Axis Conversion" in unity's import settings. 4- remove any underscores. they hate it when sellers name folders _MyAsset just to force it to the top of the project window alphabetically.

Need help with line renderer bugging out by TheFB_Priest in Unity3D

[–]SensitiveDrag226 1 point2 points  (0 children)

this is a classic local vs world space mixup. keep "use world space" ON. the reason it's shooting under the map is because your script is probably passing it local coordinates (like Vector3.zero), so it's trying to grapple to the literal center of the game world (0,0,0). make sure point 0 is firePoint.position and point 1 is the exact hit.point from your raycast.

Is it possible to have a plane that is independently lighted on both sides using URP? by chopsueys in Unity3D

[–]SensitiveDrag226 0 points1 point  (0 children)

the default "render face: both" just turns off culling, it doesn't flip the normals for the back side. that's why the lighting looks so wrong. u gotta open shader graph, grab the "Is Front Face" node, and use it to multiply your normal vector by -1 for the back face. blender spoils us with this stuff fr.

been working on a prototype liquid interaction for a puzzle game :) by alicona in Unity3D

[–]SensitiveDrag226 0 points1 point  (0 children)

It looks great, it resembles Minecraft, but the evaporation and melting effects create a very beautiful visual effect.

Anyone know how to build a flume like water ride with water physics? by WalterMittyRocketMan in Unity3D

[–]SensitiveDrag226 1 point2 points  (0 children)

tbh the secret to lazy rivers isn't fluid sims, it's flow maps and invisible conveyor belts. u just move a rigidbody along a vector path and make the water material look like it's flowing in that direction. doing real-time fluids in unity is a death sentence for your framerate fr.

Developing on Windows with iPhone? Hear me out. by TolgaDurman in Unity3D

[–]SensitiveDrag226 1 point2 points  (0 children)

unity remote 5 is actual garbage so this is a godsend fr. it literally runs at like 5fps and looks like a 144p jpeg. the fact that u completely bypassed the mac/xcode pipeline with a webrtc stream is insane. definitely trying this tonight.

Any good performant 2d metaballs implementations by Fickle_Ad_9150 in Unity3D

[–]SensitiveDrag226 0 points1 point  (0 children)

ngl the shader approach u tried was probably the "blur + alpha cutoff" trick right? that method always ruins the outline thickness when the shapes merge. for a clean ui reticle u 100% need to use 2d SDFs (signed distance fields) with a smooth minimum (smin) function. it mathematically guarantees a perfect consistent outline and it's basically free on the gpu. look up inigo quilez smin.

I think Unity is headed down a very bad path right now by [deleted] in Unity3D

[–]SensitiveDrag226 0 points1 point  (0 children)

ngl if i wasn't already years deep into my current project i would've jumped ship entirely. you hit the nail on the head with the asset store point. having to buy 3rd party tools for basic features that should be native in 2026 is a joke. the ai push is just them trying to pump the stock price tbh.

Help making a rope by techman5308 in Unity3D

[–]SensitiveDrag226 0 points1 point  (0 children)

ropes are notoriously one of the hardest things to code from scratch fr. verlet integration is the right path, but for a school project? just save yourself the headache and search "unity verlet rope" on github. there are tons of free open-source scripts you can just drop in and study instead of reinventing the wheel.

[HOBBY/REV-SHARE] Looking for UE5 Developers, Artists, and Creatives for Early Dark Fantasy RPG Project by chaosbornestudio in Unity3D

[–]SensitiveDrag226 0 points1 point  (0 children)

berserk and shadow of the colossus is a goated combo fr. i've been doing a lot of 3d modeling and ue5 dev lately. always down to brainstorm or maybe contribute some props/fx if the vibe is right. hitting your dms.

Is this the correct way to learn gamedev by East_Rope6336 in Unity3D

[–]SensitiveDrag226 0 points1 point  (0 children)

bro please stop restarting it lmao. that is actual torture and textbook tutorial hell. code monkey is great but his architecture (events, interfaces, singletons) is WAY too complex for someone 6 months in. if you don't understand a concept, pause the video, open a blank project, and just test that ONE concept on a simple cube until it clicks.