r/UnityHelp

▲ 40 r/UnityHelp+9 crossposts

I grew up playing Cartoon Wars on my iPod got hooked on the side scrolling army battle style. Later, I got into The Battle Cats both had that fun, chaotic feel that stuck with me. So I decided to make something inspired by both.

What started as a small idea turned into a full project. I would love to hear your opinion, what do you guys think about the gameplay. Anything you’d like to see me add.

Right now, it’s only available on the App Store. Would love any feedback

Ps a rating would go a long way 🥹

🔗 https://apps.apple.com/us/app/summoners-clash-tower-defense/id6745975977

u/Financial-Coffee-484 — 14 hours ago
▲ 22 r/UnityHelp+4 crossposts

Unity Shader Warmup Solutions: Solving Stutters and Long Load Times in Unity 6

Hi everyone,

I’m looking for advice on Unity shader warmup solutions for our open-world survival craft co-op game, currently being developed in Unity 6 (6.3.11).

https://preview.redd.it/dr50mdccwp0h1.png?width=1920&format=png&auto=webp&s=f3a6c0fab5c0242e9604da99f3fd25dca530b403

We are currently stuck between a rock and a hard place regarding performance: we have massive FPS drops (stutters) when new shaders or areas are encountered, but our attempts to pre-warm them have caused even worse side effects.

The problems we are facing:

  • Shader Variant Collections (SVC): This is our biggest bottleneck. They fail to prevent the "compilation hitching" during gameplay, and worse, they have bloated our loading screens to over 10 minutes. Also SVC's are not fully compatible with modern graphic API's like DX12.
  • Pipeline State Objects (PSOs): While this is the intended modern solution, there is a known issue in Unity 6.3.11 that makes PSOs non-functional for our setup.
  • The "Camera Method": We tried force-rendering variants using a secondary camera during loading, but it doesn't seem to stop the stutters once those shaders appear in the main view.

The Goal:

I need a way to effectively warm up shaders to prevent stutters without forcing players into a 10-minute loading screen. In an open-world co-op setting, these hitches are making the game unplayable.

Questions for the community:

  1. How are you handling shader pre-compilation in Unity 6 given the current PSO bugs?
  2. Are there ways to optimize SVCs to reduce those 10-minute load times while still actually preventing stutters?
  3. Are there any custom-built or third-party solutions that handle asynchronous shader compilation more effectively for open-world environments?

You can check out the project here to see the scope we're working with:

Steam Link: https://store.steampowered.com/app/2354810/Elysium/

Any insights or technical workarounds would be a huge help. Thanks!

reddit.com
u/MGArslanX — 1 day ago

PLEASE URGENT HELP NEEDED!!

Hello everyone, I am new to the Unity engine and currently working on a project. I've encountered a challenge with the core logic of my project, and I would be very grateful if someone could offer guidance. If you are proficient in Unity, I would deeply appreciate your assistance with my project's core logic. \*\*My deadline for this project is in 72 hours\*\*, so any help would be greatly appreciated. We can connect eachother in discord and work together to solve my core logic.

Its placement logic uses snap points or something similar. I’m stuck on implementing a system for placing and stacking blocks like in Minecraft, but with my own prefabs made in Blender. Basically, I want the prefabs to stack perfectly on top of each other, just like stacking dirt blocks in Minecraft, while keeping every piece properly aligned and intact.

reddit.com

I need to pass an array of arbitrary length to Unity Shader Graph to iterate over each item in the array (Vector3s) and process them. I know you can't iterate in Shader Graph directly, so I am trying to make use of Shader Graph's Custom Function node. The problem is I can't figure out how to pass an array of data to the node. Shader Graph has no Vector3[] data type to pass as input, and global variables don't seem to be working either.

What is the correct approach for handling arrays of data in unity shader graph? Or is it simply not possible and i have to write the whole thing in HLSL?

reddit.com
u/moduspwnens9k — 10 days ago
▲ 15 r/UnityHelp+3 crossposts

Hey everyone! 👋

I’ve started a daily Unity tutorial series focused on learning one concept at a time for complete beginners.

Today’s video covers the Inspector Window — components, transforms, tags, layers, prefabs, multi-object editing, debug mode, and a few workflow tips that beginners usually miss.

I tried to keep it short, practical, and easy to follow instead of overwhelming people with too much information at once.

✅️ Topics covered:

GameObjects & Components

Transform basics

Tags & Layers

Prefab overrides

Add Component workflow

Multi-object editing

Inspector shortcuts

Play Mode warning

Debug Mode

Would love feedback from more experienced Unity devs on:

pacing

clarity

audio/editing

whether the explanations make sense for beginners

🎥 Video:

https://youtu.be/aGF5THl0pGw

Thanks!

u/MihTha012 — 6 days ago
▲ 1 r/UnityHelp+1 crossposts

My tilemap png doesnt have anything like that but as soon as i import it into unity it has this weird bleeding effect that doesnt reflect at all what the actual tilemap looks like. The last image has my current settings for the tilemap

u/Fun_Philosophy_7606 — 9 days ago
▲ 1 r/UnityHelp+1 crossposts

So I have a very simple animation that's supposed to simply move an object up. I created it and noticed that (even though it works in edit mode), after entering play mode the animation changes to one where all transform are set the ones the object has normally, at the start of the game.

I made a small edit to test something on an animation that worked perfectly and suddenly it had the same bug. Almost like any change made after a specific moment completely breaks the animation

reddit.com
u/JasnahsFeet — 10 days ago