Questions tagged [unity3d]

Unity, also referred to as Unity3D, is a cross-platform game engine with a built-in IDE developed by Unity Technologies. It is a commercial development platform for creating games, interactive 3D applications, training simulations, and medical and architectural visualizations.

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1answer
101 views

Creating a Client-Side Prediction and Server Reconciliation

Preface I have been trying to find out "How to make Client-side Prediction and Server Reconciliation" from scratch with an easy-to-understand code in C#. So I decided to make my own ...
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1answer
95 views

Unity Static Singleton JSON Serialisation

I have a static PlayerData singleton which stores all the data for the player (gold, upgrades, heroes etc) but JsonUtility ...
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1answer
80 views

Shortest Route Algo Terribly Slow

First post. I posted this on stack as well but somebody suggested I post it here too/instead. I wrote a shortest-path script for a Unity game project, and while it works, it gets so slow when applied ...
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Two sets of scripts for a Katamari Damacy-style game

I would like some feedback on trying to implement SOLID principles to my Katamari Damacy-style game, I have provided below the 'original' script which accomplished a variety of tasks, and then the '...
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1answer
76 views

Is my unity component validation overkill?

Unity scripts need access to components they will be using, my solution here guarantees that a script will have a valid reference to a component it needs, but is this solution overkill, or hard to ...
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1answer
83 views

Remove redundancies in similar properties

I have a lot of redundancy here, but I am not sure how could I make it look shorter. ...
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53 views

Unity C# CubeController script (jumping & moving the cube)

I'm kinda new to C# and Unity, coming from PHP/Python background. So I'm curious, if this CubeController script can be considered a bad code. I mean the coding style, performance, & overall Unity ...
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152 views

Multithreaded pathfinding in Unity C#

I've tried to implement multithreaded pathfinding in an attempt to increase performance, but if anything, performance seems to actually decrease when I enable multithreading. Is there anything I ...
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4answers
3k views

C# - Standard 52 card deck

I made a 52 standard deck generator for practicing my C#. Just to let you know I am using the unity editor. I would your feedback as to whether my code is good/bad or whatever you may desire. ...
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0answers
239 views

C# Procedural Mesh Generation Optimization

I'm making a terrain-deformation system in Unity that utilizes the common marching-cubes algorithm. So far I've gotten the system working, employed Unity's job system and burst compiler, and managed ...
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0answers
81 views

How should I go about implementing rust into the unity3d engine?

Recently, I've explored using rust as a scripting language for unity. My current method involves creating a DLL from rust, and loading it into my game at runtime. It requires that the user use a ...
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2answers
759 views

Optimizing Infinite terrain in Unity

I wrote a infinite terrain script which works! Saddly everytime the player moves a chunk it lags for a moment. I know my code isn't great but I'm here to learn why and get this working too :D <...
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2answers
112 views

Spawning random small cubes in a big invisible cube using Unity C#

My goal was to create a big invisible cube and inside that spawn small random cubes. These small cubes would have: A random position within the big cube. A random colour. A random size. A random ...
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0answers
37 views

Shader for 1-bit color palette + a VFX ramp

I'm making a Unity game with a "1-bit" color palette, a la Downwell - the vast majority of the screen will end up being in black and white, but unlike true 1-bit graphics, some highlights ...
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4answers
5k views

Snake Game in C#

Recently, I have been trying to learn SOLID principles. I learn the best through criticism. I made this snake game in Unity with C#, where I put my current understanding of SOLID principles to test. ...
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1answer
51 views

Unity C# - Radar works but performance is horrible (Update & LateUpdate)

Hello I need help to optimize this code. I have a radar and it gets the enemies from a list and adds an image to their location to track them. I use Update to remove the images and LateUpdate to add ...
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1answer
97 views

Unity animations code [closed]

I'm currently working on a live keyboard demo on unity. I've animated every key but my script spans over 2000 lines. I'm fairly happy with my script but I know theres better ways to do it. I have ...
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0answers
56 views

Unity - Rail Shooter Player Ship Movement Handler

I'm currently learning C# so that I can do some projects with the language. To provide some fun learning I'm also learning the Unity engine at the same time. Currently I'm following a tutorial for ...
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0answers
123 views

Is this a good pattern design for a Unity dispatcher for creating thread safe methods?

Well, my intention here is to allow users to execute Unity methods/properties in other threads by using this Dispatcher implementation: ...
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1answer
527 views

Unity surface shader to blend between adjacent tiles

I'm experimenting in Unity with a tile-based game with crisp 32x32 tile textures and pixel perfect camera. I did not like the results coming from Unity's default ...
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2answers
83 views

C# and unity. Moving an object to a target and destroy target once we're close

This is my first ever c# script. I have played around a little and I think this is some proper c# code. Since it's my very first c# ever, I'm assuming there's a few mistakes, things that could be ...
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1answer
148 views

A level generation script in Unity

I'm doing my first big unity project and I'm really unsure about my current code I use for my level generation. I would greatly appreciate any feedback. I'm very new to c# and I'm not at all aware of ...
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2answers
73 views

Speed Up Flow Field Algorithm?

I am slowly creating a flow field pathfinding solution for Unity3D. I'm trying to follow Elijah Emerson's description, which appears in the book 'Game AI Pro' (volume 1). In this question I ask about ...
3
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1answer
70 views

Coordinates Struct for Flow Field Pathfinding... am I doing this right?

I am slowly creating a flow field pathfinding solution for Unity3D. I'm trying to follow Elijah Emerson's description, which appears in the book 'Game AI Pro' (volume 1). The map is divided into ...
7
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2answers
349 views

Strongly typed unit system in C#

I am working on a Units library for a personal project that is a physics-heavy C#/Unity3D game, and I am looking to improve it in a few areas: Is there a way to reduce the code duplication? Is ...
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1answer
52 views

Unity Gravity script lowering FPS because of overlap sphere checking collision

What are some ideas or ways that I can increase the efficiency of this gravity script because it is way to depending for what i want it for. The game has a target at the center and there are objects ...
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0answers
22 views

Callee specifying more spectific behaviour of the caller

I am working on a game in Unity/C#. I have a section of code that both feels like the best solution and code smell. There are two objects. A player, and something interactable. The interactable object ...
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1answer
52 views

Basic Beginner Unity Project with a bouncing corona

At first I wasn't really proud of this one, but then I decided that I need to know what's so bad about it? Why does it feel unsatisfying? How can I do it better? So yeah here's a unity project that ...
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1answer
81 views

My simple implementation of a DI container

I decided to make my own light DI container. I know about Zenject, etc. I wanted a very light analog. I'm concerned about a few things: 1) is it correct to use struct instead of class for reference ...
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1answer
50 views

Optimising multiple string splits and concatenations

I'm writing a program in Unity and am using a TextMeshProUGUI object (named history) to hold a list of messages to act as a ...
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2answers
76 views

Storing and calculating extremely large/small numbers in C# using a Scientific Notation struct

I've been working on an incremental game that I will need to store extremely large scientific numbers. as a part of this game, precision is only important for numbers within similar magnitudes. If a ...
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0answers
44 views

Simple Unity program for a research experiment

I'm developing a small C# Unity application to display stereoscopic images as part of a wider research study. Since the experiment consists of unique stages (Start, during a trial, between trials, ...
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1answer
63 views

detecting isolated voxel-blob in 3D cube with breadth first search

I just recently got into c# and Unity coding, and would like to put this algorithm and code up for review to check how I'm doing. I've only been working by myself, so it would be interesting to hear ...
3
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1answer
157 views

Generic object pooler implementation for Unity prefabs

2 scripts: - ObjectPooler - PoolableObject The ObjectPooler acts as a singleton manager of poolable objects. Any prefab can be instantiated using the pooler via: ...
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0answers
3k views

Unity3D Property Drawer for a MinMaxSlider

This is a bit of an interesting one. Read about custom Property Drawers in the Unity Docs. Read about MinMaxSlider in the Unity Docs. Unity's ...
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1answer
832 views

Executing a sequence of actions over time in Unity

This script executes a sequence of actions over time and is based on the methods exposed by the UrhoSharp framework. I am new to Unity, but well acquainted with C# so I know what I'm doing for the ...
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3answers
597 views

C# Event Manager without allocations

I'm using my own Action-based Event Manager for a while and looking for ways to improve it. Mainly it's used in game development, where excessive garbage generation can lead to severe consequences. ...
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2answers
156 views

Finding a way to make this 2D loop faster?

So I'm creating a unity3D game with infinite terrain and it's going great! However, I'm struggling with a specific but important part of the 'infinite' terrain. Make the terrain actually infinite. I ...
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0answers
130 views

Unity rotator script

I was playing around with Unity's new Entity Component System and I was trying to implement a rotator system. This is what I came up with: Component Data: ...
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0answers
39 views

Accurate && precise location data within a timeframe (session)?

Scenario A session would start & end within a time frame. Within this time frame, the device would be moving within a constraint environment. The movement would be extremely slow (slow-walking to ...
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0answers
47 views

Manage independent script component architecture in unity

I have different set of objects where I have to show Name UI and Menu UI using OnMouseDown and on OnMouseEnter Events. Remember ...
3
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1answer
12k views

Generate Unique ID in C#

Objective To create a unique id with few characters as possible. Language: C# Engine Unity3D Target : iOS && iPadOS Scenario I found quite a few solutions from Stack Exchange but would ...
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0answers
125 views

Access a variable after several references

I have a team lead that used to write references in a single script then access it in every script. Like for accessing a variable he has to write code in this way ...
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1answer
4k views

Non-blocking TCP and UDP in Unity3D Game Engine

I would like constructive criticism of a networking plugin I've written for Unity 3D. The use-case of the code is for people in "creative coding," where simple TCP and UDP messages are used for ...
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3answers
593 views

Averaging quaternions

To compensate for shaky hands when holding a mobile device I'm averaging the rotation of the phone over the last n (in this case 16) frames, and setting the camera'...
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0answers
42 views

Imrpove code for loading components [closed]

It is a usual pattern when creating a new component, to load references to other components of the same GameObject. Here is an extreme case: ...
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0answers
48 views

Procedural Generation

I'm currently working on a procedural generated terrain. I've written the Chunk script, and it works great. When I generate a few chunks in Unity, it runs alright, but it could definitely run better!...
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3answers
719 views

Improving Game EventSystem

There is a Unity EventManager class from Unity tutorial that allows events to be registered, unregistered and invoked. The bad side of that ...
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2answers
1k views

Bouncing map back into its bounds, after user dragged it out

Users like exploring maps, seeing all that is around. However they tend to go too far. To prevent the map from getting lost to the user it bounces back into the set bounds, as defined by a rectangle. ...
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2answers
45 views

Unity Custom InputManger for Cross-Platform Input

I have been working on my game for quite a while. one of its key features is cross-platform local multiplayer for example 2 players on 1 keyboard and some people on the controller. However after ...

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