Unity inspector glitch (everything disappeared and were replaced by black lines)
https://redd.it/1jyfg3i
@r_Unity3D
https://redd.it/1jyfg3i
@r_Unity3D
Reddit
From the Unity2D community on Reddit: Unity inspector glitch (everything disappeared and were replaced by black lines)
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I'm working solo on the photorealistic graphics in Unity 6 for my co-op horror game. What do you think? The demo is coming soon!
https://redd.it/1jygc0l
@r_Unity3D
https://redd.it/1jygc0l
@r_Unity3D
Why Won’t My Dialogue Box Animations Play?
I have an Issue in unity and I am turning desperate.
I'm running into an issue with my dialogue system in Unity where the "DialogueBoxOpen" and "CloseDialogueBox" animations aren't playing, even though the Animator clearly transitions into the correct states (though It looks weird in the Animator). I’ve confirmed this with debug logs, and I can see the Animator switching states at the right times.
\- I’m using "animator.CrossFade()", tried a few other ways to write it but also didn't work.
\- The "DialogueBoxParent" GameObject is active when the animations should play.
\- Root Motion is disabled.
\- I’ve double-checked the Animator Controller setup - the states and transitions all look correct.
\- When I play the game and go into the Dialogue, the animation bar (in the animator) is like one tenth blue and the rest is grey. No clue why it's doing that.
Despite all that, the animations just don’t visually play. I’m wondering if this could be related to:
\- Incorrect animation clip settings?
\- Some kind of conflict with another noscript or setting I’m overlooking?
Has anyone run into a similar issue or have suggestions for other things I should check? (I need to note that I am a beginner and I have never encountered this issue before.)
Tell me if I should specify more
https://redd.it/1jyh5lr
@r_Unity3D
I have an Issue in unity and I am turning desperate.
I'm running into an issue with my dialogue system in Unity where the "DialogueBoxOpen" and "CloseDialogueBox" animations aren't playing, even though the Animator clearly transitions into the correct states (though It looks weird in the Animator). I’ve confirmed this with debug logs, and I can see the Animator switching states at the right times.
\- I’m using "animator.CrossFade()", tried a few other ways to write it but also didn't work.
\- The "DialogueBoxParent" GameObject is active when the animations should play.
\- Root Motion is disabled.
\- I’ve double-checked the Animator Controller setup - the states and transitions all look correct.
\- When I play the game and go into the Dialogue, the animation bar (in the animator) is like one tenth blue and the rest is grey. No clue why it's doing that.
Despite all that, the animations just don’t visually play. I’m wondering if this could be related to:
\- Incorrect animation clip settings?
\- Some kind of conflict with another noscript or setting I’m overlooking?
Has anyone run into a similar issue or have suggestions for other things I should check? (I need to note that I am a beginner and I have never encountered this issue before.)
Tell me if I should specify more
https://redd.it/1jyh5lr
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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project getting 99% open then stops. Am I screwed?
I can see the hierarchy, the scene view loads, but the project window doesn't show any content and I can't click on anything. Version 2019.4.36f1
I've let it run for a couple hours and it never changes. it is a big project and always took a few minutes to load, and I didn't open the project for about 6 months between it working and not working now. Is there anything I can do other than revert to an older version?
https://redd.it/1jydvyw
@r_Unity3D
I can see the hierarchy, the scene view loads, but the project window doesn't show any content and I can't click on anything. Version 2019.4.36f1
I've let it run for a couple hours and it never changes. it is a big project and always took a few minutes to load, and I didn't open the project for about 6 months between it working and not working now. Is there anything I can do other than revert to an older version?
https://redd.it/1jydvyw
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Why are the marked lines smaller (the sprite is properly set up being No fiter / compression and with the right PPU)
https://preview.redd.it/425ckhqrzoue1.png?width=422&format=png&auto=webp&s=4f93cd8421df7e6d597c689b2cbfe7650e2458e4
https://redd.it/1jylu4z
@r_Unity3D
https://preview.redd.it/425ckhqrzoue1.png?width=422&format=png&auto=webp&s=4f93cd8421df7e6d597c689b2cbfe7650e2458e4
https://redd.it/1jylu4z
@r_Unity3D
I'm making a floating island generator in unity as a project for college using layered marching squares.
https://redd.it/1jyk6wj
@r_Unity3D
https://redd.it/1jyk6wj
@r_Unity3D
Reddit
From the Unity3D community on Reddit: I'm making a floating island generator in unity as a project for college using layered marching…
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Devlog: My Unity arena roguelike “Chains on Sand” – inspired by DF combat, early mockups + systems inside
Hi all!
I’m working solo on a Unity project called *Chains on Sand*, a dark fantasy arena roguelike inspired by the chaotic beauty of Dwarf Fortress’s combat engine.
The core loop is:
* Start as a weak, unequipped gladiator
* Fight in tactical, turn-based combat
* Win XP, loot enemies, gear up
* Lose and die permanently
* Climb in fame… or fall forgotten
I’m coding systems like limb targeting, knockdowns, blood loss, gear durability, traits, and a popularity mechanic that changes how the crowd reacts to your decisions (e.g., spare or kill a defeated opponent).
The art is still mostly mockups, but I’ve started shaping a visual style using AI placeholders and stylized UI concepts. I’d love any feedback — especially from other solo Unity devs!
[Itch.io page](https://tabulagames.itch.io/chains-on-sand) Happy to answer questions or swap dev tips!
https://redd.it/1jyohop
@r_Unity3D
Hi all!
I’m working solo on a Unity project called *Chains on Sand*, a dark fantasy arena roguelike inspired by the chaotic beauty of Dwarf Fortress’s combat engine.
The core loop is:
* Start as a weak, unequipped gladiator
* Fight in tactical, turn-based combat
* Win XP, loot enemies, gear up
* Lose and die permanently
* Climb in fame… or fall forgotten
I’m coding systems like limb targeting, knockdowns, blood loss, gear durability, traits, and a popularity mechanic that changes how the crowd reacts to your decisions (e.g., spare or kill a defeated opponent).
The art is still mostly mockups, but I’ve started shaping a visual style using AI placeholders and stylized UI concepts. I’d love any feedback — especially from other solo Unity devs!
[Itch.io page](https://tabulagames.itch.io/chains-on-sand) Happy to answer questions or swap dev tips!
https://redd.it/1jyohop
@r_Unity3D
itch.io
Chains on Sand by tabulagames
Tactical arena combat meets permadeath and blood-soaked legacy.