<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Unity on GameSweetGame</title><link>https://gamesweetgame.com/en/categories/unity/</link><description>Recent content in Unity on GameSweetGame</description><generator>Hugo -- gohugo.io</generator><language>en</language><lastBuildDate>Fri, 20 Feb 2026 12:31:00 +0900</lastBuildDate><atom:link href="https://gamesweetgame.com/en/categories/unity/index.xml" rel="self" type="application/rss+xml"/><item><title>Fix Character Movement Stutter in Unity</title><link>https://gamesweetgame.com/en/p/fix-character-movement-stutter-in-unity/</link><pubDate>Fri, 20 Feb 2026 12:31:00 +0900</pubDate><guid>https://gamesweetgame.com/en/p/fix-character-movement-stutter-in-unity/</guid><description>&lt;p&gt;Check if &lt;strong&gt;Min Move Distance&lt;/strong&gt; is set to 0 in your Character Controller.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Min Move Distance setting" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;I spent a long time tweaking movement code trying to figure out why the character was stuttering. Turns out, setting Min Move Distance to 0 fixed it right away.&lt;/p&gt;</description></item><item><title>Extract Animation Clips from FBX in Unity</title><link>https://gamesweetgame.com/en/p/extract-animation-clips-from-fbx-in-unity/</link><pubDate>Tue, 10 Feb 2026 11:29:00 +0900</pubDate><guid>https://gamesweetgame.com/en/p/extract-animation-clips-from-fbx-in-unity/</guid><description>&lt;p&gt;Select the FBX file and press &lt;strong&gt;Ctrl+D&lt;/strong&gt; to duplicate just the animation clip.&lt;/p&gt;
&lt;p&gt;&lt;img alt="FBX animation extraction" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;Make sure to finalize all settings before extracting.&lt;/p&gt;</description></item><item><title>Unity Editor Crash Fix: D3D11 Swapchain Device Reset/Removed</title><link>https://gamesweetgame.com/en/p/unity-editor-crash-fix-d3d11-swapchain-device-reset/removed/</link><pubDate>Wed, 28 Jan 2026 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/en/p/unity-editor-crash-fix-d3d11-swapchain-device-reset/removed/</guid><description>&lt;p&gt;I was working in Unity when suddenly the editor crashed with a D3D11 swapchain error — &amp;ldquo;Failed to present D3D11 swapchain due to device reset/removed.&amp;rdquo;&lt;/p&gt;
&lt;p&gt;After reopening, it would crash within 3 seconds every time.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Error screenshot" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;I tried everything — reinstalling Unity, changing versions — nothing worked.&lt;/p&gt;
&lt;p&gt;I initially suspected &lt;strong&gt;Wallpaper Engine&lt;/strong&gt; conflicting with DirectX in the background, but that wasn&amp;rsquo;t it either.&lt;/p&gt;
&lt;p&gt;The key symptom was that the editor was sluggish and unresponsive, but the scene and game view rendered fine before crashing. This suggested it wasn&amp;rsquo;t a rendering issue but something loading in the background.&lt;/p&gt;
&lt;p&gt;Then I noticed &lt;strong&gt;Windows Defender&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Defender" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The fix: Allow the Unity Editor and Unity Package Manager through Windows Defender Firewall.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;img alt="Firewall settings" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;My theory: Unity tries to communicate with Package Manager and other services on startup. The firewall blocks these requests, stalling the main thread, causing GPU timing to slip, and eventually triggering the D3D11 device reset.&lt;/p&gt;</description></item><item><title>Visualize Character Field of View with Unity Gizmos</title><link>https://gamesweetgame.com/en/p/visualize-character-field-of-view-with-unity-gizmos/</link><pubDate>Thu, 13 Mar 2025 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/en/p/visualize-character-field-of-view-with-unity-gizmos/</guid><description>&lt;p&gt;Unity has built-in Gizmo functions that get called automatically.&lt;/p&gt;
&lt;h3 id="ondrawgizmos"&gt;OnDrawGizmos()
&lt;/h3&gt;&lt;p&gt;Always visible in the Scene view.&lt;/p&gt;
&lt;h3 id="ondrawgizmosselected"&gt;OnDrawGizmosSelected()
&lt;/h3&gt;&lt;p&gt;Only visible when the object is &lt;strong&gt;selected&lt;/strong&gt; in the Scene view.&lt;/p&gt;
&lt;p&gt;Great for visualizing field of view, attack range, and other debug shapes.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Blue lines drawn in scene" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;</description></item><item><title>Unity Sword Trail Effect</title><link>https://gamesweetgame.com/en/p/unity-sword-trail-effect/</link><pubDate>Fri, 21 Feb 2025 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/en/p/unity-sword-trail-effect/</guid><description>&lt;p&gt;I added basic attack animations to my character controller.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Basic attack" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;Swinging the sword felt empty. Games I&amp;rsquo;ve played always had that afterimage trail effect when swinging fast.&lt;/p&gt;
&lt;h2 id="implementation"&gt;Implementation
&lt;/h2&gt;&lt;p&gt;Generate a mesh along the sword&amp;rsquo;s trajectory.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Sword trajectory as mesh" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;Draw a texture on the mesh and push it with a shader. The timing needs to follow right behind the sword&amp;rsquo;s path.&lt;/p&gt;
&lt;p&gt;To sync the timing, adjust the shader texture Offset while watching the sword in the animation.&lt;/p&gt;
&lt;p&gt;After searching for how animation stores shader texture values, I found &lt;code&gt;Material._MainTex_ST&lt;/code&gt;.&lt;/p&gt;
&lt;p&gt;Now I can control shader values through animation.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Sword trail texture following the blade" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;

 &lt;blockquote&gt;
 &lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; Set the shader texture mode to &lt;strong&gt;Clamp&lt;/strong&gt; instead of Wrap. Otherwise the texture keeps repeating. With Clamp, it extends the last pixel seamlessly.&lt;/p&gt;

 &lt;/blockquote&gt;
&lt;p&gt;&lt;img alt="Final result" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;Basic sword trail effect done. Next step: make it 3D and add more options for fancier effects.&lt;/p&gt;
&lt;h3 id="extra-tip"&gt;Extra Tip
&lt;/h3&gt;&lt;p&gt;&lt;img alt="Broken option" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;When keying the animation, use the &lt;strong&gt;Broken&lt;/strong&gt; tangent option to prevent the texture from visibly snapping back to the start when the attack animation ends.&lt;/p&gt;</description></item></channel></rss>