#πŸ’»β”ƒunity-talk

1 messages Β· Page 6 of 1

mild radish
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but dont code around pre-mature optimizations

native mirage
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My contractor wants me to make some miracles

mild radish
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whether its paid or not.. its best to get it working then make it better and then make it pretty

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just got to account for that ahead of time

slow dirge
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Texture resolution doesn't really have that much of an effect on performance. Unless you're hitting a memory bottleneck.

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You should profile and analyze different metrics. If want to go in depth on GPU performance, use a native profiling tool provided by the device producer.

native mirage
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Alright

mild radish
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i feel for ya tho.. just stay in scope while staying under hours 😈

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i usually will update my clients the first couple of days just so they can get a feel for the amount of time its going to take

forest otter
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Do you guys think messing around with the microgame lessons can teach you stuff? Like the FPS microgame, if I were to make more levels, alter/edit scripts depending on level scale, etc

mild radish
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you can slightly adjust this as you need to make the work match the deadline

mild radish
#

i'd also supplement it w/ lessons and your own research as you do..

forest otter
#

But the question is would it teach you ENOUGH

copper gust
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nothing will teach you "enough"

near wigeon
mild radish
#

you'll find new things.. but you'll not find the whole context for those things..

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it wont help at all unless you go out and research things as you go

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but it does help show u how things are typically built

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altho i've seen some questionable code in some of those microgames πŸ˜…

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but who of us havn't made questionable code

forest otter
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So even if I spend time in the microgame and making new scripts/altering old ones, I won't suddenly be able to make my own microgame

mild radish
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you can use it as a base..

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thats totally differnt

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i'd still learn the basics in a blank project tho

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less distractions

mild radish
#

the structure and stuff in some of those are stuff you learn from experience..

fair cove
mild radish
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and even if you did make the same game.. (you totally could recreate it)
its doubtful that the code that You write would be layed out the same

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4 years deep and I still have trouble sometimes figuring out some of the things in those.. like why they did it a certain way.. and how all that connects together

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but once you understand the basics you can kinda claw your way through it πŸ™‚

forest otter
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I mean I KNOW the basics of Unity, inspector, hierarchy, etc, I just have no idea how to structure code. Like for ADS I literally do

if (PlayerInput.Instance.ADS()
{
    m_HandContainer.LocalPosition = Vector3.Lerp(m_HandContainer.localPosition, m_ADSPosition, m_TransitionRate);
}
``` then when I do else I just reverse that
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I imagine a perfect system would be more complex

mild radish
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thats calling a public method from a Singleton.. a static Unity class/script

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eww.. the way they do m_var 🀒

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btw you can click and highlight those class/methods in the script and press F12 and it'll jump straight to the function/class you have selected

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can really help navigating around fully structured code

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it helps too to take notes.. and make a little flow-chart of how the code talks to each other

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you'll want to find the roots and branches of the systems

fair cove
# forest otter I imagine a perfect system would be more complex

"perfect" doesnt exist, but "good enough for your specific use case" does exist - sure there are better ways of doing what you want, but it sometimes comes down to if theres a need to change what you have if it works and is not causing significant performance issues, readability issues or maintainability issues - often if your doing something tedious or in a complex way and you ask yourself "theres gotta be a better way of doing this..." or "is there a way I can just have all this happen with less steps?" there usually is - for your specific code snippet, that actually looks like a fine solution to me, without any other context

#

Though if you want to learn about other maybe "better" ways to write code, id strongly suggest looking into something called "code patterns", a channel called "Infallible Code" imo, teaches a lot of it very well with practical Unity examples, but remember theres many ways to approach the same problem so there is no one "correct" way of doing most things in code, but there might be arguably "common conventions", things like "S.O.L.I.D" is good to learn about (which Infallible also covers), but in Unity you might not use all of that in the traditional way

mild radish
# forest otter I mean I KNOW the basics of Unity, inspector, hierarchy, etc, I just have no ide...

the code I wrote:

    void Update()
    {
        if (PlayerInput.Instance.ADS())
        {
            hand.localPosition = Vector3.Lerp(hand.localPosition, adsPos, Time.deltaTime * speed);
        }
        else
        {
            hand.localPosition = Vector3.Lerp(hand.localPosition, hipPos, Time.deltaTime * speed);
        }
    }```
the refactored version I showed my boss: πŸ˜„
```cs
    void Update()
    {
        targetPos = PlayerInput.Instance.ADS() ? adsPos : hipPos;
        hand.localPosition = Vector3.Lerp(hand.localPosition, targetPos, Time.deltaTime * speed);
    }```
fair cove
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Also, imo the best way to learn is through multiple projects, so for example, if you learn about the "singleton pattern" or you decide to use Scriptable Objects, make a project that only uses singletons or one that only uses ScriptableObjects, so you get to really understand how they work and their limitations, then you can try to apply them in a practical way to a really small project, one you could consider as a "micro game" if you want - thats just my personal advice, many ways to learn I personally find that a effective way to learn from my own experience

forest otter
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I don't know why but I feel like the microgame could've just, instead of having managers there own script, be integrated and abstracted into the player script as extensions

mild radish
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its also built to be simple enough for dev's of all spectrums to mess around with

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so there probably are big chunks of it that could be rebuilt as more production ready code..

dusky forum
mild radish
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but that would make it less approachable

forest otter
tranquil hamlet
#

hey guys does anyone know how to generate a method for steam networking i taught quick fix was supposed to do it for me but its refusing to

mild radish
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TLDR: Microgames give practice in observing and modifying systems, but mastery comes from building your own small projects and experimenting with patterns in isolation.

dusky forum
mild radish
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the more time u spend on the basics tho the more solid of a foundation you have to really get going with

fair cove
# forest otter I don't know why but I feel like the microgame could've just, instead of having ...

There are reasons why you might not want everything in one script, and sometimes having logic separated into managers or using something like "states" can be helpful but maybe not in all cases - for example, I would probably have a "InputManager" instead of have input in my player motor script, my reason is because if I spawn multiple players, or want to reuse the logic of my player for AI, all of a sudden my input now controls every "player" instead of just my player, this is the same reason I choose not to have input inside my "weapon" or "item" scripts, multiple items, multiple weapons now means multiple inputs - but if I know I will only every have 1 non-changable character, then a whole input manager might not make sense

mild radish
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my method was to use Unity playlists (liek someone going from install to -> simple game) this one is great https://www.youtube.com/playlist?list=PLFt_AvWsXl0fnA91TcmkRyhhixX9CO3Lw
and then i just over to specific unity tutorials doing what i wanted to do..
i learned and adapted them to what i wanted.. and when i got stuck i'd do my own googling/searching
(the docs help tremendously and most come with example code that does the basics for you)
then at the very end i went back to learn and checked out the pathways or certain tutorials covering gaps in my education

#

that process is still going ^ lol

forest otter
mild radish
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and yea, Monolithic scripts were a dirty secret of mine.. (my first player class was pushing 2000 lines)

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finally refactored it about 8 times and its now less than 500 πŸ’ͺ

dusky forum
mild radish
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ya, having individual inputs in every class thats affected by input would be a nightmare πŸ˜…
i much rather just have them pull the info from a Manager script that i can micromanage however i want during the dev process

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im still guilty of using the old input system and adding input everywhere as i build.. 🫠 .. just havent been comfortable enough with the new input system to make a solid class i can use as a cookie cutter drop in script

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i really should do that.. πŸ‘‹ Future me: Make an InputManager package!!!
-# todo spawcampgames

fair cove
mild radish
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i try.. im still not comfortable enough in my work-flow to break up everything that actually should be

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im getting there tho

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Event based classes are slowly getting implemented

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currently working on a new bootstrapper system..
i thought my last one was baller... until i looked at it recently and quitely questioned wtf i was thinking..

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its better than the 1 yr Unity me...
but by todays standards its nasty.. and i can do alot better πŸ˜„ lol

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my new one

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havent connected anything just yet.. but this is mainly all i want continuing forward

fair cove
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Event based classes are so helpful - someone introduced me to a "broadcaster" pattern (publisher-subscriber) where the thing your subscribing to doesnt have to know about the object that has the event, so it makes it easier for things to plug in and out of "global managers" and for other things to respond to the changes of global managers, when I figured out how to use that, it made some thing that were previously difficult suddenly a lot easier to manage (but it does use singletons and thats easy to get carried away with)

fair cove
mild radish
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every day i stink-eye my old self..

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but the good/bad news is.. i've almost refactored most of my old garbage stuff
and secondly the rest of my crap code was on a 17tb HD with 4 years of prototypes that got knocked off the table and won't boot anymore... (sooo.. that lessened the work-load alot 😭 lmao

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cool thing is i've already recreated most of it..
it takes about 1/10th of the time it originally took to write most of it

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shoulda pushed alot of it..

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live and learn tho

fair cove
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Its a rough feeling, but sometimes you need that "hard reset" to clear some technical debt, like you said you were able to rebuild what you had in less time and probably more structured than you would have trying to refactor existing code into a new framework, so thats good - though if you still have that drive, I think there are external "docking stations" that might be able to recover some files if any of the disks still at least spin but just might not be "reading" correctly

mild radish
mild radish
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the Unity part tho was a blessing in disguise i guess.

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theres only a few systems that I had really taken my time on.. and for those I plan on recreating them probably 200% better πŸ’ͺ

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still in the scratch-paper outlining phase for alot of em

fair cove
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After some of the frameworks ive been building (still working on some), ive learned that its easy to over-engineer, which can add technical debt if you ask questions like "what if I or someone on my team wants to use it in this alternative way?", and that can be hard to see while your still in the planning phase even sometimes in the development phase cause things change from your original plan the closer to "done" it gets

latent meadow
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That's why i've been planning for years! gotta get it right before i really make a mess πŸ˜‚ 😐 πŸ™ πŸ™ƒ

serene hatch
haughty lion
#

For a 2D game, when trying to use the transparency sort axis, I see a warning up top that says pipeline specific settings might not be used - does this mean my transparency sort axis wont work correctly until I switch my render pipeline?

slow dirge
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So of course these settings would not be active.

haughty lion
sage basin
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!ban 1142049920136785982 bot spam

vagrant rootBOT
woeful stump
woeful stump
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Thanks a lot if you can fill it out

tacit coral
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which channel for multiplayer doubts

tacit coral
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thanks ❀️

latent meadow
fallen barn
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Hello, I'm experiencing this weird issue where values in the inspector reset when i add a new element into the list or close the list from my inspector. I couldn't find any clear explanation online that causes this issue nor can i find solutions to stop this from happening and I'm hoping if anyone could help me figure out the issue?

latent meadow
fallen barn
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I'm using 6.0

latent meadow
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ok, that is odd then. perhaps delete the Library and let it rebuild

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also, 6.0.what?

fallen barn
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my editor version is 6000.0.58f2

latent meadow
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the f2 series does seem to be having problems. it might be that. if possible, maybe you can use the 6000.0.60f1. it does not have the security warning, and casual reports seem to indicate it is having less issues.

fallen barn
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Alright ill give that a try thanks πŸ‘

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Would you recommend installing the latest 6.2 version and migrate the projects there instead?

latent meadow
fallen barn
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got it ty

high axle
#

Hello gusy i want promote my asset which topic i can ?

latent meadow
high axle
latent meadow
latent meadow
high axle
latent meadow
gusty abyss
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Hi guys I want to buy myself a new laptop for development what would you guys recommend?

cloud creek
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someone just friended me here, he has 0 msg on this server

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what to do?

latent meadow
latent meadow
cloud creek
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meh im just gonna cancel req

sour salmon
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So I can’t install unity on windows 7 because hub decides not to work

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But installing only the editor results in the license thing

latent meadow
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windows 7 is not supported. not sure why you expected your results would differ

sour salmon
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Windows 10 and 11 is a piece of shit and slows down my laptop so I won’t upgrade back

latent meadow
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that does not change the fact it is not supported, so, there isn't really anything to be accomplished

sour salmon
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I don’t actually care windows 7 isn’t supported but rather getting unity to work

deft rock
#

If you want to use Unity on a Win7 machine, you'll need to use an older version that didn't require the hub and supported Win7

sour salmon
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I will try 2020.3.49f1

deft rock
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that requires the hub

woeful spear
#

Is there any shortcut for maximize/minimize these scene/game/graph windows?

deft rock
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double click the window tab, or click in the window so it has focus and ... shift+space ?

woeful spear
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Also, what's that yellow warning in console?

latent meadow
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which just made me realize there is a severe issue in 6.60f1. might be due to my game on another screen. i will test more later (about the shift-space)

woeful spear
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I don't know C# yet so I don't know how to fix it.

deft rock
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dunno - if you really want to know more, copy the warning and google it. Otherwise, just press clear and move on

woeful spear
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Okay I'll ignore for now.

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It's part of tutorial, there doesn't seem anything broken yet.

sour salmon
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As long as there are no compiler errors

analog crane
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It's crazy how Unity is actually about as old as me

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Wonder what the first public version looked like

sly lake
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Like, it's a hassle, but so is running an increasingly unsupported version of Windows. At least it'll allow you to run modern software.

latent meadow
mortal star
#

hey guys, need some help here..
trying to create a track segment, everything works nice and the script makes it all happen but one thing i cannot overcome, i have Loops in my track 90Β° cant understand why the loop ends up like the photo

nocturne remnant
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Hey,
I have a player and Enemy, both parent have rigidbody2d with Boxcollider2d. Player on player layer and enemy on enemy layer. In collision Matrix, i have unchecked player-enemy box but they both can still push each other.

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any idea why?

storm patio
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make sure you've set it in the physics2d menu and not the physics menu

nocturne remnant
#

oh

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lmao

storm patio
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was that it

nocturne remnant
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thanks Chris

storm patio
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insane guess

deft rock
nocturne remnant
storm patio
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maybe don't use genai

nocturne remnant
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I stopped using it after i realized that I couldnt make any game without using AI

mortal star
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@deft rock my bad thought that its obvious, full loop with X : Y no Z the car cannot enter the loop its colliding with track Straight

analog crane
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Is there a way to locate a mesh you're drawing via Graphics.DrawMeshNow?

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I'm seeing 2 extra tris when i have my thing working but i can't see anything

deft rock
mystic abyss
# nocturne remnant I stopped using it after i realized that I couldnt make any game without using A...

Another problem for your own sake, is when you learn to do things via GPT, studies are now showing that the development of the brain starts to prioritize GPT to be the way to solve something.
Learning to program takes time, and without GPT any neurons that you develop as you get better at programming, will make you better at programming. You actually gain knowledge.
With GPT, youre only ever going to think that youre learning, its tricked your brain

waxen tree
#

Could somebody teach me how to download Unity?

sudden linden
# mortal star hey guys, need some help here.. trying to create a track segment, everything wor...

im gonna make a few assumptions based off what I can see here, lemme know if any of it is wrong
So im assuming you are making a procedurally generated track with different segments and odds for those segments to generate yes?
So if all the loop segments are the same, could you just alter the loops to have the left section only have collision after the car has gone through, and the right section of it to turn off collision after the car has gone past? I am not sure exactly how you have coded your things tho so I dont know how possible that is with what you have created

mystic abyss
waxen tree
mystic abyss
#

ah, well just go on the unity website, click the download button. It'll guide you through the steps more when its downloaded and installed

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Youll need to make a Unity account also

waxen tree
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Doing it rn

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@mystic abyss do I press this?

sudden linden
# mystic abyss Another problem for your own sake, is when you learn to do things via GPT, studi...

yea, chat gpt and other LLMs are a useful tool after you have gotten experience, and even then, it tends to have a lot of mistakes unless you ask it for something that's already been done before. The only thing I've found that's actually useful for it is providing better examples for specific obscure syntax and what not after you have been unable to find anything helpful by searching for things normally. You need the knowledge to use it otherwise you are not going to know when its spitting out a bunch of garbage, or how to fix that garbage

(this is of course, without going into the countless other ethical and moral concerns around using current LLMs)
I think it is pretty good at Regex stuff actually, tho it's been like, 3 years since I played around with it a bunch, and I still would never trust it to generate regex for something important (like what caused that huge cloudstrike issue a while ago)

shadow heron
# waxen tree

No don't press the button where it says download for windows 🀦

red notch
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Direct3D: detected that vsync is broken (it does not limit frame rate properly). Delta time will now be calculated using cpu-side time stampling until the game window is moved.
Does anyone understand what could be the cause of this issue? It's only with unity games. Thought it'd be best to ask for help here, thanks

sly lake
red notch
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I tried all types of vsync. Disabled, on, fast, and think there were 2 more

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I'm on a laptop

vivid cedar
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what kind of gpu

red notch
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4070 laptop

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Made sure that both intel and nvidia are up to date, more than once

sly lake
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It's a driver issue anyway. Unity has no control over this.

vivid cedar
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to be clear the error message is indeed coming from Unity but it's because Unity detected that vsync isn't working in your driver

red notch
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I'll look into it, thank you

boreal wolf
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hi there

sour salmon
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And I don’t have a cd for linux

deft rock
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You would download a Linux distro, put it on a USB and install it from that

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But it sounds like you've got a mac.. just use MacOS?

sly lake
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If the Mac is old enough not to run Windows 10 it's probably a very old MacOS

azure grove
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what age are we talking about

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like modern macs bootcamp is gone and dead now

sly lake
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Well, Windows 10 is supposedly slow so I imagine this predates 2010.

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Hard drive era

azure grove
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also 7

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like next to nothing will support 7

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if you need a OS for low specs better off with a linux distro since atleast its maintained and has security updates

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running 7 and exposed to the internet is just asking for issues

sly lake
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Yeah, if you can run something mainstream like Mint or Ubuntu still you can probably still run the latest software. But if the computer is too old for those you're relegated to obscure stuff even on Linux.

latent meadow
#

!collab

vagrant rootBOT
# latent meadow !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
β€’ ** Collaboration & Jobs**

heavy cipher
#

Anyone had any success with joining collabs? I'm coming in as a mid-level 3D Artist and so far gone through 3 gigs that look to go nowhere, or the bar raised unrealistically high.

worldly cave
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theres also a noticable lack of accountability as well as huge amount of people who simply dont know how to work with others but will always grab at the idea to do so

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those kinds of people tend to push their own ideas, resist feedback, and create conflicts that stall or derail any progress

stuck flower
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And that "collaboration" often means "I want to make a game without putting in any effort"

worldly cave
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"of course i am going to be the idea guy for this project"

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you guys do everything else

mild radish
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"i dont know what im doing so i'll hire people that do"
"then i'll pretend i know what im doing in order to lead" 🫠

worldly cave
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"wdym nobody wants to make my dream game for me πŸ˜” "

heavy cipher
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So, luck of the draw then. I've spent time on Unity Collab and r/INAT but nothing positive.

worldly cave
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i saw forget about collabs and join actual teams

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easier said than done but

mild radish
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gotta vet ur employer's πŸ˜„

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do ur own little interview to make sure its worth the commitment

worldly cave
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also never join too early

mild radish
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"can you legally drive a car" would be the first question i ask πŸ˜„

worldly cave
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lmao

stuck flower
heavy cipher
worldly cave
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a good sign is someone willing to actually pay you to work for them*

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not full time

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but if someone offers you a flat rate or something for a certain amount of work then you already have some guarantee that the project isnt complete amateur hour

mild radish
worldly cave
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even if it falls apart you get paid

mild radish
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too many time i see people that wanna make gorilla tag games?
get sent over to collab.. and probably triyng to hire ppl with their parents credit cards

worldly cave
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well to be fair

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if an "ideas guy"β„’ has the money

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i say let him

mild radish
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oh yea πŸ’―

tall hearth
mild radish
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if im getting paid good i dont care if their project flops πŸ˜„

worldly cave
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when they offer rev splits or no money at all

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thats where the issue starts

mild radish
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oh thats a red flag

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a big one...

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anytime u hear "i cant pay you now.. but i'll split the revenue with you"

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run

worldly cave
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rev splits are fine but not in lieu of actual payment

heavy cipher
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I should've came here first πŸ˜…

worldly cave
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if they can pay you something now but then additional a rev split thats fine

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i joined a project a few months back not in unity and i cant talk about it because its technically modding BUT the guys drafted up a very serious legitimate contract

mild radish
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if they can't pay something up front they're not serious enough to procure work in the first place

proud mason
#

hey everybody anyone know to fix this? i missclicked somthing... im new

worldly cave
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i didnt follow through

proud mason
deft rock
mild radish
#

full-screen'd ur console

worldly cave
heavy cipher
worldly cave
#

chin up youll have plenty of opprotunities

proud mason
worldly cave
#

artists are a dime a dozen especially ones willing to work collaboratively

deft rock
worldly cave
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you just have to find the right ones

proud mason
heavy cipher
worldly cave
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do you have a portfolio or something

proud mason
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im glad tho

mild radish
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if ur a 3d artist theres always gaps in the marketplace

worldly cave
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im still waiting for some talented animator to realize theres a terrifingly huge lack of quality fps animations

heavy cipher
worldly cave
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got a link?

mild radish
worldly cave
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i mean

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i do do that

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but i still need actual like reload animations

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everything else can be handled procedurally

mild radish
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ya thats basically all u need in a fps..

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reload anims..

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everything else can be done w/ tweens

heavy cipher
mild radish
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in combo with the animation rigging package 🀌

heavy cipher
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Now, I just model for personal enjoyment.

worldly cave
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its procedural + baked

mild radish
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that and bigprop packs

worldly cave
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yeah

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"hero props"

mild radish
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exactly

worldly cave
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they are also expensive holy shit

mild radish
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exactly πŸ˜‰

worldly cave
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i paid close to 80 bucks for just a sculpt for an enemy character that i still have to retopo + texture on my own

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πŸ˜”

forest otter
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Hey I'm sorry for wondering, but someone told me not to use AI to do my job for me, and even though I don't meant to do that, I just use it when I'm stuck on a piece of code, do you think if I DON'T do that and even if it takes HOURS or DAYS to figure it out, I'll eventually get it?

worldly cave
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i told you not to use ai i think

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and my philosophy is

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youl learn more taking longer to figure it out on your own

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rather than taking a shortcut with ai, while you might still learn its really not the same

heavy cipher
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At the moment I have one sponsor, and aiming to get a second. That's my drive at the moment. Collab idea was lil' side.

stuck flower
worldly cave
stuck flower
worldly cave
#

have you ever done hardsurface stuff?

mild radish
#

who hasnt? thats what u start out doing πŸ˜›

remote quartz
heavy cipher
worldly cave
worldly cave
mild radish
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the time it would take is relative ofc.. and can't say for sure when that moment will come

heavy cipher
waxen tree
#

Hi

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how do I install Unity?

mild radish
#

!install

vagrant rootBOT
# mild radish !install
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#πŸ’»β”ƒunity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
mild radish
#

via the Unity Hub

worldly cave
# heavy cipher Never tried.

well listen ill add you as a friend rn, somewhere down the line probably really soon im gonna need a modeler for my project, so if you will be interested ill shoot you a dm when the time comes :)

#

and you will get paid lol

mild radish
#

can you drive a car and purchase alcohol? πŸ€ͺ

worldly cave
#

bought my first car right post covid πŸ˜‰

mild radish
#

hell ya this guy may be legit ^

waxen tree
# mild radish !install

I mean, I just got a new laptop today and I have never installed Unity before and I need some help with it

heavy cipher
mild radish
#

just follow the instructions pretty simple.. come back if u get stuck

worldly cave
#

the project is still in its infancy

#

like i said before, dont join anything too early lol

waxen tree
mild radish
#

it wont.. if u mess up anything along the way you just go into Add/Remove programs and uninstall w/e you did (the hub/ the editor/ both) and try again

#

Unity doesn't do anything crazy to ur computer.. its just like installing Discord or something.. just a program after-all

waxen tree
#

should I just use a youtube tutorial?

mild radish
#

you can if u like.. (that unity page covers the steps tho)

waxen tree
#

alright, thank you!

stuck flower
mild radish
#

for realz ^

forest otter
mild radish
#

πŸ’―

#

i had most of my eureka moments a little after a year of learning

#

using AI exclusively tho.. might push that back indefinitely

azure grove
#

people figured stuff out just fine when all they had was books and the docs that shipped with things

mild radish
#

πŸ’ͺ the good ole days

#

books? "ya, it's like the internet but made out of trees"
"hmm, weird"

forest otter
# mild radish πŸ’―

Would it help massively if you keep commenting? Trying to work WITH the logic of the comments?

azure grove
#

there are some uses for AI, but getting stuck and having to experiement and reason through things is how learning works

#

you will not improve if you try and short circuit that

forest otter
#

So I shouldn't feel the need to go to AI when anything stops working

mild radish
mild radish
#

you get into a copy-paste feedback loop

wind perch
#

quick question... how can I reset the camera in Unity while working on the scene?
I'm not talking about the "ingame" camera, I'm talking about the camera that overviews all the Unity stuff, including "ingame camera".
I ran into issues importing a prefab 3d model with it's own animations and camera stuff.

So I started playing around and did something and can't undo it...

#

help plz

#

plox

mild radish
worldly cave
#

you can press f to focus on an object

mild radish
#

it'll re-focus and fix ur scene cam

forest otter
#

Okay let me ask you something Rental. I have a learning disability, so I can't really convey my words well, speaking or on paper. So how do I know how to comment well?

wind perch
#

yeah, it worked

#

thanks

azure grove
#

90% of the work is literally breaking big problme down into many simple problems i have been programming for like 20 years and i still write lots of notes and break things down that way first

mild radish
#

write them any way you want... as long as it helps future you.. make sense of things

forest otter
#

Okay so they don't really have to be PERFECTLY logical

#

as long as YOU can tell what the code does

mild radish
#

no... in fact as you go you should use less and less comments..

#

eventually you should write code that reads as it does..

#

so using good names for variables and methods can make that happen

#

and you wont need comments at all (unless theres something specific you need to note)

forest otter
#

Yeah, I should be shying away from AI, even in personal use, because even ChatGPT said comments should be 100% logical and grammical

azure grove
#

purpose of comments while learning and while working in production with a team differ too

forest otter
#

yeah, im solo

mild radish
#

if ur solo make ur comments however u want..

azure grove
#

like i will often have a bunch of TODO and FIXME comments for myself while making a feature, but will remove them all as those parts get completed and before merge. Generally the only that that i keep are explaining why i did certain things if its not obvious

worldly cave
#

i have a bad habit of never removing my debug lines

#

i still have some completely useless debugs in there

#

i could go through all my scripts and get rid of them but you never know when something can fuck up and you might need them again

azure grove
#

i remove them pretty quick or just not make them in the first place and use breakpoints

#

generally keep ones that are general flow or give useful information for any situation

#

like if a bug is hit where my game is stuck loading but no explicit error was thrown its useful to see which major systems have already spun up etc

mild radish
#

thats excessive tho ^ ol

azure grove
#

even if you do not want to pause on a breakpoint, they are still useful for temp logs, since most debuggers let you log on breakpoint hit

mild radish
mild radish
#

hey, i wonder if u could just wrap all ur debugs in #if UnityEditor

#

and just have them culled from the build?

azure grove
mild radish
azure grove
#

but the better approach which sadly unity does not do out of box is having multiple log levels

#

verbose, debug, info, warning, error etc

mild radish
#

what do you mean by log levels?

worldly cave
#

i love the way the colors look

#

almost like theres some chromatic abberation

mild radish
worldly cave
#

is that a custom theme or an extension?

mild radish
#

its a theme i got from Nav in here.. hold on ill show u the extension

worldly cave
#

please do it looks great

mild radish
#

there ya go Kuzmo πŸ‘ enjoy

#

i have to swap my theme atleast once every year or so..

tough lotus
#

How do I fix Normal from Height being pixelated

worldly cave
tough lotus
mild radish
worldly cave
#

i wouldnt say its actually chromatic aberration but if you stare at it

#

it looks off

#

in a good way

mild radish
#

oh wait.. you've said it before too

worldly cave
#

perchance

mild radish
#

ayyyeee πŸ‘

worldly cave
#

the colors are definetely offset in some capacity on your screenshots

#

idk what could be causing that lol

#

but it looks cool

mild radish
#

me neither.. but i like chromatic abberation πŸ˜„

azure grove
#

do you not see it on your own screen

tough lotus
azure grove
#

looks like it could be its aliasing the font

balmy kettle
mild radish
azure grove
#

its something you get used to, like i find windows font rendering looks terrible after getting used to macs for a decade

mild radish
eager sphinx
#

HELLO Unitians

#

Pls I wanna ask

#

When creating games for WebGL... What's the best render pipeline to go with? URP or built-in?

tough lotus
#

Hello there, is there an alternative to the Normal from Height node?

#

scam

azure grove
#

but webgl is a limited platform not all features will work on either

#

like webgl does not support deferred rendering or some newer features like APV

light sedge
#

!ban 1418560665844711535 crypto scam

vagrant rootBOT
tough lotus
#

yay

light sedge
#

thanks!

mild radish
worldly cave
#

bruh you can see it in this screenshot too lol

mild radish
sudden zephyr
#

how it's look like

eager sphinx
azure grove
#

its what i am using in production at work right now for webgl

eager sphinx
#

I guess I'll stick with it then...thanks

plain dagger
#

Id never recommend built in anymore

sly lake
#

It’s deprecated and will just give you hassle when it’s inevitably removed one of these days.

stuck flower
sly lake
#

Deprecated as in, they actively recommend against using it for new projects and are no longer adding new functionality.

#

So yes, deprecated by definition. Even if they don’t give it that label.

undone monolith
#

guys what does this error mean?

small ginkgo
#

unity turned white idk how to fix it

potent geyser
stuck flower
potent geyser
#

Btw, if the bot deletes your message and tells you why, don't circumvent it, thanks.

undone monolith
stuck flower
undone monolith
#

oh

sly lake
stuck flower
sly lake
#

Oh. I see.

#

Static classes can’t inherit from anything.

stuck flower
rustic relic
#

Hello there I need help installing unity well the editor it keeps giving me an error saying "download failed eperm operation not permitted"

near wigeon
rustic relic
#

I ran through admin and still nothing

potent moss
#

kinda weird question but what happens if a single client on a multiplayer server catches an error? does everyone on the server crash or just the single client?

#

or like what happens?

near wigeon
near wigeon
#

they are not directly connected to each other, server-client topology the clients don't know anything about each other, they all communicate through the host/server

potent moss
rustic relic
#

so how do I fix it or allow it to download its self?

near wigeon
#

πŸ‘‡

vagrant rootBOT
# near wigeon πŸ‘‡
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#πŸ’»β”ƒunity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
dark trail
#

hey guys.. where can i post my itch io link? or can i post it. ?

unreal shore
#

Can someone check #1390346827005431951 quickly I have a problem and I think the solution is probably very simple :)

lunar drift
#

Me

stuck flower
#

what are you hoping to gain from that

lunar drift
#

Don't ping mods for no reason

stuck flower
#

Mods can see deleted posts, you know

lunar drift
#

You cant

stuck flower
#

Go ahead and test them if you want then

lunar drift
#

It wasn't even anything offensive or something

charred fog
#

!warn 1387389000074924065 This is your last warning before ban. Don't spam or troll on the server.

vagrant rootBOT
rough surge
#

can people take assets from the Unity asset store to a different engine like godot?

near wigeon
#

but you should read the EULA

formal inlet
pulsar egret
#

Hi guys

near wigeon
near wigeon
near wigeon
formal inlet
patent coral
#

Probably nothing, but out of nowhere Unity started throwing these codes after every script save. Runs fine so likely not major, but does anyone know what exactly they are? TY

near wigeon
#

which version of unity are you on

patent coral
patent coral
near wigeon
#

could be anything related to the layout / gui

#

if it keeps coming back i'd investigate it further, otherwise its usually a window or something editor somewhere took wrong turn lol

mild radish
#

different levels of restart lol (layout->editor->hub->pc)

#

6000.2 seems to me from what i've seen personally to be the buggiest of the lts's but can't say that with confidence

pulsar egret
#

Strange rules

stuck flower
#

This isn't a social server, if you have a question, ask it

pulsar egret
pure igloo
#

i set my background as Polygon Collider 2d, but when i run it, the main object still falls through the border

deft rock
#

Surely they just need box collider 2d on them?

#

make sure all have the same Z pos (presumably 0)

pure igloo
#

i am following a guide and it says to add it

deft rock
#

ok, do as the guide says

pure igloo
#

even the obstacle

balmy kettle
#

what kind of collider does the obstacle have

near wigeon
pure igloo
balmy kettle
#

do any of the colliders in question have the Trigger box checked?

pure igloo
#

yes

#

all of them

near wigeon
pure igloo
#

oh

balmy kettle
#

there's the issue. trigger colliders are not solid colliders, they are just trigger volumes

pure igloo
#

ehm, it's still not happening

#

i will upload the settings for my backgrounds and obstacle here then

balmy kettle
#

where is the obstacle's collider

stable perch
pure igloo
#

O_O

stable perch
#

Make sure you check the checkmark next to where it says polygon collider 2d

pure igloo
near wigeon
#

why is the colldier disabled

stable perch
balmy kettle
near wigeon
#

isTrigger

pure igloo
#

i thought when you said oof you meant me to uncheck all of em

#

still falling through

#

checked all of them

balmy kettle
#

nobody even said "off" anywhere, i said trigger colliders are not solid colliders. you confirmed they were triggers, but apparently you didn't even look at the actual component, you just saw a check box and made an assumption

pure igloo
#

not off oof

#

i thougth i made a mistake or smth

#

nvm

#

i checked em all out

#

it still ain't doing anything

stable perch
balmy kettle
# pure igloo i checked em all out

do you remember how i asked you what kind of collider the obstacle had and you said a polygon collider? your obstacle does not have a collider

pure igloo
balmy kettle
pure igloo
#

just tell me what i need to do to get this working. i am not here to fight or rant, i want this to work. if i said smth which did not make sense, i am sry. i am new to this.

balmy kettle
#

i have already told you what the issue is, you should consider reading the information presented to you

stable perch
pure igloo
stable perch
pure igloo
stable perch
pure igloo
#

i added box collider at first, and it worked fine but then i deleted that component and added polygon collider and this weird thing happened

#

the obstacle is kinda....dunno.....drunk?

stable perch
near wigeon
#

use the gizmos

forest otter
#

Why does my text blend in with the black image? My image is far back

near wigeon
#

Bottom Items in hierarchy Draw last so are always ontop

#

think of it like a stack of papers , the last item you placed on the pile will always be ontop of the others

pure igloo
#

holy hell, just making a couple of these objects have gravity and bounciness and collision utilises 50% of my CPU

#

thank god it's not in 3d

glacial flax
#

idk why but this just appeared and it's doing nothing idk what to do

gentle brook
#

yay

glacial flax
#

it's been 48 minutes

near wigeon
#

so end task

pure igloo
reef dome
#

2gb for unity? yeah

#

on bigger projects i reach 6gb easily

pure igloo
#

oh no

near wigeon
#

yeah 2gb is pretty tame

#

also doesnt mean all of it is used, usually it reserves a bit more than whats being used

#

if you look at something like the memory profiler you can see the differences

#

like so

gusty abyss
#

Does unity 6.2 just crash all the time for anyone?

reef dome
#

nope

wraith pasture
#

or idk try an older version of unity maybe

finite igloo
glacial flax
#

I didn't do much so no problem

finite igloo
glacial flax
# finite igloo

I think I recognise this profile I don't remember where is it from lol

#

not the cat

finite igloo
#

I was gorebox in-game mod

glacial flax
#

i remember now

nocturne yacht
#

yo chat weird question but did anybody here ever play a game called Hylics?

foggy gate
#

why is my pumpkin so strange on the left side it should actually look like it does on the right side, can anyone help me

gentle brook
#

look

#

like on the right side

#

at the bottom

foggy gate
#

like this

gentle brook
hushed topaz
#

lemmin

gentle brook
foggy gate
#

oh thanks

hushed topaz
gentle brook
foggy gate
#

thanks it looks normal now

hushed topaz
#

Why are you sorry

gentle brook
hushed topaz
#

Lol

gentle brook
#

bc i love baldii

hushed topaz
#

I cant even make tha

#

That

#

Lol

#

I got unity today 😭

gentle brook
#

and c#

#

have a link

hushed topaz
#

Ye i know c# code because it's very similar to java

near wigeon
#

No modding talk allowed here

hushed topaz
#

Where in the rules is that

near wigeon
gentle brook
near wigeon
hushed topaz
#

You do know literally no one reads that right

gentle brook
near wigeon
#

regardless, its the rules

stuck flower
hushed topaz
#

Where

near wigeon
#

when you joined..

gentle brook
#

breh bbieal classic is open source mystman dosent care

stuck flower
hushed topaz
#

Alr anchovies you wanna go dms

#

Anchoviee

gentle brook
gusty abyss
#

guys sometimes my editor crashes, in random play tests. I have no idea why, is it something with 6.2?

#

currently on 6000.2.9f1

gusty abyss
#

in 5 cases maybe 1 time

near wigeon
#

what does this have to do with Unity

nocturne yacht
gentle brook
gusty abyss
gentle brook
#

its not the ver but

#

its new

gusty abyss
wraith pasture
gusty abyss
wraith pasture
#

otherwise check if there is bug reports

gusty abyss
#

its a github repo so i will be fine

#

but they didnt add anything significant and i dont recall using newer features so i should be fine

plain dagger
#

yea you can just discard the changes if it goes badly

wraith pasture
#
gusty abyss
#

wasnt URP changed or something tho?

near wigeon
#

no

gusty abyss
#

ok good

wraith pasture
#

tbh idk all i know its probably about ai or something

#

πŸ™‚

near wigeon
#

mostly its AI crap in 6.2 yes

gusty abyss
#

i had like 1 crash on unity 6

gusty abyss
#

on 6.2 ive had so many

#

tho i only worked on this project which is why i think it might be my code

near wigeon
#

still using 6.0.33f without issues πŸ™ƒ

viral hill
near wigeon
#

rule of thumb of , if it aint broke.....

gusty abyss
wraith pasture
#

i downloaded the latest when i got my machine so it was like 6.0.5xf but then the "huge" security flaw came out and i updated to .59f

gusty abyss
#

lots of those errors when rendering lists or whatever

#

the ui for it

near wigeon
steady pulsar
#

Got a question about rendering with camera, i got an object that should always render in front of every other object, and i heard about a technique with 2 cameras => 1 that is only rendering that one object and the other one rendering everything else. But it doesn't work for me somehow, and the videos i find are outdated because none of the needed settings are there

near wigeon
#

not gonna upgrade all my projects for newer versions just to bust something

wraith pasture
near wigeon
viral hill
gusty abyss
#

is camera stacking efficient? I'm using it for like an inventory display

#

like hotbar thing

steady pulsar
#

and it doesnt work

near wigeon
#

having two cameras render the world is never efficient

steady pulsar
#

ohh and the camera for that one object is the child

viral hill
#

only 1 cam should ever have the maincam tag

near wigeon
#

with renderer feature you can easily do this by changing the Z pass

viral hill
viral hill
steady pulsar
pure igloo
near wigeon
pastel onyx
#

I'm in mood to do something crazy

#

Give me a stupid idea

#

3D

near wigeon
#

this isn't the place for that

pure igloo
#

try to render a solar system

slender gull
#

Peace be upon you, who is the founder?

pastel onyx
#

Something unhinged that it's almost controversial

pure igloo
#

and see your pc explode

#

i wanna know what happens

pastel onyx
pure igloo
pastel onyx
slender gull
#

Is Turkish spoken here?

pastel onyx
#

Looked ugly

worldly cave
#

can you guys not go off topic please

near wigeon
pure igloo
worldly cave
near wigeon
#

no . English only server

slender gull
#

I don't understand what you're saying, this is a Turkish clan Discord.

worldly cave
slender gull
#

Minecraft

worldly cave
#

which is it

muted heath
#

hey all, have any of you ever implemented some sort of combo with different input sequences: like: 'attack' do attack1, after attack1, if you press 'attack' again you do attack2, but if you press forward+attack instead you do attack1a, or something like that

slender gull
#

Who is the founder @worldly cave

near wigeon
#

mods say it too

worldly cave
#

maybe the mods should update the code of conduct

near wigeon
#

its more about discriminating, but only english is spoken

slender gull
#

@worldly cave Do you know Turkish

slender gull
#

I don't know English

worldly cave
#

but its whatever

#

i dont really care that much lol english makes up 99.9% of this server anyways

slender gull
#

Write with translation

near wigeon
slender gull
#

TΓΌrkΓ§e bilen varmΔ±

plain dagger
#

english only

#

you are who needs to use a translation tool

worldly cave
#

i think he was implying that thinksmart

#

i guess the translation tool did not translate it correctly lol

#

its missing a pronoun

slender gull
#

Okay, don't be mad, brother.

#

Anyway, see you later

stuck flower
pure igloo
#

you never know when someone will start using profanities in a language you don't know of...

pure igloo
#

can someone explain what GetComponent does? I am assuming GetComponent is an instance method of the class Rigidbody2D...but what does the method return?

#

tried using intellisense and i don't got a single clue as to what it means...

mild radish
#

for that particular GetComponent it returns a Rigidbody2D

pure igloo
#

so....it returns itself? wait what

stuck flower
mild radish
#

without a prefix its getting it on this object

#

if you did anotherTransform.GetComponent<> it'd get it from anotherTransform's object instead

pure igloo
#

ok so let me get this straight, when I make an instance of Rigidbody2d, and then I use GetComponent<Rigidbody2D>(), what does Rigidbody2D contain? is it a list?

#

or a class

#

which contains information about the rigidbody

mild radish
#

its getting the actual Rigidbody2D component in that case

#

it can be used for Scripts that are attached to gameobject's as components as well

#

GetComponent<MyScript>();

pure igloo
#

oh

#

aight, so it's a type i guess

stuck flower
pure igloo
pure igloo
#

ahhh too bright

mild radish
#

all the variables you see in the inspector of a Rigidbody2D + a ton of other public methods and whatnot lol

pure igloo
#

holy shit

#

and they said to keep a class simple

#

bro it has like a 100 members or smth

mild radish
pure igloo
#

br

mild radish
#

bet that class is enormous lol

pure igloo
#

what the hell

mild radish
#

Magic classes..

pure igloo
#

how is what the hell okay and not

stuck flower
mild radish
#

they're engine classes.. they have to do alot to make a game-engine actually useful

pure igloo
#

ya....no shit

#

wait

#

i can say shit

#

O_o

mild radish
#

not if its the only word you use..

unreal jewel
# pure igloo

you need to say more words than just bruh is the problem haha

mild radish
#

we try to use coherent sentences.

pure igloo
#

holy moly bruh

worldly cave
#

yeah you cant say "but" on its own

pure igloo
#

O_O

stuck flower
#

Or "?"

worldly cave
#

butt

#

you can say that

pure igloo
#

butt

stuck flower
#

that one gets me a lot

worldly cave
#

yeah "But" also gets me i use it to bridge 2 messages quite often

pure igloo
#

bro you can't say but but you can say butt

worldly cave
#

its a bad habit but its a habit none the less

stuck flower
#

The point is to prevent people from saying pointless weasel words that get out of elaborating on their problem or answering one

pure igloo
#

how does butt explain anything then

#

butt

#

stupid

stuck flower
#

Because that's not a common deflection people tend to use to avoid elaborating on their problems or answering one. So it's not in the filter.

pure igloo
#

nah, it just makes we wanna use butt in my sentence even more than but xD

distant nimbus
#

if I want to do something like the minecraft item system, where the input is a sprite, and the result is a flat board with thickness and the adjacent color on the side, how would I do that?

Ideally I'd like an in-unity solution, so I don't need to go into blender and apply a thickness modifier to every item when I want to add more

mild radish
#

for thickness on sprites and or shadows 1 trick i know of is using the same sprite behind the original w/ an offset and it tinted completely black or w/e color u want.. more useful with the og sprite is solid white.. im not too familiar with minecraft to know what y mean by board w/ adjacent color on side

distant nimbus
mild radish
#

ohh

distant nimbus
#

My specific hope is to use it for something that will end up closer to the dropped items, but it's in essence the same thing

mild radish
#

theres a couple suggestions in there ^

distant nimbus
#

I saw that post, the suggestions were essentially to use external tools

except one guy who said it's "pretty easy to generate a mesh from a sprite" without elaborating

#

I can do the external tools thing, and I will if I have too, I'm just hoping to find an in-engine solution to make adding new items less of a hassle

mild radish
#

so u want 3d objects as a result tho right?

distant nimbus
#

ideally yeah

Amazing if they can be physics objects, not a dealbreaker if they can't

mild radish
#

i know its probably possible in code but im not that savvy

#

you could use its Collider to create a mesh

#

then do some maths to make it thick

#

found something useful i think ^

distant nimbus
#

Oooo, nice, that should be super helpful thank you! I hadn't seen that when I was searching before

mild radish
#

the idea is there tho

distant nimbus
#

if it generates too thick I could probably just apply a fractional scale to the x axis

worldly cave
#

does it have to be procedural though?

#

πŸ€”

#

does minecraft really handle it completely procedurally or do they have a seperate "mesh"

distant nimbus
#

Minecraft does it procedurally, I don't understand the exact "how" but I do know there's a longstanding bug where the generated mesh has a tiny gap you can see the sky through on the edge with some items

#

it has to do with whether the item exceeds a specific length or something

worldly cave
#

and only renders any faces that arent neighbouring other faces

#

but idk if that would be optimized

#

basically:

    if pixel is opaque:
        create cube at pixel position
        
        check all  neighbors (left, right...)
        
        for each neighbor:
            if neighbor is transparent:
                add that face to mesh
        
        color all faces with pixel's color

combine all faces into single mesh```
distant nimbus
#

that would be a LOT of voxels...

worldly cave
#

it would but you are only rendering the faces of the voxels that are visible and then combining them into 1 mesh in the end πŸ€·β€β™‚οΈ

#

they wont be individual gameobjects

plain dagger
#

or just make an outline with uvs generated to use the same texture and then extrude

#

that would probably need something to perform triangulation though

calm onyx
#

how do i put a .blend file into unity

stuck flower
calm onyx
#

can we vc so u can show me?

stuck flower
#

No

calm onyx
#

wild

#

do i just drag it into unity?

plain dagger
#

unity can read blend files but only if blender is installed

calm onyx
#

ah

#

ok

#

gotcha

plain dagger
#

if working with other people its unadvised

calm onyx
#

nah just me

plain dagger
#

if just you go nuts till it fucks you over later

calm onyx
#

wilkd

#

how do i add the gltf file into my map

calm onyx
#

how

#

nvm

#

my lazy ass wasnt reafing

fossil aurora
#

hello all, can anyone here help me with a little shader lack-of-knowledge issue? I am applying a mask to a texture based on the distance of an object, sort of like a see-through, the problem is that it only works with a radius based on the center of the object, I am banging my head against the keyboard trying to figure out how apply a mask based on a volume intersection instead 🫠

plain dagger
#

never seen someone admit that before good on ya (not reading)

plain dagger
fossil aurora
#

thanks!

tepid lava
#

/warn mtndew reason: hi

#

yo who just warned me

stuck flower
#

Please don't post just to see your name on screen, thanks

tepid lava
distant nimbus
#

the cube is being lerped to the same point the smaller gizmo cube is being drawn at, the location variable is called holdPoint

Gravity has been disabled for the cube

//move object towards hold point, but only if the object is not already there
if (Vector3.Distance(heldObject.transform.position, holdPoint) > 0.01)
{
    heldObject.transform.position = Vector3.Lerp(heldObject.transform.position, holdPoint, speed);
}```

any idea why A; the cube is stopped offcenter from the gizo marking the same point, and B; why the cube is jittering?
celest oar
#

I tried something similar, but the performance is terrible. Using FFMPEG with the VP9 codec, passing frames to a Texture2D takes more than 30% of my CPU. I'm looking for alternatives without resorting to Spritesheet.

plain dagger
dense reef
#

@distant nimbus You can use else {heldObject.transform.position=holdPoint} or multiply speed by Time.deltaTime

near wigeon
dense reef
#

actually speed should have value from 0 to 1

near wigeon
#

why not just use Movetowards/SmoothDamp anyway

dense reef
#

if your speed have constant value the object will stack at same point during gameplay

calm onyx
#

is there a way to import a project from a apk from unity?

dense reef
#

no

#

there is no way to import from apk to unity

near wigeon
dense reef
#

@calm onyx u can read about reverse engineering

calm onyx
#

welp im going to kill myself then

dense reef
#

why the hell do you need to convert apk into project?

plain dagger
#

how else will they steal something from a game?

distant nimbus
distant nimbus
dense reef
#

you must use value that will icreased from 0 to 1 during lifetime your speed is constant value

near wigeon
dense reef
#

something like t=0; if(t<1){ heldObject.transform.position = Vector3.Lerp(heldObject.transform.position, holdPoint, Mathf.Clamp(0,1,t));t+=Time.deltaTime; }

celest oar
plain dagger
#

Unity using c# means there are extra hoops we have to jump through to avoid managed land costs but I think it is possible to reduce

polar basalt
#

how do i get rid of tags from the project?

#

they keep on reapearing every random time

#

i deleted Teleporter1 like 3 days ago, and it just so reapeared today

#

same for Shield and Crate

#

like, i just deleted all 3, and somehow shield is still there when i restart editor

#

whatever i do, i cant delete the last tag

#

and the others will keep on apearing at some point notlikethis

#

wait im silly

#

please ignore 😭

gusty abyss
#

any channels here for hiring

#

and shwocases

near wigeon
vagrant rootBOT
# near wigeon !collab πŸ‘‡

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
β€’ ** Collaboration & Jobs**

near wigeon
#

not job related ^^

haughty pendant
#

someone can help me with this?

plain dagger
# haughty pendant someone can help me with this?

Try disabling AO, id also increase the max lightmap size to 2k atleast (wont solve the problem but you have too many small lightmap textures atm)
You want to check for 3d models with missing backfaces and enable "double sided global illumination" on their materials if its an option.
ask in #1391720450752516147 in future

celest oar
# plain dagger how do you call/invoke ffmpeg? If you profile it, how much of the time is decode...

I think almost nothing, I run it as a process, so I send commands to ffmpeg, at the end I put a "-" (which is an output argument whether it is a . mp4 file) to create a Stream and that Stream I pass in a While to convert it into Byte [], at the end the array is copied into a Texture2D (SetPixel), in fact if I deactivate that part of my code, I barely have 10% or less consumption. It would be a GPU (Stream) --> CPU (Byte []) --> GPU (Texture2D)

I was able to add cache and reduce the RAM bloat that was consuming many GB, but I can't find a direct solution for the CPU consumption part.

viral hill
plain dagger
#

yea but baked ao usually sucks ass

celest oar
plain dagger
small ginkgo
#

I keep getting this message even when I change the name it's on any script I create or add on to anything else

#

i am ab to quit

balmy kettle
stable perch
stuck flower
small ginkgo
#

i did too

#

i finna kms

stuck flower
small ginkgo
#

i have to open it again hol up

celest oar
small ginkgo
#

well i guess i do now

#

should i hit clear

stable perch
stuck flower
stable perch
#

You gotta fix the errors

stuck flower
#

the thing that the popup said to look for

polar basalt
stable perch
vagrant rootBOT
stable perch
#

That’s a tad hard to read on mobile

mystic kelp
#

hey guys

stable perch
#

Sup

gusty abyss
#

i hate hand animations

plain dagger
#

Id say go use libavcodec but I know it has no documentation apart from a doxygen

viral hill
#

<@&502884371011731486>

sage basin
#

!warn 1282019323866775696 there is no off-topic on this server

vagrant rootBOT
celest oar
red moat
#

Let's say I wanted to build a discord bot game that used free unity assets, are there any strict rules against this? I won't actually be using any models, just basically a screenshot or two of maybe some buildings and faces

slow dirge
red moat
#

Yeah πŸ˜‚. I'm not pulling your leg

#

I was just curious as to restrictions. I made the bot, but don't want to publish it yet without knowing everything

#

I have an example picture of the bot, if that helps any

gusty abyss
#

hihi. im a university student studying games dev. I have never used a game engine before really. I know the basic layout and thats it. I have no clue about coding or making something in engine. I need to make a prototype in just 4 weeks for an assignment and i am stressing hard. any help would be appreciated. for context i need to make a first person shooter prototype of my own design

red moat
#

YouTube is also a good source

near wigeon
#

!collab

vagrant rootBOT
# near wigeon !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
β€’ ** Collaboration & Jobs**

meager fractal
#

!collab

vagrant rootBOT
# meager fractal !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
β€’ ** Collaboration & Jobs**

potent geyser
meager fractal
worldly jetty
#

can someone send me in dms servers where i can hire people, looking to hire someone that is experienced with making VR unity games, someone who can read my current project, learn it and be able to add on to it

vagrant rootBOT
# stuck flower !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
β€’ ** Collaboration & Jobs**

vivid cedar
#

What an extraordinarily vague question

#

Too vague to answer

stuck flower
#

Usually by putting it in your project

slow dirge
#

Clone(or download) the repo.
Copy it's contents(or just the scripts) into your project.
Use the scripts. πŸ€·β€β™‚οΈ

stuck flower
#

It's got zero documentation or even a readme saying what it is so I dunno what you're expecting to use it for

slow dirge
#

It's kinda like asking, how do I implement this table into my kitchen.

cedar cedar
#

what is this

tawny hearth
#

is 997 right for an game dev boot camp becuse i got an email from blacktornpords