#π»βunity-talk
1 messages Β· Page 6 of 1
My contractor wants me to make some miracles
whether its paid or not.. its best to get it working then make it better and then make it pretty
just got to account for that ahead of time
Texture resolution doesn't really have that much of an effect on performance. Unless you're hitting a memory bottleneck.
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.
Alright
lmao π welcome to contract work
i feel for ya tho.. just stay in scope while staying under hours π
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
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
you can slightly adjust this as you need to make the work match the deadline
oh π―
i'd also supplement it w/ lessons and your own research as you do..
But the question is would it teach you ENOUGH
nothing will teach you "enough"
depends. with low experience no.
there is A LOT of abstractions
you'll find new things.. but you'll not find the whole context for those things..
it wont help at all unless you go out and research things as you go
but it does help show u how things are typically built
altho i've seen some questionable code in some of those microgames π
but who of us havn't made questionable code
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
you can use it as a base..
thats totally differnt
i'd still learn the basics in a blank project tho
less distractions
even after playing around in it for a while you probably still couldn't make the exact same game the exact same way..
the structure and stuff in some of those are stuff you learn from experience..
Building your own game will require understanding how things are put together (which the micro projects can help with) and understanding how to organize code in a way to create specific and predictable outcomes, and it helps if that code can also be maintainable to adapt to inevitable changes, the micro projects sadly wont teach you that part, but practicing code patterns might
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
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
but once you understand the basics you can kinda claw your way through it π
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
I imagine a perfect system would be more complex
thats calling a public method from a Singleton.. a static Unity class/script
eww.. the way they do m_var π€’
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
can really help navigating around fully structured code
it helps too to take notes.. and make a little flow-chart of how the code talks to each other
you'll want to find the roots and branches of the systems
"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
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: π
```cs
void Update()
{
targetPos = PlayerInput.Instance.ADS() ? adsPos : hipPos;
hand.localPosition = Vector3.Lerp(hand.localPosition, targetPos, Time.deltaTime * speed);
}```
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
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
its also built to be simple enough for dev's of all spectrums to mess around with
so there probably are big chunks of it that could be rebuilt as more production ready code..
Feels like you're mainly concerned about
time
Yes, tutorials are mainly to educate and won't necessarily help you finish your own game.
If you're wanting to wing-it (shoe-horn etc) the tutorial won't be able to help you.
It's more for learning and experiencing the process from A to Z.
but that would make it less approachable
So in other words just spend time on unity learn?
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
TLDR: Microgames give practice in observing and modifying systems, but mastery comes from building your own small projects and experimenting with patterns in isolation.
You can skip parts you're already familiar with.
yes, and this ^ ..
if u wanna brute-force it google/stackoverflow/and unity discussions got you covered
the more time u spend on the basics tho the more solid of a foundation you have to really get going with
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
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
You know, I came across a video years ago, from this guy who made Bendy and the ink machine. He was homeless for a while I think. He's been in IT, but he didn't like it, had to move back in with his mom, and his mom eventually talked him into making games. NOW he and another dude are working on the finale to my favorite trilogy
yessir.. imo its also great b/c when i do my menu systems or anything of that sort
i can simply call methods from the InputManager to change states or temporarily block out player inputs or w/e
and yea, Monolithic scripts were a dirty secret of mine.. (my first player class was pushing 2000 lines)
finally refactored it about 8 times and its now less than 500 πͺ
28:37 - actually hired a 3d artist
Looks like they're getting serious.
ya, having individual inputs in every class thats affected by input would be a nightmare π
i much rather just have them pull the info from a Manager script that i can micromanage however i want during the dev process
im still guilty of using the old input system and adding input everywhere as i build.. π« .. 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
i really should do that.. π Future me: Make an InputManager package!!!
-# todo spawcampgames
It took me SO long (only until recently) to finally figure out how I can actually manage a lot of code that communicates or depends on eachother, and split those monolithic scripts up, now it feels like a strange go-to solution ("when all you have is a hammer, every problem is a nail") but well... It works for the kind of projects I make now lol
i try.. im still not comfortable enough in my work-flow to break up everything that actually should be
im getting there tho
Event based classes are slowly getting implemented
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..
its better than the 1 yr Unity me...
but by todays standards its nasty.. and i can do alot better π lol
my new one
havent connected anything just yet.. but this is mainly all i want continuing forward
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)
I always say its a sign of improvement as a programmer when you can look at your old code and go "wtf was this!?" you learned more than you knew back then π
hahah.. i hella improve then..
every day i stink-eye my old self..
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 π lmao
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
shoulda pushed alot of it..
live and learn tho
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
rofl.. you can see when the drive died
after an emotional day or two.. i used it exactly like this..
(welp, most of that was crap anyway).. now i can go forward without any technical debt.. and hopefully i wont stick bad workflows and stuff back in there...
*i was more upset about 4 years worth of art assets (textures, 3d models, branding and logos and whatnot)
the Unity part tho was a blessing in disguise i guess.
theres only a few systems that I had really taken my time on.. and for those I plan on recreating them probably 200% better πͺ
still in the scratch-paper outlining phase for alot of em
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
That's why i've been planning for years! gotta get it right before i really make a mess π π π π
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?
You're modifying the setting for BIRP(built-in rp), yet seem to be using URP.
So of course these settings would not be active.
Ah of course, I found the setting inside the Render2D URP asset. Ty. These just looked a little 'separate' from the rest of the settings so I figured maybe they still worked. Appreciate you pointing that out.
!ban 1142049920136785982 bot spam
@sims4player_53642 banned
Reason: bot spam
Duration: Permanent
Hey! π
Iβm doing a short survey about gaming habits and preferences for a small research project.
It only takes 2β3 minutes, and your answers would really help me out!
Thanks a lot if you can fill it out
which channel for multiplayer doubts
thanks β€οΈ
This is not a 'social' server., nor is it a place for random people to do 'market research'. perhaps try Game Dev Network discord
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?
i am going to guess you are using 6.2.x?
I'm using 6.0
ok, that is odd then. perhaps delete the Library and let it rebuild
also, 6.0.what?
my editor version is 6000.0.58f2
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.
Alright ill give that a try thanks π
Would you recommend installing the latest 6.2 version and migrate the projects there instead?
no. 6.2 is having major issues.
got it ty
Hello gusy i want promote my asset which topic i can ?
is it in the asset store?
is it free or are you selling it?
both sell and i have free asset
a free asset can be posted in #1179447338188673034 an asset in the asset store can be posted in #1080140002849214464 aside from that, there is no self promotion allowed in any rooms.
thank U
thanks for asking before just posting π
Can I get your opinion on the assets I uploaded to Unity Asset Store? Are they good and is the pricing reasonable?
that is not something i do. if some day i happen to use it, i would review it.
This also falls under 'self promotion' so be careful
ok
Hi guys I want to buy myself a new laptop for development what would you guys recommend?
this is out of scope mostly. here is a link.
https://discord.com/channels/489222168727519232/1249155543264657408
read #πβcode-of-conduct and decide if it is worth reporting. reporting instructions are there (reporting it is not a bad thing to do, since it allows the Moderators to keep track of things, and nip them in the bud early)
also, someone cannot just friend you, AFAIK.. maybe you hit accept? other than that, it is just an annoying request
i mean they sent req
meh im just gonna cancel req
So I canβt install unity on windows 7 because hub decides not to work
But installing only the editor results in the license thing
windows 7 is not supported. not sure why you expected your results would differ
Windows 10 and 11 is a piece of shit and slows down my laptop so I wonβt upgrade back
that does not change the fact it is not supported, so, there isn't really anything to be accomplished
I donβt actually care windows 7 isnβt supported but rather getting unity to work
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
I will try 2020.3.49f1
that requires the hub
Is there any shortcut for maximize/minimize these scene/game/graph windows?
double click the window tab, or click in the window so it has focus and ... shift+space ?
Works
Also, what's that yellow warning in console?
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)
I don't know C# yet so I don't know how to fix it.
dunno - if you really want to know more, copy the warning and google it. Otherwise, just press clear and move on
Okay I'll ignore for now.
It's part of tutorial, there doesn't seem anything broken yet.
As long as there are no compiler errors
It's crazy how Unity is actually about as old as me
Wonder what the first public version looked like
Try Linux.
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.
Thankfully it was other things causing the issues. a combination of a game on one screen and a fullscreen show on another.
shift-space seems to be working under normal circumstances
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
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.
any idea why?
make sure you've set it in the physics2d menu and not the physics menu
was that it
thanks Chris
insane guess
you haven't stated what's wrong with the loop
sometimes ChatGPT doesn't mention the obvious stuff
maybe don't use genai
I stopped using it after i realized that I couldnt make any game without using AI
@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
Is there a way to locate a mesh you're drawing via Graphics.DrawMeshNow?
I'm seeing 2 extra tris when i have my thing working but i can't see anything
Nothing in your original message talks about collision!
I'm not sure the best way to do this sort of thing, but I would start with using a spline and no collision on the line
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
Could somebody teach me how to download Unity?
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
Its quite easy to do it, but I will ask, what steps have you already taken to try and download unity
https://unity.com/ or https://www.google.com/search?hl=en&q=unity download really should have been either first step
Nothing yet since I don't want to mess up my Laptop
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
Youll need to make a Unity account also
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)
No don't press the button where it says download for windows π€¦
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
Do you have vsync force disabled in nvidia settings or something
I had this same issue. Do you have a third monitor or VR headset connected?
I tried all types of vsync. Disabled, on, fast, and think there were 2 more
I'm on a laptop
what kind of gpu
It's a driver issue anyway. Unity has no control over this.
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
Might be able to get something from DirectX itself though:
https://nvidia.custhelp.com/app/answers/detail/a_id/5604/~/how-to-capture-d3d-debug-layer-logs-to-detect-application-or-runtime-bugs
I'll look into it, thank you
hi there
You would download a Linux distro, put it on a USB and install it from that
But it sounds like you've got a mac.. just use MacOS?
If the Mac is old enough not to run Windows 10 it's probably a very old MacOS
also 7
like next to nothing will support 7
if you need a OS for low specs better off with a linux distro since atleast its maintained and has security updates
running 7 and exposed to the internet is just asking for issues
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.
!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**
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.
collabs often fall apart because of unclear leadship, poor communication and mismatched expectations
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
those kinds of people tend to push their own ideas, resist feedback, and create conflicts that stall or derail any progress
And that "collaboration" often means "I want to make a game without putting in any effort"
"of course i am going to be the idea guy for this project"
you guys do everything else
"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" π«
"wdym nobody wants to make my dream game for me π "
So, luck of the draw then. I've spent time on Unity Collab and r/INAT but nothing positive.
gotta vet ur employer's π
do ur own little interview to make sure its worth the commitment
also never join too early
"can you legally drive a car" would be the first question i ask π
lmao
Yeah, you really need to read the classifieds and get a feel for the kind of person who makes it. Look for people who are organized, who have game design documents and are willing to give milestones and deliverables. For an artist, having a fully playable gray boxed prototype is also a good indicator that they're actually serious about finishing the project once the art is finished.
Funny that because I had two and it was full of kids.
a good sign is someone willing to actually pay you to work for them*
not full time
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
ya sadly its a legitmate question i would ask
even if it falls apart you get paid
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
oh yea π―
Can you legally buy alcohol*
if im getting paid good i dont care if their project flops π
exactly lol
when they offer rev splits or no money at all
thats where the issue starts
oh thats a red flag
a big one...
anytime u hear "i cant pay you now.. but i'll split the revenue with you"
run
rev splits are fine but not in lieu of actual payment
I should've came here first π
if they can pay you something now but then additional a rev split thats fine
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
if they can't pay something up front they're not serious enough to procure work in the first place
hey everybody anyone know to fix this? i missclicked somthing... im new
i didnt follow through
Shift + Space
thanks
you've just maximised the console window.
Either double click the window tab, or give that window the focus and do shift+space
full-screen'd ur console
you said you were a 3d artist?
Yes.
chin up youll have plenty of opprotunities
thanks tho i didnt know that im new
artists are a dime a dozen especially ones willing to work collaboratively
yes, that is why I informed you of those things
you just have to find the right ones
im really very thanks
I consider myself more hobbyist, thus me saying mid-level. I have plenty of time and was looking to do something productive but for another.
do you have a portfolio or something
im glad tho
consider selling licensed artwork (like on the store, sketchfab, etc)
if ur a 3d artist theres always gaps in the marketplace
im still waiting for some talented animator to realize theres a terrifingly huge lack of quality fps animations
Yeah, I posted here in AnniversaryJam.
got a link?
procedural animation "took err jobz!"
i mean
i do do that
but i still need actual like reload animations
everything else can be handled procedurally
ya thats basically all u need in a fps..
reload anims..
everything else can be done w/ tweens
I started off with creating 3D vTuber models at low prices just to get in. That worked for a while then I gave it up. I also do some animations in Cascadeur.
in combo with the animation rigging package π€
Now, I just model for personal enjoyment.
check out my vid in #πβdaily-win 
its procedural + baked
characters / humanoid rigs are where the moneys at
that and bigprop packs
exactly
they are also expensive holy shit
exactly π
i paid close to 80 bucks for just a sculpt for an enemy character that i still have to retopo + texture on my own
π
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?
i told you not to use ai i think
and my philosophy is
youl learn more taking longer to figure it out on your own
rather than taking a shortcut with ai, while you might still learn its really not the same
I tried Fiverr, and ad posting on Discord. It's just filled with compeititon. I'm going to work on myself and carry on as is and grow my portfolio.
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.
"idea guys" with money actually have a name - "Executive Producers"
can you link me your portfolio please :)
Learning how to learn is an important skill. Best to practice it when the problems are easy so you know what to do when they get hard.
Sorry, here: https://ko-fi.com/lunafah
have you ever done hardsurface stuff?
who hasnt? thats what u start out doing π
I only use AI to handle some boring things, like writing the same codes...
In the past, and whether customer order has something of such.
yeah but i mean more like using boxcutter and stuff like that
how are you with speed modeling?
you have a much better chance of it "clicking" working on it yourself than you would relying too heavily on ai..
the time it would take is relative ofc.. and can't say for sure when that moment will come
Never tried.
!install
- 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](#π»βunity-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.
via the Unity Hub
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
can you drive a car and purchase alcohol? π€ͺ
bought my first car right post covid π
hell ya this guy may be legit ^
I mean, I just got a new laptop today and I have never installed Unity before and I need some help with it
Oh! I was not expecting that. I don't like to disappoint so if you have something of a test I'll happily give it a go.
just follow the instructions pretty simple.. come back if u get stuck
ill let you know when the time comes :)
the project is still in its infancy
like i said before, dont join anything too early lol
but what happens if I do something wrong and then it messes up my laptop?
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
should I just use a youtube tutorial?
you can if u like.. (that unity page covers the steps tho)
alright, thank you!
What sort of "messing up your laptop" are you expecting to occur
for realz ^
But it WILL come if you keep at it
π―
i had most of my eureka moments a little after a year of learning
using AI exclusively tho.. might push that back indefinitely
people figured stuff out just fine when all they had was books and the docs that shipped with things
πͺ the good ole days
books? "ya, it's like the internet but made out of trees"
"hmm, weird"
Would it help massively if you keep commenting? Trying to work WITH the logic of the comments?
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
So I shouldn't feel the need to go to AI when anything stops working
when i started i commented everything..
when i would make a script it started as a skeleton of comments..
like what my intentions were.. and how i thought it would be layed out..
then as you fill in those functions it starts making more sense and u can remove them as you go and rewrite them for ur new script setup
won't really learn anything if you have AI troubleshoot everything for you.
you get into a copy-paste feedback loop
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

select a gameobject hover the scene-window and press F
you can press f to focus on an object
it'll re-focus and fix ur scene cam
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?
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
comments are for You after all.. (atleast while learning)
think of them as notes to yourself..
write them any way you want... as long as it helps future you.. make sense of things
Okay so they don't really have to be PERFECTLY logical
as long as YOU can tell what the code does
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)
Yeah, I should be shying away from AI, even in personal use, because even ChatGPT said comments should be 100% logical and grammical
purpose of comments while learning and while working in production with a team differ too
yeah, im solo
if ur solo make ur comments however u want..
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
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
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
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
i always forget to remove them π
simple enough at the end of ur project to do a mass find/replace
hey, i wonder if u could just wrap all ur debugs in #if UnityEditor
and just have them culled from the build?
you can turn off logging in builds
omg? really
but the better approach which sadly unity does not do out of box is having multiple log levels
verbose, debug, info, warning, error etc
what do you mean by log levels?
is that vscode or vs?
i love the way the colors look
almost like theres some chromatic abberation
i use vscode b/c i work with embedded microprocessors and i can flip around in the same IDE
is that a custom theme or an extension?
its a theme i got from Nav in here.. hold on ill show u the extension
please do it looks great
there ya go Kuzmo π enjoy
i have to swap my theme atleast once every year or so..
How do I fix Normal from Height being pixelated
beautiful thanks
I saw people having this issue with no solved posts
not a problem.. funny you mentioned chromatic abberation.. second person thats said something about it.. (i dont see it) lol
i wouldnt say its actually chromatic aberration but if you stare at it
it looks off
in a good way
oh wait.. you've said it before too
perchance
the colors are definetely offset in some capacity on your screenshots
idk what could be causing that lol
but it looks cool
me neither.. but i like chromatic abberation π
do you not see it on your own screen
by the way I am making a project based off of early versions of Universe Sandbox (Alpha 12 to be exact), and it's in the same project folder as these tests if you're wondering
looks like it could be its aliasing the font
looks like it's ClearType
https://stackoverflow.com/a/59315193
nope.. its only screenshots
its something you get used to, like i find windows font rendering looks terrible after getting used to macs for a decade
lol.. π― but as long as i can read it without squinting im good π
HELLO Unitians
Pls I wanna ask
When creating games for WebGL... What's the best render pipeline to go with? URP or built-in?
both work just fine
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
!ban 1418560665844711535 crypto scam
@exuberant_fox_68265 banned
Reason: crypto scam
Duration: Permanent
yay
thanks!
maybe its this? or yea Cleartype..not sure.. (im blind so my font sizes are pretty big..) doesn't bother me enough to look farther into it π
bruh you can see it in this screenshot too lol
πͺ π€·ββοΈ
how it's look like
So which means?? Is it ok to go with URP or built-in?
both are fine i would lean towards URP
its what i am using in production at work right now for webgl
Oh nice
I guess I'll stick with it then...thanks
Id never recommend built in anymore
Itβs deprecated and will just give you hassle when itβs inevitably removed one of these days.
I don't think it's actually depracated yet, but it's depracated in all but name
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 donβt give it that label.
guys what does this error mean?
unity turned white idk how to fix it
You're probably searching something in your hierarchy.
Your static class NewMonoBehaviourScript cannot derive from MonoBehaviour. Static classes must derive from object.
Btw, if the bot deletes your message and tells you why, don't circumvent it, thanks.
what does this mean? π
Static classes can't be monobehaviour
oh
The first part makes sense but MonoBehaviour should still derive from object 
I am pretty sure that the error means that it must derive directly from object, rather than deriving from a derivation of object
Yeah but since that's technically impossible, the error message says it needs to just be an object
Hello there I need help installing unity well the editor it keeps giving me an error saying "download failed eperm operation not permitted"
eperm operation sounds like you have permissions issues
I ran through admin and still nothing
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?
that doesn't necessarily mean that would be a fix
why would it effect anyone else ? unless it was the host of the session
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

so how do I fix it or allow it to download its self?
- 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](#π»βunity-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.
hey guys.. where can i post my itch io link? or can i post it. ?
Can someone check #1390346827005431951 quickly I have a problem and I think the solution is probably very simple :)
Me
Why reply to an off topic post from five months ago
what are you hoping to gain from that
Don't ping mods for no reason
Mods can see deleted posts, you know
You cant
Go ahead and test them if you want then
It wasn't even anything offensive or something
!warn 1387389000074924065 This is your last warning before ban. Don't spam or troll on the server.
@aleksus112_15811 warned
Reason: This is your last warning before ban. Don't spam or troll on the server.
Duration: Permanent
can people take assets from the Unity asset store to a different engine like godot?
Dont ask legl advice on discord
but you should read the EULA
It is easily searchable as well https://support.unity.com/hc/en-us/articles/34387186019988-Can-I-use-assets-from-the-Asset-Store-with-other-engines
Hi guys
why did you post screenshot of the asset store page?
just like that ^^

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
you tried restarting editor ?
which version of unity are you on
newest: 6000.2.7f2
yep, that resets it. This just Unity's way of saying "break time"? XD
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
sometimes resetting the layout will work too for a while
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
This isn't a social server, if you have a question, ask it
6.2 isn't LTS
I hope I won't forget this rule because I used to say it
i set my background as Polygon Collider 2d, but when i run it, the main object still falls through the border
Surely they just need box collider 2d on them?
make sure all have the same Z pos (presumably 0)
i am following a guide and it says to add it
ok, do as the guide says
ya, all are at 0
even the obstacle
what kind of collider does the obstacle have
2D physics ignore the z
Polygon Collider 2D
do any of the colliders in question have the Trigger box checked?

oh
there's the issue. trigger colliders are not solid colliders, they are just trigger volumes
ehm, it's still not happening
i will upload the settings for my backgrounds and obstacle here then
where is the obstacle's collider
The collider is disabled
O_O
Make sure you check the checkmark next to where it says polygon collider 2d
but he said to not check it?
why is the colldier disabled
If you donβt check it then the collider wonβt do anything cause itβs disabled
i did not say to untick that box. i said the Trigger box that is a property on the component
isTrigger
i thought when you said oof you meant me to uncheck all of em
still falling through
checked all of them
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
not off oof
i thougth i made a mistake or smth
nvm
i checked em all out
it still ain't doing anything
Ok donβt check every single box different check boxes do different things
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
i meant i checked the polygon collider 2d
That too
and if you think it does, then show it
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.
i have already told you what the issue is, you should consider reading the information presented to you
Give your obstacle object a collider
so i add it as a component?
Yup
Chill π
thx, it worked
π
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?
Do you have the polygon collider in the shape you want it to be in
use the gizmos
Why does my text blend in with the black image? My image is far back
if this is UI Z position wont matter for draw order, its based on hierarchy order
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
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
idk why but this just appeared and it's doing nothing idk what to do
it's been 48 minutes
so end task
is this common?
oh no
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
Does unity 6.2 just crash all the time for anyone?
nope
Time to switch to Godot 
or idk try an older version of unity maybe
Just restart unity and try again
that's what I did but I had to do everything again lol
I didn't do much so no problem
I think I recognise this profile I don't remember where is it from lol
not the cat
FΒ²games + GSC
I was gorebox in-game mod
yo chat weird question but did anybody here ever play a game called Hylics?
Nope
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
turn compression to None
breh commpression to none
look
like on the right side
at the bottom
like this
this
lemmin
oh thanks
peak
sry for modding baldi
thanks it looks normal now
Why are you sorry
bc idk
Lol
bc i love baldii
Ye i know c# code because it's very similar to java
No modding talk allowed here
brehh
Where in the rules is that
baldi is open source brehh
You do know literally no one reads that right
im not decompiling
regardless, its the rules
Too bad, you agreed to follow them
Where
when you joined..
breh bbieal classic is open source mystman dosent care
When you joined
yep
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
like not all the time, just sometimes
in 5 cases maybe 1 time
what does this have to do with Unity
nothin i guess
idk it showed for me that theres an security issue maybe thats bc why
im way past the security issue engines
idk look
its not the ver but
its new
i'd suggest sticking with LTS
Alr but how do I downgrade safely?
your project? you just open it in that version and hope it works and if not fix everything manually... and keep a backup just in case obviously
otherwise check if there is bug reports
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
yea you can just discard the changes if it goes badly
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
wasnt URP changed or something tho?
no
ok good
mostly its AI crap in 6.2 yes
i had like 1 crash on unity 6
i did same
on 6.2 ive had so many
tho i only worked on this project which is why i think it might be my code
still using 6.0.33f without issues π
yeah 6.2 is just really buggy in general
rule of thumb of , if it aint broke.....
i noticed
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
ehh I still use it with the "security flaw" and just patch the binary when I need to
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
not gonna upgrade all my projects for newer versions just to bust something
sure why not. but i was just starting the project after i setup my machine and took a break for a while
the best method IMO is using Renderer feature
this is called camera stacking. it still works, so you are doing something wrong
is camera stacking efficient? I'm using it for like an inventory display
like hotbar thing
so im making 2 cameras with tag maincamera, 1 has render type base and the other as overlay and then i just use my culling mask correctly but thats it
and it doesnt work
having two cameras render the world is never efficient
ohh and the camera for that one object is the child
the first sentence of this is already wrong
only 1 cam should ever have the maincam tag
with renderer feature you can easily do this by changing the Z pass
yeah it's not very expensive
have you added the overlay cam as part of the stack of the main cam?
Oh god, this is the step i missed lol, they didnt explain this on the tutorial, thanks π
just asking, is godot easier or smth on the resources side of things?
No clue. I don't use godot

this isn't the place for that
try to render a solar system
Peace be upon you, who is the founder?
Something unhinged that it's almost controversial
I'm lookiygor a unhinged game idea
barely
try to render a solar system
Already did that
Is Turkish spoken here?
Looked ugly
can you guys not go off topic please
regardless it has nothing to do with Unity questions and topics
try to render a galaxy
pretty sure you can speak any language but if you want to get help 99% of the time youre going to need to ask in english
no . English only server
I don't understand what you're saying, this is a Turkish clan Discord.
"Embrace the diversity of our community and refrain from alienating non-native English speakers." π€
Minecraft
which is it
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
Who is the founder @worldly cave
Im just telling you how its been for the past years I've been here
mods say it too
maybe the mods should update the code of conduct
its more about discriminating, but only english is spoken
@worldly cave Do you know Turkish
state machine
I don't know English
i understood it as being about speaking the languages considering it says "speakers"
but its whatever
i dont really care that much lol english makes up 99.9% of this server anyways
Write with translation
you store the combos inside a collection so you can iterate through to match
TΓΌrkΓ§e bilen varmΔ±
i think he was implying that 
i guess the translation tool did not translate it correctly lol
its missing a pronoun
The server is english-only due to moderation requirements. The moderators only speak english, so they ask that conversations here happen in english. As such, they expect people to be accomodating to people who might be using a translator or are speaking english as a second language, hence the rule.
you never know when someone will start using profanities in a language you don't know of...
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...
for that particular GetComponent it returns a Rigidbody2D
so....it returns itself? wait what
It gets a component
No, it returns the Rigidbody2D on this object
without a prefix its getting it on this object
if you did anotherTransform.GetComponent<> it'd get it from anotherTransform's object instead
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
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>();
GetComponent<Rigidbody2D>() gets the Rigidbody2D on the object
i mean, that is self explanatory, i was asking what did Rigidbody2D even contain. like what's the data present in it...
ahhh too bright
all the variables you see in the inspector of a Rigidbody2D + a ton of other public methods and whatnot lol
holy shit
and they said to keep a class simple
bro it has like a 100 members or smth
https://docs.unity3d.com/ScriptReference/Camera.html checkout the Camera's class
br
bet that class is enormous lol
what the hell
Magic classes..
Well, yes. It's the physics engine
they're engine classes.. they have to do alot to make a game-engine actually useful
not if its the only word you use..
you need to say more words than just bruh is the problem haha
we try to use coherent sentences.
holy moly bruh
yeah you cant say "but" on its own
O_O
Or "?"
butt
that one gets me a lot
yeah "But" also gets me i use it to bridge 2 messages quite often
bro you can't say but but you can say butt
its a bad habit but its a habit none the less
The point is to prevent people from saying pointless weasel words that get out of elaborating on their problem or answering one
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.
nah, it just makes we wanna use butt in my sentence even more than but xD
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
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
In code that tool is just a .png, the renderer is making it look like a 3d object and extending the border color to form the side of the object
ohh
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
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
so u want 3d objects as a result tho right?
ideally yeah
Amazing if they can be physics objects, not a dealbreaker if they can't
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 ^
Oooo, nice, that should be super helpful thank you! I hadn't seen that when I was searching before
the idea is there tho
if it generates too thick I could probably just apply a fractional scale to the x axis
does it have to be procedural though?
π€
does minecraft really handle it completely procedurally or do they have a seperate "mesh"
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
well my personal idea was to have a script that basically iterates through each pixel and adds a voxel cube behind each one at the coresponding position
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```
that would be a LOT of voxels...
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 π€·ββοΈ
they wont be individual gameobjects
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
how do i put a .blend file into unity
You should export it as an actual 3D interchange format instead, like FBX or GLTF
ok thx
can we vc so u can show me?
No
unity can read blend files but only if blender is installed
if working with other people its unadvised
nah just me
if just you go nuts till it fucks you over later
install this package in your project https://docs.unity3d.com/Packages/com.unity.cloud.gltfast@6.14/manual/installation.html
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 π«
never seen someone admit that before good on ya (not reading)
#1390346776804069396 is the place to ask. provide some screenshots and more info there too
thanks!
Please don't post just to see your name on screen, thanks
sorry I have dementia
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?
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.
how do you blit the data to the texture? what format is the texture?
@distant nimbus You can use else {heldObject.transform.position=holdPoint} or multiply speed by Time.deltaTime
what is the value of speed?
als you should probably cache the start pos
actually speed should have value from 0 to 1
Applying lerp so that it produces smooth, imperfect movement towards a target value.
why not just use Movetowards/SmoothDamp anyway
if your speed have constant value the object will stack at same point during gameplay
is there a way to import a project from a apk from unity?
we do not allow decompiling talk. also no.
@calm onyx u can read about reverse engineering
welp im going to kill myself then
why the hell do you need to convert apk into project?
how else will they steal something from a game?
Speed is already multiplied by time.Deltatime before being added
15 * time.Deltatime
you must use value that will icreased from 0 to 1 during lifetime your speed is constant value
check this #π»βunity-talk message
something like t=0; if(t<1){ heldObject.transform.position = Vector3.Lerp(heldObject.transform.position, holdPoint, Mathf.Clamp(0,1,t));t+=Time.deltaTime; }
I see, thank you
It's yuv420p ("-c:v libvpx-vp9" in ffmpeg), I use Stream from Procces to get the frame and then pass it pixel by pixel to a texture2d, which is very cpu intensive.
how do you call/invoke ffmpeg? If you profile it, how much of the time is decode and how much is the data copy?
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
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 
wait im silly
please ignore π
!collab π
: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:
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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
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.
this has nothing to do with ao
yea but baked ao usually sucks ass
is this "streaming" via some port? if any code is avaliable to read im interested to read
I dont know enough about ffmpeg but are there better ways to get data without using it as a library?
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
Make sure the name of the script file and name of the script class are the same
i did
Make sure there are no compile errors and that the file name and class name match.
Show your console
i have to open it again hol up
For now it is the only one that uses libvpx for vp9 (alpha) + multiplexer for audio and seek
Some people call it Piped, although I'm not very familiar with the term. Unfortunately, Process doesn't work in IL2CPP, so I'll have to change it later.
https://hackage.haskell.org/package/process-streaming-0.9.3.0/docs/System-Process-Streaming.html
No that doesnβt fix it
Oh hey look compile errors
You gotta fix the errors
the thing that the popup said to look for
thx
script is using Photon, but you dont have photon installed
my code
!code
π Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
π Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
Thatβs a tad hard to read on mobile
hey guys
Sup
i hate hand animations
Aha using pipes sounds much better but yes relying on an external process still sucks and is not going to work on many platforms.
Id say go use libavcodec but I know it has no documentation apart from a doxygen
<@&502884371011731486>
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Oh, you mean using the libs? Umm, that puts me in C++ territory. I asked the AI ββfor some context and it told me about IUnityGraphicsD3D11.h that would directly copy the frames to the Unity renderer, but uuuuuh but it's already kind of difficult code.
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
Wow, it's actually a thing. Didn't know unity exposes something like that.
https://docs.unity3d.com/6000.2/Documentation/Manual/low-level-native-plugin-rendering-extensions.html
Yeah π. 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
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
Unity offers a ton of tutorial projects to help fet you started. Create a new Project, select a tutorial template and it'll teach you
YouTube is also a good source
!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**
!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**
Maybe read the bot?
ok
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
!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**
Usually by putting it in your project
Clone(or download) the repo.
Copy it's contents(or just the scripts) into your project.
Use the scripts. π€·ββοΈ
It's got zero documentation or even a readme saying what it is so I dunno what you're expecting to use it for
It's kinda like asking, how do I implement this table into my kitchen.
what is this
one bite at a time
is 997 right for an game dev boot camp becuse i got an email from blacktornpords