#💻┃unity-talk
1 messages · Page 7 of 1
How to use aerial light
"blackthornprod" is a yt channel that makes unity focused videos. apparently they are selling a course for 1k
you can learn unity with or without a course, there are tons of great tutorials everywhere
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
it has to be baked
https://bootcamp.blackthornprod.school/ this is the website
why would i need that
so you know, aerial is not the same as Area light, which is what is on your screen. using the learning site linked above, search for Lighting, or use the link below. there is also a dedicated #1390346776804069396 room for After you learn the basics.
theres realtime area lights in hdrp if you care
I want to make for mobile hdrp is for PC
Would these assets work in unity as well? I heard sometimes these bundles are great for unity and saw this.
unless they say for Unity, you will run into issues. not that you cannot get the models to work, but of course, scripts will not.
Most packages you see there are available for Unity too, and often come up on HB. if those models are Nanite, you are in for even more trouble.
let's put is this way, a guy sells an Unreal to Unity converter on the unity asset store, for like $50 last time i looked. even then, it is involved.
unless you know what you are doing, i would avoid trying to use UE assets.
@glossy thunder
Ty
I’m guessing you are looking for asset catalogues or some cheap things to help get you started. Check the unity asset store around Black Friday, and every couple days because they offer a lot of deals
They commonly do 20-50% off, but I’ve seen it as low as 98% off
Also, the Unity Asset Store already has over 10,000 free assets
Guys what would be the best way to make grass
Alr thanks
Hey, my asset got rejected months ago for "missing a license", even tho I included it in the file.
But anyways, since then, I've been trying to update it with the NOTICES file thing so that it can actually be published, but when I go to the publisher portal and left click my asset, I just get a 404 page.
I also tried uploading a duplicate because I couldn't edit the original, and who woulda thought, it got rejected as a duplicate.
So what exactly am I supposed to do?
I asked like a week after it got rejected too here, and I was just told to wait.
Well I did.
For months.
So what now?
So you know, all though this is an official Unity discord, it is a Community one. 'Unity Support' is not active here to answer questions. I'd suggest the usual feedback routes
Would you mind pointing me to the right support forum or something?
I would usually use unity discussions but idk if that's the right place.
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
there is the email near the bottom.
here is a discussion thread. both of these things are old, but hopefully still valid
https://discussions.unity.com/t/how-do-i-contact-unity-asset-store-team-as-a-publisher/643758/3
Thanks!
Do you guys have a good tutorial to understand pathfinding (2D top down so grid I guess)? I mean there are plenty of them out there but I'm struggling to find one that explains everything :)
Hi, is there anyone here who has ever been involved in hiring Unity developers? I'm looking for some feedback on my CV
https://www.redblobgames.com/pathfinding/a-star/introduction.html a lot of other related resources there as well.
Create a thread in #1157336089242112090
thank you
Hello I want to do a 2D game on Unity but I don’t know which version too use
unless you have a reason not to, use the latest LTS/ i would say 6000.0.60.f1 at this time.
Thanks!
If you are new as I am, to learn while following some tutorials for example, a version a bit older may be better as it will be closer to the version used in most of the tutorials out there. I mean there aren't a lot of tutorials in 6000.0 and some things changed with it if I remember well.
But my point of view is the one of a beginner as I said :)
and those generally minor changes cause you to look around to find the thing, instead of blindly following steps, which usually is not as effective.
But of course, anyone, at any time, can choose to use the version that matches the tutorial they are taking. that however was not what they asked, specifically.
For a more detailed answer, i am waiting for them to respond, so i can mention things like 'what are you building for." "What are you building on?" maybe they have a potato that would do better with older versions.
You are not at all wrong. don't let me leave you with that impression
I mean there is a way to use tutorials and if you don't respect it of course it won't be effective :) But I totally see your point.
For example if you start just a bit to get lost, don't think "I'll catch on soon", try to understand immediately and stop where you are. Of course, watching/ reading the tutorial once to understand what is happening before doing it is great too. And when you are "copying", don't do it instantly, read/ watch the tutorial until the end of the step and then apply the step. This can prevent you from being lost.
PS : I have no idea why I'm writing this as you absolutely don't need it 😂😂
I'm not writing down everything btw xD
Thank you guys
Valid advice. if you hang out here long enough, you will see people come through with issues on How to learn. that would be good info to relay to them
in inspector I remember we could give random values or position objects with spaces by writing some formulas to transform component, anyone remember what those were called?
good morning y'all. I'm trying to drag myself back to 3d work after being very out of it for a while and focusing on a side hustle.
Note this is not a social server, nor is there off-topic here.
I guess that little "house" icon means you are a mod? You should fill out your profile so people know how much you speak for the group. All I said was good morning.
If you hover over the icon, you can see what it says. also, you can read the #📖┃code-of-conduct
and to return in kind, all I said was this is not a social server, which it is not. Also, there is no off-topic here, which there is not.
The icon just says "Resident", I don't know what that means.
it means nothing
just a role some regulars have
Sorry, my point was, it does not say Mod. here is a link to a post by a moderator, so you can see the icon. that one does say moderators if you hover on it
#💻┃unity-talk message
also, why would a moderator fill out their discord profile purely for saying they're a mod in a specific server? profile descriptions are global unless you have nitro lmao
there is no point to continue here the horse is dead, would have furthered the objective of keeping things clean if nothing was mentioned. Like was just saying hi not starting a big off topic thing like this current discussion
Since we are here.. This is my normal copy/paste @ Sam. I didn't have it up, so i manually typed and it did not come out quite the same.
"Howdy. Not a 'Social Chatroom', so, "hi" and "bye" generally go unanswered.
If you have a Unity question, feel free to ask"
OK cool, that's a lot softer and more open.
feel free to DM me if you want to continue the conversation. I'd be interested to hear your thoughts on what I would uncharitably call "back seat moderating"
one of the reasons i linked the #📖┃code-of-conduct
this is simply the status quo for this server. a more social server would be something like Game Dev Network's discord
Feel free to DM me if you want to continue the convo and try to find some common ground.
No, thanks.
@latent meadow not everything requires a response, sometimes its furthers the actual objectives to just say nothing and let it naturually handle its self and only say something if it becomes a problem. this was 100% one of those cases
Well, as with all of us, you are entitled to your opinion. I stand by what i have said, and the reasons behind it. Also, my opinion on this is, you could have said that in the Residents space. Odd to me, you decided to post it here. feel free to continue there if you need.
I want to snap this cube's base to the surface below it (which is also a cube object). I hold V to move it but it doesn't seem to snap to surface.
you do not have snapping turned on, according to the gizmo. also, have you tried pressing End? that has worked for me in the past
This also breaks completely when there's a terrain in the scene :/
holding V will only snap to a vert
Ouch. I did not know that, thanks ^^
and you first need to decide what vert on the source object to use
so does a bad job at snapping to planes that are not very dense with verts
I'm not sure what End key does here. See it doesn't snap to the cube at bottom. Same for Snapping on or off.
It seems to snap to another object.
I tried to do it, but it doesn't seem to snap to desired object.
do both objects have colliders
hii
Yeah, this Box Collider if you mean.
Howdy. Not a 'Social Chatroom', so, "hi" and "bye" generally go unanswered.
If you have a Unity question, feel free to ask
breh
It worked, I had to select a square shape (that appears when you press ctrl shift) instead of those arrows of move tool.
There is an Essentials Pathway and a Creative Core Pathway on the Learning site that should cover it
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Oh.. you added to your question. Nevermind. (same information in general, but those courses will not show you exactly how with c#, iirc)
brehh
Is there any way to slow down speed of "Right Click Hold + W/A/S/D" panning?
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
This tutorial is for post processing.
thx
Hold right mouse button and then use scroll wheel to adjust the scene camera speed
Thanks
The limit can be changed from the scene camera settings too
These? I can't find the relevant option.
Thanks
Currently I'm learning only shaders and materials. Can I disable all light probes or they are needed for some shader/materials? They seem distracting.
those just gizmo's they shouldnt affect anything besides your own vizualization of where they are
Hello everyone
Howdy. Not a 'Social Chatroom', so, "hi" and "bye" generally go unanswered.
If you have a Unity question, feel free to ask
I do have a Unity question actually, let me ahow you
lead w/ it 🙂
This is a discord bot I'm making, the assets are from free unity assets.
Since they're free, I can use then like this, right?
not really a unity question. check the license for the assets in question
Assets in the asset store have different licenses, but typically usage like this would be permitted.
So, check to be sure, but probably yes.
Ok thanks
Symptoms:
I want to know if I can use assets purchased from the Unity Asset Store in other engines.
Are there restrictions on using Unity Asset Store assets outside of Unity?
Do I need special per...
Unity Asset Store assets are not restricted to Unity projects. You can use them with other engines provided you follow the EULA guidelines.
That was amazingly clear. I have been trying to find it said clearly like that directly from Unity for some time. thanks
🫡 got u bud
basically as long as your not using the assets to distribute/recreate/"kitbash" and rerelease or generate any content thats given away its fine
"look dont touch"
this annoys me though..
"If your project allows users to create their own content (e.g., a sandbox game or level editor), you cannot monetize the asset without explicit permission from the asset's creator."
I mean, i purchased 'whatever' for use in my game, but if i happen to let someone else move things around too much (level design within my framework), it could be in violation? strange to me
ya im not sure about that statement too much
i feel ike if its contained the in the game it wouldnt matter..
same
that seems like something that would apply to a level-generator for a third-party game or something.. (build the level in unity.. then export it out)
^ now that would set off alarm bells ^
Yeah, that makes sense.
"look dont touch" will be the statement i run with from now on
seems like a good blanket statement lol
What if an asset was intended as a base to be used for adding to?
you might have to be a bit clearer on where you are going with this
as long as the asset remains in your game/software/w/e and the end-user doesn't have explicit access to re-use it
i think thats the main thing ^
"You bought it, no one else did"... don't share
also some pretty particular rules about using it for 'tangibles' like logos in RL, .. t-shirts, etc
it'd be like me giving a copy of an asset to a friend.. if they didn't purchase it
i couldn't legally do that w/o purchasing an extra seat for them
Probably also relates to legality on the user using the level design tool owning their work
yes this is it in a nutshell.. was waiting for the right terminology
NOT TANGIBLES!
intangibles?
sounds like a new Dreamworks production
Well I'm definitely not doing any of that, just previewing the assets and using the url called for the preview to send to bot to load the image.
in the end, only a lawyer could really say for sure, but as the 'artist formerly known as SpawnCampGames' said, it seems fine
-# not legal advice **
if you're pulling the images directly from the asset store site, that almost certainly falls under a different license than the actual license for the asset itself
oh yea ^ if thats teh case thats pretty sketch lol
oh.. i misunderstood.. yeah, that would not be cool
It's all free assets only, though. I don't have my pc, so I can't actually truly render assets
its still a gray area i'd check into
you are 1. using assets you did not agree to the license of, and 2. using Unity servers bandwidth against expected terms.
you'd need to 'buy' the assets for free (agree to the license) then host them at your own expense.
I initially thought you meant a discord URL where they were hosted, after you 'bought' them
that doesn't matter. you aren't actually using the assets themselves, you are pulling advertising material from the asset store directly
Which would, in turn, help to advertise said assets, eith a credit oage at the end to whom each asset belongs to. But I understand, I'll abandon project
https://unity.com/legal/as-terms
You agree not to access (or attempt to access) the Unity Asset Store by any means other than through the interface that is provided by Unity, unless you have been specifically allowed to do so in a separate agreement with Unity. You specifically agree not to access (or attempt to access) the Unity Asset Store through any automated means (including use of scripts, crawlers or similar technologies from time to time).
ya, by driving a ferrari around town i'd be advertising for ferrari.. but its doubtful they'd be okay if I just walked in teh showroom and drove off with one
aww lol.. mb
That does it! Back to work, you!
@mild radish Enough with off-topic spam
Not legal advice: I doubt they give a fuck
^ check the law first.. you've already gotten some good places to start
i'd def follow up with the asset creator if u plan on using their asset..
(i'd reconsider scraping the unity asset store webpage tho)
It's confusingly worded but it means that if you have a level editor or whatever where the player can buy more stuff using microtransactions, you're not allowed to sell just the Unity asset as is. For example if someone sells a sofa model in the asset store, you can't buy the asset and then resell the sofa as a microtransaction for the players to decorate their virtual house. It's basically just a special case of the no-resell rule
Meh, if you want to be good just load them up in Unity and take a screenshot yourself.
Ah! that makes more sense.. Thanks 🙂
Checking the law means being aware of the crimes you are committing which makes it harder to plead ignorance later 😇
i agree with this sentiment.. thats why u purchase assets.. to implement them into ur own workflow.
i imagine u could code up something to generate you what u need pretty quick and repeatable
never even thought of breaking up assets as microtransations
thats dirty
Im sure some of those crappy mobile ads do
Devlogs would be shit for that question
true, unless you have a following. it Used to be the only option though.
no
i looked it up to see what license would cover that..
im seeing explicit redistrubution rights which,
The default Unity Asset Store EULA forbids this.
Game design used to be allowed in this equivalent channel pre revamp
seems you'd need CC0 or completely custom assets
Yeah, you'd have to contact them for a custom license.
Because at that point you're essentially redistributing the assets to other game developers
Game design had a separate channel, which was very rarely used, appropriately. You can add "Looking for feedback" to the topic thread in #1180170818983051344 to add visibility as well.
I know KenneyNL’s license is so permissive that it allows that
Yes.
completely CC0 iirc (we need more Kenny's 😅 )
Near impossible in this economy
GL
https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html
Unity uses Y+ normal maps, sometimes known as OpenGL format.
Unity uses an OpenGL-style (Y+) convention for normal maps
Oh, i missed it. it is listed at the top of the linked page
@mild radish Since you have your DMs diabled. You've received your final warning for spamming off-topic images.
yessir. thanks for the notif.
Yo guys I just downgraded from 6.2 to 6000.0.60f1 and I'm getting this warning
What should I do
downgrading isnt supported so you may have to remake your pipeline settings assets
check out these in ur settings ^
They are there, do I like modify them or something?
may need to create new ones like rob mentioned
and assign them (edit: im just guessing b/c i havent seen that specific error before.. but thats the only two locations where i know a RenderPipeline asset is assigned)
Is there any option to use Roughness map texture in URP? I can't find in Inspector.
How would I do that? Can I just delete the existing one and somehow auto do it
smoothness is the antonym of roughness
Yeah but there isn't some image picker there like other options.
they will still be there, but you need to click on them to ping the file and then select the file to see if they display properly/ show any warnings/ errors
alr
this is a unity server
it reads from the alpha of the metallic map or albedo alpha. You can pick which one it is. This is done to reduce the amount of textures used.
If you really want to work around this you can use shader graph.
We don't need this unnecessary clickbait drama here. If you're interested in that, do it on your own time and leave this server for development questions/help. Thanks.
And no, before you say "but Unity related", the point still stands.
oh yea i didn't notice theres not a Roughness map..
You can pack smoothness into the alpha channel of the metallic map.
There is no dedicated “roughness map” slot.
yea this ^ pretty much... (reminds me.. i need to practice texture packing)
I dont know if there is something to do this easily in unity but otherwise something like substance painter would do this for you
ya, thats what the search results im reading are saying..
Watch out, Unity uses SMOOTHNESS and NOT roughness. When using roughness map you have different alternatives:
- Create a custom shader graph, use a “One minus” node on the roughness texture to use it properly to transform it in a smoothness input for the shader
- Using Quixel mixer/ substance painter/other convert the whole model textures to proper formats for URP/LWRP/HDRP default shaders (eg: substance painter has output (URP/HDRP) presets to do this
- Do channel packing on base map or metallic to add the converted texture (the roughness → smoothness) and use URP/LWRP/HDRP default shaders
Use 2 or 3 steps with a shader graph.
yea most of this is known now and times when i have needed to work around the channel packing i use shader graph
though ideally we do what unity want to reduce texture use and samples
pretty easy to just recombine things as needed in photoshop or what ever and flip the roughness into a smoothness
or automate that on the shell with imagemagick
well when using alpha you have to make sure it doesnt pre multiply otherwise it will fuck RGB
that also png in a lot of editors messes things up, prolly shows my age but i tend to use targa for channel packed stuff
reminds me of source, that liked tga
I know
my first engines were idtech 2 and gold src
source still has lots of gold src things in it so makes sense 😆
and the first source engine was the quake 1 engine, heavily modified
Okay 🆗
OK. So if I choose this alpha approach, what would I need to proceed. Do I need to create a custom texture? I don't think I can do it as I downloaded these textures, they are not mine. I can't find any tutorials.
I found this in documentation:
Smoother surfaces are more reflective and have smaller, more tightly-focused specular highlights. Less smooth surfaces do not reflect as much, so specular highlights are less noticable and spread wider across the surface. By matching the specular and smoothness maps to the content in your albedo map, you can begin to create very realistic-looking textures.
Yea you would edit the alpha channel of your albedo or metallic to add the smoothness data
but like i said, you can just use shader graph to make something to use seperate textures instead but that is less efficient
i dont really know offhand as why i said i need to practice myself.. best i can do is search with you
Shader Graph: For advanced control, you can use Shader Graph to manually handle roughness and smoothness inputs.
In the Lit and Complex Lit shaders in the Universal Render Pipeline (URP), you can use a single RGBA texture for the metallic, smoothness, and occlusion properties. This technique is called channel packing or texture packing.
This is interesting
^ probably a combination of setting up the materials and textures the correct way..
and then manipulating them correctly w/the help of shadergraph
Heyo - which C# wrapper do you folks use for Steam? Is Facepunch.Steamworks still the way to go or is there a cooler kid in town?
This is because you only need 1 channel for this data so packing it all into as few textures as possible reduces the amount texture samples done (because this does have a cost)
What Is Channel Packing? | Channel Packing Series
Channel Packing In Gimp | Channel Packing Series
couple of links i think may be useful.. (one kinda goes over the process/reasoning) and the other is (gimp specific) b/c its free software but can be applied to other software (similarities)
The tutorials seem to suggest I don't actually need to create fresh textures. I can just use the ones I downloaded to pack in one texture using different channels.
Sounds easy.
yea, was that not clear before?
I thought I need to create all textures on my own instead of downloading them. E.g., I'm using a brick texture. So I'd need to create a fresh brick diffuse/albedo texture and then other maps like normal, height, occlusion, smoothness etc.
If you intend to keep with the off topic questions/discussion prompts, you'll be removed from this server. You've been officially warned once before, your next will be a ban without notice.
ah no no you just need to copy and move things around. But it requires some effort and knowledge of potential issues when doing this manually.
e.g. alpha premultiplication must not be applied when saving images with data in alpha
What do people usually do in this scenario?
Do they use packing or shader graph?
I'd try shader approach but you said it may not be efficient
Usually the artist would make them correctly to start with or their program has the ability to pack for them so they don't have to think about it
Using shader graph to use the textures as is works fine but it probably depends how important efficiency is for this project
at work we automated it all, artists commit work, then a script runs on it that packs it correctly for game but moves it from the art repo to the game repo
I know that substance painter has presets for texture packing settings but yea it can be automated too
I just noticed something. This seems like a packed texture. But it isn't packed in Diffuse map.
Guys any way to make raycast ignore a specific gameobject instead of layer?
not really, you'd want to use a layer mask for that
There is no set way to do this and theses assets are made for 3d software like blender or maya
That is also true I think
Roughness is just the opposite of smoothness so inverting it will convert that
Yeah I realized I can't use roughness as it is. I'd need to invert it.
damn, I like want to ignore my player but not other players basically if that's possible in any way
Can also be done in shader with "one minus" if using graph
You have options!
I mean in packing approach. For that I'd need to do it in photo editing apps.
I used FacePunch with my Steam game less than a year ago, not sure if there are newer wrappers, but id say it still gets the job done in a "simple" way imo
Yeah, I worked with facepunch befire and was just curious if there is something else since then, didnt had any issues whatsoever, just wondering 🙂
You can use Physics.IgnoreCollision, though I guess thats not "ignoring the object" just a specific collider on the object
Yea. GIMP and krita are great free options
Ray ray = new Ray(transform.position, transform.forward);
RaycastHit[] hits = Physics.RaycastAll(ray, 100f);
foreach (var hit in hits)
{
if (hit.collider.gameObject == objectToIgnore)
continue; // skip this one
// This is a valid hit
Debug.Log("Hit: " + hit.collider.name);
break;
}``` maybe something like this that will skip its own collider?
Though I think in your specific case, it sounds like you have a multiplayer game, maybe it makes sense to have a "LocalPlayer" and "OtherPlayer" layer and as boxfriend suggested, use layermasks with those 2 layers instead?
ya, if its a multiplayer game you'll usually have a property you can check against..
isMine or something
I'm using a single raycast atm but I can give it a try
Physics.IgnoreCollision wouldn't ignore a raycast though, would it? that's just to prevent colliders from actually colliding
Could work i guess
well, theres many ways to do it..
for that example i called ALL hits b/c if u hit urself.. u wouldnt want the ray to end there..
you want to continue out and get the next hit.. so the one u ignore.. leads to the 2nd one to become the first..
what is the actual use case here
building system
that's not really specific enough
what more do you want me to say
there's a ray, detects a hit and checks if it can place then allows you to place with right click
how about literally any actual concrete info about what you are actually attempting to do and why you need to ignore this specific object without using a layermask
oh shit i just had a good idea
The other day I found out blackthronprods are in this discord server
I'm sure lots of people who use Unity are in this server.
@snow idol hi, how are you doing
please do not ping random people you aren't having a convo with
They're banned now.
Someone called? Good day to you, haha.
есть русские?
english only server
anyone ever had a problem where mouse input doesnt work in "Focused" mode??
have you actually done any debugging
tried everything i know..
which tells us nothing you've done
I have opened brand new project. with one gameobject + 1 script :
using UnityEngine;
using UnityEngine.InputSystem;
public class MinimalInputTest : MonoBehaviour
{
void Update()
{
if (Mouse.current == null) return;
Vector2 delta = Mouse.current.delta.ReadValue();
if (delta.sqrMagnitude > 0.1f)
{
Debug.Log("Mouse Delta: " + delta);
}
}
}```
nothing is being logged unless im on maxmized mode
did you actually click into the window?
have you tried another version of unity
tried clicking. havent tried diff version, im using 6000.2.9f1 atm
try 6.0
yea i feel like that one should be mroe stable, i will install and update if it worked
Hey does anyone know where I can post for feedback?
Create a #1180170818983051344
Thanks
why does unity consider this a type mismatch?
is this --> [SerializeField] AutoProjectileSpawner AutoProjectileSpawner; somehow wrong or like what's going on
prefabs can not reference scene assets
iirc u already posted this or similiar and were told u can't assign scene assets to the prefab
only other assets
think about how prefabs could exist in any scene
not just this one, so it makes no sense to reference from a scene
Unity 6.0x broke hotkeys again!?!!!??!
I mean W for move E to rotate and so on aren't working anymore... again.
version 6000.0.60f1
any advice? O.o
plis? 🙇♀️
have you tried restarting
yes, but works a little and stops pretty quickly
Has anyone had an issue where Unity 6 menu and cursor is completely pitch black?
which version specificly
Unity 2022.3.62f2 and Unity 6000.0.60f1 had this issue.
This version is a bijoux 😂
What do you mean by that?
it's sarcastic, and bijoux is a kind of jewellery.
I didn’t know that.
Make sure g/card drivers are up to date?
I updated my Graphics Card Drivers.
It's a figure of speech in Italian 😅
It's an Italian expression...
Heard it in the UK too
Ahhh about hotkeys, Layout Reset will fix it!
@surreal lichen you should try too... maybe it will fix your issue.
For future reference. Enabling the mouse device from the Input Debugger window is required and fix the problem.
It is probablly because the "Device Simulator Touchscreen" is also listed for some reason and I can't get rid of it.
does anyone use the ProBuilder tools?
I just want to ask how to make the stairs bottom side covered instead of being just plain invisible
would you guys recommend that i use intellisense?
strange.. it worked out the box for me in Unity 6.0
there is a dedicated #🛠️┃probuilder room you can ask in
uh yeah
why wouldn't it be?
thiing is, if it gives a suggestion which i don't wanna use, pressing space does not get rid of that suggestion
the thing that auto types coe
i assume you dont have the "Device Simulator Touchscreen" listed first?
ooo thanks, didnt know that existed here
yeah probably this ^
the gray italics?
isn't there a better way then?
just disable it
that's intellicode, AI code. you generally shouldn't be using that
ctrl alt space turns it off, iirc, but that is per session. a full disable is better if you are not going to use it, as nav said
yes
and i wanna turn off intellicode ya?
intellisense is just the suggestions box and hover tooltips and syntax highlighting and static analysis - lsp stuff
intellicode is AI codegen being shoved down our throats under a (probably deliberately) confusing name
this is intellisense.. You want this
intellicode is just text prediction based on context
oh aight
not as bad as generative AI code but still annoying
i mean. it is genai
i unchecked everything in intellicode
this is basically what an LLM is, no? lmao
how can i bind the esc key feature to my space key?
I dunno I never thought of it as generative ai cause its not an online feature, its like saying Autocorrect / textmessages suggestions is AI
suggestions can have AI
so that it does not auto complete a suggestion when i press space
oh, that? that's definitely AI - just not genAI
(i was saying esc dismisses intellisense, btw. not sure it dismisses intellicode)
just disable it if you dont want ti
or do all of you press esc everytime intellisense gives a suggestion you don't need?
i do want it, it's helpful
its probably in the settings somewhere then
yes, but i have intellicode disabled fully. which one are you actually talking about
intellisense
you can disable whatever key is bound to inserting it
intellisense does not put its suggestions into your code
you don't have to select anything, once you complete a token it'll go away anyways
it does not, but when i press space, it inputs the sugegsting
ah, you can change the "commit" key, iirc?
i changed this so long ago, i only barely remember this
tab it is no?
I think by default no ? you said spacebar tho
this, for vscode, for example
both do the same thing
there's also other stuff
How do I do layout reset?
oh okay.. maybe 
"how to disable intellisense auto insert [insert your editor here] "
i did
intellisense is more than just suggestions - have you tried searching for "suggestion" in your ide's settings?
Ctrl+Alt+Space did it for me
Via the layout button in the top right of the editor
google is apparently killing the ability to sideload apps for "security" (aka spyware)
how will you test your own games on mobile if you cant use your own apks?
Ok thanks
I tried resetting the layout and it’s still black. Do I need to update my drivers and install a driver?
i need help to set up vr in unity because the controllers arent working, what channel can i use to get help?
so i guess we're fucked then
discussion of the topic goes in that thread. if you want to ask questions about the implications of that news then do so in that thread.
Here's three other times you've asked this question and gotten the answer:
#💻┃unity-talk message
#💻┃code-beginner message
#💻┃code-beginner message
They clarified the situation (sideloading isnt going away) https://android-developers.googleblog.com/2025/08/elevating-android-security.html
Can someone help me? Trying to make a ball roller and I have a rigidbody on my sphere, yet whenever I try to rotate my cube using input, the ball gets stuck in the cube
Maybe transform.Rotate is not best?
you shouldn't be modifying transform if you have a rigidbody
the rigidbody expects to control the transform, you will be fighting it
Oh so instead control the ball?
use rigidbody's rotation methods - angularVelocity, AddTorque, MoveRotation, etc
Using those functions you are adding angular velocity/force so physics will rotate it for you
wait, you're moving the.. platform?
it's quite far from a cube lmao
but yeah physics stuff should be moved via physics
But if I don't use gravity on the rigidbody, will the rigidbody still rotate?
those are wholly separate things
yes. angular drag will be what "slows it down"
but without gravity i suspect it will act funny
okay, thank you. I guess I know nothing about game dev haha. I want to jump to making full games
well you can easily try out stuff and see what happens! just try to manipulate rigidbodys properly
hello there, when i get my new mac that is an m chip ill probably reinstall unity and learn
🥱
maybe you should take notes on common issues then
would waste a lot less of your time
Sorry, took me a bit to look things up. You should consider doing that some time, too.
why unity hub recommends me old 2022 version which has security issues whnere there is already newer verison out?
that version is the patched newer version
which one?
the 2022 one you were just complaining about
2022.3.62 is old the newst from download archive is 68
.62f2 is a patched version. .68 is enterprise only
it's not LTS because it's no longer in support except for enterprise and industry licenses. the .62f2 patch is for anyone who doesn't have those licenses but wants to use 2022 with the vulnerability patched
hmm so when i downlaod 68 i cant start it?
Why is it that when I enter the door trigger, a micro lag occurs, but then everything is fine?
even if lets you open it, you cannot legally publish a release using that version without purchasing an enterprise or industry license
How do you know it's lag? The second time you open the door, it looks fine.
If anything, it looked like you were popping to another position through collisions or something.
where do I ask for help?
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
I enter the trigger and there's a micro-lag, but when I enter it a second time, everything is fine
Again, how do you know it's lag?
check the profiler
What could it be
This is what it looks like if I walk slowly
are you sure its not just a collider or some shit
The FPS shows that it drops to 170
if you think its lag then you outta use the Profiler and see what the lag spike points to
What's actually happening when you enter the trigger?
animation window set it to Frames, adjust as needed
When I enter the trigger, it just shows a text on the screen, and I can press E to open the door. That’s basically it.
how do I make my animations longer (phrased it better)
when I changed it to 24 fps it became 24 frames long instead of 60
Basically? Or all? You'll have to profile it to actually see, but what does the code look like for it?
Seems fine. Use the profiler to see what's taking up the time
I'm just getting started with Unity, and I don't understand a lot yet.
There's nothing in this that looks like an issue.
I just made a full body fps controller and after that this micro lag appeared, before that if I just entered the character there was no lag
I don't understand anything here
search . profiler. and how to use it
since it only happens on the first trigger its probably resource loading related
thats why there are resources from how to read it
not sure if this is the right place to ask, but i'm trying to mod the original main theme for pvz into pvz replanted. i found a music assets bundle file and although i can open it with assetripper and found the song i want to replace, idk how to edit it and replace the song. asset bundle extractor is unable to open the file.
i'm not able to build my project & am getting the error - Cannot build while assets are importing or scripts are compiling but there are no assets importing, nor scripts compiling.
i've tried restarting Unity, restarting my PC, deleted temp files from the project, reimported all assets, nothing works. does anyone have any idea on how to solve?
the animation that plays when Open is set to true might be causing the spike when it loads
is it big?
without concrete numbers (profiler) its all guess work
Run the profiler, start the game, walk into the door, and then look at the big vertical spike and see what's the biggest part of that
i also wonder if textmeshpro might just have an issue with rendering cyrillic
for all you know it could be his own computer + editor stuttering putting the text on screen
how do I make my animations longer, i changed the fps to 24 and my animation is stuck at being 24 frames long, I need it to be 64 (haha minecraft) frames long
Should work just fine
dayum no ones talked in there since 5 am 💀 i aint never gettin help
i can tell you werent around in the days of forums
like this spike is the trigger input
be patient, they answer. If you dont post it how can you tell..
ive never been patient ngl, thats mostly my problem
so then you select it and check the spike
well patience is gold in development so make due
outta switch it to Hierarchy mode
So click on the area the spike is, and it'll show you what was happening that frame. Look at what's taking up the highest percent of that time
How did I figure it out from Canvas?
If you click on one of those blocks it should show you what the breakdown is. See what's taking up most of the time in the player loop at the top
I turned off the message that appears now, and the micro lag is gone
thank you very much
Where can I open the probuilder window? The button is gone (I am now using unity 6000.1.9f1)
You don't, you use context menus now
i have a question why do most Tutorials just not work on unity like any older ones like 1 year just dont work
im like complelty new so mb if i sound stupid
what do you mean "dont work"
in what sense
I write code and its wrong
nothing changed aside from a few layouts and few components renaming functions/props
someon ones fixed my issues by telling me i had to like change a setting which changes which code unity takes in edit and prefrences
but i switched computers
and i cant find it:(
show the code and what error is giving
what asset do you use to get those colors in the hierarchy?
they were likly talking about the Script Execution Order, in Project Settings. But show the error since there is almost always a better way to fix things then editing that
yo everyone, i'm having some issue when trying to debug, whenever i try to Attach to Unity it says "No connection could be made because the target machine actively refused it 127.0.0.1:56300"
any idea how to solve this? my editor already has debugging enabled btw
Its this keeps things nice and clean ↓
https://assetstore.unity.com/packages/tools/utilities/colourful-hierarchy-category-gameobject-205934
How do I select edges in unity 6 probuilder?
go into edit mode
you have to select a probuilder mesh first
i might just be stupid and public just doesnt work in unity
nonsense
show the actual code (not a screenshot)
public inside a method for sure
🥹
lol
huh
also unconfigured IDE
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
and of course the mistake of only looking at the last error in the console and not starting with the first (there's at least 7 others)
yeah i thought i knew what you mean but no im sorry
well you need to go back to the fundamentals
but every line execept for the using statements at the top needs to be inside a
public class Free_cam : MonoBehaviour { } block
No i know what a class is and all i can typ java
then why did you structure your code like that?
because its isnt my code
java has the same rules
its a tutorial
you copied the tutorial incorrectly
guaranteed the tutorial didnt write it like that
Show the tutorial
Thanks for watching :)
script:
public float sensitivity;
public float slowSpeed;
public float normalSpeed;
public float sprintSpeed;
float currentSpeed;
void Update()
{
if(Input.GetMouseButton(1)) //if we are holding right click
{
Cursor.visible = false;
Cursor.lockState = C...
get that counter out
46 seconds in
"I did it exactly like the tutorial so why does theirs work and mine doesn't" counter:
Number of times it wasn't exactly like the tutorial: 198
Number of times it was exactly like the tutorial: 5
Number of times the code literally did not exist: 1
2022-07-19 to 2025-10-23
lol even for the tutorial the editor is not setup right
but also the part we commented about with the class missing, its in the tutorial
make sure you configure your ide
Everyone had to learn at some point, people are tearing it apart since they mention issues then you saying well its not my code
But yeah i would first get your IDE setup fully it will help you greatly and show you issues as they happen
then look at the C# fundamentals, then some basic unity learning content
sorting it all out in that order will put you on a much better footing to learning it all
and i now i got this when i tried to Attach to Unity
Hey, I'm not sure which channel to use for this, but I want to ask about a school project which involves an interview? What channel would be good for that
Is it Unity related
It's about game development, it can be within unity
So it doesn't really sound like a Unity question
Why did Unity (at least in Unity 6.2 i think) make AdditionalLight info not accessible when using Forward+ rendering? If they are doing the calculations fully GPU Side, why not put in a StructeredBuffer to access it in shaders?
is there some easy way of displaying fps in-game after a project is built like in the editor in the gizmos menu?
you can make your own fps counter and display it using tmpro, hard coded gui, etc.
it is fairly easy to make
didnt urp have that debug menu
yea only know it by accidentally opening it
oh but this is only for development builds no?
yes
otherwise you can do your own by using deltatime to calculate the current framerate
1f/delta
I tried updating my drivers and tried resetting the layout but the menu and cursor are still black.
Hey all, how would you go about storing game information such as current round, team scores, etc etc? I was going to go with a singleton but might want to use Update, but a MonoBehaviour game object might also not be the way
Any grand ideas? :)
Are you asking how to get at the data or how to store it? The ‚grand idea‘ you ultimately aim for is injecting the information/provider into the objects that need it, avoiding the singleton abuse.
I tried this GIMP tutorial and it gave me headache. I couldn't pack it. Maybe it was hard because UI doesn't match with latest GIMP. Also, it doesn't teach how to pack in Alpha channel. I never imagined such a simple thing would be so complicated.
I tried Affinity Photo, but that is at least 3 times more complicated
Store - as in whats the best solution here
I'm not used to the game object hierarchy of Unity, and normally I would store it in some more foundational class
Although I suppose using MonoBehaviour is really the same thing! Maybe that is the way to go after all
Indeed, no reason to make up problems where there are none.
Words to live by!!!
any way you want, i tend to have a MB that is a holder for a bunch of regular C# classes for various systems
and it can tick updates in them if they want it
Ohh that's smart
Mind you that gameobjects with MonoBehaviour components are quite a powerful foundation on which you can build a very productive gamedev workflow that you would have to abandon when working entirely without them. Often you use MonoBehaviour as access/views for background systems/data
really one of the most annoying parts of unity is init order and passing depednencies. SInce you do not have that central entry point to gather and pass depednencies down in
You can arguably work around that issue entirely.
i find i tend to end up with some sort of state machine that kinda handles overall game state stuff. I used to do that mostly with regular classes but now i do it mostly with components since it makes easier data input to it all
Yeah I suppose fundamentally, the game objects are a list of objects initialized and ticked from a higher application object
i make do just fine by doing manual initialisation for basically everything
Nobody forces us to use the standard engine callbacks as individual entrypoints
load a level scene? find the manager, init it and let it do the rest
Initially it just seems bloated to use game objects that also have a transform and whatnot
Irrelevant in the projects normally made in Unity
Think of the transform as a ‚folder‘
dw about it, in source engine you need an entity to network things. all engines have these quirks
Very true!
Unity’s model is so simple and adaptable, much more so than other engines, that it’s well worth the cost in most cases.
I got into game development over a decade ago and have since focused on general software development and am only now coming back to my roots, so many things to figure out haha
yeah structure is a good bit different then making a traditional application
i would embrace components as much as possible though and actually use them for composition not treating each GO as just 1 type
It’s actually not different, most regular apps are just built on way simpler assumptions.
you’d reinvent a data oriented framework for any halfway sophisticated application
Now that we're in the conversation, how would you describe the parent/child relationship of game objects? They don't inherently refer to one another, so is it mostly just the transform that is important in this case?
e.g. what you said before regarding seeing it as a "folder"
Transforms have parent/child pointers
Just transform but it is easy to grab refs from your parents etc
Right okay yeah
But also if it's just systems stuff not visuals I will sometimes just have a ton of components on 1 go
It’s a compositional part-whole hierarchy, if you want the technical term
It means each element can take any position in the tree, and everything is composed from the same base type while being able to navigate the hierarchy/composition
It’s very different from, say, unreal
Never tried Unreal, how is that?
Unreal is way more rigid about things
And will fight you if your idea does not match
Oh ugh !!!
Different, aims at a different project types and works like a content creation tool more than like a framework
Ahh okay
So more so like creating a project within Unreal, rather than creating a project using Unity
sort of?
Yes
unity requires you to build most things from scratch
It asks more of you in terms of code/architecture skill, but can take you anywhere, limited only by your ability
Unreal tries to give you tools to reach beyond your ability
Got a question. When you guys make prototypes, say, a roll a ball tutorial, do you guys mess around with modular systems? For example, instead of say making the coin position lerp to the player's position when close enough, maybe you use interfaces, managers, etc. Subscribe to events when coins are picked up, etc
is this how it's supposed to work?
why does it move on a diagonal when i change the x coordinate
you're not changing a coordinate. that is the reference resolution, as in the resolution that the UI is designed for. so the UI is scaling based on the screen match mode you've got selected
ya...that i did get
then what about it are you not understanding
because that's like the whole thing that you are demonstrating in your video
what does y do
they are both part of the reference resolution. neither of them are positions
also, in the tutorial, when they tinker with the x scale, it does not move diagonally like mine does, instead, it just ends upgrowing bigger and smaller while remaining in the same position
your layout is wrong then
any ideas as to what could fix it?
its going to depend on how you put the text there in uitk
in ugui its usually invalid anchor configuration
should i give a ss of the things i modified on the UI code in the inspector?
Probably because their UI element is anchored to all sides of the screen, while yours has a fixed size and is anchored to one corner
¯_(ツ)_/¯
It won't hurt
I don't even know if this video covers UI Toolkit
it's outdated
You gotta stop deleting messages after people have already started replying to them
just a habit i have...i would rather do it than not. if that upsets you i am sorry...
You can try changing the text align settings or change the flex direction of the parent element
It's like pulling the chair out from behind someone as they're about to sit down because you noticed the chair doesn't look nice
then id be like "why are you sitting on nothing?"
i would still do it cus having no takes is better than having stupid ones
you find something wrong in here?
the parent element should already have flex so the child would have been auto positioned for you
then you just have to change the text alignment settings
you really thought this was gonna work? its sticking outside the area 😐
i mean, it worked at that time, didn't know that it would end up making this problem
maybe you should read this instead: https://docs.unity3d.com/6000.2/Documentation/Manual/UIB-getting-started.html
learn how element layout works properly ⬆️
hey can anyone help with this multiplayer sync issue i have i tried everything to fix it but nothing worked (
Thanks
Can anyone recommend a current Unity Top Down video?
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
no
Put camera above player pointed down 
<@&502884371011731486> bot scam
?ban 1418576274602987541 bot spam
lera62622g was banned.
hi
Hey, I’m into game development as a hobby, and I’d like to make a classic point-and-click game in my free time. Do you think that’s doable?
I know a bit of C and Python.
yeah
Any tips on where to start?
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
does anyone know how to swap audio files in an asset bundle file? for a mod
modding discussion isnt allowed here
!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:
• ** Collaboration & Jobs**
mb
Just to confirm there is no way to turn off the unity splash screen without being a pro member right? I see the option in player settings but doesn't seem to make a difference, I don't mind it really, But just wondering if i'm doing it wrong, Or if it is infact a pro only feature. Thanks!
You can do it for free with a personal license in unity6
Interesting
I have unity 6.1 and when I untick splash it still shows in the build
Ah whoops wrong build setting
Is there no downside to disabling it that I should be aware of?
Why would there be
You don't get the awesome splash screen
TELL me one thing if we done with our project and than click on build and run than why we need mobile usb type item to buid android games
You don't
"mobile USB type item"?
Sounds like a rare item that would drop from your boss.
?ban 1430815727945912371 bot spam
hugoedrick6385 was banned.
<@&502884371011731486>
?ban 382208301397442571 slurs in chat and in profile
okbro.nnl was banned.
Is there a way to create a package for all the assets and scripts used within a particular set of scenes? I've run into a editor crashing issue when I updated unity due to the security issue and don't want to have to zip up a 4gb folder lol
Probably not, and almost surely not, if you cannot get into the project. (i mean, no easy ways i can think of)
Note, you do not need to include the Library in the zip/transfer. and on that note, have you tried deleting the Library and letting it rebuild?
also, Source Control is a must for anything beyond playing with tutorials
I just copied my project and deleted library along with the .git folder, so it's not specifically a crash on load up, but when I use the ingame ui I've built to create a photon fusion room/start a multiplayer room, that specifically crashes the editor, I made sure that it was specifically due to that, tested on the unity version prior (the one that has a security flaw) and it seems to work fine. So I assume some sort of bug was introduced with the patch, I guess just if it helps I was using 6000.0.26f1 updated to 6000.0.60f1 and made sure photon fusion SDK 1 was the latest version but that didn't make much of a difference
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
yeah I use git and not exactly an issue with that or anything I just wanted to get the minimum amount of assets that are required to hopefully get help from the unity devs, but it's going to be a bit of a major pain, my project is quite big has a lot of assets and such
the issue something related to "Could not allocate memory: System out of memory!" but just to note, without anything taking up a lot of memory running in the background I have about 16gb left (I have 32gb but I guess windows loves to assign half for whatever reason) so it is beyond me why it thinks I have no memory
so I've thought of the general things that would cause issues but I can't think of anything that is happening on my end, also as a note, I took a bit of a break from programming so I haven't touched this project in the last 3 months, and the only real change that has happened was needing to update unity for the security patch
this is just a WAG, but did you at some point entirely disable your Swap file and not re-enable it?
Must be a memory leak
to clarify, when you look at Task Manger, it says 16GB free?
I'll be honest I have no idea how to do this, so no clue
yeah pretty much
am I allowed to post screenshots in chat?
ok, no worries. that was just a long shot anyways
yes, but at this point, you may want to start a thread
well it was just gonna show the task manager, I honestly don't know why it shows I'm using so much memory when I have barely anything running but that's I guess besides the point
go for it
I just updated hub to the newest version and I can't open any of my projects. lol.
it says I don't have a license, but when i try to create a new one, nothing happens?
You need to look at it during the time of the crash.
yeah I did take a look at it, and there wasn't any sort of spike
Create a new one? you mean refresh, or are you trying to really create a new one?
Are you on Linux, windows or macinlinux?
Then it could be a faulty allocation trying to allocate a huge amount of memory.
Need to read the logs around the error.
I'm not really trying to do anything special in this situation though but I'll be honest the only change is that I updated unity for the security patch, there wasn't any other code changes for a last 3 months
Windows 11. My PC just crashed for the 3rd time in an hour. Lol. Maybe the issue is hardware related.
I'm about ready to get rid of AMD....
just checked task manager now and memory went up by 200 when it crashes, I guess there might be some sort of leak but it wasn't happening in the version of unity I was using prior to the patch :/
Memory leak issue with Unity 6000.0.60f1
unfortunately the license error is still there.
.. you have not even said what you tried, if anything, so that is not unexpected.
are you using the same email/account or do you have multiple?
my crystal ball is blurry. screenshots help
I only have one account. and it was working an hour ago
https://status.unity.com/ does not show any issues, but it is sometimes behind
Unity Services's status page provides information on the current status and incident history of Unity Services.
I got a notification that the hub was updated. after my PC crashed. so I thought hey. I'll update. and after the update it crashed again (because Radeon sucks) And then. I couldn't access my licenses anymore. so I signed out and signed back in. restarted an extra time.
do you have a firewall that might be blocking things?
Ill check. I updated to Win 11 about 2 weeks ago.
this here throws me.. if you are logged in with the same email account, this particular message should not be seen, iirc. but i may be confusing the issue. yeah, firewall is a good first check, and overaggressive antivirus too
maybe something got changed.
another thing you can do is fully uninstall the Hub and reinstall it, after the previous checks, if they all clear
good idea. maybe the install got corrupted when my GPU decided to crash my system for the 7800th time lol.
Anyone have an idea of what might cause this?
it's been plaguing me for a while now, but not sure where to dig for troubleshooting
whats the context?
weirdly enough, I'll just have a project up and this happens at random, even without any interaction, and hangs up Unity for up to a minute
Do you have a lot of files, or big files?
Is it only unity that hangs?
nothing different than before this started happening, though I did think to disable asset auto-refresh to see if that was it, sadly with no change
and ye only unity
Possible to do hotkeys in unity the same as in blender?
My PC just crashed again. Lmao. AMD my dude. Were gonna have to have a chat...
i assume you are referring to #🏃┃animation
AM4/AM5 both have issues with memory stability, might help to mess with that a lil 
oh, i meant hotkeys
Nah it's the RX5500 XT 8GB. Sometimes the buggy Radeon software forgets to turn on the fans and it hits 80C at idle for some reason and then it crashes my system. Wonderful design. Truly wonderful.

yes, you can change Unity hotkeys.
I am not aware of a built in profile to match Blender, but you can manually do it, and save it.
also, you should do the Essentials Pathway on the learning site
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
try MSI Afterburner to control fans in a different way, but this is off-topic, so you'd have to try another server for additional information
tried to deep profile but the main thread hangs when this happens
Try using the debugger instead. "Attach to process" or "attach to unity", then break all and check the call stack. Especially on the main thread.
hey im kinda stuck on what to learn next i wanna learn 2d and pixel but i also wanna learn 3d like all types (stylized, realistic, lowpoly… etc) but idk what to learn the only thing i know is putting sounds in and making movements and a camera system only in 3d
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Ok Thanks man
Oops, Hub bug, same day patch.. maybe this was part of the issue, @coral viper
how do I get call stack info from unity again? 
using VS19 and it's showing "all threads were executing external code"
You can attach to process to see the native callstack or attach to unity(the green play button) to attach to the managed side. The first one would not show much info. There might be names in the callstack. The managed debugger on the other hand should break in C# code, so it should shoe more info.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
If you want to share some info from the debugger, take a screenshot. It would be easier to understand the context.
didn't have the option to attach to unity, reinstalling real quick to see if I get managed debugging back
You'd need to make sure it's configured correctly too:
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
Well thanks for helping with the hub
took longer than I'm willing to admit to realize it was still accessible from the Debug dropdown menu (no clue why it isn't showing in the attach menu) 
just waiting for the issue to occur again now
how to fix this jittering that happens when pixel sprites rotate on z axis?
Maybe you're rotating them in a fixed update
Or use interpolation on rigidbody
no need to add the pixel perfect component thing?
how do i play / make games in unity
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
A sprite is a texture on a mesh and the mesh is responsible for the rotations.
there is no Unity Calibrate system that i am aware of.
you can use Source Control to work with friends.
Playing games is not covered by this server.
see the Pathways on the linked learning site for the best start
@wise crescent
ok thanks
oh.. you mean collaborate. yeah, use source control to collaborate
how
ChatGPT
start with learning how to do the basics in the engine first. then google for tutorials on Github/source control
does that mean no
is it shimmering or jumpying™?
you used the word jittering, so if used accurately, No, pixel perfect would not help with that particular aspect
hi
Howdy. Not a 'Social Chatroom', so, "hi" and "bye" generally go unanswered.
If you have a Unity question, feel free to ask
Hi
A version control system is needed not only for collaboration, but also for creating backups that will help you not lose progress in case of unforeseen situations.
You should illustrate the question like that with a video. Usually if you are going out of pixel constraints, like rotating or smooth movement you don't want pixel perfect components and going the other way, with higher resolution pixel art so you can use smoothing technics on it.
at this point I'm a little lost 
definitely paused it during the issue, stuck on Application.Message again, but can't see main thread and the call stacks I can see don't give any obvious indicators
Is that attach to process or unity?
At the vs toolbar on top, there should be a drop down showing threads. Is there no main thread there?
I was using the attach unity debugger option, as it seems to be the only unity specific option I'm getting, but I feel like that might be the wrong thing
hi, how do i turn this off 🥲
This will attach the managed debugger. It should be fine. I'd look through the list of threads and what they're doing.
I got surprisingly little out of it 
only seeing worker threads from the looks of it
guys what is the reason for Unity to have multiple versions?
its always being updated with bug fixes and new features like most software
no i meant like in official releases, they have multiple editors to install
then there's also the pre-releases
it's sometimes very confusing and i have no idea which editors i should be using
unity 6.0 is LTS (long term support) meaning its more reliable and stable
unity 6.2 is a later version with newer features but not as stable
LTS is best but you can use 6.2 if there is a new feature that you require
unity answer questions like this here: https://unity.com/releases/unity-6/support#releases-faq
Try attaching to process then.
Though I think some of the workers might be relevant. The main thread is probably just waiting on a worker anyway. Should look through any thta actively execute code in a loop.
What even is that?
Looks like it's something to do with Unity's visual scripting
and can't be turned off?
https://discussions.unity.com/t/for-the-love-of-god-can-the-background-worker-get-an-option-to-be-turned-off/929499/13
Idk, everytime i move a cube it pops up and stops the unity
I googled 'unity ludiq' ... it auto suggested 'unity ludiq background worker' and the first result was relevant to your situation..
oh, how do i turn it off
perhaps either read the link I already posted, or do the google search yourself ? 😄
Is there any way to use C++ in Unity through Plug Ins?
you can use a Huge plugin called UE
All around C++, not just for Perforamnce Critical
Accept I don't have another mandatory Plug In called "Having Good PC"
Touche
you can create C++ plugins and use C# to access them
As in?
Not reasonably, nor is there any good reason to.
Also for performance critical stuff you're better off using Burst these days
Burst?
Vas is Das?
No I mean like how do I use C++
By compiling native plugins I guess.
But this is not a reasonable way to use Unity. It'd be horrendous for iteration times.
i think you are trying to solve an imaginary issue. @ deltabullet
Okay. Any more details so we can maybe help?
Hi
Howdy. Not a 'Social Chatroom', so, "hi" and "bye" generally go unanswered.
If you have a Unity question, feel free to ask
@latent meadow sorry for sending you a friend request, my discord was bug when im was trying to send messages in the chat
ok. no worries. thanks for explaining
Yo hunan, did you made a Game before?
As mentioned, this is not a social chatroom. If you need help with a specific Unity Issue, you can
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
Oh there is no Channel for social chatroom?
No. see #📖┃code-of-conduct
Im not gonna read all, but thank you for explaining
you should. also, no need to ping me.
Okay
give a min
Animation
Scene transition animation
Graphic Effects
Particle effect
Trail effect
Shader effect
Sound Management
Background music
Menu System
Saving System
Mobile Build
this is what must be in the assignment
and idk what to make
i can't even choose if i want 2d or 3d
sup guys, new game dev here, wonder if anyone know what are good guide to learn the basic of unity
there is a tons of guide but idk where to start
I already know how to code, but no idea how to code for game dev
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Hello i have some qeustion about Asset store i upload pack for asset store near a month still no verfiey must report or wait ?
Hello, where can I ask about Unity's spline package?
probably here
I was wondering if its possible to avoid these cracks between rails, using Unity's spline instantiate. If I make the rails more frequent, it wont be smooth.
Any way to make procedural rails?
You can do whatever you want. However the fastest thing would be to find an asset that does this.
SplineMesher on the store comes to mind.
alright thanks
hi, i'd like to implement pvp multiplayer support in my 2d game that i'm making in unity 6. Game is turn-based, so no fast networking is a requirement. I need common stuff like matchmaking, lobby and simple chat. Goal is to avoid as much as boilerplate/reinventing the wheel as possible. What solutions would recommend me?
Unity has Netcode built in. you can use Unity Gaming Services( #1390346533127458889 )for the lobby, etc. there is a #1390346492019212368 room/board too
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
thanks for a message. What about photon engine? In your opinion, is it an overkill?
you'd have to ask the linked networking room. or maybe ask yourself Why you are considering that.
thanks for your input!
Hii!! Okay so I have an idea of a mechanic I would like to implement in a game I am working on where the camera is isometric and the player can see the environment all around them BUT they can only see some obstacles in a certain area around the player. Sort of like in project zomboid. I thought of using two cameras rendering different objects but I don't know how to make it without the perspective being weird any ideas?
Does anyone know how to do channel packing in GIMP? I saw many tutorials and I can't seem to replicate what they are doing. I can't paste a greyscale image into a particular channel. Also, I'm totally clueless how to paste a greyscale texture into Alpha channel (which is needed for smoothness texture map).
You'd need to continue watching tutorials, or find a Gimp server. although side-related to the final product you want to output in Unity, this is not a Unity question. You could make a Thread and ask in it, but pretty sure the Moderators would say something if this continued in the main room, outside of a thread
GIMP server is not quite active. I'm also trying on Reddit.
should i ask the question again?
Nobody is going to tell you what you should make for your assignment. You just spat out some list of generic things to include (which mostly all games include). Just pick a game idea you're confident in making and make it, it will cover those things by default.
The fact you've been sitting here for almost 3 hours hoping someone will direct you to an idea is wild.
does anyone have any videos or articles discussing how to go about coding a card game stack processor?
all i wanted is "2d" or "3d"
Which do you want
Specifically, do they cover the stack in mtg like how people do by reading the card's keywords and executing them in order? Or do they have the card data stored in a file somewhere and then execute it that way based on the card played?
How would we know what you want
What a ridiculous question. Pick the one that appeals to you the most.
If every card has a way to know what it's supposed to do, you can easily replicate the Stack from MTG using... A Stack. The term in magic is literally named after a data structure. Just make a Stack of the cards and execute them in order
also i am patient as hell when i want an answer duh
If you're going to keep this up, make a thread then, thanks.
Holy shit just pick one lmao. Its going to be your game that YOU will be making pick whatever appeals to you.
I actually figured it out by reading this ty
your seriously asking if its possible to make a 3D game...
No, they're baiting you which you're taking.
Obviously they're not genuinely asking if it's possible. If you engage, it continues.
"I didn't do my homework in time because a random discord didn't tell my what I like more until December"
hi
No it's actually impossible to make a 3d game in the unity engine. I know there's a 3d option but that's been broken since patch 1.0.17 and when you try to run the 3d engine with installing RTFM modset it bricks your computer
I watched my professor boot up unity and it wrecked his PC(he never used unity only valve source 1 and vulkan)
And 2D broke a few versions later so now Unity is just used for writing accounting software
and even with the RTFM modset it's very GPU intensive, I'd suggest trying source 1 or godot tbh
fr
making a good game in a few months
i don't know if its possible
it's not
like come on
ey guys i need advice if i wanna make a map more of lowpoly style should i use the terrain tool or do custom somhow cubes stuff
use math lmao
but i hate unity 👉 👈
uhhhh "read the fucking manual" mods? what is RTFM supposed to mean here lol
ok then use a different engine
Terrain tool. You can reduce the resolution so it's visibly lower poly
They're making a joke
bro can't understand me omfg