#💻┃unity-talk

1 messages · Page 8 of 1

vague pebble
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i give up

tender plover
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every party needs a pooper that's why we invited you

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party pooper

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party pooper

storm patio
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im so confused

tender plover
latent meadow
vague pebble
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is it so hard to understand what i ask?

storm patio
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oh it's trolling, i didn't backread far enough, jesus christ

tender cedar
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k thanks

iron topaz
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Hi guys

stuck flower
# storm patio im so confused

They're making a joke that someone just needs to "Install the RTFM module". Similar to how people here make jokes like "Just hit the 'Make MMO button' in the toolbar"

latent meadow
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Howdy. Not a 'Social Chatroom', so, "hi" and "bye" generally go unanswered.
If you have a Unity question, feel free to ask ^^

storm patio
stuck flower
#

Explaining a joke is like dissecting a frog. You understand more about it but in the process the frog dies

iron topaz
#

could you tell me about your project ?

tender plover
#

well, we lost one frog, BUT surely with this frog's death we gained an understanding

storm patio
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i thought they were the one asking. i did not backread far enough, that's all. yall don't need to explain

storm patio
iron topaz
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@storm patio @tender plover

storm patio
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yeah no stop with the random pings please

latent meadow
tender plover
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then the frog's death is meaningless 😔

stuck flower
iron topaz
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nah thats not random ping this is multi-chat

latent meadow
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you have been informed of how things work.

storm patio
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those were random pings.

shadow heron
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One problem after another lmao, Strange day today.

slow mauve
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can someone help me for once. omg 😭

when i export my armature from blender, the X axis doesnt rotate forward backward, it rotates from side to side. instead, the Y axis rotates forward and backwards, instead of rotating orbitally from left to right. can someone help me fix this? ive been trying for like 3 days now.

i know that this is fixable, in fact i fixed it before, but i have 0 idea how.

worldly cave
#

Does anyone have any resources on implementing source engine esque 3d skyboxes im unity

acoustic veldt
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!learn

vagrant rootBOT
worldly cave
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I hope that command was not directed to me

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Because it has no basis in what im actually asking

acoustic veldt
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maybe?

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(jk)

worldly cave
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Anyways

My current idea is this

1 create miniature geometry build distant scenery at 1 16th scale and place it offset from the level like 150 units below

2 set up skybox camera add a camera with same fov as player camera put skybox geometry on a dedicated layer and make this camera only render that layer

3 configure camera stack in urp make the main camera the base with post processing enabled then add both skybox and viewmodel cameras as overlay cameras to the stack

4 bake lighting before baking temporarily scale up and position the skybox geometry around the real level bake lightmaps and probes then scale it back down to 1 16th

5 add sync script attach a script to the skybox camera that copies the player cameras rotation and divides its position by 16 adding the offset

plain dagger
worldly cave
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Yes but this ignores a crucial problem

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The sun!

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I dont think the 3d skybox will be able to actually hide the sun

plain dagger
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You can maybe use light layers to have one for main stuff and 3d sky stuff?

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or to have them ignore that light

worldly cave
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Well i am using mixed lighting but what i need to do is ensure that if a part of the 3d skybox geometry is covering up the sun from the players perspective, the sun gets "blocked" i can sort of do this with my baked lighting approach i mentioned earlier but it will only create shadows in those areas i have no clue what kind of actual interaction it might have with the sun light

plain dagger
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well thats just not going to fly because they dont exist in the same space

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anyway its 2025 you dont really need to re create this system

worldly cave
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Im a bit of an* optimization nerd

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Like yeah ill live without having to do it

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But if i can its gonna let me do really cool shit with 0 perfromance cost

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Unless theres some obvious alternative im missing

plain dagger
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Have a think, how will this provide a performance boost?

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using 2 cameras means you will draw the whole "3d sky" and then probably draw over a lot of it meaning wasted effort.
when done all together with a depth prepass you can save effort

worldly cave
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Yeah but the 3d skybox will have simpler geometry

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Shorter draw distances as well

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Actually i have an idea that might work, i can place an empty in the miniature skybox in the same relative position as the sun from the origin point, and shoot a ray out from the mini camera to see if the empty sun in the miniature is blocked by geometry

wild condor
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hello does someone know hoe to turn off those squares from the move tool in blender?

storm patio
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perhaps ask in the blender server

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!blender

vagrant rootBOT
storm patio
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or yknow

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google it

wild condor
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i did already lol

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and i found nothing

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yknow?

mild radish
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ya i dont believe u can modify it..
blender's main workflow uses mostly hotkeys..
the gizmo's are mainly just a visual aid

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maybe have a look in this menu

wild condor
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that way u turn off the gizmo

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i tried

sweet charm
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They don't seem much of a bother

mild radish
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g/r/s for the win

wild condor
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only r and s for me, cant work with g on 3d

storm patio
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you can constrain axes with x/y/z

worldly cave
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Yeah shift and then the axis

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Honestly apart from the rotate the other gizmos are useless

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Just use g r s

fair urchin
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heyy

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wsg

balmy kettle
fair urchin
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so i am new to Unity and i am trying to make a 2d platformer but i do not know how to code movement and ive tryed to add movement for 3 day's now so if anyone could help me pls dm me

storm patio
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we don't do DM support here

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!collab

vagrant rootBOT
# storm patio !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**

balmy kettle
vagrant rootBOT
fair urchin
storm patio
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what boxfriend said above ^ i was too slow

stuck flower
fair urchin
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how do i add 2D player movement to my game

storm patio
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did you read boxfriend's message

worldly jetty
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!collab

vagrant rootBOT
# worldly jetty !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**

storm patio
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there are several tutorials online and on unity learn, try googling around or use the link boxfriend gave (via the bot)

mild radish
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but also learn w/ the unity sources as you go

stuck flower
fair urchin
mild radish
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if you get stuck on a part come bck with ur code as examples.. and ask why ur stuck.. or why something isn't working..

don't just throw it all out if it doesnt work

bronze crescent
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Quick question! Will this run on a 32bit system? Just curious

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I know some games do so not sure how unity handles this

mild radish
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64bit executable cannot call a 32bit dll and viceversa

plain dagger
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haha no, its a 64 bit build

storm patio
# bronze crescent I know some games do so not sure how unity handles this

a 32bit executable can be run on a 64bit processor if the processor/OS support it (famously, macOS catalina stopped supporting it) as backwards compatibility, but not the other way around.
if you want it to be definitely be runnable on different archs, make separate builds for each target arch

plain dagger
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it is weird that they call it intel 64 but it was amd who initially made the 64 bit extension for x86 🤔

storm patio
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well it is still x86

plain dagger
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which is why many places call it x86-64 or amd64

storm patio
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huh, never heard amd64

frosty pilot
storm patio
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it's x86-64

frosty pilot
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x64 can run x86, x86 cant run x64

storm patio
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is it really called x64? that seems ambiguous as hell

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wikipedia does list it but ive never heard anyone call it that

mystic abyss
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Hey, I'm wondering if theres any documentation for anything in UnityEditorInternal?
I've found that it has a ReorderableList which is useful as I want something to let me click and drag the order of my Layers.

I'm not sure how to make it show the Layers directly in the list itself, not sitting underneath. But I havent been able to find any documentation for it, its only code ive found on github thats helped me figure out how to implement what I do have

frosty pilot
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I call

storm patio
mystic abyss
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unfortunately almost every result when searching for ReorderableList just has people asking how to do a custom implementation, its strange not many actually make use of that list

storm patio
mystic abyss
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ah, that didnt show up on duckduckgo

storm patio
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you probably shouldn't use it - as an internal api, it makes no stability guarantees

mystic abyss
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gotcha

fair urchin
storm patio
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that's a scene file, that doesn't really contain any useful debugging info for us

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use a code channel, and share code

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!code

vagrant rootBOT
storm patio
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also, do you have any errors or warnings?

fair urchin
shadow heron
storm patio
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you should probably have that as a separate layer

shadow heron
storm patio
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yeah

surreal lichen
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I’m having trouble disabling Auto Graphics API in Unity.

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I cannot see the check button. Is there another way to disable it?

shadow heron
# storm patio yeah

how would I make the separate layer grounded as well? Cause in my ground check its only the normal groundLayer.

storm patio
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however you're assigning it (hopefully via the inspector), you add the other layer

radiant crag
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Hi, I just wanted to know if it's normal to get 400+ frames in Unity and still have issues and stuttering while moving in development mode?

sly lake
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In the editor?

radiant crag
sly lake
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Yeah, editor stutters. Always does.

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Though you might have timing issues. Make a build to be sure.

radiant crag
frosty pilot
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If there are doubts about optimization, the first step is always to open a profiler.

sly lake
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Maybe you're having an actual timing issue though. Profiling a build would rule out performance issues.

storm patio
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also, there are actual sources of stuttering, like misconfigured pixelperfect cameras or moving rigidbodies/charactercontrollers improperly
would need more info/context to know.

sly lake
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Timing issue being animations running at the wrong rate, camera moving at physics step rate, stuff like that.

radiant crag
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Why the Unity engine developers haven’t fixed this issue is ridiculous

stuck flower
radiant crag
storm patio
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how are you moving if it's completely empty...?

radiant crag
storm patio
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moving around in the scene view stutters?

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then yeah that's just editor things

radiant crag
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Is this normal? I don't know.

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Funny I don't encounter this in Unreal which is much bigger and more consuming.

green hare
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whats the point of animation networks if it all can be done in blend trees?

azure grove
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well not all of it can be done with blend trees

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blend trees just handle a few cases very well

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like the character controller i have at work is a few hundred states 3 of them being blend trees

green hare
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Oh hello passerby good to see ya

I remember the animator network you sent me. it has SSM's and transitions between them. Where do you use blend trees if I may ask?

azure grove
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a few states like locomotion and a bunch of the jumps etc are blend trees

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that way it can transition into a animation that is blended based on the characters velocity

green hare
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Ah that's reasonable
I got confused since there's a buncha people that rely on blend trees only and try avoid using anything else

azure grove
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will handle walk vs run and if its a forward backstep or one or 2 side steps based on the velocity

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but then when like sitting or interacting with a door or a object or jumping, skidding to a stop etc all are other states

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some things like jump is also a other blend tree as well

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when people are objecting to not using blend trees i have to assume its for cases where its bad to use indivuidal states

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like if you needed to play 1 of 8 animations based on what directio the player is going in doing that with just states would be transition hell

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but very easy with a blend tree

ripe brook
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Hi, my unity hub starts creating projects , the project shows in the project list, but the editor does not open and the project is not present at the expected path (or any path). When I click the project entry to open it, the Hub says that the "Project is already open"

shadow heron
storm patio
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that's the point of a layermask think

shadow heron
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lol yeah I forgot you select multiple of them

forest otter
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Got a question guys. Working on a ball roller prototype. Should I add to it beyond the whole gameplay loop of rolling around and picking up coins? Y'know, try to turn it into an actual game?

storm patio
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that's completely up to you

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we are not in your head

stable sky
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why aren't my objects being placed? It looks like everything is selected correctly, but nothing is being drawn

forest otter
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that's mostly why I ask anything, to see if it will help me

storm patio
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any experience helps you

prisma needle
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would yall recommend making every model, every animation, every UI and all that solo. Or find others assets?

gusty abyss
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does ngo support self hosting?

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like can you host on your pc and let people from anywhere join as long as they have the code or whatever

gusty abyss
pearl oyster
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If you have the skills and the time to do all that, then sure. Other than that it's pretty much an unanswerable question

prisma needle
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ALR

mild radish
near wigeon
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I run a few NGO servers from a VPS

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you just have to make sure the appropriate ports are open

gusty abyss
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simillar to minecraft where you can create a server then people join with ips

near wigeon
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They have to open their ports, maybe use things like himachi...otherwise need to look into NAT Punchthrough or you have to add Relay if you don't want them having to open ports

gusty abyss
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right

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if i use relay tho will i get charged for using bandwidth or?

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since i'd ideally like for it to be cost free

near wigeon
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unity offers it and there is a free tier which is pretty generous

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I think steam also offers it included in your 100$ publishing fee

gusty abyss
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how much do you have for the free tier?

near wigeon
shadow heron
plain dagger
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probably more force. you can give your player more mass too

near wigeon
storm patio
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also reducing friction on the floor

gentle vine
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Is there any difference in calling "using System.Collections;" in a script vs calling it on the function? "private System.Collections.IEnumerator DestroyAfter(float t)"

or any reason to do one rather than the other (especially if it's the only use of it in the script)?

near wigeon
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if you only need it once fully qualified is fine

stuck flower
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The using statement is just there so your code is cleaner and easier to read. There's no material difference in using it or not

gentle vine
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thanks all

sly lake
snow orchid
#

Is the Unity Assistant not working for anyone rn

near wigeon
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hopefully it imploded

snow orchid
#

It's just really helpful for me as a beginner

balmy kettle
#

that is actually when it is the least helpful, because instead of learning the skills yourself you just learn to rely on the spam generator instead

snow orchid
#

How should I go about learning non-ai way?

balmy kettle
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!learn

vagrant rootBOT
near wigeon
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build your skills up ^
"subscription expired now I can't progress forward.." oof

snow orchid
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i see, thank you

gentle vine
plain dagger
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this website doesnt know about the unity api...

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and if you thought it did... dont even bother using it 😆

near wigeon
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UnityEngine assembly isn't on their servers

plain dagger
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well you probably dont need to see the generated IL for some unity code

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it wont match anyway because unity uses mono

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I dont mean to offend but checking generated IL is only useful for some specific debugging/optimisation tasks

sly lake
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You don’t really upload your code there, for the most part. Just test things in isolation

sly lake
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So can be useful for questions like your “is using the same as writing it out”, you can see if the compiler output matches

gentle vine
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yeap, that makes sense

plain dagger
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I think that did more harm than good

sly lake
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I guess 😅

balmy kettle
plain dagger
shadow heron
plain dagger
runic parrot
#

anyone else always getting the assets recovery thing? bc I've been getting it a lot recently but i am 90% sure i saved it this time

vagrant rootBOT
runic parrot
near wigeon
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that isnt VS

balmy kettle
#

it's not even a proper code editor, that was them attempting to paste their code into sharplab

glass kraken
balmy kettle
#

call what multiple times?

glass kraken
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Like making multiple Enumerators with System.Collections in this example

balmy kettle
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no, it's just how the type gets resolved at compile time. there is literally 0 difference between using the fully qualified name for a type compared to a using directive when it comes to performance

glass kraken
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Ty

runic parrot
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when i try to edit hinge joint 2d angular limits if i click it deselects

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so I'm not sure how to change its positioning

balmy kettle
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it's a website to view what the compiler is doing with your code. it is not a code editor

late rover
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why does this week's free asset REQUIRE a purchase of a separate, non-free asset to work? Shouldn't that be against the rules kinda?

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It requires game creator 2, which is a 60$ asset, in order to do absolutely anything at all

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they're just using unity's free asset week as a way to drive sales to their other thing. Not a "hey we have other good stuff check it out" but as a "you must buy it before you even get to try the free thing out"

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like, should we bring staff's attention to this? I wish I could check the rules but I can't find where they are

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or is it fine and I'm overreacting

wraith pasture
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probably never gonna use it even if both were free

lapis gate
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pretty sure you can manage those systems in less than an hour or two

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and you get the benefit of not having to read other people's code

late rover
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I fully agree, but it's kinda a principle thing

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Like I don't think they should get to do that

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they're right now being heavily promoted by unity, and usually the cost of that is that they have to give out a free asset

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and they... don't, not really

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because a purchase IS necessary

tropic drum
#

Hello

balmy kettle
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this isn't a social space, so don't expect responses to pointless greetings

tropic drum
#

If you say so boss

split thorn
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can anyone help me get rid of my errors in unity?

split thorn
#

wdym

near wigeon
# split thorn wdym

try actually posting the errors and you can see if someone is able to help..

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don't ask to ask

stuck flower
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So I have an issue with transparent materials and ordering. The first image shows the door correctly in front of the cage, this is in the editor. The second image shows a build, where the door is just... very wrong. It's behind the terrain but in front of the wall but also behind the grate and also in front of it elsewhere? What is wrong with it? It seems like it's just not using the depth texture at all. This is an ordinary URP Lit Shader set to "Transparent" and "Alpha Cutout" with a texture applied, no other changes.

split thorn
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lokit my errors

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*look at

warm coral
near wigeon
# split thorn

You seem to have duplicate of a script somewhere aside from the other ones

plain dagger
stuck flower
plain dagger
#

is that opaque alpha cutout?

stuck flower
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Transparent, actually. I didn't actually think I could use alpha cutout on opaque, but it looks like I can. Going to try that now

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That should hopefully fix it

plain dagger
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yea that is what you want, opaque mode with alpha clipping

warm coral
# split thorn

the ones that say pun and disconnect i recognize, its photon im pretty sure, so just reimport photon, and for the other errors delete the duplicate scripts

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not sure thats what it is tho

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oh

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yep

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its photon

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ok, the save color one delete, it duplicated and theres 2 in ur project, and i would recommend reimporting photon FIRST so it doesnt mess up

stuck flower
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It's in front at least

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but the clipping did not work

near wigeon
#

can you not shitpost ? ty

stuck flower
#

It's loaded from an asset bundle, so it's losing some data in the process of saving it to a bundle and loading it, it seems

plain dagger
# stuck flower <:negativeman:1146566635369533531>

Thats.. odd
normally we use alpha clip so we can still draw in the opaque queue and write depth for the fragments we want to draw.
was the clip threshold incorrectly set? was alpha removed from the texture?

warm coral
#

what bro😭

balmy kettle
#

read the message

stuck flower
warm coral
stuck flower
warm coral
#

my bad

plain dagger
warm coral
#

can someone rq gimme some tips for my environment in my horror game

stuck flower
plain dagger
#

from my experience with addressables it shouldnt matter but I guess its worth a shot.
is the texture pow2? i presume alpha is transparency is ticked too.

stuck flower
#

It's not a power of 2, is that likely to be a problem?

plain dagger
#

all i could think of was some platform bullshit with the texture format it picked
pow2 usually provides the best formats (like ETC or DXT)

twin wigeon
#

Hi I was trying to animate something and I have a problem. So I am animating falling animation and my end frame is copy paste of my start frame but hwne animation finishes and loops again it feels like it pauses for like a second. Did anyone have that problem

near wigeon
stuck flower
plain dagger
#

Unity strips variants not used so you dont wait 5 hours for a shader to compile like 5 billion variants

stuck flower
plain dagger
#

yea it would have to be a material with the correct settings

stuck flower
#

Is there a difference when using variant collections versus just putting the shader in "Always Include"?

plain dagger
#

always include i think will presume you need all variants but that doesnt do anything to asset bundles

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remember asset bundles cant reference anything thats not in that bundle or another bundle

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so solution is shader variant collection set up to cover all use cases you can imagine or some pre configured materials with the correct settings

stuck flower
#

The bundle just has the materials and their textures. Is there something I need to do to ensure that the bundle has all shader variants?

plain dagger
mortal star
sweet tartan
mortal star
#

@sweet tartan My understating is that the board should have a collider so the ball will hit it if needs to and not go pass it
Am o wrong?

sweet tartan
#

you seem to be thinking in 3 dimensions but using 2D physics. You have defined the backboard rectangle as an area the ball cannot ever enter

near wigeon
#

so its not going "forward"

mortal star
#

As reading “you thinking in 3 dimensions”I realized the issue

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The ring it self should have a collider?

near wigeon
#

yea if you want it to bounce on the ring

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but you still somehow need to "open it"

mortal star
#

I guess only colliders I need are the ones the sides in the hoop

stuck flower
plain dagger
#

I presume you need _ALPHATEST_ON

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i configured the material then used debug inspector mode to check the keyword list 😆

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oh i also had to use debug inspector mode to even add urp lit to the variant collection

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👏 well done unity

stuck flower
pure igloo
#

this weird behaviour is nuts

fallow rock
#

is there a way to move a camera component within a mesh

near wigeon
#

as long its on a transform

fallow rock
#

I don't see any way to move up the camera @near wigeon

near wigeon
viral hill
fallow rock
#

yeah but where is it am i blind

fallow rock
near wigeon
viral hill
wind cedar
#

if anyone has experience in creating backend servers for unity games i need some advice, please dm me thank you

balmy kettle
#

<@&502884371011731486>

near wigeon
vagrant rootBOT
# balmy kettle !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

viral hill
#

this is like the 3rd time ive seen this bot here <@&502884371011731486>

potent geyser
#

!ban 1423980430130155550 bot

vagrant rootBOT
wind cedar
frank sable
#

guys, apart from https://learn.unity.com/ to start, any other good page too look after? my goal is to make a top down game so far

Unity Learn

Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.

#

kinda new to gamedev but not to coding, I already know a few lenguage

exotic relic
#

It’s up to you to problem solve and figure out how it might fit together

frank sable
#

that was inspiring

#

ty spark

exotic relic
#

I don’t know how far along you are with this but for example something as simple as going watch different YouTube videos of how to create a pause menu in Unity could teach some things. Learn two different methods.

frank sable
#

I literally started today lmao

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10 years as a data scientist and MLE

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trying game dev just as a way to create some ideas I always have

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and I prefer reading documentation over following tutorials

latent meadow
#

Unity is one of the best to do that in, as an individual. as with anything, it will take a minute to learn the basics and the quirks though

frank sable
#

but this learning is just a middle ground I am happy with

azure grove
#

that background should give a bit of a head start since you will know how to program a bit

#

but there is a lot to learn that is just for games, Unity does have fairly good docs for its core features though

latent meadow
azure grove
#

but yeah games have a pile of quriks to work with compared to other software domains

frank sable
#

amazing

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I am also here to learn how to do reinforcement learning

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that another goal

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is like the only type of IA that I have never touch

golden rune
#

is there a good way to sandbox a given unity game for playing existing mods?

latent meadow
#

this is a Unity dev server, not a gaming or mod server. discussing modding is against the #📖┃code-of-conduct . you' need to find a different server

golden rune
#

hmm. well, sandboxing is technically its own thing, even if it's expressly for mods

#

though with recent unity security issues, that could also apply

#

not every unity game has updated for that issue i think

#

In fact, if someone can confirm whether something like Windows Sandbox could make unpatched Unity games safe to play, I'd go as far as to recommend making an announcement about how to apply it.

#

it would be sorta irresponsible not to

vivid cedar
#

Unity released a binary patcher for built executables, so such a thing is unnecessary

golden rune
#

thats good to know

#

im sure other circumstances exist for applying a sandbox condom for unity games

frosty aspen
#

i need help when i start my game in unity it just pauses the game when i start it and it wont let me unpauses it

latent meadow
#

what does the Console say?

frosty aspen
#

ops i had the Error pause on my bad lol

primal moss
#

I swear multiplayer play mode eats up disk space like no other. Anyone having storage problems when using MPPM? Using 6000.0.57f1

#

its eating .1 GB of my disk every 5 seconds while running an instance

latent meadow
golden rune
fair urchin
#

helloooooooooooooooooooooo

#

wsg

latent meadow
fair urchin
#

im looking for people to make a game with

latent meadow
vagrant rootBOT
# latent meadow !collab

:loudspeaker: Collaborating and Job Posting

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

fair urchin
#

oooooooooooo thx

#

no

#

there is only like very professional games there that offer money but i want to have it like a fun friends learning experience

latent meadow
#

read the bot message again.
Perhaps try the Game Dev Network discord.

fair urchin
#

oki dokey

latent meadow
#

Welcome to the $25 sale! 😐

#

oh, i see. it is typical Unity Asset Store, SNAFU

#

This will not take you to the Actual $25 sale (even though by every consideration, it its supposed to.)

#

this thing will though

#

of course, it is really just doing this

#

sorry for the flood. i have no patience left with the store to be more discreet (it's advertising anyways! 😁 )

latent meadow
#

I am not close to the testing point, and if it does not, i will have to adjust my plans.
Does the Multi-Display testing in Unity still require a build, or is the Editor capable of showing the multiple windows yet?

#

my research says it is still build only, but some of my sources are kind of out of date, so fingers crossed someone has real world experience with it

celest oar
#

The latest version of Unity Hub won't let me install the Android Build Package. I get an error. I'm reinstalling Hub from the version shown on the page.

latent meadow
celest oar
cyan geode
#

hello

#

i understand that this might be dumb

unkempt night
#

Mmm I have a question. I am learning game dev especially unity from YouTube tutorials and online resources like Udemy, unity learn... I keep forgetting the codes, how they do something or sometimes not really understand what they are trying to do.

Is it normal for a beginner like me or am I lacking something??

cyan geode
#

but how can i actually build and add textures in unity

latent meadow
#

follow the Essentials Pathway on the learning site, then the Creative Core Pathway @cyan geode

#

!learn

vagrant rootBOT
cyan geode
#

everyone just starts without this

#

i dont understand

high night
#

What's everyones preferred methods of saving game data?

latent meadow
high night
cyan geode
#

alright thank u

high night
#

You want to do 3d modelling?

cyan geode
#

Yes

high night
#

Go install blender and go wild.

cyan geode
#

whats the difference between universal 3d and high definition 3rd

high night
#

You'll have a hard time running out of free education.

cyan geode
#

but build in blender and import

high night
#

You're not going to be modelling complex stuff in unity, no.

#

At least you shouldn't.

#

There are better options.

cyan geode
#

fair enough

high night
#

Go install blender and learn to do some modelling.

#

Then, bring your cool new models into unity and learn how to make them do cool little things.

#

And grow from it.

cyan geode
#

i was a dev in roblox studio for 4 yrs and made some pretty good stuff but its time to upgrade

#

so i have some background since its quite similar

latent meadow
#

for basic prototyping, and some utility things, Unity does have Probuilder built in, bu Unity os Not a modeling DCC

latent meadow
cyan geode
#

to make that in unity

#

or smth similar

#

but in a more realistic version

latent meadow
copper gust
#

dude chill the fuck out

#

its a non programming topic

#

its not interupting stuff

high night
#

Search "Beginner to unity3d" or "beginner to blender3d" in your favorite search engine and begin, then don't stop.

high night
#

He's just excited, relax.

latent meadow
copper gust
#

i dont care

unkempt night
copper gust
#

you can build in unity, its just its tools are really shit

cyan geode
#

was searching on youtube and all of them is like

#

do this

#

then bam

#

10000 gbs map

high night
#

Go, begin, work, don't stop, and don't ask because there's too much free stuff out there.

#

😄

#

Good luck

cyan geode
cyan geode
unkempt night
high night
#

Learning to parse out what you don't need is just part of the process though.

#

It's better than back when I started and there was no educational material.

#

I'd rather be overwhelmed than underserved.

unkempt night
#

It's really great to have resources. But sometimes it's really confusing. I lost track. Especially the coding part

high night
#

We've all been there.

#

Have to push through.

#

You can do it. 💪

#

My advice on coding, is to find the smallest possible thing you can try to do, and play with it.

#

Don't shoot for big gains all at once.

#

If your limit is outputting log messages and using if statements. Try putting them in a loop and making a game from it.

#

That will teach you more than shooting for the moon ever could.

#

I should probably start building educational content.

#

keep thinking about doing it.

unkempt night
#

Recently I was trying to follow one tutorial and complete that. But sometimes i really don't understand what they are trying to do...

#

And then i thought, am i lacking something?? And is this process right!??

high night
#

You're not lacking anything. But, you will have to do 10 google searches aimed at whatever the things are which are confusing you.

#

Just don't stop.

#

Persistence wins the day.

#

Victory to those who don't stop bashing their head against the wall.

unkempt night
#

That means I am not wasting my time...

#

Thank you @high night . I am really relieved now..

high night
#

Just push forward. The only thing that can stop you is you, if you know what I mean.

cyan geode
#

learnt how to put gravity

#

and interact with it

#

WW

high night
#

Okay

stone sandal
#

Anyone else ever had a problem with the log in on unity-player?
Cant log in, because unity tells me that i dont have an account created and when i try to create one unity tells me that i already have one. That holds me back from authenticate with unity and developing my game.

stone sandal
#

Nope

wraith pasture
#

I had to use VPN sometimes

#

😄

stone sandal
#

Even when i try it on my phone

rose vault
#

for some reason no matter what i do i cant get unity on my linux laptop

pale dove
#

Does anyone know how i can convert .Anim to .bvh, i already tried linking the .anim to a unity model and exporting to fbx but that dosent transfer animations into blender
i genuinely cant find a feasible way to go from .anim to .bvh

terse laurel
#

how to make my character stop spinning whenever it collides in 2D top down

charred fog
terse laurel
#

ok thank you

copper gust
pale dove
#

dont know where to go anymore

pure igloo
#

am i cooked

sweet tartan
#

no, Library can be completely rebuilt safely

pure igloo
sweet tartan
#

restart your computer, delete Library, and re-open the project

pure igloo
#

I delet the library completely?

#

aight...

#

atleast it's gonna be in the recycle bin

#

Oh wait it's worse than that

#

My hard drive ain't showing up

ripe brook
#

I need some help with unity editor / hub.
I am unable to create any projects with hub, Hub loads for a while after I create project, adds the entry to project list, but project isn't created on the path, there's nothing there, plus when I try to open the project, Hub doesn't say the project doesn't exist, it says the project is already open, but I can't see a unity process anywhere on my system.

tame lotus
#

hi everyone

steady topaz
#

Hiiii

#

Installing 6.2 rn

#

any tutos yall recommend ?

sly lake
#

I'd probably recommend going back and installing 6.0 instead. Fewer issues.

#

As for tutorials

#

!learn

vagrant rootBOT
pure igloo
#

i started 4 days ago, and people recommended this to me

sly lake
#

transform.forward?

pure igloo
stable sky
#

Hey everyone,
I'm running into a weird crash issue in Unity.
Whenever I add a Capsule Collider to a tree prefab and then paint that tree onto a Terrain with Enable Tree Colliders turned on, Unity instantly crashes when I hit Play.
Things I’ve tried:
Removed LOD Group (only one LOD left).
Only using a simple Capsule Collider no Rigidbody, no Mesh Collider.
Re-added the updated prefab to Terrain via “Edit Trees”.
But the crash still happens every time.
Does anyone know why this happens or how to properly add colliders to trees painted on Terrain without Unity crashing?

sly lake
#

!logs

vagrant rootBOT
# sly lake !logs
📝 Logs

Documentation

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

sly lake
stable sky
tame lotus
#

need help in private pelase

stable sky
#

the crash happens even when I just add a Capsule Collider to a tree prefab, even when I don't set it to Terrain

craggy pollen
sly lake
#

Or Editor-prev.log if you already started a new instance of the editor that hasn't crashed

stable sky
#

And what is there to see?

sly lake
#

Can you paste the whole log somewhere like Hastebin?

stable sky
plain dagger
#

Well the crash stack indicates it's related to the terrain collider

tame lotus
#

can you help me with my Unity project? I need to have a start screen with a Play button that, when I click Play, switches directly to my first-person camera

sly lake
# stable sky https://hastebin.com/share/eyuwaripuc.makefile

Several findings:

  • This is an engine bug (engine should not crash)
  • It's related to the tree collider
  • The tree Tree_4_Flat must use the Nature/Soft Occlusion shader means you're trying to use the legacy tree renderer with HDRP. Maybe try setting them up in the correct way., by adding an LODGroup component.
sly lake
#

Another (unrelated thing):
Direct3D 12 [level 12.1]

Shouldn't this be 12.2? thinkies

tame lotus
stable sky
unreal jewel
sly lake
tame lotus
#

make the canva with the button and link it to my camera

stable sky
unreal jewel
sly lake
#

It still shouldn't crash though

stable sky
#

Maybe it's because of these trees that I have on Terrain right now. I haven't added anything for them, neither LOD nor Collider. They're just there.

tame lotus
stable sky
#

Although I removed them and added a LOD tree

unreal jewel
tame lotus
sly lake
unreal jewel
# tame lotus

that shows nothing about the actual setup or what you tried to do and why it didn't work

#

also please don't record your monitor with a phone

stable sky
sly lake
#

Might want to make it only cover the trunk, but yeah 😉

tame lotus
#

I didn’t know how to add my element

unreal jewel
#

google is free yk

pale coyote
#

Can anyone explain what is LOD?

gusty abyss
frosty pilot
pale coyote
#

Oh

unreal jewel
#

it's an optimization thing

pale coyote
#

Nice

#

No wonder why my game was lagging so much

#

My PC is potato

sly lake
stable sky
sly lake
#

Does the terrain have a terraincollider component?

stable sky
#

What a nonsense, I gave Capsule Collision to the tree itself and not to the LOD and the collision appeared and I didn't crash, but then why does it crash on another Terrain?

grand bison
#

where do i ask for: how to make trees move like its windy

grand bison
pale coyote
grand bison
lapis gate
#

ya usually do that with some vertex shader. The terrain tool does provide that utility if you do embed them as terrain trees

grand bison
#

shaders my nightmare

#

guess we aint adding tree wind to the game

lapis gate
#

Really easy shader tbh. You just bend the most top verts in a direction

#

obviously more stuff you can do with it, but just offseting by like a few units does wonders

pure igloo
#

i got a problem. I want to make a highscore label which correctly logs the highscore everytime the player dies. thing is, it does not work because it ends up starting from 0 all over again when i press restart. should i make the highscore a global variable outside of the public class player? will that work? or is it that everything in unity requires to be made inside the derived class

stable sky
steady topaz
#
UnityEngine.Internal.InputUnsafeUtility.GetAxisRaw (System.String axisName) (at <02b9a70f67044b6995b4fe23e9152440>:0)
UnityEngine.Input.GetAxisRaw (System.String axisName) (at /home/bokken/build/output/unity/unity/Modules/InputLegacy/Input.bindings.cs:377)
PlayerTracker.LateUpdate () (at Assets/Scripts/PlayerTracker.cs:25)

public class PlayerMovement3D : MonoBehaviour
{
    public float speed = 20;
    private Vector3 motion;
    private Rigidbody rb;

    void Start()
    {
        rb = GetComponent<Rigidbody>();    
    }

    void Update()
    {
        motion = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
rb.velocity = motion * speed;
    }
}```
pure igloo
#

highscore doesn't get saved...

vagrant rootBOT
# storm patio !input 👇
How to Set Input

To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling

• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.

grand bison
stable sky
grand bison
#

cant give false information

#

so idk really

#

see ur tree spawning code if u have one

#

or if u are moving your player using rigid body, set the collision detection to continous dynamic

#

and try

stable sky
#

I've created 70 trees, and the last 5 trees don't have any collisions

#

only 65 trees were affected by the collision, but for some reason it didn't affect the others

grand bison
#

do they sometimes have collision or never have collision when u run into them

stable sky
#

the last 10 trees? the last 10 don't have any collisions at all

#

so I need to make a script so that the collision only happens when I'm standing next to a tree, and if I move away, it disappears. So there's no limit of 65 trees?

grand bison
#

what

#

no

#

dont make a script that makes collision disappear when u are not close to a tree

#

if u have one delete it

#

whats the point of doing that

stable sky
#

I made a script and it worked, so why delete it?

grand bison
#

then re read the code

#

cuz it doesnt work as intended

#

@pure igloo ?

pure igloo
grand bison
#

you deleted some msgs

pure igloo
#

yes i did

grand bison
#

couldnt have time to read em

#

what were they about?

pure igloo
stable sky
#

The script dynamically creates capsule colliders only around trees that are close to the player (within a set radius).
When the player moves away, those colliders are removed.
This is meant to bypass Unity’s 65-tree collider limit on terrains and keep performance stable.

pure igloo
#

I didn't wanna add confusion, so i deleted it

grand bison
#

@stable sky there's no point in keeping that script really, if it makes the collider disappear and not the tree itself then its pointless

pure igloo
stable sky
pure igloo
#

i have tried to look at tutorials, but i ain't getting anything from it

grand bison
grand bison
pure igloo
stable sky
grand bison
stable sky
#

Maybe I'm doing something wrong, but for some reason I have a limit of 65 trees

#

After that, the trees don't collide.

grand bison
#

so i did a quick research

#

there's no hard limit for colliders

stable sky
#

Then why do I have a restriction?

grand bison
#

i dont know

#

recheck the terrain settings

#

and if u did place the trees manually

#

try placing them again

stable sky
#

I started drawing 1 tree at a time using Paint Trees and checking to see if it had a collision. Once I reached the 66th tree, the collision disappeared.

grand bison
#

maybe the prefab of the tree has a collider, but some trees dont (inside the scene)

#

@stable sky select all the trees and see ur override optionv

stable sky
grand bison
#

is the tree from a prefab

#

or did u just copy paste the same tree without making it into a prefab

stable sky
#

Well, here's the prefab of the tree

grand bison
#

are the trees in your scene the same as the prefab???

#

like did they come from the prefab

stable sky
#

Well, I have the same prefab selected

grand bison
woeful spear
#

After 2 days of hit and trials and watching lot of tutorials, I finally managed to texture pack in Alpha channel for smoothness. It works as expected. I exaggerated the dark and white pixels so I can easily notice it's working. I used TGA image format for this. I wasn't able to to with PNG.

plain dagger
# woeful spear After 2 days of hit and trials and watching lot of tutorials, I finally managed ...

very nice! png should work the same but it was probably alpha premultiplication that was wrecking the RGB channels
learn more: https://www.youtube.com/watch?v=XobSAXZaKJ8

#

(explains it quite well and captain d is goated)

woeful spear
plain dagger
#

yea it depends on the program if it will pre multiply alpha or even give you the option to disable it
krita has a strange way you can export without doing that... its a mess everywhere

woeful spear
#

In GIMP, I had to turn on "preserve RGB color information wherever transparent pixels" while export. This made PNG work.

#

Otherwise, it just paints RGB channels with black.

wraith pasture
#

for a sec i thought u posted technology connection video... the man looks similiar 😄

potent moss
plain dagger
#

Yea... because of pre multiplied alpha. WATCH THE VIDEO

inland river
#

fwiw, PNG doesn't actually have a real alpha channel, if you want nice alpha, use a differentt format

woeful spear
plain dagger
#

no not a tutorial

#

something that explains what pre multiplied alpha means and what that does to an image

#

This is why i tried to warn you about this last time but guess that was wasted effort

woeful spear
woeful spear
#

This premultiply thing

plain dagger
#

😠

wraith pasture
plain dagger
# woeful spear This premultiply thing

pre multiplied alpha is when the alpha channel data is already multiplied against the colour channels (RGB) before export. That means that the alpha channel data modified and made the colours darker (or even black if alpha is 0).
thats why its called "pre multiplied" because it was done at export time

#

just watch the fuckin video

potent moss
woeful spear
#

If I turn smoothness slider to 0, I still see a somewhat shiny/white spot for pure metallic area. It's completely white in the texture (Red channel). So I guess metallic is also working fine.

pearl oyster
woeful spear
plain dagger
wraith pasture
woeful spear
#

Final image indeed have transparency, but individual textures are intact in each channel.

#

If I use Affinity Photo, it messed up R G B with pure black.

plain dagger
#

captain d explains how its not even consistent in video editing software either

woeful spear
#

I won't think much about it for now. I'd continue as long as it works.

pearl oyster
royal wing
potent moss
royal wing
junior jacinth
#

hey just started unity and i feel like a dummy , i have a problem with my game

#

could anyone give a hand??

royal wing
#

go ahead

junior jacinth
#

im making a flappy bird like game for practice and ive made the script and all works fine , but theres something weird happening

#

everywhere the score is set to 0 , but when i boot up the game it automatically adds 1 , and the first pipe doesnt give any points , it only starts adding points from the second one

royal wing
stable sky
#

How can I make the tree level with this thing?

royal wing
royal wing
# potent moss isn't that what I'm doing rn?

yo this accounts for your vectors being negative
if (Mathf.Abs(dashVector.x) > dashDecay) { dashVector.x -= dashDecay * Mathf.Sign(dashVector.x); }
else {dashVector.x = 0}

it checks if your dash vector x wont decay past 0, then subtracts the dashDecay with the correct sign (+ or -). else, it sets it to 0

steady topaz
steady topaz
tiny anchor
#

hiii when id esign shape in blender some shape like 90degree rotate when i import to unity and try to apply box colider to that anguler plance its not applying corretly its like square shape

sweet charm
#

U can try mesh collider

tiny anchor
tiny anchor
royal wing
sweet charm
# tiny anchor

U mean u want the collider to rotate along with the object

tiny anchor
tiny anchor
#

so it can fit

#

but if i try to to rotate the object is rotating too

sweet charm
#

That's odd. The box should adjust itself with the plane regardless of its transform

royal wing
#

just make a child for the collider

#

his model is angled thats why

sweet charm
tiny anchor
#

Then I expert in unity

sweet charm
#

I guess that explains it

#

Yeah, if u insist to use box collider, use the regular plane (not rotated) model then rotate in Unity. Or make a child collider like the comment above

tiny anchor
#

How to make child colider I mean i know how to set some object to child but for colider how to do it

#

But if people create some building structure in blender supposed stairs and all and when they important than in unity how they apply box colider on it

royal wing
#

if you ask me just lay the model flat in blender

#

its much better

unreal jewel
#

if you don't have that many it's not a big deal even on mobile

hasty flame
#

is it possible to program unity games with python?

#

and not c# (i dont like it :( )

storm patio
#

i mean.. if you really get into it, probably with a lot of layers in between? but realistically, the bulk will be in c#.

craggy pollen
#

what is it you dont like about c#, it is on of the best langauges you can use

#

and really beginner friendly

hasty flame
#

i have been spoiled by python

deft rock
storm patio
hasty flame
#

I have programmed with C++ back in older days

unreal jewel
copper gust
unreal jewel
#

-# also it's really not all that strict

copper gust
#

python oozes “damn bitch you live like this” energy

storm patio
sweet charm
storm patio
unreal jewel
#

I assume you're talking about statically vs dynamically typed variables

hasty flame
unreal jewel
storm patio
hasty flame
#

Im not even sure if I should code in python or c++ in the national examination next year

sweet charm
#

Both have their uses. I say do what u prefer. It also depends on the project

dusky forum
#

Should probably steer clear of c++ if it's an examination/competition.

storm patio
#

lmao what?

#

c++ is fine for those

#

just use whichever you're more comfortable with

#

or if it's per-question, use whichever one seems easier for the given question

willow goblet
#

Hi, im new to unity, and coding (i never coded anything past basic python code) what tutorials should i watch?

storm patio
#

!learn

vagrant rootBOT
storm patio
#

start there ^ or search for tutorials online

willow goblet
#

Ty

sweet charm
#

Ppl really just go from server to server without checking their profiles lol

violet mountain
#

i am shoked

royal wing
#

dont be shoked

wraith pasture
#

Prompt dev

sweet charm
#

If I were to fix someone else's production code, the paycheck should at least be senior level

violet mountain
#

i mean i will train ai models as a game developer ??

#

i didnt get the logic

deft rock
#

training your replacement

storm patio
#

is this a unity job post or something? i don't see how that fits here

violet mountain
#

yeah

violet mountain
#

LLMs are just LLms tehy arent human brain

wraith pasture
violet mountain
#

they are fast but not good as a brainer

storm patio
#

yeah that isn't really news

#

i wish this was common knowledge. it should be common knowledge

sweet charm
#

It's like asking for grandma to know how a printer works

violet mountain
#

learning C# is better than barking with chatgpt

sweet charm
#

It's not common

unreal jewel
deft rock
#

being misnamed has done the damage

violet mountain
#

well ai models (transformers has some locality like human brain ) some parts process language some part work for logic etc but still its not complete as a brain of a human but they are good assistant until they arent

storm patio
#

AI is such a broad term that encompasses so many useful things.
ML in general is such a boon to science and data analysis.
genAI has its uses in medicine and research.

LLMs and media generation... 😬

#

just taints the whole field

copper gust
#

There’s some niche uses in tech too

violet mountain
#

there gonna be another dot com bubble

#

but its for ai now

unreal jewel
#

for sure

deft rock
#

and like the internet, ai will still be aronud after

copper gust
#

Been thinking about playing with some tool that tries to create synced lyric data from a song that has unsynced lyrics which cool be neat for some ai thing to help with if there’s some ethical training sets available

#

Something that’s pretty hard to do without ai or manual labour

violet mountain
#

dont get scared calculators never replaced math profs

#

anybody know about meshy ai ?? which makes 3d models?

#

honestly these generated models are so bad that i cant animate in blender

copper gust
#

I mean AI is replacing jobs right now, it just shouldn’t

#

It is concerning

storm patio
#

removes costs and quality! middle management can't get enough of it

deft rock
violet mountain
#

will unity ban me if i switch to godot ?

#

🥴

storm patio
#

no, why would it

#

we don't care

potent moss
#

how do you reduce the value of a vector3 without changing it's direction? bcs like I'm trying to add a dash function to my game that slowly decays over time when used but nothing I do rly seems to work

storm patio
#

Scale it by a value less than 1?

#

wait no, just multiply it by a float less than 1

#

Scale would be for Vector3 x Vector3, mb

dusky forum
wraith pasture
#

divide gang

storm patio
#

also an option, true

violet mountain
#

anybody use unity in linux???

storm patio
#

plenty

#

do you have an actual question

steady topaz
#

I just followed the tutorial...

dusky forum
steady topaz
#

alr

violet mountain
steady topaz
violet mountain
#

oh its easy i made one

steady topaz
#

I wanted this one

balmy kettle
vagrant rootBOT
steady topaz
balmy kettle
#

you haven't even bothered describing what the issue is. but having a configured IDE is a requirement to get code help here

balmy kettle
#

is your IDE configured yet?

steady topaz
#

No ?

balmy kettle
#

so you remember how i literally just said that having it configured is a requirement to get help here?

#

go get it configured then ask for help

steady topaz
#

The thign is i dont use vscode as main

#

I use nvim

#

it was just for screenshot

balmy kettle
#

considering you can't even do proper capitalization on your own, consider using an actual IDE

steady topaz
#

Ah very beginners welcoming community I see...

royal wing
#

sorry about that but it is a lot easier with autocomplete

potent moss
#

does anyone know why the Y axis on my vector3 here is so broken? everything else seems to work fine but for some reason dashing upwards launches you into the sky notlikethis

balmy kettle
steady topaz
storm patio
#

isn't nvim configurable for unity

steady topaz
balmy kettle
steady topaz
dusky forum
storm patio
#

if you're unable to figure out those issues yourself (which is completely understandable for a beginner), using proper tools to help would.. help a lot
refusing to use tools that enable you to work properly is just.. yikes

steady topaz
storm patio
#

having a configured ide to help solves so many issues

storm patio
balmy kettle
steady topaz
storm patio
#

it does.

balmy kettle
#

yes it fucking does

dusky forum
storm patio
#

every major programming language, capitalization matters.

deft rock
#

Especially for Unity magic methods

storm patio
steady topaz
#

Whatever, back to using godot I guess

copper gust
balmy kettle
vagrant rootBOT
storm patio
#

and share code properly

#

!code

vagrant rootBOT
lost spire
#

!code

vagrant rootBOT
storm patio
#

ah whoops, missed it

potent moss
storm patio
#

sorry on that last point - get your ide configured though.

lost spire
storm patio
#

it's very clearly not

#

btw, you probably shouldn't have the dash != null check. sure, it'll save you from an error, but if that action goes missing it'll just fail silently

lost spire
storm patio
#

@lost spire please stop spamming.

lost spire
#

Spam?

#

You speak alone, i only decore The chat... IS sad

storm patio
#

yeah stop spamming

balmy kettle
royal wing
#

bear might get banned rest in peace bear

storm patio
potent moss
#

it doesn't actually do anything related to the dash except apply the force from it to the rigidbody

#

rb.linearVelocity = rotatedDirection + Dash.dashVector;

#

(rotatedDirection here just being the basic movement with the WASD keys)

storm patio
#

ah, you're setting the velocity to move. that kinda throws a wrench in the works for using an impulse force

dusky forum
#

You're overriding the initial velocity, which may be a factor (unless intended)

storm patio
#

one thing you could consider would be having the dash be basically an uninterruptable action that prevents normal movement for a while and uses an impulse force, but that would involve quite a bit of refactoring

#

if (transform.position.y < -74 || transform.position.y > 74)
those magic numbers are kinda yikes, fwiw

potent moss
storm patio
#

i can tell

#

that doesn't change my statement

balmy kettle
#

dashVector *= dashDecay; this is also going to make the dash decay very quick at higher framerates and slower at lower ones

royal wing
#

Just multiply the dash decay by time.deltatime

storm patio
#

pretty sure that doesn't work

balmy kettle
#

well no, not quite. they'd want to have the dashDecay be the amount of time it should take to decay, then multiply the original dash value by that and deltaTime and subtract that value from the current dash

storm patio
#

wouldn't that be linear

balmy kettle
#

are they not trying to achieve a linear decay?

storm patio
#

i thought they were going for an exponential decay, hence the multiplication

royal wing
#

they werw actually going for a linear one earlier

#

they changed the code tho

potent moss
storm patio
balmy kettle
#

either way, if it were exponential then they'd just swap in current dash for initial dash in my suggestion

royal wing
#

no there was one earlier

#

this is a repeat

#

i just meant the way they did it earlier was linear

#

it does depend on what they want ig

storm patio
#

true, @potent moss do you want linear or exponential decay

balmy kettle
#

alternatively they could lerp or smoothdamp the dash towards 0 or really any easing function

storm patio
#

also, configure your IDE.

pine walrus
#

Can someone help me with unity? My graphics are broken when I create games for android

storm patio
#

what is dashspeed set to?

balmy kettle
vagrant rootBOT
# balmy kettle !ask 👇 (pay particular attention to the last few points)

: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

potent moss
storm patio
#

oh it's private, i assumed it was serialized, aight

potent moss
storm patio
#

if it were configured, types and namespaces would be in green, and methods would be in yellow

potent moss
#

!ide

vagrant rootBOT
storm patio
#

do you have the extensions installed?

#

have you installed .net via the .net install tool?

royal wing
#

maybe try logging the camera transform forward itself

storm patio
#

that's a normalized direction

viral hill
potent moss
viral hill
#

I think their coloring is just weird

storm patio
dusky forum
#

Make sure the dot net sdk is installed

storm patio
royal wing
#

i dunno man your unity is haunted

storm patio
#

let it install, once it's done, restart vscode

#

@potent moss could you add some text to the Debug.Log(dashVector); on line 73, to distinguish it from the logs from line 61? and then show the initial dash velocities from the case where you dash up vs when you dash on the ground or whatever

though as i type this out it feels more likely that the issue might come more from inconsistent fps, like boxfriend said - perhaps fix that first