#💻┃unity-talk
1 messages · Page 8 of 1
im so confused
read the fucking manual you blockhead
make sure to read and understand the #📖┃code-of-conduct . there are limits.
is it so hard to understand what i ask?
oh it's trolling, i didn't backread far enough, jesus christ
k thanks
Hi guys
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"
Howdy. Not a 'Social Chatroom', so, "hi" and "bye" generally go unanswered.
If you have a Unity question, feel free to ask ^^
so have you got a project rn?
yeah it just didn't read right with it being the typical RTFM so i thought it was something else
Explaining a joke is like dissecting a frog. You understand more about it but in the process the frog dies
could you tell me about your project ?
well, we lost one frog, BUT surely with this frog's death we gained an understanding
i thought they were the one asking. i did not backread far enough, that's all. yall don't need to explain
hi, this isn't really a social space, and pinging random people to ask specific questions is generally frowned upon
@storm patio @tender plover
yeah no stop with the random pings please
Read the #📖┃code-of-conduct . do not ping people you are not directly in an active conversation with.
then the frog's death is meaningless 😔
Do not ping people you are not already in a conversation with
nah thats not random ping this is multi-chat
you have been informed of how things work.
those were random pings.
One problem after another lmao, Strange day today.
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.
Probably exporting from Blender incorrectly. I use this guide https://medium.com/@cluster_official/recommended-settings-for-exporting-models-from-blender-into-unity-77e3e1fb3c8d
Does anyone have any resources on implementing source engine esque 3d skyboxes im unity
!learn
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I hope that command was not directed to me
Because it has no basis in what im actually asking
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
You can have a camera that renders first that is inside the 3d skybox area.
If you have a max play area and know the size of the 3d skybox you can scale down the movement
Yes but this ignores a crucial problem
The sun!
I dont think the 3d skybox will be able to actually hide the sun
You can maybe use light layers to have one for main stuff and 3d sky stuff?
or to have them ignore that light
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
well thats just not going to fly because they dont exist in the same space
anyway its 2025 you dont really need to re create this system
Im a bit of an* optimization nerd
Like yeah ill live without having to do it
But if i can its gonna let me do really cool shit with 0 perfromance cost
Unless theres some obvious alternative im missing
Have a think, how will this provide a performance boost?
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
Yeah but the 3d skybox will have simpler geometry
Shorter draw distances as well
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
hello does someone know hoe to turn off those squares from the move tool in blender?
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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
maybe have a look in this menu
They don't seem much of a bother
g/r/s for the win
only r and s for me, cant work with g on 3d
you can constrain axes with x/y/z
Yeah shift and then the axis
Honestly apart from the rotate the other gizmos are useless
Just use g r s
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
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!learn 👇 if you are just starting out then you should consider going through the pathways on the unity learn site (linked below) to learn what you are doing. otherwise you need to actually provide details about your issue and someone can help in this server rather than through DMs (we don't do that here)
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where then?
what boxfriend said above ^ i was too slow
You ask questions here and people answer them
oki dokey
how do i add 2D player movement to my game
did you read boxfriend's message
!collab
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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)
https://www.youtube.com/watch?v=QGDeafTx5ug&list=PLBIb_auVtBwBotxgdQXn2smO0Fvqqea4- heres a decent series (very basics)
but also learn w/ the unity sources as you go
Usually by writing scripts that do whatever specific thing you want to do and adding them to objects. Without knowing what you want to do, this is the most detailed answer that can be provided.
ive tryed that for 3 day's (no progress)
thx ima try that
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
oki dokey
Quick question! Will this run on a 32bit system? Just curious
I know some games do so not sure how unity handles this
64bit executable cannot call a 32bit dll and viceversa
haha no, its a 64 bit build
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
it is weird that they call it intel 64 but it was amd who initially made the 64 bit extension for x86 🤔
well it is still x86
which is why many places call it x86-64 or amd64
huh, never heard amd64
x64 is an extension of x86
it's x86-64
x64 can run x86, x86 cant run x64
is it really called x64? that seems ambiguous as hell
wikipedia does list it but ive never heard anyone call it that
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
I call
probably not any dedicated public docs - that's kinda the opposite of internal
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
just googling the namespace gives this forum as the first result
https://discussions.unity.com/t/looking-for-documentation-unityeditorinternal/651610
ah, that didnt show up on duckduckgo
you probably shouldn't use it - as an internal api, it makes no stability guarantees
gotcha
hey so i made the code to move left and right but my player does not move (2D)
that's a scene file, that doesn't really contain any useful debugging info for us
use a code channel, and share code
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
also, do you have any errors or warnings?
oki dokey
I have this small issue I am stuck on. So I made it so the button ignores the ground layer so that the button can be pushed down but the issue is that since it ignores the ground layer it will also ignore the objects that have the ground layer as well. I need the objects to be on the ground layer so the player can stand on them. any ideas on how I should go about doing this?
if an object can move, is it really part of the ground
you should probably have that as a separate layer
what? the objects that can be grabbed on a separate layer?
yeah
I’m having trouble disabling Auto Graphics API in Unity.
I cannot see the check button. Is there another way to disable it?
how would I make the separate layer grounded as well? Cause in my ground check its only the normal groundLayer.
add it to groundLayer.
however you're assigning it (hopefully via the inspector), you add the other layer
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?
In the editor?
Yes
Yeah, editor stutters. Always does.
Though you might have timing issues. Make a build to be sure.
Well, is there a solution for it because it bothers me?
If there are doubts about optimization, the first step is always to open a profiler.
Nope.
Maybe you're having an actual timing issue though. Profiling a build would rule out performance issues.
also, there are actual sources of stuttering, like misconfigured pixelperfect cameras or moving rigidbodies/charactercontrollers improperly
would need more info/context to know.
Timing issue being animations running at the wrong rate, camera moving at physics step rate, stuff like that.
Why the Unity engine developers haven’t fixed this issue is ridiculous
Where do you assign a value to groundLayer
The project is completely empty and I did not even use hdrp. I used the regular version.
how are you moving if it's completely empty...?
I mean in scene view mode
Is this normal? I don't know.
Funny I don't encounter this in Unreal which is much bigger and more consuming.
whats the point of animation networks if it all can be done in blend trees?
well not all of it can be done with blend trees
blend trees just handle a few cases very well
like the character controller i have at work is a few hundred states 3 of them being blend trees
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?
a few states like locomotion and a bunch of the jumps etc are blend trees
that way it can transition into a animation that is blended based on the characters velocity
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
will handle walk vs run and if its a forward backstep or one or 2 side steps based on the velocity
but then when like sitting or interacting with a door or a object or jumping, skidding to a stop etc all are other states
some things like jump is also a other blend tree as well
when people are objecting to not using blend trees i have to assume its for cases where its bad to use indivuidal states
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
but very easy with a blend tree
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"
Oh shit. I completely forgot that you can select multiple layers lol. thanks!
that's the point of a layermask 
lol yeah I forgot you select multiple of them
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?
do you want to
why aren't my objects being placed? It looks like everything is selected correctly, but nothing is being drawn
I know I just didn't know if it would really help me in the long run or not
that's mostly why I ask anything, to see if it will help me
any experience helps you
would yall recommend making every model, every animation, every UI and all that solo. Or find others assets?
does ngo support self hosting?
like can you host on your pc and let people from anywhere join as long as they have the code or whatever
for speed and if you aren't planning on taking the project that far, assets. but if you want to make it your own original work that you want to keep expanding upon then make each model, animation and so on yourself
If you have the skills and the time to do all that, then sure. Other than that it's pretty much an unanswerable question
ALR
as an investment yes..
as a deadline no..
yes
I run a few NGO servers from a VPS
you just have to make sure the appropriate ports are open
What abt allowing the players to host my game?
simillar to minecraft where you can create a server then people join with ips
the concept is exactly the same.
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
right
if i use relay tho will i get charged for using bandwidth or?
since i'd ideally like for it to be cost free
unity offers it and there is a free tier which is pretty generous
I think steam also offers it included in your 100$ publishing fee
how much do you have for the free tier?
CCU (Concurrent users)
First 50 Average monthly CCU (approximately 2,160,000 connectivity minutes)
$0.16 per additional average CCU (approximately 43200 connectivity minutes)
Bandwidth (Relay)3 GiB per CCU for free up to a max of 150 GiB / month (combined US/EU/Asia Australia)
$0.09 per GiB US + EU, $0.16 per GiB Asia + Australia
How can I fix this issue where the player struggles to push objects? like even a small object with a small mass I can't seem to push it. It just rolls over or slowly gets pushed.
probably more force. you can give your player more mass too
also increasing the angular damping on the box can help it not roll over so easily
also reducing friction on the floor
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)?
no difference at all
if you only need it once fully qualified is fine
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
thanks all
There’s a neat tool called Sharplab you can use for figuring out such things
C#/VB/F# compiler playground.
Is the Unity Assistant not working for anyone rn
hopefully it imploded
It's just really helpful for me as a beginner
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
How should I go about learning non-ai way?
!learn
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build your skills up ^
"subscription expired now I can't progress forward.." oof
i see, thank you
I'm getting issues with unity things in this, do I need to toggle a setting somewhere?
this website doesnt know about the unity api...
and if you thought it did... dont even bother using it 😆
UnityEngine assembly isn't on their servers
bit harsh
well you probably dont need to see the generated IL for some unity code
it wont match anyway because unity uses mono
I dont mean to offend but checking generated IL is only useful for some specific debugging/optimisation tasks
You don’t really upload your code there, for the most part. Just test things in isolation
just trying to learn 👍
So can be useful for questions like your “is using the same as writing it out”, you can see if the compiler output matches
yeap, that makes sense
I think that did more harm than good
I guess 😅
tbf you can see more than just the IL there, you can see the decompiled c#, which in this case would show that the fully qualified name vs the using directive ends up being the same thing
thats fair but probably easier to just explain the outcome
im more of a godbolt guy myself
wdym more force? this is what I've got ↓
big heavy ball with big roll force push tiny light cube
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
!ide
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i think you didnt download vs for unity
that isnt VS
it's not even a proper code editor, that was them attempting to paste their code into sharplab
Isn’t that more costly regarding performances if u have to call it multiple times?
call what multiple times?
Like making multiple Enumerators with System.Collections in this example
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
Ty
when i try to edit hinge joint 2d angular limits if i click it deselects
so I'm not sure how to change its positioning
is that a web editor
it's a website to view what the compiler is doing with your code. it is not a code editor
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?
It requires game creator 2, which is a 60$ asset, in order to do absolutely anything at all
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"
like, should we bring staff's attention to this? I wish I could check the rules but I can't find where they are
or is it fine and I'm overreacting
probably never gonna use it even if both were free
pretty sure you can manage those systems in less than an hour or two
and you get the benefit of not having to read other people's code
I fully agree, but it's kinda a principle thing
Like I don't think they should get to do that
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
and they... don't, not really
because a purchase IS necessary
this isn't a social space, so don't expect responses to pointless greetings
If you say so boss
can anyone help me get rid of my errors in unity?
wdym
try actually posting the errors and you can see if someone is able to help..
don't ask to ask
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.
are you using photon?
You seem to have duplicate of a script somewhere aside from the other ones
wasn't this something that went wrong a while ago?
first step id take is frame debugger! (pray it happens in a dev build)
Yeah, and I thought I solved it but it's back. Frame debugger shows it's just never writing to the depth texture
is that opaque alpha cutout?
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
That should hopefully fix it
yea that is what you want, opaque mode with alpha clipping
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
not sure thats what it is tho
oh
yep
its photon
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

It's in front at least
but the clipping did not work
can you not shitpost ? ty
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
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?
what bro😭
read the message
Alpha clip is set to 50%, it looks fine when I drag it in during edit mode, but when I export the bundle and load it at runtime this is what it ends up as
i did i read it after i sent it lol
Next time read before you send it
my bad
i doubt unity would alter the texture, unless you do something special when the bundle is made?
can someone rq gimme some tips for my environment in my horror game
No, I'm using the built-in BuildAssetBundles function. Although I'm going to try something, the textures are "auto included" as dependencies, I'm going to manually include them, maybe it's not getting some of the import options this way?
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.
It's not a power of 2, is that likely to be a problem?
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)
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
Okay, looking at some forum posts, it seems like it might be a "Shader variant" thing? Like the opaque/alpha shader variant of URP/Lit isn't going into the build since nothing in my built project actually uses it? I'll add them to the "Always Included Shaders" list, it takes hella long to build when I change those so chances are this'll wait till monday.
is there not a material with this pre configured in the bundle? if no that explains it well
You would want to use a shader variant collection or some pre configured materials to ensure the variants are included
Unity strips variants not used so you dont wait 5 hours for a shader to compile like 5 billion variants
There's a material in the bundle, but the actual built project doesn't have anything in it by default, it's all runtime-loaded
yea it would have to be a material with the correct settings
Is there a difference when using variant collections versus just putting the shader in "Always Include"?
always include i think will presume you need all variants but that doesnt do anything to asset bundles
remember asset bundles cant reference anything thats not in that bundle or another bundle
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
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?
I know that addressables makes a shader bundle to handle it but i think if you include a shader variant collection asset in that bundle with the correct variants configured it would be happy
https://docs.unity3d.com/6000.2/Documentation/Manual/shader-variant-collections.html
The addressable docs does claim that always include does work but i often experienced the opposite:
https://docs.unity3d.com/Packages/com.unity.addressables@2.7/manual/BuildingShaders.html
addressables uses asset bundles hence it being relevent here
hi guys..
trying to create a simple game (first one) but struggling with something
can some tell whats the issue?
thanx..
You need to explain more. Your ball circle collider radius is too large so there's a gap (beyond the 0.01 default skin offset) and you made the entire backboard a collider so the ball will not enter there. The physics is behaving the way you set it up. Why does the backboard have a collider? That's probably the first problem
@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?
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
in 2d physics the rigidbody cannot / will not move in Z space at all
so its not going "forward"
As reading “you thinking in 3 dimensions”I realized the issue
The ring it self should have a collider?
I guess only colliders I need are the ones the sides in the hoop
Do you know if there's a way I can check which variant of a shader a specific object is using? So I can get the object looking how I want and then just add that variant to a collection?
its been a while since i touched them and good lord its shit
i think you just have to figure it out yourself 😠
I presume you need _ALPHATEST_ON
i configured the material then used debug inspector mode to check the keyword list 😆
oh i also had to use debug inspector mode to even add urp lit to the variant collection
👏 well done unity
All right, added that to a variant and kicked off a build. I'll have to see how it fared on monday
i am not using triggers. I am using OnCollisionEnter2D to check for collisions. I have set the asteroids with tag named "Asteroids", but i have no clue as to why it sometimes bouncess off of these asteroids, whereas other times, it gets hit and destroyed.`
this weird behaviour is nuts
dont rly know what the problem is...so i have also posted it on #💻┃code-beginner
is there a way to move a camera component within a mesh
what do you mean with a mesh?
as long its on a transform
you move the transform
What does this even mean
yeah but where is it am i blind
camera component?
its on the gameobject
Don't just say random things if you don't know what you're talking about. No one can help you that way
rude but okay
if anyone has experience in creating backend servers for unity games i need some advice, please dm me thank you
<@&502884371011731486>
!ask 👇
not likely someone is gonna DM especially without knowing the context. Just ask
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go find a bit of cheese or something i'm too busy developing my server
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
kinda new to gamedev but not to coding, I already know a few lenguage
YouTube. Research. Experience.
The fact of it being top down does not make too much of a difference here since it’s only the angle of the camera. Learn different pieces of creating a game and as you earn more puzzle pieces you’ll figure out a way to put together what you need. There are several approaches to things, so break down how something might work and learn piece by piece.
It’s up to you to problem solve and figure out how it might fit together
Are you a hands on learner?
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.
I literally started today lmao
10 years as a data scientist and MLE
trying game dev just as a way to create some ideas I always have
and I prefer reading documentation over following tutorials
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
but this learning is just a middle ground I am happy with
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
https://unity.com/resources?filters=e-book these are free e-books by Unity and/or their partners
but yeah games have a pile of quriks to work with compared to other software domains
amazing
I am also here to learn how to do reinforcement learning
that another goal
is like the only type of IA that I have never touch
is there a good way to sandbox a given unity game for playing existing mods?
or even something like this: https://douglasdwyer.github.io/CasCore/
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
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
Unity released a binary patcher for built executables, so such a thing is unnecessary
thats good to know
im sure other circumstances exist for applying a sandbox condom for unity games
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
what does the Console say?
ops i had the Error pause on my bad lol
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
maybe talk to/search #1390346492019212368
https://superuser.com/questions/1927212/is-there-a-proper-or-recommended-way-to-sandbox-unity-games edit: fixed url
Howdy. Not a 'Social Chatroom', so, "hi" and "bye" generally go unanswered.
If you have a Unity question, feel free to ask
im looking for people to make a game with
got it
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
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
read the bot message again.
Perhaps try the Game Dev Network discord.
oki dokey
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! 😁 )
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
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.
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??
but how can i actually build and add textures in unity
follow the Essentials Pathway on the learning site, then the Creative Core Pathway @cyan geode
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
which one should i even choose
everyone just starts without this
i dont understand
What's everyones preferred methods of saving game data?
as i said, start with the Essentials Pathway.
Honestly, it's whatever you'll stick with. As long as you keep moving you won't fail.
I want to model and build
You want to do 3d modelling?
Yes
UPDATE 2023: There's a new version of this tutorial remade for Blender 4.0: https://www.youtube.com/watch?v=B0J27sf9N1Y&list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z&index=1
Blender tutorial series showing you how to use the most common features, like modelling, lighting, materials, geometry nodes and rendering - whilst making a donut.
Download the...
Go install blender and go wild.
whats the difference between universal 3d and high definition 3rd
You'll have a hard time running out of free education.
wait so i cant build in unity?
but build in blender and import
You're not going to be modelling complex stuff in unity, no.
At least you shouldn't.
There are better options.
fair enough
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.
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
for basic prototyping, and some utility things, Unity does have Probuilder built in, bu Unity os Not a modeling DCC
this is not a showcase room.
thank youu
im showing what i made
to make that in unity
or smth similar
but in a more realistic version
Search "Beginner to unity3d" or "beginner to blender3d" in your favorite search engine and begin, then don't stop.
you are now blocked again. you will not be unblocked this time
i dont care
Yes. In unity, you can just use 3d models.
you can build in unity, its just its tools are really shit
thank you so much i was missing this actually😭
was searching on youtube and all of them is like
do this
then bam
10000 gbs map
Go, begin, work, don't stop, and don't ask because there's too much free stuff out there.
😄
Good luck
understood thank you
thank youu
Exactly. .too much free stuff and confusing....
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.
It's really great to have resources. But sometimes it's really confusing. I lost track. Especially the coding part
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.
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!??
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.
That means I am not wasting my time...
Thank you @high night . I am really relieved now..
Just push forward. The only thing that can stop you is you, if you know what I mean.
wtf i understood so much
learnt how to put gravity
and interact with it
WW
Okay
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.
Are you using a VPN?
Nope
Even when i try it on my phone
for some reason no matter what i do i cant get unity on my linux laptop
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
how to make my character stop spinning whenever it collides in 2D top down
Freeze rotation in Rigidbody2d constraints
ok thank you
not in this server probably not
ive asked in blenders server, and a universal server and they both linked me here 🤷♂️
dont know where to go anymore
no, Library can be completely rebuilt safely
But when I try to do it, this error pops up
restart your computer, delete Library, and re-open the project
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
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.
hi everyone
I'd probably recommend going back and installing 6.0 instead. Fewer issues.
As for tutorials
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
i started 4 days ago, and people recommended this to me
transform.forward?
https://learn.unity.com/course/2d-beginner-game-sprite-flight?version=6.0 i used this one though
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
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?
!logs
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
Might want to look at the crash logs for more info
In which of the files will it be written?
need help in private pelase
the crash happens even when I just add a Capsule Collider to a tree prefab, even when I don't set it to Terrain
ask here
Editor.log, at the end.
Or Editor-prev.log if you already started a new instance of the editor that hasn't crashed
And what is there to see?
Can you paste the whole log somewhere like Hastebin?
Hastebin is a free web-based pastebin service for storing and sharing text and code snippets with anyone. Get started now.
Well the crash stack indicates it's related to the terrain collider
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
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 shadermeans 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.
well then do that
Another (unrelated thing):
Direct3D 12 [level 12.1]
Shouldn't this be 12.2? 
i don't know how to do it
Well, I'm already using LOD on the tree.
what part are you struggling with? making a button? making it switch scenes? what have you tried?
But there's no collider there
make the canva with the button and link it to my camera
I removed that tree, and here's the collider and the LOD, but it's still crashing.
well what have you tried doing?
The tree system only supports capsule colliders on the root.
It still shouldn't crash though
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.
Only a Canva but it’s doesn’t work
Although I removed them and added a LOD tree
why doesn't it work? just "doesn't work" isn't specific enough
Please remove the box collider and add a capsule collider to the root (same object as the LOD group)
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
Okay, I added it, I'll check it out now.
Might want to make it only cover the trunk, but yeah 😉
I didn’t know how to add my element
you right click, and create it
google is free yk
Crash anyway
Can anyone explain what is LOD?
level of detail, how detailed a mesh is dependant on distance
Level of ditails
Oh
lod stands for levels of detail, it's basically replacing your meshes with smaller meshes with less polygons when they're far enough away
it's an optimization thing
Here's how one sets up a tree. If it still crashes - chalk it up to Unity 6.2 being broken.
I created a new Terrain and put trees there, but for some reason the trees don't have collisions
Does the terrain have a terraincollider component?
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?
where do i ask for: how to make trees move like its windy
Here ig
well how do i make trees move like its windy
Idk man even I'm new

ya usually do that with some vertex shader. The terrain tool does provide that utility if you do embed them as terrain trees
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
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
Why doesn't a collision occur for some trees?
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;
}
}```
!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.
did u make sure all tree prefabs have colliders?
Yes, that's it

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
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
do they sometimes have collision or never have collision when u run into them
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?
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
I made a script and it worked, so why delete it?
if u want to keep it
then re read the code
cuz it doesnt work as intended
@pure igloo ?
what
you deleted some msgs
yes i did
i basically kinda told you that he prolly meant that trees would not render if the player was away from the trees, and that you might have misunderstood it.
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.
I didn't wanna add confusion, so i deleted it
@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
does anyone know how can i implement this?
It’s not for optimization — it’s to bypass the Unity Terrain collider limit.
Unity only creates around 65 tree colliders at once, so this script manually adds colliders near the player to make all trees have physics when needed.
i have tried to look at tutorials, but i ain't getting anything from it
unity has a limit for terrain colliders???????
make the highscore only be at 0 if there was no saved highscore before it idk
i did, still doesn't work..
Yeah, I tested it myself — I placed 75 trees manually on the terrain,
and the last 10 had no colliders at all.
Only about 65 trees had working physics, no matter what I did.
That’s why I made the script to generate colliders dynamically near the player —
to bypass that hard Unity Terrain collider limit.
You’ve enabled “Enable Tree Colliders” in the Terrain’s tree settings, right?
yes
Maybe I'm doing something wrong, but for some reason I have a limit of 65 trees
After that, the trees don't collide.
Then why do I have a restriction?
i dont know
recheck the terrain settings
and if u did place the trees manually
try placing them again
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.
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
I don't have that here.
is the tree from a prefab
or did u just copy paste the same tree without making it into a prefab
Well, here's the prefab of the tree
are the trees in your scene the same as the prefab???
like did they come from the prefab
Well, I have the same prefab selected

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.
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
Please consider supporting my videos on Patreon:
http://www.patreon.com/CaptainDisillusion
CD /
• Intro - https://youtu.be/R4sF0MT1TGM
• Aspect Ratio - https://youtu.be/g5ZgUIobSj0
• Frame Rate - https://youtu.be/DyqjTZHRdRs
• Resolution - https://youtu.be/1unkluyh2Ks
• Interlacing - https://youtu.be/1Yja9m1Lu6M
• Color - https://yo...
(explains it quite well and captain d is goated)
PNG too worked! Tested just now. But there are a lot of mixed opinions of people. Some people say it depends on which application you use to make it. I used GIMP and it worked.\
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
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.
for a sec i thought u posted technology connection video... the man looks similiar 😄
hey how would you go about getting a vector3 direction from the direction the camera of a player is facing in? I'm trying to implement a dash for my game but whatever I'm doing here --> https://blazebin.io/dlgxfcfkukvh/0 doesn't rly seem to be working
Yea... because of pre multiplied alpha. WATCH THE VIDEO
fwiw, PNG doesn't actually have a real alpha channel, if you want nice alpha, use a differentt format
I watched a tutorial about it and it seemed complex. GIMP has more tutorials and is more discussed about this topic.
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
Yeah that is why I also tested TGA and it's working. I'm getting metallic, smoothness exactly where I want on my texture. But I want someone to cross check that TGA image to see if that's how it's supposed to pack.
I came across this term but it's beyond my understanding.
This premultiply thing
youre never applying the dash vector to anything?
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
I'm just plugging it in here rb.linearVelocity = rotatedDirection + Dash.dashVector; in my main movement script
it doesn't actually do anything related to the dash except fetching and applying the dash speed to the rb but here it is if it matters at all --> https://blazebin.io/hqynteraaphw/0
A tool for sharing your source code with the world!
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.
Got it
The DecayDash method makes no sense at all. You seem to assume that x, y and z of the dash direction are always positive
Understand why we do not want this to be done for these packed textures now?
probably should post in #1390346827005431951 or #💻┃code-beginner since it will go under in this channel
I guess I get it. When I exported PNG with GIMP, it didn't actually premultiply alpha adn that's why it's working as expected? I actually cross checked each channel and there's no unwanted dark pixels because of 0 values in alpha channel.
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.
Like i said, its not actually consistent between programs and only some offer it as a checkbox option when exporting.
But its good you found that gimp does as you need so just use that.
captain d explains how its not even consistent in video editing software either
I won't think much about it for now. I'd continue as long as it works.
oki
Keep it in #💻┃code-beginner don't bounce between channels
if you're basing it off of the direction of the camera, you can just do "Vector3 dashDir = camera.transform.forward"
isn't that what I'm doing rn?
oh right mb, how are you planning on moving the object? or are you currently just trying to get a vector 3 for it?
hey just started unity and i feel like a dummy , i have a problem with my game
could anyone give a hand??
go ahead
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
You'll have to send the code for that, and I think in #💻┃code-beginner
How can I make the tree level with this thing?
where did you export the tree from? it's possible your tree wasnt aligned properly there. just center it then re export
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
I'll try
Worked, thanks !
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
can you send a pic
Because box collider is always a box
U can try mesh collider
but its just rotate
Ye just try using a mesh collider
U mean u want the collider to rotate along with the object
its mobile game i heard mesh colider put much load compare to box colider
yes
so it can fit
but if i try to to rotate the object is rotating too
That's odd. The box should adjust itself with the plane regardless of its transform
Did u rotate the plane inside Blender or in Unity?
Blender
Then I expert in unity
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
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
they probably just use a mesh collider
if you don't have that many it's not a big deal even on mobile
i mean.. if you really get into it, probably with a lot of layers in between? but realistically, the bulk will be in c#.
ah
what is it you dont like about c#, it is on of the best langauges you can use
and really beginner friendly
its pretty strict in a lot of cases
i have been spoiled by python
create an empty game object as a child of the stairs mesh, add a box collider, then rotate and align
trust me, it helps in the long run with complex projects
I have programmed with C++ back in older days
tbh that's why I prefer it to python
In time you will realise the strictness is the greener grass.
-# also it's really not all that strict
python oozes “damn bitch you live like this” energy
it definitely is compared to python
Then u know how powerful it can be
js though...
I assume you're talking about statically vs dynamically typed variables
true
I guess fair yeah
python has stuff like type coersion in its built-in operators
Im not even sure if I should code in python or c++ in the national examination next year
Both have their uses. I say do what u prefer. It also depends on the project
Should probably steer clear of c++ if it's an examination/competition.
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
Hi, im new to unity, and coding (i never coded anything past basic python code) what tutorials should i watch?
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
start there ^ or search for tutorials online
Ty
Ppl really just go from server to server without checking their profiles lol
wdym
oh nvm
i see it now
i am shoked
dont be shoked
Prompt dev
If I were to fix someone else's production code, the paycheck should at least be senior level
training your replacement
is this a unity job post or something? i don't see how that fits here
yeah
i was in ai development and its ...over hyped
LLMs are just LLms tehy arent human brain
Retiring from your job before ever getting that job
they are fast but not good as a brainer
yeah that isn't really news
i wish this was common knowledge. it should be common knowledge
It's like asking for grandma to know how a printer works
learning C# is better than barking with chatgpt
It's not common
yeah but this tech is so overhyped with a bunch of misinformation that I can't blame non-technical folks for not understanding it
being misnamed has done the damage
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
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
There’s some niche uses in tech too
for sure
and like the internet, ai will still be aronud after
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
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
removes costs and quality! middle management can't get enough of it
that isn't even remotely comparedable 😂
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
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
Probably multiply it by some value less than one
divide gang
also an option, true
anybody use unity in linux???
Capital U for Update, regardless of what the issue is.
alr
are you building a Third person controller?
first
oh its easy i made one
FIRST PERSON MOVEMENT in 10 MINUTES - Unity Tutorial
In this video I'm going to show you how to code full first person rigidbody movement. You can use this character controller as final movement for your game or build things like dashing, wallrunning or sliding on top of it.
If this tutorial has helped you in any way, I would really appreciate...
I wanted this one
!IDE 👇 you need to get vs code configured
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
It still doesnt help me solve the issue :/
you haven't even bothered describing what the issue is. but having a configured IDE is a requirement to get code help here
Soo uh It doesnt work at all
is your IDE configured yet?
No ?
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
considering you can't even do proper capitalization on your own, consider using an actual IDE
Ah very beginners welcoming community I see...
sorry about that but it is a lot easier with autocomplete
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 
code for context--> https://blazebin.io/yfghrmghzwvg/0
this community is beginner friendly, the thing is though, is that even beginners have to put in effort, which you seem to be refusing to do
No, not using IDE from personnal choices is not lack of effort
isn't nvim configurable for unity
I use lazy vim so not really, I'm switching nvim configs soon anyway
using a configured IDE is a requirement to get help here. it would have also prevented your issue which has already been pointed out as a capitalization issue
Which doesnt matter with my problem at all ! Also show me rule about that IDE here
Tbf it's technically required by the server #🌱┃start-here message
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
it says about unconfigured IDE. not lack of such
having a configured ide to help solves so many issues
you don't have a configured IDE. same thing applies
Which doesnt matter with my problem at all !
your problem was literally caused by not having autocomplete to prevent your capitalization mistake. we're not here to be your personal spell check, that's what a configured IDE is for
Capitalization doesnt matter btw !
it does.
yes it fucking does
Folks shouldn't have to be fixing minor syntax errors for you though.. it's what the configured ide is for.
every major programming language, capitalization matters.
Especially for Unity magic methods
imma be blunt here. if you think this, you absolutely do not have anywhere near enough experience to not be using an IDE and still code effectively
Whatever, back to using godot I guess
The general reasoning for that is there’s pretty much no one not using an ide by choice
you still have to use correct capitalization in godot
^?
configure your 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
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
ah whoops, missed it

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

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 please stop spamming.
yeah stop spamming
this isn't a social hangout space. if you have nothing meaningful to contribute to the conversation then it would be appreciated if you just didn't contribute at all
bear might get banned rest in peace bear
how are you applying the dash?
also how are you moving the player? if you're using a rigidbody you could just use an impulse force and let linear drag slow you down
here in my main movement code --> https://blazebin.io/zkvizqfzoaik/0
A tool for sharing your source code with the world!
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)
ah, you're setting the velocity to move. that kinda throws a wrench in the works for using an impulse force
You're overriding the initial velocity, which may be a factor (unless intended)
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
oh that's just to stop people falling off the test map

dashVector *= dashDecay; this is also going to make the dash decay very quick at higher framerates and slower at lower ones
Just multiply the dash decay by time.deltatime
pretty sure that doesn't work
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
wouldn't that be linear
are they not trying to achieve a linear decay?
i thought they were going for an exponential decay, hence the multiplication
maybe but idk how that'd fix the player being launched into the sky when dashing upwards
#💻┃unity-talk message this was the original request. it doesn't mention linear nor exponential, lol
either way, if it were exponential then they'd just swap in current dash for initial dash in my suggestion
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
true, @potent moss do you want linear or exponential decay
alternatively they could lerp or smoothdamp the dash towards 0 or really any easing function
is it being caused by a jump? just to rule that out
also, configure your IDE.
Can someone help me with unity? My graphics are broken when I create games for android
what is dashspeed set to?
!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
50f
oh it's private, i assumed it was serialized, aight
I'm pretty sure I did that? I don't rly know what a configured IDE looks like as opposed to an unconfigured one
this is definitely not configured
if it were configured, types and namespaces would be in green, and methods would be in yellow
!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
do you have the extensions installed?
have you installed .net via the .net install tool?
maybe try logging the camera transform forward itself
that's a normalized direction
Can it still show references and the 3 underline dots if it isn't configured?
no, how do I do that?

I think their coloring is just weird
with some syntax analysis, yeah
Make sure the dot net sdk is installed
definitely not, Dash and Start are still in their proper colors as analyzed via syntax
i dunno man your unity is haunted
open the command palette (ctrl+shift+p) and search for "install .net"
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

