https://docs.unity3d.com/Manual/UIE-simple-ui-toolkit-workflow.html how do i go through these docs without blinding myself? dark reader does nothing
#💻┃unity-talk
1 messages · Page 9 of 1
this isn't really a unity related question (despite the page being linked being from the unity manual)
but also
dark reader does nothing
try actually enabling it because it does work
i know how it works, it ain't doing nothin
my screen looks like this
wdym by original dash value and current dash here?
dashSpeed and dashVector, respectively
btw have you tried just using rigidbody.addforce instead
might not give you as much customizability but it's worth trying if you cant get it to work
like this or? https://blazebin.io/xobclbvndoqx/0
A tool for sharing your source code with the world!
no, because you're reducing the dashSpeed here which means the next time you dash, you won't
also this is exponential decrease, so if that was not the intention then it's still wrong
ya that's why I threw dashSpeed = baseDashSpeed; in
or like wdym
I'm rly confused anyway cuz dashVector is a vector3 and dashSpeed is a float

okay i didn't notice that part. but like, now you've got two variables for the same thing and weird logic that doesn't require a reassignment
in that case the "original dash" i referred to would have been the direction multiplied by the speed at the start of the dash
dashSpeed is a magnitude
dashVector is a magnitude and a direction
we're referring just to the change in magnitude here - the direction will stay the same
but honestly, just use lerp or something. you are getting really confused about the logic here
ok well do you maybe know what causes this ^?
cuz it was kinda the main issue I came here for
did you just, completely miss this message?
used unity to trane a bitcoin trader
...apparently (14, 46, 13) does have a magnitude of 50
so that's not the issue
probably framerate like boxfriend mentioned then
50 is a pretty high magnitude for velocity. it probably didn't seem that high with the way they were previously decaying the speed since that was definitely framerate bound
hm, perhaps there was significant calculation while airborne that made the framerate lower?
would smth like dashVector = Vector3.Lerp(dashVector, Vector3.zero, dashDecay * Time.deltaTime); work or am I stupid?
in that case use MoveToward not Lerp unless you want the decay to slow down the closer it gets to Vector3.zero
this explains why: https://unity.huh.how/lerp/wrong-lerp
dashVector = Vector3.MoveTowards(dashVector, Vector3.zero, dashDecay * Time.deltaTime); ?
yep, that's better with the parameters that you have
very cool
now that you are not basing the reduction on your framerate you'll need to reduce the overall dash speed
unless of course your intention was to be able to move at over 100 miles per hour
Hello, I am in a critical launch-blocked situation. My LevelPlay account is pending approval, and I have had no human support for over a week.
I have already fixed the root cause of the problem (a "Legal Name Mismatch") on my end.
I have consolidated all my information into a new ticket with the unityads-support team. Can a community manager or Unity employee please escalate this new ticket?
My new ticket number is: [00849252]
I am completely stuck and cannot launch my game until this is reviewed. Thank you for any help.
Unfortunately this is just a community-driven discord server. For the most part Unity employees are not monitoring it.
Are you doing a parkour type stuff??
is there any way to solve my issue?, i struggling for past week and till no response from any human supportive person
no i am making a flow free type brain teaseer game
no idea
maybe make a new levelplay account?
but i need to give same bank details right? then definitely they will flag as 'fraud' activity with multiple account
Bro I just added one prefab of an asset I found and it's taking too long to load is this normal?
At this point I want it to stop
How do I do it
kill it via task manager
Ok but which one
maybe the one that says "unity editor" 🤯
close the top one and it will close all of them
I just wanted to stop the loading but I guess this works to
That's the only way to stop it other than waiting
I guess I'm making my own asset instead of importing a 600mb asset
can someone explain me if i create some different size cube in unty how can i create same size cube in blender so when i import in unity both of there size scale and rotation matches
why would you make them twice in both programs though
Exactly
happend when you try to change something wile game is running in editor but happend sometime
Hi
when i add my boxCollider2D .size.y(1.2) to 5.5f and compare with 6.7f it return somehow false(**)
meanwhile comparsion of boxCollider.size.y with 1.2 return ture
how to fix this bug?
Belnder and unity both use meters so I think just use the same dimensions and rotations
floating point math doesn't work how you think it does
don't expect floats to be exact
well i try that thinking same but even using same sacle like in unity x100y01z100 same apply on blender then import in unity but it sjust to big in size
you have 5.5 there instead of 5.5f. that promotes the entire calculation to double
but you just should not rely on == with floating-points in general
It's not even possible to precisely represent the number 1.2 in an IEEE 754 floating point variable:
https://float.exposed/0x3f99999a
Floating point format explorer – binary representations of common floating point formats.
Same for 6.7
but when i 1.2+5.5==6.7 it return true
luck
only when instead of 1.2 i place my collider.size.y problems begins
You are tryin gto preceisely compare floating point values and arithmetic
friends don't let friends do that
What are you actually trying to accomplish with your code?
I assure you there is a better and less error prone way to do it
you're getting 1.2 (double) + 5.5 (float -> double) as a double, and then compared with 6.7 (float -> double)
the results are not exact
even without float vs double discrepencies, you cannot rely on equality with floating-points
most famously, 0.1 + 0.2 != 0.3
what is the way?
i need to know whether my point lie on border of my boxCollider
define some threshold. Check if the distance is less than the threshold
!ask 👇 https://nohello.net
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
i have a collision effect which works when the spaceship collides with an asteroid. problem is, that the said collosion effect is not the one which i currently have it equipped with.
so the explosion present in the prefab folder, is what i want to be displayed, but then, when the spaceship collides with an asteroid, it shows something else completely
The player is the spaceship object in this case
show the relevant code
!code
Posting 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.
A tool for sharing your source code with the world!
to save you some time, these are the relevant parts of the code
I can see it already
damn that's a lot of white
you sure your IDE's configured?
is VS supposed to look like that?
that's a screenshot from the paste site
the explosion effect, can you show the Origin selected gizmo
& main component settings
elaborate pls
yeah ok that's on me 
hmm.. or maybe its more to do with the settings on particle effects too..
also have you tried spawning it without rotation instead of transofrm.rotation make it Quaternion.identity
ya, changed it, did nothing
ok show the other stuff then
so like, i make a video just for the explosion effect?
screenshots are fine
no doesnt help at all.. I was talking about the settings on the main component
Screenshot the Inspector window of the particle prefab
Click the triangle next to Particle System and show the full setting
Does anyone get these Restore Up pop ups whenever working in unity or visual studio?
its visual studio / windows more often then not
haven't seen it re-appear since i moved exclusively to vscode.. could have been some windows update or something that fixed it on my end..
most likely something to do with rotation and / or velocity over time
look into those, idk the exact cause, I don't work with particle system often.
my visual studio is outdated
It’s gotta be something with the code. Try setting the rotation of Instantiate to ExplosionEffect.transform.rotation. That way u preserve the prefab’s rotation
that worked wot
could you explain what transform.rotation is compared to ExplosionEffect.transform.rotation?
currently, they don't make sense to me, or refer me a guide to look at
does rotation deal with particle spread?
they're both applying to a transform, so it's just changing what the rotation applies to 
the difference between the two is literally only which object's rotation you are getting. that's it. transform.rotation is implicitly this.transform.rotation which is this object's rotation, ExplosionEffect.transform.rotation is the transform.rotation for whatever object is assigned to ExplosionEffect
is it possible that the explosion was happening along the z and x axis instead of happening along the x and y axis which could explain why it wasn't appearing as a spread instead ans a line..?
transform on its own like that means this.transform i.e. the Transform on the same GameObject as this script.
ExplosionEffect is some other object presumably
It’s like rotated 90 degrees
that is a possibility, and would have been more obvious if you would stop hiding all of the actually useful information every time you take a screenshot.
don't fold the components so they aren't hidden because 9 times out of 10 that info is what someone is wanting to look at
ahhhhh
alright, i will try to keep that in mind
but, i still don't get how the rotation is supposed to effect the display inside the code...like does it tell the initialiser that if it's 90 degrees rotated, unrotate it 90 degrees or smth?
we still don't even know for sure if that is the issue
there could be another issue on top of it? didn't you guys solve it?
what i am saying is that this assumption that the object is rotated is literally just an assumption based on no concrete information because you've hidden what could have shown taht
I mean like this still results in the same issue no? it works fine as a vector2 but the moment the player tries dashing up they get sent into orbit
i have shown everything, what did i not show?
those 5-6 images i posted at once is everything
It’s best to mess around and figure it out yourself. I can tell u to check the transform of the instantiated object before and after fixing the issue to make sure it’s the root of the problem
you've literally hidden the transform which shows the rotation of the object. which is currently what is being discussed.
And u can pause the editor and check things in your game
O_O
is that a problem?
nvm, ima tinker with this a bit and see what happens
OH YA
it is rotated
there you go. the object was rotated 90 degrees around the X axis so when it's being spawned as not rotated, it appears as a line
crazy how this could have been solved half an hour ago if you'd just not hidden the transform
in my defense...i dunno what the useful info is, also, since my screen ain't that big, i have to take smaller ss
i did not hide it, there's a diff b/w deliberately doing smth like hiding and not knowing what the actual info is
it's not like i wanted this to take so long
you don't know what the useful information is so you go and intentionally fold all of the components, that's deliberate because components are not folded by default. and this has been a problem every single time someone has asked to see a screenshot of some object's inspector
i fold these to make it easier for me to look at...it's not like i can keep all the tabs collapsed at all times
but u notice how much faster it was solved when u showed it?
just saying.. keep ur components expanded.. if u need to just take multiple screenshots..
its to help you as well as it is to help us
Ok, lesson learned, we can chill out
i understand
help us help u 🙂
mb, will keep it in mind later
presumably it's something with how you are handling gravity then 🤷♂️ your logs are difficult to see in your video because you seem to be logging every single frame and discord's video player doesn't like playing frame by frame so i can't see what the actual velocity is at the time this issue occurs, nor have i seen how you are handling gravity (other than knowing you are handling regular movement by assigning to velocity so therefore you must be handling gravity manually as well)
oh no I'm not messing with the gravity at all
the only thing I've done with it is add fast fall which just increases gravity a bit
then how is gravity being applied? because otherwise you are overwriting it which means you are basically preventing gravity from working correctly
I'm just using the default physics all rigidbodies have 🤷
if you are effectively overwriting gravity each frame then it's no wonder it isn't being properly applied when you dash in an upward direction because you literally erase the actual effects of gravity and the only gravity you actually receive is from your dash decay
@balmy kettle @sweet charm @storm patio @near wigeon thx for the help
yeah please don't do that
I thought it was my discord kitten
well then what do I do instead? bcs just adding gravity manually like here vvv doesn't rly seem to help
can you stop showing videos of your code. nobody wants to scrub through a video to try to read it
that's also not how quite gravity works, and we can't even see what it might be set to in the inspector since it is public
gravity isn't a constant -1, it's an acceleration of -9.81 meters per second per second. so it constantly increases (until you reach the ground and stop accelerating)
and also, since you're adding the current y velocity to the already above 1 dash velocity you're compounding how fast you accelerate upwards
the reason this isn't happening for your X and Z axis movement is because you throw out the current velocity along those axes each frame in favor of recalculating what they should be based on your input. so you basically need to do the same for your Y velocity instead of relying on the rigidbody's current Y.
basicaly create a private float for the current value of gravity, reduce it each frame by -9.81*deltaTime (standard gravity, you can increase or decrease the actual value as needed), and use that in place of rb.linearVelocity.y on line 77. also assign to that variable instead of to the velocity when you jump
- Dash vector: independent, decays via lerp, doesn’t affect vertical acceleration.
- Vertical velocity: tracked separately, accumulates gravity each frame, jump overrides it when triggered.
- Horizontal velocity: recalculated each frame from player input; only affects X/Z axes.
Final velocity: combined ashorizontal + dash + Vector3.up * verticalbefore assigning to the Rigidbody.
👉 main concept: keep values seperate so your logic can modify them individually to combine them later on without them affecting each other
sef
what's vertical here?
it'd be the Y velocities (gravity and jump)
idk.. i didn't read thru your entire code.. just giving a generalization.
typically its best to keep everything seperate until the end when u can combine them..
that way if u modify (1) of em it doesn't affect the rest (its just added into it)
@near wigeon is #💻┃unity-talk good enough for the flood and spam type of messages?
Can someone link the AI chat in here. I cant find it
where you do chat about regular day-to-day offtopic things in this serveR?
i'm completely new to this server and wouldn't want to get kicked for disobeying the rules
there is no offtopic at all on this server
see #1180178376028327936 message
Yeah, we don’t. This is an educating server
that ain't good, regardless of whether this is an educational server
people like to bond with each other when they learn
especially if they are here for the long run
luckily has been working for this server for years so
find another place that fits your accommodations
this one fits my accomodation
just not fully
regardless, it's the moderators issue to solve
not adhere to the rules of the server
thanks
join brackeys or other servers
the community relays the information that are passed down from the moderators, so if they tell you or we tell you. The rules are the same
I wouldn't want to be on any server that supports flood/spam messages anyway. There are plenty of servers out there for that.
this one is the flood/spam channel
"Non-programming Unity topics & questions not covered by specific channels. Any prolonged discussions and game design questions to be threaded."
I checkmated you all.
people do like to bond
especially if they are here to stay indefinitely
you just won't stop do you..
and learn Unity
We don't need continuing with off-topic here, thanks.
rage bait
here comes the police...
What is the point of this convo again? It’s not even entertaining
There isn't one, they're complaining.
its saturday, school is out. Little kiddie dont got a babysitter
you know... when I was at uni people told me that only well socially adjusted programmers make it into the industry
I never made it into the industry
which is why I'm here, trying to make a startup
tell that to your therapist or something
!mute 638451702277865480 1d Off-topic spam, willingly ignoring server rules.
@hedroks_nayan muted
Reason: Off-topic spam, willingly ignoring server rules.
Duration: 23 hours, 59 minutes and 58 seconds
You're not here making a startup, you're here complaining about the server.
wilfully that is...
😂 whyd yall mute him he was about to have a breakdown i think
There's another server out there for that
no need to continue entertaining this nonsense
lol
So lets say I was looking for someone to see if my modding sdk could be exploited to execute malicious code. What would that job title be?
white hat hacker
Penetration testing, red team.
Think it would be overkill to have someone look it over?
How seriously will a compromise affect you and how large is your exposure?
The same question can be applied to multiplayer security.
How much can you afford it, how much will it cost you, how likely are you a target.
Wouldn't effect me at all really, community servers can write client side scripts and if someone figures out how to escape sandbox then they can do w.e to end users pc
yes a scripting language
How is it implemented?
An interpreter of some kind?
Generally you want to white list functionalities.
jit compiler
https://github.com/namazso/PawnX64
if you're accepting arbitrary code and running it on the server, then yeah, that's running arbitrary code
if that's the case, you would probably limit what the scripting is able to do
which is already done
(or so you think)
but im wondering how exploitable shit can be to escape the sandbox
can the scripting language itself execute code?
Are system functions partitioned/removed?
bro that's every language, that doesn't help lmao
It comes down to what's included in your scripting environments execution context.
is it your own scripting language, or an existing one?
modified version of an existing one
If it doesn't have access to file system access because you partitioned it off, then it can't format their system, for example.
so then you'd want to make it so the arbitrary code can't execute fs or network stuff, probably
or shell
Yeah it comes down to whitelisting what can be done.
it already cant do that unless again there is an exploit
just wing it and wait for user feedback for when the inevitable happens
In my experience with this sort of thing that comes down to compromising the client itself. But I'm thinking a situation with an interpreted LUA scripting backend where what was available had to be bound to the execution context.
So in that case, it was completely off the table unless someone recompiled or modified the code to include those elements.
this is what the library says in the readme.
Sounds like unless your application code is modified it's unavailable then.
But that's just my take.
I can promise a professional analysis won't be cheap, but you can definitely find someone willing to do it.
If you're operating a business and have a large revenue stream to protect, it might be worth it. It's at your discretion.
Add a disclaimer though
Somewhere in your EULA.
Indemnify yourself.
I guess I will have to evaluate the market and decide if its worth the price. I see major games have exploits in their mods though from time to time so maybe just not caring is an option
good idea honestly. Thank you for all the advice.
I'm sure they care. It's a cost tradeoff.
They surely had the same conversation, or someone in their legal at minimum did.
can always head over the sites like crackmes and pretend it's some challenge to crack if you don't want to spend a dime
"Impossible, never been solved"
They'd approve of the social engineering anyway.
Or just "I tried to break it, it's tough..."
Clever
Anyone have any hot takes on data serialization? What's you guys preferred approach to persistence?
That could possibly work lol, throw a small reward if someone is able to crack it and there would probably be a pretty decent amt of people attempting
JSON
How do you handle Unity object refs there?
That doesn't even really depend on JSON of course 😄
Serialized Addressable refs was my approach.
But that requires you want to use addressables.
But then you step into the fragility of the addressable system if the address changes.
Which I solved with a mapped GUID system. But that feels cludgy...
But it can't break end user refs
custom guids is what I use with json
I have some manager that maps types to guids if that's what you mean
well guids to types
More so mean if saved data stores some instantiated object and you just have the GUID.
Have to find the asset reference to rehydrate on load.
all you're really doing is reconstructing that object technically
Huh, we might not be talking about the same thing.
of course if you have unique data then you have to provide a bit more context usually via struct
At some point if your data contains a reference to an asset, you have to be able to resolve the asset via your ref.
I just have a list of AssetReference that lives on a scriptable object with some editor utility i use to create them it generates an id and inserts it into said list at id then use that id in my json files.
Aye, that's what I meant by a registry, really.
yeah you'd want to generate new GUIDs for reference bindings I guess. I guess I've not really needed a system for that for anything so far
the downside of this is the assetreferences all live in the memory 24/7 idk if this is a bad thing really or not but i guess it might become one as my game grows
The refs being in memory shouldn't actually be a problem.
I never really looked into it b/c rn its not been a problem
Not like direct references to the assets where you'd get loading in the background by default.
Have to unload them, of course.
[SerializeField]
protected internal string m_AssetGUID = "";
[SerializeField]
string m_SubObjectName;
[SerializeField]
string m_SubObjectGUID;
[SerializeField]
string m_SubObjectType = null;
oh you're right there really isn't much data living on them at all
Right
I have something similar but I preprocess a map of asset GUIDs into a scriptable object which can be used at runtime to resolve the asset from the address.
I thought about using an sqlite database for this glad I didn''t now lol
Your setup is simpler. I still have to map addresses for changes so if the address changes I can walk back to the a known address to get a GUID.
But it basically keeps addresses from breaking since I serialize the asset refererences as part of the objects themselves.
what made you decide to do it that way?
I wanted it to be completely invisible but avoid any problem where if an address changes for whatever reason then the asset stops being resolvable. It was probably me trying to be too clever. I've experienced team environments where stuff gets changed and then end user data breaks, which is a nightmare.
Are you having to connect things together by entering an ID for the asset you want into inspectors and whatnot? Or when it comes time to save you go look through your big list and save the ID?
I'm looking at sqlite for saving data right now actually. 😄
As well as an alternative to reflection based serialization.
JSON is nice and convenient but holy smokes the garbage collection can be tough.
you could consider binary serialization. there are a ton of libraries on github that do this really well with no gc spikes, unless ofc you need them to be able to edit them in a textfile
I'll consider that. I don't know if those support the sort of features I'm interested in building but I'll have to take a look. I'm interested in partial saves via transactions, which those libraries may support, but I'd assume they're serializing the full blob. I also like the idea of the performance you get from being able to do partial writes in transactions from a performance durability standpoint.
If you only need to worry about X objects for example.
Not everyone needs that of course.
But it does parallel nicely with remote storage or synchronization.
So it's something I'm working through as an exercise.
Dunno where to post it since the unity multiplayer server is down.
I have a strange bug since I switched my unity version to the security fix one.
My second unity instance of multiplayer center can't access a scene that is from the active scenes
"Scene 'Multiplayer' couldn't be loaded because it has not been added to the active build profile or shared scene list or the AssetBundle has not been loaded.
To add a scene to the active build profile or shared scene list use the menu File->Build Profiles"
anybody got that and how to fix it ?
Oh, one other thing I'm trying to address is schema/data layout versioning.
multiplayer moved to #1390346492019212368
but also sounds like you didnt add the scene to the build list
Yeah I saw that one but didn't understand the threads things, I'll post there
yes it's already done
there is a channel without the thread
https://discord.com/channels/489222168727519232/1392142304772358215
oh thanks didn't see it
anyone got tips on actually starting to learn unity and work instead of just wanting to but feel like its tto boring
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
if you find learning new things boring, I don't think anyone can help with that.. Most people do it because its their passion
if you're going into it thinking you will make a hit game or for monetary reasons you are already going in with the wrong mindset
how to make a 2d sprite go in the direction the head is facing, here is my attempt but the problem is it always goes world direction up
(I am making a platformer tag game)
using UnityEngine;
using UnityEngine.InputSystem;
public class CharacterController : MonoBehaviour
{
private Rigidbody2D rb;
public float jumpSpeed = 5f;
public float turnSpeed = 100f;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
var keyboard = Keyboard.current;
if (keyboard == null) return;
if (keyboard.upArrowKey.isPressed)
{
rb.linearVelocity += jumpSpeed * Time.deltaTime * Vector2.up;
}
if (keyboard.rightArrowKey.isPressed)
{
rb.MoveRotation(rb.rotation - turnSpeed * Time.deltaTime);
}
else if (keyboard.leftArrowKey.isPressed)
{
rb.MoveRotation(rb.rotation + turnSpeed * Time.deltaTime);
}
}
}
Vector2.up to transform.up
remember Vector.up etc. are the Global coordinates and never change, and transform directions is according to transform rotation
btw you should not be using Time.deltaTime on rigidbody
Update should be FixedUpdate
ok ty
anyone having issues with UPM right now?
not really
Hey, Anybody has some experience with active ragdolls? i have a problem that my legs are not walking but are being dragged when going uphill 🥲
Tried saying this earlier and got told i was wrong 😔
A spaceship exploding has never given me so much joy up until now
depends on the context.
the velocity is already being applied as framerate independent cause its moving velocity per physics Tick
I'm making a strategy game and I got my world map as a sprite and someone told me to use something else but idk what
this
are the sections meant to be selectable
yes
you would probably want a secondary png / texture that defines those regions so you can do further processing in code / shader for selectable
a basic rundown, you query the pixel / color and figure out from there wat it belongs to
games like crusader kings
it won't be in regions. players will start with 1 pixel and will extend their country
So like openfront?
yes
never played it but I'd image the concept is similiar
similar but without regions
Im mean this would still be regions just a huge unclaimed one and the player ones that expand over time which im shre you can update a png mid runtime for
yes
it's like the video above
so I don't know if I should stick with the sprite or do it with something else
why not look at the repo for it on github
they have the source there no ? you can probably study up
most of the concepts should still translate to c# / general
lemme see
even easier cause TS has statically types
I just don't know what could be useful
you gotta look in the src
well yeah, but TS is easier to read than vanilla JS cause of defined types at compile time
im sure you can kinda get a gist of how you can approach it
so sohould I check the global ?
seems like mostly its grid-based
it's the .ts thing
Core usually contains the main code
there is a lot of things
I switched it up though how do I avoid the ambiguity error? also remove time.deltatime
using UnityEngine;
using UnityEngine.InputSystem;
public class CharacterController : MonoBehaviour
{
private Rigidbody2D rb;
public float jumpSpeed = 5f;
public float turnSpeed = 100f;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
var keyboard = Keyboard.current;
if (keyboard == null) return;
float angleRad = (rb.rotation + 90f) * Mathf.Deg2Rad; // convert degrees to radians
Vector2 facingDirection = new Vector2(
Mathf.Cos(angleRad), // X component
Mathf.Sin(angleRad) // Y component
);
if (keyboard.upArrowKey.isPressed)
{
rb.linearVelocity += jumpSpeed * transform.up;
}
if (keyboard.rightArrowKey.isPressed)
{
rb.MoveRotation(rb.rotation - turnSpeed);
}
else if (keyboard.leftArrowKey.isPressed)
{
rb.MoveRotation(rb.rotation + turnSpeed);
}
}
}
which ambiguity error are you referring to
(btw you should ideally call the rb stuff in FixedUpdate)
no shit it's an entire game
sorry for not giving context
Operator '+=' is ambiguous on operands of type 'Vector2' and 'Vector3'
also I should prob just change Update to FixedUpdate right
rb.linearVelocity += jumpSpeed * (Vector2)transform.up;```
and yes this should be in FixedUpdate
ok ty
realistically rb.linearVelocity += jumpSpeed * transform.up; should use Time.fixedDeltaTime. But this is sort of an odd way to do a jump.
@glacial flax https://github.com/copilot/share/42485232-48c4-8ce6-8951-4840801d6893 Might help idk
This is more like a "thruster"
ah yeah true , thats what I thought it was some sort of forward -topdown thing but now the jumpSpeed threw me off lol
or jetpack
thx I'm checking it
dont post unverified AI random gobbledegook
Ok srry
didnt generate random stuff tho, just searched the repo, and he could use it for further help🤷
Okay how does this work?
I own a few non-negotiable Editor plugins. I plan to work on a game with a Designer. That designer will need to come into Unity and be able to do work, and I will be designing them editors and whatnot with Odin. Can they just exist in my organization and be granted access to these tools, or do they need to purchase a copy themselves?
it depends on the license model for the plugins. If they're "per seat", you need to get them seats
assuming they actively use them
"per seat" licensing is less common
Well I at least see that Odin says 1/1 Seats.
I assume that means only I can use it.
Unity Support Help Center
This article explains the three main Unity Asset Store license types: Extension Assets, Single Entity, and Multi-Entity. It helps customers choose the right license for their needs, clarifying that...
Yes Odin is a per-seat licensed asset
Shoot, thanks for the info!
i.e. "extension asset"
Hi! I'm looking for someone experienced with Unity (preferably with Shader and VFX).
If you have a question you can ask in a coding channel or #✨┃vfx-and-particles
If you're looking to recruit someone...
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Thank you
Can anybody explain what this message in the profiler means? Everything online is telling me it means that I'm GPU bound, but I'm clearly not...?
Can you expand the hierarchy on the second screenshot? And show more of the hierarchy beside that entry.
As for the left screenshot, where did you take it? I don't remember such a ui in unity.
I had someone reinstall my operating system because I don't know how to do that myself and, as such, I had to reinstall Unity. Because of that, though, I'm getting a "Unity is running with Administrator privileges, which is not supported." error that I wasn't getting before. How do I get rid of this?
I notice that it keeps logging me in as "ADMIN" whenever I boot up my computer which I imagine has something to do with that, but I also don't know how to stop it from doing that
how do you loop over the same audio if you are pressing something on your mouse or keyboard
audioSource.loop = true; audioSource.Play();
Not from the same file, but here's the same thing happening extended.
Also the screenshot you said doesn't look like Unity, is when you click the "Highlights" in the profiler window.
Make sure you aren't running the application with administrator privileges. On Windows, you can right click an app and check it's property. Where the last tab would allow you to see if you're launching it with administrative privileges.
The thing in the top left is the Highlight menu thing.
something i found in a Windows support forum
Is this what you're talking about? Because it was never checked as "Run this program as an administrator" to begin with
👐 no clue about it tho.. tbh
What else is there at the root, beside the finish frame rendering?
Ah, I see. It's the new feature in unity 6.
That sounds like an issue with windows rather than unity, so perhaps Google it or look for a community that is more related to the question.
thing is, then it keeps looping no matter whether i have the button pressed or not
i want it to loop only when it's pressed
u can also check in taskmanager..
right click on columns and add the Elevated tab
I did that and still nothing
Again, not from the same frame, but it's still the same stuff in this screenshot:
if(Input.GetKey(Keycode.A){looping = true};
else {looping = false}
actually maybe i can set it too false when i don't unclick
use GetKey or something
"wait for last presentation" definitely indicates a GPU bottleneck.
ya...prolly that will work
Ok, it does seem to say it's elevated, but that doesn't tell me how to fix it let alone fix the problem permanently
idk its a weird situation ur in.. im unfamiliar.. can't help too much lol
Than how come the exact same frame shows this:
Honestly, I'm not sure how to read these new metrics or what they indicate.
But gpu active time might indicate that the gpu is busy doing something.
Well, this isn't the end to the problems I'm having. Apart from Visual Studio being extremely eclectic about when it even wants to work, it's no longer showing me errors when it could and should have been before like this. How would I fix THAT?
#💻┃unity-talk message
you tried re-opening it after confirming this Run as Administrator is uncheckd?
question... how is your window in dark-mode like that?
Oh, I guess I'm blind. It says cpu time.
Yes. It doesn't change a thing. In fact, "Run this program as an administrator" was never checked to begin with
Hell if I know. Everything changed after the person at the computer store reinstalled Windows. For some reason just about EVERYTHING is in dark mode
One thing that comes to mind is that you're using urp/hdrp, in which case any gpu related metrics might be wrong.
Waiting for frame present is the best indication you can have. It means that either the gpu is still working, or it's waiting for a target frame rate or vsync. Vsync is unlikely, as the frame time is weird. Target frame rate could be it if you set a weird target frame rate via code. Other than that, it's just waiting for the gpu for whatever reason(some other program uses it extensively?).
maybe check out the Accounts > section of ur PC.. theres some help links at the bottom that might be helpful
I don't even know how to get to that
funnily enough tho.. my account is Administrator account.. (so my pc logs in like that)
but it doesn't affect my unity or hub.. (they all get signed in without admin)
It really sound like you need to do some googling or learning about windows. Not related to this server at all.
in start menu u just type in Settings.. and open the Cog
then u can search for Accounts
or just find it in the list
good luck tho 🍀 thats the best information I got..and yea its not too much Unity related atm.. as it is Windows Support stuff
Ok. I certainly found this dialog. Now what?
well it just gives u information..
^ at the top the "User" thats signed in will state whether its the Admin account..
then theres links in the bottom w/ more information like the Checking if you have admin privileges
and im sure you could get someone on Support to see if its anything related to the fresh Install of Windows that may be causing your issue..
its not specifically Unity related.. you could ask "Why does a program always seem to open as Administrator even when I haven't chosen to do so"
#💻┃unity-talk message
anyway ^ im actually spent.. i don't know much more than that... i was just googling along-side the convo
https://support.microsoft.com/en-us the whole "it didn't happen until after the fresh Install" seems like a big clue.. i just dont know what it means
Microsoft Support is here to help you with Microsoft products. Find how-to articles, videos, and training for Microsoft Copilot, Microsoft 365, Windows 11, Surface, and more.
Okay well I'm using URP and didn't know about that, so that's interesting to say the least. But okay, I'll look into the rest, thanks!
- Looking at the rendering metrics could help identify issues.
- Looking at the task manager gpu usage could help see if your gpu is used to the fullest and by what processes.
For precise gpu metrics(and just debugging gpu performance in general) you'd need to use tools like PIX, RenderDoc or Nvidia Nsight.
kinda a question for myself rather than a informed suggestion but a rudimentary way to check if your gpu bound would be to decrease the internal resolution right?
That would only work if you're bound due to fragment shader complexity. If you're vertex bound(or some other niche causes), that wouldn't help
But it's a good way to see if it's a vertex count/fragment complexity or overdraw bottleneck, once you know it's a gpu bottleneck
Sorry, I had a couple more screenshots and questions:
1st image: Shows the current frame CPU vs GPU,
2nd image: Shows the rendering tab in the profiler,
3rd image: Shows the CPU tab with no target framerate set.
Unless I'm wrong, nothing looks too bad in the rendering tab, right? And then the CPU metric vs the GPU is crazy, how could this be GPU bound? I know you said the metrics could be off, but by this much?
Yeah, this one looks fine. At least according to this data it doesn't look like a GPU bottleneck. Perhaps it happens on some frames only..?🤔
Btw, can you take a screenshot of the whole profiler(including the toolbar above the hierarchy mode)?
Nope, every frame.
Yeah sure, the spikes in this screenshot only happen when in deep profiler mode, so ignore those.
One more thing to note is that enabling the gpu module can skew up the data. Check the warnings next to the modules.
The "PostLateUpdate.FinishFrameRendering" still appears regardless of if the GPU tab is active or not.
I didn't know about these before though.
FinishFrameRendering by itself doesn't indicate a gpu bottleneck. That's a function ran on the CPU. What matters is what it's doing inside.
Yes, exactly what I'm wondering, everything online told me that it indicates a GPU bottleneck.
You can expand it a bit and see for yourself.
So, just rendering the main camera causes this?
That's what it seems like expanded atleast.
Rendering the main camera is not "just".😅
It's a complex process involving a lot moving parts and potential for performance issues.
One thing I'd try first is profiling a build, as it could be just an editor quirk.
Well yeah. I just thought that stuff was done on the GPU.
All these profiler images were from a build.
It involves both. The CPU does frustum culling, collects objects to render, goes through their renderers and materials, decides rendering order, creates batches, draw calls, sets gpu state. The CPU does a lot in terms of preparing for rendering. It just doesn't do the rendering itself.
Then I'd look at the profiler hierarchy again(with the gpu module disabled). There were a few sus things in your hierarchy screenshot a while ago.
Here's that
I mean expanding the hierarchy more to see what's going on inside.
Like the PostLateUpdate thing?
I have a pretty big question for a very ambitious project. Without getting too technical, I was wondering if we could use Unity Assets we have in our library for a discord bot? The goal is have the bot and other script(s) hosted via Android, offload the GUI/Graphics rendering payload to another service (such as replit, or other cloud options).
Well, yeah. If that's the part that you want to investigate. Which probably is, since it takes the most time.
I do still wait for present here, which is sus...
Okay then here, my bad!
Hmm... This is probably fine. The only thing that stands out is that it allocates GC.
Can you show the graph with vsync enabled?
Also, should've asked a long time ago, but it doesn't seem like you actually have a performance issue..? Your fps should be above 60. So what exactly are you trying to do?
Also, you said that you're profiling a build, but it looks like you're profiling in the editor(note the Play Mode dropdown).
Just trying to keep going higher on FPS, and secondly it's the Unity profiler connected to a build.
If it was connected to a build, it should say something like the localhost ip and the process name
It was connected but then I closed the application to pause the timeline which caused that message to disappear.
Ah, okay.
Well, then it would help looking at the graph with vsync enabled(and gpu module disabled).
Nevermind, I'll just use CCO-Compliant materials.
<@&502884371011731486>
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brave_quail_08977 was banned.
Are we able to talk directly with Unity staff members in here?
only the discord Moderators stay active enough, for Unity store, account, and licensing stuff:
https://support.unity.com/hc/en-us/requests/new?ticket_form_id=65905
Please reach out to our Customer Experience team if you need support.
its mainly peer -> peer discussions that happen here
Thanks
Went ahead and checked that out, nothing much I think?
No, I meana all the categories enabled. Not just vsync
Is there anything really different here?
I was hoping to see the graph flatten out with everything enabled. That would imply vsync.
But really, the rendering here is only 1/3 of the frame time, so perhaps it's worth optimizing other parts of your game first.
Starting with profiling with deep profiling disabled to avoid it's overhead skewing the results.
So is there a reason my code isn't underlining errors in red anymore when it should be? I'm honestly way more concerned about this than being forced to run the project as administrator when I don't want to.
!ide
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So, what, do I just completely remove Visual Studio and follow one of these guides? I don't understand
how do i fix this texture overlapping?
Fix the UV mapping of the mesh
also is this because of the mesh, or is that 2 meshes intersecting
i would likly just avoid the problem and have a corner cap be part of the design of the object
is it possible to have grass that looks like actual grass using only a texture and no 3d blades?
would still need grass cards for it but yeah depending on the wanted style can get pretty convicning
click the link and double check the steps. if you verified all is the same, check here as well https://unity.huh.how/ide-configuration/visual-studio#if-you-are-experiencing-issues
🤔 Unity, Huh, How?
If your IDE isn't providing autocomplete suggestions or underlining errors in red, then it needs to be configured.
its giving nintendo 64
i don't know how i'm kinda new ;-;
got any step by step?
Go on youtube and start researching UV mapping of 3D models
what about this i just found it on google
Right now I think it's trying to download documentation or something but it's taking a really long time so it's not responding to anything here
What about it? That looks like a library of materials. You still need to learn how UV mapping works.
;-; alright
UV mapping == how to "map" the 2D texture onto the 3D object. Imagine trying to wrap a printed photograph around a tennis ball. Or a small action figure, for example
It's not obvious how you'd do it, right?
you'd need to cut the photograph, stretch parts of it. Maybe copy parts of it.
All of that is what UV mapping is
i will try my best to understand thx you tho 👍
can anyone help me its such a specific thing that i would like to get in call iif plossible
I feel a bit unmotivated to work on my game does anyone got any tips?
Work on it anyway.
Yeah I will thanks
As daft as that almost sounds... Sometimes a lack of motivation can be countered by working, getting back into it after a mini pause helps
anyone know why the Services namespace is throwing me a does not exist? i have services core installed
Can you share your exact code and the exact error you are seeing (and where you are seeing it)?
not really more to share cause i cant use anything from it's reference as it cant be found
just IDE
then it's an IDE config issue
try regenerating project files
from the external tools project settings menu
Back to an earlier question...
So I have 4 assets that I use that are single seat only. Of those 4, 1 is really important for my designer to have, the other 3 I can use, but my designer doesn't need a copy.
Can my designer still work on the project in Unity if all he does is pick up a copy of Odin Inspector and not the rest of my QoL plugins such as vHeiarchy2, Tabby Context, and Wingman?
Or because I use all 4, they have to pick up all 4 or else the project errors out?
Are they quality of life plugins or do they fundamentally integrate into your project
Odin will fundamentally integrate, the rest are QoL that are just for me.
does anyone know why my unity text on my script in my inspector invisible?
Yes it's a unity bug, either roll back to 6.1 or hope unity fixes it soon
rip, is there a fix to unity 6.2 as of right now?
As far as I'm aware no.. but there may be in the latest update, if you're on the latest then no
Missed this my bad
Okay well they would need Odin, as it changes your project.
The rest highly unlikely, that's almost like saying I have X extension on VSCode does my colleague need it, not necessarily but it may be easier with it
All good, that is what I was thinking. Thanks!
Generally it's good idea to do one of either
Share the same environment
Or
Work on two split projects and merge the files into 1 project
You can use GitHub etc also
I could .gitignore my QoL plugins, I just thought about that.
Meaning the designer only needs a seat of Odin since I don't share the other 3 with them.
Wouldn't know if that would work, try it and find out
hey does anyone have a moment
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That depends, is it related to Unity that is included in the code of conduct
well yeah
when unity asked what i wanna use to code i chose opera how do i swiitch
i swear if you do the ide thing
Application defaults or in the settings for unity preferences in editor
Why do people keep using photon pun when there're steam and epic games p2p that is totally free?
lemme see
well to use steam p2p you need to publish on steam and, i imagine, for epic games you'd have to publish on epic games
I mean there may be many reasons, does steam or epic have requirements or conditionals
where is uniity prefereces
I know steam requirements have a down payment for publishing
100$ to publish on steam yeah
I heard of games on meta store that use epic games p2p so I don't think there're really strict requirements
And, well, most of the games end up on steam or epic games anyways
Not too bad
Especially weird it seems for the games where there's no donate, you just post game, people buy it, and keep playing the game while you have to pay for them playing the game even through you don't get a cent from the users anymore since they've bought the game
most multiplayer games on steam (especially indies) do use steam p2p
For example?
It's a 100$.. in game dev if done properly I can guarantee you'll spend far more
What's 100$?
The publishing to steam cost
as i said, most steam games use steam networking
lethal company, risk of rain 2, peak, whatever
(pretty sure lethal company isn't peer to peer, but it is still steam's networking that it uses)
At least peak is using photon for sure, I've just checked the files
lethal is p2p
from what i can find, photon can be used with steam networking?
I don't think the comment is related
Probably the guy didn't realize they speak about photon
Where did you find it?
actually now that i'm reading some more about it that seems to be different..?
Lethal company is indeed using "netcode for gameobjects" so yeah, most likely is using steam p2p
(I can confirm PEAK & Content Warning use photon and steam networking to handle joining and leaving dedicated photon hosted servers)
U prob mean matchmaking but it isn't really related because you still have to pay for photon anyways
Peak, as I said, for sure using photon
Content warning as long as I remember is made by the same devs
So probably the same story
As I said earlier.. there's a few costs that are not worth caring about in game dev
afaik Steam does not offer free dedicated server hosting, your gonna be paying someone
I agree about those 100$, but not about photon costs
Nobody is talking about dedicated ones
We were discussing p2p games
what photon p2p games are we talking about
Probably cheaper than going through google
How is google related?
Photon pun games
Google offer a lot of different services
such as?
But I've said, you can just use steam and epic for free instead
Peak and content warning
those are not p2p
What made you think so?
experience playing and modding the game
I mean I can test, what's the max players allowed on peak
aside from looking at the code i have user experience in losing a run because the server went down 😛
I checked the sources, they're using photon pun
You can call them dedicated servers but they're still using p2p logic where there's no authoritative server logic
i can call them dedicated servers because they are dedicated servers
you asked why people are paying for photon, they are paying for the servers 😛
if you wanna ask why they want dedicated servers thats a whole other thing but i assume for the most part it's just so the session isn't reliant on one of the clients
Photon Pun IS reliant on one of the client, I've just said there's no authoritative server logic 😭
This client is called master client
It's reliant on the client logically, but not network wise
if the master client drops for whatever reason the session can still be played
So long story short you're saying people pay those giant amount of money just for the sake of master client migration?
And a lot of convenience in developing and prototyping the project, yeah
Sounds abstract
it's a game that for the most part was developed within 2 months and has sold over 10mil copies
i assume they are ok with the expense 😛
This is just a vibe with no informed data but I think they probably really value minimizing the protoyping and iteration workflow and that's a cost they are happy to pay. Landfall's bread and butter are these gamejam esque experiences that are super slim on scope and production time
Lets do an experiment
How much so you think they charge for running a game that has, for example, 20k players online?
Without googling
Just a raw guess
I have no idea, I'm not personally experienced with those kind of fees
It's a decision they have made, so my thoughts are kind of working backwards knowing they do have reasons for doing it
That's ok just guess
I'm sure they are aware of the money they are spending
i dont know dude
Yeah, that's the point of guessing 😭
You're not supposed to know to guesss
Why is unity's website so unbelievably slow
I was trying out the unity learn thing and the videos take ages to load
Keeps buffering
I mean depends on the provider and other costs. You're looking at between 2k and 10k
5.8k per month at min for something you could get for free from steam or epic games p2p for 100$ per lifetime, if you forget about master client migration (which isn't even used in half of the games ig)
So I really doubt master client migration is the only reason
but I can't find anything else
What are you talking about? Who's paying 5.8k for p2p??
photon pun users whose game has 20k users online
Can you actually link the pricing page of photon that explains it? Because it sounds like bs.
The plus edition you mean?
5.8k dollars per month compared to 100$ per life is such a little money, alr
5.8k dollars per month compared to their 10mil+ sales this year on a single time is nothing
0.29 * 20k = 5.8k
"Preminum cloud". What exactly is that though..? What makes you think that you need that for p2p?
Do you still not realize those are one time purchases? 😭
i am very aware
discord's becoming an aggressive place to be everywhere. Arguments all over, and not code logic either
btw do they even use master client migration in the game logic? in whatever game you were talking about
Lol, don't you question mark me. You spent the past 15 minutes arguing about spending money that doesn't even belong to any of you 😂
I believe so yeah
it's a discussion
I think Zombienet is just ragebaiting
So what game were you talking about?
PEAK
nah, just reading through. It's hard to determine intent on text.
Some people just sound angry to me I guess idk
PEAK sold 10mil+ copies at a standard price of like $8USD
that doesn't account for sales so lets knock a whole mil off for good measure
9mil * 8 is 72mil
we'll knock roughly 22mil off that for steams chunk which gets us to 50mil.
6k a month on server fees would be 72k yearly which would be less than 0.2% of their profit
obviously thats super duper rough math and doesn't account for taxes etc. but at that level it's not that much money
You don't have to pay photon anything. You can use it as a framework with your own(or possibly steamworks?) relay and/or a server for matchmaking and stuff.
The discussion was them asking why people pay photon when free p2p solutions exist, the examples provided (eg. PEAK) use photons dedicated servers so the convo pivoted to why they do that
I don't think this is true
Hmm... Looking at the docs, I guess I was thinking about a dedicated server.
if you wanna talk specifically about peak then I calculated each month ccu and it's around 100k dollars in sum that they could've saved
But it doesn't actually matter because I still don't see master client migration as a reason to spend THAT much while you could spend 100$ per lifetime of your game
100k might be worth the migration functionality and prototyping/iteration benefits to them
it might not be a good decision
What exactly do you mean by prototyping/iteration benefits
When prototyping/iterating on a multiplayer game having the code designed in a host mode is easier to quickly test gameplay rather than a server mode
I personally don't know the finer details on that but in general it's tied to efficiency in getting in game
well, I've just though and maaaaybee, for Peak it's actually worth it because imagine what a shame it would be to lose all the progress just because the master client left
At the same time you can make saves, I wonder if they even there
My friend and I passed the game in the second try so I didn't notice those details, like if there's master client migration and/or saves
saves don't exist in PEAK
we killed the chat lol
Per CCU pricing only becomes a problem when your game is free-to-play. You actually have to start blocking certain countries because it's unprofitable to serve them.
For a paid game you could easily have as much as 100 sales per peak CCU, so that's really a non-issue. The fast development and scalability of a hosted solution far outweighs the cost.
right after you make sales and see the profits drop off so it's not worth it anymore because server costs you shut the game down 
Help,
Something is wrong with my PC, i am not able to build my unity project,
i tried everything, deleting all unity files in my pc, clean reinstall, changing build settings, disabling antiviruses...
and my build process is always stuck at:
"extracting script serialization layouts"
Even on new and empty projects
and both on Unity 6.2 and 6 LTS
Are you sure it's actually stuck and not just taking a long time? Supposedly it might be a problem with your antivirus interfering.
actually it was this parasite antivirus called Reason Labs that i never even installed manually
it took me a good effor to find it and remove it from my PC
what you guy think of the state of ai coding in game right now?
I don't care it kind of sucks
Hey
Do you have a Unity related question?
Then post it, no need for hellos
!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
ask in the relevant channel with necessary details and context ^
and don't ask to ask , if you ask in the wrong place you'll just be redirected, no hard feelings
I think this is the problem anyone help
This is not a problem.
This is a photo of a screen that doesn't tell us anything at all.
might be blocked by av or firewall
or temporery stop them
Yeah
!install See the troubleshooting checklist.
When Unity fails to install checklist
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
Hi all, if I have an object, let's call it ItemEntity, and it needs to take on the texture of the item it contains, should I load that texture in for every new instance of ItemEntity? Surely not? Should I save the textures somewhere, perhaps in another object, and then fetch the texture from there?
i think that is not a big issue if you are onnly doing it once. you could do it either way.
Whitch one is it
Ow ok wait
and that is not the right folder to find logs
wait i need help with this
is there any right or wrong way to install a editor
alr let's uninstall EVERY unity file on my PC and try again
I don’t think so ?
if i try installing a version of unity, the editor just says "instalation failed"
See the logs why it failed #💻┃unity-talk message
link is in the bot message
The items are going to appear several times at once during a game hmm
what does my download location have to be for the unity editor
did you read this: #💻┃unity-talk message
ideally, on an ssd, along with the language package inside it
you can store the games on a diff drive
no like rlly specified
like in my program files in unity...
i meant like my editor not the games
just do the default location download
in program files
C:\Program Files\Unity this is mine
C:\Program Files\Unity Hub
ow ok i will try if i have enough disc space
You should have at least 10-20gb (ideally more) on the C drive.
i do
Then try installing again and check the logs.
why would you be concerned about a 8GB file then?
bc i have skill issues
GUYS I TAKE THAT BACK IT'S WORKING
AFTER 2 DAYS AND ALMOST 6 HOURS
do you have a question/issue? if not perhaps use #🏆┃daily-win or #1180170818983051344 for that
Got it.
Oh I LOVE #regions
I'm pretty sure the reason I'm not seeing errors when I should be is related to Unity or Visual Studio are viewing this script as a "miscellaneous file" when it's very much in the project
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• :question: Other/None
^ probably something to do with ide configuration
Yes, I know, but I went through this and I don't know what's missing still
try regenerating csproj files?
preferences -> external editor -> regenerate .csproj files iirc
Would it be the regenerate button here? Because, unless clicking on it isn't supposed to do anything, it's not doing anything
yeah it is that button
did you open visual studio through unity? like click on a script without having it launched before? pretty sure that might affect stuff - it's a bit weird sometimes
I tried launching it several times. Each time it's treated as a miscellaneous script
hm weird
i haven't used visual studio myself that much but maybe try this article instead? https://unity.huh.how/ide-configuration/visual-studio
🤔 Unity, Huh, How?
If your IDE isn't providing autocomplete suggestions or underlining errors in red, then it needs to be configured.
If this is what it's supposed to look like then it's always been this way
do you have the development with unity module installed for visual studio?
If it's this then yes
Can somebody help me with my Unity, it wont let me do anything after Unity 6, i have upgraded to 6.2 but now i cant change my editor.
what are you trying to do, and what's going wrong exactly?
Im trying to fix my Unity as im trying to make a game but now i cant change anything as its apparently missing files
@storm patio
so you haven't upgraded to unity 6?
have you tried reinstalling the version you were using
i have but thats when issues started then i downloaded 6.2 and now cant remove 6 or change editor version
how can i make 2 side quad?
downloading the editor is not the same as upgrading a project
the editor i need has been marked as a security alert
that's not an issue for now, you can still use it
i cant use Unity at all at the minute
have you tried reinstalling the editor
Hi
im looking to put together a serious 2D project, and I need a team... The game's going to be footballbased, and we'll be starting with two main modes: Career Mode (playing) and Manager Mode (managing) we can brainstorm future additions later on. (Where would be the best place to find motivated people for this kind of project?)
Yes
I can’t delete Unity 6
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ty
this is not a space for advertisement, use #1180170818983051344 if you want to showcase your project
I haven't been able to get Version Control working. it is not checking everything in. When it did find some to sync it said syncing 9K of about 15K files... currently its missing a lot of folders and files? how do I force it for sync everything.
but is it under the category projekt ?? more like web site
have you been commiting the files?
I found some once to commit, but it doesn't seem to find any more changes
do I commit files individually?
of course, now that I ask for help its working... thanks! hahaha
it is a web site you can join a pass the game challenge
okay np
what the actual heck is this? Ever since I updated to Unity 6, my inspector is getting completely destroyed, especially during play mode and a bunch of incomprehensible editor errors are showing
unity 6.2?
6000.0.58f2
after restart it goes fine for like an instant but it represents itself almost immediately
and what do you mean by resetting the library?
close the project, delete the Library folder in the project root, and reopen the project to let the library rebuild
it'll take a bit longer than normal to open
I'll try and get back to you
but iirc I did do that a few weeks ago for an unrelated issue
this upgrade to a new version was more of a downgrade, I don't know if that's the general sentiment
issues which are absolutely not my fault are popping up constantly
I just updated to 6.2.8 and it's gone
did you have that issue as well?
We all had with older versions
I see
I'll update too then
ok so I deleted Library and for now the issue seems to be gone
I'll update if it happens again I guess
thank you for the help!
What is this effect and how can I remove it?
That looks like ambient occlusion being overly intense by default. You can tune/remove it in your Universal Renderer Data
I'm sorry, where did you find this version again? It's not showing up in unity hub and I would like to be sure that I'm downloading the correct thing
(the issue happened again)
(lmao)
SSAO
I'm gonna make a fnaf fan game for the game jam lol
@sweet charm is it this?
because this is not LTS, I really don't know if I should go for an LTS one or not
hello,when I build my game and try to play it, there's either an image or text appearing with the name of an asset I'm using after the unity start menu, how could I delete it or find it?
The lastest is 6.2.9, I guess they both work
if you're not having any problems with 8 I'll download 8
not taking chances
is it fine that it's f1 and not f2 btw? And non LTS too
you should download from the hub
yes it's doing it from the hub
that is not from the hub
I clicked on install and it automatically opened the hub
and it's doing the stuff on the hub
huh, thought that was separate.
I just don't get which is better between LTS and non LTS
one isn't "better", they're for different things
this is non LTS but I'll gladly take it if the alternative is my inspector exploding
LTS is long term support, it's usually more stable
yeah usually being the key word here
yeah
unity and the adjective stable are not really meant for the same sentence
did you try latest lts though
how to fix this quad only show one side? i want it to be both side
this was the latest when I installed it almost a month ago
yeah it isn't anymore though...
I'm installing the 8, if I don't have any problems with that then I'll stick with it
anybody else having issues with unity UI?
my unity is tweaking which channel should i use to help fix my issue?
Let me guess, you’re on 6.2 and the inspector is broken?
unity was working fine till i open it once and UI broke
yes inspector goes black
when i hover over different areas if u get what i mean
i tried reinstalling
now i get this
having the same issue?
No, but someone comes in here asking about it around twice a day lately 😅
I’m on 6.0 which is the usual amount of broken.
even the hub has some weird UI glitches
yo guys how to cut this atlas to sprites
seems like smart slicing could work for that
and you know what I would have to do to make it all work?
you click the auto slice button?
or something along those lines
set the texture type to multiple and then open the sprite editor
please don't ping random people
tf is this
unless youre in an active convo with them don't randomly tag people
does not matter
this is irrelevant to Unity questions
this is not a social space
@storm patio downloaded a new unity editor and nothing is working still
is this a Unity issue or is it something i did wrong because it only started after Unity 6
im trying to do RRS but Unity 6 wont work
when i hover over areas they go black
update gpu drivers
i just cant open anything or run RRS
i wasted more than 20+GB on this Unity 6 issue
@reef furnace
wht problems r u gettin?
that was a reply to someone else
Unity not working and i just wasted all my storage
i think that wht broke it
my bad, i misclicked on wrong message.
so remove it and stop your complaining
i installed 6.0 and it works
does not for me
What does these numbers in ( ) mean? Eg., TheColor(4)
and i downloaded 6.2 aswell
Color4 usually includes all 4 channels
R,G,B,A
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Hi guys, i'm new here. I want to build my vr glasses with my phone. How can i do to program a basic game in unity and install it to my phone (android) so i can play like a vr set?
Bro, next time use another emoji, I was waiting like a fool.
!learn
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what emoji? the bot put that there.. read the consequent message
this server is for Unity editor questions
I want to give away my ideas, they are nothing out of this world, but it is quite easy for people here to make a game like this and quickly (with the proper promotion) start to gain visibility.
ideas don't put food on the table. Anyway this isn't the palce, I linked you to the place
"unity talk" I thought a group chat
no its not a social space, this is for Unity Editor topics
if you want to seek collaborators you can do so here #💻┃unity-talk message
or joining the jam #1429766624403132416
Hooo, But that's outside of Discord, that's how I don't like it, well I'm going to Reddit.
Thanks x all
you're totally right, same
Now I don't want to leave, I'll keep talking.
take it to DMs or stop spamming the chat
I ༺ཊ♥ཧ༻unity
OK 🙏
WHat the freak is this security thing in unity and what versions can i actully use
use whatever version you want its no big deal
If you have something in the works keep using the version that works and patch the binary after
Okay thanks
Just wanted to make sure hahaha
I have a big update coming out on a game i am working on lol#
its blown a bit out of proportion but good to take measures and be aware
What would you say is the best version to make a game on excluding this security issue
6.0 LTS
how do i load my vr game on my quest
Do you work here? I need to know if unity serves as a replacement for blender3d for sculpting and animating.
it doesnt

