#💻┃unity-talk

1 messages · Page 9 of 1

pure igloo
balmy kettle
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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

pure igloo
#

my screen looks like this

potent moss
#

wdym by original dash value and current dash here?

storm patio
#

dashSpeed and dashVector, respectively

royal wing
#

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

potent moss
balmy kettle
#

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

potent moss
#

or like wdym

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I'm rly confused anyway cuz dashVector is a vector3 and dashSpeed is a float

balmy kettle
#

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

balmy kettle
storm patio
balmy kettle
#

but honestly, just use lerp or something. you are getting really confused about the logic here

potent moss
#

ok well do you maybe know what causes this ^?

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cuz it was kinda the main issue I came here for

storm patio
#

did you just, completely miss this message?

potent moss
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is this fine?

storm patio
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ok yeah that magnitude is way higher than it should be

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wait no

waxen flax
#

used unity to trane a bitcoin trader

storm patio
#

...apparently (14, 46, 13) does have a magnitude of 50

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so that's not the issue

#

probably framerate like boxfriend mentioned then

balmy kettle
#

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

storm patio
#

hm, perhaps there was significant calculation while airborne that made the framerate lower?

potent moss
balmy kettle
#

in that case use MoveToward not Lerp unless you want the decay to slow down the closer it gets to Vector3.zero

potent moss
balmy kettle
#

yep, that's better with the parameters that you have

potent moss
balmy kettle
#

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

rustic spindle
#

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.

vivid cedar
proud burrow
rustic spindle
rustic spindle
vivid cedar
#

maybe make a new levelplay account?

rustic spindle
pale coyote
#

Bro I just added one prefab of an asset I found and it's taking too long to load is this normal?

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At this point I want it to stop

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How do I do it

viral hill
pale coyote
#

Ok but which one

viral hill
#

maybe the one that says "unity editor" 🤯

pale coyote
#

Under unity editor there are 15 more options

viral hill
#

close the top one and it will close all of them

pale coyote
#

I just wanted to stop the loading but I guess this works to

viral hill
#

That's the only way to stop it other than waiting

pale coyote
#

I guess I'm making my own asset instead of importing a 600mb asset

tiny anchor
#

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

storm patio
#

why would you make them twice in both programs though

pale coyote
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Exactly

tiny anchor
stable owl
#

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?

pale coyote
vivid cedar
storm patio
tiny anchor
#

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

storm patio
#

but you just should not rely on == with floating-points in general

vivid cedar
#

Same for 6.7

stable owl
vivid cedar
#

luck

stable owl
#

only when instead of 1.2 i place my collider.size.y problems begins

vivid cedar
#

You are tryin gto preceisely compare floating point values and arithmetic

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friends don't let friends do that

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What are you actually trying to accomplish with your code?

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I assure you there is a better and less error prone way to do it

storm patio
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the results are not exact

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even without float vs double discrepencies, you cannot rely on equality with floating-points
most famously, 0.1 + 0.2 != 0.3

stable owl
vivid cedar
lilac flume
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yoo hi

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is there anyone online?

balmy kettle
vagrant rootBOT
# balmy kettle !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

pure igloo
#

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.

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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

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The player is the spaceship object in this case

pure igloo
#

!code

vagrant rootBOT
pure igloo
#

to save you some time, these are the relevant parts of the code

near wigeon
#

I can see it already

pure igloo
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sry explosion eff

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not collision eff

storm patio
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damn that's a lot of white

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you sure your IDE's configured?

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is VS supposed to look like that?

balmy kettle
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that's a screenshot from the paste site

near wigeon
#

the explosion effect, can you show the Origin selected gizmo
& main component settings

storm patio
near wigeon
near wigeon
pure igloo
#

so like, i make a video just for the explosion effect?

near wigeon
#

screenshots are fine

pure igloo
#

this does not make sense?

near wigeon
sweet charm
# pure igloo

Screenshot the Inspector window of the particle prefab

pure igloo
sweet charm
# pure igloo

Click the triangle next to Particle System and show the full setting

near wigeon
#

ight this gonna take all day.. best of luck

pure igloo
nova quail
#

Does anyone get these Restore Up pop ups whenever working in unity or visual studio?

mild radish
#

its visual studio / windows more often then not

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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..

near wigeon
# pure igloo

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.

nova quail
#

my visual studio is outdated

sweet charm
# pure igloo

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

pure igloo
#

could you explain what transform.rotation is compared to ExplosionEffect.transform.rotation?

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currently, they don't make sense to me, or refer me a guide to look at

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does rotation deal with particle spread?

storm patio
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they're both applying to a transform, so it's just changing what the rotation applies to thonk

pure igloo
#

wait a sec

balmy kettle
#

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

pure igloo
#

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..?

vivid cedar
sweet charm
balmy kettle
pure igloo
pure igloo
#

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?

balmy kettle
#

we still don't even know for sure if that is the issue

pure igloo
balmy kettle
#

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

potent moss
pure igloo
#

those 5-6 images i posted at once is everything

sweet charm
#

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

balmy kettle
sweet charm
#

And u can pause the editor and check things in your game

pure igloo
#

is that a problem?

#

nvm, ima tinker with this a bit and see what happens

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OH YA

#

it is rotated

balmy kettle
#

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

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crazy how this could have been solved half an hour ago if you'd just not hidden the transform

pure igloo
pure igloo
#

it's not like i wanted this to take so long

balmy kettle
#

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

pure igloo
mild radish
#

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

sweet charm
#

Ok, lesson learned, we can chill out

mild radish
#

help us help u 🙂

pure igloo
#

mb, will keep it in mind later

balmy kettle
# potent moss I mean like this still results in the same issue no? it works fine as a vector2 ...

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)

potent moss
#

the only thing I've done with it is add fast fall which just increases gravity a bit

balmy kettle
#

then how is gravity being applied? because otherwise you are overwriting it which means you are basically preventing gravity from working correctly

potent moss
#

I'm just using the default physics all rigidbodies have 🤷

balmy kettle
#

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

pure igloo
#

@balmy kettle @sweet charm @storm patio @near wigeon thx for the help

storm patio
#

yeah please don't do that

sweet charm
#

I thought it was my discord kitten

potent moss
balmy kettle
#

can you stop showing videos of your code. nobody wants to scrub through a video to try to read it

potent moss
balmy kettle
#

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

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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

mild radish
#
  • 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 as horizontal + dash + Vector3.up * vertical before 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

celest oar
#

sef

mild radish
#

it'd be the Y velocities (gravity and jump)

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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..

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that way if u modify (1) of em it doesn't affect the rest (its just added into it)

wind perch
sweet charm
#

Can someone link the AI chat in here. I cant find it

wind perch
#

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

near wigeon
sweet charm
wind perch
#

that ain't good, regardless of whether this is an educational server

wind perch
#

people like to bond with each other when they learn

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especially if they are here for the long run

near wigeon
#

luckily has been working for this server for years so

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find another place that fits your accommodations

wind perch
#

this one fits my accomodation

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just not fully

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regardless, it's the moderators issue to solve

near wigeon
#

not adhere to the rules of the server

wind perch
#

thanks

wraith pasture
#

join brackeys or other servers

near wigeon
high night
#

I wouldn't want to be on any server that supports flood/spam messages anyway. There are plenty of servers out there for that.

wind perch
#

this one is the flood/spam channel

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"Non-programming Unity topics & questions not covered by specific channels. Any prolonged discussions and game design questions to be threaded."

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I checkmated you all.

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people do like to bond

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especially if they are here to stay indefinitely

near wigeon
#

you just won't stop do you..

wind perch
#

and learn Unity

charred fog
near wigeon
#

rage bait

wind perch
#

here comes the police...

high night
#

It says "non-programming unity topics"

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Unity topics.

sweet charm
#

What is the point of this convo again? It’s not even entertaining

high night
#

There isn't one, they're complaining.

near wigeon
#

its saturday, school is out. Little kiddie dont got a babysitter

wind perch
#

you know... when I was at uni people told me that only well socially adjusted programmers make it into the industry

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I never made it into the industry

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which is why I'm here, trying to make a startup

near wigeon
#

tell that to your therapist or something

charred fog
#

!mute 638451702277865480 1d Off-topic spam, willingly ignoring server rules.

vagrant rootBOT
high night
#

You're not here making a startup, you're here complaining about the server.

charred fog
#

wilfully that is...

peak mountain
high night
#

There's another server out there for that

near wigeon
#

no need to continue entertaining this nonsense

high night
#

lol

peak mountain
#

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?

near wigeon
#

white hat hacker

high night
#

Penetration testing, red team.

peak mountain
#

Think it would be overkill to have someone look it over?

high night
#

How seriously will a compromise affect you and how large is your exposure?

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The same question can be applied to multiplayer security.

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How much can you afford it, how much will it cost you, how likely are you a target.

peak mountain
#

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

high night
#

Is your code base executing code dynamically?

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I guess so from what you described.

peak mountain
#

yes a scripting language

high night
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How is it implemented?

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An interpreter of some kind?

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Generally you want to white list functionalities.

peak mountain
storm patio
#

if you're accepting arbitrary code and running it on the server, then yeah, that's running arbitrary code

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if that's the case, you would probably limit what the scripting is able to do

peak mountain
#

which is already done

lapis gate
#

(or so you think)

peak mountain
#

but im wondering how exploitable shit can be to escape the sandbox

storm patio
#

can the scripting language itself execute code?

peak mountain
#

nope

#

it can only do what you tell it to do

high night
#

Are system functions partitioned/removed?

storm patio
high night
#

It comes down to what's included in your scripting environments execution context.

storm patio
#

is it your own scripting language, or an existing one?

peak mountain
high night
#

If it doesn't have access to file system access because you partitioned it off, then it can't format their system, for example.

storm patio
#

so then you'd want to make it so the arbitrary code can't execute fs or network stuff, probably

#

or shell

high night
#

Yeah it comes down to whitelisting what can be done.

peak mountain
lapis gate
#

just wing it and wait for user feedback for when the inevitable happens

high night
#

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.

peak mountain
#

this is what the library says in the readme.

high night
#

Sounds like unless your application code is modified it's unavailable then.

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But that's just my take.

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I can promise a professional analysis won't be cheap, but you can definitely find someone willing to do it.

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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

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Somewhere in your EULA.

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Indemnify yourself.

peak mountain
#

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

peak mountain
high night
#

They surely had the same conversation, or someone in their legal at minimum did.

lapis gate
#

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

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"Impossible, never been solved"

high night
#

They'd approve of the social engineering anyway.

high night
#

Clever

#

Anyone have any hot takes on data serialization? What's you guys preferred approach to persistence?

peak mountain
#

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

high night
#

How do you handle Unity object refs there?

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That doesn't even really depend on JSON of course 😄

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Serialized Addressable refs was my approach.

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But that requires you want to use addressables.

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But then you step into the fragility of the addressable system if the address changes.

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Which I solved with a mapped GUID system. But that feels cludgy...

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But it can't break end user refs

lapis gate
#

custom guids is what I use with json

high night
#

You have an asset registry?

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Or just scene objects?

lapis gate
#

I have some manager that maps types to guids if that's what you mean

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well guids to types

high night
#

More so mean if saved data stores some instantiated object and you just have the GUID.

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Have to find the asset reference to rehydrate on load.

lapis gate
#

all you're really doing is reconstructing that object technically

high night
#

Huh, we might not be talking about the same thing.

lapis gate
#

of course if you have unique data then you have to provide a bit more context usually via struct

high night
#

At some point if your data contains a reference to an asset, you have to be able to resolve the asset via your ref.

peak mountain
high night
#

Aye, that's what I meant by a registry, really.

lapis gate
#

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

peak mountain
high night
#

The refs being in memory shouldn't actually be a problem.

peak mountain
#

I never really looked into it b/c rn its not been a problem

high night
#

Not like direct references to the assets where you'd get loading in the background by default.

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Have to unload them, of course.

peak mountain
#
        [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

high night
#

Right

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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.

peak mountain
#

I thought about using an sqlite database for this glad I didn''t now lol

high night
#

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.

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But it basically keeps addresses from breaking since I serialize the asset refererences as part of the objects themselves.

peak mountain
#

what made you decide to do it that way?

high night
#

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?

high night
#

As well as an alternative to reflection based serialization.

#

JSON is nice and convenient but holy smokes the garbage collection can be tough.

peak mountain
high night
#

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.

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Not everyone needs that of course.

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But it does parallel nicely with remote storage or synchronization.

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So it's something I'm working through as an exercise.

maiden laurel
#

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 ?

high night
#

Oh, one other thing I'm trying to address is schema/data layout versioning.

near wigeon
#

but also sounds like you didnt add the scene to the build list

maiden laurel
#

Yeah I saw that one but didn't understand the threads things, I'll post there

maiden laurel
maiden laurel
#

oh thanks didn't see it

scarlet sun
#

anyone got tips on actually starting to learn unity and work instead of just wanting to but feel like its tto boring

vagrant rootBOT
near wigeon
#

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

runic parrot
#

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);
        }
    }
}
near wigeon
#

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

hot laurel
#

anyone having issues with UPM right now?

near wigeon
#

not really

frail meteor
#

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 🥲

tall hearth
pure igloo
near wigeon
glacial flax
#

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

near wigeon
#

are the sections meant to be selectable

glacial flax
near wigeon
# glacial flax 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

glacial flax
frail meteor
#

So like openfront?

glacial flax
#

yes

near wigeon
#

never played it but I'd image the concept is similiar

glacial flax
tall hearth
frail meteor
glacial flax
#

it's like the video above

#

so I don't know if I should stick with the sprite or do it with something else

near wigeon
#

why not look at the repo for it on github

#

they have the source there no ? you can probably study up

runic parrot
#

i think its in typescript

#

i might be wrong tho

near wigeon
#

most of the concepts should still translate to c# / general

glacial flax
#

lemme see

near wigeon
#

even easier cause TS has statically types

glacial flax
#

I just don't know what could be useful

near wigeon
#

you gotta look in the src

glacial flax
#

okay

#

it's in typescript

near wigeon
#

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

glacial flax
#

so sohould I check the global ?

near wigeon
#

seems like mostly its grid-based

glacial flax
#

it's the .ts thing

near wigeon
#

Core usually contains the main code

glacial flax
#

there is a lot of things

near wigeon
#

no shit

#

its an entire game

runic parrot
# near wigeon `Vector2.up` to `transform.up`

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);
        }
    }
}
near wigeon
glacial flax
runic parrot
vivid cedar
#

and yes this should be in FixedUpdate

runic parrot
#

ok ty

vivid cedar
#

realistically rb.linearVelocity += jumpSpeed * transform.up; should use Time.fixedDeltaTime. But this is sort of an odd way to do a jump.

frail meteor
vivid cedar
#

This is more like a "thruster"

near wigeon
#

ah yeah true , thats what I thought it was some sort of forward -topdown thing but now the jumpSpeed threw me off lol

vivid cedar
#

or jetpack

frail meteor
#

Ok srry

#

didnt generate random stuff tho, just searched the repo, and he could use it for further help🤷

green valve
#

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?

vivid cedar
#

assuming they actively use them

#

"per seat" licensing is less common

green valve
#

Well I at least see that Odin says 1/1 Seats.

#

I assume that means only I can use it.

vivid cedar
#

Yes Odin is a per-seat licensed asset

green valve
#

Shoot, thanks for the info!

vivid cedar
#

i.e. "extension asset"

topaz cargo
#

Hi! I'm looking for someone experienced with Unity (preferably with Shader and VFX).

vivid cedar
#

!collab

vagrant rootBOT
# vivid cedar !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**

topaz cargo
#

Thank you

sly apex
#

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...?

slow dirge
#

As for the left screenshot, where did you take it? I don't remember such a ui in unity.

wheat mountain
#

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

pure igloo
#

how do you loop over the same audio if you are pressing something on your mouse or keyboard

mild radish
#

audioSource.loop = true; audioSource.Play();

sly apex
dusky forum
sly apex
mild radish
wheat mountain
mild radish
#

👐 no clue about it tho.. tbh

slow dirge
slow dirge
slow dirge
pure igloo
#

i want it to loop only when it's pressed

mild radish
#

u can also check in taskmanager..
right click on columns and add the Elevated tab

wheat mountain
sly apex
mild radish
mild radish
pure igloo
#

actually maybe i can set it too false when i don't unclick

mild radish
#

use GetKey or something

slow dirge
pure igloo
#

ya...prolly that will work

wheat mountain
# mild radish

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

mild radish
#

idk its a weird situation ur in.. im unfamiliar.. can't help too much lol

sly apex
slow dirge
wheat mountain
#

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?

mild radish
mild radish
slow dirge
wheat mountain
wheat mountain
slow dirge
# sly apex Than how come the exact same frame shows this:

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?).

mild radish
#

maybe check out the Accounts > section of ur PC.. theres some help links at the bottom that might be helpful

wheat mountain
mild radish
#

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)

slow dirge
mild radish
#

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

wheat mountain
mild radish
#

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

sly apex
slow dirge
#

For precise gpu metrics(and just debugging gpu performance in general) you'd need to use tools like PIX, RenderDoc or Nvidia Nsight.

copper gust
#

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?

slow dirge
#

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

sly apex
# slow dirge 1. Looking at the rendering metrics could help identify issues. 2. Looking at th...

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?

slow dirge
slow dirge
sly apex
slow dirge
sly apex
#

I didn't know about these before though.

slow dirge
#

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.

sly apex
#

Yes, exactly what I'm wondering, everything online told me that it indicates a GPU bottleneck.

slow dirge
#

You can expand it a bit and see for yourself.

sly apex
#

So, just rendering the main camera causes this?

#

That's what it seems like expanded atleast.

slow dirge
#

One thing I'd try first is profiling a build, as it could be just an editor quirk.

sly apex
#

Well yeah. I just thought that stuff was done on the GPU.

sly apex
slow dirge
# sly apex Well yeah. I just thought that stuff was done on the GPU.

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.

slow dirge
slow dirge
sly apex
red moat
#

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).

slow dirge
slow dirge
slow dirge
slow dirge
# sly apex Okay then here, my bad!

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).

sly apex
slow dirge
sly apex
slow dirge
#

Ah, okay.

#

Well, then it would help looking at the graph with vsync enabled(and gpu module disabled).

red moat
#

Nevermind, I'll just use CCO-Compliant materials.

copper gust
#

<@&502884371011731486>

sage basin
#

?ban 1423603060185497640 bot spam

novel scarabBOT
#

dynoSuccess brave_quail_08977 was banned.

red moat
#

Are we able to talk directly with Unity staff members in here?

mild radish
#

its mainly peer -> peer discussions that happen here

sly apex
slow dirge
sly apex
slow dirge
slow dirge
#

Starting with profiling with deep profiling disabled to avoid it's overhead skewing the results.

wheat mountain
#

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.

vagrant rootBOT
wheat mountain
# vivid cedar !ide

So, what, do I just completely remove Visual Studio and follow one of these guides? I don't understand

true sequoia
#

how do i fix this texture overlapping?

vivid cedar
azure grove
#

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

cinder bone
#

is it possible to have grass that looks like actual grass using only a texture and no 3d blades?

azure grove
#

would still need grass cards for it but yeah depending on the wanted style can get pretty convicning

near wigeon
cinder bone
#

its giving nintendo 64

true sequoia
#

got any step by step?

vivid cedar
true sequoia
wheat mountain
vivid cedar
vivid cedar
# true sequoia ;-; 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

true sequoia
keen bolt
#

can anyone help me its such a specific thing that i would like to get in call iif plossible

nova quail
#

I feel a bit unmotivated to work on my game does anyone got any tips?

nova quail
#

Yeah I will thanks

still stone
#

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

tall hearth
#

anyone know why the Services namespace is throwing me a does not exist? i have services core installed

vivid cedar
tall hearth
#

not really more to share cause i cant use anything from it's reference as it cant be found

vivid cedar
#

or just in your IDE

tall hearth
#

just IDE

vivid cedar
#

try regenerating project files

#

from the external tools project settings menu

tall hearth
#

alright

#

seems to have worked ty

green valve
#

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?

still stone
#

Are they quality of life plugins or do they fundamentally integrate into your project

green valve
#

Odin will fundamentally integrate, the rest are QoL that are just for me.

inner jay
#

does anyone know why my unity text on my script in my inspector invisible?

still stone
#

Yes it's a unity bug, either roll back to 6.1 or hope unity fixes it soon

inner jay
still stone
#

As far as I'm aware no.. but there may be in the latest update, if you're on the latest then no

still stone
green valve
still stone
#

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

green valve
#

Meaning the designer only needs a seat of Odin since I don't share the other 3 with them.

still stone
#

Wouldn't know if that would work, try it and find out

keen bolt
#

hey does anyone have a moment

wheat mountain
#

!IDE

vagrant rootBOT
still stone
keen bolt
#

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

still stone
#

Application defaults or in the settings for unity preferences in editor

gaunt python
#

Why do people keep using photon pun when there're steam and epic games p2p that is totally free?

unreal jewel
still stone
#

I mean there may be many reasons, does steam or epic have requirements or conditionals

keen bolt
still stone
#

I know steam requirements have a down payment for publishing

unreal jewel
#

100$ to publish on steam yeah

gaunt python
#

And, well, most of the games end up on steam or epic games anyways

still stone
gaunt python
#

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

unreal jewel
#

most multiplayer games on steam (especially indies) do use steam p2p

still stone
#

It's a 100$.. in game dev if done properly I can guarantee you'll spend far more

still stone
#

The publishing to steam cost

unreal jewel
#

(pretty sure lethal company isn't peer to peer, but it is still steam's networking that it uses)

gaunt python
unreal jewel
still stone
gaunt python
#

Probably the guy didn't realize they speak about photon

gaunt python
unreal jewel
#

actually now that i'm reading some more about it that seems to be different..?

gaunt python
copper gust
#

(I can confirm PEAK & Content Warning use photon and steam networking to handle joining and leaving dedicated photon hosted servers)

gaunt python
#

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

still stone
#

As I said earlier.. there's a few costs that are not worth caring about in game dev

copper gust
gaunt python
gaunt python
#

We were discussing p2p games

copper gust
#

what photon p2p games are we talking about

still stone
gaunt python
gaunt python
still stone
#

Google offer a lot of different services

copper gust
gaunt python
gaunt python
copper gust
#

those are not p2p

gaunt python
copper gust
#

experience playing and modding the game

still stone
#

I mean I can test, what's the max players allowed on peak

copper gust
#

aside from looking at the code i have user experience in losing a run because the server went down 😛

gaunt python
#

I checked the sources, they're using photon pun

copper gust
#

yeah

#

but they are using dedicated servers

gaunt python
#

You can call them dedicated servers but they're still using p2p logic where there's no authoritative server logic

copper gust
#

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

gaunt python
#

This client is called master client

copper gust
#

It's reliant on the client logically, but not network wise

still stone
#

This is topic worthy at this point, consider making one

#

In networking ideally

copper gust
#

if the master client drops for whatever reason the session can still be played

gaunt python
copper gust
#

And a lot of convenience in developing and prototyping the project, yeah

copper gust
#

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 😛

gaunt python
#

Who knows

#

You have to pay monthly for a game that is a one-time purchase

copper gust
#

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

gaunt python
#

Without googling

#

Just a raw guess

copper gust
#

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

gaunt python
copper gust
#

I'm sure they are aware of the money they are spending

gaunt python
#

What's your guess?

#

@copper gust

copper gust
#

i dont know dude

gaunt python
#

You're not supposed to know to guesss

limber citrus
#

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

still stone
gaunt python
#

So I really doubt master client migration is the only reason

#

but I can't find anything else

slow dirge
gaunt python
slow dirge
copper gust
#

in general 5.8k a month is such little money btw

#

regardless on if that is accurate

gaunt python
slow dirge
gaunt python
copper gust
#

5.8k dollars per month compared to their 10mil+ sales this year on a single time is nothing

gaunt python
slow dirge
#

"Preminum cloud". What exactly is that though..? What makes you think that you need that for p2p?

gaunt python
copper gust
#

i am very aware

red moat
#

discord's becoming an aggressive place to be everywhere. Arguments all over, and not code logic either

gaunt python
red moat
#

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 😂

copper gust
#

it's a discussion

gaunt python
gaunt python
copper gust
#

PEAK

red moat
#

Some people just sound angry to me I guess idk

copper gust
#

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

slow dirge
#

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.

copper gust
#

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

slow dirge
#

Hmm... Looking at the docs, I guess I was thinking about a dedicated server.

gaunt python
copper gust
#

100k might be worth the migration functionality and prototyping/iteration benefits to them

#

it might not be a good decision

gaunt python
copper gust
#

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

gaunt python
#

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

copper gust
#

saves don't exist in PEAK

gaunt python
#

we killed the chat lol

sly lake
#

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.

wraith pasture
#

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 UnityChanSalute

tranquil helm
#

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

royal wing
tranquil helm
#

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

chilly mortar
#

what you guy think of the state of ai coding in game right now?

royal wing
#

I don't care it kind of sucks

chilly mortar
#

thank.

#

i dont use it so just wanna know how its doin

wet bronze
#

Hey

charred fog
wet bronze
#

Yes

#

Look

charred fog
#

Then post it, no need for hellos

wet bronze
#

Sorry

#

Do i post ir now

#

And where

storm patio
#

!ask

vagrant rootBOT
# storm patio !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

storm patio
#

ask in the relevant channel with necessary details and context ^

wet bronze
#

I think this is the problem anyone help

slow dirge
wet bronze
#

Ok i will give more info

#

So my unity editor wont install

craggy pollen
#

might be blocked by av or firewall

wet bronze
#

Ow

#

I ll try uninstalling that

craggy pollen
#

or temporery stop them

wet bronze
#

Yeah

charred fog
#

!install See the troubleshooting checklist.

vagrant rootBOT
# charred fog !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.
dusty quartz
#

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?

craggy pollen
#

i think that is not a big issue if you are onnly doing it once. you could do it either way.

wet bronze
#

Whitch one is it

storm patio
wet bronze
#

Ow ok wait

storm patio
#

and that is not the right folder to find logs

wet bronze
#

wait i need help with this

wet bronze
#

alr let's uninstall EVERY unity file on my PC and try again

vocal niche
#

I don’t think so ?

wet bronze
#

if i try installing a version of unity, the editor just says "instalation failed"

charred fog
#

link is in the bot message

dusty quartz
wet bronze
#

what does my download location have to be for the unity editor

craggy pollen
pure igloo
#

you can store the games on a diff drive

wet bronze
#

no like rlly specified

#

like in my program files in unity...

#

i meant like my editor not the games

pure igloo
#

just do the default location download

#

in program files

#

C:\Program Files\Unity this is mine

#

C:\Program Files\Unity Hub

wet bronze
#

ow ok i will try if i have enough disc space

slow dirge
wet bronze
#

i do

slow dirge
#

Then try installing again and check the logs.

tall hearth
wet bronze
#

bc i have skill issues

#

GUYS I TAKE THAT BACK IT'S WORKING

#

AFTER 2 DAYS AND ALMOST 6 HOURS

storm patio
bold yarrow
#

Oh I LOVE #regions

wheat mountain
#

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

unreal jewel
#

!ide

vagrant rootBOT
unreal jewel
#

^ probably something to do with ide configuration

wheat mountain
unreal jewel
#

try regenerating csproj files?

#

preferences -> external editor -> regenerate .csproj files iirc

wheat mountain
unreal jewel
#

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

wheat mountain
unreal jewel
#

hm weird

wheat mountain
unreal jewel
#

do you have the development with unity module installed for visual studio?

random spindle
#

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.

storm patio
#

what are you trying to do, and what's going wrong exactly?

random spindle
#

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

storm patio
#

so you haven't upgraded to unity 6?

#

have you tried reinstalling the version you were using

random spindle
true sequoia
#

how can i make 2 side quad?

storm patio
random spindle
storm patio
#

that's not an issue for now, you can still use it

random spindle
storm patio
#

have you tried reinstalling the editor

quiet sundial
#

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?)

random spindle
random spindle
vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

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

quiet sundial
storm patio
rocky nebula
#

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.

karmic mantle
storm patio
#

is it a unity webgl game or something?

#

or is it a place to download unity games?

storm patio
rocky nebula
#

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

storm patio
karmic mantle
storm patio
#

so you're just advertising

#

yeah please remove that

karmic mantle
#

okay np

rotund stone
#

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

storm patio
#

unity 6.2?

rotund stone
rotund stone
storm patio
#

oh, hm.

#

does it persist after restart, and have you tried resetting the library?

rotund stone
#

after restart it goes fine for like an instant but it represents itself almost immediately

#

and what do you mean by resetting the library?

storm patio
#

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

rotund stone
#

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

sweet charm
rotund stone
#

did you have that issue as well?

sweet charm
#

We all had with older versions

rotund stone
#

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!

stable sky
#

What is this effect and how can I remove it?

pseudo flare
rotund stone
#

(the issue happened again)

#

(lmao)

viral hill
pale coyote
#

I'm gonna make a fnaf fan game for the game jam lol

rotund stone
#

@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

glass kraken
#

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?

sweet charm
rotund stone
#

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

storm patio
rotund stone
#

yes it's doing it from the hub

storm patio
#

that is not from the hub

rotund stone
#

I clicked on install and it automatically opened the hub

#

and it's doing the stuff on the hub

storm patio
#

huh, thought that was separate.

rotund stone
#

I just don't get which is better between LTS and non LTS

storm patio
#

one isn't "better", they're for different things

rotund stone
#

this is non LTS but I'll gladly take it if the alternative is my inspector exploding

storm patio
#

LTS is long term support, it's usually more stable

rotund stone
#

yeah usually being the key word here

storm patio
#

yeah

rotund stone
#

unity and the adjective stable are not really meant for the same sentence

storm patio
#

did you try latest lts though

true sequoia
#

how to fix this quad only show one side? i want it to be both side

rotund stone
storm patio
#

yeah it isn't anymore though...

rotund stone
#

I'm installing the 8, if I don't have any problems with that then I'll stick with it

reef furnace
#

anybody else having issues with unity UI?

#

my unity is tweaking which channel should i use to help fix my issue?

sly lake
#

Let me guess, you’re on 6.2 and the inspector is broken?

reef furnace
#

unity was working fine till i open it once and UI broke

reef furnace
#

when i hover over different areas if u get what i mean

#

i tried reinstalling

#

now i get this

reef furnace
sly lake
#

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.

reef furnace
#

even the hub has some weird UI glitches

quiet sundial
#

yo guys how to cut this atlas to sprites

storm patio
#

seems like smart slicing could work for that

quiet sundial
#

and you know what I would have to do to make it all work?

storm patio
#

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

near wigeon
#

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

storm patio
#

this is not a social space

random spindle
#

@storm patio downloaded a new unity editor and nothing is working still

random spindle
reef furnace
#

same

#

@random spindle

random spindle
reef furnace
#

when i hover over areas they go black

near wigeon
#

update gpu drivers

random spindle
random spindle
random spindle
reef furnace
#

wht problems r u gettin?

near wigeon
random spindle
reef furnace
random spindle
near wigeon
reef furnace
#

i installed 6.0 and it works

random spindle
woeful spear
#

What does these numbers in ( ) mean? Eg., TheColor(4)

random spindle
#

and i downloaded 6.2 aswell

near wigeon
#

R,G,B,A

clear trail
#

I want to support the development of a bullethell (danmaku) game

#

I am 3d 2d artist

vagrant rootBOT
# near wigeon !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**

azure vortex
#

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?

clear trail
vagrant rootBOT
near wigeon
clear trail
#

Check you comment

#

Either way, I want to support

near wigeon
#

this server is for Unity editor questions

clear trail
#

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.

near wigeon
clear trail
near wigeon
#

no its not a social space, this is for Unity Editor topics

clear trail
#

Hooo, But that's outside of Discord, that's how I don't like it, well I'm going to Reddit.

#

Thanks x all

clear trail
near wigeon
#

take it to DMs or stop spamming the chat

clear trail
#

I ༺ཊ♥ཧ༻unity

clear trail
random barn
#

WHat the freak is this security thing in unity and what versions can i actully use

near wigeon
#

If you have something in the works keep using the version that works and patch the binary after

random barn
#

Okay thanks

#

Just wanted to make sure hahaha

#

I have a big update coming out on a game i am working on lol#

near wigeon
#

its blown a bit out of proportion but good to take measures and be aware

random barn
wet bronze
#

how do i load my vr game on my quest

clear trail
# near wigeon 6.0 LTS

Do you work here? I need to know if unity serves as a replacement for blender3d for sculpting and animating.

wet bronze
#

it doesnt