#💻┃unity-talk
1 messages · Page 10 of 1
Hmm, I see
You need Meta Link
No
@wet bronze this isnt a social space..
We pay for the program.
Just kidding
lol
He's taking a long time to respond, I think he'll ban me
why are you being weird
Stop spamming the channel. There's no off-topic here.
is there any reason to get any of the paid price plans unity has? or like why is it there
cuz everything seems to be available for free without paying anything anyway
Paid plans of what? The editor? When the yearly revenue reaches the limits there's no choice, you have to buy the licenses
recently I got a mail about signing up for unity's marketing communcation, which I didn't do
You are required to get them when you make a certain amount of revenue.
Check the pricing page on their website for details
my last account got hacked and I don't know how, and I just remade mine and i got this mail once again even though i haven't been on my account since i made it and it came on 34 minutes ago
is it something you usually get as of recently in your account or do you have to do it manually?
I'm trying to figure out if I have to switch mails and if I should do an actual deep scan again on my pc
Sorry what si the concern you're having? That you received an email? Just unsubscribe from them and move on. Check the email address and if it's not an actual unity email mark it as spam
All that for unity?
It is an actual unity mail
but I had the same thing happen yesterday and then I got spammed with 9 pages of projects on devops which almost used up all of my devops storage
I changed the password on my mail and did a full scan on my C drive and haven't logged into my unity account on pc yet
All that for unity?
one of the problems is that I also do not know what you get the sign up for unity marketing communications mail from which is also a part of my concern since i do not know what is happening from me receiving that
yeah
my unity account got hacked yesterday and I'm not sure how at all
I deleted it (since i was in a rush), made a new one and then also made a new password on my mail
Maybe it was me.
!mute 852854946944385054 3d Spam, trolling. Next time will result in a ban.
@mountblack97 muted
Reason: Spam, trolling. Next time will result in a ban.
Duration: 3 days
!support - You probably want to contact official support about this. This is a community server.
Take a look at #🔎┃find-a-channel
You can also access Discussions for questions!
:warning: This is not a channel for official support.
Please do not ping admins, moderators, or staff with Unity issues.
Access our Help Center for Unity Support.
Hi! I’m working on a letter tracing game for kids in Unity.
I’m trying to make the dot follow the letter path when dragging.
Can someone share example code or guide me?
There's a lot to be unpacked here.. what have you tried ?
the dot follow the letter path is really vaguely explained
guys, I reused some assets I made for a chess game I made on windows to put them on unity, and after putting some stuff together, the sprites aren`t rendering properly
how can I fix this
Hi!
I’m creating a tracing letters app in Unity (2D).
I already added all the points on the letter (about 64) and wrote a script to make a light dot follow them when the user touches.
But I get an error:
IndexOutOfRangeException: Index was outside the bounds of the array.
I think it’s about the path points, but I’m not sure how to fix it.
Any idea how to make the tracing work properly?
pink is a sign of wrong shaders in general
Share the code in code channel
what
can you be clearer please
you're using the wrong material for your rendering pipeline & or a broken one
Oh, sorry for the confusion!
What I mean is: I have a letter (like “Α”) made of several points (about 64).
I want a glowing dot (or pen) to move along these points when the user touches and drags — basically tracing the letter path step by step.
If the user moves outside the path, the tracing should stop.
well what I do is I have a prefab with a sprite renderer with no sprite, then in the scripts I instantiate this prefab and assign it a sprite and it should work normally right?
I might as well not have even asked y'all are not helping
Got it, I’ll post the code in the code channe. Thanks
I'm gonna figure it out myself
no reason to be rude, people are trying their best to help. and don´t forget we are not being paid
yeah you're right sorry
I shouldn't talk to people like this
I don't think anyone told you, legally after you/the company earns over a certain amount then you must start using another license.
Those bring extra benefits anyway such as premium tech support and extended support for older versions.
Import / shader issue... are you in URP, or Universal 2D, etc?
would i need to use unity for the unity game jam? (my friend is asking and doesn’t believe that u need to)
But weird thing is that most of the most popular vr games seem to use photon too, even though they all are free and work even in regions where you can't even donate
It's really odd
I know you probably think they're not popular but gorilla tag alone has 15-20k ccu
I just fixed it, I downloaded a package or two and made an URP asset and assigned it in graphics settings
Yeah, basically that tariff plan makes maintaining a game unprofitable, it's better to make another game and abandon it
CommandInvokationFailure: Gradle build failed. C:\Program Files\Unity\Hub\Editor\6000.0.58f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Users\Administrator\Downloads\gradle-8.11.1-all\gradle-8.11.1\lib\gradle-launcher-8.11.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "bundleRelease" whatch fixed
can anyone please tell me how to fixed that ?
thanks ill screen shot rq
Thanks man appreciate it
is it better to have items be searched by tag or is it better to just select them in the inspector
Does it mean the lastest LTS version?
i would assume so.. with the qualifier updated there
Damn, tobacco is prohibited
luckily we're still allowed to breathe and think
Hi all, my Unity is crashing every 10 minutes or so. How can I find the cause of this?
doesn't say you can't promote legal drugs like a certain green plant
check the logs
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
I've checked Editor.log, but I don't really know what I'm looking for
It depends on the country
can anyone please tell me how to fixed that ?
it's legal in California which is where unity's HQ is afaik
Found a spam of these near the crash notice, any idea what this is?
Assertion failed on expression: 'm_CmdState == kEmpty'
Assertion failed on expression: 'm_CmdState == kEmpty'
Assertion failed on expression: 'm_CmdState == kEmpty'
Assertion failed on expression: 'm_CmdState == kEmpty'
Crash!!!```
Could you please try updating your Android SDK tools? Then try again after you make sure the SDK path in Unity is correct
not a clue.. but i can google it
all it`s new
isn't there more text in the error?
That and this have been popping up
Internal: JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old - this is not allowed and likely a leak
To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.```
m_CmdState == kEmpty: This particular assertion means that a command state variable (m_CmdState) was expected to be in an "empty" or default state (kEmpty) at a specific point in the code, but it was not. This implies that a command was either not properly cleared, or a new command was initiated before the previous one was fully processed or reset.
no just that after building field
there is only that one message in the console?
no idea what this means either 😅
yeb
Yeah that's the issue I've been running into when googling these haha
I can't really make heads or tails of the answers
https://discussions.unity.com/t/how-do-you-get-rid-of-this-error-assertion-failed-on-expression-m-cmdstate-kactive/1666786 gotta go to the human-generated responses 😉
that one doesnt say much besides "Delete Library"
Yeah that didn't work for me either
but thats the idea.. when searching for those errors like that
theres some similar bug reports on issuetracker.unity3d.com
Hi!
is it better to have items be searched by tag or is it better to just select them in the inspector? as in is this inefficient?
ive been using it as my go to but does anyone know if there are any downsides to this?
if you are able to do that via inspector, always use the inspector.
inspector it is
if you do it only once it might not matter and only lag a little at start but if you call it often like in update then rather find some other solution
if its runtime stuff thats only available after u start the game then you could use Find to cache it..
and then work with the cached version
not often i dont think, just at the beginning of each area
yeah cache it
seems that's already what's being done then.
But you can do it in the editor and add just in case checks and find by tag again then if they're unassigned. or be lazy... and keep as is since you said it runs only once
redundancies are good
will save me sanity
inspector is always faster
dependency injection at compile time
wops discord just updated
Hello. Im new to unity... Is it possible to set another image as alpha map (transparency) when creating a material? I have a colored one and alpha one, it seems like unity only accepts 1 albedo image and theres no more extra space for seperated alpha map...
@gritty path Yes you can create custom shader
or chose existing one that fit your requirements
Do I create custom shader by typing long codes or is it not that complicated.. Like clicking some buttons? And do you know any built in unity shaders that has seperated alpha channel? Thanks for replying.
What exactly effect do you want to achieve?
shadergraph will let you create shader without code, mostly
I want to use different image then albedo one to alpha map. Use another image as an alpha source
Thanks!! Ill check. Have a nice day.
Sounds like you need custom shader you can use AI to generate a shader for you by your request then just create shader past code to shader and in material select you shader name and set the textures
very unhelpful to say "gen x with ai"
ai tools can assist but you ideally need base knowledge to correct its mistakes
As said, with shader graph this is easy. You can have two texture inputs. read RGB from one and A from the other.
if you have no idea how shaders works my method is much easier
or google the shader you want and find the source code directly rather then having ai steal it 😄
what an idiotic take tbh
spending 2 minutes generating and then 2 hours debugging, for every shader?
instead of taking like, 20 minutes to learn it once and then 20 for each shader afterwards?
yeah i think i'll take the learning path
20 minutes to learn shaders lol I spend 2 months to learn shaders to be able to write a shader I want
Ok Thanks for replying yall... Im happy to know that basic unity shader doesnt accept seperated image as alpha map... And Ill learn more about shader

skill issue
damn, i was holding myself back from saying it
but now I can create any shader I need for UI for Sprite or for spine or for mesh, or for anything else I can modify any exisiting Unity Build in shader for my needs. Can you do such things with you shader graph?
Can you do such things with you shader graph?
yes and and it took less than 2 months to do so. Shader graph is way faster to learning
No by creating
who's doing the creating
I don't need shader graph to create the shader I can do it in Cg.
Im 50% sure ai wont even be able to produce a valid lit shader thats compatible with URP/HDRP 🤔
that isn't the point at al.. Suggesting to just "ask ai to do it for you" is a bad take and certainly not in line with the community sentiment / rules here
is there community sentiment rule that do not allow sugest AI help ?
correct
Okay mb than
people come to a community server to get community help and so other can vet the answers too, "just go to AI" spambot defeats the purpose
do you mean this one " Posting unverified AI-generated responses or failing to mark AI-generated content as such." how did I brake this rule?
telling someone to just go "generate it", sure thats even worse than an "Ai-Generated" response so its all encompassing
omg
I created a folder named unity to put my unity projects inside, and for some reason now all of my folders and files on the desktop are called unity
how do I fix this?
well what does the desktop have to do with your Unity folder
you had all those selected while renaming a folder or something ?
that seems most likely
ctrl z
right click the desktop and do Undo
doesn't work
still, those could've been partially all selcted while renaming folder
how?
there are repeats there too, weird
@near wigeon okay next time I will advice new developer who don't know what shader is to go to to learn Direct X or OpenGl then Write HLSL and then convert it to Cg
no wonder why you took so long to not learn
uhm not necessarily... You can literally ease them into it like I did by suggesting shader graph ?
that's bad faith and you know it. just don't post if you don't have anything to actually discuss
is there any way to fix this?
yes this is a strawman argument
I hate shader graph I will never ever sugest to use shadergparph to any one I opened shader code generated by shader graph once and I understand I will never use Shadergraph to create a shader
so you had a personal problem with it doesn't mean its not a viable solution for someone to learn or get a quick shader done with minimal/any learning of code
That's your personal preference. There's no point continuing this, just note to not recommend using "AI" for newbies here.
for me shader graph equal to Visual Scripting
even worse because Visual Scripting probably generate valid code when shader graph generate uneditable shader code
we cannot possible know what you did from this end so..if nothing broke, best to just move on lol whats done is done
its giving
thats viable for runtime / dynamic shaders
Do you know how many lines in shader code generated by empty shader graph shader
dude that's like my whole pc
some people just need a working result and dont give a shit about code they will never see
1k - 3k lines of HLSL
anyway as mod suggested, time to move on. This argument is moot
yknow that visual scripting does the same thing, right
what does your ai shader code look like?
is it possible to remove these Create templates?
I can manually remove the files which makes em inaccessible..
but they remain in the menu grey'd out
i don't think they use it, they were just recommending it
probably not possible.. just curious
if i had to guess, #↕️┃editor-extensions might know?
thanks ill try over there
@copper gust Like simple Cg shader less than 100 lines but actually you only need to modify max 20 lines of shader code to make shader works
what about all the other lines 🤔
the other lines is shader template
for example if you wanna modify default shader you grab default shader code and modify the fragment part to achive complex effect you will need less than 10 lines of code inside the fragment shader function
we do not need to prolong this
ok I stop answering
hey guys, lets say i accidentally made all of my canvases based on this weird ratio
instead of 1920x1080 all 52 canvases are 1980x1080
do you have any idea on how i could change it to 1920x1080 without messing everything up?
i can make editor extensions if needed, i just have no idea how i would go on to make them
like the basic calculations
There are a few ways... none fun. Usually you can set your scene view to what you used to create things, add a screen space scaler at 50/50, then change the resolution. It should keep everything fairly close.
That said, you may not need to change it to 1920. If you used horizontal / vertical layout groups etc - it should rescale your UI anyway
You can test how it looks on 1920x1080 if it looks okay you can consider should check every screen and fix after change reference resolution or are you fine with current result
no it expands the ui
hi all! im here to make my first game
im kind of confused
so il i just work with the same UI scale ig?
You got this. Remember there are tons of tutorials, free learning resources, and thst you can make anything you set your mind to.
Well - it depends (a lot) on how you built your panels
everything is fine, its just that i know the resolution is wrong 😭
If it happens in my project I would change canvas scaler resolution and reworked every screen
And here I am trying to land a job in the market
bro i have to remake like 56 scenes
thank you! i have no prior coding experience so, lets see how far i can get with my concept i have haha
You create 56 screens with wrong resolution and didn't test it once on real device...:(
And then this
#💻┃unity-talk message
Is pretty much how it decides to change the UI depending on the user's resolution. So if they are on standard, ultrawide etc - thats the rules it applies
So if you use 1980,1080 and I use say ultrawide monitors at 2560x1080, yours is set to expand the UI. You can test this in editor by changing the screen resolution in game mode.
i recognised the issue when i was like 10 scenes in, but i just kept that resolution because of laziness..
What you can do is change your display mode to what you originally used (so eveything is cool) then correct just the scalers. Then the resolution changes shouldn't be a problem
Fwiw, I spend a ridiculous amount of time cleaning up my teams UI panels. Its an ugly system 😄
They used to have awesome UI tutorials in the 4.6 era pre unity learn. But now its just kind of hard to explain snd the defaults are bad
Imho

Its not you, they built it in such a way you do have to edit (at a minimum) every canvas prefab/panel to correct resolution stuff if its scaler is off.
Or programmatically fix it
@polar basalt there is option to create editor script that will automatically change UI scales positions when you change reference resolution but It can create more problems if scipt will not be good enough
Hi, is this the right channel for beginner project questions? ^^
every channel has a specific purpose, read the descriptions
If unsure, id ask (your question) or at least on the specific topic. If there's a better channel, youll get redirected. Just do your best
Generic questions that don’t have a dedicated channel, yes
yeah thats what im scared of
because just moving stuff is easy but calculating where UI should be when there are anchors and they are child of and so on wouldnt work that easy
first of all Use repository if you don't and then experiment
First time attempting to use unity, I struggle to choose between starting 3D or 2D project. I plan on making ~spaceInvaders game, vertical so its suited for both PC and Mobile. I cant locate DefaultOrientation setting, heard Portrait will do enough for me.
sure use 2D if you are making 2D
or 2.5 D if you can make nice looking 3d art
not much changes anyway, just the renderer with a few settings..
Unity is 3D engine no matter what
Is it okay to make 3D project and keep it 2D for now, and later on once I learn basics turn it into 2.5D? That would be perfect
could probably do UI too
yes it is okay you can always change the project settings
Hi
Well, not too sure about some 2D tools going into 3D if you want to change the camera perspective but other than that sure
one large different is mostly shadering and 2D uses sprite layering which is not used in 3D because we sort by depth (or pivot for some cases) and not absolute ordering
I mean technically you can y-sort in 2D too which is pivot sorting
@deft brook if you wanna pixel perfect art use 2d if pixel perfect is not necessary use 3d so you will not need future transition form 2d to 3d
I want camera to be static and just "look" on the menu or the gameplay plain. (like space invaders lol). For now I made 3D project, set game display from free aspect ratio to 1080x1920. Is that enough? Or there is another setting to make my screen vertical.
Looks like you marked all them and did a rename. Also why would you keep your folders/projects on the desktop 😭
yes thats enough you can just pur sprites front of your camera on certain distance use the Orthographic camera
if you want to stick to 2D but use 3D rendering there's some techniques of rasterizing 3D models to sprites
but similarly you can use 3D coords and stick to that orthographic top-down camera
Question, How can I make the effect of drops on the screen when a character gets out of the water?
visual effects graph or particle system component
and where can I get droplet particles?
or how to make them yourself
you can do both
depends how good you want it to look
particle system you can use any sprite, if you find droplets im sure you can
hey so like how do I reference the UI without using [SerializeField]'s? bcs like it worked fine when I was just working on my projects singleplayer functionality but now when I'm moving to multiplayer and need my player body to be a prefab I kinda just can't use it anymore (?)
not rly sure what I'm supposed to do
you can use public
do I just make the entire UI a prefab too or something?
yes you can also use prefabs but to assingn prefab to monobehaviour you need to use [SerializeField] or public field
And you usually Instantiate prefabs on server and server will instantiate prefabs on clients
Choose the best way to reference other variables.
One does simply go into multiplayer from singleplayer code
what am I supposed to be looking at here?

You would need to inject those references when the player prefab spawns / gets spawned
Is there some kind of editor extension that makes public variables not visible in editor by default
I don’t wanna put hidden inspector thing every time I make a public variable
there is attribute [HideInInspector]
make it a auto property 😛
How do I do that, project settings?
I'm just spawning in player prefabs with a default network manager and netcode though and I'm not rly sure how to edit those
no
What exactly is unclear, did you open the link?
eg.
public String MyThing { get; set; }
yes I'm aware, which is why i said you outta pass it down from the networkmanager when spawning it
OR a UI manager, make it a singleton then find it from the player that owns the prefab
override OnNetworkSpawn() {
if(isOwner)
someItem = Uimanager.Instance.Item
etc
why are the public anyway?
So I can access them in other classes
if you want access from other scripts make it a private set, public get property
public fields are usually not what you want, its bad form
Tru
Even if I wanted to get and set them from other classes?
Like isn’t it functionally the same
in some versions of ngo this doesnt work btw cuz i think IsOwner isn't set by the time onnetworkspawn runs (its very dumb)
if you need to set it from other classes a method / properyt is preferred so you can maybe invoke an event or alert that something was changed
its hard to know a change was done when you directly assign a public field from outside
Tru
it usually does when its spawned from the NetworkManager
at least in the PlayerPrefab context of it
It should
since ownership is assigned to the player who spawned in
the only times I had issues with IsOwner not assigned to your own client is usually when you access anything already in the scene
since the server owns those
In terms of UI inside the scene already the Player can easily retrieve it as a spawned prefab, never had issues with that way
You could also do it from the networkmanager if need be
I’m not saying it’s not assigned period, I’m referring to an order of execution issue. I googled it to double check and there’s a fair few forum posts mentioning it in a few contexts
Some of the bools aren’t updated in time for onnetworkspawn
are you talking about maybe the Start() vs OnNetworkSpawn when object is already part of the scene vs spawned in ?
since those orders differ
Nope
not sure then lol I just know I never had issues having player spawned as prefab for netmanager to always spawns as owner of its own playerprefab
seems like it was updated and fixed at a certain point
ya could be isolated , not sure. I haven't used NGO too long. Maybe last year?
worse case scenario you can do the same check without ownership and just see if you're the connecte client and needs scene references
if(NetworkManager.IsConnectedClient){
//Assign UI to me
hi what is a binder name?
Is there scope in game development?
I am switching from 3D Animator to 3D unity game developer
oh so can I just literally replace all my [SerializeField]'s with instances of singletons?
or like how does this work?
well you cannot link anything in SerializeField to scene components from a prefab so if the player is a prefab spawned in you have to pass those on spawn or access them using an Singleton
why does the Player even have UI Sliders in its code anyway? .. If you have a UIManager use that, any value that needs changing you can subscribe the UIManager in the scene to the specific client it belongs to and its events like OnDamage etc this way its a one-way reference.. Player shouldn't care about UI for the most part
Anyone know like the slightest thing about modeling that can help me out I’m not asking to get models made just need a little help
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
Your a g thank you
oh well how do I do that? like how do I know what client the UI manager is supposed to be handling?
I mentioned a few methods already.
Ideally only the client you're connected with locally
//inside a network behaviour
if(NetworkManager.IsConnectedClient){
//I am the connected client ```
what is this "slider" doing anyway?
If its something like a settings option then some "UI manager" should not have a reference directly
that would imply its monolithic and badly designed
oh it's just grabbing the player values like health, mana etc and plugging it into the UI bars
they put UIManager on Player which is pretty bad
there should only be 1 UIManager (already in the scene)
not 1 each time a player is spawned..
Player -> UI manager -> player ui
basically what I do is UIManager only cares about the player it needs to track, so on spawn it subscribes to all the events it cares about
eg
PlayerHealth.OnValueChanged += HandleHealthBars
etc.
the other file is just mainly for closing/opening parts of the ui and enabling/disabling scripts based on what buttons the player presses in the UI
you can find the file here if you care enough --> https://blazebin.io/boyvqlsdwqfg/0
there is absolutely no reason why a UI Manager should be a on a player prefab, especially because UIManagers usually involve interacting with Scene Components
everytime a Player client spawns, they are spawning with their own UIManager script, so you have the same script more than once and the others aren't doing anything either
Instead you just need 1 UIManager already in the scene, then a player spawns, if its the one you're connected from, ie Your own Screen.. then you connected this player to the UIManager in the scene
could also do it this way. my Inventory script
public void OnEnable()
{
netManager.OnClientConnectedCallback += ClientConnected;
}
private void ClientConnected(ulong id)
{
if (id == netManager.LocalClientId)
{
playerInventory = netManager.ConnectedClients[id].PlayerObject.GetComponent<PlayerInventory>();
playerInventory.Inventory.OnListChanged += InventoryListChanged;
}
}```
picking up keys they show up in the UI
do you have your UI manager disabled by default or smth btw? or like why do you have a OnEnable() function?
No need. OnEnable runs because after scene manager initializes the scene, they are Enabled
Most tutorials and early examples use a ton of awake and start (which do have purpose) but ideally a lot of stuff you may do in those functions is better suited to OnEnable as it's kinda the equivilent to "clocking into work", with the idea that disabling the object and triggering OnDisable would be "clocking out of work" and more or less reversing what OnEnable does
especially for events i always use
OnEnable -> Sub
OnDisable -> UnSub
Or Awake and OnDestroy
or in NGO
OnNetworkSpawn
OnNetworkDespawn
Or ???
Profit
just finished my dumb java swing assignment, i should probably finally learn ui toolkit
UITK so good for custom editor
ive suffered too much doing editor stuff with unity gui
yeah layouting in the editor GUI class is painful
anything with dynamic sizing i swear to god
trueee
Hi, is there a way to unprefab a prefab? I'm trying to take a ui from a project I made and put it into a new one. and I am struggling to use the prefab menus
drag into scene
right click
unpack completely
drag into assets
or unpack not completely if thats what you need
thank you just what I needed
how are you accessing the players inventory here btw?
cuz I just see this big fatass line --> playerInventory = netManager.ConnectedClients[id].PlayerObject.GetComponent<PlayerInventory>(); but don't rly know how it works
Bleh that's not great
But what's confusing about it? It's finding a specific players game object to then get a component
its very simple, just does GetComponent on the connected player.
only if the connected player is your own client / screen
why not? works good.
I just use it for this, other things I do DI
Id personally design a player UI to not go via such means
Network Manager -> List Of All Connected Clients -> Client With The Id Your Looking For -> That Client's Spawned "Player" Object -> The PlayerInventory Component On The "Player" Object

oh oki
It should be initialised with a component ref directly so your UI doesn't depend on this other stuff
I assume you can just grab NetManager with a serialized field right?
or like am I stupid
NetworkManager is a singleton and can be accessed anywhere via it's static reference NetworkManager.Singleton iirc
whats an exmaple of this ?not sure I understand
Yeah true,I just thought Singleton is assigned when server was started but this is also fine
both are in the scene so I said why not
made this for a Jam so I kinda just needed something that worked and it worked fine for me
If you have some class for your player inventory UI, it should only depend on PlayerInventory and should get initialized by something else.
it does the first part, not sure I get the second part by Initialized by something else
each player has their own PlayerInventory component on them because they have a NetworkList
Is it the question on if some kinda InventoryManager should own the work vs. the Player owning it?
if its already as you say then cool im just trying to infer from a small code snippet 🤔
Im just against big singletons doing way too much
true its hard to tell from that snippet alone
this UI has no singleton, hence why it only subscribes to inventory for displaying it, it doesnt do anything else
i start to overthink which thing should be responsible for what then start second guessing if meshes should really be allowed to own their own shadows
not the prettiest but onUpdated
private void InventoryListChanged(NetworkListEvent<InventoryItemData> changeEvent)
{
Debug.Log($"{name} - Inventory changed localCount {playerInventory.LocalItems.Count} net {playerInventory.Inventory.Count}");
for (int i = 0; i < inventoryItemsParent.childCount; i++)
{
Destroy(inventoryItemsParent.GetChild(i).gameObject);
}
for (int i = 0; i < playerInventory.LocalItems.Count; i++)
{
var inventoryitem = playerInventory.LocalItems[i];
var itemUi = Instantiate(itemUiPrefab, inventoryItemsParent);
Sprite spriteBasedOnName = SpriteBasedOnName(inventoryitem.ItemName.ToString());
itemUi.Setup(inventoryitem);
}
}```
does that just do a complete wipe every time
ah yes the old destroy and remake it all technique
im sure you know its time to refactor this 😆
🔨 refresh and re use
yeah its kinda ugly but I needed it quickly for jam so i might at some point
just wanted to make sure 100% whats displaying was truly in the inventory
have yall ever dealt with re-arrainging Transforms in a Group Stack UI . .its painful 😭
recreating it with proper order each time made this done in 5 mins
if each "element" is the same then there should be no need to "re order" them
you just refresh em all with the new data
true yeah, its one of those Ima do it better next time for sure
I'm interested in moving from Windows to Linux for unity dev. Anyone here familiar with Unity dev on Linux? I'm trying to get set up with Unity 2022.3/VSCode/.NET 9, and I'm curious how feasible it is to use the flatpak install (I immediately start bumping into issues with Unity telling me to install -org.freedesktop.Sdk.Extension.dotnet).
yeah dont use flatpak
at all
(on Fedora Workstation)
sandboxing issues always caused by flatpak IME
yea if its missing a dep then you are fucked
makes me hate them too. #🐧┃linux for specific help
so correct me if I'm wrong but I just do scriptIwantToGrabThingsFrom = NetworkManager.Singleton.ConnectedClients[id].PlayerObject.GetComponent<scriptIwantToGrab>; every time a new player connects to the session ya?
basically in place of [SerializeField] script script
its one way to do it, but you only want to be doing it to the client that its relative to / concerns to
(hence why my example, it was locked behind the id )
You can directly inject it as well..
honestly there are more than a couple of ways to do this, more important is to understand why it needs to be done, how the server-client relationship works and how clients relation to each other (which is none except for what the server communicates)
Do you guys ever pay for 3d assets for your game, im just wondering?
also does this question go here?
Really depends on the project imo - if theres a very specific theme and design to the game, then probably hiring an artist to make custom art or learning the art skills yourself fits better with the project - if your prorotyping or in a game jam or making a project that doesnt have a specific design requirement then using art assets can help a lot, but the biggest problem I see with art assets (paid or free) is that they can make your game look "samey", and might not fit your theme - for example ive seen a lot of low poly games use Synty assets, nothing wrong with that but it does make me think "oh! I seen that style somewhere before"
Thank you for the info, im bad at art right now and the unity asset store looks tempting.
Np and everyones opinion is going to be different on that, though I think its good to start with no art, prototype your game, then replace your placeholder art with art that you think fits, that could be a paid/free asset pack (thats what the asset store is there for), especially if its a learning project - but its also very easy to over-spend and buy stuff you think you might need for some project eventually or would be really cool and you end up spending $100 on assets you probably wont actually use - thats why I suggest starting with no art first until you know for certain exactly what you want, as you code your game your design and features might change, and that could also change the art/animations and even sounds you might need
My biggest concern is what if my game will be seen as a asset flip or slop? also how are you able to type so fast?
Lol ive been typing since I was 6 so I guess I have a lot of experience typing fast - and asset flips are usually games that look like there is next to zero effort put into them, if your game has depth and content, I wouldnt say its an asset flip - learning about game design (such as from GMTK, but theres many other YouTubers too) and art styles, like working with Post Processing and lighting could be helpful in making simple assets look good
Thanks for answering all my silly questions and concerns.
Np, and like I said, everyone has a different opinion on this stuff, so its possible someone else might add more to the convo later
only asset i use is some outline
the rest i make myself but you can do whatever you like
strange question
if i have a list of scriptable objects, and i have a variable for a sprite
could i hypothetically go though all items in a list that is using that sprite, and just sort of track them?
anyone know if theres a way to stop the point light of clipping through walls and ceiling?
i know i can use spot light, but for what i want, point lights are so much better
you can make a spot light have a very large angle which is often better suited for a ceiling light
i made an object that covers the entire first floor ceiling, but its still clipping
well i could, but shadows don't seem right when i try it
Hey all, looking at re lighting my passion for game development which I studied for 3 years.
Looking for some advice, previously used windows for development and now have a M1 MacBook too.
Obviously been off the scene for more than 4 years so wondering if anyone has suggestions on if it’s more optimised on windows/mac etc
Shadows are the solution without baking light. You need to have shadows enabled on the light, shadow casting enabled on your mesh renderers (on by default) and have shadows enabled in your render settings if using URP (on by default)
Without shadows anything in range gets affected by a light
like i wanted to get this same result with spot light
actually all of this is setup aaaa and still dont seem right
am i making sense at all?
does it check for a name? does it check for the actual file? i dont know how i'd do that...
its like this
the one i did for light blocking with shadows, but still doesnt work
what does "track them" even mean but well if the data is there you can do whatever
The ceiling needs to cast shadows but a point light is still not desirable here because it wants to try to affect everything above this room.
You can try baked light instead
isn't it casting shadows?
🤷♂️ dunno its hard to tell from a few random screenshots
by the configuration at the sidebar i mean
thats the one object i did just to block the light
so this is an inventory system, and how its updating the images to the slots, is that its taking the image from the scriptable object's data
i was wondering, say i wanted to delete a lot, if i could have it check through every slot for (ex) scriptableobject.itemIcon, and if it matches, then it returns that slot
the slot is in a list
might be better if i try to write it out
you shouldnt use scriptable objects for something that gets modified at runtime
to store static data, yes
Are you using scriptable objects to define item data?
just to hold data, ye
they're not really doing anything except holding the name, description, icon, etc.
yea thats a good use. though why do you need to compare item images? do your items not have unique ids?
Did you add an object specifically to cast shadows. were these settings changed them on parts of this house?
im trying to be able to delete specific items from the inventory
i can do that for the list, no problem
but for the actual display, im not sure how to tell the slot to basically delete itself
when you empty a container do you tip it out or throw the whole thing away
well i want the inventory to expand and shrink based on how many items are in the list
im confused then what this has to do with your item configuration
ideally your player ui can refresh itself where it would add/hide elements to have the correct amount and then refresh them
i need a moment i will return i think im being more confusing than i should be
sure. if you are doing something jank like comparing sprites then you need a re design
you should be able to identify an "item" using a specific id
I tried to create a fresh Universal 3D project with Unity 6000.2.9f1 and it seems to crash at this point. What do?
It it worth upgrading unity versions, ive only messed around with older versions but im unsure now that i have a better pc?
Could you help vote to prioritize compatibility with new video codecs?
https://unity.com/roadmap/1305-extensible-codec-framework
Details of the Unity Roadmap Item: Extensible Codec Framework
do not use 6.2, it is a buggy mess
It's the same story with 6000.0.60f1
im not sure if the logs have been created at this point, but it's worth to check them if they have
!Logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
It just straight up won't let me make new projects in any version of Unity 6
i suspect this is a windows defender issue, but it could be a few different things
Ok. How do I solve it?
check the logs to find out what it is
Ok. How exactly do I do that?
via the bot message above
That doesn't tell me how to use those
No it doesn't
I've been putting up with this for 3 days now and I'm frustrated enough as it is
That is literally what it does though
@wheat mountain what OS you use Windows Mac or Linux?
yeah those are just random symbols and letters in the bot message
Then by all means tell me what I'm supposed to do to use these to find the error log
They may as well be to me
Windows
You go to those paths. That's where the logs are
then say that you dont know instead of saying that it's not enough info
I don't know how to get to those paths
That's what I keep saying
It tells you where they are on each platform
So go to %LOCALAPPDATA%\Unity\Editor\Editor.log and to %UserProfile%\AppData\Roaming\UnityHub\logs and read the last or first lines
And I don't know how to get to that
You should probably know how to use a computer before trying to make a video game
Well I'm very sorry for not knowing the ins and outs of Windows because this generally doesn't happen
look up how to use the win run tool
It's opening a folder
this is very easily googleable
Just paste it into the file explorer path
It literally happens constantly
But it sure doesn't tell me where to find this folder
Yes, it does
It gives you the path
That's literally how you find folders
It's a path, it's the same as putting a url into a browser
Just paste it into the path in Explorer
MyPC->C->Users->YourWindowsUserName->AppData\Roaming\UnityHub\logs
There. Was this so hard?
you've already been told 3 other methods
"Come to this house here's the address"
"Okay but you didn't tell me where the house is"
"But I gave you the address"
"Okay but how do I know where this address is"
Yes, because that's the stupidest way to go about it
@wheat mountain also, this wont work if appdata is hidden, and i definitely assume that it is given your lack of tech literacy
This is what I found there
There you go, you found the logs
You're having trouble with the editor not the hub so these are the wrong logs anyway
Then we're back to square one
go to C:\Users\user\AppData\Local\Unity\Editor
yamato fans are never beating the allegations
you;ve already been told where to go and what to do 5 different times
Ok. What do I open it with? Because when I tried just pasting it in the bar before it told me it couldn't open it
Just Notepad?
just paste to path this %LOCALAPPDATA%\Unity\Editor\
Oh. Wait. It doesn't matter. It won't even give me an option of programs to open it with
Any text editor
Wait. Nevermind. I figured it out
nice.
right click->Open->select notepad
It opened, but it's way too long to post here, so what do you want me to do with it?
we dont need to see the entire log anyway
Scroll to the bottom and look for anything relevant to why it might be broken
your hunting for clues to troubleshoot ur issue.. (likely some of the last logs it created)
Why would I understand any of this?
when you find something that stands out to you.. you can use it to post here to ask.. or google it
I have no idea what's actually relevant or not even if I start from the bottom up
we dont understand most of em either.. we use that to go and search for solutions
it'd say stuff like Failed, Cancelled, Error, Couldn't etc
look for clues 🔍 🕵️
* C:/Users/Admin/AppData/Local/Temp/Unity/Editor/Crashes
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Called unresolved function _o__callnewh
Does this tell you anything?
so you see C:/Users/Admin/AppData/Local/Temp/Unity/Editor/Crashes go to this file and check what inside
lol.. following the breadcrumbs
Looks like a stack overflow
Looking at earlier logs would be helpful too
It's worrying there's no Google results for that
Which would perhaps speak to some specific corruption of the install unique to you
This directory doesn't even exist
How much earlier? I don't know what of this is relevant or not
maybe you restarted PC and temp data were deleted
I did not restart my PC since I tried to make this new project
Until you see normal logs, unrelated to the crash. Anything below that is relevant.
And maybe a bit above too
like the lines directly or shortly above...
what was the engine doing just before it went haywire..
note that we're not Cypher from the matrix or anything. we can't read the logs like they're plain english..
we troubleshoot by just doing what ur doing..
hey this is what errored.. what was it doing just before.. ohh i dont understand that google to clarify..
"ohh thats what that means" uses new information to search more specifically rinse and repeate
but the more information u can get the better chance of finding solutions 🍀
Either I don't know where to stop or there's too much information to put in chat
We actually can read logs. They are in plain English. You might not understand everything, but you can at least understand words like setup, initialization, project, and such.
Read them. They're in English. Look for words that you do know.
This is what was directly above what I previously posted
0x00007FF8756473B5 (Unity) MonoPostprocessAllAssets
0x00007FF875FDADD1 (Unity) CallPostProcessAllAssetsCallbacks
0x00007FF875FF5CC7 (Unity) ProcessPostProcessAllAssetNotificationsAndHotReload
0x00007FF876002A74 (Unity) StopAssetImportingV2Internal
0x00007FF875FF040D (Unity) InitialRefreshV2
0x00007FF875FB2C2F (Unity) AssetDatabase::InitialRefresh
0x00007FF875823110 (Unity) Application::InitializeProject
0x00007FF875E0F1D5 (Unity) UnityMain
0x00007FF6DAF22FBA (Unity) __scrt_common_main_seh
0x00007FF93062244D (KERNEL32) BaseThreadInitThunk
0x00007FF931A6DF88 (ntdll) RtlUserThreadStart
And directly above it?
those type of logs is more of what i was talkin bout ^
0x00007FF871408764 (mono-2.0-bdwgc) [C:\build\output\Unity-Technologies\mono\mono\metadata\object.c:3068] do_runtime_invoke
0x00007FF871408850 (mono-2.0-bdwgc) [C:\build\output\Unity-Technologies\mono\mono\metadata\object.c:3115] mono_runtime_invoke
0x00007FF874ACAB64 (Unity) scripting_method_invoke
0x00007FF874AA2943 (Unity) ScriptingInvocation::Invoke
0x00007FF874A9E025 (Unity) ScriptingInvocation::Invoke<void>
0x00007FF874C18533 (Unity) ```
but yea Keywords that stand out to u would be what ur hunting for
It was trying to create a new project so they go up quite a ways
This is all one callstack. One message. Look for it's start.
Either I have no way to know where its start is or its start is so far up that it's not going to fit into chat
It should probably have a timestamp at the start.
You don't need to paste everything here. Ideally, you need to read and research it yourself.
press ctrl + f and search for keywords, or use a pastebin and link it here
!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.
But we can help you understand if you post specific messages.
hello, it's been a while since i use unity and it shows this alert icon when i open it recently. all my other friends doesnt have this. what should i do?
Update to a version that doesn't have them. If you want.
https://unity.com/security/sept-2025-01 its related to this
oh so i need to use the latest version?
theres a list of versions at the bottom if u wanna stick to 2022
A tool for sharing your source code with the world!
Pretty sure it means it was last saved with a version of Unity the Hub is not currently primed to use or something. At least that's how it looked to me
okay, thankyou!
why did you do that just to paste like 20 lines
where even is this from?
lol yea i was expecting to see a 6000 long block of logs lol
is this the bottom?
No, this is starting from the word "crashed" that I found and going up to what I thought might be the cutoff for what is relevant
and where is that
This doesn't look like the editor log.
It won't let me post the entire thing since it apparently exceeds the pastebin
that has nothing to do with what i asked
You told me to post stuff from the editor log. That's what I'm doing
and i asked a question afterwards #💻┃unity-talk message
And I don't know what that's supposed to mean. What page you mean? It won't tell me
just estimate what percentage of the page it's at. doesnt have to be crazy specific
if the crash is towards the bottom of the log.. u can probably get away with just pasting the bottom 1/5th of the log
we're just lookin for context (what the editor was doing before the crash)
what is the name of this file
If that's true, then the cause is ruining out of memory during shader compilation
How much RAM do you have?
boy wouldn't that be something else 😅
but why would it continue on trying to compile other shaders before actually crashing?
i suspect this is towards the top but they are refusing to answer me
Could be multitgreading
multithreading?
But yeah, seeing more of the log would be helpful
Yeah, running several compilation processes
i was confused because you spelled it wrong
@wheat mountain You can try to create another project template and then set up it as 3d
I have no idea
Your project crush only when you create one 3d template?
How are you gonna do gamedev?
what is this even supposed to mean
This is like basic computer knowledge
He said his unity crush when he try to create new 3d project.
they dont even know how to find filepaths by manually reading or pasting a path...
So try to create 2d project and then convert it to 3d
that's not how this works
why are you just making stuff up
templates exist for a reason
if the computer knowledge is lacking
i personally would suggest re-installing and hoping its just a corrupted install
i doubt it. they said they have the same problem with 6.0 and 6.2
I had similar problem when I got crush in older Unity3d when try to create specific template
all the log reading and stuff could come afterwards if the issue still persistd
This is my second time reinstalling it. It's just the same problems over and over again. At least now it's not yelling at me for trying to run the project as admin when it's not flagged to do so
oh, didn't see that
ohh! ur the admin problem guy 👋
i guess that is a plus lol
OK, start from understanding your PC spec and checking if it meets unity sys requirements
heres teh quick way
I know it does. I've been running it just fine on the PC until recently. I had someone reinstall Windows because of a different problem related to GPU and now, while trying to reinstall Unity, these problems started cropping up
Well, then you should be able to tell how much memory you have.
Maybe they swapped out parts of your PC for cheaper ones in the store😅
This his first message: "BlackKnightJack — 0:50
I tried to create a fresh Universal 3D project with Unity 6000.2.9f1 and it seems to crash at this point. What do?"
Ok. How?
Try to create Universal 2D project
☝️ i posted about 3 messages up how u can quickly check
You need to start googling this kind of things if you want to be a developer
also yes ^ super solid habit to get into the habit of now
Beside what spawn recommended, you can see quickly in the task manager
@wheat mountain Try to create another templates you can convert it into Universal3d later
You should definitely always know your specs. I haven't touched my PC in weeks and I know I have an Intel core i7 (7th gen), 256GB SSD on Windows 10
You were just told that's not something that can be done
And it's definitely not something I was told was possible before either
No, you can definitely do it(or rather try in your case)
But I don't think that would help
ya its possible but if its crashing it'll probably crash with any template tbh
Ok. How? I have the task manager open
this is definitely impossible for someone who doesnt have the smallest bit of tech literacy
Just use create project and select 2d build in render pipeline
Or 3d buildin render pipeline
I already did that and that sure doesn't look like system specs to me
Memory aka RAM.. xx / TotalRam
@slow dirge @mild radish Well then does THIS tell you anything?
no offtopic here
@wheat mountain Just selete one of these two project template I'm 100% sure it will fix your problem
because there are none. This is Unity Editor questions and topic
the name of your cpu is in the top right
You said you wanted memory
so go to the memory tab...
13 GB should be enough IMHO.
Ok. NOW does it tell you anything useful?
Though perhaps it's not enough. I'd try configuring page file to provide more temp memory.
IIRC 8gb is enough
That and clear your cache. 4GB of stored cache is crazy
Well, it at least completed a build
You were right it seems
i have 16gb cached 😅
Built-in pipeline is ur limit i guess
@wheat mountain now you can find the video on Youtub how to convert from Build in Pipeline to URP pipeline if you need URP and it will works
I have a lot too, but i also have more than 4x the amount of 16GB
i thought 8 was enough for unity.. lol
probably not very fast but possible lol
yeah and this is a good thing, clearing it isnt helpful
wozers! thats a lot of cache mate
I have a pre-existing project that is above that, but I tried making a new one from scratch because it wouldn't provide autocomplete functions or error underlining for scripts in that project and I wanted to see if making a new project would. It certainly doesn't identify the script as a miscellaneous script, but now Visual Studio keeps crashing whenever I try to open this script
Could be that built-in has a different shader compiling config. It might still crash when trying to compile the urp shaders.
Well, it crashes whenever I seem to type anything
can I post youtub video?
links to them sure..
You can share a link, yes. If it's related.
@wheat mountain check how to convert to URP https://www.youtube.com/watch?v=KpTK-OraZ-g it is few minutes video
In this tutorial, we cover how to convert a Synty Studios asset pack in Unity to use the Universal Render Pipeline. We look at the old conversion process for Unity 2020 and earlier as well as the newer converter for Unity 2021+.
We look at setting up a fresh URP project from the Unity Hub templates, importing the Universal RP package from the p...
ya, i guess time will tell. if they go to convert the project to URP and then crashes again
It will not crush
the problem in template I remembered I did same thing year ago
well, i hope ur right. they should probably grab a ticket and do a bug-report if its the template thats actually broken
they can always upgrade to URP and then back-up that project to use as their own template
if it upgrades without issue
I don't remember if I droped a ticket probably I reported but it wasn't reproducible
oof
I really doubt I'll need that since all I want to use this project for is terrain generation and platforming mechanics. And when I say "terrain generation" I don't even mean the kind where textures and materials need to be all that fancy. Just a shaded purple material is all I need for what I am attempting to do
URP used to be the only way u could use Shadergraph
@wheat mountain there is process to convert all materials to URP it is in video
but if i recall lately last i checked or heard you can now use shadergraph with BiRP as well
And I really shouldn't need that
By the time I might actually need it everyone will have forgotten all about this
You can use Build in pipeline it works fine too
welp, guess that means ur problem is solved.. case closed 🍀 😅
which template was it that caused all this?
i want to remmeber for later
Built in 3d I think
Had to download it
all my templates seem to work but im just curious in case i run into anyone with similar issues
Even ended up using Unity 6.2 by mistake and everything works fine
URP
universal = the U in URP
I think the only time I ever needed URP for prototyping was when I wanted to do something with turn based strategy to display movement ranges since I needed a decal shader AND shader graph
In the end the problem I ended up running into is that I realized turn-based strategy games use a grid system not because it's a relic from the NES days, but because it actually makes coordinating units way easier
why would you specifically need urp for this
Decal shader and shader graph
shadergraph once was URP only
Or at least the decal shader
HDRP has both of those
not sure about decals.. not sure if they work in both now or not
yeah they do
It was more because of the decal shader. I just said shader graph because you said this and I did need shader graph
@wheat mountain you can always convert to any pipeline you need and it will work
I think you were able to get Shader Graph off the package manager, though, if you were using Built-In before
At least I think that's how I did it when I first realized I needed to use Shader Graph for something unrelated to the TBS
thats how u upgrade to URP as well if ur curious in the future...
install the package and then create and add the asset / settings to the pipeline settings
Anyone know of a shader for unity that has scrolling noise for a mesh but allows the use of the noise in a stencil as a cutout?
Like this ^
Anyone know good asset animations to buy or get for free for hand poses to e.g. hold a vertical foregrip etc??
Why would you need stencil for any of this? It just looks like the noise is sampled in world space.
I need it so I can achieve the effect in that video
That is how it is working
I'm not allowed to use that shader for my project since it's custom made
So I'm looking for an alternative
by "stencil", are you just talking about cutting out part of the shader?
or are you actually referring to the stencil buffer here?
"stencil" has a specific technical meaning in shader-land
This shader is applying the stencil buffer to render the space behind the mesh to the actual noise
I don't understand. All I see is a shader that's using noise to discard some of its pixels
But it is rendering the particles through it using the stencil buffer
Ah, I see
You have a particle system that's drawing invisible particles that write to a stencil bit
is that right?
no, that's not it; there's only one particle spawned in that example
That is actually one particle, just with noise applied to the edges to give it that broken look. But the stencil bufffer is working through the noise
I just don't understand what you mean by "through the noise" here
Hmm....like the blue space is coming through the noise. Any other shader I have the noise is applied but the stencil just stays in the shape of the particle. Does that make sense?
The noise is using the stencil buffer
I need that but have no idea how to find it and writting shader code is not something I have dived into yet
Like how you can see the blue space through the little pieces applied by the noise
By other shaders can't do that
Ah, the idea is that the blue fog looks like it's very far away from the camera
It's a parallax effect
There are a few ways you could do that.
One would be to do it in "screen space". That'd be like taping a picture of the texture to your screen
Another would be to sample it more like a skybox, where you project it onto a sphere
What happens when you rotate the camera? If the texture doesn't appear to move, then it's screen-space
If you can see different parts of the texture as you rotate the camera around (like you're inside a sphere), it's closer to a skybox
I'll look into that a bit more, thanks
In the shader graph, the screen-space approach is pretty easy: instead of sampling the texture with a UV coordinate (which would come from the mesh), you'd just use the screen position
maybe after multiplying it by (width / height) so that it isn't stretched on wide screens
How do i fix my builds disappearing when i get close
Btw im new to unity
get close to what
Buildings you mean. "builds" is extremely confusing as we'd think you're talking about a build of your game.
Oh
select it and press F
Ok, thank you
The white and blue shapes are Sprite Shape Renderers. The black lines are line renderers, and their paths should match. This only happens when the shape is very small. How can I fix this? please help =[
to explain what happened here: every camera has a "near clip" and "far clip" distance. Objects that are too close or too far will not render at all
When you hit F to focus on an object in the Scene view, the near and far clip distances are automatically set based on the size of the object
hey guys, is something like
DirectoryInfo.CreationTime trustable?
or should i cache in the date/time at which an level was created?
Trustable in what sense? What's the purpose of knowing it?
in the sense of "oh yeah you made this 1 year ago, ok now its 1 day ago because of some random OS bug or smth i dont really know
just asking
the purpose is to know when the folder was created? what else lol
Well you can see the notes in the docs:
https://learn.microsoft.com/en-us/dotnet/api/system.io.filesysteminfo.creationtime?view=net-8.0
It should probably be good enough for most use cases, but it is always safer to save that value explicitly.
So the real question is, how important is it for this value to be accurate in 100% cases.
actually it is important, and im pretty sure when extracted or zipped creation date does get changed
so yeah, thank you
going to cache it in a json or smth
Yep. That definitely can, because it creates a new folder.
i forgot that i extract/zip stuff up before i asked the question lol
i just got reminded mb
hello, im new to unity and im looking to make avis for vrchat. I was able to install everything with ease, but once I wanted to open my project it popped up with this message. If anyone could help me it would be greatly appreciated.
Did you try checking if the file specified in the error actually exists?
But overall vrchat related questions are off topic on this server.
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
This is just the editor bricking, though
I would just reinstall Unity here
I heard that there are vrchat dev hub and other similar programs that install the editor themselves, bypassing unity hub. If that's how they installed it, the error makes total sense and would probably require some vrchat specific steps(like installing the hub, idk).
I guess there's a chance that they did install it via the hub and it was just incomplete.
It just asks the Hub to install Unity
OK then. I guess they will come back if they didn't manage to solve the issue.
Anyone have any idea how to fix the Unity Hub failing to install the android SDK/OpenJDK modules and the documentation? No matter what I do, it all fails every time. Really need to get them installed so i can push a new build to google play before they nuke it due to the Unity security breach thing :/.
I disabled anti-virus, i gave max permissions to the folder structure, ran unity hub as admin etc. No luck
Looking at the hub logs might help figuring out the cause.
also if this isn't the right chat for this, i'll plop it in the right one 🙂
i didn't even know this was a thing
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
ty lemme check
I am curious about this the game world and avi making scenes in unity are still made in the f1 versions that had the recently detected security issue, would this mean the whole game still does and anyone playing is still at risk or no?
interesting. I don't have a Editor folder just Editor-5x and there's no Editor.log in there
You're probably looking at the wrong path. Just copy the path links from the bot message into your address bar in explorer and it should open the right folder.
Also, you need to look at the hub logs. Not the editor logs.
The security issue was not in one specific version it was in all the editor versions up to the versions where they introduced a fix.
And yes, all the games built in the past are susceptible to that vulnerability.
Yes, json files are meant to be human readable. They are just text files.
in case im in the wrong place again lol
oh ok
yeah this is still gibberish to me but it does say Error Command Faild Error while deploying zip error
\\\jdk11.0.14.1-1_85218201fea144521d643808d167605d6d46cd4fe44ee4001991a3a4b76fdd64.zip -C C:\\\\Program Files\\\\Unity\\\\Hub\\\\Editor\\\\2022.3.62f2/Editor/Data/PlaybackEngines/AndroidPlayer/OpenJDK',\n stdout: '',\n stderr: 'tar.exe: Option -a is not permitted in mode -x\\r\\n'\n}"}
Is there more info before that message?
Hi does anyone has an idea to how i can write in a book like this in unity? im thinking of using a decal projector into a 3d model of the book, but im still trying to see if theres a better way
overlay a texture with the info that you want or just use worldspace UI
i see, maybe texture will work best , cause im trying to get that bend vfx of a book
actually here, I deleted the log file and tried to install one of the modules so that's the only info in the log.
It's hard to read on mobile, but I don't see any errors in this file.
Right? It just says failed n wtv. I don’t get it at all
I don't see where it says that.
Anyways, the original failure said that tar.exe was invoked incorrectly. This could be because you have a different version of it installed on your system. Maybe search for tar.exe and check their paths to see where they are config from. The one in the system folder of windows should work correctly but you likely have more installed beside it.
!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
Thanks!
bruh read the bot message
Weird that the second one didn’t say anything about it. I have no idea what that is but I’ll check when I wake up tmro 🙂 thankfully you
Hi there, when click the 'ok' button(which is supposed to play the rewarded Ad) this screen is coming instead of "everything seems to be working" text. can anybody help?
Adverts as a reward..?
it wouldn't make sense to tell you everything is working while in the editor since ad sdks aren't actually running there. Usually it's just stubbed out with minimal (if any) validation
you need to build to a device to test ads properly
How??
how what? build your project for Android (I assume based on your sim settings), deploy it to an actual Android phone, and run it
https://docs.unity3d.com/6000.2/Documentation/Manual/android-BuildProcess.html
oh wait, i got it
Component name not game object name
oh
Common component names would be: Transform, Renderer, Rigidbody etc
You'd use your specific scripts name
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
can someone check my thread ;-;
i did, i built for android(look at the top left), still this screen is showing.
you need to run the build on a device. The simulator window is the editor with some useful settings to simulate running on a device (resolution, safe area, sprite of what the device screen looks like pasted on top)
ok, so youre telling me to run the game on my phone(Build and Run)?
yes, you need an actual mobile device to run mobile sdks like ads
got it, lemme try
i did, i ran it on my phone but still the white blank screen is shownig with close button
on your phone? that sounds unlikely
I connected my phone with USB and ran the game in Unity Remote 5
that's still the editor
Where do I see storage? This is nonsense, and they've already shut down my DevOps service due to usage outside the free tier, which they didn't notify me about.
should be in your dashboard for relevant organization https://cloud.unity.com/
Not trying to be an ass, genuine question but doesn't that screenshot showcase them notifying you?
hi can anyone help my thread ;-;
I've been searching for almost a month to see what's filling up the storage, and I haven't even found the storage, or used any service for over a year.
It only brings me "analytical" stuff but no link where it's "storage"
anyone... pls...
on the left hand side there should be Products > DevOps where you can see more details
Oh ok DevOps Sorry to bother you, this woke me up with an email or was it from AliExpress lol
Happy morning to all
can someone help me out i want to learn unity as an rblx studio dev
dles someone know where i can start?
I've created transparency in this orange sphere using a 2D texture. It looks okay with Render Face = "Front". But I want those transparency to be visible on rear side also but when I turn on Render Face = "Both" it gives weird result (3rd image):
57,262 Ray casting in realtime
A forloop runing 57.26 K Times per Sqr 10 x 57.26k
572620 Per Second
Calculation
But The Stress is like nothing Because of Multithred

This texture is stretched, maybe because I scaled the Primitive object cube. Can I maintain aspect ratio of texture? One way is adjust tiling X and Y but that's hit and trial.
You can create a shader that uses triplanar UVs
https://docs.unity3d.com/Packages/com.unity.shadergraph@17.4/manual/Triplanar-Node.html?q=triplanar
You mean custom shader in shader graph?
Yes
For flat surfaces cant you just simply do
xTiling = size.x * scale
yTiling = size.z * scale
size being the size of the plane
or is that already called triplanar UVs?
Okay. But I wont' have to deal with it if I create models and UVs and materials in Blender then use in Unity?
Or the materials must be made in Unity only?
Good idea for a quick fix
If you have UVd something consistently then you don't need to UV based on world-space
which is what triplanar mapping is
Size of plane? I don't get it.
Nevermind it worked.
So my android app got flagged for not supporting 16kb pages. According to this unity post I have to target android 15+ https://discussions.unity.com/t/info-unity-engine-support-for-16-kb-memory-page-sizes-android-15/1589588
Does that mean minimum API level = 15+ or Target API level = 15+?
target 35, set min to lowest that you can which won't cause any problems with any third party dependencies
if you have min set to API 33, something like 35-40%ish of current Android devices won't be able to install your app
API 15 is 14 years old and corresponds to Android 4.
is it possible to cache values in shader graph for reusing? I dont wanna drag endless connections from a texture sample to all the places its used.
why don't the buttons in my scene recognize the functions in my UI manager?
am I being stupid or like what's going on?
don't you need to make them public
idk it didn't change anything for me?
Need to select the script instance in the scene, not assets.
any ideas as to how i can save this layout for the future? it keeps reverting to the default layout
in the top right there should be an option to save it
If you are using a plugin that has not yet been updated then that could be the cause
which one?
the top right of the main editor window
so i saved it...and i can use that for later projects too?
it should be in that menu yeah
across all projects
So...i know there is a particle system in unity and i know that you can also use the UI toolkit to make a particle system. how are they different?
and what are there use cases...as in why would you wanna use something over the other?
do you mean visual effect graph?
Close, I think you are thinking particle systems versus the newer VFX graph. Unreal is in a similar boat.
The OG system works on more things, its kind of like an old trusty car. Works on BiRP.
The new system is cool, handles a lot more particles and does a lot more things. Its graph based. Certain versions can be used with BiRP.
The VFX Graph is the one they hope you use, the old one is still there for compatibility. Sometimes its quicker to use one vs the other.
so...my initial question was that i wanted to make a background where there would be stars...which would move randomly and then once they hit the boudnary, they would be destroyed and spawn anew
and i looked at a few tutorials and got confused by it
some are using particle system, without going into the ui toolkit, while others use the ui toolkit
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That says its making particles for UI
I only know of one package that makes particle systems work in UGUI
https://github.com/mob-sakai/ParticleEffectForUGUI
otherwise you just dont really do particles in UI
or are you just very confused about what you want
Particles are normally in 3D space. That's going through how you'd map it to a UI and not in 3D space in case you wanted say a funky background on a button.
So you'd either use a third party plugin (what i do) or you'd use a particle system & UI.
Essentially you normally learn particles first. Then UI. Then learn how to combine them
yea thats right. learn how to actually make particles and THEN if you need to add some to UI then you can do that next
You can also learn about visual effect graph for more advanced effects: https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.4/manual/index.html
i think i did make a particle system
i don't think i made one which interacts with buttons and stuff...only objects
yea because its not supported normally
and i have to learn how to make them work together yea?
If you want to do it that way, yes
Personally, I use this for UI particles. Because its reliable, simple and works
https://assetstore.unity.com/packages/tools/gui/ui-particle-image-235001
But I like the free one posted above
You also could render a particle system somewhere to a camera, camera to a render texture and render texture to a background image. But thats a lot of work.
ya....that went over my head. no need to explain though.
No worries, its basically not a simple thing to do, so there are like 20 different ways to do it
particles in 3d/2d space 🙂
particles in UI 🙁
Unable to see preview in bottom right window.
Restarted and it works now. Sounds like a bug.
after you have made your character with animation. and you want to add another one. how do u do this?
another character or another animation?
see another animation i make one in blender
you add them all to an animator
its not that one
its when i make another animation in blender. im scared to overwrite my character when i export. last time that happened he vanished from the game. when u make another animation in blender, how do u get it into unity safely
well like normal i imagine? you just give it a different name i guess
so i have to export a new character with all the new animation
i mean wouldn't you have all the animations in one?
i haven't messed much with animation in blender but i doubt it would make sense to have different files
You sure you didn't just mess up something in the process?
i wouldnt know
i just want to know what you do when u want to add another animation to ur character
I dont work in 3d, but anytime i have messed with it just resaving the fbx file just updates all gameobjects with that data
for me they vanished
So im not sure why yours deleted unless you deleted the file in unity first
And change the file name
i will make this one animation and come back to you
If you are concerned about a huge data loss from this i'd recommend making it a github project first

