#💻┃unity-talk

1 messages · Page 10 of 1

wet bronze
#

you will need to model in blender and inport them in unity

clear trail
#

Hmm, I see

random barn
#

You need Meta Link

wet bronze
#

ow so i need a gpu

#

i just ordered one

near wigeon
#

No

wet bronze
#

wait

#

andddd

#

i bought one

#

online rbn

#

rn

shadow heron
#

@wet bronze this isnt a social space..

clear trail
#

Just kidding

wet bronze
#

lol

clear trail
#

He's taking a long time to respond, I think he'll ban me

copper gust
#

why are you being weird

charred fog
clear trail
#

I'm Latino

#

OK boss, good bye

potent moss
#

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

noble flax
#

alright so i have a VERY important question rn

#

basically

pearl oyster
#

Paid plans of what? The editor? When the yearly revenue reaches the limits there's no choice, you have to buy the licenses

noble flax
#

recently I got a mail about signing up for unity's marketing communcation, which I didn't do

vivid cedar
#

Check the pricing page on their website for details

noble flax
#

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

vivid cedar
noble flax
#

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

noble flax
#

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

charred fog
#

!mute 852854946944385054 3d Spam, trolling. Next time will result in a ban.

vagrant rootBOT
charred fog
#

!support - You probably want to contact official support about this. This is a community server.

vagrant rootBOT
wispy sedge
#

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?

near wigeon
craggy pollen
#

the dot follow the letter path is really vaguely explained

torpid totem
#

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

wispy sedge
# near wigeon There's a lot to be unpacked here.. what have you tried ?

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?

craggy pollen
#

pink is a sign of wrong shaders in general

torpid totem
#

can you be clearer please

tall hearth
#

you're using the wrong material for your rendering pipeline & or a broken one

wispy sedge
# craggy pollen the dot follow the letter path is really vaguely explained

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.

torpid totem
#

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

wispy sedge
torpid totem
#

I'm gonna figure it out myself

craggy pollen
torpid totem
#

I shouldn't talk to people like this

plain dagger
rancid whale
molten gust
#

would i need to use unity for the unity game jam? (my friend is asking and doesn’t believe that u need to)

gaunt python
#

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

torpid totem
gaunt python
#

Yeah, basically that tariff plan makes maintaining a game unprofitable, it's better to make another game and abandon it

finite fox
#

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 ?

molten gust
molten gust
heady gorge
#

is it better to have items be searched by tag or is it better to just select them in the inspector

sweet charm
mild radish
#

i would assume so.. with the qualifier updated there

wraith pasture
#

most updated would be the alphas i guess

sweet charm
#

Damn, tobacco is prohibited

wraith pasture
#

luckily we're still allowed to breathe and think

sand kraken
#

Hi all, my Unity is crashing every 10 minutes or so. How can I find the cause of this?

wraith pasture
#

doesn't say you can't promote legal drugs like a certain green plant

vagrant rootBOT
# mild radish !logs
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

sand kraken
#

I've checked Editor.log, but I don't really know what I'm looking for

mild radish
#

it'd be some of the last logs it wrote

#

Error, Failed, Couldn't, etc

sweet charm
finite fox
wraith pasture
sand kraken
# mild radish Error, Failed, Couldn't, etc

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!!!```
mild radish
mild radish
finite fox
#

all it`s new

wraith pasture
sand kraken
#

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.```
mild radish
finite fox
wraith pasture
mild radish
sand kraken
#

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

mild radish
#

that one doesnt say much besides "Delete Library"

sand kraken
#

Yeah that didn't work for me either

mild radish
#

but thats the idea.. when searching for those errors like that

craggy pollen
#

Hi!

heady gorge
#

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?

craggy pollen
#

if you are able to do that via inspector, always use the inspector.

heady gorge
#

inspector it is

wraith pasture
#

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

mild radish
#

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

heady gorge
#

not often i dont think, just at the beginning of each area

wraith pasture
#

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

heady gorge
#

redundancies are good
will save me sanity

near wigeon
#

dependency injection at compile time

#

wops discord just updated

gritty path
#

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...

dense reef
#

@gritty path Yes you can create custom shader

#

or chose existing one that fit your requirements

gritty path
dense reef
#

What exactly effect do you want to achieve?

near wigeon
gritty path
gritty path
dense reef
#

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

plain dagger
#

ai tools can assist but you ideally need base knowledge to correct its mistakes

plain dagger
dense reef
#

if you have no idea how shaders works my method is much easier

copper gust
near wigeon
storm patio
#

yeah i think i'll take the learning path

dense reef
#

20 minutes to learn shaders lol I spend 2 months to learn shaders to be able to write a shader I want

gritty path
#

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

storm patio
#

damn, i was holding myself back from saying it

dense reef
#

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?

copper gust
#

but your not creating it

#

and the ai isn't either

#

you can do that by googling

near wigeon
#

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

dense reef
#

No by creating

storm patio
#

who's doing the creating

dense reef
#

I don't need shader graph to create the shader I can do it in Cg.

plain dagger
#

Im 50% sure ai wont even be able to produce a valid lit shader thats compatible with URP/HDRP 🤔

copper gust
#

sure it will

#

theres plenty of repos to copy paste from

near wigeon
dense reef
#

is there community sentiment rule that do not allow sugest AI help ?

near wigeon
#

correct

dense reef
#

Okay mb than

near wigeon
#

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

dense reef
#

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?

near wigeon
#

telling someone to just go "generate it", sure thats even worse than an "Ai-Generated" response so its all encompassing

dense reef
#

omg

fallow plover
#

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?

near wigeon
fallow plover
#

I dunno I literally just created a new folder and this happened

near wigeon
# fallow plover

you had all those selected while renaming a folder or something ?

#

that seems most likely

fallow plover
#

no I didn't

#

plus there are files still with an unchanged name

viral hill
near wigeon
fallow plover
#

doesn't work

near wigeon
#

still, those could've been partially all selcted while renaming folder

fallow plover
#

how?

storm patio
#

thonk there are repeats there too, weird

dense reef
#

@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

copper gust
#

no wonder why you took so long to not learn

near wigeon
storm patio
#

that's bad faith and you know it. just don't post if you don't have anything to actually discuss

fallow plover
near wigeon
#

yes this is a strawman argument

fallow plover
#

it also changed some images too

#

like this is one of my steam games

dense reef
#

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

near wigeon
charred fog
dense reef
#

for me shader graph equal to Visual Scripting

#

even worse because Visual Scripting probably generate valid code when shader graph generate uneditable shader code

near wigeon
mild radish
#

shadergraph is a visual node based work-flow

#

you can pair it w/ scripting

copper gust
#

its giving

mild radish
#

thats viable for runtime / dynamic shaders

dense reef
#

Do you know how many lines in shader code generated by empty shader graph shader

fallow plover
near wigeon
mild radish
#

1k - 3k lines of HLSL

near wigeon
#

anyway as mod suggested, time to move on. This argument is moot

storm patio
copper gust
mild radish
#

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

storm patio
mild radish
#

probably not possible.. just curious

mild radish
dense reef
#

@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

copper gust
#

what about all the other lines 🤔

dense reef
#

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

storm patio
#

we do not need to prolong this

dense reef
#

ok I stop answering

polar basalt
#

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

hushed hamlet
#

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

dense reef
#

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

inland nest
#

hi all! im here to make my first game

polar basalt
#

so il i just work with the same UI scale ig?

hushed hamlet
hushed hamlet
polar basalt
dense reef
#

If it happens in my project I would change canvas scaler resolution and reworked every screen

sweet charm
polar basalt
inland nest
dense reef
#

You create 56 screens with wrong resolution and didn't test it once on real device...:(

hushed hamlet
#

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.

polar basalt
hushed hamlet
#

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

polar basalt
#

yeah cause even if i put this

#

it looks absolutely okay

hushed hamlet
#

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

polar basalt
hushed hamlet
#

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

dense reef
#

@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

deft brook
#

Hi, is this the right channel for beginner project questions? ^^

near wigeon
hushed hamlet
inland river
polar basalt
#

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

dense reef
#

first of all Use repository if you don't and then experiment

deft brook
#

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.

near wigeon
dense reef
#

or 2.5 D if you can make nice looking 3d art

near wigeon
#

not much changes anyway, just the renderer with a few settings..
Unity is 3D engine no matter what

deft brook
#

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

lapis gate
#

could probably do UI too

dense reef
#

yes it is okay you can always change the project settings

worthy lagoon
#

Hi

near wigeon
lapis gate
#

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

dense reef
#

@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

deft brook
#

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.

wraith pasture
dense reef
#

yes thats enough you can just pur sprites front of your camera on certain distance use the Orthographic camera

lapis gate
#

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

stable sky
#

Question, How can I make the effect of drops on the screen when a character gets out of the water?

near wigeon
stable sky
#

or how to make them yourself

near wigeon
#

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

wraith pasture
#

UI canvas and play back some transparent gif of water droplets running down

potent moss
#

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

dense reef
#

you can use public

potent moss
#

do I just make the entire UI a prefab too or something?

dense reef
#

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

wraith pasture
#

One does simply go into multiplayer from singleplayer code

potent moss
near wigeon
stable perch
#

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

near wigeon
copper gust
#

make it a auto property 😛

stable perch
potent moss
copper gust
#

no

charred fog
copper gust
#

eg.

public String MyThing { get; set; }

near wigeon
#

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

near wigeon
stable perch
near wigeon
#

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

stable perch
#

Tru

stable perch
#

Like isn’t it functionally the same

copper gust
near wigeon
#

its hard to know a change was done when you directly assign a public field from outside

stable perch
#

Tru

near wigeon
#

at least in the PlayerPrefab context of it

copper gust
#

It should

near wigeon
#

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

copper gust
#

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

near wigeon
#

are you talking about maybe the Start() vs OnNetworkSpawn when object is already part of the scene vs spawned in ?

#

since those orders differ

copper gust
#

Nope

near wigeon
#

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

copper gust
#

seems like it was updated and fixed at a certain point

near wigeon
#

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
glass kraken
#

hi what is a binder name?

young scarab
#

Is there scope in game development?

#

I am switching from 3D Animator to 3D unity game developer

potent moss
#

or like how does this work?

near wigeon
# potent moss oh so can I just literally replace all my [SerializeField]'s with instances of s...

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

spring drift
#

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

plain dagger
#

wrong place to ask. try the blender server

#

!blender

vagrant rootBOT
spring drift
potent moss
near wigeon
plain dagger
#

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

potent moss
near wigeon
#

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..

plain dagger
#

Player -> UI manager -> player ui

near wigeon
#

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.

potent moss
near wigeon
#

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

potent moss
near wigeon
copper gust
near wigeon
#

especially for events i always use
OnEnable -> Sub
OnDisable -> UnSub

plain dagger
#

Or Awake and OnDestroy

near wigeon
#

or in NGO
OnNetworkSpawn
OnNetworkDespawn

plain dagger
#

Or ???
Profit

copper gust
#

just finished my dumb java swing assignment, i should probably finally learn ui toolkit

near wigeon
#

UITK so good for custom editor

copper gust
#

ive suffered too much doing editor stuff with unity gui

near wigeon
#

yeah layouting in the editor GUI class is painful

copper gust
#

anything with dynamic sizing i swear to god

near wigeon
#

UITK nice uses for flexbox and shit, so good

#

also you have a live debugger

copper gust
#

trueee

alpine hearth
#

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

copper gust
#

drag into scene
right click
unpack completely
drag into assets

#

or unpack not completely if thats what you need

alpine hearth
#

thank you just what I needed

potent moss
#

cuz I just see this big fatass line --> playerInventory = netManager.ConnectedClients[id].PlayerObject.GetComponent<PlayerInventory>(); but don't rly know how it works

plain dagger
#

Bleh that's not great

#

But what's confusing about it? It's finding a specific players game object to then get a component

near wigeon
#

only if the connected player is your own client / screen

near wigeon
plain dagger
#

Id personally design a player UI to not go via such means

copper gust
potent moss
plain dagger
potent moss
#

I assume you can just grab NetManager with a serialized field right?

#

or like am I stupid

copper gust
#

NetworkManager is a singleton and can be accessed anywhere via it's static reference NetworkManager.Singleton iirc

near wigeon
near wigeon
copper gust
#

that would be dumb so it might be true

#

but i dont think so

near wigeon
#

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

plain dagger
near wigeon
#

each player has their own PlayerInventory component on them because they have a NetworkList

copper gust
#

Is it the question on if some kinda InventoryManager should own the work vs. the Player owning it?

plain dagger
#

Im just against big singletons doing way too much

near wigeon
#

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

copper gust
#

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

near wigeon
#

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);
        }
    }```
copper gust
#

does that just do a complete wipe every time

plain dagger
#

ah yes the old destroy and remake it all technique

#

im sure you know its time to refactor this 😆

#

🔨 refresh and re use

near wigeon
#

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

copper gust
near wigeon
#

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

plain dagger
#

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

near wigeon
#

true yeah, its one of those Ima do it better next time for sure

teal merlin
#

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).

teal merlin
#

(on Fedora Workstation)

near wigeon
#

sandboxing issues always caused by flatpak IME

plain dagger
#

yea if its missing a dep then you are fucked

potent moss
#

basically in place of [SerializeField] script script

near wigeon
#

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)

stark goblet
#

Do you guys ever pay for 3d assets for your game, im just wondering?

also does this question go here?

fair cove
# stark goblet Do you guys ever pay for 3d assets for your game, im just wondering? also does ...

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"

stark goblet
fair cove
# stark goblet Thank you for the info, im bad at art right now and the unity asset store looks...

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

stark goblet
#

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?

fair cove
#

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

stark goblet
#

Thanks for answering all my silly questions and concerns.

fair cove
#

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

gusty abyss
#

only asset i use is some outline

#

the rest i make myself but you can do whatever you like

heady gorge
#

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?

gusty abyss
#

anyone know if theres a way to stop the point light of clipping through walls and ceiling?

plain dagger
#

shadows!

#

you can also reduce the range to something more sensible

gusty abyss
plain dagger
#

you can make a spot light have a very large angle which is often better suited for a ceiling light

gusty abyss
gusty abyss
velvet stump
#

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

plain dagger
#

Without shadows anything in range gets affected by a light

gusty abyss
#

like i wanted to get this same result with spot light

gusty abyss
heady gorge
#

does it check for a name? does it check for the actual file? i dont know how i'd do that...

gusty abyss
#

its like this

gusty abyss
plain dagger
plain dagger
#

You can try baked light instead

plain dagger
#

🤷‍♂️ dunno its hard to tell from a few random screenshots

gusty abyss
#

by the configuration at the sidebar i mean

#

thats the one object i did just to block the light

heady gorge
#

the slot is in a list

#

might be better if i try to write it out

plain dagger
#

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?

heady gorge
#

just to hold data, ye

#

they're not really doing anything except holding the name, description, icon, etc.

plain dagger
#

yea thats a good use. though why do you need to compare item images? do your items not have unique ids?

plain dagger
heady gorge
#

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

copper gust
#

when you empty a container do you tip it out or throw the whole thing away

heady gorge
#

well i want the inventory to expand and shrink based on how many items are in the list

plain dagger
#

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

heady gorge
#

i need a moment i will return i think im being more confusing than i should be

plain dagger
#

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

wheat mountain
#

I tried to create a fresh Universal 3D project with Unity 6000.2.9f1 and it seems to crash at this point. What do?

stark goblet
#

It it worth upgrading unity versions, ive only messed around with older versions but im unsure now that i have a better pc?

celest oar
viral hill
wheat mountain
viral hill
#

im not sure if the logs have been created at this point, but it's worth to check them if they have

#

!Logs

vagrant rootBOT
# viral hill !Logs
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

wheat mountain
#

It just straight up won't let me make new projects in any version of Unity 6

viral hill
#

i suspect this is a windows defender issue, but it could be a few different things

viral hill
#

check the logs to find out what it is

wheat mountain
viral hill
#

via the bot message above

wheat mountain
viral hill
#

it tells you where to find them

#

to use them, read them

wheat mountain
#

I've been putting up with this for 3 days now and I'm frustrated enough as it is

stuck flower
dense reef
#

@wheat mountain what OS you use Windows Mac or Linux?

viral hill
wheat mountain
wheat mountain
stuck flower
viral hill
wheat mountain
#

That's what I keep saying

stuck flower
#

It tells you where they are on each platform

dense reef
#

So go to %LOCALAPPDATA%\Unity\Editor\Editor.log and to %UserProfile%\AppData\Roaming\UnityHub\logs and read the last or first lines

wheat mountain
stuck flower
wheat mountain
viral hill
viral hill
#

this is very easily googleable

sage basin
#

Just paste it into the file explorer path

stuck flower
#

It literally happens constantly

wheat mountain
stuck flower
#

It gives you the path

#

That's literally how you find folders

sage basin
#

It's a path, it's the same as putting a url into a browser

#

Just paste it into the path in Explorer

dense reef
#

MyPC->C->Users->YourWindowsUserName->AppData\Roaming\UnityHub\logs

wheat mountain
viral hill
stuck flower
#

"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"

sage basin
stuck flower
#

That's all

viral hill
wheat mountain
stuck flower
viral hill
#

not project logs

sage basin
#

You're having trouble with the editor not the hub so these are the wrong logs anyway

wheat mountain
dense reef
#

go to C:\Users\user\AppData\Local\Unity\Editor

viral hill
#

you;ve already been told where to go and what to do 5 different times

wheat mountain
#

Just Notepad?

dense reef
#

just paste to path this %LOCALAPPDATA%\Unity\Editor\

wheat mountain
#

Oh. Wait. It doesn't matter. It won't even give me an option of programs to open it with

slow dirge
wheat mountain
#

Wait. Nevermind. I figured it out

mild radish
#

nice.

dense reef
#

right click->Open->select notepad

wheat mountain
#

It opened, but it's way too long to post here, so what do you want me to do with it?

mild radish
#

we dont need to see the entire log anyway

sage basin
#

Scroll to the bottom and look for anything relevant to why it might be broken

mild radish
#

your hunting for clues to troubleshoot ur issue.. (likely some of the last logs it created)

wheat mountain
mild radish
#

when you find something that stands out to you.. you can use it to post here to ask.. or google it

wheat mountain
#

I have no idea what's actually relevant or not even if I start from the bottom up

mild radish
#

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 🔍 🕵️

wheat mountain
# mild radish it'd say stuff like Failed, Cancelled, Error, Couldn't etc
 * 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?

dense reef
#

so you see C:/Users/Admin/AppData/Local/Temp/Unity/Editor/Crashes go to this file and check what inside

mild radish
#

lol.. following the breadcrumbs

slow dirge
#

Looking at earlier logs would be helpful too

sage basin
#

It's worrying there's no Google results for that

#

Which would perhaps speak to some specific corruption of the install unique to you

wheat mountain
wheat mountain
dense reef
#

maybe you restarted PC and temp data were deleted

wheat mountain
slow dirge
#

And maybe a bit above too

mild radish
#

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 🍀

wheat mountain
slow dirge
#

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.

slow dirge
wheat mountain
# slow dirge 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
mild radish
#

those type of logs is more of what i was talkin bout ^

wheat mountain
# slow dirge And directly above it?
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) ```
mild radish
#

but yea Keywords that stand out to u would be what ur hunting for

wheat mountain
#

It was trying to create a new project so they go up quite a ways

slow dirge
wheat mountain
slow dirge
#

It should probably have a timestamp at the start.

slow dirge
viral hill
#

!code

vagrant rootBOT
slow dirge
#

But we can help you understand if you post specific messages.

plucky oriole
#

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?

slow dirge
plucky oriole
#

oh so i need to use the latest version?

mild radish
#

theres a list of versions at the bottom if u wanna stick to 2022

wheat mountain
plucky oriole
#

okay, thankyou!

viral hill
#

where even is this from?

mild radish
#

lol yea i was expecting to see a 6000 long block of logs lol

viral hill
#

is this the bottom?

wheat mountain
viral hill
#

and where is that

slow dirge
wheat mountain
viral hill
#

that has nothing to do with what i asked

wheat mountain
viral hill
wheat mountain
viral hill
#

just estimate what percentage of the page it's at. doesnt have to be crazy specific

mild radish
#

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)

viral hill
slow dirge
#

How much RAM do you have?

mild radish
#

boy wouldn't that be something else 😅

viral hill
#

i suspect this is towards the top but they are refusing to answer me

viral hill
#

multithreading?

slow dirge
#

But yeah, seeing more of the log would be helpful

slow dirge
viral hill
#

i was confused because you spelled it wrong

wheat mountain
#

Or at least part of it

dense reef
#

@wheat mountain You can try to create another project template and then set up it as 3d

wheat mountain
dense reef
#

Your project crush only when you create one 3d template?

slow dirge
viral hill
slow dirge
#

This is like basic computer knowledge

dense reef
#

He said his unity crush when he try to create new 3d project.

viral hill
dense reef
#

So try to create 2d project and then convert it to 3d

viral hill
#

why are you just making stuff up

#

templates exist for a reason

mild radish
#

if the computer knowledge is lacking
i personally would suggest re-installing and hoping its just a corrupted install

viral hill
dense reef
#

I had similar problem when I got crush in older Unity3d when try to create specific template

mild radish
#

all the log reading and stuff could come afterwards if the issue still persistd

wheat mountain
mild radish
mild radish
#

i guess that is a plus lol

slow dirge
mild radish
#

heres teh quick way

wheat mountain
slow dirge
#

Maybe they swapped out parts of your PC for cheaper ones in the store😅

dense reef
#

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?"

dense reef
#

Try to create Universal 2D project

mild radish
#

☝️ i posted about 3 messages up how u can quickly check

slow dirge
mild radish
#

also yes ^ super solid habit to get into the habit of now

slow dirge
dense reef
#

@wheat mountain Try to create another templates you can convert it into Universal3d later

red moat
#

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

wheat mountain
#

And it's definitely not something I was told was possible before either

slow dirge
#

No, you can definitely do it(or rather try in your case)

#

But I don't think that would help

mild radish
#

ya its possible but if its crashing it'll probably crash with any template tbh

wheat mountain
viral hill
dense reef
#

Just use create project and select 2d build in render pipeline

mild radish
#

try clicking and looking around for things before giving up and asking

dense reef
#

Or 3d buildin render pipeline

wheat mountain
mild radish
#

Memory aka RAM.. xx / TotalRam

wheat mountain
#

@slow dirge @mild radish Well then does THIS tell you anything?

near wigeon
#

no offtopic here

dense reef
#

@wheat mountain Just selete one of these two project template I'm 100% sure it will fix your problem

near wigeon
#

because there are none. This is Unity Editor questions and topic

viral hill
wheat mountain
viral hill
#

so go to the memory tab...

wheat mountain
viral hill
#

13/16 gbs usable?

#

should the margin of error not be 0.1?

slow dirge
#

Though perhaps it's not enough. I'd try configuring page file to provide more temp memory.

red moat
#

That and clear your cache. 4GB of stored cache is crazy

wheat mountain
#

You were right it seems

viral hill
mild radish
#

Built-in pipeline is ur limit i guess

dense reef
#

@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

red moat
mild radish
#

i thought 8 was enough for unity.. lol
probably not very fast but possible lol

viral hill
mild radish
wheat mountain
# mild radish Built-in pipeline is ur limit i guess

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

slow dirge
#

Could be that built-in has a different shader compiling config. It might still crash when trying to compile the urp shaders.

wheat mountain
#

Well, it crashes whenever I seem to type anything

dense reef
#

can I post youtub video?

mild radish
#

links to them sure..

slow dirge
dense reef
#

@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...

▶ Play video
mild radish
dense reef
#

It will not crush

mild radish
#

we'll have to see if ur soft-locked to BiRP

#

lol

dense reef
#

the problem in template I remembered I did same thing year ago

mild radish
#

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

dense reef
#

I don't remember if I droped a ticket probably I reported but it wasn't reproducible

mild radish
#

oof

wheat mountain
mild radish
#

URP used to be the only way u could use Shadergraph

dense reef
#

@wheat mountain there is process to convert all materials to URP it is in video

mild radish
#

but if i recall lately last i checked or heard you can now use shadergraph with BiRP as well

wheat mountain
#

By the time I might actually need it everyone will have forgotten all about this

dense reef
#

You can use Build in pipeline it works fine too

mild radish
#

welp, guess that means ur problem is solved.. case closed 🍀 😅

#

which template was it that caused all this?

#

i want to remmeber for later

wheat mountain
#

Had to download it

mild radish
#

all my templates seem to work but im just curious in case i run into anyone with similar issues

wheat mountain
#

Even ended up using Unity 6.2 by mistake and everything works fine

viral hill
mild radish
#

uyea i was botu to say

#

im glad my URP doesn't do all that noise 😅

viral hill
wheat mountain
#

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

viral hill
wheat mountain
mild radish
#

shadergraph once was URP only

wheat mountain
#

Or at least the decal shader

viral hill
mild radish
#

not sure about decals.. not sure if they work in both now or not

wheat mountain
dense reef
#

@wheat mountain you can always convert to any pipeline you need and it will work

wheat mountain
#

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

mild radish
#

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

languid cedar
#

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 ^

maiden oriole
#

Anyone know good asset animations to buy or get for free for hand poses to e.g. hold a vertical foregrip etc??

slow dirge
languid cedar
#

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

gray frigate
#

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

languid cedar
#

This shader is applying the stencil buffer to render the space behind the mesh to the actual noise

gray frigate
#

I don't understand. All I see is a shader that's using noise to discard some of its pixels

languid cedar
#

But it is rendering the particles through it using the stencil buffer

gray frigate
#

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

languid cedar
#

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

gray frigate
#

I just don't understand what you mean by "through the noise" here

languid cedar
#

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

languid cedar
#

By other shaders can't do that

gray frigate
#

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

languid cedar
#

I'll look into that a bit more, thanks

gray frigate
#

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

cedar elbow
#

How do i fix my builds disappearing when i get close
Btw im new to unity

cedar elbow
#

They just disappear

slow dirge
#

Buildings you mean. "builds" is extremely confusing as we'd think you're talking about a build of your game.

cedar elbow
#

Oh

near wigeon
cedar elbow
#

Ok, thank you

tribal flume
#

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 =[

gray frigate
# cedar elbow Ok, thank you

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

polar basalt
#

hey guys, is something like

DirectoryInfo.CreationTime trustable?

#

or should i cache in the date/time at which an level was created?

slow dirge
polar basalt
#

just asking

#

the purpose is to know when the folder was created? what else lol

slow dirge
#

So the real question is, how important is it for this value to be accurate in 100% cases.

polar basalt
#

so yeah, thank you

#

going to cache it in a json or smth

slow dirge
polar basalt
#

i just got reminded mb

gaunt pendant
#

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.

slow dirge
#

But overall vrchat related questions are off topic on this server.

#

!vrchat

vagrant rootBOT
gray frigate
#

I would just reinstall Unity here

slow dirge
# gray frigate This is just the editor bricking, though

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.

gray frigate
slow dirge
#

OK then. I guess they will come back if they didn't manage to solve the issue.

proven saffron
#

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

slow dirge
proven saffron
#

also if this isn't the right chat for this, i'll plop it in the right one 🙂

proven saffron
slow dirge
#

!logs

vagrant rootBOT
# slow dirge !logs
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

proven saffron
#

ty lemme check

tall hearth
proven saffron
# slow dirge !logs

interesting. I don't have a Editor folder just Editor-5x and there's no Editor.log in there

slow dirge
#

Also, you need to look at the hub logs. Not the editor logs.

slow dirge
proven saffron
#

that just has a bunch of .jason files

slow dirge
proven saffron
#

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}"}

slow dirge
sterile quarry
#

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

viral hill
sterile quarry
proven saffron
slow dirge
proven saffron
#

Right? It just says failed n wtv. I don’t get it at all

slow dirge
# proven saffron 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.

viral hill
#

!ask

vagrant rootBOT
# viral hill !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

left aurora
viral hill
#

bruh read the bot message

proven saffron
inland hornet
#

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?

pseudo flare
#

Adverts as a reward..?

sweet tartan
#

you need to build to a device to test ads properly

sweet tartan
inland hornet
#

oh wait, i got it

sterile moon
#

is the enemy 2d gameobject not a component?

dusky forum
#

Component name not game object name

sterile moon
#

oh

dusky forum
#

Common component names would be: Transform, Renderer, Rigidbody etc
You'd use your specific scripts name

storm patio
vagrant rootBOT
sterile moon
#

can someone check my thread ;-;

inland hornet
sweet tartan
#

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)

inland hornet
sweet tartan
#

yes, you need an actual mobile device to run mobile sdks like ads

inland hornet
#

got it, lemme try

inland hornet
sweet tartan
inland hornet
sweet tartan
#

that's still the editor

celest oar
#

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.

sweet tartan
copper gust
#

Not trying to be an ass, genuine question but doesn't that screenshot showcase them notifying you?

sterile moon
#

hi can anyone help my thread ;-;

celest oar
celest oar
sterile moon
#

anyone... pls...

sweet tartan
celest oar
#

Oh ok DevOps Sorry to bother you, this woke me up with an email or was it from AliExpress lol

#

Happy morning to all

rustic plinth
#

can someone help me out i want to learn unity as an rblx studio dev

#

dles someone know where i can start?

woeful spear
#

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):

astral ore
#

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

sweet charm
woeful spear
#

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.

woeful spear
sage basin
#

Yes

reef dome
#

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?

woeful spear
# sage basin Yes

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?

sage basin
#

If you have UVd something consistently then you don't need to UV based on world-space

#

which is what triplanar mapping is

woeful spear
#

Nevermind it worked.

tidal moat
finite oriole
sweet tartan
#

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

sly lake
#

API 15 is 14 years old and corresponds to Android 4.

strong fable
#

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.

potent moss
#

am I being stupid or like what's going on?

unreal jewel
potent moss
slow dirge
potent moss
#

oh so I was being stupid

#

ty king

pure igloo
#

any ideas as to how i can save this layout for the future? it keeps reverting to the default layout

unreal jewel
#

in the top right there should be an option to save it

plain dagger
unreal jewel
#

the top right of the main editor window

pure igloo
unreal jewel
#

across all projects

pure igloo
#

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?

plain dagger
#

do you mean visual effect graph?

hushed hamlet
# pure igloo So...i know there is a particle system in unity and i know that you can also use...

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.

pure igloo
#

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

hushed hamlet
#

Well, UI toolkit is for making UIs

#

Not really for particles

hushed hamlet
#

That says its making particles for UI

pure igloo
#

i don't understand anything

plain dagger
#

otherwise you just dont really do particles in UI

#

or are you just very confused about what you want

hushed hamlet
#

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

plain dagger
#

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

pure igloo
#

i think i did make a particle system

#

i don't think i made one which interacts with buttons and stuff...only objects

plain dagger
#

yea because its not supported normally

pure igloo
#

and i have to learn how to make them work together yea?

hushed hamlet
#

If you want to do it that way, yes

#

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.

pure igloo
hushed hamlet
plain dagger
#

particles in 3d/2d space 🙂
particles in UI 🙁

woeful spear
#

Unable to see preview in bottom right window.

#

Restarted and it works now. Sounds like a bug.

glossy topaz
#

after you have made your character with animation. and you want to add another one. how do u do this?

unreal jewel
#

another character or another animation?

glossy topaz
#

see another animation i make one in blender

unreal jewel
#

you add them all to an animator

glossy topaz
#

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

unreal jewel
#

well like normal i imagine? you just give it a different name i guess

glossy topaz
#

so i have to export a new character with all the new animation

unreal jewel
#

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

glossy topaz
#

there is no way to just export the animation from blender isolate?

tall hearth
glossy topaz
#

i wouldnt know

#

i just want to know what you do when u want to add another animation to ur character

tall hearth
glossy topaz
#

for me they vanished

tall hearth
#

So im not sure why yours deleted unless you deleted the file in unity first

#

And change the file name

glossy topaz
#

i will make this one animation and come back to you

tall hearth
#

If you are concerned about a huge data loss from this i'd recommend making it a github project first

south burrow
#

Fellas, I have a question

#

what does this do

#

There's an option to make a custom render texture