#đŸ’»â”ƒunity-talk

1 messages · Page 11 of 1

south burrow
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and an option to create a custom render texture in create -> rendering -> custom render texture

hushed hamlet
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Animations can be exported separately from the mesh. The main problem you are likely seeing is Blender export doesnt line up well with Unity and can be inconsistent without using something like Better FBX Exporter

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But yes its common to export a rigged character, and set it up as humanoid on unity.

Then export animations to a separate FBX, also set to humanoid. And let it match it for you.

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So that messing with animations doesnt impact your base meshes

glossy topaz
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so i overwrite this time and it was fine

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last time was tragic

gusty matrix
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@runic solar

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Accept it

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My request

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@runic solar

gray frigate
# glossy topaz so i overwrite this time and it was fine

I can think of two things that could've gone wrong:

  • Your second export didn't include all of the objects, so Unity lost some meshes/objects
  • Your second export used the wrong "Apply Scalings" option, which would cause everything's scale to change by a factor of 100. That could make it look like your model vanished
glossy topaz
#

thanks

#

at least know i the workflow

gray frigate
#

Also, a handy tip: if you accidentally export an FBX with missing objects, export it again correctly and reload the current scene without saving it

runic solar
gray frigate
#

whoops

gusty matrix
#

I just changed accouns

potent geyser
#

Keep whatever childish drama this is off our server, and don't bother people, thanks.

potent moss
south burrow
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does anyone know?

gray frigate
#

I only have a little experience with this. A Custom Render Texture lets you draw a material directly into a texture

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One application is for simulations. You store data in the CRT and update it every frame.

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It's simpler than using a camera to write to a normal Render Texture

red moat
# south burrow does anyone know?

I'm sure a Google search would reveal what it does, or the Unity documents page. Sometimes you have to do a bit of work on your own rather than hoping for a quick handout

south burrow
#

Yeah, I did look in the docs, discord is my last resort usually. I did not quite understand how it works.

The example is not making sense to me

hushed hamlet
#

Personally I don't even know, from that crop, where you found that option tbh. (I don't really use Unity's graphing solutions)

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is it VFX graph? Shader graph? etc.

south burrow
#

ah, sorry, shader graph, in the graph inspector menu, look for active targets

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there's a plus button

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The thing that's tripping me is you can create a custom render texture in a regular shader graph but the way docs is using it, is by creating a custom render texture shader graph (seperate from unlit and lit shader graph) and using that along with custom render textures from rendering

gritty path
#

Hello. When importing a fbx from blender to unity, the last child bone is missing.
I've googled it and found few question about this, the answer says it's because of bone roll.
But I have no problem with my bone roll.... And all the other last child bones are missing together.
Is it because of settings in unity ? I don't remember changing any options in unity tho . .... . angerjoy

stuck flower
gusty matrix
#

this guy is my friend and he just joking around

stuck flower
#

It's still irrelevant here

sterile moon
#

hi guys can someone help me figure out my unity proj

balmy kettle
#

!ask

vagrant rootBOT
# balmy kettle !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 #đŸŒ±â”ƒstart-here

surreal echo
#

i love ragebaiting my friends 😆

sterile moon
#

so i just made a thread

balmy kettle
#

seems like you didn't actually look considering the issue looks like a normal code issue

sterile moon
balmy kettle
gritty path
#

Is this(the toe bone) still considered as a bone even if there are no octahedral thing displayed??

red moat
gray frigate
gritty path
gray frigate
#

it's in the same spot as the foot bone, then

gritty path
gray frigate
#

That wouldn't stop the toe bone from working

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It just means that it has no length to it

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which isn't wrong (it's just weird-looking here)

worthy lagoon
#

share your craziest editor tools in thread

gritty path
gray frigate
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I was about to bring those up

gray frigate
#

Blender is unique in how its bones have both a head and a tail

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Unity doesn't care about the tail.

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(there is no "tail" in the exported FBX: each bone is a single point)

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Unless you care about the actual position of the toe-bone tail, this doesn't matter

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if you do care (maybe you want to put a collider on the end), you'll need to include leaf bones or add an extra bone in Blender

gritty path
gray frigate
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Yeah. Unity only knows that the toe bone is placed at that spot.

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The bone has no children

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If it had a child, you'd see the octahedral shape pointing towards the child

gritty path
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I didn't know about that .... Thank you really much... I was almost going insane.

radiant pewter
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if it is deprecated, why does it come with the Universal 2D template?

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or is this just a me issue?

balmy kettle
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you just need to update the package. or remove it if you don't use rider

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as for why it is included in a template, that's likely because at the time that template was made that regression in that package version was unknown

gray frigate
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The template will take a bit of time to get updated

stuck flower
gray frigate
#

"Deprecated" is a bit misleading here

radiant pewter
#

ah okay, thanks guys

gray frigate
#

It doesn't mean that the entire package is deprecated and obsolete

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That would have confused me

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i didn't know unity could even display that kind of info, actually

radiant pewter
#

a lot of nasty surprises in this version but I'll get used to it

gray frigate
#

what's wrong?

celest oar
#

Unity not accepting .net dll lib compiled in Net 6 or higher?

sly lake
balmy kettle
#

unity supports .net framework 4.8.1 or .net standard 2.1 (or 2.0 depending on the unity version), it does not support .net 6 or higher

sly lake
#

Nuget usually offers a few different dlls

celest oar
#

Umm, well, Microsoft discontinued everything related to Net 4, I had a lot of difficulties getting dotnet to recognize it even after installing it.

celest oar
sly lake
#

You can set the target framework in the project settings

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.NET Framework 4.8 is not discontinued but you probably want Standard.

potent moss
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does anyone maybe know why mouse inputs don't work on projects built using linux?

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||youtube link since I had to have my friend test the project on their linux system||

strong tendon
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Hi

potent moss
rustic plinth
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does anyone know how i can make animations for my metroidvadia kind of game?

potent geyser
#

What a vague and open ended question

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It depends on a variety of things, one of which is your art style.

stuck flower
rustic plinth
#

i just began

stuck flower
#
Unity Learn

An Animator Controller is a Unity asset that controls the logic of an animated GameObject. Within the Animator Controller there are States and Sub-State Machines that are linked together via Transitions. States are the representation of animation clips in the Animator. Transitions direct the flow of an animation from one State to another. In thi...

sweet charm
#

Next time just do a google search first

rancid whale
#

⭐ hello all, can anyone help with Layout Overrides, specifically how to access Gyroscope/Accelerometer of a Gamepad?

Just being able to see everything the Gamepad reports would be fine too. (SwitchProControllerHID)

I've looked into previous posts here, and online, but I can't seem to get any data coming in. But the Layout Override works fine (see image)

#

(reposted from input_system where i got no response)

modest meteor
potent moss
#

yeah

stuck flower
#

!input

vagrant rootBOT
# stuck flower !input
How to Set Input

To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling

‱ Input Manager (Old): Use the original Input settings.
‱ Input System Package (New): Uses the new input system package.
‱ Both: Use both systems.

white dawn
#

Hello, I apologize if this is the wrong place to ask for help about this.

I just updated my project from 2020.3.33f1 to 6000.2.7f2. I am getting this error in the unity editor, and it seems to be something wrong with the Project tab. If I close the Project tab, the errors stop coming in. When the Project tab is open, it has some odd behaviors; sometimes it will open/close the folder foldouts, sometimes it will not. It seems to be having this error when trying to render past the final object in the Project hierarchy. Has anyone encountered this error before, and regardless, does anyone have any tips for fixing this?

potent moss
#

wtf is that link

white dawn
#

There are 2 results found by taking that link you sent, which yes, I did try looking it up. neither are particularly about Unity, but talking about having written the code oneself. I have not personally changed any code in Unity when it comes to its default tabs.

stuck flower
viral hill
#

this is not a simple nor easy to understand error. if you actually sifted through the links provided on the google page that you sent, you'd see that they are not of much help here. no need to be an asshole for no reason

red moat
viral hill
#

im sure you see the problem with telling someone to "try to understand the issue first" when you yourself dont even understand it

red moat
viral hill
#

i will choose to believe that you are trolling and simply block you, because otherwise, this irony is palpable.

potent moss
viral hill
white dawn
#

I'll be honest, I'm glad someone said something. Having zombie's reply be the first I've ever gotten to a question I've had on this server was... disheartening

viral hill
white dawn
# viral hill and im sorry you had to experience that. there are a few bad apples but try not ...

Thank you, I appreciate it!
To give a belated reply to an earlier reply you sent me, I do worry about the possible broken/corruptedness coming from the update. Besides building custom editors, I don't do much when it comes to the Unity Editor itself. might you happen to know of anything I can reset or update that could help? I've already tried resetting the layout settings, but that didn't help

viral hill
#

unfortunately, im not sure if there's much you can do given the context. it's always recommended to make a backup of your project when upgrading specifically because of these errors. if you dont have one, im not sure what to do other than reimport everything into a fresh proj.

white dawn
#

Fortunately I did make a backup! However, this will be the first Time I'm going to be trying to use a backup, so wish me luck there. I assume you would recommend reverting back to using 2020.3.33f1 for now?

viral hill
#

wdym "this will be the first Time I'm going to be trying to use a backup, so wish me luck there."? do you expect it to not work?

white dawn
#

General anxiety worrying I suppose, I apologize

potent moss
viral hill
gritty path
#

Hello. I imported my 3d model to unity. And it says there is an eye highlight mesh imported in assets, but I can't find where it is in scene. I even checked inside of the head mesh but there was nothing. If the mesh is too small, does unity hide it from you? I checked the eye mark next to the hierarchy. The eye is opened. I have no idea why it is invisible. It's supposed to look like this.

viral hill
gritty path
obsidian river
#

Hi, I want to make an RPG. What do you guys use for a dialogue system? I would like to be able to write it on mobile and then just quickly insert it into unity if possible, without copypasting every line.

gusty abyss
#

anyone know how to make a small little game im new

thorny cape
#

Not sure where to ask this. Trying to research getting cutscenes into my pixel art game. Most of the cutscenes from game I played as a kid (SNES era), had some interaction and then animation. The trial scene from Chrono Trigger for example. How can I create cutscenes with some interactivity like here? You don’t have to watch the whole video to see what I mean

https://youtu.be/Mh-HituCSBI?si=EpM1gUcN9nAFo2lY

No commentary here, but none needed.

I went with the 100% innocent route here. To do that:
1.Check on Marle first instead of the pendent.
2.Don't eat the old man's lunch the Fair
3.Save the cat before talking to the girl and then return the cat to her.
4.Wait and don't move when Marle is buying candy.
5.Don't try to sell Marle's pendant to Mel...

▶ Play video
shut pine
#

Hey, anyone here familiar with unity navmesh and areas?

shut pine
#

Ah thx

vagrant rootBOT
viral hill
thorny cape
worldly cave
#

they arent videos

thorny cape
worldly cave
#

they are done in real time

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rarely if ever do games use prerendered cutscenes

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apart from the newer cod titles (?)

viral hill
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i meant that there are many ways of going about this

jaunty pier
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Unity doesn't do frustum culling for objects outside the view right?

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for none-static objects

balmy kettle
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unity does do frustum culling by default. it's occlusion culling that isn't done automatically

jaunty pier
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for not-static objects?

viral hill
balmy kettle
jaunty pier
#

is it on CPU side or GPU side?

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I am rendering things using command buffer and it seems like it is not being culled despite it being outside the frustum

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I guess unity does its own CPU side thinging to cull things? (since I cannot benefit from culling with command buffer)

balmy kettle
#

pretty sure it's on the CPU side

gray frigate
#

yeah

jaunty pier
#

I guess I need to implement my own culling system then

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should be straight forward I think... just box vs frustum

gray frigate
#

I presume that Unity just runs whatever you put in the CommandBuffer without question.

jaunty pier
#

yup that seems like the case

gray frigate
#

Frustrum culling is done to decide which Renderers should get drawn, but there are no Renderers here!

jaunty pier
#

was that a joke?

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(genuinely confused)

gray frigate
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no, i'm just describing why there is no culling being done

jaunty pier
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ah ha!

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yes I get it now

proven saffron
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I checked and the Tar.exe is fine? it's in my system32 folder and windows 10 is up to date

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I guess i'll post again just in case. Does anyone know why the Android SDK stuff and OpenJDK fails to install? Even documentation fails to install but that's not important to this. I patched Unity version 2022.3.62f2 after deleting all my old versions (and even totally uninstalling unity hub etc) and they just constantly fail. The hub log is above this message of my most recent attempt

exotic relic
proven saffron
#

yes i did but i'd like to fix Unity Hub not being able to download it

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I did just do the external stuff for now and it's working but yeah the fact unity hub fails to install this stuff is really annoying. There's gotta be a way to fix that

proven saffron
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i posted the hub logs above

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im not very good with that kinda thing though so it's gibberish to me lol

near wigeon
proven saffron
#

still lol it's over my head

golden cliff
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Do anyone know what I can do? I reinstall the hub and everything but it's still happening, I tried to download it from the website, I can't find this version in unity, only 6000.3.6f2 but my project is using 6000.2.6f2

slow dirge
#

Did you use the same windows and unity hub versions in the past to build the game?

vagrant rootBOT
# balmy kettle !install 👇
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#đŸ’»â”ƒunity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
slow dirge
hard spear
#

I cant find unity AI I'm on 6.2 6000.2.9f1 it's enabled on unity website and for my project but it still no work

glossy topaz
#

do they cut the first part of the sound

plain dagger
#

who is they? unity doesnt do anything to it like that

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you need to trim it elsewhere

proven saffron
#

how would i go about fixing my tar thing? It isn't really a thing I can just download right? I assume i'll need to do something in command prompt?

slow dirge
proven saffron
#

i'll try to downgrade the hub version or wait for an update i guess 🙁

#

PC isn't compatable with windows 11 yet

slow dirge
#

Actually, updating win is not gonna help. I tried the faulty command in my environment and it fails as well.

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This must really be something wrong with your hub version.

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What version is it BTW?

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Nevermind what I said. It does work.

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So yes, the tar installed with your windows is the issue.

lusty river
#

Hey, welcome back to game development! It’s great to see you reigniting your passion.

From my experience, both Windows and macOS have their own strengths, but it really depends on what type of development you’re planning to do.

For instance, if you’ll be using engines like Unreal or Unity, Windows tends to be more optimized, especially for testing and deployment. However, your M1 MacBook is a solid choice for performance and works great if you plan to build for iOS or cross-platform projects.

I’ve been actively working in this space and could help you get set up again with the latest tools, workflows, or optimization tips if you’d like. What kind of projects are you planning to start with?

slow dirge
#

But it could also be that this command is different between hub versions.

patent zinc
#

where do i ask for help

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i lwk forgot

polar basalt
slow dirge
patent zinc
#

i need help with liv camera

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the newton is the problem

slow dirge
#

Do you have some complaints about laws of thermodynamics?

patent zinc
#

idk

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its this

slow dirge
#

Ah, crap that wasn't Newton.

patent zinc
#

you sure?

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read the error

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im kinda new with unity

slow dirge
patent zinc
#

yeah thats what i meant

slow dirge
patent zinc
#

oh

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sorry

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im new

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3 years of experience

slow dirge
# patent zinc

The error means that you have several of the same dll in your project.

slow dirge
patent zinc
#

which one should i delete?

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does it matter?

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nvm

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im just gonna delete one

slow dirge
patent zinc
#

yeah im dumb

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i call it

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"khaby lame mechanism"

leaden tiger
#

im not sure if this is the right channel but i want to know if this could be fixed

sweet tartan
leaden tiger
#

yeah and that somebody is me, its my first time doing any of this

sweet tartan
#

and what happened? what does the avatar config look like?

leaden tiger
#

idk if this is what you mean

sweet tartan
alpine void
#

hello

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can i please ask for help

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how do i fix this problem??

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the enemy character is just legti stuck on the room

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even tho in the scene view its placed on the ground

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these are the components

storm patio
# alpine void

if you think it's a code issue, please share your code appropriately in one of the coding channels

#

!code

vagrant rootBOT
celest oar
# thorny cape Not sure where to ask this. Trying to research getting cutscenes into my pixel a...

I think the game used Game Director. The script told the game where to move the character, what animations to perform, what sound to play, how to move the camera. It had to be modular so you could add behaviors based on the user's progress. The Game Director also had control over the entire character progression, such as which weapons or characters they possessed.

So you have to keep that in mind before just animating from the Timeline. In short, your game has to be modular enough to allow the Game Director to manipulate behaviors.

leaden tiger
#

i think i found the issue?

alpine void
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i dont know what the issue is

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thats why im asking for assistant here

keen bolt
#

Can ii get help from anyone because i cant code cus this problem

alpine void
#

same

alpine void
keen bolt
#

yeah

alpine void
#

click the reply

#

it will bring u up to the message

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 #đŸŒ±â”ƒstart-here

alpine void
#

can u please read mine

keen bolt
alpine void
#

fr

#

it doesn help

keen bolt
# alpine void can u please read mine

and i think its because its trying to stick to the top area like imagine u drop a cube in another cube with physics the cube wll phase out does this help

balmy kettle
#

it does help if you actually read and do what it says

keen bolt
alpine void
#

but even when i delete the roof

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itts still just walking up there

keen bolt
#

does it help

balmy kettle
alpine void
#

like theres an invisible thing

alpine void
keen bolt
alpine void
#

i dont think its big

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because my main character was fine

keen bolt
#

how big is the creature

balmy kettle
balmy kettle
alpine void
alpine void
#

im still new and im so stunned thats why im asking for help

alpine void
keen bolt
balmy kettle
#

hint: if you have to go searching for it, then other people now will not be able to see it so you should probably do the smart thing and either link to it when trying to get help again or just repost the actual question

alpine void
#

i posted the question already would you like to see it?

#

sorry

keen bolt
#

i putt it in code beginner i set my thing to opera wwhen it asked what i wanted to code with and i pressed use this choice alwayse and opera doesnt work so i dont now how to fix it

balmy kettle
alpine void
#

may i have some help

keen bolt
# balmy kettle literally where

i putt it in code beginner i set my thing to opera wwhen it asked what i wanted to code with and i pressed use this choice alwayse and opera doesnt work so i dont now how to fix it

alpine void
#

my prblem

storm patio
#

please stop pestering specific people for help

#

that is also against server rules

keen bolt
#

hes not bully

storm patio
#

ive already told you to post your code appropriately, you have not done that

alpine void
storm patio
alpine void
#

btw i know mr.hi!

storm patio
#

that doesn't change it

alpine void
#

ok sorry chris

#

i will post my code

keen bolt
#

hes not allowed to ask a friend

keen bolt
unreal jewel
alpine void
unreal jewel
polar basalt
#

are yall trolling together?

alpine void
#

i went onto the link i did it

#

how do i send it to you?

keen bolt
#

i cant do it im sorry

keen bolt
storm patio
keen bolt
polar basalt
storm patio
alpine void
unreal jewel
keen bolt
alpine void
#

i do not want to cause any problem chris and other moderators thank you

keen bolt
unreal jewel
polar basalt
storm patio
unreal jewel
alpine void
storm patio
alpine void
#

when i want it to be on the ground

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and even when i delete the roof its still wlaking on it some how

#

its like its ragebaiting me

keen bolt
storm patio
polar basalt
#

its not so hard

alpine void
#

its on the ground and no touching the roof

polar basalt
alpine void
polar basalt
keen bolt
polar basalt
#

send a photo of that

storm patio
storm patio
alpine void
#

simple marius this is my agent component (i belive this is what you want)

storm patio
#

@keen bolt by "set my code thing to opera", do you mean you selected opera to open .cs files from the finder/file explorer?

polar basalt
#

and see what happens

alpine void
#

ok i will try that

storm patio
#

just rightclick and change the app then

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or open the file from unity's project window

polar basalt
#

ide is prob not set up

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so he has to go in file explorer or smth

keen bolt
storm patio
#

open with

#

this is a basic windows thing

alpine void
#

hi simple marius and chris, when i changed the base offest to 0 the cylinder thingi in the scene view disapeared as well as the model came down and now you can see it inthe game view

keen bolt
#

ok 1sec

storm patio
#

you can google this

#

"change default app windows" or whatever

alpine void
#

sorry or chris

storm patio
#

in scene view, there might be a box saying 'center' in the top left

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change it to pivot

alpine void
#

the tool is now changed to pivot, and this is what it looks like

keen bolt
alpine void
alpine void
storm patio
#

your mesh is on the floor

#

your character is not

alpine void
#

oohhh

#

thats interesting

storm patio
#

offset the mesh upwards and pull the actual object back down

balmy kettle
alpine void
#

i thought the character was the mesh?

storm patio
#

no, the mesh is just the visuals of the character

alpine void
#

im a littl confused with what the mesh and character is, ? the mesh is the black character that i see in the scene view? should i move that up

balmy kettle
storm patio
storm patio
#

the mesh right now is under the character

balmy kettle
alpine void
#

chris, i am so sorry but i dont understand, i will try my hardest so please dont leave, when i look under my character there is nothing

storm patio
alpine void
#

so im confused when you say the mesh is under the character

balmy kettle
#

-# whoops forgot to hit reply

balmy kettle
alpine void
#

like this i understand what you mean by mesh now its the cube that has the skiined mesh renderer

storm patio
#

notice how your sphererenderer is offset by -0.83 Y
that means it's under the actual object

alpine void
#

OMG that is the best photo

#

that helps me ok thank you

#

let me try it

keen bolt
# storm patio

had to edit a whole ass image just to show but ii shouldnt be judging i sorta dumb

storm patio
#

buddy you can't even accurately describe your own issue

#

maybe stop spamming irrelevent stuff and focus on your own thing

alpine void
storm patio
#

is the mesh on the same object as the navagent

#

what's your hierarchy setup

alpine void
#

so i have the game enemy character, and then a cube and the cube when i click on it says that it has a skinned mesh renderer, and in the game enemy character i have all the components like the code, nav mesh agent and etc

alpine void
storm patio
storm patio
#

make sure that Cube.001 is selected when you move your mesh upwards

storm patio
#

yeah

alpine void
alpine void
# storm patio yeah

hi chris, i sent a video showing yourprocess, can you please check if im doing it correctly because it didnt work

#

also it seems that maybe its not going past that point so is there something like stopping it?

storm patio
#

ah shoot it's a mesh prefab thing

alpine void
#

yes my partner made it in blender andi add it

#

sorry for nto informing

storm patio
#

might have to make a separate parent object with the rigidbody and such and have the entire asset as a child

balmy kettle
#

seems like the pivot point for the mesh is way off (which is something that should ideally be fixed in blender)

alpine void
#

hmmm this is very hard and annoying becuase my friend has like fixed it sooooo many times in blender and we just have to keep on re doing it

#

but thats shouganai

alpine void
#

or is the blender thing most likely the issue

leaden tiger
brazen kindle
#

does anyone know how to stop this sort of flickering? I have tried mipmapping, AA, nothing I do really gets it working. I have to do really aggressive billboarding to deal with it, like 50 meters.

#

I am not sure if its something to do with sub pixel textures, but I would have imagined mipmapping sorts that. The same flickering happens when I rotate my camera on stationary meshes

leaden tiger
alpine void
#

hi chris

storm patio
#

do you actually have a question or are you just mentioning people for the sake of it

alpine void
#

no its the question i asked before

#

remember

storm patio
#

then say so

#

we are not psychic

alpine void
#

ok

storm patio
#

i do not remember, and likely few will

alpine void
#

or if like box said its a blender problem?

storm patio
alpine void
#

you said make a separate parent object

#

but my parent is the prefab of the character

#

so r u saying to redo it all again in blender?

#

remake the mode

storm patio
alpine void
#

oh, and i position it inside of the character, and move all the components on the character to that object? do i make it seeable

storm patio
#

and i position it inside of the character
no, it's a parent. you'd position the character inside it

#

move all the components on the character to that object
yes

#

do i make it seeable
no clue what you mean by that. that's not a thing you can do

alpine void
#

because if i place the character inside of the cube you cant see the character

storm patio
storm patio
alpine void
#

ok let me try

alpine void
#

does the movement still work

#

because i had movement codes on this character and a navmesh to like folow the player

grizzled pendant
#

dont know what to do

#

i need help please

balmy kettle
grizzled pendant
#

ty man

storm patio
#

do you have custom editor stuff?

grizzled pendant
#

again... im stuck

#

not sure?

storm patio
#

then probably not

#

it's probably an internal issue then

#

try restarting, if it comes back, perhaps try a library reset

#

also, what version of unity are you on?

grizzled pendant
#

im on marrow sdk so 2021.3.16f1

storm patio
#

oooo it may be an issue with that then

grizzled pendant
#

ill try restart

#

see what happens

storm patio
#

is this a modding thing?

grizzled pendant
#

yeah....

alpine void
#

how do i copy component

#

and paste

grizzled pendant
storm patio
# grizzled pendant yeah....

unfortunately we can't really help with that here, for legal and practical reasons
the context of modding can sometimes bring issues that wouldn't happen in normal unity development

if it persists after a restart and a library reset (the basic steps), you'll have to ask in a community dedicated for that sdk

alpine void
#

lol nice

wide crystal
alpine void
#

but i cant paste

storm patio
alpine void
#

i wanna add

alpine void
storm patio
alpine void
alpine void
#

also im confused on what that means

storm patio
#

about what, exactly

#

you gotta adjust the mesh asset upwards

alpine void
#

oh like this acutal value?

storm patio
#

no, the transform

alpine void
#

but whne i do that

#

the character isnt moving

#

its just like the arrows are moving up

storm patio
#

of the asset, not of the mesh itself

#

i shouldve been more specific

alpine void
#

wdym asset

storm patio
#

the one you had as the parent before

alpine void
#

oh

#

yeah i did that

#

let me see if it work

#

ok it didnt work

#

but i have a proposal

#

could it be something to do with this

#

like it looks like theres a boundary that he cant go under

#

lik ehes scare of the floor or something

storm patio
#

it may be all that repositioning of the mesh you did

#

it's probably just on the floor

#

but the mesh is, again, offset

#

look at the scene view to actually see what's going on

alpine void
#

hmm shall i screen share to you so you see if im doing it correctly

#

i believe that i am not

#

thank you for staying with me for so long

#

ill send record

#

as you can see the gizmos (arrow) of the mest and asset are at the same place

storm patio
#

so your gameobject isn't actually on the floor

alpine void
#

its not a gameobject

#

its just empty on

#

one

storm patio
#

it's a gameobject.

alpine void
#

hw do i know if it sone the floor

#

if its an empty one

storm patio
#

look at the pivot

#

where the tool gizmos are

alpine void
#

like this

storm patio
#

still not on the ground, but closer

#

again, your rigidbody and asset are offset downwards

alpine void
#

im confused how its not on the ground

#

is it like this?

alpine void
storm patio
#

ah wait i was looking at the navmeshagent before

storm patio
# alpine void

seems like it was on the ground here, and your navmeshagent is also offset upwards

alpine void
#

ok

#

may you explain the terms offset upwards/downwards??

#

and does that affect it?

#

hmmm it didnt work

copper gust
#

offset refers to something being a different value relative to another of the same kind, in this case position.
in this screenshot im guessing your player centre is that bottom circle but the centre of your navmeshagent component is "offset upwards" as it's higher relative to the centre it's related to

void flume
#

can someone fix my pong game

#

im kinda new to unity

twin kraken
#

Which room can we showcase the prototypes and get suggestions in this dc?

alpine void
#

and now my nav mesh is not working

#

omfg im so angry

woeful spear
#

What to select here?

storm patio
woeful spear
#

PC

storm patio
#

that would be windows then - or if you're currently on windows, then "current platform" would also be windows

alpine void
#

chris

woeful spear
#

OK I'll leave it as default

upper sinew
#

quite simple question.
I see -DWR in some places like: https://ask.vrchat.com/t/unity-error-2022-3-6f1-dwr-242dcc0db167/23837
Does this mean some kind of custom build of Unity or something?

storm patio
#

!vrchat

vagrant rootBOT
upper sinew
#

thank you

fair cove
# void flume can someone fix my pong game

Its unlikely someone is going to do work for you, but if you have a specific question and provide enough context, maybe someone can help when they see your question - also be sure to read the Unity Bot message below

vagrant rootBOT
#

: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 #đŸŒ±â”ƒstart-here

cosmic grail
#

why they cancel world building tools and behaviour graph

#

if you cancel why not open source since u not going to make it 😐

#

community can finish ur task

latent meadow
#

Annoying internal Unity error and the odd fix

sly lake
#

Behaviour graph is out, no?

manic pike
#

Is there a channel where I can share the indie-games I am streaming? Dont want to spam, just sharing the playlist link.

storm patio
#

no, this isn't a social space

spare lark
#

Hello everyone

#

got any tutorial videos?

#

2025 cuz my player wont even move with the script i made

unreal jewel
vagrant rootBOT
ancient hull
#

it's my first time using unity but I'm unable to start a project. each time i try and start one it doesn't open and shows me this, and then i cant access said project because it just disappears from my 'projects' and i don't know what to do â˜č

strong adder
#

is it possible to lock the cursor at a certain position on the screen and not just the middle

ocean pumice
strong adder
#

and i also dont want it to snap to the middle (or change position at all)

ocean pumice
#

Oh wait, you can with the new input system actually

ocean pumice
strong adder
#

no because the mouse still moves it just gets reset to the original posiiton (same with setting the cursorlockstate to locked)

ocean pumice
#

Yeh, never used the lock cursor at all in all those years. Good to know, it still updated the position in the background. Well than for desktoip platforms, warping will be your method I guess

ocean pumice
ancient hull
ocean pumice
ancient hull
ocean pumice
#

Hm, never had that issue, sorry. Did you google the issue already?

unreal jewel
#

maybe it got corrupted somehow

ancient hull
ocean pumice
#

"unity windows Failed to resolve project template" might already be enough

ancient hull
ocean pumice
#

Thats fine, program files is the default destination, but sometimes people drop simple software into downloads folder or similar which will break them or stop them from working correctly

shrewd geyser
#

Anybody had the same issue with Animator?

there's no link, no grid, you can't pan ... or zoom

#

Unity 6000.0.60f1

#

... ok resetting the layout works again 😅
I have the sensation that UMotion could be involved on the issue as I mention on his forum. 🙄

strong fable
#

if I want to work with vertices of a mesh I need read/write enabled. is there a way to have this only enabled in the editor? I can enable it, do some stuff and then disable but it would be nice if this could be achieved without the extra hassle.

strong fable
# ocean pumice Why not just leave it on?

if I understand correctly it will keep a copy of all the mesh data on the cpu when the object is loaded. I guess its not crazy amounts of data but I dont need it at runtime.

plain dagger
strong fable
#

this is it I guess

ocean pumice
#

Ah, but thats just runtime. reread the docs

#

So robs answer is the most feasable. Set it by code when changing and reset to false when done changing the mesh.

stiff quest
strong fable
plain dagger
#

Id question what you are doing to only need this during play mode in editor...

strong fable
#

for a destruction system I'd like to write a script that breaks apart a full mesh into smaller meshes that correspond to the bones driving them. so basically arm bone -> arm mesh. once I have those meshes I dont need access anymore.

plain dagger
#

Then outside of play mode you can produce this data

#

but if you want to generate this at runtime always then you would have to load the mesh and destroy it when done (and have read/write on)

strong fable
#

ty very much🙏 problem solved

plain dagger
#

✹ edit time automation

#

Ive written things to automate fixing 1000+ prefabs in the past 🙏

strong fable
#

I am getting into automation and editor scripts rn and I'm getting addicted

#

10min of repetitive work? nah lemme write a script for 30min and then do it in 1 clickđŸ„ž

copper gust
#

but you could use it again in the future!

#

will you? no

#

but you could 😄

slow dirge
#

Write a new script that does the same thing with slight changes. thinksmart

copper gust
#

if only iteration always meant improvements 😭

slow dirge
#
  • a few new bugs.
deep cradle
#

I have a weird bug where the speed of everything is sometimes doubled and this only happens in the build

#

also if I tab out of the game and play the unity project it fixes

slow dirge
deep cradle
deep cradle
shrewd geyser
sterile moon
#

hey guys

#

does anyone know how to fix a problem with dragging sprites into the animator?

#

it says sprite renderer or movement

#

and not let me drag my sprite in

deep cradle
plush oyster
#

Unity 6.2 URP has the LevelPlay and InAppPurchasing packages allocating GC every frame in my editor... The funny part is, I don't have neither of these packages installed.

#

it keeps going until my Unity crashes, skyrocketing the memory constantly

sly lake
#

The menu item 🙂

#

But that can't be it, because it's managed memory. It wouldn't leak.

plush oyster
#

Why does a button on the menu creates 8kb and sometimes even 15kb of gc alloc per frame notlikethis

#

the memory profile shows all the extra memory as "untracked", I have no clue what's causing this for real hm

plain dagger
#

Levelplay is the new name for ironsource

plush oyster
#

They don't show as part of the project at all, I also can't find any files related to it on the packages directory

torpid moat
#

I'm trying to create my own template script so I'm not stuck with Unity's annoying default script.
I have created the file 01-C# Script-NewMonoBehaviourScript.cs.txt in Assets/ScriptTemplates
It shows up in the create menu, but all the way at the bottom. What can I do to make it show at the top? I also tried starting the file with other numbers like 80 and 001, but those didn't work. Yes I'm restarting Unity between tries.

deft rock
#

If you want, you can edit the default ones in C:\Program Files\Unity\Hub\Editor\<unity install>\Editor\Data\Resources\ScriptTemplates

That way it's there and ready for every project you create with that version of Unity, and the place in the create menu doesn't change

#

If what you've done is create a template specifically for that project, then, I dunno and you won't want to do the above

azure grove
torpid moat
bold yarrow
#

Hey, anybody really familiar with foot ik and animation rigging?

deft rock
deft rock
torpid moat
deft rock
#

run as admin

karmic mantle
#

how to find some one to help me with a projekt???

balmy kettle
#

!collab

vagrant rootBOT
# balmy kettle !collab

:loudspeaker: Collaborating and Job Posting

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

torpid moat
# deft rock run as admin

Idk how to open text files as administatior. So I opened the file with VS Code, and when I saved that file it had a "Do you want to save as admin" popup, that worked lol

stable sky
#

Why isn't muse animate working?

willow goblet
#

Why cant i download

balmy kettle
willow goblet
balmy kettle
#

then it's a good thing that discord is also a website you can use to share screenshots with. nobody wants to try to read out of focus photographs of your screen

mild radish
#

on mobile might as well be sending a blurry square

karmic mantle
mild radish
#

what is this

balmy kettle
willow goblet
#

This is not my pc, but the person let me use it for unity cause my pc died

storm patio
#

guest windows exist

balmy kettle
#

and discord is still a website

willow goblet
willow goblet
balmy kettle
#

oh in that case, this is all you have to do. glad we got your problem solved 👍

storm patio
#

there is an expectation of effort on your end to give usable information that's necessary for us to be able to help you

willow goblet
#

Ir says that there is no editor download available, and i need an editor to... Well edit. And it worked on my pc before it broke, so why doesn't it work here

#

I did everything the same and it changed for some reason

storm patio
#

is it connected to the internet, have you tried restarting

willow goblet
#

I'll try to login to discord, but idk if i can

willow goblet
storm patio
#

the unity hub, and if that doesn't work, the laptop

sacred jetty
#

Getting this warning in the console immediately after opening a fresh HDRP 3D Sample project: Missing types referenced from component HDRenderPipelineGlobalSettings on game object HDRenderPipelineGlobalSettings:
UnityEngine.Rendering.UnifiedRayTracing.RayTracingRenderPipelineResources, Unity.UnifiedRayTracing.Runtime (1 object)

#

Is this a big deal or no?

willow goblet
storm patio
sacred jetty
#

Restarted and its still there. Must say that doesn't instill confidence lol...

mental gale
#

Guys, how can I solve this error?

gray frigate
#

what are you trying to do that's causing this error?

gray frigate
zinc crest
#

Guys, what can i do with that? My project dont pixels, but in camera and in play all pixels? Pls help me i cant find info in Internet.....

gray frigate
#

it's a slider at the top of the game view

mild radish
gray frigate
gray frigate
zinc crest
gray frigate
#

This is an editor-only thing. It lets you zoom in on the game view

zinc crest
mild radish
#

change ur Aspect Ratio if need be

gray frigate
#

try changing it to Free Aspect

mild radish
#

there at the top of the Game-view window

gray frigate
#

i'm not sure what would stop you from changing the scale to 1x; i have seen that before

zinc crest
#

but its dont help

balmy kettle
#

change it to a specific aspect ratio then. if it still persists then your windows display settings likely include being scaled higher

mild radish
#

ya, it may need to be higher than 1x to fill the window

gray frigate
#

If "Low Resolution Aspect Ratios" is not grayed out, make sure it is not checked

mild radish
#

try setting it to 16:9 or w/e oh and that too ^

gray frigate
#

If it's grayed out, it's not relevant

crisp jasper
#

I have cars in my scene in unity that drive around my roads with navmesh moving from waypoint to waypoint but I'm struggling to get them to stay in lanes and respect what side of the road they drive on.

Currently I use a raycast out of the left side of the car that detects the curb and then chooses one of three values i have set as an offset from the curb but as you can see it makes them a bit wobbly and makes cornering look super weird.
Does anyone have any tips or advice on getting them to stay in the lanes and on the correct side of the road while moving about the navmesh?

gray frigate
#

You can use NavMesh.Raycast to find an edge of the navigation mesh. You could use that to adjust the waypoints themselves

#

This would be easiest if you could ask "which way is forward?" for any point on the road

#

that way, you could raycast left and right to find the limits, then slide your destination along that line

crisp jasper
gray frigate
#

Are cars meant to drive to a specific spot, or are they just trying to drive a specific distance down the road?

#

here's what I'm envisioning

#

you ask the cars to reach that line

#

You could do this for many corners, too. You'd manually calculate a path. For each corner in the path, you would figure out the line that spans the road, then slide the corner along that line based on the lane you want to bein

crisp jasper
# gray frigate Are cars meant to drive to a *specific spot*, or are they just trying to drive a...

basically i have waypoints at junctions that have "follow on" waypoints assigned to them. For example car reaches Waypoint A and selects from Waypoint B, C and D to choose which way it turns. (I have a few other waypoints which just stop the cars following the shortest route and turning around in the middle of the road)
It's essentially to just make the world feel like there are cars driving around .

crisp jasper
plain dagger
#

I did a road waypoint thing ages ago. I made sub nodes that could only be entered via a certain direction. It let me keep cars on the correct side of the road (2 lanes only)

plain dagger
gray frigate
#

navigation meshes are often non-directed, but this is a great place to use directed edges

plain dagger
#

Ah I didn't know it had a name

#

I just kinda made it up at the time to solve the problem

crisp jasper
#

I should mention I am super beginner at this stuff. this is my first attempt at a game that isnt an endless runner or pong haha

gray frigate
#

Each waypoint would be defined by two things:

  • A position
  • A direction
#

You'd just need to rotate your existing waypoints, really!

#

You could also make this "lane" behavior optional. You'd have two kinds of waypoints

#
  • "Point": a specific point that the car must drive exactly onto
  • "Line": a line that the car must cross
#

When a car decides to go to a waypoint, it would calculate a position to go to

#

For a Point, it would just go to the waypoint with no extra thought

#

for a Line, it would use its lane number to decide where along the line to go to

crisp jasper
#

i feel like if my waypoints were lines that would solve a lot of my issue anyway because the cars wouldnt be trying to be pinpoint accurate in trying to drive over whats esentially a tiny spot haha.

#

Okay I'm going to go and have a fiddle around with all of this new knowledge. thank you guys.

graceful wedge
#

is there a way to disable this wird noise shadow?

plain dagger
#

Makes sense to me. My thing used the main nodes to find the path and then based on the direction of entry(or exit) picked the sub node for the actual position for the car use

plain dagger
#

Find your volume or default volume settings and tweak/remove

graceful wedge
balmy kettle
#

SSAO being on be default strikes again

lapis gate
#

it's hidden in the rendering pipeline asset

#

no clue why they added override options in that honestly

plain dagger
frosty pilot
graceful wedge
frosty pilot
lapis gate
#

actually it's not even part of native PP effects even in the rendering asset. It's a custom fullscreen shader

graceful wedge
frosty pilot
graceful wedge
frosty pilot
lapis gate
#

it's there but you need to open the PC_Renderer from the asset directory

mental gale
#

Even new projects

gray frigate
#

Any chance your computer's clock is way off?

#

The error is happening when Unity tries to connect to a website

#

It's complaining that the site's TLS certificate is expired. That can happen if your clock is wrong

gray frigate
#

it looks really bad when you get up close to it

crisp jasper
sly lake
gray frigate
#

You can adjust it to make it look a lot more reasonable

#

The defaults are pretty aggressive

#

The default settings make sense if you're looking at things from far away

#

(and everything is in motion, so that the blue noise pattern isn't so obvious)

lapis gate
#

most screen space stuff looks terrible IMO

#

I'll give pass to bloom cause it makes my particles pop ;)

gray frigate
#

we love bloom

#

some VRChat worlds have zero bloom and it makes my hot surfaces look so lame

sly lake
#

GTAO isn't so bad. Sure, it has the artifacts but it adds so much depth to a scene

#

Especially the tiny things like foliage

glass kraken
#

hello,I would like to make a 1v1 multiplayer shooter game with only one server with host + client but I've never built multiplayer games,and I can't find good tutorials on this, do you have recommendations please?

stable sky
#

Why does the Draw checkbox keep disappearing when I start the game?

#

The Tree & Details Objects

oblique fog
#

Is there anyone has this type of tutorial for this kind of level design .. pls let me know

sly lake
#

Cube. Repeat lots of times.

mild radish
#

Terrain + Probuilder

valid gale
#

Chat, are there any interesting and good Unity tutorials on youtube? For beginners

storm patio
#

probably

valid gale
#

I am a 3d art designer already and lore writer, the only thing I need is to create a working game

storm patio
#

!learn is a pretty good place to start though

vagrant rootBOT
storm patio
#

you can search for tutorials in youtube if that's what you prefer

valid gale
#

wasnt sure tho

sterile moon
#

my game works fine in unity but once i build it, the sprites arent in the game

#

and neither is my background

potent geyser
#

Either:

  1. You're loading the wrong scene as the default one (check your build settings)
  2. Your sprites are all sitting at the same z-position as your camera and it just happens that in a build it's not rendering them (move them forward)
sterile moon
#

do you mean this?

#

i only have one scene..

#

also when i make my build my movement dosent work and my scripts for enemy isnt working like its supposed to either

potent geyser
#

Did you not think to also include that in your initial issue?

#

Make a developer build so you have access to the console and see if there are any runtime errors. There probably are, which is preventing the game from running entirely, hence the sprites not even loading.

stable sky
#

How can I give Stone_02 a collision?

plain dagger
#

You don't add it like this

stable sky
#

I mean

lost flume
#

if you have a prefab of stone_02. just add a collider to that?

topaz talon
#

The new unity hub update made it so that it shows the project name instead of the folder name. I am used to the folder name, so how do I switch it back. Lol, there was no reason for this change but ok.

plain dagger
#

terrain details arent meant to have collision

#

i think anyway đŸ€”
trees are different, they inherit the colliders from the prefab used

lost flume
lapis gate
#

details are just prefabs

#

it's the grass/foliage that you don't have colliders

copper gust
lapis gate
#

pretty sure I've had it working with collision

copper gust
#

pretty sure rob is right but also tree is just a loose term, anything can be a tree

lapis gate
#

or maybe I used trees instead and used rocks lel

copper gust
#
The Terrain collider only generates colliders for Prefabs that you add with the Tree Brush. It does not generate colliders for Prefabs that you add with the Details Brush, because the Details Brush only renders a Prefab’s Mesh, and not its colliders. If you want something on the Terrain GameObject
 to have a collider, use the Trees brush to add it.

Unity only generates Tree Prefab colliders at runtime, so they only appear in the Physics Debug collider Geometry view at runtime.
lapis gate
#

ah ok yeah. You'd use tree brush but using rocks instead. The details though I think you'd use over the foliage if you wanted a specific shader instead of using the terrain grass shader it applies

viral hill
#

!collab

vagrant rootBOT
# viral hill !collab

:loudspeaker: Collaborating and Job Posting

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

stable sky
copper gust
#

as mentioned earlier, you'd have to place them via the tree brush

stuck flower
#

!collab

vagrant rootBOT
# stuck flower !collab

:loudspeaker: Collaborating and Job Posting

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‱ ** Collaboration & Jobs**

south summit
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can someone help me with this? 🙁

south summit
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ok ok solved

shadow heron
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@south summit next time don't spam in the chat. If someone knows how to fix your issue they will help

south summit
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I hope you have compassion for me

potent moss
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does anyone maybe know why my UI instantly implodes the second another player joins my multiplayer session? I assume it has something to do with my UI manager --> https://blazebin.io/tbzgyoxqmswl/0 but I don't rly know how to fix it

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idk if I'm somehow supposed to grab and set each players UI elements individually or something but yeah

balmy kettle
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that video that consists mostly of you typing in discord is really helpful at knowing wtf you are referring to

potent moss
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sorry wait I'll get a better one rq

potent moss
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idrk where to even start, the UI just doesn't show up for the second player and also random ghosts that mirror each players inputs appear randomly atwhatcost

tardy hedge
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It seems to fire right after the join action

tardy hedge
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Unfortunate. I'm not knowledgeable enough to help with the trace through the Library. Sorry, I'm less familiar with Unity's new multiplayer setup.

stuck flower
# potent moss

Yeah, looks like there's a null reference exception in a function called SetButtonActive which might be why your button is not getting set to active.

hexed path
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Anyone recommend a Unity Meetup (as in meetup.com) group that meets on Zoom?

haughty pendant
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I'm having a problem with Unity's rigidbody, I'm not able to make the player interact with an object with physics.
can anyone help me pls?

balmy kettle
formal cedar
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does anyone know how Can I create low poly maps in blender or unity?

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like this

tender patio
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the terrain yeah idk really but I am sure there are some tutorials

formal cedar
inland river
stuck flower
tender patio
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can someone give me a good tutorial for rigidbody movement ? I am going insane with what I see on Youtube, I tried the new Input but doesnt work for me

formal cedar
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Ok thankyou guys

haughty pendant
balmy kettle
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show the code (in a code channel)

haughty pendant
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ok

inland river
# tender patio can someone give me a good tutorial for rigidbody movement ? I am going insane w...

Depending on what your goals are, this might be the tutorial/example you need. https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131

Get the Kinematic Character Controller package from Philippe St-Amand and speed up your game development process. Find this & other Physics options on the Unity Asset Store.

tender patio
tender patio
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I have a character controller but doesnt have physics duhh so I am trying to see more things

inland river
tender patio
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I learnt some timer and health things with colliders so I want to make a simple game with an enemy this week

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with the pick up and throwing system too

shadow heron
vagrant rootBOT
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How to Set Input

To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling

‱ Input Manager (Old): Use the original Input settings.
‱ Input System Package (New): Uses the new input system package.
‱ Both: Use both systems.

potent moss
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does anybody know what could possibly cause this weirdass multiplayer behaviour?
(probably mute the video before playing sorry)

potent moss
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no idea what I'm even supposed to be fixing here cuz the project isn't even throwing any errors

bleak robin
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atwhatcost What do you guys think about the newer input system

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Im still not sure about it

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Seems fiddly everything just takes longer

potent geyser
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It's not new anymore. And it works fine.

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It makes multiple maps and support for different controller types infinitely easier.

bleak robin
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Its not new but ive still not really got into it

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I get its easier for controler support but it was nice just putting inputs into script and having it work there and then

plain dagger
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you can still directly read and hard code specific inputs from devices like keyboard and mouse

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But hopefully you understand thats shit for the end user and you as a developer

lapis gate
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yeah, no time for the consumer. Legacy 4ever

plain dagger
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input system provides a better system to define actions with multiple source device buttons/triggers

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but well most beginners just want to do a simple check like if(SpacePressed()) and not think about it anymore

lapis gate
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I mean what was hard with making your own input manager and just mapping keys in a dict previously

plain dagger
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well yea you could do it yourself and waste all that time 😆

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but unity thankfully decided to improve what the engine should already do

lapis gate
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doesn't even eliminate polling stuff that requires continuous input which you still need to do in update

plain dagger
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no the new system does provide events we can sub to

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which i am glad to see

lapis gate
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it has some utility for when pressed and when unpressed, but doesn't get around stuff like say dragging with touch/mouse controls

unreal jewel
plain dagger
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cant you have an action that responds to mouse delta change/stick input?

shadow heron
bleak robin
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I think I need more time with it

lapis gate
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May be some methods for it but I recall having to continuously check in update as those basic events don't do enough for that unless say you want to know when you press and release. You can probably be fine with IDragHandler and other features though

bleak robin
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Ive been thinking about just switching back to the old one

lapis gate
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If you're doing a small project then stick with legacy IMO

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you want nice looking code and cross-platform/control support go 'new' input

stuck flower
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If you've ever written a custom keybind menu in both systems you'll understand why the new input system exists

bleak robin
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blobnod I only make small stuff I normally go on unity when im bored make one feature then never do anything with it

lapis gate
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people been making games without these fancy events systems decades before

leaden tiger
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im not sure what im doing wrong here
plus this is my first time with unity and making a model in blender

stuck flower
bleak robin
leaden tiger
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unity

bleak robin
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And the model poses fine in blender?

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Nothing weird

leaden tiger
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nope

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other than the model which was an easy fix

bleak robin
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Have you tried re exporting it

leaden tiger
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yep, way too many times

bleak robin
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Lets ask chat gpt

leaden tiger
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that didnt help either to me

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but sure

bleak robin
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Theres not like a very small typo somewhere

leaden tiger
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nope

bleak robin
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Something about bone Hiararchy

leaden tiger
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i checked

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maybe...

bleak robin
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Tried just getting the model banging the pre made human rig on it no need yo line it up and seeing if unity still freaks out?

leaden tiger
bleak robin
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atwhatcost strange

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I hate rigging

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Ive only done it like twice

leaden tiger
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didnt work

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a completely new error

west viper
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How would I make my game look low quality like in fears to fathom?

stuck flower
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Post Processing

west viper
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Ah ok thanks

tough bronze
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can i make the project tab show these models as shaded and lit?

surreal halo
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hey, for a weird reason when i want to call a function that changes the state of an object using an animation event, it works on a clip but not on other, why this occurs?

south summit
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why it isnt complete? 🙁

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the material does have to do with it?

potent geyser
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Open the material list in on your Mesh Renderer, is it missing one?

west viper
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Chat would people play a horror game about depression/mental health

eternal cipher
viral hill
eternal cipher
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I don't doubt that
but I feel like depression is a heavy topic
it wouldn't appeal to a lot of people unless tagged with
"phycologial horror"

west viper
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Ah, I’ll have to think about then

west viper
cinder bone
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how do i make my grass more grass-like

mighty wind
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Is this sentence still true in 2025 in unity 6?

grand bison
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guh

cinder bone
grand bison
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like you could set a view distance range for it to maximize performance and make it a setting that the player could change

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and depends on how detailed the grass is

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if unturned dev(s) managed to do it and the game runs on low end devices, so can you :3

grand bison
grand bison
slow dirge
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I don't think occlusion culling has anything to do with grass. Especially if you have big open scenes.

slow dirge