#đ»âunity-talk
1 messages · Page 11 of 1
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
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.
So that messing with animations doesnt impact your base meshes
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
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
Leave me alone man
i've accidentally exported my VRChat model without a body or skeleton, which causes everything you've attached to it in the scene to just...fall off
whoops
Bruh don't slander me on the server dude
I just changed accouns
Keep whatever childish drama this is off our server, and don't bother people, thanks.

does anyone know?
I only have a little experience with this. A Custom Render Texture lets you draw a material directly into a texture
One application is for simulations. You store data in the CRT and update it every frame.
It's simpler than using a camera to write to a normal Render Texture
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
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
Personally I don't even know, from that crop, where you found that option tbh. (I don't really use Unity's graphing solutions)
is it VFX graph? Shader graph? etc.
ah, sorry, shader graph, in the graph inspector menu, look for active targets
there's a plus button
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
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 . .... . 
You're the one who showed up and started pinging someone. This is on you
oh my account got hacked so this is a new account
this guy is my friend and he just joking around
It's still irrelevant here
hi guys can someone help me figure out my unity proj
!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 #đâfind-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 #đ±âstart-here
i love ragebaiting my friends đ
i dont think theres an appropriate channel
so i just made a thread
seems like you didn't actually look considering the issue looks like a normal code issue
which channel would you suggest
Is this(the toe bone) still considered as a bone even if there are no octahedral thing displayed??
I'd say no. You have the foot bone, but the toes are amputated. There are no toe bones
look at the list of humanoid bones; is anything assigned for the toes?
yes the Ankle.L.002 is toe bone, and it exists in the bone hirachy. I dropped it in the toe bone slot in humanoid, it should be there but it doesnt appear
it's in the same spot as the foot bone, then
No it's there where toe bone should be... I can rotate the toe normally, But just can't see that octahedral thing . So I was confused if its normal or my unity has an error
That wouldn't stop the toe bone from working
It just means that it has no length to it
which isn't wrong (it's just weird-looking here)
share your craziest editor tools in thread
oooo....All my end bones looks like this... (last finger bone, head bone, toe bone) Does that mean they all have zero length? but in blender, they actually had a length... guess something went wrong during exporting... Thanks for replying
Oh, right, end bones.
I was about to bring those up
Thanks!!!
Blender is unique in how its bones have both a head and a tail
Unity doesn't care about the tail.
(there is no "tail" in the exported FBX: each bone is a single point)
Unless you care about the actual position of the toe-bone tail, this doesn't matter
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
So if theres no child after current bone, unity doesn't show that octa thing at all>> because theres no matter where the tail ends??
Yeah. Unity only knows that the toe bone is placed at that spot.
The bone has no children
If it had a child, you'd see the octahedral shape pointing towards the child
if it is deprecated, why does it come with the Universal 2D template?
or is this just a me issue?
you just need to update the package. or remove it if you don't use rider
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
The template will take a bit of time to get updated
Because templates aren't updated as frequently as packages
"Deprecated" is a bit misleading here
ah okay, thanks guys
It doesn't mean that the entire package is deprecated and obsolete
That would have confused me
i didn't know unity could even display that kind of info, actually
me neither until moving to Unity 6 lol
a lot of nasty surprises in this version but I'll get used to it
what's wrong?
Depends on the target. You need a dll targeting .NET standard 2.1 for it to work with Unity.
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
Nuget usually offers a few different dlls
Umm, well, Microsoft discontinued everything related to Net 4, I had a lot of difficulties getting dotnet to recognize it even after installing it.
I'm trying to compile from source code, I'm looking for libraries about AV1F
You can set the target framework in the project settings
.NET Framework 4.8 is not discontinued but you probably want Standard.
does anyone maybe know why mouse inputs don't work on projects built using linux?
the project in question --> https://www.youtube.com/watch?v=1IN2JWl4cTQ
||youtube link since I had to have my friend test the project on their linux system||
Hi
meanwhile on windows it works perfectly fine
does anyone know how i can make animations for my metroidvadia kind of game?
What a vague and open ended question
It depends on a variety of things, one of which is your art style.
The same way you'd make animations for any other genre of game
idk how to do that eather..
i just began
Then that should probably have been your question
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...
ty ig
Next time just do a google search first
â 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)
^?
are you using the new input system?
yeah
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
âą Input Manager (Old): Use the original Input settings.
âą Input System Package (New): Uses the new input system package.
âą Both: Use both systems.
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?
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.
A google search
this is a massive jump in editor versions so i dont doubt something is horribly broken/corrupted
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
wasn't being an asshole, i asked if he tried to understand the issue first. Sorry if me asking questions is considered being an asshole. Won't happen again
then dont be condescending and word your question as if this is something trivial. you linked an unhelpful google page after stating that they should've just googled it instead of asking here.
im sure you see the problem with telling someone to "try to understand the issue first" when you yourself dont even understand it
Yee master, won't happen again master. Anything else master? And exactly what are you contributing vy running your mouth to me? Nothing, it's off topic AND offensive, so practice what you preach kid
i will choose to believe that you are trolling and simply block you, because otherwise, this irony is palpable.
why did you even start this argument in the first place

being purposefully unhelpful and condescending is not of the nature of a server that is meant to help people
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
and im sorry you had to experience that. there are a few bad apples but try not to let that dissuade you from asking questions
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
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.
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?
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?
General anxiety worrying I suppose, I apologize
aren't you doing the exact same thing though?
no worries. it should work with no problems
how
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.
select it in your hierarchy and press f while hovering over the scene view with your cursor
Found it! thanks. Don't know why but it was transparent.
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.
anyone know how to make a small little game im new
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 donât have to watch the whole video to see what I mean
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...
Hey, anyone here familiar with unity navmesh and areas?
!learn
Ah thx
:teacher: Unity Learn â
Over 750 hours of free live and on-demand learning content for all levels of experience!
these are just normal sequences. what exactly is complex about this?
Iâve never done it before. Is it a series of short videos that you pause while waiting for the user to select an option and then play until the next interaction point, rinse repeat?
they arent videos
I hadnât heard of Sequences in Unity before. Thanks, Iâll look that up
they are done in real time
rarely if ever do games use prerendered cutscenes
apart from the newer cod titles (?)
sequence is a broad term
i meant that there are many ways of going about this
not videos, animations
Unity doesn't do frustum culling for objects outside the view right?
for none-static objects
unity does do frustum culling by default. it's occlusion culling that isn't done automatically
for not-static objects?
it does, and you can easily test this
yes, any renderers not within the camera's view frustum will be culled
is it on CPU side or GPU side?
I am rendering things using command buffer and it seems like it is not being culled despite it being outside the frustum
I guess unity does its own CPU side thinging to cull things? (since I cannot benefit from culling with command buffer)
pretty sure it's on the CPU side
yeah
I guess I need to implement my own culling system then
should be straight forward I think... just box vs frustum
I presume that Unity just runs whatever you put in the CommandBuffer without question.
yup that seems like the case
Frustrum culling is done to decide which Renderers should get drawn, but there are no Renderers here!
no, i'm just describing why there is no culling being done
I checked and the Tar.exe is fine? it's in my system32 folder and windows 10 is up to date
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
did you read it?
yes i did but i'd like to fix Unity Hub not being able to download it
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
check the Hub logs
i posted the hub logs above
im not very good with that kinda thing though so it's gibberish to me lol
its not difficult, its in plain english, look for any indications of error/points of failure.x
still lol it's over my head
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
Well it's clear that the issue is with the tar exe. So, the issue is I compatability of that unity hub version with your OS version.
Did you use the same windows and unity hub versions in the past to build the game?
!install đ
- 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](#đ»âunity-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.
Is your hub up to date? Perhaps updating it might help.
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
who is they? unity doesnt do anything to it like that
you need to trim it elsewhere
yes until it updated last night (both windows 10 and unity hub)
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?
It's not really the tar fault. It just is being strict about arguments that unity passes to it that are not entirely valid.
And it's using your system installed tar, so you can't really upgrade or downgrade it. What you can do is the hub version. Update it if there are updates available. Or maybe downgrade it.
Other than that, upgrading to win 11 I guess.
i'll try to downgrade the hub version or wait for an update i guess đ
PC isn't compatable with windows 11 yet
Actually, updating win is not gonna help. I tried the faulty command in my environment and it fails as well.
This must really be something wrong with your hub version.
What version is it BTW?
Nevermind what I said. It does work.
So yes, the tar installed with your windows is the issue.
Hey, welcome back to game development! Itâs 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 youâre planning to do.
For instance, if youâll 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.
Iâve been actively working in this space and could help you get set up again with the latest tools, workflows, or optimization tips if youâd like. What kind of projects are you planning to start with?
But it could also be that this command is different between hub versions.
get audacity
Depends on the kind of help you need. Check #đâfind-a-channel
Do you have some complaints about laws of thermodynamics?
Ah, crap that wasn't Newton.
It says newtonsoft json. Not newton.
yeah thats what i meant
And it was a joke if you didn't catch it.
The error means that you have several of the same dll in your project.
That's not new.
It might. You should figure out why you have 2 in the first place.
im not sure if this is the right channel but i want to know if this could be fixed
did you try fixing the avatar rig configuration? it seems that some of the bones weren't found or somebody assigned them incorrectly
yeah and that somebody is me, its my first time doing any of this
and what happened? what does the avatar config look like?
idk if this is what you mean
no, where you configured the avatar. Or more likely had it auto-configure and fail to map everything https://docs.unity3d.com/6000.0/Documentation/Manual/class-Avatar.html
hello
can i please ask for help
how do i fix this problem??
the enemy character is just legti stuck on the room
even tho in the scene view its placed on the ground
these are the components
if you think it's a code issue, please share your code appropriately in one of the coding channels
!code
đ Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
đ Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
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.
i think i found the issue?
i do not know what it is
i dont know what the issue is
thats why im asking for assistant here
Can ii get help from anyone because i cant code cus this problem
same
@keen bolt
yeah
: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 #đâfind-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 #đ±âstart-here
everytime u alwayse say that
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
it does help if you actually read and do what it says
i actually did but iit wont help
i understand
but even when i delete the roof
itts still just walking up there
does it help
really, so then where did you post your actual question
like theres an invisible thing
boxfriend it will mean the absoulute world if u could help em
like maybe ur creature is to big and it phases to the top
ill send photo of it
i dont think its big
because my main character was fine
how big is the creature
you already received a response that you promptly ignored, why would i help someone ignoring important info?
literally where
no i understand that respone. the code one. but i do not know if its an issue in the code...
im still new and im so stunned thats why im asking for help
this is the size
one sec lemme find it
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
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
i wasn't referring to you. also it is against server rules to send unsolicited friend requests
ok im sorry.
may i have some help
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
do you know how to work it mr.hi!
my prblem
hes not bully
ive already told you to post your code appropriately, you have not done that
ok sorry i thought you meant it somehow else.
doesn't change the fact that it's against the server rules.
btw i know mr.hi!
that doesn't change it
hes not allowed to ask a friend
im sorry dude prob is that ii cant code cus my problem so i literally couldnt get started on learning
there are plenty of free resources where you can learn to
r u ai
may i ask how to
no??
are yall trolling together?
i cant do it im sorry
no i just like dayly ask help and he asked at samme time
press the "save" button if you haven't and copy the link here
iin a nice way im saying thats not what i mean
is english not your first language?
there is no "nice way" to claim someone is AI
ok thank you, may someone please try to wonder throuhg my problem the link to my code is here: https://paste.mod.gg/eowoxughonaw/0
A tool for sharing your source code with the world!
that makes no sense
no im speed typing so i can reply fast
problme ^
i do not want to cause any problem chris and other moderators thank you
im saying i cant start coding so if i learn anything i cant test it
maybe take some time to read what you said before sending it
no one needs fast replies, calm down
there are currently no moderators here, i'm not a moderator
then learn to code, there are a lot of free resources
sorry i mean you, intellicual, intelligent human begins đ
what's the issue you're referring to exactly? the sinking into the ground?
no my chraacter (enemy one) is just spawning and walking on the roof
when i want it to be on the ground
and even when i delete the roof its still wlaking on it some how
its like its ragebaiting me
if i learn something i want to test it not just have it in my head for months whiile i try to fix my problem and if u see alot of i its because my keyboard sucks
make sure its collider is in the right place
then learn stuff by actually making stuff?
its not so hard
agent offset?
may i request what that means?
look on the agent component
i cant because i set my code thing to opera and i cant switch it to a actual coding tool so now i fysically cant
send a photo of that
wayy up here #đ»âunity-talk message
you were told already how to change it
@keen bolt by "set my code thing to opera", do you mean you selected opera to open .cs files from the finder/file explorer?
try change base offset to 0
and see what happens
ok i will try that
yes yes u understand
just rightclick and change the app then
or open the file from unity's project window
after i right click iit which do i press
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
ok 1sec
sorry or chris
make sure your mesh is in the right place. make sure the tool is set to pivot mode
in scene view, there might be a box saying 'center' in the top left
change it to pivot
the tool is now changed to pivot, and this is what it looks like
there is no open with option
and appologies the cylinder hasnst gone it was just above and i didnt see
my character is placed on the floor
so seems like your mesh is what's offset, and it's not actually on the ground
your mesh is on the floor
your character is not
offset the mesh upwards and pull the actual object back down
just to confirm, your issue lies in trying to open the code files from within your operating system's file explorer and not within Unity, right?
i thought the character was the mesh?
no, the mesh is just the visuals of the character
i believe
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
so you are looking at your OS file explorer right now, not the unity editor, right?
what you see as the tool's position is the actual position of the character
no im in unity
the mesh right now is under the character
then congrats, you've completely ignored the answer to your issue for five days because it's still this: #đ»âcode-beginner message
wiich link do i press
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
so first pull the actual object down, and then move the mesh upwards to match where the object is (if the mesh is a separate child object - if not, make it a child so you can position it correctly)
so im confused when you say the mesh is under the character
-# whoops forgot to hit reply
ok
let me try
man i feel like i already answered this somewhere . . .
like this i understand what you mean by mesh now its the cube that has the skiined mesh renderer
notice how your sphererenderer is offset by -0.83 Y
that means it's under the actual object
had to edit a whole ass image just to show but ii shouldnt be judging i sorta dumb
buddy you can't even accurately describe your own issue
maybe stop spamming irrelevent stuff and focus on your own thing
chris im sorry but when i press the mesh it shows the arrows (red green and blue) and then i move it down but the character doesnt come with it, and then when i move the cylinder the character moves
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
none of those are cubes btw. the cube icon just means gameobject
make sure that Cube.001 is selected when you move your mesh upwards
ok, i am doing this right?
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?
ah shoot it's a mesh prefab thing
might have to make a separate parent object with the rigidbody and such and have the entire asset as a child
seems like the pivot point for the mesh is way off (which is something that should ideally be fixed in blender)
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
should i try this ?
or is the blender thing most likely the issue
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

hello sorry would the help still be avalible?
hi chris
do you actually have a question or are you just mentioning people for the sake of it
ok
i do not remember, and likely few will
it was about my enemy character and how to do this step
or if like box said its a blender problem?
which part of that do you have trouble understanding
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
make an object that's a parent of that
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
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
the eye icon
because if i place the character inside of the cube you cant see the character
that just hides the object in scene view
make sure to actually adjust the offset so it's not way below the actual pivot
ok let me try
when i move all the components to this empty parent object
does the movement still work
because i had movement codes on this character and a navmesh to like folow the player
do you have custom editor stuff?
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?
im on marrow sdk so 2021.3.16f1
oooo it may be an issue with that then
is this a modding thing?
yeah....
restart worked, seemed so simple 
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
lol nice
3 dots -> copy component
3 dots -> paste component as new
i wanna add
gosh i hate myself.
click the 3 dots on the transform
im coping with TAA
oh i did it thanks
ok chris i did this step what do i do now it it the same
also im confused on what that means
no, the transform
but whne i do that
the character isnt moving
its just like the arrows are moving up
wdym asset
the one you had as the parent before
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
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
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
so your gameobject isn't actually on the floor
it's a gameobject.
still not on the ground, but closer
again, your rigidbody and asset are offset downwards
offset downwards
ah wait i was looking at the navmeshagent before
seems like it was on the ground here, and your navmeshagent is also offset upwards
ok
may you explain the terms offset upwards/downwards??
and does that affect it?
hmmm it didnt work
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
Which room can we showcase the prototypes and get suggestions in this dc?
its not working
and now my nav mesh is not working
omfg im so angry
What to select here?
the platform you want to build for
PC
that would be windows then - or if you're currently on windows, then "current platform" would also be windows
chris
OK I'll leave it as default
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?
Hello community, I need some help with this error code Unity Error 2022.3.6f1-DWR_242dcc0db167 does anyone know what it means? i use Virtual Desktop with a quest 2 to my capable pc and when i start up VR Chat it immediately tells me this error, anyone know why or what the error means?
seems like it's mentioned a lot in vrc forums - perhaps that community would be able to answer
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
thank you
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
: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.
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why they cancel world building tools and behaviour graph
if you cancel why not open source since u not going to make it đ
community can finish ur task
Annoying internal Unity error and the odd fix
Depends how much it can be finished without modifying the closed source engine.
I know terrain would at least need more PhysX stuff to be exposed to work as a module.
Behaviour graph is out, no?
Is there a channel where I can share the indie-games I am streaming? Dont want to spam, just sharing the playlist link.
no, this isn't a social space
Hello everyone
got any tutorial videos?
2025 cuz my player wont even move with the script i made
!learn
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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 âčïž
is it possible to lock the cursor at a certain position on the screen and not just the middle
Is there a specific reason to do so?
im my level editor you can look around by holding rightclick but this still moves the cursor and i dont want it to move
and i also dont want it to snap to the middle (or change position at all)
So you cant control the cursor of the system, if that is what you are trying to achieve.
Oh wait, you can with the new input system actually
But if you lock the cursor to a position, does that not kill your "look around" mechanic?
no because the mouse still moves it just gets reset to the original posiiton (same with setting the cursorlockstate to locked)
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
Where did you Install the Hub? And did you try to start it as admin (been some time for me on windows, but that helped in certain situations)
i used the unity website, and i dont know how to start it as admin
Right click on your unity hub exe or app icon and run as admin. But using unity website does not install the hub. But as you seem to not set any specific target, it might just have been installed into /Program Files/ or what its called
i ran it as admin and it did the same thing, also my app icon is named unity hub but idk if thats different, im very new to this
Hm, never had that issue, sorry. Did you google the issue already?
try reinstalling the template?
maybe it got corrupted somehow
not yet, i didnt know how to word it properly when the issue first happened
"unity windows Failed to resolve project template" might already be enough
wait it was installed into program files does that do something
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
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 đ
I have the sensation that UMotion could be involved on the issue as I mention on his forum. đ
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.
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.
In editor you can get the ModelImporter for the asset to change these settings whenever you want
https://docs.unity3d.com/6000.2/Documentation/ScriptReference/ModelImporter.html
this is it I guess
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.
you can just re-add animator window
ah so basically when I have an editor script or smth I'd use this in Start to get access to the mesh data?
well you probably dont want to modify this during play mode but you can get an assets importer to modify its import settings in code.
Id question what you are doing to only need this during play mode in editor...
The docs state that mesh data can always be read in editor outside of play mode:
https://docs.unity3d.com/6000.2/Documentation/ScriptReference/ModelImporter-isReadable.html
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.
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)
oh damn thats good to know
ty very muchđ problem solved
âš edit time automation
Ive written things to automate fixing 1000+ prefabs in the past đ
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 clickđ„ž
Write a new script that does the same thing with slight changes. 
if only iteration always meant improvements đ
- a few new bugs.
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
Sounds like frame rate dependency
It also sometimes fixes when reloading the game itâs 50/50
Okay I will see about that Ty
Nope wasn't enough
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
You need to make an animation clip first and then you can drag your sprites in
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
The menu item đ
But that can't be it, because it's managed memory. It wouldn't leak.
Why does a button on the menu creates 8kb and sometimes even 15kb of gc alloc per frame 
the memory profile shows all the extra memory as "untracked", I have no clue what's causing this for real hm
Well clearly you do but perhaps there is a bug in "in app purchasing" or levelplay
Levelplay is the new name for ironsource
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
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.
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
if its just you want a different default i would go with Carwashes suggestion, if you need multiple types of script and templates for them i would be tempted to not have untiy make them but define my own MenuItem so i can take more control over ordering
It said I wasn't allowed to change that file
Hey, anybody really familiar with foot ik and animation rigging?
was Unity open at the time?
Don't ask to ask, just ask the question you have - but ask in #đâanimation
I have closed Unity and Unity Hub and I still got this error.
run as admin
how to find some one to help me with a projekt???
!collab
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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
Why isn't muse animate working?
Why cant i download
I dont have disc on the laptop
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
on mobile might as well be sending a blurry square
tx
what is this
but, if you don't want to take a screenshot and would rather only share photographs of your screen then I have a solution for you
This is not my pc, but the person let me use it for unity cause my pc died
guest windows exist
and discord is still a website
Tried downloading it off of a site, didn't work, it keeps failing
And i still don't want to log in and remember my password and everything if i can just take a pic
oh in that case, this is all you have to do. glad we got your problem solved đ
Ty
help us help you. photos of screens are just inherently bad ways to give information, unless you want to show cracks or damage or glitching of the screen itself, in which case, wouldn't really be related to unity anymore
there is an expectation of effort on your end to give usable information that's necessary for us to be able to help you
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
is it connected to the internet, have you tried restarting
I'll try to login to discord, but idk if i can
The laptop or unity?
the unity hub, and if that doesn't work, the laptop
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?
Ty it works now
try restarting, if it persists, it might be something to worry about
Restarted and its still there. Must say that doesn't instill confidence lol...
Guys, how can I solve this error?
what are you trying to do that's causing this error?
This means that Unity can't find the UnityEngine.Rendering.UnifiedRayTracing.RayTracingRenderPipelineResources class. You don't have any compile errors, right?
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.....
make sure your Game View is not scaled up
it's a slider at the top of the game view
try creating a clean/new global settings asset
- go to Edit > Project Settings > HDRP Global Settings
- in the Inspector look for the asset HDRenderPipelineGlobalSettings
- click Reset or New button at the top of that field
or
- Open Package Manager
- Enable Preview Packages (gear icon > Advanced)
- search and install
com.unity.rendering.unifiedraytracing - Restart Unity
i can't actually find a class by this name, though...
it only comes up in this random page in the manual https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.4/manual/UnifiedRayTracing/create-ray-tracing-context.html
Scale is 1.5 but that Pixels
Anything other than 1x will look pixellated
This is an editor-only thing. It lets you zoom in on the game view
but there is no value in Unity that is less than 1.5
change ur Aspect Ratio if need be
try changing it to Free Aspect
there at the top of the Game-view window
i'm not sure what would stop you from changing the scale to 1x; i have seen that before
change it to a specific aspect ratio then. if it still persists then your windows display settings likely include being scaled higher
ya, it may need to be higher than 1x to fill the window
If "Low Resolution Aspect Ratios" is not grayed out, make sure it is not checked
try setting it to 16:9 or w/e oh and that too ^
If it's grayed out, it's not relevant
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?
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
Is this going to cause issues if the waypoint is offset and multiple cars are heading towards it from multiple directions/lanes?
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
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 .
I did consider making lane based waypoints but I already have about 140 waypoints and then there are 6 lanes and a lot of waypoints have 4 leading ones which would make it a lot of work for me to go through.
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)
This meant each main node had 8 sub nodes
a directed graph!
navigation meshes are often non-directed, but this is a great place to use directed edges
Ah I didn't know it had a name
I just kinda made it up at the time to solve the problem
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
You would not need multiple "sub-waypoints" here
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
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.
is there a way to disable this wird noise shadow?
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
It's the ambient occlusion post effect
Find your volume or default volume settings and tweak/remove
don't have that
SSAO being on be default strikes again
it's hidden in the rendering pipeline asset
no clue why they added override options in that honestly
How many people have complained about it now...
It in redrer features
wheres that?
In renderer
actually it's not even part of native PP effects even in the rendering asset. It's a custom fullscreen shader
in the camera?
In pipeline settings asset
idk where that is
In project files
it's there but you need to open the PC_Renderer from the asset directory
thanks
I just open the Unity and the error shows already
Even new projects
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
it's the extreme size combined with the blue-noise smoothing
it looks really bad when you get up close to it
Ive noticed the issue but i aint about to complain about it. I'm trying to block out good gameplay before i try to make anything visually pleasing.
Does URP not have a good ambient occlusion implementation? 
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)
most screen space stuff looks terrible IMO
I'll give pass to bloom cause it makes my particles pop ;)
we love bloom
some VRChat worlds have zero bloom and it makes my hot surfaces look so lame
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
Amplify has a free implementation floating around, apparently:
https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/amplify-occlusion-56739
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?
Why does the Draw checkbox keep disappearing when I start the game?
The Tree & Details Objects
Is there anyone has this type of tutorial for this kind of level design .. pls let me know
Cube. Repeat lots of times.
Terrain + Probuilder
Chat, are there any interesting and good Unity tutorials on youtube? For beginners
probably
I am a 3d art designer already and lore writer, the only thing I need is to create a working game
!learn is a pretty good place to start though
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you can search for tutorials in youtube if that's what you prefer
I really heard of it in a good way, thanks
wasnt sure tho
my game works fine in unity but once i build it, the sprites arent in the game
and neither is my background
Either:
- You're loading the wrong scene as the default one (check your build settings)
- 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)
sorry, how do i check my build settings?
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
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.
How can I give Stone_02 a collision?
You don't add it like this
I mean
if you have a prefab of stone_02. just add a collider to that?
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.
terrain details arent meant to have collision
i think anyway đ€
trees are different, they inherit the colliders from the prefab used
but yea this is a good point lol
this is not what the docs say
pretty sure I've had it working with collision
pretty sure rob is right but also tree is just a loose term, anything can be a tree
or maybe I used trees instead and used rocks lel
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 Prefabâs 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.
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
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So the prefab has a collider, but it doesn't apply to Terrain
as mentioned earlier, you'd have to place them via the tree brush
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can someone help me with this? đ
ok ok solved
@south summit next time don't spam in the chat. If someone knows how to fix your issue they will help
The reason I'm hysterical is because I came from another engine asking the same question about a problem I was having and how to solve it. I spent a month trying to find a solution, and you know the worst part? No one answered me, or they did answer me but they weren't coherent
I hope you have compassion for me
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
idk if I'm somehow supposed to grab and set each players UI elements individually or something but yeah
that video that consists mostly of you typing in discord is really helpful at knowing wtf you are referring to
sorry wait I'll get a better one rq
here
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 
If you select the error message that pops up in the console at 0:20 what does the rest of it say?
It seems to fire right after the join action
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.
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.
Anyone recommend a Unity Meetup (as in meetup.com) group that meets on Zoom?
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?
you should check out the docs for OnControllerColliderHit to see how it is recommended to use it for pushing rigidbodies
https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
Thx
for Blender there are a lot of tutorials on Youtube
the terrain yeah idk really but I am sure there are some tutorials
i found some but there are too low poly i need smthing like this but idk how to make
art school, technical skills are tutorialized on YouTube, then lots of practice
You go through the blender tutorials and apply the knowledge to creating your own thing instead of just making exactly what the tutorial does
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
Ok thankyou guys
I tried to wrap my head around the code and replicate it in my project in a bunch of different ways, but none of them worked. I even added a Debug.Log to see if it detects the player colliding with the object, but got nothing :(
show the code (in a code channel)
ok
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
I want to make pick up and throwing
i send on #đ»âcode-beginner
I have a character controller but doesnt have physics duhh so I am trying to see more things
Then that wonât help. Maybe ask something specific with code in #đ»âcode-beginner
I learnt some timer and health things with colliders so I want to make a simple game with an enemy this week
with the pick up and throwing system too
You mind sharing where you got this from?
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
âą Input Manager (Old): Use the original Input settings.
âą Input System Package (New): Uses the new input system package.
âą Both: Use both systems.
does anybody know what could possibly cause this weirdass multiplayer behaviour?
(probably mute the video before playing sorry)
fixed, something about me misplacing some UI stuff, doesn't rly seem to have done anything about this though ^^
no idea what I'm even supposed to be fixing here cuz the project isn't even throwing any errors

What do you guys think about the newer input system
Im still not sure about it
Seems fiddly everything just takes longer
It's not new anymore. And it works fine.
It makes multiple maps and support for different controller types infinitely easier.
Its not new but ive still not really got into it
I get its easier for controler support but it was nice just putting inputs into script and having it work there and then
you can still directly read and hard code specific inputs from devices like keyboard and mouse
But hopefully you understand thats shit for the end user and you as a developer
yeah, no time for the consumer. Legacy 4ever
input system provides a better system to define actions with multiple source device buttons/triggers
but well most beginners just want to do a simple check like if(SpacePressed()) and not think about it anymore
I mean what was hard with making your own input manager and just mapping keys in a dict previously
well yea you could do it yourself and waste all that time đ
but unity thankfully decided to improve what the engine should already do
doesn't even eliminate polling stuff that requires continuous input which you still need to do in update
it has some utility for when pressed and when unpressed, but doesn't get around stuff like say dragging with touch/mouse controls
tbh that's my favourite part about it, I hate having to poll inputs in update
cant you have an action that responds to mouse delta change/stick input?
It's amazing, especially adding controller support! Way easier
I think I need more time with it
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
Ive been thinking about just switching back to the old one
If you're doing a small project then stick with legacy IMO
you want nice looking code and cross-platform/control support go 'new' input
If you've ever written a custom keybind menu in both systems you'll understand why the new input system exists
I only make small stuff I normally go on unity when im bored make one feature then never do anything with it
people been making games without these fancy events systems decades before
im not sure what im doing wrong here
plus this is my first time with unity and making a model in blender
People were making games without engines for decades before. The whole reason Unity exists is to make the shit jobs easier so the fun stuff is what's left
Is that error in blender or unity
unity
yep, way too many times
Lets ask chat gpt
nope
Something about bone Hiararchy
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?
ill try
How would I make my game look low quality like in fears to fathom?
Post Processing
Ah ok thanks
can i make the project tab show these models as shaded and lit?
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?
Open the material list in on your Mesh Renderer, is it missing one?
Chat would people play a horror game about depression/mental health
probably not...
if so, a very small market would
games like that already exist and plenty of people have played them
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"
Ah, Iâll have to think about then
Iâve never seen 1 except That Dragon, Cancer but itâs not mental health
Is this sentence still true in 2025 in unity 6?
isnt 3d grass really expensive
in performance
depends on how you do it
like you could set a view distance range for it to maximize performance and make it a setting that the player could change
and depends on how detailed the grass is
if unturned dev(s) managed to do it and the game runs on low end devices, so can you :3
probably not
@cinder bone also I highly recommend enabling occlusion culling for it
I don't think occlusion culling has anything to do with grass. Especially if you have big open scenes.
maybe
You could add "regular" grass. It doesn't have to be a separate mesh. Could be just quads/billlboards. The way unity terrain does it by default.


