#💻┃unity-talk
1 messages · Page 13 of 1
Don't ping staff or moderators for non-server related issues.
Your question contains no details and no, even if I did you have pinged me for no good reason and I would rather do literally anything else
Your question also assumes that the mods and Rex specifically have multiple "gtag copy servers", would probably make sense to ask a gtag community a question like that
im not sure whats the issue, those bones are named that
anyone know what makes tiles overlap randomly like this
Hello, I have a few questions in regards of the recent cve
Sooooo, I found that one of my favorite game has that vulnerability, Ori and the will of the wisp. Buuut I know for certain the devs are not gonna patch it
I tried patching it myself using the unity patch tool 1.3.3 but it said theres no patch available for it
So now I don't know what to do, is it safe to ignore or do I have to say good bye to Ori
You can ignore it
Soo the whole cve is a thing of the past now?
do you guys use interface extensions often?
i use them whenever i want an interface with predefined implementations as well, but i dont know if that's bad design
I also do and also get a weird vibe, gonna use them a lot more once we get c# 14 tho
why is that
Has additions like extension properties
And c# 10 adds static virtuals and static abstracts in intefaces too
-# if*
I kinda gave up on doing fancy stuff with unity lately
the'll never update their serialization
I'm hoping the addition to those unified gameobjects with ECS we'll get some more component tools such as gameobjects without transform values so I can actually do some true gameobject composition
what are this warnings while testing game on editor
editor bug relating to a memory leak. you shouldnt worry about it unless you notice that inexplicable problems are happening
not having any problem in game and performance still worried!
like i said, it's an editor bug. not much you can do other than run the debugger to be certain that it isnt something else
Hi
no hi
Very very minor grammar issue with a warning popup, specifically the one for a canvas component with "Additional Shader Channels" set to include Normal and Tangent, might have been fixed in a later version, does anyone know where I can check if it's been fixed/report it?
!bugs
There's no command called
bugs.
!bug
🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.
📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!
💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.
For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting
I think I have a scam bot texting me, anywhere I can report this?
DM @karmic maple
Thanks lad/lass
Can i downgrade/switch my project from latest beta to stable?
well you physically can do that
whether or not it comes with issues would kinda depend on a lot of things
It's not supported, but it can be quite painless depending on a lot of things™.
You should use some sort of version control solution if you care about the project.
hi everyone
i need ask some question can someone point out what is this issue ?
the 1st picture that i can saw the sprite image but 2nd picutre where i apply meterial on it, the sprite become white color
can i get some help ?
Yea of course, can you screenshot your ShaderGraph and make sure the material was using that ShaderGraph?
ok a while
actually i follow tutorial on youtube but i check every step i cannot found up the issue
Try put your image to MainTex property.
if it works... i think you need to rename MainTex to _MainTex <<< because SpriteRenderer will send the sprite to _MainTex property (if im not wrong)
my unity editor goes black when i run my project.
Does it crash or just go black?
just when i click run btn it keep loading
What exactly is black. give some information or screenshot...
I remember before starting Unity some people said one drawback with Unity is mixed features (new + deprecated/outdated). This seems one of those things. I wonder how can I find/avoid them.
now it gives me the unity bug reporter window
So you gotta check the logs
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
Just keep up with new releases I guess. I think for the most part the default templates are okay now?
The big ones that you really have to lock in at the start are the render pipeline (use URP or HDRP) and the input system (don't use the Input.GetAxis / Input.GetKey one) because they can take a lot of time to replace.
Might be worth it at this point to learn UI Toolkit and just never bother with UGUI.
i do but still not running, while other projects running perfectly
They were having some thoughts about deprecating / removing UGUI in Unity 7 but I somewhat doubt it'll be an outright removal any time soon.
whats a easy thing i can do in unity that needs some help
What do you mean needs help?
like asking the unity discord for help on 1 of the steps you dont know
or a code that failed
You can stick around and wait for questions to come up that you can answer
or browse https://discussions.unity.com
thats horrible i barely know any code
If you can't help then why did you ask
to do some practice on unity
Start making a game, there's a lot of practice in that
already did with some toturials
fixed some of the code if it didnt work
and just in case so i dont end up in toturial hell i actually try to understand the code
Make one without a tutorial
Make a larger game then
is there any reason that renderers don't clear the materials created by accessing Renderer.material when they're destroyed?
like isn't this just asking for a memory leak to happen in a game that, say, doesn't load other scenes often/at all?
it feels kind of weird to me that it just leaves them in the ram for seemingly no good reason
I'm using Emissive debug mode. The Emissive object is shown complete white. But in the tutorial, it says it should be yellow (like 2nd image). Is there something wrong?
I guess your emission value is too high
Oh, I think yellow is just an example, not standard.
Or that 😄
So it won't match my colors.
change the variables of the material to get w/e ur going for
you'll have to have bloom enabled (in your post processing volume) to see any glow from emissive materials
Actually, it's still white after changing colors/intensity. So I think there's something off.
can you show your emission color popup?
I think material is working fine in shaded view: @ocean pumice
It's baked.
ah alright, so you fixed it 🙂
No I mean "issue" is this object is pure white in Emissive debug mode.
I wonder if that's normal. Because tutorial shows it bright yellow.
Oh wait fixed it 😄
😄
There we go 🙂
Does anyone have any recommendations for a chunked map system/library?
I'm doing some work on my own map system (create tile map->instance tiles as a triangulated mesh), but it has a lot to be desired with how I've written things.
I figure that if there was even just a simple implementation for something similar to this, it might potentially save me a bit of time as the approach would have already been "solved"
I'm thinking more along the lines like this Tilemap, something like that isnt exactly hard to write myself, but its such a simple class its quite easy to "drop in" to my own system
Why would a full chunked terrain system be "simple"
Not to the fullest extent of it generating the final form, but for a generic system youd have the array of tiles, and from tiles you generate the actual chunk instances. Then have some states like if the map exists, or only instance chunks when visible.
I'm more interested in the kind of architecture I should try and aim for
I've done 3d games before and weirdly am now going back and trying some 2d stuff (to try a simple networking game)
I had initially built the game in a "GameSpace" canvas, so as gameobject spawn they are placed as children into this "GameSpace" gameobject.
New gameobjects such as player have image components for their visual.
The problem I am having with this is layer priority of objects, I can't easily make sure a nested part of one gameobject is shown on top of another gameobject
Now looking online people seem to go about it in a different way, using a bunch of non-nested gameobjects with sprite renderers where you can set the Order In Layer. Is this just fundamentally a better way of handling it or is there a way that I could control my layering with my nested solution?
I think this depends on the type of system you want
This is what I was hoping I could get an idea of by looking at an existing approach
Well i mean what do you to be able to do with the terrain is it deformable? Yes, look for a marching cube implementation not really simple but does the job. No, why the need for chunks then? Can you get away with it being a full single mesh?
Mine already functions, but its quite basic and needs to be restructured as it has some poor design choices
Its basically a triangulated mesh grid that is displaced vertically using a heightmap texture
image components and canvases are made for UI, sprite renderers are made for normal 2d world space rendering
you'd probably run into a lot of issues trying to do it that way, you should really just use the intended way
I feared this was the case, but it makes complete sense haha, I have basically made a UI based minigame
Only a small week long project so easy to change
If you are familiar with Visual Studio Code, please check the issue I am experiencing. Thank you.
#💻┃code-beginner message
why the need for chunks then?
Are chunks not a good way to handle the terrain being broken into pieces? For culling they seem useful
I mean they are but that'd depend on how big the world is
Is there a similar way of doing masking / fill amount of a <Sprite Renderer> to how I was doing it with <Image> ?
if anything has a rect transform its meant for ui
you'll probably need a custom shader, shouldn't be that hard tho
Its finite for now, but my end goal later will be a procedural map
Right so you'll want it chunked
Do you have any plans for the terrain to have caves or just a surface level thing?
You'd have to use a custom shader
I think I have caves in a "possible roadmap ideas", but its surface level for now. I cba to deal with marching cubes yet
Cba?
cant be assed 😅
Pretty simple to write this one as far as shaders go
Ahh, just asking all this cause i have a working marching cube system myself and was curious if you'd want me to send it over. I could also write a simple surface level non marching cube system. Since i have no clue of any publicly avalible ones
I've never done any shader writing before, any good guides or tutorials to look at for basics? I wouldn't even know where to begin, is it a script you attach to the gameobject with shader code?
shaders are part of a material you attach to it
you can write them using shaderlab and hlsl or the visual shader graph
I wouldnt worry about it, thanks though ^^
I think until more of the underlying terrain system is fleshed out, because its just a displaced grid, MC or not, the resulting mesh will be the same both ways
I'll give that a go, thanks for all the help
you're welcome!
actually, digging more into Monofoxe, it seems its got a pretty fleshed out tile system. Even though this TiledObject is part of a very complicated system. Poking around in other places shows types that could be applicable to my own
I really just want to see how they handle the creation of and management of the map, assuming I havent misunderstood what they use their Tile for
hi so i want to open a project for modding tools that are in unity 5.6.2f1, but when i try to open it, it just gets stuck on this screen
i tried closing it through task manager and opening it up again, restarting my computer and reinstalling the editor but none of that works unfortunately
it sometimes says compiling scripts and loading stuff but gets stuck at the end anyways
im not sure what to do
i have also tried to upgrade it to 5.6.2p4 but that doesnt help either
We do not help with modding here
But if you just need help getting an old editor version to work thats probably fine
How did you download and install it?
well i mean im not looking for modding help, i just need help to open the editor
through the unity website where it has all the older versions and whatnot
Is this trying to open some project or make a new one?
it is trying to open one
i also just tried to make a new project to see if it would do the same thing and it looks like it :/
i tried deleting the library and temp folder to see if that help and it pops up with this stuff now
but then gets stuck again at this screen
I wonder if enabling compatibility mode on the editor executable would help
Hey guys Im wondering how to best approach this. Im making an Inventory, the logic is working completely, all I need is some UI to display it. Now I have 2 approaches in my mind:
a) Generate a new inventory prefab every time a new inventory is opened. Any inventory can have any amount of slots so just using a finished prefab is out of the question as it needs to generate at the correct size. Meaning I will Instantiate the base structure, then Instantiate each possible slot, then fill them by Instantiateing each item that is already stored. After everything is done save a reference between the InventoryObject and the UI (e.g. as a Dictionary). When closing/reopening just enable/disable the base object.
This would have the advantage that each inventory only needs to be generated once, and only needs regenerating its content (It can change without player interaction), but the obvious disadvantage of cluttering the scene with a bunch of inventories if the player decides to own 43289743754213471263129 chests.
b) Have a single base Inventory, generate it when an inventory opens, delete it and generate it new when a new Inventory opens, if the same opens ofc re use it.
This has the advantage that we limit available inventories to 1 (2 with local player inventory, which needs to always be loaded at least partially because of the hotbar, which no other inventory has), but the disadvantage that a player who looks betweeen many inventories, e.g. searching for items (Hi, thats me, Im that player xd) will do this pretty taxing generation every time he looks into a new inventory
Does anyone have any better ideas/improvements for my ideas on what to do?
Do you mind if you could tell me how to do that :?
Also i'm not sure if it's worth mentioning but it seems like a editor issue since a newer version of unity seems to work just fine
Any inventory can have any amount of slots so just using a finished prefab is out of the question as it needs to generate at the correct size.
not true
how so?
you could make a system that dynamically adds slots depending on how many you need, which is the approach that i would go for
I would presume with most layouts you can make use of a horizontal/vertical/grid auto layout and thus not worry about the problem
Inventory has 12 slots? spawn 12 and it gets auto layed out happy days
that sounds like approach b to me? How is it different?
approach b doesnt make use of prefabs at all it seems, you are still instantiating it at runtime and then storing the reference
Sorry if I wasnt clear my question was not how to technically achieve this but which makes the most sense.
No Id know exactly how I wanna know what makes more sense
I dont understand but what you should be doing is using automatic layout for your list/grid of items/item slots
what makes most sense to me is giving each object that is capable of storing items it's own inventory UI right off the bat
You dont manually place down some amount of elements when you know the amount required is varied
well, but thats how, and I am using a grid layout for how I do it right now
If you are able to re use this same "inventory UI" then id just spawn elements as needed and hide them when not needed
with unity 6.4 we can run our own local models like qwen deepseek etc that would be amazing 😉
you can already do that with existing plugins
If this UI is made correctly you can reveal it and tell it to show some items and it will refresh itself.
public void OpenInventory(Inventory _inventory)
{
inventory = _inventory;
InventorySlotsArea.SetActive(true);
_inventory.OnInventoryChanged += Inventory_OnInventoryChanged;
for (int i = 0; i < inventory.slots.Length; i++)
{
SlotToGO.Add(inventory.slots[i], Instantiate(InventorySlotPrefab, i < 10 ? InventoryHotbarArea.transform : InventorySlotsArea.transform));
GOToSlot.Add(SlotToGO[inventory.slots[i]], inventory.slots[i]);
if (inventory.slots[i].Item != null)
Inventory_OnInventoryChanged(inventory.slots[i]);
}
}
this is what I do right now, currently there is only one static inventory, the player inventory. It always regenerates over itself, I know thats the worst approach but Im still working on it. But thats the gist of how I would create any new inventory
ive used Undream AI in the past and it's great
it's on the asset store
Can you clarify, do you mean there is one static player inventory UI or the actual inv data?
No the actual inv data is not one big static one
oh they have a git hub too nice i will check it ouit thanks mate
okay so you have 1 inventory UI instance you re use? that sounds fine to me
Here is a mock I made for testing:
public class PlayerController: MonoBehaviour
{
public Inventory PlayerInventory;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Awake()
{
Inventory.SetItemsPath("Examples/");
PlayerInventory = InventoryBuilder.Create()
.SetOwner(this.gameObject)
.SetCapacity(20)
.SetLocalPlayer()
.Build();
}
private bool inventoryOpen = false;
public void ToggleInventory(InputAction.CallbackContext context)
{
if (context.phase != InputActionPhase.Started) return;
if (inventoryOpen)
{
InventoryControllerUI.Instance.CloseInventory();
}
else
{
InventoryControllerUI.Instance.OpenInventory(PlayerInventory);
}
inventoryOpen = !inventoryOpen;
}
}```
Thats only for the player inventory right now. This one will always exist due to the permanent need of a hotbar. If you say I should reuse my one main instance that would be precisely approach b
A hotbar to me different to some general UI that can show all items in some inventory
i had a question for y'all, i have some skills in programming and the basicsc in c# and i fpund a website to learn multiple programming languages, c# being one of them. do yall think its useful to learn c# on it without unity? bc my goal is to use unity after that
sorry? A hotbar is just another area for the inventory as you cans ee in the spawn logic its the first 10 slots
yes
My experience with games tells me a hotbar provides specialized functionality and uses only some parts of an inventory object
I mean I could go over how I made it work but I dont think thats the point?
bc the course isnt unity oriented and i remembered all the quaternion shit and functions from unity, that will obviously not be mentioned innit
No but I am trying to understand what you can support and do when implementing this other inventory ui
that's ok. learning the basics of the language comes first
so trying to say a hotbar is an inventory UI is misleading to outsiders
Basically my Inventory holds a selectedSlot slot reference and then on change it calls an event that every slot is subscirbed to. The slots then check "Is this me" and then select itself if it is, if not deselect itself. If there is no hotbar simply dont subscribe that event. Also the hotbar slot knows its item so if I need the item anywhere (for actually using it) it would be accessed over slot.item
The hotbar is part of the inventory
but only if it is needed
yeah ok thanks
"Any inventory can have any amount of slots" so does the hotbar have 10 slots and the rest of the inv can have as many as it needs?
private InventorySlot _selectedSlot;
private InventorySlot selectedSlot
{
get => _selectedSlot;
set
{
_selectedSlot = value;
OnSelectedItemChanged?.Invoke(selectedSlot);
}
}
public InventorySlot HotbarChangeSelect(int value)
{
int newValue = hotbarSelectedIndex - value;
while (newValue < 0) newValue = 10 + newValue;
while (newValue > 9) newValue = newValue % 10;
hotbarSelectedIndex = newValue;
selectedSlot = slots[hotbarSelectedIndex];
return selectedSlot;
}```
The hotbar currently has the first 10 slots of an inventory
It would break if the inventory had less than 10 slots total rn but thats a bridge I will cross when I come to it
but again, this isnt about the hotbar, for any other inventory Id just not make one
just manually make it so that it cant have less than 10 slots
Would be a bandaid but I want the possibility in the long term
you can separate player inventory ui and all other inv UI if need be
That is the plan
but Im still unsure wether I wanna generate an inventory for each chest (or object that just has one) or generate over a single instance every time one is opened
does it really matter? both approaches seem fine in their own rights
Well I wanna do it right and I just dont know which one is better
I can articulate up and down sides for each but dont know which to prefer
better how? performance? ease of use?
performance definitely
option A would be a potential memory leak I think, and b just needs to recalcualate every time you open an inventory
unless you have 100k loaded at any given moment, i dont see a problem with each chest having it's own UI.
memory leak how?>
Well you open a chest, generate a new inventory
not quite the right word
Its just completely unlimited how many you can have
what part of that could cause a leak
As I said not quite the right word
Say one inventory uses 100kb then you open 100 inventories and already use 10GB
why would they all be open at the same time?
Didnt measure exact sizes so idk what the real numbers are
Isnt it still in memory if I just disable the parent?
because thats what we are talkign about no?
You open an inventory -> generate -> close by disabling the GO -> re open same already generated one next time
If we dont regenerate we need to keep it
keeping things in my mind always uses memory
this has nothing to do with the UI though, you already said that the inv logic and the inv ui are sperate
Well yes but doesnt the UI use more memory if it has more elements?
this is how an inventory looks like
Each InventorySlotBase is repeated for ewach slot in the data
not to the extent that you're thinking. you can try this by having 100 objs in an empty scene and then disabling them. the memory usage is minimal
well thats disabling thats option a. Option b doesnt even spawn a 3rd, 4th or 5th inventory object
so its always capped to the size of a single inventory
you only need as many ui elements as the max number of items is in an inventory
what is option a? spawning in thousands of unneccessary objects?
i see. then i guess you should have 1 ui for all chests that reads the data from the chest itself
thats what rob and x5 seem to prefer
well preferred until now
if your chest has 30 slots then you only spawn 30 ui elements. and you just enable and disable them
x5 seems to just have changed his mind xd
eh im still on the fence. both option seem ok in theory. if you really are worried about having 100 different UI's that each have their own collection of elements, then it's ok to go for option b
No if you only have 1 you dont enable/disable them. What ifI open 30 slot inventory first, then 20 slot, then 40 slot
Im planning on reusing it in future projects so some games may only need 2 or 3 outside inventories, others may cycle through hundreds in minutes
if 40 slots is the max then you spawn 40 slots in Awake or something and then show the player only the number of slots he needs to see. if he opens a 30 slot inventory, you just hide 10 slots and show him the 30 🤷
option b seems super quick to setup. why not just try it?
There is no max
no max size
uint.Max is max
but surely there is a max number of slots visible on the player's screen at once though?
pooling systems spawn the amount of items needed, then reuse those items ... spawning more if they're ever needed.
option b is technically how the player works right now as it destroys its inventory on close right now
that yet again is option a
so we have 2 points for a 2 points for b xd
I guess at least you can see why I am having a hard time deciding xd
can you answer this? #💻┃unity-talk message
No if you have more than have space I will simply generate them into a scrollView
but purely technically you can have uint.Max amount of slots
after that some stuff would break
so the player only sees x number of slots. which means you only spawn in x number of slots once, and then use object pooling for the scrollview and enable/disable stuff as the player is scrolling
you should not be instantiating and destroying objects at runtime when you can just use object pooling instead
that's the absolute best way to do this, unless i missed something
So option b but on steroids
but thats not even the point my question isnt any individual inventory but the system as a whole
that would be its separate, own, question
Well if we cant decide Ill just do both and make a boolean toggle :)
what i said is how you would handle the ui side only. for the system itself just have each chest store a list of items. ids and their amounts probably
way too much uneccessary work ngl
Right now my Inventory is set up that you have the Inventory class, which has a Slot array, and a Slot contains the Item ScriptableObject (nullable)
And a chest knows its Inventory object
So if I say right click it it tells me that object and I can either generate the inventory (option b), or have it generated and look it up in a Dictionary and then just enable it (option a)
Item data and item instances should be kept seperate. Then we can use scriptable objects for item data configuration
as you know, we cannot save scriptable objects at runtime so its unwise to use them for mutable stuff
They are?
The only thing changing about an item is how many you own but thats not item data, thats actually in the slot precisely because of that. Slot knows which item it owns. Slot knows how many of that item it owns
wait ill move my question
using System.ComponentModel;
using UnityEngine;
namespace Maffin.InvetorySystem.Items
{
[CreateAssetMenu(fileName = "Item", menuName = "Scriptable Objects/Item")]
public class Item : ScriptableObject
{
public string itemName;
[TextArea] public string description;
[DefaultValue(10)]
public uint StackSize;
public Sprite Icon;
}
}
How do you save this inventory data to disk then?
this is my full item
I dont I let the specific game handle it
I have some games I want editable files, so I use JSON, and some I dont, so I use unity cloud
wdym?
you dont know how this inventory data is stored and reloaded later?
Does this answer your questions?
I serialize the object?
yay we got there
I reference the Item So by name rn
probably gonna change it to something more unique but that is future me's problem
But thus I only need to store one field of the SO to reference it back later
using Maffin.InvetorySystem.Items;
using UnityEngine;
namespace Maffin.InvetorySystem.Slots
{
public class InventorySlot
{
private Item
item;
private uint
ownedAmount;
public Item Item
{
get => item;
set
{
item = value;
if(item == null)
ownedAmount = 0;
}
}
public uint OwnedAmount
{
get => ownedAmount;
set
{
if (item != null && value > item.StackSize)
ownedAmount = item.StackSize;
else
ownedAmount = value;
}
}
public uint MaxAmount => item.StackSize;
public GameObject placeholder;
private bool keepItem = false;
public bool KeepItem
{
get => keepItem;
set
{
keepItem = value;
}
}
public InventorySlot(Item item, uint ownedAmount)
{
this.item = item;
this.ownedAmount = ownedAmount;
}
}
}
this is what a slot is rn
ideally you'd generate a unique id for each item and save that. but strings work too
IDs take less space
99% of the time I use string ids as it is a lot easier to configure and handle later
though sometimes it has made sense to have an alternate int id
no matter if json or unity cloud it will be serialized to string anyways
but thats just me
until you want to rename an item and now your players' saves are invalidated 😄
yea thats why you just dont or you have a version number in your save file so you can handle upgrading later
Guys can someone help me with unity version control
Any one else seen these rectangles in the editor UI like some debug code left in?!
I turned it on so my friend could also work on the project but this is what he sees
Hey all. Curious - anybody managing Unity in a school lab environment?
I tried on out school iMac but it got blocked by the firewall
ooof. 😄
I'm talking from the angle of packaging it and installing it on a lab of systems for students to use. 😄
so kind of the opposite - lol
Dang nice
I have it running now in a lab, I'm just questioning if the way I did it is the "best" way cause Unity, to put it lightly, is a real pain in the backside in this kind of space.
What are the specifications of the devices
That you put unity on
they appear to be i7, 16gb ram AIO desktops
I dont think an i7 880 can run unity
How did you do it?
I had to run a script that calls unity-hub via command line and put in a ton of parameters after it for all of the SDK/NDK/JDK/WebGL stuff.
The thing that makes me rage is unity-hub only supports certain versions for a limited time, so if I have a system blow up that needs fixed months later, when I set it up again, I can't get that system in line with the rest of the lab without also upgrading the entire lab in the process (which isn't always approachable with half completed projects). Needless to say, Unity makes me want to flip tables at times with this kind of goofiness.
Problem I remember running into is accepting the EULA for the different components individually. Some, if I recall, didn't have command line parameters to bypass that.
The only way I could make it work is via hub command line. Which I hate for the other reasons listed above, but it was the only way I could make Unity + the extras behave.
Hub can also install older versions. For instance, this link to install the current LTS:
unityhub://6000.0.61f1/74a0adb02c31
I imagine there's a command line flag for the same
yeah I know it can do some older ones - but it's limited
unfortunately it's kind of useless when trying to match up the rest of the lab in the event of a system failure or some sort of RMA that comes up
so far it's happened twice, and both times unity hub no longer had the version we needed posted
It's to the point that going forward I'm going to buy an extra system or two for the lab and keep as a hot spare with the exact versions, but that's just an asinine thing to have to do to work around this.
Not really. Specific versions all the way down to 5.0.4
IIRC there's a JSON file somewhere to download even older versions
when I check for what versions are available via unity hub command line, I have six options. I don't have the full run of all historical versions.
e.g. unity hub.exe -- --headless editors
my understanding is they must be listed there to be available for command-line-based install
How good is unity 6.2 compared to the LTS version
I'd like to transfer my project from 6 lts to 6.2 but first I'm wondering if it's actually worth it or a waste of disk space and time (basically are the new changes actually extremly valuable)
read the patch notes and decide that for yourself
I downloaded Point Grass Renderer and now I can see all the grass on the terrain, even from a distance. Does anyone know how to remove this?
I figured it out
"unity hub.exe" --headless install --version 6000.0.58f2 --changeset 92dee566b325
I don't have the --changeset portion in my command. I assume that's a catch point here?
Yeah, you have to specify that to download editors not on the currently offered list
no freakin kidding?
where did you source the 92de? I assume that's listed on their archive installers page?
getting me a little excited over here homie
I wonder if it'll place nice with all the extra jazz in my command
like here's the command from my older unity notes when I was working through this a year or so ago.
-- --headless install --version 6000.0.26f1 --module android-sdk-ndk-tools android-sdk-platforms-34 android-sdk-build-tools-34.0.0 android-ndk-r23b android-open-jdk-17.0.9+9 webgl
Should work
I'll have to spin up a VM and see if I can get this older (and not listed in hub CLI) version with all that NDK SDK JDK business in there barring I add the --changeset parameter
lol. sitting here wondering why this aint running on my vanilla VM. I didn't install hub. 😄 It's fine it's fine everything is fine over here.
My advice - wait for the next LTS with 6.3, which should eventually stabilize
6.2 really seems like a mess from all the bugs I see posted here 😅
Yeah it's fair LTS versions have the least amount of errors thanks for the advice
I usually only use LTS unity versions but I heard they implemented AI to facilitate sprite generation so I was considering it
I wanted to ask a question about a file .shader codes in URP
Which channel can I ask?
After seeing all these new game trailers on Halloween I think it's time I get into game development seriously. I may be solo but hell I'll make everything myself down to models and whatnot
can someone help me with a problem i have i imported my character model fbx into unity and also extracted the materials but somehow the whole character is black only the hair is white
Oh I might be able to help
that would be cool
You need to put the materials with the model, cuz right now, they're not in the right place
But the problem is.....I dont know how to do that, BUT atleast you know the problem
!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**
You did it in blender yes?
Did you assign textures to the materials you extracted
Ohh, you have to do it from blender then unity then
Unless doing in unity is also fine, but I do for a fact, you should do it in blender
the material came with the folder and i just took that as source
how u do that
Do those materials have textures assigned
i only got a textures folder with it
the materials are with a blue dot right?
these
and no they dont have textture assigned
i tried to tho but i dont know which ohne to place where
Sorry, im just learning textures and how to assigned them, but I do know you have to go to your shading tad, the other guy seems more reliable then me tbh, hope it goes well
Then you'll need to do that
yea but i dont know what to put to where
So look at where the material is used, look at the textures, and see what would make sense
Repeat until sorted
it doesnt change it stays black hm
Did you actually assign the materials to the mesh
And do you have any lights in the scene
yea i think it was because of the color
base color was a paint color
idk why
and some of the materials doesnt even have this component so i can add the textures
@sly lake just like you said, that --changeset was the ticket. Tried with and without. Without it, it yells at me that it can't find the version. With it, it does it's thing, and a while later I end up on the older (but specifically targeted) Unity version referenced in the command. ❤️
Hello everyone, im new here. I have an issue in a unity project I am working on and dont know how to go about posting about help needed on here.
Since I am relatively new to Unity too
Just say what your problem is...
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
Well the issue I am having is with a terrain in my augmented reality project. Im struggling to keep it loading consitently where it should go. And it tends to mess up the rest of the assets. At times the assets load correctly, flat and where they should be but the terrain is somewhere else, or tilted. And then there are times it loads exactly how I want it. Its so inconsistent. And I dont know what the issue might be. Ive tried google, youtube and AI.
Hi, I’m totally new. I want to make mobile game like Clash Royale but more strategic and rpg styled. Is it going to be hard? I can afford to buy some 3d assets, but what about coding?
yes
game dev is hard, especially if you are totally new. expect to put in a lot of work both learning and building your game after you've learned the basics
it's not about difficulty as much as it is about time. it will take at least a year or so if you are diligent. including multiplayer features will increase the difficulty tenfold
!learn 👇 start by going through the pathways on the unity learn site that will teach you what you need to know about the editor and how to use c# with the engine
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Clash Royale is made by a team of about 70 people so that should give some indication
not to mention that Supercell had already published multiple titles by that point
You can of course make a similar game but with smaller scope
#🤯┃augmented-reality and dont ask AI for help as a beginner
was it 70 when it came out?
or currently
70 people are credited for making it so who knows. But it's a major title by a big company, there was a big team from the start
probably even more involved in minor roles that aren't credited
I wonder how many of people coded it. Because graphics or audio wise I don’t worry much. I can buy assets and my friend who’s into audio told me he can make some music and sfx for me.
More people doesnt have to mean higher quality/more content it can also just mean lower development cycle
Start by making Flappy Bird and Pong, then you'll get a better sense of how much effort is involved
it will take years to learn the level of programming required to make something similar
what do you think is the hardest part to code?
ohh noo
Ive been working with netcode a lot lately I feel like it takes care of most of it and makes it rather easy
If youre asking how hard it is to code, then you arent gonna be able to do it. Take a step back and do an actual simple learning project as others said like pong or flappy bird
I just want to make simple clash royale game, without stupid evolutions and other p2w stuff
cus i feel like there’s a loophole in the market
You can add the word simple to anything you want, that doesnt make it simple
probably right
ehh I suck at coding so much, wish there was some automatic tools for it
what stops you from learning programming
adhd
i have adhd too, it's difficult but definitely possible
you could use visual scrpting
one thing that I can do is creating a level because I used to do it on Valve’s SDK since I was a kid for many years.
I could build levels all day, I love it.
my eng sux
but I’ve been making maps for Garry’s Mod workshop for 5 years.
2014-2019
hey folks. wasn't sure if this question fits the code channel so im asking here. I've set up the basic environment of my game (after a bit of struggling... i wanted the ground to be infinite. that's finally achieved) and now i want to add the core mechanic. it revolves around powerups that take you from triangle to square to pentagon and so on. the way the player moves is based on "rolling", so getting to a higher polygon is essential for going faster and thus getting further in a "run". How would you guys swap out the player's sprite for a higher polygon? two things need to be accomplished, the sprite needs to change and the points in the polygon collider needs to change. I'm thinking the cap will be a decagon, so perhaps have 7 separate player objects (triangle to decagon) that get turned off and on as you hit powerups?
just change the mesh/sprite
that was my first thought. will i experience any troubles with setting the "area" of the polygon collider or is it easy to have the collider pre-set to each sprite?
im not too familiar with 2d so im not sure if it works the way i think it does. if it doesnt resize dynamically, just also change the collider whenever you change the sprite respectively
alright i'll try that. I've only used the triangle sprite that already exists, and the polygon collider detected the points flawlessly, i just wasn't sure if it will detect the points the same way once i draw my own in paint
any news on the animator editor changes?
what comes out first batman II or core clr
what hasn't been canceled ... so far
what's the best way to make sunrays?
every time i try to run a 3d project, this happens, even upon creating a completely new 3d. This issue does not occur with 2d projects.
if i was trying to do pooling for a bullet hell how would i handle knowing the number of gameobjects i need to make as there could be thousands of the experience orbs on the ground at a time
Usually I just eyeball it but if we're talking thousands, it could be useful to have a couple thousand to start, and if there exists more than the first amount, instantiate a couple more.
If there can be thousands I wouldn't use GameObjects for them
oh yeah that too
how would it be handled then? gpu instancing? but would that have colliders?
you wouldn't use the normal physics engine, no.
You could use ECS/DOTS or you could hack something together with a compute shader
e.g. https://www.reddit.com/r/unity/comments/1npxvvq/using_compute_shaders_to_simulate_thousands_of/
I'm not ssure how with a compute shader they handle actually awarding the exp though
probably keep positions of each exp then if the player is close enough to one "collect it" or so i would assume
You could probably get away with a GPU -> CPU readback for just a simple datapoint like how many orbs were eaten
it's also ok if that readback has a little latency for this use case
would anyone happen to know what to do about this?
update all the packages in your projects' package manager and delete the library folder
Yeah like Magic said, Feels more likely that the exp awarding code is probably handling the visual dying
hi guys i'm meting a problem where when i run an animation in unity (that was created in blender), when it plays and ends and starts again, it twitching a little. (Im trying to hide a null frame in Unity)
where is the library folder? i've been trying to find it, i googled it, i seem to just not be seeing it
Its in your project but not visible in the Unity editor
found it, thanks
So like you do the same thing you did for your players.
Hey I've got a default Unity 6 project and there are these odds bands appearing on any model with curvature. Any idea what this is?
It's not AO.
out of curiosity wanna show the same image but with wiremesh / wireframe (dont remember the unity term) on
this is Unity's default sphere.
yeah yeah, wasnt what i thought it was. does it have it's basic material on it?
also today i learned that unity's default sphere isn't a UV sphere like blender's
yep
how about one of unitys game tutorials? https://learn.unity.com/course/2d-beginner-game-sprite-flight
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
hi
im a newbie
would you say Unity is easier than UE5 for beginners?
UE5 has blueprints and I heard they make things easier.
I want to make horror-survival 3D game.
unity has its own visual scripting as well. neither is really "easier", game dev is hard. pick the engine that suits your needs and get to learning
what’s the hardest part in game dev?
apparently getting over the hesitation to start learning
Very recently I was made aware of the new low level 2d physics api which is based on a new version of the underlying physics engine (Box2D). That might be worth taking a look too https://discussions.unity.com/t/low-level-2d-physics-in-unity-6-3-beta/1683247
will do thanks
quick question, if I want to upload my game to play.unity or whatever it is, can I choose the publicity there? like set it to private, maybe only people with the link can play or something? Or is it public for everyone?
In short it allows handling physics without involving gameobject with good support for multithreading and ECS
vfx graph did get a large update on collision and callbacks
but a few thousands of gameobjecs I wouldn't fret honestly
The only problem really is garbage collection, but like you mentioned you can pool it to get around that issue
is there like a chart or smth of how performance heavy certain operations are in unity?
The profiler. 
Other than that, no. Because it depends.
You might find some notes in the various docs pages saying stuff like "don't use often" or "avoid using every frame" and stuff like that.
Yo i tried opening files but my screen turns black and doesnt open files anyone help pls i need to make my game ape escape
I tried everything and now i try to reinstall my windows opperating system
A “repair version”
Bro spawn be thinkin hard on this messahe
Bro you are fr testing my patience
Omg my foon is 4%
Its stuck on 6%
🔍 Look into Shadow Acne..
- Brainstorming possible solutions / points of interest
🔲 Light Bias/Normal Bias ->Too high values on your directional light can cause subtle striping or gradient steps on smooth surfaces. Try reducing the Bias values.. there should be two. One and then One for Normals
🔲 Try toggling HDR off (Project Settings > Quality > HDR) [not sure you'd want to do that or start with that]
🔲 Ambient Intensity could be reduced.. or increase indirect samples
🔲 ~~Could be bad normals.. or interpolation/missing smooth normals ~~ this couldn't be true b/c its the default Unity Sphere.. but -> (maybe try a smooth-shaded sphere from Blender)
🔲 Following off of the above recommendation if you use an imported mesh in the import settings try setting Normals -> Calculate, Smoothing Angle 180* in shader use smooth shading not flat (altho i don't think thats flat shaded in the example)
🔲 Low-light gradients can cause Banding you can use the Tonemapper if in URP/HDRP to adjust settings that can reduce those [also dithering]
🔲 Use a higher resolution mesh or a higher resolution lighting setup
I'm kind of new here and wanted to ask if there's a place, I can ask to hire people to work on a Unity project?
Omg thats whyyy
why are you using chat gpt
Did you just post a chat gpt response at me?
@mystic abyss i typed all that by hand.. using my own documentations...
I did use chat-gpt to ask it if there was anything else i could be missing.. and it suggested the disabling
HDR and that's why i said "[not sure you'd want to do that or start with that]" directly afterwards 😅
Now 7%
Oh damn.
i've been working on Lighting Rendering info cheat-sheets for a while
but fr guys my file explorer turns black and crashes wdid
The issue is that I’m getting this on a total empty Unity 6 project. Is this typical?
i can also help you out with some primitives if u need
mb
like a few different spheres from blender with different mesh's and topology
if ur interested just let me know
anyone willing to answer?
but the —
copied my .md stuff from my devlog
im bit of an emoji freak lol
my Documentation pages end up way more polished and fancy than they need to be 😅
@restive wolf do you want some different sphere meshes?
i can make a few w/ normals set up
or is it the sphere thats the problem?? or was that just a test object?
fair, though tbh every time I see text thats using emojis for the start of sentences, and use of the em-dash, my brain goes into red alert mode 😆
ya, sorry bout that.. i was already in my dev-log.. and thought i'd be cute
yeah dont worry about it
anywho... look into Unity Shadow Acne
you should get plenty of resources and different options
Ever since curved mesh gets this banding.
Default Unity 6 project
yea, its b/c of how simple the topo is..
you need a higher resolution model..
or some better shade smoothing
Previous projects didn’t have this issue.
oh u sure/
lets move to #🔀┃art-asset-workflow Lazy
is this camera clipping?
it seems odd to me that the edge.. the vertical line of the edge of the cube isnt clipped out
like the other part of it 🤔
like... why wouldn't this also be clipped lol
no.. its not allowed on this server..
check out the following:
!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**
Ohhh, ok
Mb
no worries.. good luck 🍀
nah sorry i was typing out that big response for Lazy...
I hadn't seen your message.. this really doesn't seem like its a Unity issue tho 🤔
https://www.youtube.com/watch?v=Xd4UhJufTx4&list=PLKeKudbESdcy6TlcfyYWrh3yChaQ-g0PB&index=16
you can check this out.. It has some common performance things... and has testing there to back it up..
(took me a minute to remember who made it so i could find it)
Find what common Unity optomizations truly make a difference. In this video I go over a bunch of interesting optimization tips as well and give you my recommendations on each.
Keep your code running fast with as little garbage allocation as possible by learning from these important concepts.
Benchmarks (let me know if you get weird results!):...
SendMessage, Extern Call Caching, Distance, FindObjects, NonAlloc, Camera Access, Linq vs Loop, and String Builder..
can someone tell me what to do i have everything installed and now i cant build my game because i keep getting this
its in the 2021.3.21f1 editor
you'll have to follow those directions ☝️
im not a mobile guy myself.. but i think they're in the Project Settings somewhere
Edit → Preferences → External Tools → Android quick googlin says they're here
https://docs.unity3d.com/2021.3/Documentation/Manual/android-sdksetup.html
here's you a 🔗 source
Are you making a body cam style version of your cc? Looks trippy 😵💫
its a work in progress...
a very work in progress.. lol.. (don't judge yet)
just got the rotations and stuff sorted out without conflicting with the CC
how many business days (local space) may a business day (unity space) be
+/- 3 days
Just check in on it the first couple of days.. and you'll have yourself a metric you can use to guesstimate
!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**
When I zoom in, the map disappears strangely. Only when I use the mouse wheel does this phenomenon not happen. Before, I used to use the right mouse button + WASD keys.
I need your help
-
You're in ISO mode (at the top right below your transform gizmo, click the button to return to perspective0
-
Click on an object in your scene, and press F to focus the scene camera on it to reset its distance.
☝️ Edit >
it'll reset the focus on ur object.. what your seeing in the window is called clipping.
the game-camera can do the same thing and its why the camera has clipping planes settings
thank you very much, my problem is solved, now i can study with peace of mind
is 6000.2.10f1 busted on linux? cant seem to open any projects with it after i just installed it
seems like my 6000.2.2f1 install still works but i cant use that for obvious reasons
its claiming that the project is open despite no window opening, and the project files havent even been created despite creating the project in unity hub
ill move this to the proper bug reporting channels, but first i want to see if this is a global issue or if this is specific to my system and i need to do some experimenting
Restart your computer
seemingly did not work, editor still not opening
ok my install may have borked at the very end, reinstalling
Ok reinstalled, the editor is still not opening. Also it seems to have borked ubuntu entirely? Windows not rendering, applications not closing, the whole nine yards. As soon as the install for the editor finished everything went to shit. This happened the first time I installed as well, but I chalked it up to normal unbuntu bugginess. Guess not
Powering off my PC and back on again, it's taking longer to boot than normal????? Don't know how the hell we've managed that
And the error persists
I'll download the lts version just to make sure
Ok the lts version has borked ubuntu as well. Gonna wipe unity hub and all of the installations to see if I can get this fixed
can I use visual effect graph using URP? I see the description says it's still in development
Hello, I’m somewhat new to unity, I seem to be lost with where my textures are for a model I exported from blender
Is this the place to seek help?
yeah, there isnt much help unless you could learn everything about unity i guess
I’m still somewhat new so I haven’t learned all of unity
same, im just trying to make my oc do the griddy
interesting
ive got her exported into unity but as you can see, shes not textured
there should be an easy search and fix
Mhm currently doing that
good luck
Thanks 🙏🏻
did someone just ping me?
Does anyone else have a problem with the timeline and playback mode not being synced
gooner
anyways is there a built in way in unity to get the highest/lowest point of an object in the editor and not in script?
I am in Unity 6000.0.60f1
I just noticed i can't find the options to hide/show gizmos and adjust their size in the scene.
Usually it's somewhere on the top, I am not sure but did it get moved or have i hidden it somehow?
I think i found it, apparently it can be hidden with an option under the 3 dot menu in the right top corner, the overlay menu
@noctis_solo muted
Reason: Sending too many attachments.
Duration: 29 minutes and 56 seconds
thanks king
I think I’ve fixed the textures, now I’m just doing the phys bones
using ugs authentication and want to access the ugs player list, but cant figure out how to link the project to the cmd anyone know?
nvm fixed it
Added Rb2d, hingeJoint 2d and connected them and boxCollider2d. why does this chain break when player pushes into it?
when i remove player, it goes back to normal pendulum motion
all connected.
I need chains to not break and like apply force to others if they try to push it,
export textures and material in settings.
confused where I am wrong with this as I am doing same as tutorials
im somewhat new, where is the setting for them?
Isnt it a button on the fbx importer?
if you select the model in unity and check the materials tab is it there?
Yep should be there: https://docs.unity3d.com/6000.2/Documentation/Manual/FBXImporter-Materials.html
this is all i see
It must not have any embedded materials or textures then
It would have fields where you can assign materials if the model had any as well
it was fully textured ect on blender
but doesnt mean it exported with those in the model file...
You can make sure materials get exported and put your textures in your project and then setup the materials there.
It will try to auto assign materials with the same name (or you can assign them in that tab)
GLB/GLTF is the only format with a consistent, standardised material + texture embed and export support but requires a package for unity to support it
Hey everyone i want ur opinion on ts. i am making a rage game where you basically Carry a bucket of water complete a level you know the usual rage stuff and your goal is not to spill or drop water bucket otherwise you restart player character will be active ragdoll. with third person camera. You gonna be controlling the bucket with your mouse you know left right and up down and wasd for movement any suggestions or does the idea seem okay in the first place?
i mean i had to go back into unity and get the textures and copy/paste them across to blender
sounds like a cool game idea
how did we go from blender -> unity to unity -> blender???
I downloaded the 3d model for blender from itch from there I got the fbx file, put it through unity but it never pulled the textures with it, just the materials
sweet, try to prototype it first and see if u enjoy it
And I couldn’t find a way to find the textures so I pulled them from blender, copy and pasted the textures into a textures folder I made myself in assists for unity
material need textures to display so thats why it didnt show.
I followed a step by step and it never brought the textures over
Anyone has any idea how to make a chain that doesnt break? hinge collider chain is breaking when i push an object through it.
I think blender may not support this for FBX
anyway you got it working in unity so whats the problem? FBX is always troublesome thanks to autodesk
Nothing now, I just thought there would of been a solution to bring all of the textures over
I told you a solution above
I only grabbed the main textures
Yes I know but it’s a little hard for me when it’s reading, I’m a visual learner
haha well im not drawing a picture
And I’m not expecting you to lol
gltf export info: https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf2.html
unity gltf support: https://docs.unity3d.com/Packages/com.unity.cloud.gltfast@6.14/manual/installation.html
✨ gltf
Maybe only visually circle what to do? Idk coming up with ideas of the rip XD
In this world you need to be able to look up pages and read documentation
I know a video tutorial feels nicer but those can be old, incorrect or shit
documentation for the software is always the most reliable source
Fair enough
Im sure there are videos talking about blender GLTF exporting but you can look for those if you want
Otherwise you can stick with making the materials in unity manually
Ok
Never mind guys, I was moving the square by changing its transform. tried to move it using rigidbody and its working fine.
I will now take a break and cry, this took me 2 hours to figure out.
hello, what is the most stable unity6 version?
I've tried multiples and now i am using 6.0.58f2
and still have some bugs like this as example
hello
that should have been fixed in literally the next patch
how can i save data as public in cloud save? cause unity cloud says it's writable by that player but the only function i see in code to write data is
await CloudSaveService.Instance.Data.ForceSaveAsync(data); which is both deprecated and only writes to default as far as i know
Game clients can only read custom items. They cannot create, modify or delete Custom items. Custom Items can be written to using Cloud Code, a game server, using the HTTP API or from the Unity Dashboard.
https://docs.unity.com/ugs/en-us/manual/cloud-save/manual/tutorials/unity-sdk#game-data
i'll take a look thank you
it worked 
wait, i totally missed the quote. Is this saying that although i can write data to unity cloud in the editor i wont be able once i build it? Nope nvm i dont need custom items just basic dictionaries for now
how do i make it such that i can't change the position of the background around, because i always end up having to ctrl z everytime i accidentally end up moving it
I am unable to find this "More" option. Not sure what they're saying.
I installed ProBuilder successfully.
I don't see any More option yet
If your window is in Icon Mode
this is likely instructions for an older version of probuilder that used a dedicated window for probuilder options rather than the new "probuilder tool context"
Anyone that can help me understand this. I am trying to attach 2 players to each other using a rope.
I made a chain using hingeJoint2d, 1st chain has rb of Player1 and Player2 is connected to last chain hingejoint.
Only P2 is moving but stuck stuck and P1 is just rotating on its position when i try to move it.
Is it normal for this to just straight up come broken?
What do you think the answer to that is?
Anyone here with experience in rope/chains in 2d?
Someone here definitely is
Not me tho lol
So ask away
does someone mind explaining what visual scripting actually is?
is it just another term for vfx or something?
asked twice earlier got no response
sucks to be a noob 🙁
try asking in #⚛️┃physics or #🖼️┃2d-tools (whichever is most appropriate for your actual issue) and be sure to provide full context
You might get more luck in #⚛️┃physics you also asked an hour ago so give it some time
it's scripting using nodes and building it out visually instead of using code. if you know what blueprints are in unreal, it's that
visual scripting is coding with blocks/ nodes. Like Scratch, Blue Prints.. if you google 'visual scripting' you get the info you want.
Huh that’s weird, that’s just the base unity lerp node, not a custom node?
Custom nodes behave super weird for me too
Effectively the same, one works, one doesnt
different types used IG
got all packages up to date?
Is this 6.2?
Yeah, they're basically treating 6.2 as a beta. Shader graph and terrain are actively being worked on and break in new ways with every release.
If I've learned one thing during nearly two decades of game development, it's that engine developers should never be trusted on their word.
Probably. Definitely less broken.
Well Ill report back in a) 15 minutes if nothing breaks downgrading b) 3 business days if downgrading breaks my whole project lmao
Check the release notes?
it also helps to mention what specific issue you are referring to when asking something like that
!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**
!ask 👇 and if you're just asking for answers to specific questions then see the 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.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
@potent moss Why do you keep deleting your questions whenever the answer involves you doing work outside of someone holding your hand?
ehm any ideas how to fix this?
Character controller doesn't use physics or require additional colliders. Take a look for a tutorials using it
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
No, looks like an animation issue.
likely as well yeah
This is what happens if you assign the wrong avatar.
Could it be the player mesh thing is too big? Like it fits in the capsule and the collider
Got it from mixamo
You should have either a CharacterController, or a rigidbody + collider
Oh aha, thanks! Im gonna try that
looks better, idk if this is intended but now there is no color matrix anymore on my custom script (there was this red green yellow one before) but I dont seem to be getting these weird errors anymore
I spoke too soon as soon as I connect it it breaks lol
Yeah i have those options for the imported model
or empty animator controller / controller without a default animation
I dont think it even recompiles when I make changes I can completely change the output name, type, or amount, and the error will stay the same and nothing in the editor reloads
Does anyone here know how to setup a Unity collab?
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
help I made Lens Flare and gave it Allow offScreen, and because of this, if I lower the camera where the sun is no longer visible, the glare still remains. How can I make sure that there are no glare when the sun is not visible?
hi, I already made one beginner project - Pong. I was thinking if should I start a new, slightly bigger project or polish the current one, like adding ui, sounds, making it “modern” detailed Pong game.
Add more elements to the Pong game, but add a unique twist. Then publish that game on Itch.io, and then make a bigger more professional game, like a shooter, a simulator or even an RPG.
I was thinking about Clash Royale-like game, but I heard the netcode part is very difficult.
clash royale isn't a "slightly bigger" game..
Look into 10 games challenge website
I thought its just simple defense tower
hey chris, any experience in 2d hinges? chains/ropes
I wasnt thinking about doing evolutions, emotes, clan wars etc
see the message right below the one you replied to
don't ping random people for help #📖┃code-of-conduct
Just ask the question rather than looking for someone who's experienced to answer your question. If you're looking for collaborators, you'll need to go to the forums.
Okay.
isn't that the point of the Allow Offscreen option?
Without it, you can see that the sun is disappearing from the frame, even though it hasn't completely left the frame.
there's still some sun, but when I lower the camera, there's no sun, even though it hasn't even covered half of it yet
in this case, it seems appropriate for the glare to still appear, even if the sun isn't on the screen
the light is still hitting the camera and bouncing around
It doesn't look like you can tell it to fade out as it gets further off-screen
well, it looks really strange when there's no sun but there are glare spots
I bet you could write a script to turn down the lens flare intensity as the sun goes off-screen
actually, that's a bit annoying: you have to figure out the right screen position for the light
i'd have to think about that for a minute
You could do something angle-based:
float angle = Vector3.Angle(Camera.main.transform.forward, sunLight.transform.forward);
float intensity = Mathf.InverseLerp(100, 140, angle); // 100 degrees -> 0% ; 140 degrees -> 100%
but this would not line up with the sun going off-screen
how do u make it look so clean bro?
in what sense?
wait
for me the environment looks like this
ur environment is way cleaner
notably, GameUp's scene has very simple textures
I have low poly textures
it's also got trees with some pleasasnt distance fog going on
ah I see
okay so now I added a pivot as parent to the player model, and pivot is right under the feet. but still it goes half in the map
Does stuff in #🏆┃daily-win have to be strictly unity, or can it be things I've made to go in the game i'm working on?
if its still doing this pose, its b/c of this #💻┃unity-talk message
at the very least you could screenshot the stuff inside of your unity project to show it off, that way nobody can say it isn't unity
It's a song I just got done producing for a night time driving scene lol
i think its assumed to be a UnityProject.. but yea ^ lol do that if its part of the project i think its related
but things related to your project are probably fine*
-# *I am not a mod and cannot confirm for sure
ohh.. throw that in the scene and get some gameplay to go along with it..
Will do 😄
can someone help me setup light baking? I can't seem to figure out how to do it, looking through discussion.unity.com I did find some input and I am able to generate a lightmap but its only affected by the ambient light and not the spot light I am trying to make work.
hey y'all, is there an issue with Blender imports in Unity 6.2? 
Like if the .blend files are already in the project files, not drag & drop while a Scene is already open.
Or am i misunderstanding how it works? Idk i read somewhere that it's not similar to FBX importing.
what version of blender do u have installed?
The earliest version that still works with my MacOS was 2.9.3 i think
It used to work fine with like, Blender 3.1 though 😢
Never seen this error before
i figured once it compiles / refreshes it wouldn't matter if u just dragged and dropped it.. or it was in the project already..
when it booted up it'd also compile.. not sure i see a difference in how it gets there
word yeah i'd assume so
i could be wrong tho.. but
apparently some have figured out how it works under the hood. might be a little complicated
oh well, better to go export everything as FBXs anyway
could be something about the actual .blend file and not unity also
you'd want to test different .blend files possibly different versions to be sure one way or the other
but yea, a classic FBX export/import is the solution i prefer.. (i hate having a blend file, and fbx files in the project) just a single fbx is cleaner imo
what's the problem? why is the terrain behaving like this?
cuz theres a big wall/ledge thingy there?
and its painting half the brush on top.. and half the brush on the bottom?
if thats all supposed to be flat.. thats weird
Yo I’m having issues installing the editor, and the tutorial template, anyone got some solutions, Reddit tells me nothing 😵💫
https://docs.unity3d.com/Manual/LightingOverview.html
This covers all of the basics.
For troubleshooting, see https://discussions.unity.com/t/lightmapping-troubleshooting-guide/895352
The extreme tl;dr is:
- check "Static" on the objects that should receive baked light
- set the lights to the "Baked "mode
- generate lighting
did those already
Anyone… please 🥺
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
Does anyone know how to disable the green check marks in the Project window when using Unity Version Control? I used to only have icons appear for changes but after using the newest version of Unity, I've started having these at all times.
You should follow the Pathways course as well, it guides through the install process https://learn.unity.com/pathway/unity-essentials
hi guys, with this poor specs, getting 60-70 FPS in a open world using terrain tools with grass, trees and mountains, is it good?
my first steps into 3D worlds
speaking in terms of In-Editor performance, I'd have to say yeah! Do you run any popular games on that same system?
I assume VSync (Game view) is off so the computer is using max resource for max possible FPS.
another important question, what resolution is this at?
i play lol, it runs just fine, mm low resolution within the editor, at full screen i thinks its around 30-40 fps
fair. LoL is really cheap to run on low quality settings
change it to be 1080p or higher otherwise its worthless to judge
asking if 75 fps is good for some weird low resolution no one will use is not useful
that'll also help you to understand how resolution affects performance
I can run URP games on my macbook at native resolution no problem, but HDRP games cause it to explode if I do that
yo rob im kind of new in this should i start learning modeling in blender or unity?
to yk later on use them both to make my own game
its best to learn blender, unity has probuilder though but its way more limited but lets you do it directly inside unity. recommended for quick blockouts or when your game's geometry is not super complex
im planning to like make guns and vehicles like gta what do u think?
find as much free stuff as you can ... game dev eats up time bro
UnityAssetStore, Fab, Sketchfab, CGTrader, PolyHaven - to name a few
guns and vehicles, there's lots of that available for free
blender. if you do want to make them yourself
i mean i wanna make my own visions yk
same just warning you
i got u homie
got 30-35 FPS at 1080 full screen, wondering if i can get more FPS or it's just my poor PC that cant handle any more
how about when you have nothing in the scene?
90+
ngl that's pretty brutal
"nothing in scene" like, a plane & some boxes, character controller
a base model MacBook Air can get 180+ FPS 
Ok, how do I check if it’s being blocked by my anti virus?
hahaha yeah very limited, gonna use the preview on full HD from now on
Got the Light baking working. Any idea what is causing these weird rectangle cutouts seen on the Floor and in the the Lightmap?
Oh, it’s downloading again!
can be caused by uvs that have overlapping areas. you can fix it by having unity generate uvs for lightmapping
Man this place is so cool, so many cool projects happening at once
I just landed in this server, where can I find some WIP art being made for unity?
is there an art corner?
#1180170818983051344 probably
nice, thanks
there's also some stuff in #🏆┃daily-win
Hi guys. Im making my Texture in Blender and bake its Roughness, Metallic, Color and Normal but when im going to Unity my bird started to look like this.... Pls help me i dont know how fixed then

i have 7 slots in Blender now
yea so that is actually using 7 materials and you are trying to use 1 only
if you used vertex colours instead that would be easy to then use in 1 material
guys is it possible to solo develop a game like cod mobile
and how i can fixed them? Im make animation for this bird and im dont know can im divide (selection) it into 7 parts
Is it possible to solo build a house?
Anything is possible with the right know-how and tooling and importantly - time.
Do you have all of the above? Will the quality or completion time be as good as a well funded AAA experienced dev team? Almost certainly not.
am i learning too slow?
how should I know
i started learning unity 9 months ago
and so far i only know the basics
how to make a balancing game
i know how everything works on the unity window
No, after 9 months you should not expect to be able to make a AAA game on your own
but i dont know much about scripting yet
i know how to script a basic balancing game
You should focus on learning to code then
oh i am
but i understand everything a code says
but i dont know how to write it from scatch
colouring a model by using multiple different materials just to assign a single colour is bad. You can ask further questions on the blender server as this is too off topic
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
you need more experience
why does unity hub try to download vs every time i want to add module
its literally already downloaded
okey thank you
how long did it take for u to learn c#
or to master it
It wont actually do that as it says "installed"
it actually does that..
hard to say. I knew a lot of Java before I ever touched C# so that helped. But I would say I've been learning it for 15 years at this point.
Ive not had it do that
it actually opens the visual studio installer
with button to instal
xdd
to get to a level of "mastery" maybe 4-5 years of programming experience
well sucks for you
whatt
im in grade 10
is it too late for me to learn?
I also started with Java back in the day, went to JS then C# then C++, Python, Rust
no it's not too late. That's about when I started learning to code
yes, nobody has ever learned anything after grade 9 that's why grade 10 doesn't actually exist
I think i also started around 14/15 years old
interesting
not an american so i translated to be decent
between 0 and ♾️
just do some when you have free time and you will build your skills
At some point though you want to leave tutorial hell
how much huors did u spend each day learning c#
oh im on my final tutorial
i did like 6-8 tutorials by now
you can never escape tutorial hell 😢
Then try to make something yourself. You can still research how to do specific things and use docs and videos but the point would be to think more for yourself when creating and programming.
Dont spend time learning C#, learn time programing your game
true
I don't even remember what I ate for breakfast yesterday ¯_(ツ)_/¯
it's not about a number of hours
that will eventually extrapolate to learning how to code
I also wasn't just learning C# for Unity. I was a CS major and working on non-Unity business stuff
is there a place to debug?
explain what u mean
you're putting way too much faith into AI if you think it will make learning cs obsolete in some way
!ask 👇
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
i have a 2d game and everything just wont show
except a ui
oh
type Debug.Log({write thigns here});
in ur script
camera probably too close. put your camera at -10 on the z axis and everything else at or above 0
on functions that u call stuff
i have that
then show it
try this
i have a screenshot, should i send it
ye send
go to edit
please finish a thought before pressing send
click on project setting
this also isn't what render pipeline issues typically look like
yeah
screenshot your entire editor window with one of your objects selected so that we can see that it has a sprite renderer
oh
i had an issue in the past where i used a corrupted render pipline and nothing showed
or smth like that
i forgot
it just didnt show
i gtg
bye!
i started maybe a week ago tho idk what happened
a week ago with unity
oh thats alright everyone is still learning