#💻┃unity-talk

1 messages · Page 13 of 1

hidden wagon
#

sorry for ping btw

sage basin
#

Don't ping staff or moderators for non-server related issues.

hidden wagon
#

ok mb

#

but do u know

sage basin
#

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

fair cove
#

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

leaden tiger
#

im not sure whats the issue, those bones are named that

glad bloom
#

anyone know what makes tiles overlap randomly like this

potent geyser
hearty magnet
#

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

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I tried patching it myself using the unity patch tool 1.3.3 but it said theres no patch available for it

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So now I don't know what to do, is it safe to ignore or do I have to say good bye to Ori

potent geyser
#

You can ignore it

hearty magnet
#

Soo the whole cve is a thing of the past now?

clever flume
#

do you guys use interface extensions often?

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i use them whenever i want an interface with predefined implementations as well, but i dont know if that's bad design

copper gust
copper gust
#

Has additions like extension properties

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And c# 10 adds static virtuals and static abstracts in intefaces too

lapis gate
#

I kinda gave up on doing fancy stuff with unity lately

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the'll never update their serialization

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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

crisp phoenix
#

bruh i just wanna make a 3D Built in render pipeline project

#

nm i fixed it

robust spire
#

what are this warnings while testing game on editor

viral hill
robust spire
viral hill
#

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

merry wren
#

Hi

mystic abyss
#

no hi

ivory moat
#

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?

pearl oyster
#

!bugs

vagrant rootBOT
pearl oyster
#

!bug

vagrant rootBOT
# pearl oyster !bug
Reporting bugs

🪲 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

misty radish
#

I think I have a scam bot texting me, anywhere I can report this?

misty radish
#

Thanks lad/lass

nimble vigil
#

Can i downgrade/switch my project from latest beta to stable?

storm patio
#

well you physically can do that

#

whether or not it comes with issues would kinda depend on a lot of things

silent mica
#

You should use some sort of version control solution if you care about the project.

long sparrow
#

hi everyone

#

i need ask some question can someone point out what is this issue ?

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the 1st picture that i can saw the sprite image but 2nd picutre where i apply meterial on it, the sprite become white color

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can i get some help ?

light fiber
long sparrow
#

actually i follow tutorial on youtube but i check every step i cannot found up the issue

light fiber
long sparrow
#

ok i get it a try

#

tq very much

fierce swallow
#

my unity editor goes black when i run my project.

ocean pumice
fierce swallow
#

just when i click run btn it keep loading

ocean pumice
woeful spear
#

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.

fierce swallow
#

now it gives me the unity bug reporter window

ocean pumice
#

!logs

vagrant rootBOT
# ocean pumice !logs
📝 Logs

Documentation

Editor logs

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

Unity Hub

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

fierce swallow
#

this screen shows up when i run the project

sly lake
mild radish
#

step 3. troubleshoot

sly lake
#

Might be worth it at this point to learn UI Toolkit and just never bother with UGUI.

fierce swallow
sly lake
#

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.

stable mica
#

whats a easy thing i can do in unity that needs some help

pearl oyster
#

What do you mean needs help?

stable mica
#

like asking the unity discord for help on 1 of the steps you dont know

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or a code that failed

pearl oyster
#

You can stick around and wait for questions to come up that you can answer

stable mica
#

thats horrible i barely know any code

pearl oyster
#

If you can't help then why did you ask

stable mica
#

to do some practice on unity

pearl oyster
#

Start making a game, there's a lot of practice in that

stable mica
#

already did with some toturials

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fixed some of the code if it didnt work

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and just in case so i dont end up in toturial hell i actually try to understand the code

tall hearth
stable mica
#

already did

#

implemented basic movements

tall hearth
#

Make a larger game then

stable mica
#

i mean thats scary

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but duoable

unreal jewel
#

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

woeful spear
#

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?

ocean pumice
woeful spear
#

Oh, I think yellow is just an example, not standard.

ocean pumice
#

Or that 😄

woeful spear
#

So it won't match my colors.

mild radish
#

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

woeful spear
ocean pumice
woeful spear
#

It's baked.

ocean pumice
#

ah alright, so you fixed it 🙂

woeful spear
#

No I mean "issue" is this object is pure white in Emissive debug mode.

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I wonder if that's normal. Because tutorial shows it bright yellow.

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Oh wait fixed it 😄

ocean pumice
#

😄

woeful spear
#

Changing colors actually worked because I forgot to bake again.

ocean pumice
#

There we go 🙂

mystic abyss
#

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

tall hearth
mystic abyss
#

I'm more interested in the kind of architecture I should try and aim for

gentle vine
#

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?

tall hearth
mystic abyss
tall hearth
mystic abyss
#

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

unreal jewel
#

you'd probably run into a lot of issues trying to do it that way, you should really just use the intended way

gentle vine
#

Only a small week long project so easy to change

half plank
mystic abyss
tall hearth
gentle vine
#

Is there a similar way of doing masking / fill amount of a <Sprite Renderer> to how I was doing it with <Image> ?

unreal jewel
unreal jewel
mystic abyss
tall hearth
tall hearth
vivid cedar
mystic abyss
#

I think I have caves in a "possible roadmap ideas", but its surface level for now. I cba to deal with marching cubes yet

mystic abyss
#

cant be assed 😅

vivid cedar
#

Pretty simple to write this one as far as shaders go

tall hearth
# mystic abyss cant be assed 😅

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

gentle vine
unreal jewel
#

you can write them using shaderlab and hlsl or the visual shader graph

mystic abyss
gentle vine
unreal jewel
mystic abyss
#

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

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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

lucid orbit
#

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

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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

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it sometimes says compiling scripts and loading stuff but gets stuck at the end anyways

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im not sure what to do

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i have also tried to upgrade it to 5.6.2p4 but that doesnt help either

plain dagger
#

We do not help with modding here

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But if you just need help getting an old editor version to work thats probably fine

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How did you download and install it?

lucid orbit
lucid orbit
plain dagger
#

Is this trying to open some project or make a new one?

lucid orbit
#

it is trying to open one

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i also just tried to make a new project to see if it would do the same thing and it looks like it :/

lucid orbit
#

i tried deleting the library and temp folder to see if that help and it pops up with this stuff now

lucid orbit
plain dagger
#

I wonder if enabling compatibility mode on the editor executable would help

sacred pelican
#

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?

lucid orbit
#

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

viral hill
#

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

sacred pelican
#

how so?

viral hill
#

you could make a system that dynamically adds slots depending on how many you need, which is the approach that i would go for

plain dagger
#

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

sacred pelican
viral hill
#

approach b doesnt make use of prefabs at all it seems, you are still instantiating it at runtime and then storing the reference

sacred pelican
#

Sorry if I wasnt clear my question was not how to technically achieve this but which makes the most sense.

plain dagger
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dont you want to know how to do this?

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Isnt that the point 😆

sacred pelican
#

No Id know exactly how I wanna know what makes more sense

plain dagger
#

I dont understand but what you should be doing is using automatic layout for your list/grid of items/item slots

viral hill
plain dagger
#

You dont manually place down some amount of elements when you know the amount required is varied

sacred pelican
#

well, but thats how, and I am using a grid layout for how I do it right now

plain dagger
#

If you are able to re use this same "inventory UI" then id just spawn elements as needed and hide them when not needed

cosmic grail
#

with unity 6.4 we can run our own local models like qwen deepseek etc that would be amazing 😉

viral hill
cosmic grail
#

oh where?

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i can hook up mymodel?

plain dagger
sacred pelican
#
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

viral hill
#

it's on the asset store

cosmic grail
#

oh you mean the asset store stuff

#

i was asking unity supporting natively

plain dagger
sacred pelican
#

No the actual inv data is not one big static one

cosmic grail
#

oh they have a git hub too nice i will check it ouit thanks mate

plain dagger
sacred pelican
#

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;
    }
}```
sacred pelican
plain dagger
#

A hotbar to me different to some general UI that can show all items in some inventory

glass pasture
#

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

sacred pelican
#

sorry? A hotbar is just another area for the inventory as you cans ee in the spawn logic its the first 10 slots

plain dagger
sacred pelican
#

I mean I could go over how I made it work but I dont think thats the point?

glass pasture
# viral hill yes

bc the course isnt unity oriented and i remembered all the quaternion shit and functions from unity, that will obviously not be mentioned innit

plain dagger
#

No but I am trying to understand what you can support and do when implementing this other inventory ui

viral hill
plain dagger
#

so trying to say a hotbar is an inventory UI is misleading to outsiders

sacred pelican
#

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

sacred pelican
#

but only if it is needed

glass pasture
viral hill
sacred pelican
#
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;
}```
sacred pelican
#

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

viral hill
sacred pelican
#

Would be a bandaid but I want the possibility in the long term

viral hill
sacred pelican
#

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

viral hill
#

does it really matter? both approaches seem fine in their own rights

sacred pelican
#

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

viral hill
sacred pelican
#

performance definitely

#

option A would be a potential memory leak I think, and b just needs to recalcualate every time you open an inventory

viral hill
#

unless you have 100k loaded at any given moment, i dont see a problem with each chest having it's own UI.

sacred pelican
#

Well you open a chest, generate a new inventory

#

not quite the right word

#

Its just completely unlimited how many you can have

viral hill
#

what part of that could cause a leak

sacred pelican
#

As I said not quite the right word

#

Say one inventory uses 100kb then you open 100 inventories and already use 10GB

viral hill
sacred pelican
#

Didnt measure exact sizes so idk what the real numbers are

sacred pelican
#

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

viral hill
sacred pelican
#

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

viral hill
sacred pelican
#

so its always capped to the size of a single inventory

modest meteor
sacred pelican
#

In option b, yes

#

In option a no

modest meteor
viral hill
sacred pelican
#

well preferred until now

modest meteor
sacred pelican
#

x5 seems to just have changed his mind xd

viral hill
sacred pelican
sacred pelican
modest meteor
viral hill
sacred pelican
#

There is no max

sacred pelican
#

uint.Max is max

modest meteor
deft rock
#

pooling systems spawn the amount of items needed, then reuse those items ... spawning more if they're ever needed.

sacred pelican
sacred pelican
#

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

sacred pelican
#

but purely technically you can have uint.Max amount of slots

#

after that some stuff would break

modest meteor
#

that's the absolute best way to do this, unless i missed something

sacred pelican
#

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 :)

modest meteor
sacred pelican
#

way too much uneccessary work ngl

sacred pelican
#

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)

plain dagger
#

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

sacred pelican
#

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

polar basalt
#

wait ill move my question

sacred pelican
#
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;
    }
}
plain dagger
sacred pelican
#

this is my full item

sacred pelican
#

I have some games I want editable files, so I use JSON, and some I dont, so I use unity cloud

plain dagger
#

what does that mean?

#

is this not your project or your system?

sacred pelican
#

wdym?

plain dagger
#

you dont know how this inventory data is stored and reloaded later?

sacred pelican
plain dagger
#

e.g. player saves their game

#

No that tells me nothing 😆

sacred pelican
#

I make the inventory standalone

#

so it can be used in any game in the future

plain dagger
#

thats nice but how can this be saved to disk

#

how can a player save their progress?

sacred pelican
#

I serialize the object?

plain dagger
#

yay we got there

sacred pelican
#

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

modest meteor
sacred pelican
#

As I said Ill get to it when I get to it xd

#

not a priority in the slightest rn

plain dagger
#

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

sacred pelican
#

no matter if json or unity cloud it will be serialized to string anyways

#

but thats just me

modest meteor
plain dagger
pale coyote
#

Guys can someone help me with unity version control

potent topaz
#

Any one else seen these rectangles in the editor UI like some debug code left in?!

pale coyote
#

I turned it on so my friend could also work on the project but this is what he sees

lean ridge
#

Hey all. Curious - anybody managing Unity in a school lab environment?

pale coyote
lean ridge
#

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

lean ridge
#

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.

pale coyote
#

That you put unity on

lean ridge
#

they appear to be i7, 16gb ram AIO desktops

sacred pelican
#

I dont think an i7 880 can run unity

lean ridge
#

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.

lean ridge
#

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.

sly lake
#

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

lean ridge
#

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.

sly lake
#

IIRC there's a JSON file somewhere to download even older versions

lean ridge
#

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

gilded thistle
#

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)

viral hill
stable sky
#

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?

sly lake
#

"unity hub.exe" --headless install --version 6000.0.58f2 --changeset 92dee566b325

lean ridge
#

I don't have the --changeset portion in my command. I assume that's a catch point here?

sly lake
#

Yeah, you have to specify that to download editors not on the currently offered list

lean ridge
#

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

sly lake
#

Yep

#

In the release notes

lean ridge
#

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

sly lake
#

Should work

lean ridge
#

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.

sly lake
#

6.2 really seems like a mess from all the bugs I see posted here 😅

gilded thistle
#

I usually only use LTS unity versions but I heard they implemented AI to facilitate sprite generation so I was considering it

limpid pivot
#

I wanted to ask a question about a file .shader codes in URP
Which channel can I ask?

forest otter
#

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

silk oar
#

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

crimson bluff
silk oar
#

that would be cool

crimson bluff
#

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

silk oar
#

but i dont know which material should fit what

#

hmm unfortunate

storm patio
#

!collab

vagrant rootBOT
# storm patio !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**

crimson bluff
silk oar
#

i downloaded it

#

somewhere

stuck flower
crimson bluff
#

Unless doing in unity is also fine, but I do for a fact, you should do it in blender

silk oar
stuck flower
silk oar
#

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

crimson bluff
# silk oar how u do that

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

silk oar
#

i hope so too...

#

thank u

stuck flower
silk oar
#

yea but i dont know what to put to where

stuck flower
#

So look at where the material is used, look at the textures, and see what would make sense

#

Repeat until sorted

silk oar
#

it doesnt change it stays black hm

stuck flower
#

Did you actually assign the materials to the mesh

#

And do you have any lights in the scene

silk oar
#

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

lean ridge
#

@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. ❤️

dusk ice
#

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

shadow heron
deft rock
#

!ask

vagrant rootBOT
# deft rock !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

dusk ice
#

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.

torn mulch
#

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?

pearl oyster
#

yes

torn mulch
#

how much

#

1 - 10

#

1 is laughable easy and 10 is AAA type shit

balmy kettle
#

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

viral hill
# torn mulch 1 - 10

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

balmy kettle
#

!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

vagrant rootBOT
pearl oyster
viral hill
pearl oyster
#

You can of course make a similar game but with smaller scope

torn mulch
#

or currently

pearl oyster
#

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

torn mulch
#

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.

sacred pelican
#

More people doesnt have to mean higher quality/more content it can also just mean lower development cycle

pearl oyster
#

Start by making Flappy Bird and Pong, then you'll get a better sense of how much effort is involved

viral hill
torn mulch
#

what do you think is the hardest part to code?

viral hill
#

anything networking related

#

so pretty much all of it

torn mulch
#

ohh noo

sacred pelican
#

Ive been working with netcode a lot lately I feel like it takes care of most of it and makes it rather easy

brave ridge
# torn mulch ohh noo

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

torn mulch
#

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

brave ridge
#

You can add the word simple to anything you want, that doesnt make it simple

torn mulch
#

probably right

#

ehh I suck at coding so much, wish there was some automatic tools for it

craggy pollen
#

what stops you from learning programming

torn mulch
#

adhd

viral hill
craggy pollen
#

you could use visual scrpting

torn mulch
#

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.

sacred pelican
#

I too had been a child for a long time

#

lmao

torn mulch
#

my eng sux

#

but I’ve been making maps for Garry’s Mod workshop for 5 years.

#

2014-2019

jade dirge
#

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?

jade dirge
# viral hill 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?

viral hill
#

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

jade dirge
#

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

tranquil swallow
#

any news on the animator editor changes?

sly lake
#

Nope

#

Unite is next month though, so we’ll see what hasn’t been canceled

copper gust
#

what comes out first batman II or core clr

deft rock
gusty abyss
#

what's the best way to make sunrays?

astral bough
#

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.

tall hearth
#

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

astral bough
vivid cedar
astral bough
#

oh yeah that too

tall hearth
vivid cedar
#

you wouldn't use the normal physics engine, no.

You could use ECS/DOTS or you could hack something together with a compute shader

#

I'm not ssure how with a compute shader they handle actually awarding the exp though

tall hearth
vivid cedar
#

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

astral bough
vivid cedar
copper gust
zinc crest
#

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)

astral bough
plain dagger
#

Its in your project but not visible in the Unity editor

astral bough
#

found it, thanks

potent geyser
#

So like you do the same thing you did for your players.

restive wolf
#

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.

tall hearth
restive wolf
#

this is Unity's default sphere.

tall hearth
#

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

barren light
#

hi guys

#

im a beginner dev

#

any1 got any ideas for a small project?

plain dagger
torn mulch
#

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.

balmy kettle
#

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

torn mulch
#

what’s the hardest part in game dev?

balmy kettle
#

apparently getting over the hesitation to start learning

gray dirge
prisma needle
#

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?

gray dirge
lapis gate
#

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

potent moss
#

is there like a chart or smth of how performance heavy certain operations are in unity?

slow dirge
#

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.

wet bronze
#

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%

mild radish
# restive wolf Hey I've got a default Unity 6 project and there are these odds bands appearing ...

🔍 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
reef halo
#

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?

restive wolf
#

Did you just post a chat gpt response at me?

mild radish
#

@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 😅

wet bronze
restive wolf
#

Oh damn.

mild radish
#

i've been working on Lighting Rendering info cheat-sheets for a while

wet bronze
#

but fr guys my file explorer turns black and crashes wdid

restive wolf
mild radish
#

i can also help you out with some primitives if u need

mild radish
#

like a few different spheres from blender with different mesh's and topology

#

if ur interested just let me know

mild radish
#

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?

mystic abyss
#

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 😆

mild radish
mystic abyss
#

yeah dont worry about it

mild radish
#

anywho... look into Unity Shadow Acne

#

you should get plenty of resources and different options

restive wolf
#

Default Unity 6 project

mild radish
#

yea, its b/c of how simple the topo is..

#

you need a higher resolution model..

#

or some better shade smoothing

restive wolf
#

Previous projects didn’t have this issue.

mild radish
#

oh u sure/

#

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

mild radish
#

!collab

vagrant rootBOT
# mild radish !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**

mild radish
mild radish
mild radish
# potent moss is there like a chart or smth of how performance heavy certain operations are in...

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!):...

▶ Play video
#

SendMessage, Extern Call Caching, Distance, FindObjects, NonAlloc, Camera Access, Linq vs Loop, and String Builder..

glad frost
#

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

mild radish
#

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

shadow heron
mild radish
#

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

sacred pelican
#

how many business days (local space) may a business day (unity space) be

mild radish
potent geyser
#

!collab

vagrant rootBOT
# potent geyser !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**

vapid ore
#

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

potent geyser
#
  1. You're in ISO mode (at the top right below your transform gizmo, click the button to return to perspective0

  2. Click on an object in your scene, and press F to focus the scene camera on it to reset its distance.

mild radish
#

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

vapid ore
#

thank you very much, my problem is solved, now i can study with peace of mind

vestal patrol
#

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

vestal patrol
#

ok my install may have borked at the very end, reinstalling

vestal patrol
#

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

vestal patrol
#

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

small glen
#

can I use visual effect graph using URP? I see the description says it's still in development

serene mica
#

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?

leaden tiger
serene mica
#

I’m still somewhat new so I haven’t learned all of unity

leaden tiger
#

same, im just trying to make my oc do the griddy

serene mica
#

Pfffff

#

I’ve found a spice 3D model for blender

leaden tiger
#

interesting

serene mica
#

ive got her exported into unity but as you can see, shes not textured

leaden tiger
#

there should be an easy search and fix

serene mica
#

Mhm currently doing that

leaden tiger
#

good luck

serene mica
#

Thanks 🙏🏻

serene mica
#

did someone just ping me?

nimble vigil
#

Does anyone else have a problem with the timeline and playback mode not being synced

cobalt sequoia
#

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?

elder geyser
#

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

vagrant rootBOT
#

success @noctis_solo muted

Reason: Sending too many attachments.
Duration: 29 minutes and 56 seconds

serene mica
tall hearth
#

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

nocturne remnant
#

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,

nocturne remnant
nocturne remnant
serene mica
#

or unity?

nocturne remnant
#

Unity

#

go to the fbx settings

#

there will be option for extract texture

serene mica
#

im somewhat new, where is the setting for them?

plain dagger
#

Isnt it a button on the fbx importer?

#

if you select the model in unity and check the materials tab is it there?

serene mica
#

this is all i see

plain dagger
#

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

serene mica
#

it was fully textured ect on blender

plain dagger
#

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

steel hinge
#

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?

serene mica
#

i mean i had to go back into unity and get the textures and copy/paste them across to blender

craggy pollen
plain dagger
#

how did we go from blender -> unity to unity -> blender???

serene mica
#

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

nocturne remnant
serene mica
nocturne remnant
serene mica
#

I followed a step by step and it never brought the textures over

nocturne remnant
#

Anyone has any idea how to make a chain that doesnt break? hinge collider chain is breaking when i push an object through it.

plain dagger
#

anyway you got it working in unity so whats the problem? FBX is always troublesome thanks to autodesk

serene mica
plain dagger
#

I told you a solution above

serene mica
#

I only grabbed the main textures

serene mica
plain dagger
#

haha well im not drawing a picture

serene mica
#

And I’m not expecting you to lol

serene mica
#

Maybe only visually circle what to do? Idk coming up with ideas of the rip XD

plain dagger
#

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

serene mica
#

Fair enough

plain dagger
#

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

serene mica
#

Ok

nocturne remnant
#

I will now take a break and cry, this took me 2 hours to figure out.

naive fjord
#

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

lyric pumice
#

hello

balmy kettle
tall hearth
#

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

near wigeon
tall hearth
#

it worked UnityChanCelebrate

#

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

pure igloo
#

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

woeful spear
#

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

balmy kettle
#

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"

nocturne remnant
#

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.

sacred pelican
#

Is it normal for this to just straight up come broken?

potent geyser
#

What do you think the answer to that is?

sacred pelican
#

I guess yes

#

wouldnt be the first time unity ships with broken stuff

nocturne remnant
#

Anyone here with experience in rope/chains in 2d?

stable perch
#

Not me tho lol

#

So ask away

potent moss
#

does someone mind explaining what visual scripting actually is?

#

is it just another term for vfx or something?

nocturne remnant
#

sucks to be a noob 🙁

balmy kettle
stable perch
nocturne remnant
#

oh, These channels were not visible in the channel list

#

thank you

balmy kettle
deft rock
stable perch
sacred pelican
#

Custom nodes behave super weird for me too

#

Effectively the same, one works, one doesnt

#

different types used IG

balmy kettle
#

got all packages up to date?

sly lake
#

Is this 6.2?

sacred pelican
#

Does it need visual scripting? That and VS Editor arent updated

#

6.2.8f1

sly lake
#

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.

sacred pelican
#

then why is it the recommended install in hub lol

#

So should it work in 6.0?

sly lake
#

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.

sly lake
sacred pelican
#

Well Ill report back in a) 15 minutes if nothing breaks downgrading b) 3 business days if downgrading breaks my whole project lmao

potent geyser
#

Check the release notes?

balmy kettle
#

it also helps to mention what specific issue you are referring to when asking something like that

#

!collab

vagrant rootBOT
# balmy kettle !collab

:loudspeaker: Collaborating and Job Posting

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

balmy kettle
#

!ask 👇 and if you're just asking for answers to specific questions then see the bot message below 👇

vagrant rootBOT
# balmy kettle !ask 👇 and if you're just asking for answers to specific questions then see the...

: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 geyser
#

@potent moss Why do you keep deleting your questions whenever the answer involves you doing work outside of someone holding your hand?

wraith panther
#

ehm any ideas how to fix this?

charred fog
#

!learn

vagrant rootBOT
sly lake
#

No, looks like an animation issue.

charred fog
#

likely as well yeah

sly lake
#

This is what happens if you assign the wrong avatar.

wraith panther
#

Could it be the player mesh thing is too big? Like it fits in the capsule and the collider

#

Got it from mixamo

sly lake
#

You should have either a CharacterController, or a rigidbody + collider

wraith panther
#

Oh aha, thanks! Im gonna try that

sly lake
#

And you need to use the avatar that was generated for the model.

sacred pelican
# sly lake Probably. Definitely less broken.

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

wraith panther
near wigeon
sacred pelican
marble turret
#

Does anyone here know how to setup a Unity collab?

storm patio
#

!ask

vagrant rootBOT
# storm patio !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

stable sky
#

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?

torn mulch
#

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.

marble turret
#

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.

torn mulch
#

I was thinking about Clash Royale-like game, but I heard the netcode part is very difficult.

deft rock
#

clash royale isn't a "slightly bigger" game..

nocturne remnant
torn mulch
nocturne remnant
torn mulch
#

I wasnt thinking about doing evolutions, emotes, clan wars etc

storm patio
dusky forum
nocturne remnant
#

Okay.

gray frigate
stable sky
stable sky
gray frigate
#

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

stable sky
#

well, it looks really strange when there's no sun but there are glare spots

gray frigate
#

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

wraith panther
stable sky
wraith panther
wraith panther
#

ur environment is way cleaner

gray frigate
#

notably, GameUp's scene has very simple textures

stable sky
#

I have low poly textures

gray frigate
#

it's also got trees with some pleasasnt distance fog going on

wraith panther
#

ah I see

wraith panther
crisp jasper
#

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?

mild radish
balmy kettle
crisp jasper
mild radish
balmy kettle
#

but things related to your project are probably fine*
-# *I am not a mod and cannot confirm for sure

mild radish
#

ohh.. throw that in the scene and get some gameplay to go along with it..

crisp jasper
#

Will do 😄

somber agate
#

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.

rancid whale
#

hey y'all, is there an issue with Blender imports in Unity 6.2? blender

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.

mild radish
#

what version of blender do u have installed?

rancid whale
#

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

mild radish
#

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

rancid whale
#

word yeah i'd assume so

mild radish
#

i could be wrong tho.. but

rancid whale
#

oh well, better to go export everything as FBXs anyway

mild radish
#

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

stable sky
#

what's the problem? why is the terrain behaving like this?

mild radish
#

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

stable sky
#

I fixed everything.

#

These settings did not match

dense ferry
#

Yo I’m having issues installing the editor, and the tutorial template, anyone got some solutions, Reddit tells me nothing 😵‍💫

gray frigate
#

The extreme tl;dr is:

  • check "Static" on the objects that should receive baked light
  • set the lights to the "Baked "mode
  • generate lighting
dense ferry
#

Anyone… please 🥺

vagrant rootBOT
# charred fog !install
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃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.
torpid drift
#

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.

charred fog
real patrol
#

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

rancid whale
#

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.

plain dagger
real patrol
#

i play lol, it runs just fine, mm low resolution within the editor, at full screen i thinks its around 30-40 fps

rancid whale
#

fair. LoL is really cheap to run on low quality settings

plain dagger
#

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

gray frigate
#

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

gusty abyss
#

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

modest meteor
gusty abyss
rancid whale
#

guns and vehicles, there's lots of that available for free

modest meteor
gusty abyss
gusty abyss
#

ill do that brodie

rancid whale
gusty abyss
real patrol
#

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

plain dagger
#

how about when you have nothing in the scene?

real patrol
#

90+

rancid whale
# real patrol 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 notlikethis

dense ferry
#

Ok, how do I check if it’s being blocked by my anti virus?

real patrol
#

hahaha yeah very limited, gonna use the preview on full HD from now on

somber agate
#

Got the Light baking working. Any idea what is causing these weird rectangle cutouts seen on the Floor and in the the Lightmap?

dense ferry
#

Oh, it’s downloading again!

plain dagger
dense ferry
#

Man this place is so cool, so many cool projects happening at once

halcyon kettle
#

I just landed in this server, where can I find some WIP art being made for unity?

#

is there an art corner?

halcyon kettle
#

nice, thanks

modest meteor
zinc crest
#

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 linux sadok

plain dagger
#

do you have more than 1 texture slot?

#

*material slot sorry

zinc crest
#

i have 7 slots in Blender now

plain dagger
#

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

sleek forum
#

guys is it possible to solo develop a game like cod mobile

zinc crest
vivid cedar
vivid cedar
#

how should I know

sleek forum
#

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

vivid cedar
#

No, after 9 months you should not expect to be able to make a AAA game on your own

sleek forum
#

but i dont know much about scripting yet

#

i know how to script a basic balancing game

vivid cedar
#

You should focus on learning to code then

sleek forum
#

but i understand everything a code says

#

but i dont know how to write it from scatch

plain dagger
#

!blender

vagrant rootBOT
vivid cedar
polar basalt
#

why does unity hub try to download vs every time i want to add module

#

its literally already downloaded

sleek forum
#

or to master it

plain dagger
polar basalt
vivid cedar
plain dagger
#

Ive not had it do that

polar basalt
#

with button to instal

#

xdd

vivid cedar
#

to get to a level of "mastery" maybe 4-5 years of programming experience

plain dagger
#

well sucks for you

sleek forum
#

im in grade 10

#

is it too late for me to learn?

plain dagger
#

I also started with Java back in the day, went to JS then C# then C++, Python, Rust

vivid cedar
polar basalt
#

its not late

balmy kettle
plain dagger
#

I think i also started around 14/15 years old

sleek forum
#

interesting

plain dagger
#

not an american so i translated to be decent

sleek forum
#

how much hours did u guys spend everyday learning c#

#

or unity

plain dagger
#

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

sleek forum
sleek forum
#

i did like 6-8 tutorials by now

lapis gate
#

you can never escape tutorial hell 😢

plain dagger
# sleek forum oh im on my final tutorial

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.

silver bridge
somber agate
vivid cedar
#

it's not about a number of hours

silver bridge
#

that will eventually extrapolate to learning how to code

vivid cedar
#

I also wasn't just learning C# for Unity. I was a CS major and working on non-Unity business stuff

sleek forum
#

im still wondering if i should do cs at university

#

im just too aware of ai

solid gyro
#

is there a place to debug?

sleek forum
balmy kettle
balmy kettle
vagrant rootBOT
# balmy kettle !ask 👇

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #🌱┃start-here

solid gyro
#

except a ui

sleek forum
#

type Debug.Log({write thigns here});

#

in ur script

balmy kettle
sleek forum
#

on functions that u call stuff

balmy kettle
#

then show it

sleek forum
solid gyro
#

i have a screenshot, should i send it

sleek forum
solid gyro
sleek forum
#

oh

#

ur rendering

#

go to edit

#

find pipline rendering

#

see if its empt

#

empty

solid gyro
#

not much yet just messing around

#

im kinda new to unity

sleek forum
balmy kettle
sleek forum
#

click on project setting

balmy kettle
#

this also isn't what render pipeline issues typically look like

solid gyro
balmy kettle
# solid gyro

screenshot your entire editor window with one of your objects selected so that we can see that it has a sprite renderer

sleek forum
#

check this

sleek forum
#

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

solid gyro
#

i gtg

sleek forum
solid gyro
#

i started maybe a week ago tho idk what happened

solid gyro
sleek forum