#💻┃unity-talk
1 messages · Page 14 of 1
bye
Hello!
I'm from Russia and I’m using a translator, so please excuse possible mistakes.
Could you please help me find a Russian language pack (localization) for Unity 6000.2.8f1?
I really want to make the editor interface in Russian, but I can’t find an official or working file for this version.
Thank you very much in advance!
I followed the usual instructions (Editor → Preferences → General),
but there is no “Language” option in the menu.
Thank you very much in advance for your help!
There is no official language support for russian. Unity only provide japanese, korean and chinese also.
you would have to research if someone else was able to make this. Knowing some English is important anyway to read and write c#
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note also that unity has stated they would comply with any sanctions and export restrictions towards RU, and that you may be affected by those in unexpected ways, you can count on unity struggling to, or refusing to provide support to russian nationals because of this.
i feel like english would still be a pretty big requirement for any scripting language 🤔
c# is not scripting but languages like c++ where you can define custom symbols can let you work in another language
That’d be something
too many people abuse #define and its very annoying when trying to introduce external code into some ancient codebase
thanks valve (source 2013)
I loved debugging that 😐
We like modern things hence adding a json parser (we also upgraded to std 20)
there should be a preprocessor directive called #surprise that just introduces a fun surprise into the code
rather than having to manually come up with a fun surprise
have it be 1 out of 10 times it just removes the codebase and force pushes it to the main
#define IF_YOU_READ_THIS_QUIT_THIS_JOB_WHILE_YOU_CAN
also
// increment this counter when you have read the comments only after your tried (and failed) to debug the issue yourself
// 5
Anyone else experiencing crashes on Unity 6000.2.8f1 like, every 10 minutes? I'm working on a multiplayer game and, most often when in play mode, Unity crashes like 4-5 times an hour.
Where should I go if none of my unity games launch? Not a developer (yet) just a gamer.
Ask support from the developers or google
I mean, multiple games with identical issue so not sure how useful the developers will be
right so most likely is your hardware / driver issue. This isn't a support discord for Unity made games though
Similar vibe to the "I followed the tutorial exactly" counter I see somebody post occasionally
exactly
Anyone know the cause of the in app purchase UIFakeStore window scaling issues? The buy and cancel buttons are so small I cant even click it.
Hey, i'm trying to make a 3rd person POV for my game with cinemachine and in the process I wanted to change active input handling to old but its not changing after the restart, does anyone know how to fix this?
why does unity automatically install versions of packages that aren't latest when i set up a blank project
every time i create a project it tells me about the deprecated jetbrains rider extension and i have to manually update it
some packages get updated after that unity version was released, the versions targeted by the unity release are the ones that were latest and stable at the time
the project templates include package manifests which specify a package version. like batby said, these are typically the latest versions available at the time the template was created. so packages that have updates won't automatically install those newer versions until a newer version of the project template is released, which would be when the editor updates
how do i add text to a sprite im using a texture with the texture type set to Sprite (2D and UI)
why are you trying to add text to a texture
use tmpro
i want it to act as a billboard ui that follows the camera and is connected to an object in the 3d space
rather than on the screen
worldspace canvas exists
to help people
telling people to google isn't really helping
the name of "worldspace canvas" is self-explanatory. im not gonna sit here and explain it to you like you're 5
google it if you need further explanation
also, google should be the first thing that you use to try and solve a problem, not coming here
i did and didn't find a solution thats why i came here i'll try your solution of using a world space though
Sounds like your project settings might not be getting saved, id try to change the input handling to "both" then go to "File" in the top left and do "Save Project" that should save project settings too, the other "Save" specifically only saves your scene changes - if it is still reverting after a restart, then maybe you have some editor tool thats forcing the setting
you cant manually save since switching input handling restarts the editor immediately
Oh really? Well rip... Well you can use the "new" system very similar to the old one anyway if you poll Keyboard.current or Mouse.current in Update anyway
but you really shouldn't do that
i mean unity games we're doing that for years
When I got pass this point it just goes into this weird angle but as u can see at the top it doesn't stop the game
no one wants to see or hear this. take a screen recording
ok
here
idk if it's just me but it's not loading
can u try again
ok it's loading now
the game is being paused and the "weird angle" is the transition from game view to scene view
did you make this project on your own?
yes
looks like there may be a trigger there that is pausing the game
well
i do have a thing there like a code so that pass that point the enemy character cant go into the spawn room
but idk why its affecting the player
if may be something else
nothing can pause the editor except for a specific keybind or code execution
Hiiii
I am working with AR navigation
how do i know
In tht we add POIs
But I am not able to categorise thm
f its code problem
This is the problem I am facing
ill try that and see, thanks
because you wouldve had to write it yourself
the code is for the enemy character
not for the player tho
so why is it affecting player
my player is set on a different tag as wel
i didnt im new so i dont kno whow to code
is for a school project
so who wrote the code for the enemy
shall i sent the code
chat***
my teacher sadi we can use
becuase this is not coding task it is multimedia
sorry pleas dont get angry
shall i send the code?
your teacher is setting you up for failure
im not mad, it's not your fault
sure
im not doing it next year its fine
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
your teacher shouldnt be recommending it anyways. it hinders learning. i can understand why you would use it, though
enemy code: https://paste.mod.gg/ogwyacwqtfpo/0
player code: https://paste.mod.gg/pmpcxnkxsakz/0
A tool for sharing your source code with the world!
A tool for sharing your source code with the world!
these aren't causing the problem
Hii
Me and my team are building AR navigation using multiset and unity
And we can download packages using multiset github link
In those packages all the navigation ,localization etc is built
We shd add POIs to navigate
But the problem is as you can see in the pic all the POIs are jumbled and i want to filter them by dividing them into category
For example First Floor is name of a button
If i press than button I need to be able to see all the POIs only in first floor
How to do it ??
Can anyone plz help
open your ide, press ctrl + shift + f, and search for "editor"
sorry, i pressed ctrl shift f but nothing came up
is there a direct way to get to editor
what ide are you using
visual stuido
does anything come up in the top right if you just press ctrl + f?
press find all
check your console, you might be getting errors with error pause enabled
good call, i completely forgot about that
i look for error pause ones?
just for any errors
theres only oen red
-# well usually exceptions
there should be zero
player code one
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
read it
scroll down to the applying a tag section
not in the script, in the editor
the reason it's pausing the game is probably because you have error pause enabled which pauses the game when you get any error or exception
Send a screenshot of the script component in the editor
oh
let me open
but you should fix the exception
double check your spelling
the game's gonna run but it's not gonna function properly
i can go through that place now
oh
so i should get rid of the red one
yeah
Yeah but your script will still be throwing the error so it'll stop running
^ here
Did you write the tag to compare as
did you play the game again or is that the old error
oh that has been there for ages
It needs to be a string
clear the console and play it again
ok
that'd be a different error
and a compile error instead of an exception
wait
it doesnt come up
before it came up when i left spawn room
but now it dont coem up
so i think its fine
yeah because you fixed it
Did you forget to clear it since before you fixed it a long time ago lol
but i have box collider on my object but it still let my charcter go through
yes
sorry
more context?
are either of them a trigger
is it set to trigger
i have a box collider on all my object on the ground eg this door
Does the character have a collider?
yes
you shouldnt have a character controller component and a rigidbody
or a box collider here at all
why not a box collider?

the cc is a collider
wait i thnk ill just move the door backwards so the characte doesnt interfere with it
oh real i've not used cc, thanks
that shouldn't cause the issue though
yeah but its an issue
my hiding spots are working now
i set the tag as hiding spot and in my code it should be working but it not wokring
maybe it becuase i use layer not tag?
well if your checking for tags
you'd need to use tags
because that's what your checking for
By what
Have you tried putting the tag as hiding spot
sure
hmm it didnt working
Some one plzz
Send a screenshot of the script?
id need a bit more context as to what youre representing a poi as in your code, but generally you could make each poi store its floor and then run some code when you display the poi's that compares the poi floor to the floor that should be showing
Like the for adding pois we create a parent gameobject called POI
In that we store all the required POIs but it's jumbled as you saw in the picture above
I want to add buttons and when I press tht buttons I want only certain pois to be shown
ok, make a POI class that stores all the data for a given POI, then make the parent game object hide/sort certain POI's based off the data in said class
I am not able to make it
Actually idk anything abt unity or c#
I recently started it
i can give you a full break down of exactly how to implement it, but a few caveats:
it would take a while and i need to go soon so we'd prolly have to wrap it up tomorrow
you wouldnt really learn anything if i did that
What id reccomend doing is breaking down what you want to do into very small, very specific steps. if you run into a problem implemenitng one of those small, specific steps then ask here
the general vibe is that we wont do it for you but we'll help you figure out how to implement it in a way that works for your project
does taht kinda make sense?
also if you literally know nothing about c# or unity then dont dive into your dream project, start small and work your way up
Ya i understood
I want to learn but I hv exams this month
So i am waiting to finish it
!learn yeah totally understandable but theres great programs to help you learn on ur own
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
this walks through a lot of the unity basics
again i can but the issue is that if you dont know any c# or unity than youll inevitably be back later with another feature you want to add that people would have to walk you through step by step on how to implement
your time is much better spent learning the basics of unity and c#
Abt tht
I will learn
I am just waiting for my exams to get over
In December I will get holidays so thts the perfect time
Now currently only this issue is the problem
yes i get that but what happens when you run into another minor problem before december that you dont know how to solve because you havent learned anything?
I will try to solve it
if you have the time to work on your project then spend that time learning unity instead
I got this issue 2 weeks back
I tried solving it
yes because you havent learned c# or unity yet
just spend the time you would be using to work on your project to learn unity
Ya i understand tht
Using unity learn
Unity essentials I hv learnt a little
And ui course 3 modules I hv finished
ok nice, keep going then
maybe work on a simpler project for the time being
nobody's dream project is their first project
Yrs i will
awesome, good luck!
Thanks!
learning unity is a long term process but if you have the commitment im sure youll be very successful in whatever you want to make, getting started is always the hardest part so just keep at it
yo who can help me with my blockblast game, i got all the assets bc im a 2d artist but i am still learning to script so im trying to find ppl who wanna work for a % who can script a very simple game
We dont do collabs here
!collab
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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:
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Maybe look up just a smidge where it give a link on where
wdym
You must be blind...
Hello. Are all Unity Hub links (unityhub://) legit ? Found one for 6000.2.11f1, but of course it came from a russian telegram channel with no other source confirming it. The one from 10f1 does match with the official download archive though.
why the hell would you not just use the official site
Because it's supposed to be released next Wednesday.
then just wait. dont be stupid and get a virus
The link isn't publicly available yet, basically.
(then i dont think it's a good idea to ask about it in the offical server :P)
That's why I'm asking... I need that version pretty bad right now.
The worst that can happen is them pulling the link if it's legit. I don't see the problem.
Not as badly as you need to keep your personal information safe
why lmao
Are you confirming that links using the unityhub protocol can be spoofed? That's what I need to know right now.
somehow probably (like getting some login details)
i wouldn't risk it
Any link can be spoofed. What are you talking about
I'm stuck on a version that hardly allows me to do anything without editor crashes, and anything released since this october has a really bad memory leak. 11f1 allegedly fixes this issue. I've been testing every patch since 6f1 with a growing frustration to see the problem persist.
Then downgrade
yeah i've heard the 6.2 versions are pretty unstable
6.0 isn't any better in my experience, after upgrading several times. And the memory leak also happens with the latest 6.0 versions.
D3D12 is unstable, can't switch to Vulkan because of some custom shaders spazzing out without any apparent reason, there's this CVE thing that would make it preferable to upgrade, but then there's huge memory leaks making the editor and builds useless.
Unitys 6.2 has a very bad reputation. Hopefully they can fix the issues for 6.3
What are the complaints so far? Stability or unpopular changes? I've seen many people trashing 6.2, but haven't seen mentions of why.
seems to be stability
If it's stability, I don't know if it would change much from what I'm going through right now. 😛
I'll definitely be testing the next patch wave on 6.0 and 6.2. Hopefully it will be an improvement.
Spending 10x more time to test changes because the editor needs to be restarted every single time is infuriating.
Looked around and the links seem legit. One of them uses the unityhub protocol, which I doubt can be spoofed without Unity Hub itself being compromised (hash probably corresponds to the version entry rather than a full URL), and there was another one I didn't notice at first that seems to point to beta.unity3d.com, of which the main domain is now redirected to unity.com.
Great, I finished the hardest part of part 1. That was a challenge.
the unityhub protocol is also used for stuff like logging in
so you still wanna be careful
Shouldn't there be something in the URL when that happens?
Well, I don't really wanna post something I didn't 100% confirm is safe, but I have checked 10f1's link against the download archive, and it's the exact same.
This is from the download archive. The 11f1 link has the same format.
I don't know if this much requires login information. Been so long since I've had a unity account and also Unity Hub.
you can try it, but just in case, you've been warned
I wouldn't unless it was confirmed by someone with deeper knowledge of Unity Hub. That's why I asked in the first place.
I don't have the right setup to try arbitrary links.
I'm not surprised it's already available (even if not publicly shown), though I wonder how they got a hold of the hash in the first place.
It should be safe. But I’ve no idea what it’d be downloading, and how they’d have gotten the hash.
Right.
My guess was that the server url/ip is baked in Unity Hub itself, so the link would just contain the hash that leads to the actual download.
Given how bad their public builds are I’m not sure you’d want to try a build they’re still testing 😅
But I have no way to confirm that.
So just wait a few days. Check the changelog
Because according to someone on the forums, the next patch wave should fix the D3D12 memory leak a lot of people have been having since late September.
i'd say better be safe than sorry
Can't send gifs, I guess. 🙃
Could you work without those shaders present?
Yeah, that's why I'm holding off for now, sadly.
Are you talking to me? If you're referring to the Vulkan bug I mentioned earlier, the shaders are just visual, but I'd rather not axe things that we'd need because of another bug I have no idea how to diagnose (I tried many changes using Unity's official shaders as reference, without success).
I couldn't find anything online about skinned meshes spazzing out with the Vulkan renderer either, so it's not like that's gonna be fixed next patch as well. The memory leak fix would allow us to upgrade at least, whether it's to 6.2 or latest 6.0.
if im exporting square shape from blender to unity will it count as 2D or 3D
3D
Likely so
well are you exporting it as a png or as a 3d model
can we export things in png format in blender ?
It's called rendering
oh wait i remember we can
probably somehow
I would render it with transperent on then do some touch on 2d program like gimp
ye gimp i remember now
can i import that png into unity and apply polygon collider 2D ?
nothing's stopping you from applying it to any gameobject really
i tried adding polygon collider 2D into this but it wasnt allowing me to, maybe because its in 3D
it's because it's blender not unity
duh i mean after exporting
then say how it "wasn't allowing you to"
ye idk why it wasnt allowing me to it was stuck on a green line in middle lemme send
i wasnt able to edit collider
it's rotated -90 degrees on the y axis
if you gonna do 3d stuff then dont apply 2d stuff to it
if you press 2 iirc (or the 2d button in the top right corner of the scene view) to go into 3d mode, you can see it's on a different plane
2D colliders are stuck in XY plane
yes
They are in 2d mode already
so it is there, it's just not rotated correctly
just render that model with transperent on and save the image add it to unity save it as sprite then add polygon collider
yes i know, i'm telling them to go out of it so they can see the collider
u mean i can still apply 2D collider but i just need to rotate it correctly ?
ok
your x and y rotations on the gameobject with the collider should be 0
Oh look it doesnt work BECAUSE THATS A MESH
lemme try doing this
ye
or just add mesh collider lol
You can manually edit the points for the collider but why are you using a mesh with a 2d collider?
Are you using 3d or 2d physics?
makes more sense to just use 3d physics or a sprite instead of a mesh
😭 i didnt knew there was a mesh collider also
im kinda new
thank you guys
the mesh collider is for 3d
Just use mesh collider. If u want cheaper solution ( I reckon u are trying to apply wall collider only from the inside), export the mesh inside the wall separately and use it for the mesh collider.
i think i will use mesh collider only
Do you need it to work in 2d though?
there are other 3d colliders, but mesh collider is usually the easiest for terrain
it won't work for 2d physics though, those are 2 completely different systems
ye, im trying to make a game similar to hill climb racing
@tidal nest This is not an introductions channel. Also "AI" intros are quite off-putting.
lemme f*ck around with this thing
go ahead haha
noted sir but i don't use ai is what i can do
If you need it to work with 2d you need to use 2d components. You need to manually setup borders for 2d colliders when there's no image component for them to use as guideline
There's edit collider button on it
yes sir but its not working maybe because the object on which i am trying to apply my polygon collider 2D is actually 3D
i do also making 2d games on 3d project i use 3d components not 2d ones
i thought of making another track/ground in blender using plane
COOL
Please read the second part of this message #💻┃unity-talk message
i cant edit collider
its stuck
i tried doing it
If the file is .mesh, it's always in 3D
open Points and edit its array
ok lemme try doing it
Also if you just need a rectangle, use simple colliders, easier to edit.
i did what u said , but now im making a track ( level 1 type of thing ) so i dont want it to be just a plane surface
this right ?
Yes, you can place at least 3 points (at different coordinates) and then use edit collider button to move points visually
Your points intersect
it has to be a valid shape
I think for a beginner you should stop trying to do it this way @errant prawn
i should use sprite ?
put 0,0 - 1,1 - 1,0 points then switch to visual collider edit to move them around
If you used a sprite renderer and added a poly collider 2d, it would automatically set the points for you
Thats because its made for 2d sprites
that is a mesh not a sprite i think
yes
Correct, you currently have a mesh
yes
a sprite is a 2d image
yes
I know this, im making sure you understand
I thought sprite was a drink 
yes sir i learned this in hard way
im thinking to make a sprite in blender using a PLANE
i will export it as png
You can render anything in blender as an image and use that as a sprite
YESS
oh wait ye
aaah it makes so much sense now
thank you
🔥
@errant prawn I think you should use this instead: https://docs.unity3d.com/Packages/com.unity.2d.spriteshape@14.0/manual/index.html
ok i will look into this
Damn, it feels weird to navigate in Blender after using Unity for a long time
i thought unity devs make their own models in blender and then export into unity 😭
for 3d meshes yes
But for 2d sometimes other solutions are better such as the tool above
oooohhh
Hey everyone, I’m new to Unity and running into a problem. Whenever I try to create a new project, it says “Project failed to create
!logs Check the 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
I get this error whenever I create a fresh material and add it into any free slots in Material Editor.
What's with the texture of the water?
Can someone help me with this rendering issue?
These colored pixels and the glow are artifacts
When I build the project its not there. Its only in the Unity Editor preview windows (scene and game view)
When I switch to Vulkan rendering pipeline its gone but then an error gets spammed. Something along the lines of "... mulitsampled texture ..."
Android game on google play store issue: The application must support 16 KB memory pages
it seems that the latest unity libraries do not support 16kb, and it is already after dedaline, i.e. 01/11/2025....
Was hoping it would be a known issue
What unity version are you using?
Hi,sorry if this is not the right channel, but can someone please explain this to me? never happened before ):
changing the scale back to before stretches it even worse
what are the scale values of your camera game object?
for some reason they where 24 24 25 idk why,back to one i fixed it.. thank you !
happens ¯_(ツ)_/¯
I changed my project from URP to HDRP and now getting this error, does anyone know how to fix?
I'm now getting this too
Anyone know of a good way to make a shatter effect with particles? Where all the particles are lined up with the cracks before it breaks? On a sphere btw
Woah this is nice! Is there no way to do this in the defualt system? I was thinking of just using blender to fracture a mesh instead
If you don't want to buy an asset then blender is the way to go!
This is just for small quick project so I don't want to get a bunch of tools unless I know I'll use them a lot. I was trying to do this with just the particle system but doesn't look like that's possible 😅. I'll use blender then, thanks!
yeah you can't really do something like that within unity itself unless you get an asset that will do that.
That's good to know, saves me a bunch of time
nor will the particle system do that either as it says it in the name (✨ Particle system ✨)
does anyone know if DreamOS ever goes on sale
I'm a bit of a particle junkie 😭
i feel like this would be a question that would be more appropriate in the asset publisher's discord server
oh, i will give that a try. thank you
In HDRP, is it possible to change the environmental lighting?
This is my scene with no lighting and it's still pretty light
have you looked in the lighting window?
I've been to Window > Rendering > Lighting > Environment, but couldn't find anything that looked like what I wanted
But maybe I am missing something as I'm somewhat new to Unity
Is it normal that Unity is using 70 percent of my RAM?
totally possible depending on how much ram you have and.. especially if its running the game
it shouldn't be locked up a 70 tho. i'd imagine it could peak there.. but it should be fluctuating up and down
mine likes to hang out around 2.2gigs when idling
ya, seems normal to me..
I'm running out of 16 gigabytes of RAM
I'd like to have 32 gigabytes of RAM too, but it's twice as expensive now.
see if you can profile ur project and see what might be using all that memory ^
When you have lots of assets in a project it goes up quickly
damn
I'll take a look right now
I have 8GB and it can struggle a bit lol
I used to have 8GB a bit ago on my old pc and it was painful
Now I have 32GB
32 is right around the mid-range
yeah
its painful but possible 👍
I mean what do i expect im on a laptop... anoyingly I got this one a year ago and now one with double my specs is available (same like type and brand) for about the same price
lap scalder
fr
but i value portability so i'd rather have laptop
just need a better one
an i5 13th gen and 8GB ram don't cut it anymore
in honesty tho.. developing with lower Ram helps u think more about performance as u build
if u can build out a full game with 8 gig of ram.. ur already considering lots of performance things that a typical power user wouldnt care about
Not for me lol. I have been using unity on my laptop for 2 years now. It doesn't get hot or laggy just smooth af.
until someone tells em their game doens't run on their low-end pc
and then u gottta go backwards
yeah but it struggles with basic stuff in unity anyways, like sometimes you'll press a button and itll bring up a loading bar
noooo!!! lol
but fr I don't really do anything intensive like HDRP
as long as ur unity isn't crashing out from running out of ram
yeah its doing alright
u should be okay... when i had 16gig of ram i'd work with smaller pieces of game at a time
that way my scenes weren't too cluttered
tbf I got parrelsync and its slow but its able to run 2 instaces at once for testing
fair enough
they're was times i would set back to combine scenes re-compile and build
those days i'd just find something to do on the side
I'm making a little prototype and now im trying to code it a bit nicer so i gotta rewrite a ton of stuff so i decided might as well use a nicer IDE
to let my pc have its time to load up lol
lmao
wasnt nice enough for ya?
defo not for refactoring
like moving scripts around and doing bulk stuff is nicer in rider for me
Im a student tho innit
if u wanna put something into production u can't technically use Rider w/o a real license
Lol so I think i got a student liscnece
ohhhh.. lucky
Tbh I can see myself getting a jetbrains liscence in the future
Like a paid one
we shall see
damn
https://www.reddit.com/r/dotnet/comments/13jdo8p/wtf_rider_i_thought_you_would_be_leaner_than_vs/
check out this post a couple of scrolls down
he kinda explains the memory thing.. goes on to say.. often times you can't compare memory usage like that ^
theres alot more that goes into it
to accurately test you'd want both programs doing the same task.. w/ the same conditionals etc etc..
but in general i never had a problem with Rider being that heavy..
no more taxing on my ram than any other editor ive used thru the years
Yeah I mean this is my RAM usage currently
And rider is open
and it aint even showing up?
saving resources..
oh wait it is under Unity
probably in sleep mode
its classified under the unity editor dropdown nvm
thats neat.
500MB
yeah
ez numbers
i swear my numbers don't add up to 8GB though
they wont.. or shouldn't unless ur tapped out
Like I guess some is used by things hidden
I imagine you can't see everything from task manager
Like im using 87% memory atm, and the numbers for all the memory seem to only add up to like 3 or 4GB max
i feel like it doesn't add up for me
ya, i'd need to research more about that.. im sure its not exact by any means
but im not sure how its all calculated
yeah I was thinking that the percentage is the actual memory being used, but maybe task manager doesn't show everything
i might look into it i need all the memory i can get
@wise yacht @mild radish Create a thread if that's just two of you talking
ur correcto
fair
Hey how do I fix this nail thing in unity? In unity, I am putting on a nail texture for nail s but I can see through them. I don’t know how to fix that and I’m quite new.
nail thing ?
showing the shader you picked for the material would probably help..
Inverted normals?
What does that mean?
And ok.
I came with materials
And I made a material thing and put it in
I’ve tried poiyomi
That didn’t work etheir
The reality is that 32GB is the recommended minimum spec for software development these days. You just don’t have enough RAM to run serious software.
Even with 16 a little bit of multitasking will easily push it over the limit.
I suppose it depends on what you're building (like if im doing some python stuff its fine) but yeah when I like fiddled around with smth like minecraft modding my computer could've blown up
hopefully it stays that way for a while.. since i just upgraded to 2 16 sticks a couple of months ago 💪
if u plan on doing alot of game-dev you should try to learn a little at a time
knowing a 3D software + an art creation program is a game-changer
relying too heavily on third-party assets can mess with the style ur going after
its really really hard to find the perfect asset for every occasion
best to just build ur own when the need arises
!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
Okay thanks
I’ll try to learn it
inverting the normals can be ur first step 💪
theres tutorials for basically everything..
There still confusing for me.
and if u get stuck theres a good community https://discord.com/invite/blender
Idk why they jsut are
what is?
okay yeah i dont think any of this applies to me? im really really new to unity and also trying to speedrun a lot of things so
well the bad news is there isn't speedrunning of any of this
no dont say that 😭
Um when I try to use pro builder it’s grayed out
Normal Flip ^ [Tab goes in and out of Edit mode] [F3 brings up that search bar where you can just type in the tool you need]
Red = inverted normals (facing inwards instead of outward)
i have to write this like essay-lab-report for school and it's kinda a big deal right. so my idea was dialogue generation in video games and im comparing a markov chain algorithm w like gpt-2 generation? so my question is just about, like, 'integrating' gpt-2 with unity so that the dialogue is generated at-run time by gpt-2
Im trying to make the clearness go away on the nails im doing in unity.
For an avi
no worries.. theres alot of sub-cats
!collab
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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**
im sorry
ask clarifying questions
You're sorry and yuu spammed it into a thread as well?
It’s just the same question I want to fix it in unity. I was told to use pro builder but pro builder is grayed out and I can’t use any of the things that it has.
that was before
im sorry im sorry
And then I’m getting told to do a normal flip I don’t know how to do a normal flip. I can’t do a normal flip in unity. I don’t think cause there’s nothing for that in unity and then in pro builder there’s a normal flip thing but I can’t use pro builder.
So overall I’m confused
you'll have to have the object selected first
and it may have to be a probuilder object.. (may need conversion) not 💯 on that one
You can have unity calculate normals instead of importing them. This can often fix inverted normals
check the model asset import settings
https://www.youtube.com/watch?v=Bfl-V-39JlU here.. watch a bit and get a little experience on how it works
@haughty stirrup do this
^ was gonna show the normals being recalculated.. but it failed to work on my simple inverted cube model 😄
it may need more normals the correct orientation to begin with to get an accurate feel.. not sure
anyway, the 2nd part of the video shows how u can take a model import it into Blender.. flip ur normals where needed
and re-export/import back into Unity... [Now you have the corrected normals]
i got an idea for a parkour fps game this is my first game any advice
Did I add the Jump animation correctly?
Yes, I think so.
hey guys im tryingg to make a horror game and this is one of the room
is the environment fine?
if u want to transition from running to jump.. and then back from jump to running then yea
and what do yall think i shoul add
#1180170818983051344 #🏆┃daily-win not a showcase channel
Does it do what you want it to do
Am I looking incorrectly or are there simply no assets in the asset store that would depict overweight / obese people? (Well there was Morph3D, but it's distant history now) These would be useful for a story rich game
You can scale bones to achieve some variation in body proportions, without new models.
Whether that's enough probably depends on your art style
why chracter controller isGround return true in a 89º collider, lol
this is in the multiplayer shooter ECS example, but the link is invalid. Is that meant to point here, is the link just expired, does the server not exist anymore..?
a script requires a gameobject field, which i set to a prefab, but when instantiating this the field contains the instance instead. how can i fix this?
post code to #💻┃code-beginner
its only what i said, a GameObject field with the prefab changes to the instance
there is no code
is it possible to store a prefab in a GameObject type variable
It's here now #1390346492019212368
because on de-serialization unity assumes you want the instance reference rather than the asset one
which is what it should do 99.9% of the time
it does not offer a way to explicitly say you dont want that to happen
damn
Would be surprised if somebody cared, people use different engines, the conversations will be kept around unity here though obviously
yea i was joking lmao
hey, any ideas why some variables/references in the inspector are reset after I switch branch on git?
on my friends pc all the variables are there
there are no changes registed by git on my side
What are you inspecting?
some objects on the scene
if the scene is being version-controlled by Git, then every serialized value should be getting tracked
reopen the scene in unity to make sure you're actually looking at the latest data
(you should get a prompt to reload the scene if unity notices a change on-disk)
Did you save the scene
(is the scene file being tracked by git?)
me? I didn't change anything on the scene
doesn't matter; hit save
okay
see if Git suddenly sees changes
then it's expected for your friends' changes to overwrite your data
gimme a sec, I'm redownloading the branch just to check something
you can check the git diff - but it sounds like your friend comitted the changes you are seeing.
we confirmed that he saved everything and commited it. Everything is fine on his end
and he has no changes to push
it sounds like Theos is missing some serialized data that's supposed to be there
Are you sure these variables are actually serialized?
have your friend reopen unity
They're not being displayed by Odin or something?
this will throw out any non-serialized data
nope
caused by things like that
It's also possible for incorrectly-written editor scripts to do this
Particularly if you're dealing with object references
yep, object references are missing
A reference to a non-persistent object will look fine until you close unity
ah, that's more specific
two options here:
- the references are to non-persistent objects that aren't actually saved anywhere. these will get lost when unity is restarted
- the references are to persistent objects (i.e. assets) that aren't being tracked by Git
we are either referencing prefabs or objects on the scene
have your friend restart the editor
if the references break, you're having the first problem
if they're still there, you're having the second problem
What do you guy's think of my first "functional" movement system? I still have to limit the dashes and fix an issue where the player slides for a second after moving but I've been struggling with this the past couple days 😭
he saved, no changes on git
he event sent me the .scene file
and it still doesnt work
hi is this the channel to ask for help?
Make sure you are not excluding any .meta files from your repo
It is, yes, but see if there’s a more specific channel for your issue
well i have a pretty simple problem actually, me and my friends are trying to start a project together but we cant connect to the same project
!vc
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
does that work in unity 6.2
why wouldn't it
idk
Git is based on syncing files. Presumably Unity would maintain their version control solution in all modern Unity versions.
Neither of these are live collaboration type of thing, so they don't require super deep integration.
ok thank you
how can I be missing files? I'm on the newest version of branch
sounds like something isn't getting included in the repository in the first place
Look at one of the missing object references and see if the corresponding asset actually exists in your project
have your friend find it on their end and then look for the file
also make sure the meta file for that asset was committed
how to fix this? fresh official package from unity
it contains other bugs aswell.. i think unity should take some time to polish this asset, since a lot of beginners use it
it's a capsule collider. There is no root motion
you mean there's no solution for capsules?
well it's not a compilation of capsules*. At best it'll slide you back here usually, but it's not a rig of physical bones
fix what exactly?
KCC is better though and you've more options regarding edges cases (lel) if you want to apply more logic around it all
unfortunate part about it is a lot of the premade controllers have the camera tied to it all so if you wanted to use cinemachine you'll have to implement it
this? https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131
how easy is to switch from character controller to KCC
Yeah, it a well more developed CC that's for sure
Pretty sure the dude who made it works for Unity now too
cool, thanks
has anyone gotten NUnit.Framework to work with Rider / Mac? AI is saying something about Assembly Definitions, but so far I can't get my source code to recognize the library is installed. (include statement is red)
are you using assembly definitions? (you should be if you are doing unit testing)
OK. I guess I need to read up on that.
I wanted to make sure AI wasn't leading me astray first
If it’s not making money Unity tends not to focus on it nowadays
also to be clear, you are not referring to manually installing NUnit via nuget, right? because unity projects do not currently support nuget and you'd have to put the dlls directly into your project for that to work.
and if that is what you are referring to, then consider just using unity's test framework package instead.
https://docs.unity3d.com/6000.2/Documentation/Manual/test-framework/test-framework-introduction.html
(Or use a package that middleman’s that process)
no I'm just doing a basic test of a static function and I think I understand that NUnit is part of Unity's test framework, which is installed via Package MAnager.
no nuget
then read through the link i posted above which covers how to use unity's test framework package, inlcuding setting up your test assemblies
there's two things making this harder: I'm pinned to unity 2020.3, and the fact that I'm in Rider on a Mac.
I think to test this function I might forget about NUnit, and just write some inline test code to run manually.
(for now)
none of those would cause any issues with following the instructions
Does anyone know what type of system do games like PEAK, Content Warning or even R.E.P.O. use for their movement? Do they use active ragdoll or physical animations or is there maybe something else that I dont know about?
Anyone who does know is going to know by doing stuff you can do with your own copy of the game 🤐
Havent played peak but I would expect the terrain tool would work fine unless it does do some randomization then you're looking into the many different terrain mesh generating algorithms out there Oh sorry, you meant controller. Ragdoll stuff I find really basic when it comes to unity's tool, and physical bone implementation
HI GUYS, i came back
in Unity what would mean those arrows (i know those are transitions) but sometimes those arrows are 2 or 3
each arrow in white is a condition of transition added?
what does terrain have to do with their question
Yeah whoops I'm half-asleep here that popped into my head
AHHH and one things more, what are the files model that unity supports?
i have no idea what youre asking
it has a size limit? or format limit?
oh god
like this
the 3 arrows in one place
oh you mean the arrowheads themselves
yeah
1 arrow means a condition
and 3? more conditions?
im not sure. best to ask in #🏃┃animation
What's the properties say when you click on it
What's the best way to measure dimensions of assets and things in meters in blender? i want to verify things are to scale but now two different plugins have both refused to work for no reason at all even in their own demo scenes, those being
https://assetstore.unity.com/packages/tools/utilities/measuremaster-measurement-tool-294420
and
https://assetstore.unity.com/packages/tools/utilities/measuring-tool-226340
ideally something more like the former, thanks
I use blender in metric, unity is metric, so then its just 1 to 1.
yes but its annoying for blocking out and verifying it though
(Btw peak doesn’t generate meshes, just manipulates a variety of handmade prefabs)
If i had to work in jmperial id feel the same way 😄
i mean i still prefer metric even though i was born and raised with imperial lol
You can still enter things in imperial by using the foot/inches 6" in a textbox. But im not American and dont think in imperial, so i cant help much beyond that.
ideal way to do level generation. Pure random games are so souless tbh
thats not what i want????
i just want a little thing that shows me what the dimensions of something in the world is like this
see here: not working
That's not in blender, and I dont know where you got that unity script.
but it's asking for the unity hub? and I need a license?
Does that mean Unity isn't free?
i sent it in the message
unity isnt a modeling software
there is a free license
For what I'm using it for it can be. I want to make a custom character model for Getting Over It
Okay, maybe more specifically, im not installing someones asset to troubleshoot it for you. You'll need to contact the author. But unity is in metric, so 1 unit = 1 meter.
and the method I'm using utilises a Unity package
Unless im missing the question
unity mesh data states the bound sizes
idk what blender has to do with this
well i thought that but i type in scale for a plane and it seems completely out of scale with my player and that definitely does not seem correct, which is why i want an in unity way to see the scale of object, you dont have to download or troubleshoot anything i was just asking for general help and if you cant maybe someone else can it's fine
A custom tool that displays the measurements when you select the object. Obviously. Beyond that it’s unclear what you are asking. You’ve already answered the question by looking for assets that provide such a tool. Nothing better is in common use. Comparing size to a default cube scaled to the desired size is the easiest builtin way.
why property drawers lowkey addicting
Yeah, Unity planes are not 1m x 1m. (10m x 10m).
But code wise, its a bit trickier (as the shape of various models isnt usually uniform). One option is to just get the bounds and get a rough size from that.
okay yea exactly i'd rather not memorize "this plane is 10x10 so i've got to divide my scaling measurements", it would be easier to modify dimensions "globally" just in meters, or at least have a way to see what it's size is in meters to check,
to answer anikki yes i tried those none of them work (on the most recent unity verison), tried to troubleshoot and even the demo scenes provided don't work which is what led me here
You can also set up the grid to show 1m intervals.
that is still not ideal but useful thanks, how would i do that?
fair enough
Is there any assets to make animation clips faster
are there any IRL courses on Unity? I've tried for many years now to learn the engine with online tutorials and i am just not a self learner
did you try !learn?
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
dozens of courses and i'm no further along in learning it
idk i just can't learn on my own schedule i need like a class for it
There are some good game development formal courses depending on where you live
NJ/PA
I feel I should ask what binlog this error is referring to
for the longest time i have no idea how to use this ARM texture
does anyon know why it makes wood shiny
adjust its smoothness and or metallicness
is that entire weapon 1 material? thats unfortunate.. i'd use a more dull material for the furniture and a shiny material for the metal
so im supposed to use 2 different materials for different parts of the gun
thats my workflow
i only wanted the metal shiny
i like have finer control over each individual material
ya, since its 1 material im not sure how to make the metal shiny w/o making the rest also shiny
not sure if you could mask it out and have the shiny not affect it
but having 2 materials 1 for metal and 1 for wood would be optimal imo
Yeah you should be able go create or apply a metallic map, but that shader looks different
the gun has separate parts
there is an ARM texture and the shader is HDRP lit
ARM i think is ambient occlusion, roughness and metallic
but this material feels like it has no ARM texture and i dont know why i can drag the smoothness or metallicness halfway up
I've used an ORM (common in Unreal) and use my own shader for it. But yeah if its anything like that, one colour channel is for where to apply metallic
Blue Channel: Stores the Metallic map, defining how metallic a surface is (white for metallic, black for non-metallic). but that's for an ORM.
Iirc its usually two textures, a base map, and the ORM
You can test if the shader js working by tossing a blue gradient (temporarily) on the orm texture input (mask maybe?)
But I usually use substance for that stuff
thats why i been wasting time i was using ORM
i just bake my textures in blender
wait no ORM is the same thing
split ur gun into 2 materials
or.. remake ur mask map..
metal parts would be white in the metallic channel (w/e channel that is for you)
and the wood parts would be black or dark grey in the metallic channel
(that way ur shinyness wont be applied to the wood sections as well)
Mono?
did u install the module?
should be able to setup a build profile that targets Windows
and nothing else
i think thats it
hmm... i dont use Linux so i don't know for sure
i know when i change to mobile and stuff you have to switch platform and let unity reinstall
so hopefully thats all it is
thx it works now
you're welcome 🙂
metalsmoothness map
something like this
thought for HDRP it was all combined in (1) mask tho
i only really see (2) Mask Map, and Coat Mask..
ya i think u just combine all the channels
also to be fair people do underestimate how shiny wood actually is 🤔
and use 1 texture for many different things..
especially varnished wood
u got RGB and Alpha
ya, most wood has a sheen
if you do a material just right it really pops..
Unity renders pretty good if you got a really good material w/ all the textures / maps / etc
that is how pbr works
How do I make a game
!learn
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@glossy topaz @worldly cave @mild radish
HDRP uses its own mask map channel layout
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/Mask-Map-and-Detail-Map.html
So, not ORM
But in some cases you can use texture import channel swizzling to reorder ORM or another different standard of mask map into HDRP's format
Hey chat, heres the deal, i got one project on a laptop, and a project on a PC, my PC is more advanced so I like to work on that, but i have a flight coming up so I need to work on it with my laptop in a few days, is there a way for my project to automatically be connected to an account so I can open the project with all its updates (TLDR: if i work on PC, then go to the laptop, how will it connect on the same account?? any help would be highly appreciated
you could use git via github/azure-repos/gitlab/bitbucket/etc. or unity version control
Slow motion test lol
use #🏆┃daily-win or #1180170818983051344 for that
this channel is for discussion or for requesting help
Normally a source control solution is what you want. But it can have a learning barrier.
are the majority of devs' first game the brackeys beginner tutotial game?
not necessarily
there are a lot of tutorials, some prefer not to follow tutorials at all
Just got this DM from this user. Anyone else had anything like this?
Could it potentially be a scam?
what's the message link to?
lemme check. this user shares 5 mutual servers with me apparently
Learning barriers don’t exist to the lonely man, all I know is nothing else matter, no one is there for me, all I have is this creation on a computer
I’ll keep that in mind
it links to my DM where I was stating I needed help weirdly enough
source control is an incredibly important skill for all kinds of programming really
but it just seems extremely suspicious that he phrased it this way.
Seeming like I should DM a public chat message
just ignore it i'd say
You should be using source control anyway. It rewards experimentation instead of punishing it.
Plus data backups and sync:D
no, clearly not? it's linking to a message in this server
The number of times ive seen someone work on a game for 3 or 4 years only to have their hard drive die and no backup... sad days
yeah, source control is essential, saved me a lot of times
i think he meant "can you dm me about your problem [link to your message explaining problem]"
Probably trying to get you to pay for help. I keep my dms closed, no sense entertaining them
if that's the case, definitely don't DM lol. community servers exist for a reason, and most if not all just don't condone DM support (including this one)
unless you asked someone to dm you in the message
what was your original message that they linked 🤔
@tranquil cedar
not really
Yeah it looks like he's been trying to get people to pay him in different channels
#🥽┃virtual-reality message
<@&502884371011731486>
hj
yeah thats almost certainly a scam of some kind lol
!ban 1434596117646934119 bot spam
@henrylucas0845 banned
Reason: bot spam
Duration: Permanent
When I install unity verison it always fails
!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.
What does this mean
Where do I put the Unity file
The message window in your screenshot explains that.
but what assets
what OS are you using?
windows
windows what
windows 11
Assets folder in your project folder
why does it look so ugly? did you configure it that way?
every project has this one Folder where you are meant to keep everything that Assets,
Do you not know where your project is saved?
how is the complied version of your game any relevant?
no
Well you should. Did you not create it yourself?
well which one is it
Unity project...
WHICH ONE
idk man it might be the other 90 i have archived off on unity cloud
Unity file is not a project. It's a scene
wrong folder path, the one you keep taking photos of is the compiled version of the game not the project
wait what how do I save the project file
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
You don't. A project is not one file. It's many files, including scenes.
Really, go learn the basics. It's for your own good.
what is this supposed to accomplish
