#💻┃unity-talk
1 messages · Page 15 of 1
Please don't share random files
ok
You don't. It's the folder you open in the hub
anyone know what causes this overlapping, I am using an isometric Z as Y grid tile map
heres another screenshot
best to ask #🖼️┃2d-tools
How do you deal with not having enough players on launch for online games
market it better
if you don't have enough players you get more players
You can populate it with bots if player counts are too low, so at least there is someone to play with
Personally, I like to make the bots notably different
Thats honestly one of the hardest parts of multiplayer games, actually having enough players at any given time of day so people have others to play with, and usually youll need to have a large and diverse player pool, which means a lot of people need to know your game exists, and also have access to your game (if its a paid game your going to automatically have a smaller pool of players than a free game for example, since not everyone who wants to play your game may be able to afford it)
I'm trying to do the roll a ball tutorial, but I can't get the ball to move. I have the Active input handling set to both. The Player Input module on the ball says there are no input actions associated with this input component, but I made the Inputs folder and have the Actions set up in there. idk what else I need to do to get this to work.
Wht shd I learn in this
Wht courses shd I learn ?
you need to actually tell it what input actions asset to use
right now you've just created them
but the actual 'actions' field is empty
thanks a bunch, I've been scratching my head trying to find out why it wasn't working for a while. its working great now
What is the difference between a Serialised field and a public float?
a [SerializeField] attribute just tells unity to show the field in the inspector no matter if it's private or public
but if it's public, then it's both shown in the inspector and any other script can access it (given it has a reference to it)
Unity natually serialises things that are public, SerializeField lets you explicitly serialise without it being public
public fields are serialized as well - a more apt comparison would be between a private field marked SerializeField, vs a public field without the attribute, to which the answer would be that one is private and the other is public
Essentially Serialised field and public float both show up in the inspector, but public floats can be accessed by other scripts, while Serialised field cannot, correct?
yeah
public fields are serialized
fields are by default private, if you make them public then other scripts can access them
and serialized fields are ones that are shown in the inspector
unity by default serializes public fields
also, this doesn't depend on the type - float would just be the type of the field
No. It being private is what makes it inaccessible to other scripts. Manual Serialization is simply something that you commonly attribute to private variables
or you can force unity to serialize any field with the [SerializeField] attribute
Oh alright I understand now. Thanks guys
only if it's a serializable type.
well yeah
(rq, not intended as a personal jab, but - i get you're trying to simplify, but there's a point where oversimplification can end up being subtly inaccurate)
6000.2.7f2
Does anyone know of any games that are made with Unity HDRP?
I was surprised to find out Escape From Tarkov is made with URP, considering how detailed the game is
You can learn whatever youd like from that link, theres many sections that cover different parts of the engine and many "Pathways" that cover topics like programming, design, art integration, ui, audio, etc its up to you what you want to learn, you can focus on just one specific thing or you can go through all of it till you feel confident enough in knowing your way around the engine and scripting within it, so maybe a better question might be what do you WANT to learn?
Idk wht I want to learn 😅😅
lethal company
Do you know why? The game isn't very graphically detailed
volumetric fog
its also all realtime lighting so its a lot more demanding than you might think
But that stuff is in urp too
volumetric fog? not out of the box
I would start with the very beginning then, learn about Unity Hub, how to navigate in the editor, all the absolute basics, its all structured and ordered by those cards on the site, so you can start with "beginner" card or the pathways
maybe not instantly out of the box, neither is hdrp. could pick up a decent asset that provides it
Volumetric fog and lighting (and decals) are things that are "out of the box" with HDRP, unless they changed it so you now have to install those packages separately, I remember when I used HDRP for a project all that stuff came with the template
decals have been in urp for awhile now too but its one of those things where it feels more recent than it actually is
Ohkk
Thank you
Yeah, I remember when I started my project, the main reason we chose HDRP was because it supported Decals and URP didnt at the time
Do displacement/height maps work in URP?
Yes
Tainted Grail: The Fall of Avalon, Harold Halibut, and infamously; Cities: Skylines 2.
Supposedly it’s a custom render pipeline
And do not crosspost!
Hello guys, I have a small problem regarding a scrollview. Basically, whenever I try to scroll and even modify the scrollbar value manually during game, it just doesn't scroll. The scrollbar moves but the content remains still. It does work in edit mode though
I tried looking it up but it seems I don't have the common issues people could be having, like not having assigned a viewport
the scrollbar component is this, idk if it helps
How are you setting the scrollbar value by code?
I mean I can send the script, but it doesn't matter I think? Right now I've disabled the script to debug this issue, as it doesn't even scroll when I directly, manually modify the scrollbar value during play
And you are sure, the scrollbar is the one you have attached to your scrollview component?
Wondering why interactable is disabled
Looks like interectable is off
yeah it's disabled because normally I control the scrolling via script, basically whenever the player moves off screen in the UI I calculate the new scrollbar value and assign via code
oh, you want to do lazy loading?
and in any case I also tried enabling interactable and it still doesn't scroll, so that's not the problem I think
uh no? It's just the way I make the player interact with the UI
my game doesn't use a mouse at all, the player controls the UI with the keyboard
cause you said, when the player moves off the screen. Just trying to understand your setup here
When you are using the mouse (just for testing), can you actually scroll the scrollview content?
nope
are you sure, your content rect is adapting to the content at all? What does your contents rect transform look like?
also I can confirm that I can move the content object itself manually during play, so there isn't a script freezing it in place or something. I just can't move it by modifying the scrollbar value
I think, thats because the scrollview is controlling your scrollbar, not the otherway around: https://docs.unity3d.com/6000.2/Documentation/ScriptReference/UIElements.ScrollView-scrollOffset.html
Oh wait, thats UIElements
what do you mean? During edit mode, if I modify the scrollbar value, the thing does scroll
yes, because the scroll rect comp is not active. but in playmode, it will override the scrollbar value.
But its still weird that you cannot scroll the view in playmode with your mouse
ok I see, I have to look for verticalNormalizedPosition as a property in the scroll view
but I don't see it in the inspector
can I only modify it via code?
I do use that property in my script, I just assumed I could also see it in the inspector
I think you cant do that in editor inspector. If I remember correctly writing a stepped scrollview, I also had to do this via code and not in inspector
guys, how to decide what type of game I wanna make? 😭
If you are new, chose something simple. Try to adapt existing mechanics maybe, like tic tac toe but in 3d or what not. If you are just starting, the first games will most likely get stuck in prototype state and give you a bunch of learnings for the next one
yeah but if you start you start with a dream game which you can slowly work towards but idk anymore 😭
idk if i wanna make 2d or 3d
fps or soulslike
idk
yeh, we all have dreams, but knowing your limits is already a big learning. Soulslike games are not easily done to make them "fun". FPS is wide spread among code/tutorials and project quantity, so that could be something you can work your way towards which does not require too much mechanics from the beginning.
yeah, is it maybe smart to make a base idea of one of my dream games and write it down and then make multiple games working towards that final product learning all mechanics one by one
thats a great idea actually. Try to make mini games from the mechanics you would love to have and get the learnings you need before even trying to combine them. Good call there
alr, then i'm first gonna write down what i want in my dream game, idk if i'm gonna take the fps tho
if you start a big project with little experience the codebase is quickly gonna turn into an unmanagable mess - that's why it's often recommended that beginners should make small games
If its just for your concept, you can think of anything 🙂 Just knowing, if you would start that "dream game" right now, you would kill your own idea because you will most likely stumble over so many hurdles that it will kill your enthusiasm for that idea
yh, i've heard that 😭
fair, but it's always worth a try
i'm not saying you can't start with a big project right away, but making small projects will make your life easier
if it doesn't work out it means i wasnt good enough
Thats a wrong assumption
odds are, your first few games aren't gonna be great, but that doesn't mean they will never be
Or rather said, the objective way of saying this will not be the result you gonna experience when you fail after months of trying. But thats just my advice from some years experience. You decide if youw anna verify this again 😉
Pay to win tho
🔥
what
Commission work
still doesn't make any sense
commissioning people to make the game for you isn't gonna teach you anything
Teaching from exploration will give you an example of the right path
i wouldn't say so
it can be very overwhelming looking at other people's code you don't understand
So asking for help makes you a worse person? At coding? Where you just have to arrive at a solution and if you can't you have to scrap it? Cuz at a point go for pay to win consultants
that is absolutely not what i said, what are you even talking about?
Ur talking about hard work it's not hard work to learn it's reading and practicing not trial and errors on a big project
Finding arguments to prove his point even if they are far off the topic here. Of course observing others can help improve knowledge, but not built up basics and experience you need to understand specific scenarios yourself.
hi... can someone help me out w how to use ML agents in Unity, or suggest me some good tutorials
you can learn a lot of things (usually even more) from finishing multiple small projects than getting stuck on one big one
The basics are found in books I read a whole textbook and learned the basics
there are a lot of free resources online
I spent 20 hours reading and understanding a textbook and it made me decent at basic theory
20 hours, you must be joking. I guess this is a question of defining "basics"
20 hours isnt much when it comes down to it
close to nothing from my opinion.
It's skilled basics from a place of education so it will be relevant until updates happen
ah thought you were here saying that it seemed like quite a bit
20 hours for a skill isn't much but it gets the ball rolling before you ever touch a project
i'm not saying you can't learn the basics from a book, but you definitely don't have to, there are plenty of other resources for completely free online
I am out of this discussion. You are not here to have an objective discussion, just trying to convince people from something while stretching your opinion to fit the needs of reaching your goal. Good luck to you anyways in your future projects 🙂
some people don't like textbooks or don't learn well from them
I read it from a online textbook with decent pacing so yes it's definitely worth it to find a book
it's worth it to find a book if you want to learn from a book, but that's far from the only way
I mean it's one continuation not a bunch of small implications that gets boring after a while
It's a good start from what I'm saying. But you can start from anywhere but if you standardize yourself you will have standardized projects with substantially less bugs
In most cases
If you understand everything correctly that is... Which is a skill of memory and practice
!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.
Where can I get the Crouching Walking animation?
Overlapping uvs! I think i told you the solution but fixing uv0 also works
how do i make a project with my friend
Ah, sry I am very new to 3D so I thought you meant overlapping points in the mesh.
usually using a source control system (like git - the most popular one)
what
No problem. The option on the model importer will make unity auto gen new uvs for light mapping which won't overlap. Useful if your model needs to make use of overlapping uvs
or using unitys own Unity devops (plastic scm)
i gave you some search terms to google, go ahead
but source control systems basically let you (among other very useful things) easily sync and share changes between devices
Mixamo
I found this animation there, but it doesn't work with my character
youre character must use the mixamo rig for it to work
you need to import both:
- your character's model
- the animation(s) from mixamo
as Humanoid rigs to make this work
A humanoid animation can be played by any animator with a humanoid avatar
The default is "Generic" – these animations target specific bones, and they cannot be used by any other rig
Wasnt that renamed to just "Unity Version Control"?
yes
Hi, unity beginner question here. I used to make 3d levels with Valve Hammer Editor and it had an excellent feature where i could press Z in the 3d view, and the cursor would disappear, and you could fly around the 3d view with WASD while using your mouse to turn the view. One thing im finding very annoying in Unity is that when i try to make big turns in the 3d view with the mouse, the cursor goes out the window, which is not a big problem in itself, but it interrupts the turning if im strafing or moving at the same time. To me this makes navigating in the 3d view a bit inefficient. Is there any way to change this? Maybe with a plugin?
It just wraps around, no?
I hold right click to start turning, but the turning often gets interrupted for reasons that i havent entirely understood, but it happens sometimes if the cursor goes outside the window, or onto my other screen, or if i just stop moving for a bit. So the turning constantly gets interrupted and i have to right click again to enter "turning mode" again
If im only turning, not moving, it wraps around fine, yes
quick question, does clicking on "revert change set" reverts the changes made to my project back to that particular date
if I'm understanding it correctly from this forum question
wdym the cursor goes out the window? if you want to fly around in the scene view you need to be holding the left mouse button the whole time and you can move around with wasd.
Wait I see what you mean by cusor going out the window but it shouldn't stop you from doing anything
Try using wasd while turning with the mouse. When i do that, i sometimes lose the ability to turn with the mouse
does anyone maybe know why _camera returns null here?
I'm probably being stupid somehow but yeah
Works fine for me
Hmm actually it seems only happen when i use the arrow keys for navigating
where is this instance of the component
Because it's null. Either you never set it or you set it to a value that is also null
have you actually assigned anything to _camera
so you weren't using wasd?
No, sorry
the Find in Start isn't doing shit, it's a local variable, and your ide is telling you as such
i will try binding some other keys, wasd is not convenient for me as im using the mouse with my left hand. thanks for helping
i thought the arrow keys were equivalent to wasd for navigating, but i guess they trigger something that interrupts the mouselook
Because you're creating a new camera variable in Start, not using the one you think you're using.
Also this is your last free warning about not using #💻┃code-beginner for your constant code questions.
thats true many animations dont work perfectly
with generic
yeah sorry I was being stupid
thanks king
you should start taking notes, like i said many days ago
just ask, don't lead with that
and it has a security issue
and actually just ask your question in a single message please
Lets write in full sentences please
oka, sorry xd
type in full sentences, don't spread your question across several msgs so it gets broken up and lost
do we have a tag for this yet
update to a version where it is patched, or manually patch it. #📢┃announcements message
it will explode if i pass it to Unity 6?
oka
Just to answer this in general (do what Box said for your specific situation).
It... depends.. the bigger the jump between versions the more likely you are to run into issues, and more likely to have to put it extra time/work to fix things.
(In general) It's unlikely to ever break a project beyond repair - but the work required for a huge leap (5.6 to 6) might be more work than the time spent doing is worth.
The more third party plugins/ assets you're using too will be a factor too, as they are more likely to not have updates to work with newer versions of Unity.
Why does this happen? it only shows the first part of the level? It also turns alot darker
Nvm i fixed it. It was scaled down in the sprite editor
i only use the default components and i only script with visual studio. i didnt put any plug in or strange asset, just 2d sprites that i drawn in Krita. Will it be too buggy?
i only script with visual studio
What you use to write your code has no relevance to anything.
Will it be too buggy?
My entire msg was meant to teach you and not have any follow up questions. The answer is still "it depends".
You can only ever try it to find out. Which you can do safely by having the project baked up on version control (eg: git)
Oka, ill do a backup and try, thank you c:
i updated, and at least in-game, it works the same. ill see later if the code has a problem or something. but so far, at least my game will be secured. Ty for the help yall
When I am in scene view in full screen is there a way to make it so when I press play while in scene view full screen it changes to the playmode screen? its a bit annoying getting out of scene view then going to play mode
Hello everyone, I am having an error that causes Unity to crash while building in Unity Hub (I am building a 3D project, 2D project also has this problem), like when I open the project and work for 15 minutes, it will crash, very annoying
Has anyone had the same problem as me and fixed it, please tell me how to fix it
Link drive video , crash in 15:50 
https://drive.google.com/drive/folders/1ybm5zoyhV52hzQgrQa7m8-HbxtrMqrIj?usp=sharing
!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
Check the log at the time of the crash
U might want to upgrade the editor version to the lastest LTS
yeah you can write an editor script to do that for you
something like this
{
Type gameViewType = typeof(EditorWindow).Assembly.GetType("UnityEditor.GameView");
if (gameViewType != null)
{
EditorWindow gameView = EditorWindow.GetWindow(gameViewType);
if (gameView != null)
{
gameView.maximized = true;
}
}
}```
anyone wanna join my minecraft server lmaoo
there's no off topic here
hi guys
i was asking can i actually model in unity?
and how to make money out of it in the builder/modeler feild
Depends on what you are about to model, but unity isn't really a modeling software. You would be much much better off using a real modelling software (like Blender or Maya) if you want to have a career as modeler. Pretty much the only two modelling tools unity provides are the pro builder (for simple geometry) and the Terrain system (for making landscapes, you still need to model the trees/rocks/etc. elsewhere). There are surely some third party modelling tools available, but again, unity isn't really meant to be a modelling tool
For things like rocks and small environment bits, would I be able to import the model without unwrapping it and slap on a material in unity? Or would I have to unwrap every single rock and texture it, etc
You can use ProBuilder but it's not very good compared with actual 3D modelling applications like Blender
Any 3D model you create you will need to UV map
you can use Triplanar shaders for certain things, but not something like a rock
OHH
i get it now
so unity is just like
the game operating system where i place everything togeteher
right?
Unity is a game engine, not 3D modelling software
oo
seems hard
Just like it's not an image editor either
Why not a rock?
Like stuff like this for example
can the rock move or rotate
triplanar shaders are based on the world space position of the fragment
Well yeah it cost $200 million to make
so it would look very odd if it moved
Ah I see
dayum..
Yea but when I am using the scene view in full screen I want it to change to the playmode in full screen as well. I don't want the playmode to pop up in the corner in a little window.
Ok, and my proposed solution solves this problem
hi does anyone know how to get multiple developers on one project?
Use version control software such as Git or Unity Version Control
like vcs cloud edition?
you'll have to be more specific about what that is
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
it was written here
yes that's Unity Version Control
ok thanks a lot
can anyone help me cut up this image into something that would properly repeat itself in a sprite sheet
its extremely bland cuz i wanna know how to properly cut stuff up but its wayyy bigger then the tile when i put it in unity
if the sprite itself isnt repeatable thats fine
how can I import TMPro in Unity 2018.4.34f1?
nvm I had an empty manifest file for some reason
so the package manager was gone
this should sum it up pretty well https://youtu.be/z-XrOB-XSHY
💡Learn 2D Game Art ▶ https://www.skool.com/gameart
--- ⬇️Need VFX for your games?⬇️
📄Spritesheets ▶ https://cartooncoffee.itch.io/megapack-spritesheets
🎥PNGs and MOVs ▶ https://cartooncoffee.itch.io/megapack-video
📦Unity Prefabs ▶ https://cartooncoffee.itch.io/ultimate-cartoon-vfx-mega-pack
🎁Free VFX🎁
https...
why my barrel model is missing some mesh parts?
you applied a material to it that has transparency, the mesh exists its just you are using a invisible texture
you are using ammo texture instead of the barrel material
👍
This number keeps increasing. How long do you think it will last? 😂
Does anyone know the workflow for maintaining a UPM package, but also uploading it to the asset store?
It seems you can only really do one or the other
haha, from experience, anywhere from 15 days to 30 days
I do both. Basically the github version gets updated first then I upload it to the asset store.
Do you need to copy the package contents into an Assets folder? It seems like the Asset Store Uploader tool only allows you to upload files in an Assets folder
does the asset store support upm packages properly yet?
i basically never touch anything from the asset store anymore
The package contents never leave my assets folder
with a third party plugin 😆
gah fucking sad
interesting. (my package is "Health System"), so you don't have it following this layout?
Yee..but gotta find a way to make some revenue as an asset developer
I have a Unity project designed for working on, testing, and editing my package.
inside the assets folder of that project is a folder that contains the full unity asset store contents of the package
which also happens to be a valid UPM package
the last package I maintained for use over 2 games was always edited in one of those 2 projects (as an embedded package)
@vivid cedar So I should be able to just move everything including the package.json into Assets and it should behave pretty much the same?
If you install my package from the asset store it doesn't come in as a UPM package.
If you install it from github it does
Yes, but it will become part of your project assets
ah see that seems wonky lol. But I guess thats how it works currently
thats fair but unity should then work on supporting this
hard agree lol
This is the way to do it properly but I can't be bothered:
thankfully more plugins use upm or openupm so that helps when you need to update them
mobile plugins love to shove random binaries in Asset/Plugins even though ITS NOT REQUIRED
looking at you google
!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**
Just pointing out that you've been directed to the collab forum before. Use that, thanks.
Bro at least don't delete it. My English is not good. Let me copy it first.
It's OK anyway thank you.
which compass does everyone prefer? I know it depends on the game but personally i like the sea of thieves compass
or a minimap over a handheld map like in minecraft
I liked the handheld map/compass in FC2
It's wild how the UI in that series did a complete 180 between 2 and 3
no, its like this just that
does anyone use the eft unity ?i have some issues
may i did something on unity though an option, or the model is wrong in blender
by the way, why my viewmodel rigged weapon is like this? just the slide and offset
invert the model normals in blender. You can enable back face culling in blender too so you can see this easier.
hellooo
!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**
I'm trying to find the information online and can't seem to find it... However, if you were to scale your models to be 100% to scale in Blender and then import them into unity... What would a single terrain tile be in dimensions? I'm looking for a rough 1:1 idea to generally picture how I want to make my map.
set your units in blender to meters to match unitys scale
Yep, that's what I did. I'm just trying to get a general sense of what it would be. The object is already to scale
I kind of have an idea, a 4x4 terrain map would be just slightly larger than a square mile
well you can convert miles to meters if you want and go from there
Yeah, I'll see what I can come up with. I want to base my game in the Midwest, but unfortunately.. It's so spread out.
then cheat and put things closer together
You can easily go 10 miles or better to go from one large city to another
I might have to
you will 😆
☝️ you can define your own scale.. and keep things consistent
only time that full-scale ever works is in Flight Sims
could you imagine if Fallout was in full-scale 👀
or Skyrim
So, I was thinking about this for optimization purposes... Unreal Engine has a problem with collisions and stuff when you underscale... Does unity have the same issue?
how much underscaling are you talking about?
i wouldn't go down into the thousandths lol
even then it might be okay
I guess it really just depends, but even if you go half scale in Unreal, it messes with collisions very noticeably.
eww thats gross.. lol nah Unity can handle half-scale pretty easily in my experience
you can always keep ur rigidbodys full scale 1:1:1 and make ur collider as small as u need to..
1, .1, .01, etc
Yeah, it was a huge bummer because I decided to go that route and downscale everything so that it would work... And I couldn't even do that.
Cause I do realize that the further you go from the origin of 0,0,0, the harder the engine has to work
I'll have to look into it for sure
ya, in unity is 1500 units or so..
u start getting precision errors
I mean, I'm BRAND NEW to Unity, so alot of it will be trial and error... But I really want to make a game that players can actually stand behind and not have scandal and drama going on in the background. Stuff that's like super questionable to the point they don't even want to support the genre anymore.
you basically have a threshold u dont want to pass..
once u reach that distance.. u take the offset of everything..
and reposition urself back to zero (player doesn't notice anything)
b/c the world around them adheres to the offset
its like the worlds on a treadmill.. well.. not exactly but cool thought lol
that'd be more akin to flappy bird
where the worlds moving.. but ur not
what kind of propaganda / dramafest games u talkin about?
Yeah, I gotchu, rather than the world being the center... The player is the center and the world moves while the player is basically at 0,0,0 or whatever predefined origin
yup, that'd be one way..
the way i mentioned before that.. would be like the world is static until u reach ur limit.. and then the world snaps that new position back to center..
so then u start over.. w/ a new limit
I don't want to bring outside drama in, but lets just say that those particular games support pedophilia, sexual assault, and other undesirable actions.
ohh ewww.. ya we wouldn't wanna be hearing about that anyway
Or, I should say, the devs do. The game itself doesn't revolve around that type of thing... But a feller doesn't really want to support a game that has devs with that background.
oh.. well that seems obvious
You would think so, but apparently that's not the case
give ur money to people that deserve it 🫡
My thoughts EXACTLY. If Nazis made some bomb ass chocolate, would you still buy the chocolate, knowing full and well Nazis make it?
lol.. never considered
but anywho.. since ur a beginner i'll let you get to it.. got some work to do my own 🍀 good luck mate
Alrighty man, you take care, I appreciate your insight
https://manuel-rauber.com/2022/04/06/floating-origin-in-unity/
heres a source for ya b4 i leave..
might get u on the right path.. (if thats what you chose to do)
Thank you, I will look into it
I found the answer, 1 terrain tile without scaling is 1 sq kilometer
hey there mi devs!
i was thinking about UI whats the best way to do an Pokemon style ui ??
but more like the Legends games?
Best way in what sense?
with colorful pictures and dynamic words + numbers 🙂
How do people typically go about removing the background being shown while the player is moving
before i add pixel perfect camera for it
anti aliasing is off and the filtering is linear
video isn't loading for me, not sure what you mean via text only
This might be what your question is but where are those red lines coming from
it is the question im asking
i wanna get rid of them
i searched it up and its saying to get a new package that handles the camera in a way where that wont happen
but im assuming theres an easier way
cuz ive done it before without it doing that
Heard. If you don't mind, just a slight nitpick in the way you present questions. Instead of phrasing the question in a "how would i do x" where x is an idea for a solution you have, instead explain the direct problem from the getgo. just more likely to get people replying 😄
do those lines show up when the background is not rendering?
Try preloading tilemap
how do i do that
2 seprate levels but this ones in its own scene
Use that to preload assets before scene
Use this for tilemap coz its in everu scene
both tilemaps?
Has anyone have an issue where you install Unity packages but they’re not showing up?
I’m having an issue where my packages aren’t showing.
I’m using Unity 6 for this
in the package manager? are you looking in the right tab?
Yes. I installed UnityGLTF but it’s not giving me the setting for UnityGLTF.
what do you mean by setting
are you in the package manager?
could you show what you're looking at
Project Setting
Yes that too.
send a screenshot
have you restarted
try deleting it and redownloading 🤷♂️
editor or module?
the module
before that though, try deleting your library folder and restarting
Make sure you're using the same editor version that has the module installed.
ofc i am
its the newest
I mean, if you have several installed, it could be that you're opening the project with a different version.
in the playbacksengine folder i believe
i know
but like... I opened the menu from the editor
on penguinos?
linux?
yea
i dont see what's stopping you
Then give us some more context. Take a screenshot of the whole editor with the warning visible.
where is the configs on linux
it literally says it in the screenshot
c drive does not exist on linux
the "c drive" exists in your computer as a piece of hardware... im not familiar with linux so idk the terminology
in linux you only have root (/)
operating system drive
The path leads to the editor installation dir, so look for that. I don't know where it is on Linux either.
kinda, but i have my editor on my other drive
Sounds like you know where to look
The version seems to match the one with the modules, so I guess try that reinstall solution.
wtf is that
like the format... bc this is an prototype but.. i want it to look appealing ... with the ui
but the numbers and info are for debugging...
i was thinking to have an mix of pokemon z-a and pokemon legends arceus style...
Are you asking for design advice or like actual Unity questions?
The modules json file.
why is it looking like bs
i darn hate single line jsons
thank god prettifiers exist
its more like desigin and this is an unity so its a bit of both..
It's omiting line breaks and indentations to save space. You need to pretty print it as the screenshot was suggesting.
i dont care if the config will weight more by like 2 mbs, but would be nice if i wouldnt had to prettify it
What size should a landscape loading screen be im not sure if it will Stretch to different screen sizes or like an ipad will see more of a loading screen than a phone
It's not really about what you care about. It's the industry standard. That file is not expected to be read by humans often. For faster read/write times and other operations it's preferred to be in a compressed format. If a human needs to look at it, they'd prettify the contents.
I'd probably just find a good middle point then resize with respect to aspect
so like good margins around 0.1 of the screen space, then expand it over that area with resize while keeping aspect of the image of that load screen
oh, also safe space which is actually the more trickier problem. Could just make margins relative to the worst of those safe spaces
then whats the point in storing it in human-friendly format...
anyway you will have to use external tool
Aren’t you having to edit it directly rn?
im using prettifier
in which cases? with the both problems i had?
Hello
anyone having issues right now?
Maybe server down!
@mortal needle bro check this out
can you sign in to unity hub? @thorny patio
You can't unity web login is down now
You have to wait until unity fix this
i see, thanks
Unity Services's status page provides information on the current status and incident history of Unity Services.
Keep your eyes on it
My pleasure
@mortal needle can you tell about your experience in unity
dm me bro
what's wrong with this
Is there any information out there on how to make an estimated wait time to find a match
this is pretty specific to the way your game works, but im sure you'll find tutorials on the general concept
Basically I installed the packages but they’re not showing especially in Project Settings. I’m trying to use UnityGLTF from this.
isnt that it all the way at the top of the package list?
click one of the colors in the top left right
I know how to fix it but why does it need to do that
idk it's just a bug. it's only happened to me a couple times before
can someone help me, ive had this issue for a while now where im trying to use version 6000.0.32f1, and even though i have used it in the past and it works, it sometimes has this glitch where all the pannels start to flicker and then when i move my cursor over to a different pannel it then duplicates it and then i cant click anything in unity because all the pannels are glitched
in that screen recording im not even clicking anything
its just doing all that
i havent done anything to the pannels at all
i just opened another project using the same editor version and everything works so i dont know whats wrong
nevermind, fixed it
does clicking on "revert change set" reverts the changes made to my project back to that particular date
if I'm understanding it correctly from this forum question
it sounds like it creates a revert commit just for that commit (changeset)
oh so it just undoes whatever changes i've made back to the previous state?
i'm not sure what it does, but that's not what i'm saying it probably does
what i'm saying is that, if you have commits A, B, C, and then you revert B, you basically get A, B, C, B', where B' is the opposite of what B did, so you effectively get A, C
this is a common bug with 6.0 and 6.2, id recommend using the latest LTS version of 6.2
ooo
i think i get what you're saying
i'll test this out with a seperate project
6.2 is not LTS
i gotta use it for school unfortunately
Oh whoops I thought it was already
How would they know
(if its a device on campus)
I doubt someone is logged into discord on their school desktop
nah its not like that, its just coz we are working with a project thats used on the uni PCs and we cant download different versions
i have a home computer but the only way my group can work at uni with it is on their computers coz my laptop isnt powerful enough
and besides, unis basically done for the year so im working on the project at home
its not that we arent necessarily allowed to its just we dont have admin privilages on the school computers
coz we ran into that problem the other day, one of our group members was running the project on a newer version and we had to change it to the older version and fix some stuff
funny part is im not making a game with unity
you should use some version control and lock the project version once decided, so only local changes are allowed but you cant push them.
I have built my app and exported as an .apk file, and install it in Bluestacks emulator. However, when I run the app in Bluestacks, it shows a black screen for a few seconds, then jumps back to the main page. Why is it?
why can't I see the texture? why is it transparent?
I changed everything in Render Face, and it's working now.
#📱┃mobile but first make sure it works in a normal Android phone or emulator. If it does, attach a debugger to Bluestacks and see what the error is. https://support.bluestacks.com/hc/en-us/articles/23925869130381-How-to-enable-Android-Debug-Bridge-on-BlueStacks-5
The app is probably crashing. Have you checked LogCat?
How to create a backup/duplicate or this project? So that I can refer to backup if something goes wrong.
well the ideal way is using a version control system like git (plenty of tutorials you can find online about it)
Isn't there any other quick/rough way like copy paste
but if you don't wanna learn that (even though you definitely should!), you can just copy it into another folder on your drive
I'd learn that later for sure
you can exclude the library folder from the copy, it's automatically generated by the engine
So it doesn't show up in Unity Hub?
what's the "it"?
the library folder?
The project copy.
you just put it in a different folder on your pc
like if i have a Projects/Unity/my-project folder, i could copy it into Projects/Backups/my-project
Okay done. Thanks
now if you wanna revert it you just delete the original Projects/Unity/my-project folder (or move it somewhere else) and then copy the Projects/Backups/my-project back into Projects/Unity/my-project
but tbh, you should just set up a git repo - it's really not that hard
I'd test it in another test project.
most ides should let you just do it in one click
go for it
Hi, I have a question about level design. What I want to do is this imagine a small crane, like one used in a construction tower. It has a platform or box attached with ropes, and both the crane and the attached box or platform move from one position to another.
As the player, you need to climb onto that moving box or platform to reach another location.
The problem is, I’m still learning Unity, so I’m not sure should I animate both the crane and the attached box/platform, or should I only animate the crane and move the platform using code? Or is there another approach?
My main goal is that the player should be able to stand on the platform or box and move with it to another position. Just looping an animation looks simple, but I’m not sure if that’s the right way to do it.
there isn't really a "right" way to do something - just do whatever feels easier to you, you can always change it later to meet your needs
the unity hub only lists projects you've added/created, and you can remove them from the hub as well
where should i go to ask for help with aron granberg's a* project? i'm thinking i may need to either make my own ai or find a way to enable/disable one at will so i can switch to different movement once the target is in sight
the asset documentation and then the publishers support channels
thanks
Unity hub loves to also remove projects if they've crashed
Yes but the packages are on the bottom.
The A* forum is best. There's also a Discord server but it's only questions with no answers 😅
Hello, I can't submit my project in Step 6 on this page:
https://learn.unity.com/pathway/junior-programmer/unit/manage-scene-flow-and-data/tutorial/submission-data-persistence-in-a-new-repo?version=6.0
Tried uploading a picture or a video, but the api returns a 400 Bad Request everytime:
{errorCode: "InvalidParameter", message: "The given parameter is missing or invalid", target: "stepId"}
I can't continue the Pathway, any solution?
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
I made a Tree billboard and now they're facing in different directions, how can I make all these billboards face the camera? so it looks like they're always facing the front?
they look like they're facing the camera tbh
but it's kinda hard to tell with the small window
They don't look at the camera.
they do look at the camera. the actual camera object, not the scene camera
Man why is this the new norm in Unity? :/
something something not quite stable version
Use a LTS version...
I've had this happen with every Version 6 of Unity :/
And I had some few run-ins with this in the 2022 version as well although few and far between.
They don't look at the camera.
alright, that's something we can work with.
do you have multiple cameras in the scene?
Yes, there is 1 more camera
what do you mean by "I can't continue the Pathway", exactly? can't you just skip over this with the sidebar?
are they perhaps billboarded to the other one
I can't complete the exercise:
No, it's the same on that camera.
It asks for a github repo not just the video gave you given it one?
hi
It references a mesh renderer is that mesh renderer set to be a billboard there? (Might be wrong for if this is an option only like 80% sure and not home to check)
If you are experiencing this in every version of Unity 6 and other versions before Unity 6, then its possible it could be some driver or GPU issue, I havnt had any problems in 2022, but ive heard many people specifically in Unity 6 have that similar graphics issue
If many people have had this issue in Unity 6 then I imagine it's not isolated to a GPU issue but a software issue
You mean in the Media URL?
For Unity 6, yes, its most likely a software issue, but you also said you had this issue in 2022, which to my knowledge, no one has reported a similar issue in that version, which is why I think it might be a hardware issue
Idk but i assume you drop the photo /video in the big box that says drop files here and the git link in the url text box
I happened some times. Not often. Usually when the editor had to serialise arrays
it says "media", definitely not
"Upload media [upload box] OR insert media [URL field]"
I tried but same result
Hey im just taking guesses here ive never used unity learn, just reading from the link he sent where it asks for a github link
and can you just skip to the quiz with the sidebar, like i mentioned?
where are you seeing "github link"
the only text field that says "link" or "URL" clearly says "media"
I've submitted a few exercises before and it's the only form that seems broken
If you go to the pathway he sent and go to step 6 (the one hes stuck on)
Ah yes I was able to skip to the quiz, thank you! I hope I can finish it sometimes when they fix the problem though...
ah, cool. still.. not media though.
also, it doesn't say to post the submission there, it says just to post the screenshot/video, aka just the media...
Well I left a Q&A so maybe someone will look at it and fix it
yeah it's definitely not on your end, given the actual error message
Well i mean i guess but any 4xx error means a problem on the client side
doesn't mean it's a user error
unity learn is somewhat known for not having a very good frontend
Fair again ive never used it myself
Just mentioned that any 4xx is a client side error, assuming their servers are setup properly for these error codes
Yeah when you look at the Q&A on the page, you can see it has been broken before, although a different error
Is it bad if u use someone else’s art or design that was posted on unity asset store for you games official art?
Them taking 5 months to fix it is too funny
What license does the asset have?
It says “standard unity asset store EULA”
if you buy it then you can use it, but like... if it's something someone has made just to generically sell, and you use that as the main art of your game, then your game is just gonna look generic
So the best option would be to make a personal art for my game then….but that takes so much time and I’d need to learn how to use blender and it’s also my first official game
Could've sworn there were licenses that said you cant sell the asset as is in a game :/
yeah, but i don't think the standard UAS EULA is that license?
IANAL though
see https://unity.com/legal/as-terms Appendix 1 § 2.2
The marketing images are usually painted
Kinda hard to compose them exactly right if you're using 3D.
Impossible to follow the conversation here so you could post in #⛰️┃terrain-3d
It looks to me like you've created your own billboard mesh
With Terrain trees I believe you'd rather let the component generate and render them automatically which it can do with proper shaders
Assuming you're using the Terrain component, anyway
hey guys i just downloaded unity hub for the first time and when i tried to install the 2022 editor or even the most recent one it says "Download failed: Validation failed" can anyone give me some advice on this?
!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.
Yo so what's so special with Cinemachine vs Creating your own?
Is there a bunch of pre-created Cameras or does it do something special that separates it from creating your own Camera?
it's already made and takes little effort to set up camera(s) how you want
Well what do you mean?
also unless you really know what you're doing, it's going to just be better than whatever you can make yourself right out of the box
what was not clear about that?
@balmy kettle I understand what you said but like for example the particular camera im going for needs an Arm and basically it's the WoW camera... What does Cinemachine have a prefab or something of a WoW camera?
by "WoW camera" do you just mean a third person camera? because yes, it has stuff to easily set that up.
Cinemachine vs a custom solution is like wanting a cake and having a cake and a can of frosting on the counter and next to it you have a bag with all of the ingredients of a cake. do you want to spend the time to bake the cake yourself, or do you want to use the ready-made cake that just needs a bit of frosting to look how you want?
also the ready made cake was made by professionals
No need to ping someone when your already in a conversation with them. Also I am guessing WoW is world of war craft. if you want the same camera angle as them yes you can do so by messing around with the package yourself or watching youtube tutorials
Well it is a bit more than just a 3rd person camera it's, it's more of a 3 dimensional space camera but to input for your Cake example, it's more like taking the Cake without knowing the recipe and then someone telling you to make sure you make the perfect wedding cake... just as an example.. I'm not saying it's bad i barely know what im doing
Well, let's do a thought experiment. What all do you think you'd need to do to create that sort of orbiting follow camera WoW uses? Don't need actual code just some vague notion of how you'd set it up
but i don't know any wedding cake recipes
then you use the already made wedding cake instead of trying to make your own. it's already got everything you need to set it up the way you want, you just need to learn how to actually use it
well it'd be CharacterObject (Parent) -> SpringArm (Child) -> PlayerCamera (Child)
in my case it'd be PlayerObject (Parent) -> SpringArm (Child) -> PlayerCamera (Child) and then the PlaerCharacterObject is its own Child under PlayerObject and you'd have your PlayerCameraController script have a cameraTarget and it'd be the PlayerCharacterObject
For Cinemachine, you create a FollowCamera, drag in the player object and set your orbit distance
yeah i get it, but im just curious because it's more like the cakes ready but it has to be a wedding cake and you didn't make the recipe so it's a little jumbling jumping especially... Ill watch some youtube videos on it
ooohhh
What does it have exposed component information for stuff like Left Click and Right Cick stuff for moving the camera etc?
but you're forgetting that the alternative is to make everything yourself which is going to be a lot harder to do if you literally do not know how to do it
I highly doubt that
i agree i agree im just trying to get an idea of what's good yah know? not being combatitive or anything promise
In general my experience with Unity packages has ranged from "it's janky but we can deal" to "too buggy to even consider using".
in what way is it janky or buggy
Never tried Cinemachine since it only replaces a bit of math 
how can you claim it is janky/buggy and then turn around and say you've never tried it
So ive been Working an Zombie RPG Game Lately iam not quite of sure How will i make the map can any one suggest some ideas?
Because every other package is buggy
you know damn well that's some stupid ass logic
don't tell someone not to use something because something else is buggy
well I think the only package ive used so far is the one that lets you bend the planes and other game objects, like make a rectangle and bend it into a right angle, that was janky because the meshes didn't align with the change in dimensions
but Cinemachine actually looks like it's a very revered package, i was watching some videos and dude was like we're just going to import a Camera and PlayerController from Cinemachine and im like.... wow what a tutorial
Yeah, I got Animation Rigging from a tutorial as well
even if the other packages are "Buggy" that doesn't necessarily mean cinemachine is also buggy. Also I have been using it for a while and I have not come to any bugs at all.
All i did was react to this message #📢┃announcements message 💔
and claiming its buggy even though you said you have never used it is a crazy statement.
GetRekt() method has been activated
Just a general advice not to rely on third party code if you can write it yourself.
@hard inlet And now you are spamming this channel with off-topic?
your claiming its buggy when you just said you have never used it..
GetRekt() method is initiated ooh lord
Question mark is banned too. 💔
Umm okay let me watch some videos on Cinemachine to see what's going on hahaha
it's honestly the variables and methods im concerned about, it sucks when you don't really know what's going on and everyone names their variables h and v... it's like just type horizontal and vertical im not a computer
people usually don't do that unless it's like, physics or math stuff with established symbols
check out my super cool camera and controller ... variables and methods are name a b c e h v ub ne
referenced in over 20 scripts hahaha ill check it out enough memeing
i'd even opt for horizontalPlayerMovement or verticalPlayerMovement or even just horizontalMovement or something jeez
can someone please help with this?
My java teacher does bothers me so much, though i cant really talk i start every var with a captial.
I only use tiny variable names for tiny variables
what exactly are you asking about? the art? the level design?
float t = Mathf.InverseLerp(lower, upper, current);
if you're watching tutorials where people do this, they are bad tutorials
t does not live very long
nah im not, it's actually unfortunately very common tho tbh
it really is not. where are you getting these ideas
usually you do that for generic method parameters or even paramter methods but people have been just opting to be like h or what ever and i also hate when asking AI questions or learning stuff they do it too
not using ai fixes that
The basic idea of Like Making the Map feel more Interactive and best?
they're great for debugging and asking questions
generic stuff usually can't have concrete names, because they're generic
extremely loud incorrect buzzer
i really have no idea what you're complaining about tbh. most code just.. doesn't do that
yeah im hip... there seems to be some reading comprehension miscommunications here
no one is complaining lolol
ok, then what have you been doing the past 5 minutes? making up a story?
No i've been talking about things that i've seen
i assure you, it is not as common as you seem to think
Debugging is like the worst thing to use ai for.
complaining would be like "you never do the dishes, I'm always carrying your bags, something needs to change or im leaving you"
yes, that's kinda what you've been doing...
it sucks when you don't really know what's going on and everyone names their variables
handv...
nothing said in this chat can defer to any changes or differences in the experiences or things that we are talking about. They're just statements
this you? #💻┃unity-talk message
I don't know why you are so geared towrds negativity
...i came here seeing someone saying that bad variable names are common, and i refuted that...
conversation, speaking and making statements isn't inherently geared towards a positive or negative inference
jesus christ this is so far off topic
you can refute that no one is taking that from you
I don't know what this is, but can we all move on, thanks.
If you have a Unity question, feel free to ask it.
hi, why do the objects in my scene disappear when I assign them a layer?
they shouldn't. are you assigning the gameobject layer or a rendering layer
gameobject layer
next to the static thing
does this happen with a specific layer or any layer
any layer apart from some of them, but those specific layers that work come from an asset I'm using
is there an option somewhere that enables to render only specified layers?
maybe its something like this
yes on your camera component
I've not a camera yet...
You may have hidden some layers in the editor.
check this dropdown in the top right corner
I've not got it:
I'm using unity 6
oh huh, let me check in 6
It's there it just looks like those stacked squares
which window should I go to?
It's one of those drop downs in scene view
yeeee well see
well, it's selected, and when I unselect it, it doesn't change anything
would you guys want a record?
i don't know what "it's selected" means
screenshot the Layers menu, as I did here
the layer is not hidden
i think they mean none of the layers are hidden by default
okay, that looks good
yes that's what I've said
Show us a video of you changing an object's layer and it disappearing. Don't crop the video
hey guys i know this is such a weird question but do you know what the default downloads location is in windows?? how can i recover it cause i tried reinstalling unity hub but it unfortunately remembers the pathway i changed to. i was playing around with the settings and i think i messed it up lol
yeah, I can look at mine; one sec
youre a lifesaver thank youu
I always have to see what it's set to on my PC
should be c:/downloads i misunderstood nvm
programs files/unity/hub
oh so its just the same as the installs location??
C:\Users\username\AppData\Local\Temp\
i think so it it that for me
The download location should not matter much, though
Just make sure it's not somewhere that requires administrative privileges to write into
but it unfortunately remembers the pathway
this would be due to a config file for the hub existing somewhere in the folder used to store appdata. you could delete it or move it somewhere else and restart the hub to see what it generates
the Hub probably doesn't expect that
ive just been trying different methods to solve the infamous Download failed: Validation Failed problem lol
lmao it happened to me alot
i update unity hub
and it works
I'm bombarded by this message :
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
The scene is in a sci-fi town at night so I've a bunch of lights but I've disabled shadows to every lights but it still boring me with the message.
Any tips?
dawg you are making a 8K TEXTURE
oh sorry i mean lightmap
that is mentioning an atlas
just decrease the shadow resoulution or else you might become the reason some peoples PCs explode
Could be a nice Idea!
🦹
sounds like you need to bake some lights!
See if the warning persists after restarting the editor
just to make sure it's not some lingering effect
@vivid cedar I can't rec so I'll take multiple screenshots if it doesn't bother u is it okay?
I was trying to avoid it because the town isn't finished... but I've to surrender, I guess.
it would take too much time to download an app for it
you should always bake lights last
and use mixed if you have multiple moving objects
btw the shadows at 8K was advised by Real Toon (the shader) tutorial 😅
when I give a layer to my gameobjects, their textures disappear
windows has a built in recorder via gamebar
it's still very weird
yea mb
well, actually
yea i know but it doesn't allow me to do it within unity editor
is that gray floor a different object?
the shadows are at a slightly different height
in that case we're back to something that makes sense 😛
oh yea it is?....
it wont let you clip, but you can record
I'm dumb
so yea it disappears completely then
just to sanity check this, look at your camera's culling mask
(the main camera in your scene)
it should be set to "Everything"
there are no main cameras
I deleted it
they said they havent even put a cam in the scene yet
Do you have any custom render objects on your URP renderer?
ah, right, okay
that's my next thought
if you have no idea what that means, that's probably not the issue, but we'll still want to check
I'm not really sure I've understood what you asked but I've a custom URP render pipeline asset
Screenshot that
notably, the actual Renderer asset has its own layer mask
(this is a 2D renderer, but i'm guessing the 3D one has the same thing)
double click on that "UHFPS Ultra Quality" field to go to the asset
You will see a Renderer List. Double click on the renderer to go to that asset
yep, that's the issue
sorry another question how do i check the reason why the Download failed: Validation Failed problem using the window logs do i just paste this on a terminal? %LOCALAPPDATA%\Unity\Editor\Editor.log
both the Opaque Layer Mask and Transparent Layer Masks are excluding the "floors" layer
ohh yea it's mixed
sneaky!

i didn't know that existed until now, lol
lmaoo
you can paste it in the Run application
You can paste %LOCALAPPDATA%\Unity\Editor\ into explorer to go to the directory
This is useful when you start building more complex rendering setups
This is why they pay me the big bucks of $0
It might have been configured to ignore layers that were meant for some really specific effect
yeaa i think it's this
but layer masks are just a list of numbers, so your "floors" layer happened to line up with it
ty so much
Ah, no. It's a single number.
A bitmask, to be specific. Not really useful to think of it as a number.
it represents a list of numbers :p
Its not accurate though to call it a list but i get you
yeah, i just figured that'd be easier than saying "it's a 32-bit bitmask"
it's 32 booleans packed into a single value
the important part is that it doesn't know about things like "floors" or "Default"
it just knows layer indices
I am trying to make rope physics. I am using a configurable joint and when I collide with the rope the capsule colliders fall off any ideas?
Try moving the individual bones of the rope's armature outside of play mode
I bet the rope will move very sluggishly
I'm guessing that each vertex is weighted to many bones (which gives you very smooth movement, but also means you can't sharply bend the rope)
i'm not sure what the deal is with that one object flying to the left
that doesn't seem to be affecting the rope at all; maybe that was the end bone?
In blender I added bones / joined with automatic weights & added some loop cuts to the cylinder
I was following a tutorial the guy used a hinge joint instead which I didn't wanna use as it doesn't rotate freely in all directions.
Did you make the cuts after parenting with automatic weights?
If so, that is your problem
Blender auto-weighted with only two edge loops (on the ends)
it then smeared that out across the entire rope when you added the loops
Just re-parent the object to the armature with automatic weights and you should be good
(you don't even have to un-parent it first)
I’d use the ragdoll wizard, just to create an example of how joints should work.
Character joints might also be more appropriate here
They're designed to rotate, but not translate
Configurable joints support everything and can be kinda confusing to look at
I'm still struggling with them 😉
Should I make the cuts first then parent with automatic weights?
Right.
The weights are calculated per-vertex
After doing this, you may need to smooth the weights a bit
go into weight paint mode, hit F3, and search for "smooth weights"
run the operator, then switch it to "All Groups" and turn up the Iterations count
it'll smear out the weights
which will make the rope bend more smoothly
assuming there are enough verts to do that
yeah, but it looks like they added plenty of edge loops
(they were just added too late 😉 )
guys does it take a long time for the unity package manager to install??
It has to download packages the first time, which could take a while
notably, the Burst package is a few hundred megabytes
can i force quit the installation or is it better to wait
is this fine?
If you kill the editor while it's installing packages, it might wind up with a broken install of that package
you'd fix that by deleting the Library and reimporting everything again
not a huge deal
can you screenshot what you're seeing?
ooo im working on another computer rn so cant send the screenshot but its a white box and the loading bar is green and it says Unity Package Manager (busy for 22:00) Downloading 13 packages (4.50 MB/58.8 MB)
hey does anyone know how i can get my unity projects out of the cloud onto my pc?
@gray frigate THANKS! it works now! how would I make the rope not so heavy to push?
are you actually using Unity Version Control?
what
being connected to a cloud project doesn't mean that the entire project is being stored anywhere other than your computer
i have unity hub
huh
the cloud is used for a variety of things, like building your game, running mobile advertisements, etc.
i thought it would store them
you can try adjusting the mass of the rigidbodies
the default is 1 (which is one kilogram)
arent clouds there to store files and stuff?
Hello! I am new to the Discord 
sooo does that mean my projects i thought where getting stored in a cloud are just gone now?
if you do not have an actual copy of your project somewhere, then yes
what does this cloud thing actually do then?
it provides a bunch of different services (including Unity Version Control)
what is so special about this "unity version controll"?
lots of stuff, like multiplayer lobbies, in-app purchases, error reporting, etc.
version control software keeps track of changes to a project over time (and lets you switch back to older versions)
Unity Version Control is provided by Unity (but you can also just use your own system)
I version-control all of my projects with Git.
Yes, but did you actually put files in it
i thought just clicking the cloud symbol would store it
i think it's reasonable to assume that being "on the cloud" means that your project actually lives there
especially when software like GDevelop has "cloud projects" that do genuinely get stored remotely
That would set up a repository for it on the cloud, but you have to push the files up to it
well, not even that: it just lets Unity know that your project exists
Thanks for the help! it looks soo good now 🫂
you'd then have to explicitly set up UVC
nice (:
i never got a prompt for something like that
I use cloud error reporting for a game, but nothing else
It's not something that you would get prompted for. It's a thing you actively have to do
well i didnt know i had to more than just click a button
Linking the project is at least part of UVCS right? You can't set up a repo for a project that's on the cloud at all?
I just use git so I've never actually dealt with UVCS
i just got a lil windows one time saying something along the lines that i can store stuff in a cloud
i'm talking about these icons in the Hub
this also really implies that projects are either "on your computer" or "on the cloud"
whoopsie
so i just assumed that clicking that symbol would save it on a cloud as a backup
It used to just show a crossed-out cloud
well i guess i just lost multiple projects then
Yo so Im checking out the Cinemachine right? and basically if i disable MainCamera i get a thing that says Display 1 no Camera Rendering but in this tutorial dude is golden what do i do?
the tutorial is probably turning off a cinemachine camera
there is only one actual Camera in your scene. Cinemachine's job is to move that camera around.
the Cinemachine Cameras suggest places for the real camera to go
Okay so yeah he made a Cinemachine Camera, we did the for Orbital Follow and the Rotation Composer, his didn't create a Cinemachine Brain mine did
this my current set up, it got mad at me when CineMachine Camera was a child of the Player with a CinemachineBrain
but when he tested his camera was like good to go; a hold on when i just created a ThirdPersonCamera again it attached the CinemachineBrain to the MainCamera... Okay okay, so i gatta rename the MainCamera then... So the ThirdPersonCamera object is basically the settings that the Brain uses?
You don't need to add the cinamachine camera to the player you can just add a empty game object in the player and use that as the tracking target in the cinemachine
The CinemachineBrain gets automatically attached to the same object as the Camera. I guess that, if you had no valid main camera, Cinemachine made one for you (and then put the Brain on it)
You should have to do absolutely nothing beyond creating a cinemachine camera
It doesnt, hecl it tells you not to have them on the same object
where is this documented?
perhaps you are thinking about putting a Cinemachine Camera component on the same object as your actual Camera.
that would cause some exciting behaviors
It shows a warning in the inspector when you put the brain in the same object as the cinemachine carmera component
I did not say to attach it to the same object as a Cinemachine Camera
that would, indeed, be wrong
it's supposed to be attached to the object with the Camera on it
(i do prefer when it was called a Cinemachine Virtual Camera, since "vcam" or "virtual camera" is more clear)
Is it not the opposite?
Cinemachine 2.0 called it a "Cinemachine Virtual Camera".
Cinemachine 3.0 calls it a "Cinemachine Camera"
Sorry for typing here but i am new here so were i can ask about help with coding
you'll want #💻┃code-beginner
I wasnt talking about the name
I don't know what you're referring to, then.
woops, wrong reply
Could'ce sworn the cinemachine is to go on the camera and the brain on its own object
Ok I've reduced the shadow atlas, also disabled all the light in the scene, all but the light from Cozy Weather, but soon as I've enabled a 1 spot light with a soft Shadows, the message popped out again
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
- CinemachineBrain goes on the same object as the Camera
- CinemachineCamera goes on other objects
the brain looks at the Cinemachine Cameras and decides what to do, then moves its Camera
are you sure that's a spot light?
point lights use six individual shadow textures
nope is a Point Light 😅
if the shadow resolution is set to 1K ,then six of those would not fit into a 2K shadow map atlas
Hello guys İm new here
can some one answer Annyone know we how bake nav mesh i dont see bake button in open pop out
Newer versions of Unity now use NavMeshSurface components, rather than having a single scene-wide "bake" button
i need to add plane or game object navmesh surface by pressing add component?
You need to add a NavMeshSurface component somewhere in your scene.
I like to put it on an object that all of my level geometry is parented to.
yea thank you @gray frigate its help me finally i solve 🤣
hi,I've just made a simple interacting system script on my player's camera, it's simply a raycast going from the camera position to its forward position, it detects gameobjects that have the "interact" layer and then I simply have if statements for the tag of the hit.collider, I just made it for a door, my door has an animator with 2 states and they don't work, the detection doesn't work, is that because my door has a mesh collider? or because its parent has got no tag and no colliders(normally it should work)
if you want, i can show screenshots of the setup
There's a sneaky thing about the raycast hit info: if there's a Rigidbody on a parent object, then the .gameObject field will point at the parent
wait, I made that field up, lol
the .transform field
😉
If you want the exact object you hit, do .collider.gameObject
In this case, though, I'd suggest putting the tag on the object with the rigidbody on it.
There are no rigid bodies, the parent gameobject of the door is an empty gameobject that is the pivot, it simply has an animator
ah, okay, then that's a bust
there has to be at least 1 rigidbody
Log what you're actually hitting.
not for a raycast
that would be true for collision events
Well I’m hitting nothing
This is the thing…
Don’t you think the problem is with the mesh collider ?
wouldn't be the immediate suspect no
have you confirmed this with a debugger or by logging when the raycast fails?
who knows what your doing code wise and who knows what your layer setup is