#💻┃unity-talk

1 messages · Page 15 of 1

tall hearth
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first of all no one in their right mind will download this. Secondly for the third time now your Compiled game file is not the project folder

slow dirge
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Please don't share random files

narrow canopy
stuck flower
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You don't. It's the folder you open in the hub

glad bloom
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anyone know what causes this overlapping, I am using an isometric Z as Y grid tile map

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heres another screenshot

oak meadow
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How do you deal with not having enough players on launch for online games

unreal jewel
#

if you don't have enough players you get more players

hushed hamlet
#

Personally, I like to make the bots notably different

fair cove
#

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)

rain barn
#

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.

wraith coral
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Wht shd I learn in this
Wht courses shd I learn ?

unreal jewel
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right now you've just created them

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but the actual 'actions' field is empty

rain barn
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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

undone monolith
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What is the difference between a Serialised field and a public float?

storm patio
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those aren't really separate things

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they're like, separate categories

unreal jewel
copper gust
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Unity natually serialises things that are public, SerializeField lets you explicitly serialise without it being public

storm patio
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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

undone monolith
unreal jewel
#

fields are by default private, if you make them public then other scripts can access them

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and serialized fields are ones that are shown in the inspector

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unity by default serializes public fields

storm patio
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also, this doesn't depend on the type - float would just be the type of the field

viral hill
unreal jewel
#

or you can force unity to serialize any field with the [SerializeField] attribute

undone monolith
#

Oh alright I understand now. Thanks guys

storm patio
unreal jewel
#

well yeah

storm patio
# unreal jewel 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)

ashen bough
#

6000.2.7f2

elder haven
#

Does anyone know of any games that are made with Unity HDRP?

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I was surprised to find out Escape From Tarkov is made with URP, considering how detailed the game is

fair cove
# wraith coral Wht shd I learn in this Wht courses shd I learn ?

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?

wraith coral
elder haven
copper gust
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volumetric fog

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its also all realtime lighting so its a lot more demanding than you might think

exotic relic
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But that stuff is in urp too

copper gust
#

volumetric fog? not out of the box

fair cove
# wraith coral Idk wht I want to learn 😅😅

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

exotic relic
copper gust
#

potentially yeah

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thats not what they did

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¯_(ツ)_/¯

fair cove
#

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

copper gust
fair cove
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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

elder haven
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Do displacement/height maps work in URP?

exotic relic
#

Yes

sly lake
sly lake
ocean pumice
#

And do not crosspost!

rotund stone
#

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

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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

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the scrollbar component is this, idk if it helps

ocean pumice
rotund stone
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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

ocean pumice
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And you are sure, the scrollbar is the one you have attached to your scrollview component?

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Wondering why interactable is disabled

stiff quest
rotund stone
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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

ocean pumice
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oh, you want to do lazy loading?

rotund stone
#

and in any case I also tried enabling interactable and it still doesn't scroll, so that's not the problem I think

rotund stone
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my game doesn't use a mouse at all, the player controls the UI with the keyboard

ocean pumice
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cause you said, when the player moves off the screen. Just trying to understand your setup here

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When you are using the mouse (just for testing), can you actually scroll the scrollview content?

rotund stone
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nope

ocean pumice
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are you sure, your content rect is adapting to the content at all? What does your contents rect transform look like?

rotund stone
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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

ocean pumice
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Oh wait, thats UIElements

rotund stone
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what do you mean? During edit mode, if I modify the scrollbar value, the thing does scroll

ocean pumice
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yes, because the scroll rect comp is not active. but in playmode, it will override the scrollbar value.

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But its still weird that you cannot scroll the view in playmode with your mouse

rotund stone
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ok I see, I have to look for verticalNormalizedPosition as a property in the scroll view

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but I don't see it in the inspector

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can I only modify it via code?

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I do use that property in my script, I just assumed I could also see it in the inspector

ocean pumice
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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

rotund stone
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unity being unity as usual

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but thank you, I'll try looking into it like that

fresh otter
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guys, how to decide what type of game I wanna make? 😭

ocean pumice
fresh otter
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idk if i wanna make 2d or 3d

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fps or soulslike

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idk

ocean pumice
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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.

fresh otter
ocean pumice
fresh otter
unreal jewel
ocean pumice
fresh otter
unreal jewel
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i'm not saying you can't start with a big project right away, but making small projects will make your life easier

fresh otter
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if it doesn't work out it means i wasnt good enough

ocean pumice
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Thats a wrong assumption

unreal jewel
ocean pumice
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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 😉

unreal jewel
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what

sharp jetty
unreal jewel
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still doesn't make any sense

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commissioning people to make the game for you isn't gonna teach you anything

sharp jetty
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Teaching from exploration will give you an example of the right path

unreal jewel
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i wouldn't say so

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it can be very overwhelming looking at other people's code you don't understand

sharp jetty
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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

unreal jewel
sharp jetty
ocean pumice
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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.

plush heron
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hi... can someone help me out w how to use ML agents in Unity, or suggest me some good tutorials

unreal jewel
sharp jetty
unreal jewel
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there are a lot of free resources online

sharp jetty
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I spent 20 hours reading and understanding a textbook and it made me decent at basic theory

ocean pumice
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20 hours, you must be joking. I guess this is a question of defining "basics"

tall hearth
ocean pumice
sharp jetty
tall hearth
sharp jetty
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20 hours for a skill isn't much but it gets the ball rolling before you ever touch a project

unreal jewel
ocean pumice
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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 🙂

unreal jewel
#

some people don't like textbooks or don't learn well from them

sharp jetty
unreal jewel
sharp jetty
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I mean it's one continuation not a bunch of small implications that gets boring after a while

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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

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In most cases

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If you understand everything correctly that is... Which is a skill of memory and practice

uncut rivet
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!install

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

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
stable sky
#

Where can I get the Crouching Walking animation?

somber agate
#

The error was caused by parts of the source texture being assigned multiple times.

plain dagger
# somber agate

Overlapping uvs! I think i told you the solution but fixing uv0 also works

candid lark
#

how do i make a project with my friend

somber agate
unreal jewel
candid lark
#

what

plain dagger
ocean pumice
unreal jewel
#

but source control systems basically let you (among other very useful things) easily sync and share changes between devices

terse shore
stable sky
terse shore
gray frigate
#

you need to import both:

  • your character's model
  • the animation(s) from mixamo

as Humanoid rigs to make this work

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A humanoid animation can be played by any animator with a humanoid avatar

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The default is "Generic" – these animations target specific bones, and they cannot be used by any other rig

fair cove
deft rock
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yes

cyan oyster
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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?

cyan oyster
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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

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If im only turning, not moving, it wraps around fine, yes

sleek halo
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quick question, does clicking on "revert change set" reverts the changes made to my project back to that particular date

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if I'm understanding it correctly from this forum question

shadow heron
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Wait I see what you mean by cusor going out the window but it shouldn't stop you from doing anything

cyan oyster
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Try using wasd while turning with the mouse. When i do that, i sometimes lose the ability to turn with the mouse

potent moss
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I'm probably being stupid somehow but yeah

cyan oyster
storm patio
stuck flower
storm patio
#

have you actually assigned anything to _camera

shadow heron
cyan oyster
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No, sorry

storm patio
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the Find in Start isn't doing shit, it's a local variable, and your ide is telling you as such

cyan oyster
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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

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i thought the arrow keys were equivalent to wasd for navigating, but i guess they trigger something that interrupts the mouselook

potent geyser
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Because you're creating a new camera variable in Start, not using the one you think you're using.

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Also this is your last free warning about not using #💻┃code-beginner for your constant code questions.

stuck flower
terse shore
#

with generic

potent moss
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thanks king

storm patio
odd rivet
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people, question

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i have a 2d game on Unity 2021.3.6f1

storm patio
odd rivet
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and it has a security issue

storm patio
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and actually just ask your question in a single message please

tall hearth
odd rivet
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oka, sorry xd

deft rock
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type in full sentences, don't spread your question across several msgs so it gets broken up and lost

storm patio
#

do we have a tag for this yet

balmy kettle
odd rivet
#

it will explode if i pass it to Unity 6?

deft rock
# odd rivet it will explode if i pass it to Unity 6?

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.

south crane
#

Why does this happen? it only shows the first part of the level? It also turns alot darker

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Nvm i fixed it. It was scaled down in the sprite editor

odd rivet
deft rock
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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)

odd rivet
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Oka, ill do a backup and try, thank you c:

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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

shadow heron
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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

inner zephyr
#

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 notlikethis
https://drive.google.com/drive/folders/1ybm5zoyhV52hzQgrQa7m8-HbxtrMqrIj?usp=sharing

vagrant rootBOT
# sweet charm !logs
📝 Logs

Documentation

Editor logs

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

Unity Hub

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

sweet charm
#

Check the log at the time of the crash

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U might want to upgrade the editor version to the lastest LTS

viral hill
#

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;
        }
    }
}```
wanton wolf
#

anyone wanna join my minecraft server lmaoo

viral hill
cyan geode
#

hi guys

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i was asking can i actually model in unity?

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and how to make money out of it in the builder/modeler feild

gray dirge
#

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

dense sentinel
#

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

vivid cedar
vivid cedar
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you can use Triplanar shaders for certain things, but not something like a rock

cyan geode
#

i get it now

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so unity is just like

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the game operating system where i place everything togeteher

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right?

vivid cedar
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Unity is a game engine, not 3D modelling software

cyan geode
vivid cedar
#

Just like it's not an image editor either

dense sentinel
#

Like stuff like this for example

cyan geode
#

pretty hard

vivid cedar
#

triplanar shaders are based on the world space position of the fragment

stuck flower
vivid cedar
#

so it would look very odd if it moved

dense sentinel
#

Ah I see

cyan geode
#

dayum..

shadow heron
viral hill
obsidian herald
#

hi does anyone know how to get multiple developers on one project?

vivid cedar
obsidian herald
vivid cedar
obsidian herald
#

it was written here

obsidian herald
waxen star
#

can anyone help me cut up this image into something that would properly repeat itself in a sprite sheet

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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

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if the sprite itself isnt repeatable thats fine

radiant pewter
#

how can I import TMPro in Unity 2018.4.34f1?

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nvm I had an empty manifest file for some reason

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so the package manager was gone

tall hearth
# waxen star

this should sum it up pretty well https://youtu.be/z-XrOB-XSHY

south summit
#

why my barrel model is missing some mesh parts?

exotic relic
#

you are using ammo texture instead of the barrel material

twin forge
#

This number keeps increasing. How long do you think it will last? 😂

tame shadow
#

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

tame shadow
vivid cedar
tame shadow
plain dagger
#

does the asset store support upm packages properly yet?

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i basically never touch anything from the asset store anymore

vivid cedar
vivid cedar
plain dagger
#

gah fucking sad

tame shadow
tame shadow
vivid cedar
#

inside the assets folder of that project is a folder that contains the full unity asset store contents of the package

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which also happens to be a valid UPM package

plain dagger
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the last package I maintained for use over 2 games was always edited in one of those 2 projects (as an embedded package)

tame shadow
#

@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?

vivid cedar
#

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

vivid cedar
tame shadow
plain dagger
tame shadow
vivid cedar
plain dagger
#

thankfully more plugins use upm or openupm so that helps when you need to update them

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mobile plugins love to shove random binaries in Asset/Plugins even though ITS NOT REQUIRED

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looking at you google

#

!collab

vagrant rootBOT
# plain dagger !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**

potent geyser
#

Just pointing out that you've been directed to the collab forum before. Use that, thanks.

grand shale
fallow rock
#

which compass does everyone prefer? I know it depends on the game but personally i like the sea of thieves compass

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or a minimap over a handheld map like in minecraft

rich trellis
#

I liked the handheld map/compass in FC2

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It's wild how the UI in that series did a complete 180 between 2 and 3

south summit
cursive cosmos
#

does anyone use the eft unity ?i have some issues

south summit
#

may i did something on unity though an option, or the model is wrong in blender

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by the way, why my viewmodel rigged weapon is like this? just the slide and offset

plain dagger
sinful mural
#

hellooo

stuck flower
#

!collab

vagrant rootBOT
# stuck flower !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**

elfin sun
#

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.

plain dagger
elfin sun
#

I kind of have an idea, a 4x4 terrain map would be just slightly larger than a square mile

plain dagger
#

well you can convert miles to meters if you want and go from there

elfin sun
plain dagger
#

then cheat and put things closer together

elfin sun
#

You can easily go 10 miles or better to go from one large city to another

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I might have to

plain dagger
#

you will 😆

mild radish
#

☝️ you can define your own scale.. and keep things consistent

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only time that full-scale ever works is in Flight Sims

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could you imagine if Fallout was in full-scale 👀

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or Skyrim

elfin sun
mild radish
#

how much underscaling are you talking about?

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i wouldn't go down into the thousandths lol

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even then it might be okay

elfin sun
mild radish
#

i was thinkng more like 1 km = 10units

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maybe 100

mild radish
#

you can always keep ur rigidbodys full scale 1:1:1 and make ur collider as small as u need to..

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1, .1, .01, etc

elfin sun
mild radish
#

you may want to consider using floating origins

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thats an alternative to scaling

elfin sun
#

I'll have to look into it for sure

mild radish
#

u start getting precision errors

elfin sun
#

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.

mild radish
# elfin sun I'll have to look into it for sure

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

mild radish
#

where the worlds moving.. but ur not

mild radish
elfin sun
mild radish
#

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..

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so then u start over.. w/ a new limit

elfin sun
mild radish
#

ohh ewww.. ya we wouldn't wanna be hearing about that anyway

elfin sun
#

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.

mild radish
#

oh.. well that seems obvious

elfin sun
#

You would think so, but apparently that's not the case

mild radish
#

give ur money to people that deserve it 🫡

elfin sun
mild radish
#

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

elfin sun
mild radish
#

might get u on the right path.. (if thats what you chose to do)

elfin sun
#

I found the answer, 1 terrain tile without scaling is 1 sq kilometer

blissful hemlock
#

hey there mi devs!

#

i was thinking about UI whats the best way to do an Pokemon style ui ??

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but more like the Legends games?

potent geyser
#

Best way in what sense?

mild radish
#

with colorful pictures and dynamic words + numbers 🙂

waxen star
#

How do people typically go about removing the background being shown while the player is moving

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before i add pixel perfect camera for it

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anti aliasing is off and the filtering is linear

copper gust
#

video isn't loading for me, not sure what you mean via text only

waxen star
#

let me resend it

#

this

#

the red lines you see when the player moves

copper gust
#

This might be what your question is but where are those red lines coming from

waxen star
#

it is the question im asking

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i wanna get rid of them

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i searched it up and its saying to get a new package that handles the camera in a way where that wont happen

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but im assuming theres an easier way

#

cuz ive done it before without it doing that

copper gust
#

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?

waxen star
#

nope it just shows the basic unity tilemap rendering

#

so something like this

vocal heath
waxen star
vocal heath
#

Like a loading scene

waxen star
#

2 seprate levels but this ones in its own scene

vocal heath
#

Use that to preload assets before scene

vocal heath
waxen star
#

both tilemaps?

surreal lichen
#

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

storm patio
surreal lichen
storm patio
#

what do you mean by setting

#

are you in the package manager?

#

could you show what you're looking at

surreal lichen
surreal lichen
pearl grove
#

why is unity asking me to install android module but its already installed

viral hill
#

have you restarted

pearl grove
#

yes

#

it was installed already

#

i installed it when i installed the editor

viral hill
#

try deleting it and redownloading 🤷‍♂️

pearl grove
viral hill
#

the module

pearl grove
#

how

#

only install option

viral hill
slow dirge
slow dirge
#

I mean, if you have several installed, it could be that you're opening the project with a different version.

viral hill
pearl grove
#

but like... I opened the menu from the editor

viral hill
#

kinda crazy that there's no uninstall button

pearl grove
viral hill
#

linux?

pearl grove
viral hill
#

i dont see what's stopping you

slow dirge
pearl grove
viral hill
#

it literally says it in the screenshot

pearl grove
viral hill
#

the "c drive" exists in your computer as a piece of hardware... im not familiar with linux so idk the terminology

pearl grove
copper gust
#

operating system drive

slow dirge
pearl grove
copper gust
#

Sounds like you know where to look

slow dirge
# pearl grove

The version seems to match the one with the modules, so I guess try that reinstall solution.

pearl grove
blissful hemlock
#

but the numbers and info are for debugging...

#

i was thinking to have an mix of pokemon z-a and pokemon legends arceus style...

potent geyser
#

Are you asking for design advice or like actual Unity questions?

slow dirge
pearl grove
#

i darn hate single line jsons

#

thank god prettifiers exist

blissful hemlock
#

its more like desigin and this is an unity so its a bit of both..

slow dirge
pearl grove
oak meadow
#

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

slow dirge
lapis gate
#

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

pearl grove
#

anyway you will have to use external tool

copper gust
#

Aren’t you having to edit it directly rn?

pearl grove
#

im using prettifier

south summit
surreal lichen
thorny patio
#

Hello

mortal needle
#

anyone having issues right now?

thorny patio
#

@mortal needle bro check this out

mortal needle
#

can you sign in to unity hub? @thorny patio

thorny patio
thorny patio
mortal needle
#

i see, thanks

thorny patio
#

Keep your eyes on it

thorny patio
#

@mortal needle can you tell about your experience in unity

mortal needle
#

dm me bro

viral hill
oak meadow
#

Is there any information out there on how to make an estimated wait time to find a match

viral hill
surreal lichen
viral hill
tepid narwhal
#

Why does Unity do this

#

why does it need my entire scene to be rotated to the left

viral hill
tepid narwhal
viral hill
#

idk it's just a bug. it's only happened to me a couple times before

silk whale
#

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

sleek halo
#

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

storm patio
sleek halo
#

oh so it just undoes whatever changes i've made back to the previous state?

storm patio
#

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

viral hill
# silk whale

this is a common bug with 6.0 and 6.2, id recommend using the latest LTS version of 6.2

sleek halo
#

i think i get what you're saying

#

i'll test this out with a seperate project

silk whale
viral hill
viral hill
copper gust
viral hill
#

I doubt someone is logged into discord on their school desktop

copper gust
#

perhaps they work at home and on campus

#

via version control

silk whale
# viral hill How would they know

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

silk whale
#

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

ocean pumice
#

you should use some version control and lock the project version once decided, so only local changes are allowed but you cant push them.

stuck ocean
#

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?

stable sky
#

why can't I see the texture? why is it transparent?

copper gust
#

that will be $50 please 😇

stable sky
#

I changed everything in Render Face, and it's working now.

pearl oyster
vivid cedar
woeful spear
#

How to create a backup/duplicate or this project? So that I can refer to backup if something goes wrong.

unreal jewel
woeful spear
unreal jewel
#

but if you don't wanna learn that (even though you definitely should!), you can just copy it into another folder on your drive

woeful spear
#

I'd learn that later for sure

unreal jewel
#

you can exclude the library folder from the copy, it's automatically generated by the engine

woeful spear
unreal jewel
#

the library folder?

woeful spear
unreal jewel
#

like if i have a Projects/Unity/my-project folder, i could copy it into Projects/Backups/my-project

woeful spear
#

Okay done. Thanks

unreal jewel
#

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

woeful spear
unreal jewel
#

most ides should let you just do it in one click

unreal jewel
tiny anchor
#

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.

unreal jewel
storm patio
safe arrow
#

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

deft rock
safe arrow
#

thanks

tall hearth
surreal lichen
sly lake
carmine bough
#

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?

Unity Learn

Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.

stable sky
#

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?

storm patio
#

but it's kinda hard to tell with the small window

stable sky
#

They don't look at the camera.

storm patio
chrome solar
#

Man why is this the new norm in Unity? :/

storm patio
#

something something not quite stable version

tall hearth
#

Use a LTS version...

chrome solar
#

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.

stable sky
storm patio
#

alright, that's something we can work with.

#

do you have multiple cameras in the scene?

stable sky
#

Yes, there is 1 more camera

storm patio
storm patio
carmine bough
stable sky
tall hearth
cinder night
#

hi

tall hearth
fair cove
chrome solar
carmine bough
fair cove
tall hearth
chrome solar
storm patio
#

"Upload media [upload box] OR insert media [URL field]"

tall hearth
storm patio
storm patio
#

the only text field that says "link" or "URL" clearly says "media"

carmine bough
#

I've submitted a few exercises before and it's the only form that seems broken

tall hearth
#

If you go to the pathway he sent and go to step 6 (the one hes stuck on)

carmine bough
storm patio
# tall hearth

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...

carmine bough
#

Well I left a Q&A so maybe someone will look at it and fix it

storm patio
#

yeah it's definitely not on your end, given the actual error message

tall hearth
storm patio
#

unity learn is somewhat known for not having a very good frontend

tall hearth
#

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

carmine bough
#

Yeah when you look at the Q&A on the page, you can see it has been broken before, although a different error

barren nacelle
#

Is it bad if u use someone else’s art or design that was posted on unity asset store for you games official art?

tall hearth
barren nacelle
storm patio
#

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

barren nacelle
tall hearth
storm patio
#

yeah, but i don't think the standard UAS EULA is that license?

#

IANAL though

sly lake
#

Kinda hard to compose them exactly right if you're using 3D.

full flint
dark apex
#

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?

balmy kettle
#

!install

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

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
hybrid oyster
#

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?

balmy kettle
#

it's already made and takes little effort to set up camera(s) how you want

hybrid oyster
#

Well what do you mean?

balmy kettle
#

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

balmy kettle
hybrid oyster
#

@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?

balmy kettle
#

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

shadow heron
hybrid oyster
stuck flower
hybrid oyster
#

but i don't know any wedding cake recipes

balmy kettle
#

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

hybrid oyster
stuck flower
hybrid oyster
hybrid oyster
#

What does it have exposed component information for stuff like Left Click and Right Cick stuff for moving the camera etc?

balmy kettle
hybrid oyster
sly lake
#

In general my experience with Unity packages has ranged from "it's janky but we can deal" to "too buggy to even consider using".

balmy kettle
#

in what way is it janky or buggy

sly lake
#

Never tried Cinemachine since it only replaces a bit of math catshrug

balmy kettle
#

how can you claim it is janky/buggy and then turn around and say you've never tried it

karmic moss
#

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?

sly lake
balmy kettle
#

you know damn well that's some stupid ass logic

#

don't tell someone not to use something because something else is buggy

hybrid oyster
#

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

sly lake
#

Yeah, I got Animation Rigging from a tutorial as well

shadow heron
hard inlet
shadow heron
#

and claiming its buggy even though you said you have never used it is a crazy statement.

hybrid oyster
#

GetRekt() method has been activated

sly lake
charred fog
#

@hard inlet And now you are spamming this channel with off-topic?

shadow heron
hybrid oyster
#

GetRekt() method is initiated ooh lord

hard inlet
#

Question mark is banned too. 💔

hybrid oyster
#

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

storm patio
#

people usually don't do that unless it's like, physics or math stuff with established symbols

hybrid oyster
#

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

karmic moss
tall hearth
gray frigate
#

I only use tiny variable names for tiny variables

storm patio
gray frigate
#
float t = Mathf.InverseLerp(lower, upper, current);
balmy kettle
gray frigate
#

t does not live very long

hybrid oyster
storm patio
#

it really is not. where are you getting these ideas

hybrid oyster
#

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

copper gust
#

not using ai fixes that

karmic moss
hybrid oyster
#

they're great for debugging and asking questions

storm patio
viral hill
storm patio
#

i really have no idea what you're complaining about tbh. most code just.. doesn't do that

hybrid oyster
#

yeah im hip... there seems to be some reading comprehension miscommunications here

#

no one is complaining lolol

storm patio
#

ok, then what have you been doing the past 5 minutes? making up a story?

hybrid oyster
#

No i've been talking about things that i've seen

storm patio
#

i assure you, it is not as common as you seem to think

tall hearth
hybrid oyster
#

complaining would be like "you never do the dishes, I'm always carrying your bags, something needs to change or im leaving you"

storm patio
#

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 h and v...

hybrid oyster
#

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

hybrid oyster
#

I don't know why you are so geared towrds negativity

storm patio
#

...i came here seeing someone saying that bad variable names are common, and i refuted that...

hybrid oyster
#

conversation, speaking and making statements isn't inherently geared towards a positive or negative inference

storm patio
#

jesus christ this is so far off topic

hybrid oyster
#

you can refute that no one is taking that from you

potent geyser
#

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.

glass kraken
#

hi, why do the objects in my scene disappear when I assign them a layer?

storm patio
glass kraken
#

next to the static thing

viral hill
glass kraken
#

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

viral hill
glass kraken
#

I've not a camera yet...

gray frigate
#

You may have hidden some layers in the editor.

#

check this dropdown in the top right corner

glass kraken
#

I'm using unity 6

gray frigate
#

oh huh, let me check in 6

vivid cedar
#

It's there it just looks like those stacked squares

glass kraken
#

which window should I go to?

vivid cedar
#

It's one of those drop downs in scene view

gray frigate
#

There it is.

#

but not these squares 😉

glass kraken
#

yeeee well see

#

well, it's selected, and when I unselect it, it doesn't change anything

#

would you guys want a record?

gray frigate
#

i don't know what "it's selected" means

gray frigate
glass kraken
viral hill
gray frigate
#

okay, that looks good

glass kraken
#

yes that's what I've said

vivid cedar
dark apex
#

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

gray frigate
dark apex
#

youre a lifesaver thank youu

gray frigate
#

I always have to see what it's set to on my PC

viral hill
gray frigate
#

these are not the default download location

#

for me, it is:

dark apex
gray frigate
#

C:\Users\username\AppData\Local\Temp\

terse shore
gray frigate
#

The download location should not matter much, though

#

Just make sure it's not somewhere that requires administrative privileges to write into

storm patio
gray frigate
#

the Hub probably doesn't expect that

dark apex
#

ive just been trying different methods to solve the infamous Download failed: Validation Failed problem lol

terse shore
#

i update unity hub

#

and it works

shrewd geyser
#

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?
terse shore
#

oh sorry i mean lightmap

storm patio
#

that is mentioning an atlas

terse shore
gray frigate
#

See if the warning persists after restarting the editor

#

just to make sure it's not some lingering effect

glass kraken
#

@vivid cedar I can't rec so I'll take multiple screenshots if it doesn't bother u is it okay?

shrewd geyser
glass kraken
#

it would take too much time to download an app for it

terse shore
#

and use mixed if you have multiple moving objects

shrewd geyser
#

btw the shadows at 8K was advised by Real Toon (the shader) tutorial 😅

glass kraken
#

when I give a layer to my gameobjects, their textures disappear

gray frigate
#

oh

#

that's very different from "they disappear"

viral hill
gray frigate
#

it's still very weird

glass kraken
gray frigate
#

well, actually

glass kraken
gray frigate
#

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 😛

glass kraken
#

oh yea it is?....

viral hill
glass kraken
#

I'm dumb

gray frigate
#

okay, thank god

#

that would have been really strange

glass kraken
#

so yea it disappears completely then

gray frigate
#

just to sanity check this, look at your camera's culling mask

#

(the main camera in your scene)

#

it should be set to "Everything"

glass kraken
#

I deleted it

viral hill
potent geyser
#

Do you have any custom render objects on your URP renderer?

gray frigate
#

ah, right, okay

gray frigate
#

if you have no idea what that means, that's probably not the issue, but we'll still want to check

glass kraken
potent geyser
#

Screenshot that

gray frigate
#

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)

glass kraken
gray frigate
#

double click on that "UHFPS Ultra Quality" field to go to the asset

glass kraken
gray frigate
#

You will see a Renderer List. Double click on the renderer to go to that asset

gray frigate
#

yep, that's the issue

dark apex
#

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

gray frigate
#

both the Opaque Layer Mask and Transparent Layer Masks are excluding the "floors" layer

glass kraken
#

ohh yea it's mixed

gray frigate
#

sneaky!

potent geyser
gray frigate
#

i didn't know that existed until now, lol

glass kraken
#

lmaoo

viral hill
sly lake
gray frigate
#

This is useful when you start building more complex rendering setups

potent geyser
#

This is why they pay me the big bucks of $0

gray frigate
#

It might have been configured to ignore layers that were meant for some really specific effect

gray frigate
#

but layer masks are just a list of numbers, so your "floors" layer happened to line up with it

glass kraken
#

ty so much

sly lake
#

A bitmask, to be specific. Not really useful to think of it as a number.

gray frigate
#

it represents a list of numbers :p

plain dagger
#

Its not accurate though to call it a list but i get you

gray frigate
#

yeah, i just figured that'd be easier than saying "it's a 32-bit bitmask"

storm patio
#

it's 32 booleans packed into a single value

gray frigate
#

the important part is that it doesn't know about things like "floors" or "Default"

#

it just knows layer indices

shadow heron
gray frigate
#

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?

shadow heron
#

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.

gray frigate
#

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)

sly lake
#

I’d use the ragdoll wizard, just to create an example of how joints should work.

gray frigate
#

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 😉

shadow heron
gray frigate
#

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

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which will make the rope bend more smoothly

plain dagger
#

assuming there are enough verts to do that

gray frigate
#

yeah, but it looks like they added plenty of edge loops

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(they were just added too late 😉 )

dark apex
#

guys does it take a long time for the unity package manager to install??

gray frigate
#

It has to download packages the first time, which could take a while

#

notably, the Burst package is a few hundred megabytes

dark apex
#

can i force quit the installation or is it better to wait

shadow heron
gray frigate
#

That looks pretty good! See how it behaves in-game

#

Just overwrite the original FBX

gray frigate
#

you'd fix that by deleting the Library and reimporting everything again

#

not a huge deal

#

can you screenshot what you're seeing?

dark apex
#

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)

dense oyster
#

hey does anyone know how i can get my unity projects out of the cloud onto my pc?

shadow heron
gray frigate
dense oyster
#

what

gray frigate
#

being connected to a cloud project doesn't mean that the entire project is being stored anywhere other than your computer

dense oyster
#

i have unity hub

gray frigate
#

the cloud is used for a variety of things, like building your game, running mobile advertisements, etc.

dense oyster
#

i thought it would store them

gray frigate
#

the default is 1 (which is one kilogram)

dense oyster
#

arent clouds there to store files and stuff?

iron shore
#

Hello! I am new to the Discord FriskWiggly

dense oyster
gray frigate
#

if you do not have an actual copy of your project somewhere, then yes

dense oyster
#

what does this cloud thing actually do then?

gray frigate
#

it provides a bunch of different services (including Unity Version Control)

dense oyster
#

what is so special about this "unity version controll"?

gray frigate
#

lots of stuff, like multiplayer lobbies, in-app purchases, error reporting, etc.

gray frigate
#

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.

stuck flower
dense oyster
gray frigate
#

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

stuck flower
gray frigate
shadow heron
gray frigate
#

you'd then have to explicitly set up UVC

gray frigate
dense oyster
gray frigate
stuck flower
dense oyster
#

well i didnt know i had to more than just click a button

stuck flower
#

I just use git so I've never actually dealt with UVCS

dense oyster
#

i just got a lil windows one time saying something along the lines that i can store stuff in a cloud

gray frigate
#

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

dense oyster
#

so i just assumed that clicking that symbol would save it on a cloud as a backup

gray frigate
#

It used to just show a crossed-out cloud

dense oyster
#

well i guess i just lost multiple projects then

hybrid oyster
#

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?

gray frigate
#

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.

hybrid oyster
#

Oohh so basically The MainCamera... Well he created a whole new camera

#

One sec

gray frigate
#

the Cinemachine Cameras suggest places for the real camera to go

hybrid oyster
#

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

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this my current set up, it got mad at me when CineMachine Camera was a child of the Player with a CinemachineBrain

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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?

shadow heron
#

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

gray frigate
#

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

tall hearth
gray frigate
#

perhaps you are thinking about putting a Cinemachine Camera component on the same object as your actual Camera.

#

that would cause some exciting behaviors

tall hearth
gray frigate
#

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)

tall hearth
#

Is it not the opposite?

gray frigate
#

Cinemachine 2.0 called it a "Cinemachine Virtual Camera".

Cinemachine 3.0 calls it a "Cinemachine Camera"

frigid birch
#

Sorry for typing here but i am new here so were i can ask about help with coding

gray frigate
gray frigate
#

woops, wrong reply

tall hearth
shrewd geyser
#

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&)
gray frigate
#

the brain looks at the Cinemachine Cameras and decides what to do, then moves its Camera

gray frigate
#

point lights use six individual shadow textures

shrewd geyser
gray frigate
#

if the shadow resolution is set to 1K ,then six of those would not fit into a 2K shadow map atlas

uncut ridge
#

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

gray frigate
uncut ridge
gray frigate
#

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.

uncut ridge
#

yea thank you @gray frigate its help me finally i solve 🤣

glass kraken
#

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

gray frigate
#

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.

glass kraken
#

There are no rigid bodies, the parent gameobject of the door is an empty gameobject that is the pivot, it simply has an animator

gray frigate
#

ah, okay, then that's a bust

copper gust
#

there has to be at least 1 rigidbody

gray frigate
#

Log what you're actually hitting.

gray frigate
#

that would be true for collision events

copper gust
#

dumb me

#

its 5am 😔

glass kraken
#

This is the thing…

#

Don’t you think the problem is with the mesh collider ?

copper gust
#

wouldn't be the immediate suspect no

gray frigate
copper gust
#

who knows what your doing code wise and who knows what your layer setup is