#💻┃unity-talk

1 messages · Page 16 of 1

gray frigate
#

you want to know if it's hitting anything in the first place

glass kraken
#

With a debug.Log

copper gust
#

(we'd also need code)

glass kraken
#

I’ll show you

#

this is the door itself, his parent is a pivot empty gameobject that only has an animator with open and close state

gray frigate
#

There is no mesh!

#

The Mesh Collider should be attached to the object that has the Mesh Renderer (and thus, the Mesh Filter) on it

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You can put it on another object and then manually assign a mesh, but then the position/rotation/scale may be wrong

glass kraken
#

how can I make a total mesh?

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like this is the whole door, I don't want to be moving pieces by pieces

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or maybe I should make a box collider instead to make it simpler

copper gust
#

a box collider ignores the problem, it doesn't simplify it

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where is your meshrenderer and meshfilter for this door

glass kraken
#

ohh yea fuck

gray frigate
#

A box collider is appropriate if you just want to hit the door itself

glass kraken
#

I've animated the whole door frame + door

gray frigate
#

and don't care about separately hitting, say, the handle

glass kraken
#

I'm so dumb today man, I'm sick$

gray frigate
#

That's reasonable. In that case, I would put a Box Collider on the part that moves

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You can still use a mesh collider for the doorframe

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(or just use mesh colliders everywhere; it doesn't matter that much)

glass kraken
#

to be honest,I'll make new animation clips and restart from zero, moving the whole thing would be weird no?

gray frigate
#

I see nothing wrong with putting the animator on the entire door + frame

#

you'll just be animating the door's rotation

shrewd geyser
#

Sometimes I would like to jump back to unity 5... things was so simple at time 😅

gray frigate
copper gust
#

I tend to put animators one parent above stuff, makes it slightly nicer to swap stuff out sometimes

gray frigate
#

yeah, put it on the top-level object

#
  • Doorway <-- animator
    • Frame <-- collider
    • Door <-- collider you raycast onto
copper gust
#

TopLogicController
Animation
AnimationControlledStuff

just me tho

shrewd geyser
gray frigate
shrewd geyser
#

yes I do

gray frigate
#

Show the inspector for one of your lights.

shrewd geyser
#

The light gets "eated" by some parameters... so the spot is working just if it is very very close the objects

#

Ahhh NEAR PLANE!!!! 😂

gray frigate
#

The spotlight is getting blocked by the street light

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Pushing the near plane out will prevent that

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The near plane is how close you can get to the light before you no longer appear in its shadow map

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Note that this won't help at all with baked lighting

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so you may want to just move the spotlight down

shrewd geyser
#

Nope is not, but I had to increase the intensity do 170 to see some changes..
I think that I'll try the same scene in a new project ... if it's not a shader issue

#

damn... what a mess 😕

rigid jetty
#

hi guys, i imported a mesh in unity with the material but for some reason i can't edit it, im missing something?

vivid cedar
shrewd geyser
#

you can clone (copy) it to be "quick" 🙂

vivid cedar
#

You won't be able to edit the asset itself because that's part fo the imported file, you can make a new object and set a different material using the same mesh.

You can do this easily by putting it in a scene and then right click -> prefab -> Unpack completely

rigid jetty
copper gust
vivid cedar
#

right so you want to change the material, or use a different material

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YOu can do it as mentioned

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and yeah you can change the fbx settings to make copies of the materials on import which you can then edit if you wish

rigid jetty
#

in order to change the settings

copper gust
#

i could be wrong

elder haven
#

When creating animations for a game (eg, reloading a gun), are they typically created in the modelling program (eg, Blender) or in Unity?

copper gust
#

almost never in unity

#

outside of prototyping, game-jams etc.

vivid cedar
hybrid oyster
#

Yo so i have the PlayerInput with a public void OnMove and a public void OnJump

My Player has PlayerInput and PlayerInputRouter (which has a CameraTransform (set to ThirdPersonCamera (Cinemeachine Camera, not MainCamera w/ Cinemachine Brain)) and Controller (set to PlayerCharacter (CharacterController)) and basically I keep getting PlayerInputRouter..OnMove and PlayerInputRouter.OnJump not found

#

my PlayerControls action maps are correct; i have asked around and even asked AI about where the issue is sourced from and it does not know and keeps telling me to make sure everything is correct and ive done that several times

rigid jetty
balmy kettle
hybrid oyster
# balmy kettle what is the actual, full, error message?
MissingMethodException: Method 'PlayerInputRouter.OnMove' not found.
System.RuntimeType.InvokeMember (System.String name, System.Reflection.BindingFlags bindingFlags, System.Reflection.Binder binder, System.Object target, System.Object[] providedArgs, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParams) (at <bed9669261d44da0a59448ecde2b1a5c>:0)
UnityEngine.SetupCoroutine.InvokeMember (System.Object behaviour, System.String name, System.Object variable) (at <3209c419f8514dc7af6f7bbce69cabc6>:0)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
balmy kettle
#

and does the PlayerInputRouter component have a method called OnMove?

balmy kettle
#

you're using the SendMessage option on the PlayerInput component, right? because your method's parameter type is wrong for that

hybrid oyster
elder haven
hybrid oyster
#

alright ill find some other tutorials later and mess around appreciate that, you're right it's for Invoke Unity Events, but even after the person doesn't move... It's probably because I'm doing all these things differently than normal

stuck flower
copper gust
hybrid oyster
uncut ridge
#

Fen can u help me

#

i created spot light in URP and i rotated a normal cube the light can see but i rotate the textured cube (the material shader is Texture) i cant see the light

gray frigate
#

as the name implies, it's an unlit shader! it doesn't care about light at all

#

you should be using URP/Lit by default

dire spindle
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im making an bullet hell game i made the enemies follow by navmesh agent but enemies run around the player even if angular speed is 1500 and accelleration is 50 and stopping distance is 0

gray frigate
#

does the player also have a NavMeshAgent?

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if so, they're trying to avoid overlapping with the player

dire spindle
#

no it doesnt

#

wait let me check something

elder haven
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I have a model in Blender, I have created many animations with it and have since deleted the animations. But now I've imported the animations into Unity, and all the old animations have imported with it. Do you know how I can remove them?

There are no animations present in the Blender file (in the dope sheet) and I've also tried the clean up function in Blender

dire spindle
#

no it isnt i thought if it is touching the capsule player and thats the cause of running around it but when i check it from scene it is 0.3+ studs far

frail bane
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Why doesnt it work

balmy kettle
#

!logs 👇 check the logs to find out why 👇

vagrant rootBOT
gray frigate
#

Do you have anything in the Nonlinear Animation editor?

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Note that if you can't figure this out on the Blender side, you can just tell Unity to not import animations

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either by completely disabling animation importing, or by just deleting individual items from that list

gray frigate
frail bane
balmy kettle
#

the hub logs

frail bane
balmy kettle
#

that's probably because you're looking in the wrong location. i said the hub logs, not editor logs

balmy kettle
frail bane
# balmy kettle the hub logs

##utp:{"type":"MemoryLeaks","version":2,"phase":"Immediate","time":1743406367638,"processId":24124,"allocatedMemory":22047791,"memoryLabels":[{"Default":2103},{"Permanent":15304},{"NewDelete":347773},{"Thread":4229468},{"Manager":36204},{"VertexData":12},{"Geometry":560},{"Texture":168},{"Shader":67647},{"Material":24},{"GfxDevice":49456},{"Animation":248},{"Audio":3928},{"FontEngine":272},{"Physics":305},{"Serialization":744},{"Input":14720},{"JobScheduler":200},{"Mono":40},{"ScriptingNativeRuntime":43568},{"BaseObject":1627148},{"Resource":1168},{"Renderer":1960},{"Transform":16},{"File":1959887},{"WebCam":80},{"Culling":40},{"Terrain":1025},{"Wind":24},{"STL":48},{"String":2590794},{"DynamicArray":182659},{"HashMap":64155},{"Utility":15499},{"Curl":5173681},{"PoolAlloc":32424},{"AI":40},{"TypeTree":2080},{"ScriptManager":440},{"RuntimeInitializeOnLoadManager":80},{"SpriteAtlas":128},{"GI":3976},{"Unet":16},{"Director":7848},{"CloudService":176},{"WebRequest":688},{"VR":45985},{"SceneManager":608},{"Video":72},{"LazyScriptCache":40},{"NativeArray":12},{"Camera":25},{"Secure":1},{"SerializationCache":624},{"APIUpdating":5872},{"Subsystems":392},{"VirtualTexturing":57896},{"StaticSafetyDebugInfo":327760},{"EditorGui":936},{"EditorUtility":47599},{"VersionControl":4},{"Undo":426},{"AssetDatabase":10520},{"RestService":424},{"EditorGi":368},{"License":6352},{"UnityConnect":29368},{"Collab":5000494},{"Upm":1600},{"DrivenProperties":96},{"HubClient":40},{"LocalIPC":133},{"ProfilerEditor":20133},{"CoreBusinessMetrics":2923},{"Licensing":8224},{"AssetReference":40}]}

this?

balmy kettle
#

where did you find that

frail bane
#

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log

balmy kettle
#

so not the hub logs

frail bane
balmy kettle
#

remember how in grade school your teachers told you to read all of the instructions before beginning? try that real quick.

frail bane
balmy kettle
#

that is attempting to open the project. you need to look at where it's trying to create it

frail bane
#

idk what you mean where its trying to create it, so I give you the location I set it to create the solution

balmy kettle
#

i mean, in the logs where the hub actually fails to create the project. that is what you need to look at, you don't need to look at it attempting to open the project that it failed to create because we already know the project doesn't exist for it to open.

frail bane
#

2023-02-20 14:49:45.115 UTC [Hub] Creating project at: C:\Users\username\AppData\Roaming\Unity\project.unity
Error: ENOENT (no such file or directory)

gray frigate
#

it seems very weird to be creating the project inside of AppData

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(especially when the location was supposed to be right inside of the C: drive

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i wonder if it's unable to write files directly into C:\

frail bane
#

okay, what do I do?

balmy kettle
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try creating a folder at the root of C: and then try creating the project inside of that folder. So like create the folder C:\Projects
then in the hub instead of trying to create the project at C:\MathCore, create it at C:\Projects\MathCore

frail bane
balmy kettle
#

now check the logs again and see what it is currently saying is going wrong

frail bane
shrewd geyser
#

@gray frigate I knew it my light issue was about RealToon shader, I've fixed it by editing "Light Falloff softness 😅👍

balmy kettle
frail bane
#

you mean crop?

balmy kettle
frail bane
# balmy kettle please do not truncate error messages

Error: ENOENT: no such file or directory 'C:\Program Files\Unity\Hub\Editor\2021.3.16f1\Editor\Unity.exe'
Failed to create project: UnityEditor.EditorPackageInstaller.GetPackageList () (at Assets/External/UnityEditor/Internal/EditorPackageInstaller.cs:34)
Error: ENOENT: no such file or directory 'C:\Program Files\Unity\Hub\Editor\2021.3.16f1\Editor\Unity.exe'
Failed to create project: UnityEditor.EditorPackageInstaller.GetPackageList () (at Assets/External/UnityEditor/Internal/EditorPackageInstaller.cs:34)
Error: ENOENT: no such file or directory 'C:\Program Files\Unity\Hub\Editor\2021.3.16f1\Editor\Unity.exe'
Failed to create project: UnityEditor.EditorPackageInstaller.GetPackageList () (at Assets/External/UnityEditor/Internal/EditorPackageInstaller.cs:34)

elder haven
frail bane
jaunty tangle
#

👋 hey all! Im thinking about making the switch away from Godot, and thought Id ask here if anyone can point me in the right direction.

I want to be able to load external scenes created from community at runtime, then instantiate that into some subview port. The kicker here I want the scene to run in isolation with its own scene tree and such.

The gist is these should be like mini-games playable in a viewport that run async. Can anyone point me to the concept that best fits this use case? Im hoping the SceneManager allows for this but I have yet to get a full grasp of it yet, trying to avoid deep diving another engine without getting community thoughts first 😅

elder haven
#

Does it work to open Unity.exe ?

frail bane
balmy kettle
#

there is no Editor folder there?

elder haven
frail bane
#

and inside I have only a

frail bane
copper gust
elder haven
frail bane
elder haven
#

I don't think so

balmy kettle
#

it looks like it is supposed to have been installed, but probably failed to properly install. remove it from the hub and install it again

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but also it does not install automatically when you install the hub

frail bane
#

wtf

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(no offense, thx guys!)

copper gust
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Can you imagine it steam installed all your games when you installed it 😛

frail bane
#

like, I bought a game, then downloaded steam, and it automatically started the download

copper gust
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i do not believe that is the case

frail bane
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btw, do I have to install Visual Studio 2022 again?

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or can i use my alkready downloaded one?

gray frigate
#

(otherwise, they'll all be interacting with each other)

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you can also render a specific scene with a camera

balmy kettle
jaunty tangle
gray frigate
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I haven't actually made a game that uses this before, but I've poked at it a little

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The big thing is that you cannot load new assemblies (so, entirely new code) through Addressables/AssetBundles

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I presume there's some way to load custom code at runtime (basically the same as loading mods), but that sounds frightening

glossy topaz
#

everytime i try to press anything on this specific transition unity does errors

balmy kettle
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tried restarting the editor?

glossy topaz
#

yes

gray frigate
#

can you expand the bottom half of the console a bit? i want to see more of the stack trace

glossy topaz
gray frigate
#

kinda smells like corruption of the imported asset to me

glossy topaz
#

so i need to reimport my character

gray frigate
#

you can try selecting the animation clips (or the entire model, if they're imported from a model) in the Project window, right clicking, and hitting "Reimport"

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this makes Unity throw out the imported data and do it again

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(this will not break references)

glossy topaz
#

i reimported him and he still cannot change the transition

gray frigate
#

If you make a new transition between the same states, does the same problem happen?

glossy topaz
#

i am idiot for not trying that

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it fixed it

glass kraken
#

hi,i have 2 problems, 1: my player can never enter doorways but he's small and his collider too should easily get through the entrance, 2: when my player interact with a door for the first time, the door opens and closes itself, then it works well

gray frigate
#

I'm not sure the transition itself could even be "broken"

copper gust
glass kraken
copper gust
#

Generally easier to handcraft many generic kinda nodes (as monobehaviours) that exist in the basegame but custom stuff can use

flint grotto
#

Hey lovelies!, if anyone is free i could use some help in something in unity, been trying for hours and no solution

balmy kettle
#

!ask

vagrant rootBOT
# balmy kettle !ask

:thinking: Asking Questions

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

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

flint grotto
#

So I've been trying to add grass to plain but it didn't work because it needed terrain? So i place a terrain a side , added paint details grass texture, but I can't paint and the screen wont move, tried multiple ways still nothing

fluid marsh
#

Why Is my editor far away? 😭 it was normal 5 minutes ago

modest meteor
fluid marsh
#

thx

flint grotto
glass kraken
fickle gulch
#

where can i get help about unity ai assistant

#

whenever i download the unity assistant i get these errors and it ruins the whole project i dont understand

vivid cedar
fickle gulch
#

i tried deleting library didnt workout im using 6000.2.10f1 and the pre release assistant i guess

vivid cedar
#

I'd recommend starting with upgrading to the latest versions of all Unity packages in the package manager

fickle gulch
#

my version control is not up to date could that be the reason

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i updated should i delete the library again?

vivid cedar
#

What is the EnumToLowerCase thing?

#

Is that a plugin or asset you imported

fickle gulch
#

ive no idea

vivid cedar
#

ok probably part of Unity then

fickle gulch
#

about the ui

stiff quest
wanton sky
#

ok

fickle gulch
#

@wanton sky dude this game is hard what is your highest score as the dev

wanton sky
#

10-12 ig 😅

fickle gulch
#

yeah i did

#

is the music ai made or did you make it

plain dagger
#

whats the program name in player settings? I forget if desktop platforms have that option

west wren
#

For some reason, I can't add anything from my file-explorer into the Unity editor, they're just simple PNGs so I'm not sure why this is happening, could I get some advice?

wind escarp
#

I just got my youtube channel deleted for the type of game that i was making im gonna cry

#

i already appealed

#

i hope that they accept it

potent moss
#

is unity good at all for 2d horror stuff (think: fnaf)? or would it be better to use some other software?

copper gust
#

(fnaf is 3d)

potent moss
#

is it actually

plain dagger
#

Its 3d rendered as 2d with weird tricks so no its a 2d game

heady gorge
#

this might be a really strange question but is it possible to get an object to go the middle of a range where it can send out a raycast to its target?

#

to explain the usage, i want the camera to rotate to another location if the player potentially goes behind something

i want it to try to find the mid point between two closest two obstacles that would be blocking line of sight, so the player is always in the center

fickle gulch
stuck flower
# copper gust (fnaf is 3d)

Actually, it's 2D, using a smilar technique to the original Donkey Kong Country trilogy. 3D models that are snapshotted and played back as a sprite sheet sequence

copper gust
#

You learn something new every day

west wren
fickle gulch
#

any compiler errors?

heady gorge
#

im not even sure what it is i want to do

#

i just know the result i need

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to the camera rotate left and right around a game object, but i dont even know what it is i would have to try to do

#

maybe i'll just have things fade out of their line of sight so the player can still tell where they are

dark apex
#

hey guys i have this sample scene from blender and when i tried to import it into unity none of the brushstroke textures showed up or just simply it doesnt look anything like the one in blender lol would really appreciate your help on this!! :>>

slow dirge
dark apex
#

oohhh i see how do i bake them into meshes and textures??

slow dirge
#

No clue. That's a question for blender discord.

dark apex
#

ohh i see thank you!!

shadow heron
slow dirge
cosmic igloo
#

hello, so i want to implement a very basic savestate functionality for testing in the most lazy way possible lol. My first thought was to just brute force and have a savestate scene an copy all the objects there, then disable them, to copy back into the main scene. However this immediately broke cuz that calls the awake and disable logic and can often lead to side effects. Any other ideas to make this method work or do I need to get more sophisticated? I’d like to just copy the entire scene data somehow but unity does not seem to want me doing that

slow dirge
cosmic igloo
#

yeah during runtime

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i mean the scene is in memory you would just have to copy it

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in theory

slow dirge
#

That's why serialization is a thing.

cosmic igloo
#

it doesnt need to save between sessions

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i mean i get its complicated

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i just thought it was worth a shot lol

slow dirge
#

Even if it's not between sessions, you're not gonna get exactly the same slice of memory for your blob of scene data and you definitely wouldn't be able to tell other parts of the game/engine what, where and how to reference in that memory blob

cosmic igloo
#

yeah

#

i still feel like it might work some of the time if it didn’t call the disable methods

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cuz the instantiate method is a pretty decent gameobject copier

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I just want it to copy into like nowhere lol like not any active scene no functionailty

#

theres probably lots of data that it misses tho

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i know animators get reset when you enable them so maybe it doesn’t copy that data at all

slow dirge
slow dirge
cosmic igloo
#

no as I said it just needs to be saved as a state to load back up in the same session

slow dirge
#

So something like a snapshot of the scene..?

cosmic igloo
#

yes

#

maybe not useful enough to be worth making now that I think about it but would be very helpful for making our trailer

slow dirge
#

Well, instantiate would probably be too unreliable... Like, the main issue is how are you gonna restore that state later? You're gonna have one actual object and a clone of it. Replacing the original is gonna take a lot of manual work in every script.

cosmic igloo
#

it would be just deleting every object and instantiating a new copy

#

but now I see that instantiation probably doesnt do all I need it to

#

nvmd

plain dagger
#

!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**

quaint torrent
plain dagger
#

No you are looking for a collaborator

quaint torrent
#

Big difference

#

That’s like a business partner and teacher

plain dagger
#

Then ask a specific question allowed on this server

grave patrol
#

uhhh, at some point of me creating a hair asset, additional bones appeared, and i'm not sure if it's a unity or a blender issue.

#

i fucking hate rigging

grave patrol
#

🫩

#

I CAN'T TYPE :3

#

IT GOT DELETED

stuck flower
#

no owo allowed

shadow heron
junior karma
#

unity hub is not opening my projects

#

it loads then just stops

hushed hamlet
#

But i mostly see that in 2018 and earlier

hushed hamlet
# quaint torrent Big difference

Both aren't really allowed (in this discord) though. There are other places, but this one is more of a public question and public response kind of group.

#

It is a good idea go join a group where you can share and exchange progress with folks though. Itll help keep you on track.

grave patrol
#

he did help me with my mood

#

lmao

#

just a squor

junior karma
#

nvm

#

went on my old unity acc and it worked

hazy musk
#

Hey guys, I have been working on unity VR development for the past 1 year. I want to learn the skills are on demand from the gaming studio or some organisation perspective as I am looking for a roadmap for professional game developers. Can anyone guide me on this?

south summit
#

you all know if unity has a configuration that is doing this to my barrel? i think not its the material type, idk if is the mesh :/

#

whats the difference between the both inputs handlers of unity? can explain?

vivid cedar
#

the actual concrete differences are too detailed and too many to list quickly in discord

#

I recommend trying both systems out to see how they function

hushed hamlet
#

Learning android build pipelines, how manifest files work, and the "General rules" of a good VR experience is helpful.

hazy musk
hushed hamlet
hazy musk
#

As a fresher I have knowledge of creating apps but if I want to learn how senior level architects develop apps

hushed hamlet
#

I imagine most companies are like us. We have core templates / repos that speed things up. Handles all the multiplayer, hand tracking, 360, AR demos etc. Team plucks the closest samples to the project and just run with it. The most important thing (to me) is avoiding vendor lock and keeping up to date on unity, unreal and webxr

#

For unity we have our own thing (compatible with XRTK), unreal we are based on GDXR, and webxr our own thing based on a modified aframe + other's. But these days the XR toolkit and AR Foundation is probably good enough for 90% of stuff.

#

But youll need to check. Some studios are still building for SteamVR only - its hit or miss

inland river
hushed hamlet
#

More eloquently said 😄

hazy musk
inland river
#

also understand that for every applicant that "can make stuff happen", there are at least 10 who are just wasting your time.

hushed hamlet
inland river
#

for a junior there is no tech they can reasonably have mastered to matter, just be able to "make stuff happen with unity", nobody expects you to be an expert in obscure features. XR is a bit of a special case cause it has some quirks, but really, XR is not anything too special.

hushed hamlet
#

Yeah, like id just pull 20 job listings in your area and see what they are using.

#

Where i am there was a lot of Unity drama, so 8 of the 10 studios (in the city) went to pure unreal for VR, in a nearby city its still Unity strong. Location matters a lot.

inland river
#

on thing thats usually very different is working on a game and working on a industry project, totally different mindsets.

#

and within games there is live-service vs premium

#

a skill would be to understand both dynamics and being able to be effective in both, for games you need 10x more "curiosity" and "initiative" from all team members than in industry projects.

#

industry projects also often have smaller teams and way shorter lifecycles. ymmv.

hexed path
#

getting my feet wet with asmdefs - trying to configure Editor unit tests to use something from Assembly-CSharp... should Assembly-CSharp be an option here?

vivid cedar
#

you need to make an asmdef for your game code too

#

Unfortunately there's no "getting your feet wet" with asmdefs, you kind of have to dive all the way in

floral fable
#

Where can I find teammates for a game I'm making? I've looked through so many channels but the only thing I've seen is only for the anniversary jam

vagrant rootBOT
# vivid cedar !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**

floral fable
#

thank you

hexed path
#

I'm having all kinds of problems with a unity 2020.3 project, and my gut instinct is screaming at me that a lot of those problems would go away if I weren't working on a mac.

oblique yew
#

I'm having trouble with optimizing mesh generation in a voxel game (My code is in the code-general). Can someone help? I know it might be a big ask but I can't figure out my problems.

vivid cedar
jade orbit
#

Anyone ever realize how much better you could've coded something so you restart entirely
In the midst of that right now. This is my first official build code.

How many people here take the whole "Prototype your game, then restart entirely when you have a good prototype"
Or do yall just keep working in the same project?

sleek forum
#

!code

vagrant rootBOT
oblique yew
# vivid cedar you'll have to get a whole lot more specific

I made a post in code-general with more info but the general gist is that startup takes legit 2 min and my framerate drops to 20-40 with the full terrain in view. Also there's a weird spherical thing below my generated terrain of which I do not know the source.

#

I think I messed up using burst compiler

sacred forge
#

i have a game idea, and i want opinions on it

Minesweeper x Dungeon Crawler x Balatro (kinda)

Procedural Generation
Tile Multipliers
Items, Shields, Armour, Weaponry etc
Random Items under tiles
points-based shop (like from tile multipliers)
enemies
3 or 4 floors, maybe more, not sure

the shields and armour would protect you from mines and stuff if you accidentally blow one up etc

i dont check servers that often so just ping me if u have a response lol

charred fog
sacred forge
#

where?

charred fog
#

In this channel. See the channel description.

glad bloom
#

can anyone help me figure out whats causing this overlapping issue, ive tried posting in 2d-tools but that channel is dead

#

Ive tried adjusting the pivot point but it hasnt helped

charred fog
#

@glad bloom Don't cross-post please, and use appropriate channels.

#

If your question is not being answered, then perhaps you've not provided enough information, or people are just unavalible right now.

#

Also make sure you've looked up the problem as well first, this comes up often.

#

!ask

vagrant rootBOT
# charred fog !ask

:thinking: Asking Questions

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

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

glad bloom
#

I am painting the tiles on the same tile palette so they should be in the same layer

glad bloom
#

I was just responding to @noble harness 😭 I posted in 2d-tools 2 days ago and havent got a response

charred fog
#

So add proper details to your question there

#

Pictures say or explain nothing about your setup.

rustic echo
#

Alright guys I need some help here, Unity crashes the moment I click any UI Element and spikes in RAM Usage the moment I click If I click again it will just spike higher and higher and higher and Say waiting for mouse movement and Unity to finish executing code

#

I hit some type of Brick wall and its getting on my Nerves, Just updated Unity as well thinking it may solve my problem

#

Is this a known issue for Unity 6.2 at the moment?

charred fog
rustic echo
#

I was on 6000.2.5f1, and updated my project to 6000.2.10f1

charred fog
#

Maybe start with answering those in the channel.

charred fog
glad bloom
#

nobody asked me any questions in 2D-tools but thanks for the excellent chat moderation good sir, ill look elsewhere and stay away from the radioactive unity-talk chat! keep up the good work 🫡

rustic echo
charred fog
fair cove
# jade orbit Anyone ever realize how much better you could've coded something so you restart ...

Its pretty common to refactor your code often, as you continue to learn new things and organize code for various reasons (performance, readability, maintenance, etc), especially if you dont have a deadline or publisher/investors

Personally for me, it depends on the point of the prototype, if I know im writing bad code just to get the thing working and see if the idea is fun, then yeah ill be nuking that project and starting over with a proper framework and documented plan, otherwise ill plan to make the prototype modular, so I can optimize or remove sections that dont work before committing assets to it - ive also started building frameworks for prototyping to help with that goal, a lot of devs might call that approach "fail fast" or "rapid development"

sage basin
#

@polar talon !collab

vagrant rootBOT
#

: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**

proud lake
#

hi everyone

#

i need urgent help for my unity exam

#

i added a character but wasd is not working for character moving

#

is anyone wanna help?

#

god bless you if anyone wanna help

unreal jewel
proud lake
#

i need to screen share

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i added character to my terrein it didnt orked it gave me laways tps error

unreal jewel
#

you can send screenshots or use text, screenshare is usually more trouble than it's worth

proud lake
#

then i deleted created 3d object but it falling of from the ground not landing

proud lake
#

NullReferenceException: Object reference not set to an instance of an object

StarterAssets.ThirdPersonController.Move () (at Assets/Textures/StarterAssets TPS/ThirdPersonController/Scripts/ThirdPersonController.cs:209)

StarterAssets.ThirdPersonController.Update () (at Assets/Textures/StarterAssets TPS/ThirdPersonController/Scripts/ThirdPersonController.cs:122)

proud lake
unreal jewel
proud lake
#

i didnt created any scripts

unreal jewel
#

then check you've assigned everything in the inspector correctly

proud lake
#

the problem was about i have player capsule

#

at isnpector i did everything correctly but wasd didnt worked

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w,a,s,d, move i mean

unreal jewel
#

"didn't work" isn't specific enough to troubleshoot

proud lake
#

and then i changed handling to new

proud lake
unreal jewel
#

i guess if it has to be screenshare, sure

#

i'm not sure if this server has any voice channels though?

proud lake
#

ill take a look real wuick

storm patio
#

screensharing is heavily discouraged, it is comparatively an objectively poor way to give info

hexed path
#

I finally got asmdefs under control and have functioning nunit editor tests now. It was a journey. Not sure what I went through is really that relevant b/c some of the problems were unique to the fact that I'm pinned to Unity 2020.3. Thanks to the folks that set me off on the right direction over the last few days.

gusty abyss
sly lake
#

Looks like there's no UV information on that mesh

gusty abyss
#

I generated it myself

sly lake
#

Could have the shader work with world space coordinates instead. Might be better if you want all the objects to line up.

gusty abyss
#

I'll just lookup how to add the uvs to the mesh

gusty abyss
#

Thanks

gritty path
#

Hello. Is it possible to either change the image's color(hue) or edit an image that is already imported in unity?

potent geyser
#

In the editor? No, it's not an image program

storm patio
#

you can apply colors multiplicatively on SpriteRenderers/Images though

sly lake
#

Yep, but not the hue.

storm patio
#

would this be possible with shaders?

sly lake
#

Yes

#

I've done this before. Convert the RGB color to HSV, adjust the hue, then back.

potent geyser
#

Creating a pallette shader is a common way to add colour customization to a sprite yeah

sly lake
#

But that's not a sensible way to do image editing. Only sensible if you want that functionality at runtime.

gritty path
#

I want the image to be less saturated but not darker... But don't have photoshop so I want to do it in unity, How can I do this?

sly lake
#

Obtain any other image editor

gritty path
sly lake
#

Just get Krita lol

#

Edit the image. I don't think shaders are what you want.

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Photopea if you can't install anything.

gritty path
#

ok Ill try but I want to know if I do it with shader, the original image doesnt change?

#

Imean it wont save the change?

storm patio
#

it doesn't make changes, it basically makes a new image on the screen

sly lake
#

The shader will apply at runtime. It will run on the user's computer.

gritty path
#

Thanks for replying!

viscid warren
#

btw this is the work camera that doesnt appear in hatchery

near wigeon
sly lake
#

Nah, you can fix this permanently

near wigeon
#

this will focus the object and reset the Clipping plane

viscid warren
#

OMG thank you so much

sly lake
#

Click this icon and set the clipping plane manually

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Then it'll never happen again

viscid warren
#

i already tried this but it didnt work for some reason

sly lake
#

0.01 / 10000 is usually good

viscid warren
#

ok thank you guys appreciate it

sly lake
#

Never understood why they implemented this absolute anti-feature 😅

viscid warren
#

lol

#

i dont even know how does it change

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i never touch camera settings

sly lake
#

Clipping distance is basically the distance within which the camera can show things

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So 0.01 - 10,000 means it can show everything between 1cm from the camera, and 10km

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When you scroll it changes for some reason, so your minimum distance is set to something like 5 meters and everything is cutting off.

glass kraken
#

hi, my player is unable to go through doorways but he should easily get through it, he's really small compared to the entrance size,what's causing this?

plain dagger
#

collider in the way?

vivid cedar
glass kraken
plain dagger
#

during play mode delete/disable the door way, then the wall and see if any make a difference

#

im 95% sure its a collider you dont realise is blocking the doorway

glass kraken
#

guys I'm really sorry, I really tried to do good, but my brain isn't working these days, I simply had a whole box collider for the door way...

surreal lichen
#

How do I fix Error searching for packages?

near wigeon
glass kraken
#

I'm really sorry to have wasted your time, it's so nice from you to have wanted to help me...

surreal lichen
near wigeon
nova hinge
#

HI can any one please help how to subbmit the MOD the cube Chellenge in the subbmision section coz after pasting the link and click to subbmit nothing happenes

unique dirge
#

Stretch-Stretch Anchors Ignored When Parent Resizes (Canvas Scaler)

mystic abyss
#

Is this an issue for anyone?

sly lake
#

Works on my machine

mystic abyss
#

oh, its working again

#

it was like that for a little while

#

somebody at unity HQ probably spilled coffee over something and managed to wipe it up

south arrow
#

Hello

storm patio
tall hearth
balmy kettle
#

eh, don't ask to ask is covered by the !ask command

idle forum
#

hi

#

how do u decompile a game without errors?

#

i need ir for a mod

viral hill
idle forum
#

its not there

#

i don't see it

balmy kettle
#

you would if you actually read what that channel says

viral hill
idle forum
#

ok k

#

i didn't see it

gritty path
#

Hi. Im using custom shader Poiyomi.
And in Flat shading mod, I have to check 'Receive Casted Shadow' to get a shadow like other shaders. Or else the material just glows itself in the dark.
In other shading modes like Texturemap, wrapped, skin... There is also the same option, but I can still get shadow without checking it. Checking it just makes the existing shadow even darker.
I want to know is this because I checked some wrong options or it is how it is
If I turn off the directional light, everything goes black.... But if I turn the light on and make the scene darker, flat material glows. It's on its Max brightness. No emission checked...

onyx flint
#

Hi, i was trying to use the "MouseOnDown" Method to delete a 2d Square and it did not work and I have tried everything. Do you know if its even possible for 2d Objects?
Thank you 🙂

viral hill
gusty abyss
#

I'm actually scared right now

#

I'm translating a shader graph shader to hlsl

#

And all i've done is defined the inputs in the Properties{} block

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And copilot is autocompleting the correct code in the correct order, even though there is NOTHING ANYWHERE that indicates what i'm doing

#

TELL ME THIS ISN'T SCARY

grand matrix
#

yo some kind soul willing to help me solve a thing in Unity Animator?

floral vector
#

❗ Hiya, I'm new to unity and I couldn't find anything about this question online. I am trying to import a unity project file into my project and I can only see the basic scene. I'm not sure if the file is supposed to be this way (I don't think it is, but if there is no fix then I must be wrong) or if I'm doing something obvious wrong. When in game mode the character cannot move although I'm sure it was scripted in the original file - same with audio and assets. Thanks to anyone that can help, sorry again for a (probably) basic question!

vagrant rootBOT
# viral hill !ask

:thinking: Asking Questions

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

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

viral hill
floral vector
viral hill
floral vector
#

Sorry my mistake

viral hill
grand matrix
floral vector
#

All the files were ticked and they are in the asset section in the project files, they are just not placed in the scene and none of the script seems to have imported with it. I don't know if this is stanard or if I did something wrong (thank you for helping me btw)

viral hill
floral vector
#

The unity package file includes a scene and assets, if what i've said sounds like they should be manually set up then I guess I missinterpretted what I should do

viral hill
#

does the scene that came with the package not include what you want?

floral vector
#

it does its ok I think I just misunderstood what I was supposed to do with the file, thank you for your help!

sinful mural
#

Hey I know this isn't a place to ask for work, but I was wondering if there's like a proper forum or place you can see people's portfolios listed? I know this server doesn't do that stuff, but other servers like the blender server and various DAW servers have places for them, I was just curious if there's a place for unity stuff where I could find people lmao

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**

sinful mural
#

Oohh

#

Ty

grand matrix
#

!ask

vagrant rootBOT
# grand matrix !ask

:thinking: Asking Questions

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

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

junior karma
#

I need some assistance

#

my whole city is multiple meshes so I cant put one mesh collider on the whole city

#

is there anyway to put it on the city?

modest meteor
junior karma
#

ill try that rq

#

lagging my pc 1 sec

#

alright ill check if it works its a vr game 1 sec

rigid jetty
#

why my material is missing when i set it to standard?

mild radish
#

b/c standard materials work for BiRP but not URP

viral hill
stuck flower
shadow heron
viral hill
mild radish
#

i do see movement while ur in the air.. you can just use a multiplier in ur equation to pair with the movement that increases when airborne

viral hill
#

also increase your airSpeed value

mild radish
#

movementDir * airSpeed * multiplier

  • if u use 1 as a multiplier nothing changes
  • if u use 2 as a multiplier it'll move twice as fast
#

i like using multipliers in my code when developing.. it makes it quick and easy to adjust a single value to affect an entire system

mild radish
#

movementDir * airSpeed * 1 = movementDir * airSpeed

viral hill
#

oh you mean hardcoded numbers

rigid jetty
mild radish
#

(over-all)

mild radish
#

u want the black transparent?

rigid jetty
mild radish
#

change Surface Type to transparent? im not 💯 sure on the URP workflow

rigid jetty
stuck flower
stuck flower
rigid jetty
rigid jetty
stuck flower
stuck flower
viral hill
rigid jetty
rigid jetty
viral hill
#

what does the actual texture look like in your assets

#

send a screenshot

mild radish
#

its not exact.. but i think thats on the right path..

viral hill
# mild radish

the problem with this is that your texture has no transparency

#

the black parts of the texture itself should be transparent

#

like this

mild radish
#

ayo ☝️ ther ya go.. take the black out of ur image if u can @rigid jetty and you'll have nice and clean transparency
I just grabbed the first "sparks" image i found

viral hill
# rigid jetty

also uncheck alpha is transparency if you are using a png for the texture

rigid jetty
viral hill
#

if it's not supposed to look like that, your mesh is incorrectly setup

mild radish
#

not sure if Unlit would be better for that (not sure how that affects the transparency and stuff)
it'd make the orange pop... it'd be just as bright and vivid as ur texture

viral hill
mild radish
#

ya, im aware.. but an unlit material will be just as vibrant as the source texture

viral hill
#

oh you mean the colors themselves

mild radish
#

yea

#

especially if those are like particles may be desired but then again.. idk.. just spitballing

rigid jetty
viral hill
#

i was talking about the weird shape, i didnt realize there was a problem with the colors at first

rigid jetty
mild radish
#

ya im not sure why the colors got washed out

viral hill
#

try messing around with the settings. like mentioned, try and use the unlit shader and see if that fixes the color problem

mild radish
#

try changing the workflow.. just a suggestion (no clue if it'll make a difference)

#

and ya use an unlit shader just to see as well

#

<unlit - lit>

viral hill
mild radish
#

im honestly not sure why the colors arent the same.. (especially in the preview)

#

i'd be fiddling w/ every little setting possible 😄 lol

rigid jetty
mild radish
#

ahh hah.. i knew it

#

darn 🕷️ bugs

rigid jetty
#

ahaha btw thank you guys i appriciate your help ❤️

viral hill
#

i just realized something... the metallic and smoothness sliders dont start at the same spot... smoothness starts a bit farther out...

mild radish
#

Smoothness: 0.001

viral hill
mild radish
mild radish
viral hill
sly lake
mild radish
#

@viral hill thanks for that.. i'll never unnotice

stuck flower
#

It's a sub-parameter of the Metallic Map, so it's indented slightly

viral hill
stuck flower
#

To indicate a hierarchical structure

mild radish
#

ohhhh...

#

i can live with that

viral hill
#

the letters at the start of metallic and smoothness start at the same spots

stuck flower
mild radish
stuck flower
#

The little bubble thingy is your missing offset

mild radish
#

it actually does check out it seems

#

identical offset on the Baked dropdown from the color above it

shadow heron
mild radish
#

they know what they're doing

viral hill
#

holy moly digi is right. these are the same

mild radish
mild radish
viral hill
#

@stuck flower i apologize for doubting your eminence

viral hill
#

i feel like that would be too harsh of a stop

shadow heron
mild radish
#

ya, so you'll need more than just an X conditional you can probably use magnitudes?

viral hill
#

i would make it so that the relation between slow down speed is correlated to current movement speed in a certain direction

#

high forward movement speed = slow down quickly
low forward movment speed = slow down slowly
(etc. for all other dirs)
probably have a logarithmic growth for how fast the slowdown is

mild radish
#

^ sounds solid to me

uncut ridge
#

but i solve already i changed shader lit URP and dragged texture to albedo normal map and its worked but thank to replythinksmart

#

Whos Hate Shadow Error?UnityChanClever

#

some one sees Update?

viral hill
#

if our solutions didnt work you could always follow up 💔

mild radish
#

SphereRB [Controller]

agile viper
#

Anybody knows how to fix this?

shadow heron
viral hill
#

all good i dont mind

uncut ridge
fleet warren
#

Uhmm does anyone know why my spotlight refuses to work??

uncut ridge
agile viper
fleet warren
#

Urp

uncut ridge
#

hmmm do you change range?

#

the spot light

fleet warren
#

Yeah, and intensity, and multiplier

#

I’m on realtime,

#

And whenever I try to global illuminate it stalls at 45%

little smelt
#

Sorry if this is a bit of a newbie unity question but, I have a two frame idle animation and was wondering how I would increase the time after the second frame because I want it to stay on that frame for a bit before it loops again and I don't know how to increase it. Anyway to fix this or do I just have to add another frame after it?

uncut ridge
fleet warren
#

3d

uncut ridge
#

Try bake? or you can send Screen Shoot by pressing windows+Shift+s

#

and paste chat bar and send me

fleet warren
pure igloo
#

i downloaded the splines package fromt he package manager. i can't see it under either windows or gameobject.

uncut ridge
#

yea i have this problem also i see you use grass texture the material shader is Texture?

mild radish
#

hey, some people honestly don't know

#

always a great skill to have.. ¯_(ツ)_/¯

fleet warren
#

I do know, unfortunately I’m not using my computer for discord

uncut ridge
#

shortly Windows+ Shift+S to Screenshoot

mild radish
#

then you'll level up ⬆️ with Screen-Recordings 👀

mild radish
uncut ridge
south summit
#

GUYS question how can I fix the un crouch in a ceiling problem? Though code like you get stuck on the object ceiling when you try (I wanna replicate it like source engine)

uncut ridge
mild radish
fleet warren
#

Teeny bit confused what that has to do with spot light? My grass textures are working okay

viral hill
mild radish
#

when already crouched -> raycast upwards.... if it hits (in the threshold) -> don't allow standing up

#

if it's clear -> allow standing..

#

-# #noclipping

uncut ridge
#

had problem with Spot light

fleet warren
#

So sorry, usually I deal in blender, I’m hitting the unity learning curve rn

mild radish
#

your replies, and pings, confusing...
not even sure whats going on anymore lol

viral hill
#

No need to look at the lighting section

fleet warren
#

It’s lit

#

Shaded draw mode?

viral hill
#

Yes

fleet warren
#

Yup, it’s enabled, still no light

mild radish
#

can u take a screenshot / pic of ur toolbar along the top?

viral hill
uncut ridge
#

does anyone know this error? how i solve?

plain dagger
#

!input

vagrant rootBOT
# plain dagger !input
How to Set Input

To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling

• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.

uncut ridge
#

i changed both but editor restarts and i look back settings its still stay new

pure igloo
uncut ridge
pure igloo
#

i just set this up, doesn't work out still @viral hill

pure igloo
#

wait what the hell just happened. it started working for god knows what reason

plain dagger
#

!learn

vagrant rootBOT
plain dagger
#

👎 you will need to learn the new system some day

hushed hamlet
#

Fortune favours the bold.

torn galleon
#

Hi. Does anyone know a fix to the floating point error please (other than moving everything closer to the origin, because I don't know how to move the clouds in HDRP the same amount so it doesn't break the illusion every time everything moves back to origin)? Like for example when I get further than 10000 units, stuff start to jitter

hushed hamlet
#

But youll need to do a lot of experimenting

torn galleon
#

oh okay. Thanks

sly lake
torn galleon
sly lake
#

Oh does that work in world space?

torn galleon
#

I think so

#

At least last time I checked lol

torn galleon
south summit
#

i did it before and more pretty easier :/

dreamy snow
#

has anyone faced same issues ? ever since i updated unity to Unity 6... 58f2

inspectir is having trouble drawing basic data that was working before just fine now i cant even inspect my components ..

i get this error

UnityEngine.TextCore.Text.TextHandle.get_textInfo () (at <d8e3b2096d274b1c94df38a9d31469dd>:0)
UnityEngine.UIElements.UITKTextJobSystem+GenerateTextJobData.Execute (System.Int32 index) (at <b2858548e25c4db4bad82249a9cb7b34>:0)
Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[T].Execute (T& jobData, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) (at <25ce29052dfe4e49a635a42f7798806b>:0)

and few other

#
UnityEngine.UIElements.MeshGenerationContext.Begin (UnityEngine.UIElements.UIR.Entry parentEntry, UnityEngine.UIElements.VisualElement ve) (at <b2858548e25c4db4bad82249a9cb7b34>:0)
UnityEngine.UIElements.UITKTextJobSystem.AddDrawEntries (UnityEngine.UIElements.MeshGenerationContext mgc, System.Object _) (at <b2858548e25c4db4bad82249a9cb7b34>:0)
UnityEngine.UIElements.UIR.MeshGenerationDeferrer.Invoke (UnityEngine.UIElements.UIR.MeshGenerationDeferrer+CallbackInfo ci, UnityEngine.UIElements.MeshGenerationContext mgc) (at <b2858548e25c4db4bad82249a9cb7b34>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)``` also this
#

how am i supous to work with this ? 😄

balmy kettle
#

pretty sure that first one was resolved in a later patch, not sure about the second

dreamy snow
#

well attleast somethings fixed so why its not released i dont see any update options within hub ...

balmy kettle
#

have you restarted the hub at any point in the last several weeks? because there have been several patches since that version

dreamy snow
#

ofcs

balmy kettle
#

the most recent being today

dreamy snow
#

multyple times

balmy kettle
#

then show what version you do see

dreamy snow
balmy kettle
#

these are the versions you have already installed. you need to select Install Editor to install a different version

dreamy snow
#

oke lol i thoguht it would show thath thers an aupdate or what not .. wasnt that a thing ?

balmy kettle
#

nope

dreamy snow
#

strange.. well anyways so everytiem a new vrsion coems out i need to reimport all my huge proejct all over again in new version

prisma jackal
#

is there a way to make a project 2 or more people can work on at the same time?

dreamy snow
#

seems kinda ridicolous ..

balmy kettle
vagrant rootBOT
sly lake
#

!vs

vagrant rootBOT
# sly lake !vs
Visual Studio guide

If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:

Visual Studio (Installed via Unity Hub)
Visual Studio (Installed manually)

balmy kettle
dreamy snow
#

ah yeah lol i juust saw unity version control

south summit
fair cove
# prisma jackal is there a way to make a project 2 or more people can work on at the same time?

Keep in mind, that both UVC and git do not allow "same time" the way that Google Docs might allow "same time" editing, you wont for example, see your teammates move a cube in the scene your working on in realtime, but they can make changes, push those changes then you can pull their changed scene into your project almost immediately, but the process to see those changes is a manual "pull" from git

indigo field
#

Hello everyone! im new to unity and game development, how do most people make projects together with a small team of maybe 3-4?

balmy kettle
#

!vc

vagrant rootBOT
# balmy kettle !vc
Using version control in Unity

Unity Version Control

git Git

Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.

dense lance
#

Sup chattt

stuck flower
indigo field
dense lance
fleet warren
#

Yall im still lost on my spot light not working, what am I doing wrong (i know how to take screenshots, im just using discord on my phone)

stuck flower
fair cove
foggy chasm
plain dagger
#

If a light does nothing to an object but works on others its probably the "per object light limit"

stuck flower
#

Have you considered shining the spotlight on an object in-game instead of onto your monitor and expecting anyone to be able to read it

balmy kettle
#

did you know that you are more likely to get help if you make it actually easier to help you by sharing screenshots that are actually legible?

fleet warren
#

Okay yall I get the message

fleet warren
#

Btw if anyone else has this problem, I figured it out, the texture was custom and I hadn’t made it so it could receive light

river stream
tall hearth
mild radish
#

Btw if anyone else has this problem, I figured it out, the texture was custom and I hadn’t made it so it could receive light
erm, no because its the materials that determine if it can receive light or not.. not exactly sure what this means by the texture not being able to receive lighting 🤔

#

unless im just misunderstanding

fleet warren
#

Yes material- I’m sorry I’ve always mixed them up with blender and unity. It’s embarrassing

mild radish
#

which may very well be.. just got finished fighting an alternator and tensioner pully for 3 hours

#

bit delusional

mild radish
#

texture -> material -> shader

fleet warren
#

Yes I realize that’s why I said that I mix them up on both platforms

mild radish
#

hey, atleast you're consistent 😉

fleet warren
#

Exactly- if you’re going to be an idiot, at least full send it

mild radish
#

lmao

sleek forum
#

!code

vagrant rootBOT
fleet warren
#

So sorry yall, I’ve tried a buncha stuff to troubleshoot this and came up with zip. I want a volumetric cone on my spotlight but my script isn’t working? Could I have some help please?

latent lake
#

can someone tell me why i cant edit the 3rd axis of this cube? is it cuz the parent is 2d?

mild radish
#

lol, sounds like something that'd make sense..

mental gale
#

Hello

mild radish
#

if you want 3D objects you'd typically use a regular 3D Transform (empty gameobject) and have it sitting in front of the camera..

if theres issues with clipping and things inside existing geometry you'd want to camera stack... have (1) camera rendering the cube ontop of the other camera rendering the world

copper gust
mental gale
#

Is possible to navigate only inside my content prefab objects?

stuck flower
stuck flower
copper gust
#

what does navigation mean

mental gale
copper gust
#

This sounds like a dumb answer but yes you can do that

#

by programming it to do that

mental gale
mental gale
stuck flower
#

Note that the Navigation value there is a struct property, similar to Vector3, so you can't just do .navigation.selectOnUp = you need to do .navigation = with your values set

fleet warren
stuck flower
vagrant rootBOT
mental gale
fleet warren
shadow heron
#

!Collab

vagrant rootBOT
# shadow heron !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**

icy dock
peak mountain
#

So you pay steam $100 for the chance to give them 30% of your revenue only to find out you cannot make keys to give out to people for 3 weeks only find out after 3 weeks has passed you have to manually request them via a ticket after 3 weeks has passed and if and only if the person who sees your request deems that you actually need those keys will you get them...

#

like am I missing something its kinda wild

#

"No you cannot have keys to the game you are selling we think 10 keys for beta testing is too many" smd

errant salmon
#

Bla-bla-bla

charred fog
#

!mute 1340709490382606416 3d Ignoring warnings. Spam.

vagrant rootBOT
raven crane
formal fulcrum
#

Heyo! Sorry, but I'm sooo desperate.
I want to edit the model for VR chat. But I keep running into this problem.
Some models, when exported to Blender as an FBX file and back to Unity, become either 100 times larger or 100 times smaller. Although visually they are the same size, things like contacts and outline become completely incorrect in size, which is what they were originally. Where am I making a mistake and how can I fix it?
Please help me. 😫

lapis gate
#

Do you just mean the scaling values don't represent the model in unity space? Be sure you're applying the transform values before exporting your model from blender

#

When you import the model, you've also a few more options to modify the unit size

formal fulcrum
#

This my setting for importing

lapis gate
#

What are these outlines? Inverted hull?

formal fulcrum
#

And expotring

#

They just 100 times smaller

lapis gate
#

Click Apply Transform there on the export, or otherwise make sure you ctrl-A your model in object mode

#

I just assume it's a unit issue. Not entirely sure why outlines would extrude different depending on the scaling though

#

Depends on the shader you're using I guess

formal fulcrum
#

It's not just shaders. For example, contacts senders and recivers also.

lapis gate
#

Well, I'd make sure the model you've placed in your Unity scene conforms to a scaling base size of 1 for its full length

formal fulcrum
#

they fully same sizes. Just dk why but meshes receive diffrent scaling. Or something like this

lapis gate
#

Right, but the question is, are the values on this mesh on the transform data '1' in the scene. If not then the units are not being normalized inside of blender via Apply Transform

formal fulcrum
#

I checked it now witch Apply Transform but sadly the same

lapis gate
#

that's the only thing I can think of is a scaling issue. Even though it's odd this shader wouldn't extrude outlines with normalized values yet instead it seems to behaving such that larger units of scaling act more as a multiplier

formal fulcrum
#

Same stuff witch contact Recivers and senders. For example

#

In 100 times smaller

#

I don't understand what to do anymore. 🗿

lapis gate
#

Make a cube in blender -> (S)cale down your model and use the cube (1 meter) as a reference, and center you model at the origin -> in object mode, ctrl + A, Apply Transform (Rotation/Position/Scale)

formal fulcrum
lapis gate
#

You want 1m (file) to 1m (unity) if possible

formal fulcrum
#

Need like 1 cm to 0.01 cm BC most models use same units

lapis gate
#

so if you're saying before exporting the scaling was whack, then modifying the scaling furthermore in blender and importing it probably jumbled a lot of it out

#

but applying the fbx scale in blender and exporting it again will set it to 1:1

#

so if you don't want that you probably need to omit any of the transform options on the exporting

#

not sure, haven't really ran into this type of issue before

formal fulcrum
#

And exactly during export and not import?

lapis gate
#

importing to unity doesn't bake those values. It just modifies whatever values that were applied by exporting it from your model software

#

with that being said, you probably fix your issue by just screwing with the scaling factor there

#

but ideally when you do create your models you do want to normalized all the values

hexed path
#

I'm working on the Unity Courseware for the Certified Programmer test. It's been a roller coaster of ecstasy and frustration. Making some videos, and trying to go through it slowly.

I'll post something I originally saw attributed to Banksy, "When you are tired, rest, don't quit."

formal fulcrum
balmy glen
#

Me gonna soon drop here, using Roblox Studio due to low laptop specs 😭

#

Still, blender is nice!!

sly lake
#

Sir, this is the Unity server

main inlet
sly lake
#

Since terrain doesn't expose any method for overriding mesh generation

main inlet
#

I currently have it set to be low resolution witch gives me the exact look i want aside from the jagged appearance on some edges

#

I tried smoothing but it smooth the entire edge and rounds it

broken grove
#

most some game usually do that

main inlet
#

I might need to just design the mesh to hide it, im using 1 meter modular objects

broken grove
#

Oh right, the problem is how unity triangulate the terrain, the quads are split in the same way

#

I honestly cant find solution for that aside swicthing to regular mesh

lyric spade
#

Hi

#

So I have been assigned a game development project where I have to build a laser puzzle game.
The game idea:
A laser beam is fired from a fixed point, we have to rotate and reposition various mirrors so that the fired laser hits a particular target. Obstacles like walls, blockers and teleporters will be present to make the game a bit more interesting
I am not quite sure on how to go about this project and the tutorials/ csharp that I need to learn for this. It would be great If any experienced person guides me through this, like how do I go about learning this, and avoid the tutorial hell.

(I dont have any prior game development experience)

pearl oyster
#

Go through the Essentials and Junior Programmer pathways in the Unity Learn site. After that you should be able to know what else you need to study to make the game.

#

!learn

vagrant rootBOT
pearl oyster
#

Also if this is a school assignment they should have resources that cover the things that are needed to complete it

lyric spade
#

thanks'

#

Is there a specefic help channel

ivory moat
# lyric spade So I have been assigned a game development project where I have to build a laser...

The unity documentation also has a lot of useful information, the part that helped me get started with C# in particular are some of the example scripts.

If you're going to be working with lasers, one idea to start with is looking at Physics.Raycast, which is a tool for sending a ray from a start point in a certain direction and telling you where it hit something. Documentation is here, for once you have learnt the basics of c#: https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Physics.Raycast.html

lyric spade
#

This is helpful, so i might need more tools like raycast for making the game, will I get to learn about them in the roadmap of uniytlearn (Asking this because this is not like platformer where tutorials are easily available)

ivory moat
# lyric spade Is there a specefic help channel

Most channels in the server are for help, there's a lot of different channels for different types of help. For example #💻┃code-beginner for help with basic code, but you can have a look through and decide which one is most relevant (e.g. if a raycast isn't doing what you want it to probably ask in #⚛️┃physics). Most people will be most able to help with more specific questions.

ivory moat
# lyric spade This is helpful, so i might need more tools like raycast for making the game, wi...

I haven't really looked at unitylearn's roadmap, but there's a few quick guides like setting up the editor that might help you to get started with the editor. But if you want to make a specific type of thing, often there's a page on unity documentation that will tell you how to start. Like if you wanted to make a 2d tilemap you could google unity 2d tilemap and there's a page that shows you how to make one and explains what you can do with it

#

The hardest part is learning c# basics in my opinion

lyric spade
ivory moat
# lyric spade Yep Im on it

If you haven't got a good way to learn the basics, personally I think that https://www.w3schools.com/cs/index.php is maybe a good place to start, since it's a free site that will get you through the basic syntax etc, and I've used some of their stuff to help learn C

#

Just skip over some of the bits that are more related to console input/output as unity has its own systems

light loom
#

hey, just looking for advice
I want to pursue gamedev as a career not just a hobby, it was a hobby for I while
I have knowledge in coding in general and made some really simple non-finished prototypes and a HUGE multiplayer cartoonish physics based FPS game
the problem here is that I have always been learning through random youtube tutorials which never teach good practices in coding or organizing a project
and I just hopped into a HUGE project skipping some base essentials
it didn't matter because it was just a hobby but now it matters

advice on how to continue gamedev properly ?

woeful spear
#

Do I need to click "Save Project" every time I make any change in for example: Create new material, add new animation keyframes etc.? Or add/remove any gameobject in Hierarchy.

#

I do click it often but I'm not sure when it's needed.

#

I press Ctrl + S more often.

deft rock
woeful spear
#

OK. So I wonder when should I use it.

deft rock
#

Closing Unity saves the project (it will prompt to save a scene with unsaved changes).

The only time I"ll use 'save project' is when some data has been changed in a scriptable object and I want to comit it to git while Unity is open

slow dirge
#

From my experience the change would be saved without saving the project or closing the editor. 🤔

deft rock
#

I'll expand on that and say sometimes i'll need to do that

#

Already said about closing

woeful spear
#

I'll probably find about in documentation. I'd read there.

sly lake
#

I do it a lot since I rarely close Unity without crashing 😅

fair cove
# light loom hey, just looking for advice I want to pursue gamedev as a career not just a hob...

I would suggest learning about code patterns and project organization, if you dont already use tools like git and Trello it might be good to look into how they work - some channels I really like for good programming habits are "Infallible Code", "Jason Storey", "Jason Weimann" and "git-amend", I also personally like watching "Terodev" since he has a more comedic approach but still some good habits, and "Code Monkey" also has some really good tips in general

I think practicing code architecture and project organization both in Unity and with github, will be a big help for any sized project, especially if you can get used to using Assembly Definitions and namespaces, and I personally prefer to split my code into generic "Systems" that act as base logic for "Features" to build specific gameplay (this way most of my game is reusable across projects and easy to change later), and I like to use ScriptableObjects as data containers so I dont have to hunt references across prefabs to make balance/design changes, but there are many ways to handle different parts of a project, the most important thing is to have some kind of structure that you can maintain throughout development

wide venture
#

Hello friend, I just uploaded my game to the App Store, but it got flagged for “design spam.” My game’s UI and gameplay are completely different from other games, and I even changed all the UI elements — but the App Store still marks it as design spam. Do you have any solution for this?

mint lake
wide venture
mint lake
naive estuary
#

Does anyone have an idea what's wrong with this character controller? It's getting stuck on diagonal movement by a wall about the size of step distance while going up.

arctic portal
#

i have a working truck. when i drive it on a 3d plane mesh, its drives just like how i want it to. however when i drive it on a terrain (fully flat), it skids a lot for some reason. i assigned the same physics material to both the terrain and the plane but i can still notice a big difference while driving on both. can someone please help?

lapis gate
#

I'd try just increasing the step height parameter and see how that goes

naive estuary
lapis gate
#

This the unity character controller right?

naive estuary
#

my settings

lapis gate
#

I could run you through the hundreds of issues it may be, but I suggest that you just grab KCC off the asset store and just read into that API

naive estuary
lapis gate
#

It's less about it being fancy and more that its sloping just works

sour salmon
#

just asking but how do you fix this

#

it's basically just rendering only when you get close to it

deft rock
#

Probably just need increase the draw distance on the camera - the field is 'far plane' iirc

potent geyser
#

If it's clipping at that range, untouched, then make sure your objects are not massive.

golden patrol
#

Hey guys. Is it normal that UnityHub.exe process is trying to access a folder in the project called ./plastic All the time ? I have no Plastic package installed. Also, since Unity is inside UnityHub, not sure if it's Unity or the Hub who's trying to access it. Any ideas about this?

deft rock
#

plastic is the original name version control system that Unity bought a couple/ few years ago

ocean pumice
deft rock
#

The package name in the PM is 'Unity Version Control' these days - which is included, by default, in every new project, annoyingly

golden patrol
#

I know what Plastic is. But why is UnityHub trying to access it all the time? (It happens while my project hangs during a Domain Reload, btw)

sly lake
#

Should be normal that they try to access it

golden patrol
#

I know what it is. I have nothing like that installed. I have no version control package

sly lake
#

Since it has UVCS integration

deft rock
#

when you create a new project it's auto selected as a cloud project .. I assume that means UVCS

ocean pumice
golden patrol
#

Ok. I'm trying to debug what's causing the hangs every minute

#

Aha . My project is connected to cloud, yep. But I don't use it

deft rock
#

make sure to change that to non-cloud when you create a project

sly lake
#

Cloud projects don't automatically get a VCS repo

golden patrol
#

Yeah. I can't change it now. But I need to solve the problem

ocean pumice
#

But they are in the cloud, which is I guess still somehow hooked into plastic

golden patrol
#

I tried every single fix I found . Nothing worked. I just can't get a hint of what is causing a hang when I enter or exit play mode. (and sometimes when I compile)

#

Could this be affecting the Domain Reload? I don't think so.

deft rock
#

a hang that requires you to kill the task and relaunch ?

golden patrol
#

But it's funny it's the only thing that shows up in Process Monitor , Trying to find the .plastic folder without success, and accessing Registry keys. all the time...

golden patrol
#

I've tried all methods I found.

deft rock
#

is the VCS package still imported in the project ?

golden patrol
#

Also funny that when I disable Burst Compilation, I still get threads doing Burst compilation during the hang (when I stop using Visual Studio)

deft rock
golden patrol
#
  • Upgrading to latest LTS Unity (2022.3.62f3) doesn't work.
#
  • Remove all version control related packages
#
  • No antivirus. Native one ignores unity also
  • Enabling Burst Logs on start to get additional info, nothing there
  • Enabling Diagnostics -> Core -> Debug logs. Nothing added that looks important
tall hearth
deft rock
#

doing it as 1 msg would be best 😄

golden patrol
#

Ah. yeah 🤷‍♀️ sorry

#

To be honest wasn't expecting to get any answer here. XD thank you

#

I added all in the same place

golden patrol
#

Why is Burst compiling (has threads doing something) when Burst is disabled? that's weird

#

Also nobody else working with me has the same problem. It's just me (apparently)

deft rock
#

I'm all out of ideas tbh .. if by the end of discussion here there's no solution, I'd suggest posting on the forums would be a better idea. In the hub section -- assuming you haven't already

#

Hub devs may reply there, they definitely won't here

golden patrol
#

I have a forum thread, I hope somebody helps me there. There's somebody from Unity answering at least.

#

It's not in the hub, the process monitor assumes it's the hub, but it's unity.

#

It's the parent process.

#

Maybe I should start the project without the hub 🤷‍♀️

#

oh... so there's no way to open Unity but using the hub?

#

It's been a while since I don't try this

#

Ehm. Is it a problem that unity projects are stored on a different SSD drive than the Unity installation (and C:) ? In terms of speed and all that

elder ember
#

Can i use unity effect to unreal engine

tall hearth
tall hearth
sly lake
broken grove
#

But iirc you still need hub to activate unity

sly lake
#

You can generate an offline license file

golden patrol
sly lake
#

Might be a pro only feature thinkies

elder ember
balmy kettle
#

as with everything. check the license

sly lake
#

Though the particle effects themselves are Unity-specific

#

But you can use the textures if you want.

tall hearth
elder ember
#

i could use meshs

sly lake
#

Yeah, there's bound to be useable stuff in there but you'll have to recreate the effects in Niagara.

tall hearth
#

You really plan to spend 165 cad on an asset you wont even get the full use of?

strong fable
#

how do I spawn a camera and write the world normals of everything that camera sees to a rendertexture? I've read about RenderWithShader and it apparently isnt supported in urp and I have no idea how else to achieve this.

pure igloo
#

i created a spline, but the problem is that the enemy sometimes, appears to be out of the path (like in the picture). i wanna know how i can see both the object and the spline at the same time, so that i can resolve the spline positions

potent geyser
#

If it's just for debugging purposes, use a Debug.DrawLine and iterate through the spline connecting lines along the way. Or if it's something you want to see as an object, the spline component has a SplineExtrude component you can add just to quickly visualize where it is.

pure igloo
dire spindle
#

i cant understand and write a code about objectpooling for my game no matter what i try should i just give up on this game

pure igloo
potent geyser
#

Why would you put the spline extrude component on the duck? Put it on the spline

sly lake
dire spindle
# sly lake Object pooling is just creating objects in advance, so that you can retrieve the...

ik but i need it in some complicated way. I'm making a bullet hell game, and for example, if 1500 enemies are coming in wave 40, I need to send them in 10 groups of up to 150 enemies each, and when they're all gone, the wave will advance. But I've watched a bunch of tutorials and looked at the documentation, and I still don't understand anything. I wanted the AI to do it, but even that couldn't manage it.

sly lake
#

Maybe pick up a simpler project then

strong fable
potent geyser
#

The fact you have to send 10 groups of 150 enemies each has nothing to do with preventing you from doing object pooling in a basic way