#💻┃unity-talk
1 messages · Page 16 of 1
With a debug.Log
(we'd also need code)
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
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
You can put it on another object and then manually assign a mesh, but then the position/rotation/scale may be wrong
how can I make a total mesh?
like this is the whole door, I don't want to be moving pieces by pieces
or maybe I should make a box collider instead to make it simpler
a box collider ignores the problem, it doesn't simplify it
where is your meshrenderer and meshfilter for this door
ohh yea fuck
A box collider is appropriate if you just want to hit the door itself
I've animated the whole door frame + door
and don't care about separately hitting, say, the handle
I'm so dumb today man, I'm sick$
That's reasonable. In that case, I would put a Box Collider on the part that moves
You can still use a mesh collider for the doorframe
(or just use mesh colliders everywhere; it doesn't matter that much)
to be honest,I'll make new animation clips and restart from zero, moving the whole thing would be weird no?
I see nothing wrong with putting the animator on the entire door + frame
you'll just be animating the door's rotation
Sometimes I would like to jump back to unity 5... things was so simple at time 😅
nothing we're talking about has changed since then :p
I tend to put animators one parent above stuff, makes it slightly nicer to swap stuff out sometimes
yeah, put it on the top-level object
- Doorway <-- animator
- Frame <-- collider
- Door <-- collider you raycast onto
TopLogicController
Animation
AnimationControlledStuff
just me tho
I can't light up the scene and I can't understand why.... I will have to start a new scene and try to understand what is going on
ah, you're talking about your lighting issue
yes I do
Show the inspector for one of your lights.
The light gets "eated" by some parameters... so the spot is working just if it is very very close the objects
Ahhh NEAR PLANE!!!! 😂
The spotlight is getting blocked by the street light
Pushing the near plane out will prevent that
The near plane is how close you can get to the light before you no longer appear in its shadow map
Note that this won't help at all with baked lighting
so you may want to just move the spotlight down
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 😕
hi guys, i imported a mesh in unity with the material but for some reason i can't edit it, im missing something?
What kind of editing are you trying to do?
You have to "extract it", because catually it's packed in the fbx and so it's readonly
you can clone (copy) it to be "quick" 🙂
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
i need to change the texture linear interpolation and add the alpha map
iirc theres remapping options in the fbx import settings too?
right so you want to change the material, or use a different material
YOu can do it as mentioned
and yeah you can change the fbx settings to make copies of the materials on import which you can then edit if you wish
so wait if i understood correctly i have make a new version for each material/texture for each object?
in order to change the settings
nah you dont even need copies i dont think, eg.
i could be wrong
When creating animations for a game (eg, reloading a gun), are they typically created in the modelling program (eg, Blender) or in Unity?
If you want different materials you must make different materials
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
understood thank you, but there is a way to make everything already set when i export the assets from blender or i have to do always this process?
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)
and does the PlayerInputRouter component have a method called OnMove?
yes
you're using the SendMessage option on the PlayerInput component, right? because your method's parameter type is wrong for that
ahhh okay okay and yes, following some tutorials i actually like edited the original PlayerInputRouter and stuff so it's rough stuff
Why is that?
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
Because Unity isn't a 3D modeling program
It’s not good at it
i got it to work thank you for pointing that out, thank you very much... also i think a larger issue is that i have a Layer between the Player and the Character (for reasons) but yeah and i think this tutorial was like keeping things from me a little bit
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
this shader?
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
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
does the player also have a NavMeshAgent?
if so, they're trying to avoid overlapping with the player
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
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
Why doesnt it work
!logs 👇 check the logs to find out why 👇
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
There are quite a few ways for these to be still be referenced. It can be a bit confusing...
Do you have anything in the Nonlinear Animation editor?
Note that if you can't figure this out on the Blender side, you can just tell Unity to not import animations
either by completely disabling animation importing, or by just deleting individual items from that list
Blender keeps track of exactly how many times each data-block is being referenced, but I'm not aware of a way to get a list of these references
which .log?
the hub logs
I dont have such
that's probably because you're looking in the wrong location. i said the hub logs, not editor logs
which one is for the hub?
##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?
where did you find that
"C:\Users\MyUser\AppData\Local\Unity\Editor\Editor.log"
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
I did
1.the %appdata% leads me to C:\Users\MyUser\AppData\Local
2. from there, I go to C:\Users\MyUser\AppData\Local\Unity
3. now to C:\Users\MyUser\AppData\Local\Unity\Editor
4. then open this "C:\Users\MyUser\AppData\Local\Unity\Editor\Editor.log"
5. Find the snippet I pasted
remember how in grade school your teachers told you to read all of the instructions before beginning? try that real quick.
ah, mb
2023-02-20 14:49:45.115 UTC [LaunchProcess] Launching process with arguments: "C:\Program Files\Unity\Hub\Editor\2021.3.16f1\Editor\Unity.exe" "--projectPath" "C:\Users\username\Documents\UnityProjects\MyProject"
Error: ENOENT (no such file or directory)
Process exited with code 1.
2023-02-20 14:49:45.115 UTC [LaunchProcess] Launch failed.
that is attempting to open the project. you need to look at where it's trying to create it
C:\Users\MyUser\MathCore
idk what you mean where its trying to create it, so I give you the location I set it to create the solution
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.
a, ok, wait a sec
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)
it seems very weird to be creating the project inside of AppData
(especially when the location was supposed to be right inside of the C: drive
i wonder if it's unable to write files directly into C:\
okay, what do I do?
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
||(thx for the help!)||
I am going to dissasemble the PC with a crowbar
now check the logs again and see what it is currently saying is going wrong
ENOENT: no such file or directory 'C:\Program Files\Unity\Hub\Editor\2021.3.16f1\Editor\Unity.exe'
ENOENT: no such file or directory 'C:\Program Files\Unity\Hub\Editor\2021.3.16f1\Editor\Unity.exe'
ENOENT: no such file or directory 'C:\Program Files\Unity\Hub\Editor\2021.3.16f1\Editor\Unity.exe'
@gray frigate I knew it my light issue was about RealToon shader, I've fixed it by editing "Light Falloff softness 😅👍
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)
Follow this file path: 'C:\Program Files\Unity\Hub\Editor\2021.3.16f1\Editor\Unity.exe'
Have you got a Unity.exe ?
no, furthest I can go is C:\Program Files\Unity\Hub\Editor\2021.3.16f1\Editor\Unity.exe
👋 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 😅
That's the same file path
Does it work to open Unity.exe ?
C:\Program Files\Unity\Hub\Editor\2021.3.16f1*
there is no Editor folder there?
Ah, that's probs the problem then. You seem to have a half installed Unity
and inside I have only a
no
You’ll wanna look at Addressables and AssetBundles
You have to install unity using the Unity hub
wait, isnt it installed along the hub?
I don't think so
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
but also it does not install automatically when you install the hub
... bro
wtf
(no offense, thx guys!)
Can you imagine it steam installed all your games when you installed it 😛
uh... yeah, it did
like, I bought a game, then downloaded steam, and it automatically started the download
i do not believe that is the case
btw, do I have to install Visual Studio 2022 again?
or can i use my alkready downloaded one?
You can definitely have multiple scenes loaded at once, but you'll need to do some extra work to give them separate physics scenes
(otherwise, they'll all be interacting with each other)
you can also render a specific scene with a camera
not if it is already installed, but you can leave that checked and it won't install a second instance if one is detected
Thanks, it was a limitation I hit in godot where I could not contain a sub scene from making changes to my root.
I haven't actually made a game that uses this before, but I've poked at it a little
The big thing is that you cannot load new assemblies (so, entirely new code) through Addressables/AssetBundles
I presume there's some way to load custom code at runtime (basically the same as loading mods), but that sounds frightening
everytime i try to press anything on this specific transition unity does errors
tried restarting the editor?
yes
can you expand the bottom half of the console a bit? i want to see more of the stack trace
kinda smells like corruption of the imported asset to me
so i need to reimport my character
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"
this makes Unity throw out the imported data and do it again
(this will not break references)
i reimported him and he still cannot change the transition
If you make a new transition between the same states, does the same problem happen?
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
weeeeird
I'm not sure the transition itself could even be "broken"
Via Assembly Injection yeah, my Custom content api for lethal company uses harmony to inject my code then dynamically finds and loads assetbundles to import people’s content
https://paste.ofcode.org/psG53awizPxGSqHdFskPWu here's the door script, I call OpenDoor() function when the player interacts with the door
Generally easier to handcraft many generic kinda nodes (as monobehaviours) that exist in the basegame but custom stuff can use
Hey lovelies!, if anyone is free i could use some help in something in unity, been trying for hours and no solution
!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
dont ask to ask, just ask
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
maybe this will help? https://docs.unity3d.com/6000.4/Documentation/Manual/terrain-Grass.html
Why Is my editor far away? 😭 it was normal 5 minutes ago
click on the "Iso" on the top right
Still the same, but appreciate the effort
hi, could someone help me with this please
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
What version of Unity and the AI assistant are you using?
I'd recommend starting with upgrading to the latest versions of all Unity packages in the package manager and deleting your library folder
i tried deleting library didnt workout im using 6000.2.10f1 and the pre release assistant i guess
I'd recommend starting with upgrading to the latest versions of all Unity packages in the package manager
my version control is not up to date could that be the reason
i updated should i delete the library again?
ive no idea
ok probably part of Unity then
about the ui
Use #🏆┃daily-win or #1180170818983051344
ok
@wanton sky dude this game is hard what is your highest score as the dev
10-12 ig 😅
You tried it?
whats the program name in player settings? I forget if desktop platforms have that option
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?
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
what was it
is unity good at all for 2d horror stuff (think: fnaf)? or would it be better to use some other software?
(fnaf is 3d)
Its 3d rendered as 2d with weird tricks so no its a 2d game
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
is there a way to fix these errors
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
You learn something new every day
Okay followup, I also can't add any new components, like at all 😬
any compiler errors?
im not even sure what it is i want to do
i just know the result i need
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
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!! :>>
Brushstrokes is not a thing in unity(or anywhere outside blender really). You'll need to bake them into meshes and textures if you want to use them outside blender.
oohhh i see how do i bake them into meshes and textures??
No clue. That's a question for blender discord.
ohh i see thank you!!
This is a unity server not a social space.
Maybe also look in the beldner documentation
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
Are we talking about saving during runtime? Because i don't see how you would save a whole scene outside editor/editing time.
yeah during runtime
i mean the scene is in memory you would just have to copy it
in theory
That's not how it works. In memory you have a lot of references that point to addresses in memory. The next session every address is gonna be different and you're gonna nuke your pc(not really, but it's not gonna work).
That's why serialization is a thing.
it doesnt need to save between sessions
i mean i get its complicated
i just thought it was worth a shot lol
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
yeah
i still feel like it might work some of the time if it didn’t call the disable methods
cuz the instantiate method is a pretty decent gameobject copier
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
i know animators get reset when you enable them so maybe it doesn’t copy that data at all
But what are you gonna do with that scene after that? I thought you wanted to save it..?
Instantiate would always call awake on the new object.
no as I said it just needs to be saved as a state to load back up in the same session
So something like a snapshot of the scene..?
yes
maybe not useful enough to be worth making now that I think about it but would be very helpful for making our trailer
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.
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
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
I’m not seeking a job or collaboration. I’m looking for support
No you are looking for a collaborator
I’m literally not. I’m looking for someone to help support me not someone to work with me
Big difference
That’s like a business partner and teacher
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
Idk hope this helps
no owo allowed
If you don't know maybe don't waste someone's time?
Is it an older unity editor? Try manually launching the editor and see if its their licensing thing.
But i mostly see that in 2018 and earlier
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.
damn, chill
he did help me with my mood
lmao
just a squor
it wont even create the folder when i restart unity it says project not found 2021.16.3f1
nvm
went on my old unity acc and it worked
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?
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?
It's explained here: https://docs.unity3d.com/Packages/com.unity.inputsystem@1.15/manual/index.html
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
It really varies from studio to studio tbh. Unusually its smaller teams. Its not uncommon to be the only developer on a VR project. General knowledge is ideal. Understanding animation systems, input systems all the obvious stuff.
Learning android build pipelines, how manifest files work, and the "General rules" of a good VR experience is helpful.
Are there some specific skill sets which studios and companies demanding right now
Not so much around the studios I know. Its more generalists in demand in XR
As a fresher I have knowledge of creating apps but if I want to learn how senior level architects develop apps
I am also in XR development
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
studios want people who can make stuff happen following the established conventions of the studio and the ability to fill in gaps in specs and to ask questions where unsure. Specific skills are irrelevant, key is to be able to acquire new skills quickly, which usually means there is a solid foundation of theoretical knowledge.
More eloquently said 😄
If I ask you to suggest the tech which is in demand right now if you are in my place to start with
also understand that for every applicant that "can make stuff happen", there are at least 10 who are just wasting your time.
Id start with the things I mentioned... Unity and XR Toolkit. Get familiar with the latest XRTK but older ones as well. Android build pipelines. Animation pipelines. Spatial audio plugins (the best one ive found is a discontinued google one but damn its handy). But dont be surprised if the studios using Unity 2019 and the VRTK or SteamVR still for some reason.
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.
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.
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.
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?
no
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
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
!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**
thank you
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.
What problems?
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.
you'll have to get a whole lot more specific
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?
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
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
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
Please create a thread for a game design topic here.
where?
In this channel. See the channel description.
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
@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
: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
Layers
I am painting the tiles on the same tile palette so they should be in the same layer
Something you should be explaining in #🖼️┃2d-tools
I was just responding to @noble harness 😭 I posted in 2d-tools 2 days ago and havent got a response
So add proper details to your question there
Pictures say or explain nothing about your setup.
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?
Did you update to latest minor version?
I was on 6000.2.5f1, and updated my project to 6000.2.10f1
You've also ignored the questions that were asked of you there and just reposted the picture later.
Maybe start with answering those in the channel.
You should try deconstructing your setup to figure out what exactly causing it. Is it just the simple element causing it or something else getting executed?
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 🫡
They pinged you with it as well #🖼️┃2d-tools message
Let me screen record the issue for you
You should post it in #🧰┃ui-toolkit with the full problem description.
Will do
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"
@polar talon !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**
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
just ask your question, odds are someone will reply
i need to screen share
i added character to my terrein it didnt orked it gave me laways tps error
you can send screenshots or use text, screenshare is usually more trouble than it's worth
then i deleted created 3d object but it falling of from the ground not landing
what error?
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)
i tried every solution and explaining one by one again will take so much time
well a null reference exception means you're trying to reference an object that is null (aka not assigned/destroyed), show your script (around the line 209)
i didnt created any scripts
then check you've assigned everything in the inspector correctly
the problem was about i have player capsule
at isnpector i did everything correctly but wasd didnt worked
w,a,s,d, move i mean
"didn't work" isn't specific enough to troubleshoot
and then i changed handling to new
do you have a time for screenshare?
i guess if it has to be screenshare, sure
i'm not sure if this server has any voice channels though?
ill take a look real wuick
screensharing is heavily discouraged, it is comparatively an objectively poor way to give info
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.
Why is my mesh either all black or all white? Could the UVs be broken somehow?
Looks like there's no UV information on that mesh
I generated it myself
Could have the shader work with world space coordinates instead. Might be better if you want all the objects to line up.
I'll just lookup how to add the uvs to the mesh
Actually that sounds like a good idea
Thanks
Hello. Is it possible to either change the image's color(hue) or edit an image that is already imported in unity?
In the editor? No, it's not an image program
you can apply colors multiplicatively on SpriteRenderers/Images though
Yep, but not the hue.
would this be possible with shaders?
Creating a pallette shader is a common way to add colour customization to a sprite yeah
But that's not a sensible way to do image editing. Only sensible if you want that functionality at runtime.
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?
Obtain any other image editor
How to convert the RGB to HSV in unity?
Just get Krita lol
Edit the image. I don't think shaders are what you want.
Photopea if you can't install anything.
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?
it doesn't make changes, it basically makes a new image on the screen
The shader will apply at runtime. It will run on the user's computer.
Thanks for replying!
cna someone help me whit this problem in work mode
btw this is the work camera that doesnt appear in hatchery
select and object and press F
Nah, you can fix this permanently
this will focus the object and reset the Clipping plane
OMG thank you so much
i already tried this but it didnt work for some reason
0.01 / 10000 is usually good
ok thank you guys appreciate it
Never understood why they implemented this absolute anti-feature 😅
Clipping distance is basically the distance within which the camera can show things
So 0.01 - 10,000 means it can show everything between 1cm from the camera, and 10km
When you scroll it changes for some reason, so your minimum distance is set to something like 5 meters and everything is cutting off.
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?
collider in the way?
show the collider for the wall and door
no
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
convex wall collider?
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...
How do I fix Error searching for packages?
which error ?
I'm really sorry to have wasted your time, it's so nice from you to have wanted to help me...
changed it to mesh collider
yes..
In Unity, [Package Manager Window] Error searching for packages is the error I keep getting.
Thank you
also make sure you're signed in, and if you are try logging out and logging in hub
I’m definitely signed in.
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
Stretch-Stretch Anchors Ignored When Parent Resizes (Canvas Scaler)
Is this an issue for anyone?
Works on my machine
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
Hello
hi, this is not a social space
https://nohello.net
Should petition for the unity bot to have commands for "no hello" and "dont ask to ask"
eh, don't ask to ask is covered by the !ask command
but you can always suggest new commands in #1161868835423526933
modding talk isnt allowed here. read the #📖┃code-of-conduct
you would if you actually read what that channel says
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...
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 🙂
share your code in #💻┃code-beginner . also, attempt to debug if you havent already
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
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
yo some kind soul willing to help me solve a thing in Unity Animator?
❗ 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!
!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
what is the file type that you are trying to import, and how are you importing it
A unity project file and I imported it in assets -> import package -> custom package
there is no such thing as a unity project file. what is the actual file type
Unity package file (.unitypackage)
Sorry my mistake
after you imported it, were any new files created? did you check that all files were imported?
tyy
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)
did a scene come with the package itself? if not, then you will have to setup everything manually yourself
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
does the scene that came with the package not include what you want?
it does its ok I think I just misunderstood what I was supposed to do with the file, thank you for your help!
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
!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**
!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
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?
select all the meshes and then add a mesh collider
ill try that rq
lagging my pc 1 sec
alright ill check if it works its a vr game 1 sec
why my material is missing when i set it to standard?
b/c standard materials work for BiRP but not URP
are you using the birp pipeline?
Pink means shader error. Shader error usually means you're using a shader incompatible with your current render pipeline
When moving in one direction and then moving to another direction how can I make it a bit faster? and when I jump I can't really move anywhere. any ideas?
Script: https://paste.ofcode.org/AzZQR6skZScnvEmEQbnKm3
cancel out sideways velocity if you press an input that is opposite of the dir that you are already moving in
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
also increase your airSpeed value
movementDir * airSpeed * multiplier
- if u use
1as a multiplier nothing changes - if u use
2as 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
wdym by 1 and 2?
movementDir * airSpeed * 1 = movementDir * airSpeed
oh you mean hardcoded numbers
oh i see im using universal 3d pipeline, but i was wondering then for some reason when i use this pipeline, it doesn't work with my material and texture alpha clip don't work always
just for testing ya.. but it'll make it nice and quick to iterate to see what types of values you're hunting for
(over-all)
its just black
u want the black transparent?
yes
change Surface Type to transparent? im not 💯 sure on the URP workflow
it just makes everything trasparent
You would need to use a material that is compatible with your chosen render pipeline, in this case, URP
Lower your threshold
and which i should chose and even if i want to change pipeline because that's is for a assetpack
did but no results
Anything in the Universal Render Pipeline folder should work
Then your texture does not seem to have any alpha below 1
check the texture settings
i used this one
i mean i tried rn
its not exact.. but i think thats on the right path..
the problem with this is that your texture has no transparency
the black parts of the texture itself should be transparent
like this
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
also uncheck alpha is transparency if you are using a png for the texture
infact i tried that rn but for somereason it changed the color
yes is png
this happens
if it's not supposed to look like that, your mesh is incorrectly setup
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
it's not, it doesn't. unlit only affects lighting
ya, im aware.. but an unlit material will be just as vibrant as the source texture
oh you mean the colors themselves
yea
especially if those are like particles may be desired but then again.. idk.. just spitballing
wdym? before i removed the black, the color was correct
i was talking about the weird shape, i didnt realize there was a problem with the colors at first
like here
oh i see
ya im not sure why the colors got washed out
try messing around with the settings. like mentioned, try and use the unlit shader and see if that fixes the color problem
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>
i dont think it'll change anything since metallic is already set to 0. i could be wrong tho
im honestly not sure why the colors arent the same.. (especially in the preview)
i'd be fiddling w/ every little setting possible 😄 lol
i fixed it it was a bug and idk why it happed xD
ahaha btw thank you guys i appriciate your help ❤️
i just realized something... the metallic and smoothness sliders dont start at the same spot... smoothness starts a bit farther out...
no problem 👍
Smoothness: 0.001
just tried setting it to 0 manually and it's still not the same 😔
for reference.. where does material issues go now-a-days?
#🔀┃art-asset-workflow ?
unuseable! 😅 (╯°□°)╯︵ ┻━┻
yeah i believe so
literally unplayable
That's it, I'm switching to Torque3D
@viral hill thanks for that.. i'll never unnotice
It's a sub-parameter of the Metallic Map, so it's indented slightly
hey, i cant suffer alone
To indicate a hierarchical structure
i doubt it is purposefully indented like 3 pixels
the letters at the start of metallic and smoothness start at the same spots
Not purposfully that exact ammount, but the indentation at the front gives it slightly less space to fill out the same slider
2* but i get the idea 😈 (or is that 3...) meh doesn't matter.. (im not going to fire up my older versions and see if its the same)
curiousity and 🐈 s and what-not
Metallic also has a texture field, which is slightly smaller than the amount of indentation
The little bubble thingy is your missing offset
it actually does check out it seems
identical offset on the Baked dropdown from the color above it
would it be something like this?
if ((currentInput.x > 0 && rb.linearVelocity.x < 0) ||
(currentInput.x < 0 && rb.linearVelocity.x > 0))
{
Vector3 vel = rb.linearVelocity;
vel.x = 0;
rb.linearVelocity = vel;
}
they know what they're doing
holy moly digi is right. these are the same
ur ball can move in 3 dimensions tho right?
you learn something new everyday
@stuck flower i apologize for doubting your eminence
i wouldnt set it to 0 like that
i feel like that would be too harsh of a stop
My ball can move in any direction so in all directions if I move in another direction I don't want moving to another direction to be slow
ya, so you'll need more than just an X conditional you can probably use magnitudes?
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
^ sounds solid to me
yea i used this
but i solve already i changed shader lit URP and dragged texture to albedo normal map and its worked but thank to reply
Whos Hate Shadow Error?
some one sees Update?
lmao i randomly got your reddit post recommended to me https://www.reddit.com/r/Unity3D/comments/1opati4/coding_help_needed/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
if our solutions didnt work you could always follow up 💔
SphereRB [Controller]
Anybody knows how to fix this?
LMAO that's crazy. nah your solution probably would work just confused on how I would do it. didn't want to keep bothering you so I just asked in reddit ❤️
all good i dont mind
i have Missing Behaviour Error Too😭
Uhmm does anyone know why my spotlight refuses to work??
did you Use URP or HDRP?
Looks like i'm not alone
Urp
Yeah, and intensity, and multiplier
I’m on realtime,
And whenever I try to global illuminate it stalls at 45%
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?
in 3 D project or 2 d?
3d
Try bake? or you can send Screen Shoot by pressing windows+Shift+s
and paste chat bar and send me
i downloaded the splines package fromt he package manager. i can't see it under either windows or gameobject.
yea i have this problem also i see you use grass texture the material shader is Texture?
hey, some people honestly don't know
always a great skill to have.. ¯_(ツ)_/¯
I do know, unfortunately I’m not using my computer for discord
shortly Windows+ Shift+S to Screenshoot
then you'll level up ⬆️ with Screen-Recordings 👀
ahh okay.. just checking... (thats the general comment I see)
i tell this RoseEelgood change this to Lit And drag your grass texture too albedo map
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)
here
you use something like a groundCheck but inverted...
Teeny bit confused what that has to do with spot light? My grass textures are working okay
Cast a ray cast upwards to see if there is a ceiling close by
when already crouched -> raycast upwards.... if it hits (in the threshold) -> don't allow standing up
if it's clear -> allow standing..
-# #noclipping
Can u help @fleet warren
had problem with Spot light
So sorry, usually I deal in blender, I’m hitting the unity learning curve rn
your replies, and pings, confusing...
not even sure whats going on anymore lol
hang-on tight
Your lighting is disabled in your scene view probably
No need to look at the lighting section
Yes
Yup, it’s enabled, still no light
can u take a screenshot / pic of ur toolbar along the top?
check the pipeline asset itself
does anyone know this error? how i solve?
!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.
i changed both but editor restarts and i look back settings its still stay new
why the hell is the duck rotated when i start the spline animation
did you use rotate Y axis?
what?
wait what the hell just happened. it started working for god knows what reason
You want to learn the new system so ditch the tutorial you are on currently and try something newer or from unity
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
i solved bro
👎 you will need to learn the new system some day
Fortune favours the bold.
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
Its kind of like asking how to make 10 + 10 equal 30...
Your choices are quite limited with Unity in that regard. Floating point origin. Maybe using something like DOTS to replace transform floats with doubles.
But youll need to do a lot of experimenting
oh okay. Thanks
Pretty sure the clouds just have an offset parameter somewhere
yeah but they like have some kind of "ghosting" when they move. I think is because of how unity renders clouds, like they don't calculate every pixel every frame, they like accumulate the calculations of the pixels
Oh does that work in world space?
Well I am not using a cloud map offset but I think this is the same when using the Simple Cloud Control mode, but there it can be seen the ghosting effect I mentioned😅
ok and to you @mild radish i will send the code 👀
i did it before and more pretty easier :/
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 ? 😄
pretty sure that first one was resolved in a later patch, not sure about the second
well attleast somethings fixed so why its not released i dont see any update options within hub ...
have you restarted the hub at any point in the last several weeks? because there have been several patches since that version
ofcs
the most recent being today
multyple times
then show what version you do see
these are the versions you have already installed. you need to select Install Editor to install a different version
oke lol i thoguht it would show thath thers an aupdate or what not .. wasnt that a thing ?
nope
strange.. well anyways so everytiem a new vrsion coems out i need to reimport all my huge proejct all over again in new version
is there a way to make a project 2 or more people can work on at the same time?
seems kinda ridicolous ..
you aren't required to update every patch, you just really need to do it when something that affects you is fixed. like this issue that is affecting you.
!vc 👇
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
or git
!vs
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)
you might notice that git was one of the two options mentioned in the bot embed
ah yeah lol i juust saw unity version control
this still has not the detection 😭
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
Hello everyone! im new to unity and game development, how do most people make projects together with a small team of maybe 3-4?
!vc
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
Sup chattt
ahh i see thank you
Aight
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)
(You could take the screenshot on your PC, send it to yourself on Discord and upload it from your phone if you prefer)
ngl i have same problem for 2d as well
If a light does nothing to an object but works on others its probably the "per object light limit"
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
Hilarious
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?
Okay yall I get the message
Thank you, I’ll do that next time
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
Never forget to test with real bricks xP
https://www.youtube.com/shorts/IQiAphdOOys
💻 Developers Testing VS Testers Testing⚔️
Who’s really got the edge? 😏
If you’re Team Tester (or Team Dev)...
TAG your QA/Dev duo! 👇
#techshorts
Video should be changed, fake brick = dev testing, "real" brick = tester, Real brick is the player.
(Though this isnt a social server so my bad)
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
Yes material- I’m sorry I’ve always mixed them up with blender and unity. It’s embarrassing
which may very well be.. just got finished fighting an alternator and tensioner pully for 3 hours
bit delusional
Blender calls them materials too.
nah thats fine.. gotta get used to the terminology some way or another
texture -> material -> shader
Yes I realize that’s why I said that I mix them up on both platforms
hey, atleast you're consistent 😉
Exactly- if you’re going to be an idiot, at least full send it
lmao
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
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?
can someone tell me why i cant edit the 3rd axis of this cube? is it cuz the parent is 2d?
lol, sounds like something that'd make sense..
Hello
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
iirc the rect tool picks the two axis most predominant in your view since its a 2d tool in nature, you might need to adjust your viewport camera or use the scale tool
Is possible to navigate only inside my content prefab objects?
Because you're using the 2D rect tool
What does the Volumetric Spotlight script do
This question would have to be more specific
what does navigation mean
As example
My ArrowKeys only Select the objects inside
Actually are navigate between the menus too :/
I'm dumb
Don't worry xD
I'm thinking about how to do this, but I cannot reach at an answer :/
Using the UI Selectable navigation? You'll need to set the associations as you spawn them.
https://docs.unity3d.com/2019.1/Documentation/ScriptReference/UI.Selectable-navigation.html
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
Adds a volumetric cone to my spotlight using its cone parameters, then it reflects the light using the volume
Okay, but, how. You should probably share the !code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
Hm... Maybe can works
I'll try
Thank you
Oh wait, I figured it out I’m so sorry yall
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oh thanks
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
Bla-bla-bla
!mute 1340709490382606416 3d Ignoring warnings. Spam.
@mr_alex.007 muted
Reason: Ignoring warnings. Spam.
Duration: 3 days
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. 😫
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
For Example here the same model after Importing and exporting from unity
This my setting for importing
What are these outlines? Inverted hull?
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
It's not just shaders. For example, contacts senders and recivers also.
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
they fully same sizes. Just dk why but meshes receive diffrent scaling. Or something like this
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
I checked it now witch Apply Transform but sadly the same
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
Same stuff witch contact Recivers and senders. For example
In 100 times smaller
I don't understand what to do anymore. 🗿
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)
If issue still persists, try posting your problem in #🔀┃art-asset-workflow
Found something more. After exporting back to unity. Covert units change to 1m
You want 1m (file) to 1m (unity) if possible
Need like 1 cm to 0.01 cm BC most models use same units
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
And exactly during export and not import?
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
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."
Pheww thank you found right combination.
In apply Scalings place "All Local"
Looks like Apply unit check box also influences something in the future, but apparently I'll find out later. ))
Me gonna soon drop here, using Roblox Studio due to low laptop specs 😭
Still, blender is nice!!
Sir, this is the Unity server
is there any assets that fix the jagged terrain or any way to edit the mesh, i either want all sides to be smooth or all sides to be jagged, ideally smooth. For rederencehttps://discussions.unity.com/t/fixing-unitys-jagged-terrain-symmetric-grid/1642319
Hmm, tessellation maybe? Personally I just use the smooth brush but if you want edges that sharp I think a shader is the only way.
Since terrain doesn't expose any method for overriding mesh generation
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
cover them with meshes?
most some game usually do that
thats what im doing but its still shows
I might need to just design the mesh to hide it, im using 1 meter modular objects
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
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)
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
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Also if this is a school assignment they should have resources that cover the things that are needed to complete it
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
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)
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.
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
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
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 ?
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.
no. I almost never use 'save project' .. the only saving you definitely need to do is saving the scene
OK. So I wonder when should I use it.
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
From my experience the change would be saved without saving the project or closing the editor. 🤔
I'll probably find about in documentation. I'd read there.
Only for asset changes, not scene changes.
I do it a lot since I rarely close Unity without crashing 😅
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
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?
well, i have published a game to the mac app store(just for testing), maybe if you could provide there detailed response?,
Thanks! I published it to the Mac App Store just for testing. I think the “design spam” issue usually happens when an app looks too similar to others. I’ve already tried changing the app’s name, icon, and description to make it unique, but it still gets flagged as design spam
no i want to know what the apple guys said to you, like what reason?, design spam is just the title?
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.
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?
Seems odd, if I were to guess it has something to do with step height which is failing so instead of continuing hugging the wall it's just stopping you dead in your tracks.
I'd try just increasing the step height parameter and see how that goes
it stops slightly earlier this time.
This the unity character controller right?
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
https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131
That specifically
I have used this package before. I don't need anything fancy for the current project.
It's less about it being fancy and more that its sloping just works
just asking but how do you fix this
it's basically just rendering only when you get close to it
Probably just need increase the draw distance on the camera - the field is 'far plane' iirc
If it's clipping at that range, untouched, then make sure your objects are not massive.
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?
plastic is the original name version control system that Unity bought a couple/ few years ago
plastic is the SCM from Unity, also called dev ops nowadays
The package name in the PM is 'Unity Version Control' these days - which is included, by default, in every new project, annoyingly
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)
Should be normal that they try to access it
I know what it is. I have nothing like that installed. I have no version control package
Since it has UVCS integration
when you create a new project it's auto selected as a cloud project .. I assume that means UVCS
Because its checking against plastic if there are updates from cloud sync or similar. Its just build within UnityHub
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
make sure to change that to non-cloud when you create a project
No, needs to be setup separately
Cloud projects don't automatically get a VCS repo
Yeah. I can't change it now. But I need to solve the problem
But they are in the cloud, which is I guess still somehow hooked into plastic
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.
a hang that requires you to kill the task and relaunch ?
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...
Yep. For hours.
I've tried all methods I found.
is the VCS package still imported in the project ?
Also funny that when I disable Burst Compilation, I still get threads doing Burst compilation during the hang (when I stop using Visual Studio)
listing them would be useful so we don't repeat..
- 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
Does it do anything when showing? Is it using the network?
doing it as 1 msg would be best 😄
Ah. yeah 🤷♀️ sorry
To be honest wasn't expecting to get any answer here. XD thank you
I added all in the same place
?.. not sure what you mean
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)
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
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
Can i use unity effect to unreal engine
Unless the projects are on a hdd i would say no
Sorry wdym
You can install Unity without the hub. Don't really recommend, since it makes a lot of things harder, but you still can.
But iirc you still need hub to activate unity
You can generate an offline license file
yes but If I already have it installed, how can I open Unity without the connection to the hub? Because Unity.exe opens UnityHub anyway
Might be a pro only feature 
i like to use https://assetstore.unity.com/packages/vfx/stylized-vfx-bundle-340466 for unreal engine
can i do that
as with everything. check the license
Legally, yes. The license allows it.
Though the particle effects themselves are Unity-specific
But you can use the textures if you want.
I highly doubt .unity files will easily import over to unreal
i could use meshs
Yeah, there's bound to be useable stuff in there but you'll have to recreate the effects in Niagara.
You really plan to spend 165 cad on an asset you wont even get the full use of?
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.
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
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.
it shows an error while i try to add extrude onto the game object
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
can't add component MeshFilterto duck because it conflicts with the existing SpriteRenderer derived component
Why would you put the spline extrude component on the duck? Put it on the spline
Object pooling is just creating objects in advance, so that you can retrieve them later without having to re-create them every time.
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.
Maybe pick up a simpler project then
instead of calling Instantiate every time an enemy appears you just create all 1500 enemies or more if needed at the start and disable them. then u can enable 150 of them for a wave and when they die u disable them again, reset their health and whatever to use them again.
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
