#πŸ’»β”ƒunity-talk

1 messages Β· Page 18 of 1

storm patio
#

CameraPosition is probably what they want

#

@random rock ^
and then use PositionUnits to interpret the value correctly

ivory moat
#

I saw that about 3 milliseconds after I send the message 😭

unreal jewel
#

all i'm asking is is what message does it get to until when you press jump until it stops

tawdry tulip
#

till line 45

#

grounded check result

storm patio
#

this should probably be threaded...

unreal jewel
#

so the grounded check fails?

ivory moat
tawdry tulip
icy citrus
#

this might sound contradicting, but it may be very beneficial that you go take a break and take a walk outside for about 10 to 20 min without any use of a phone or other distrations. usually when you are stuck for that long on one thing you overthink it so hard that you wont get it back cuz nothing makes sense anymore... this might already clarify it for you, and if not, its still a very healthy thing to do, even if you struggle with a deadline.

unreal jewel
storm patio
#

oh yeah, definitely that too. 0.5f units just reaches the bottom of the box collider. you'd have to intersect the ground for it to detect the ground

tawdry tulip
#

there I placed it from .5 to 1.0

ivory moat
#

Test it again

storm patio
#

that may be excessive. you probably want something around 0.6f

#

or 0.6f * collider.size.y

tawdry tulip
#

YESSSS AHAHAHHAHA

#

IT WORKSSS

#

YAYAYAYAYAYAYYAYAAYAYAY

#

YIPIEEEEE

#

thx @unreal jewel πŸ™

ivory moat
#

But apart from that congratulations

tawdry tulip
#

thx 😊

unreal jewel
icy citrus
#

still though i do want to stress a bit more that taking a break when nothing makes sense anymore should be considered sooner rather then later, even now that it works again, i bet ur still pretty tense after that round of debugging.

ivory moat
#

It's a good mental boost as well as a refresher

icy citrus
#

exactly

tender thicket
#

half the reason why i love this some much

icy citrus
#

i had too many of these moments where i just went on and bumped right in another impossible non fixable problem that drove me nuts that was just s simple, "oh the local rotation is not 0..."

tender thicket
#

solving a bug is such a rush

tender thicket
icy citrus
#

the errors were so confusing though

tender thicket
#

yea could not figure out why the hell nothing was working

echo rune
#

Hi all. I promise i'm not complaining but gee unity's plastic/organization related website stuff is soooo convoluted

#

It seems there's an official way to share ur unity assets with ur team member. But i can only find hints of it but unable to actually figure it out
At somepoint somewhere, i'm supposed to add my team member to do that. But i dont know how
And this is somewhat different than adding team member in the repository/organization level?

icy citrus
echo rune
#

But no i'm not talking about a version control solution

#

I'm talking specfiically about how to share unity assets with ur team members

plain dagger
#

If you want to share some assets over many projects then a UPM package would be best (via git/openupm or self host)

inland fox
#

How do you feel about using prefab variants?
I feel like if I did use them, I could face some weird issues later on that I can't catch easily.
For example, I'd do player and AI, and then again for the network enabled ones.

storm patio
#

it's basically inheritance for prefabs

#

it's just a general tool

#

you could have weird issues that stem from using them in a weird specific way, but they aren't like, a separate library with many potential issues

icy citrus
#

i use them all the time, they are really nice if you create a base prefab that then can assistn with editing al its children for one minor adjustment

icy citrus
inland fox
#

thanks! I think I'll use them but later on in the project not now.
when I have a clear idea on the variety I require.

echo rune
inland fox
#

because one thing even tho the AI and the player share lots of components. I don't wanna have a prefab variant yet.

echo rune
#

But anyways we figured it out

plain dagger
#

you need to be clearer

arctic portal
#

how do i avoid texture stretching in terrains? i tried using the triplanar shaders but they dont work

arctic portal
tall hearth
#

How is the terrain made?

#

UVs arent made from the texture they are from the mesh

arctic portal
tall hearth
#

I think you miss understood what i meant but i assume you mean you are using unity terrain system

plain dagger
#

Probably very low mesh density there causing it to stretch

arctic portal
arctic portal
tall hearth
radiant crag
#

Unity or Unreal question

plain dagger
#

For a tall cliff like that often the solution is to utilize models as well as terrain. Terrain holes make that a lot easier than in the past.

inland fox
#

or maybe a simple shader to fix it

frosty meteor
#

Is there a C# course made for specifically VR games?

idle saddle
#

basic C# skills should be transferable whether its 2D, 3D, or VR. i'd say better to get some foundational knowledge and than do tutorials on a specific VR implementation. possibly OpenXR

cursive oyster
#

Im trying to build a new extraction looter shooter game but im very new to Unity and im looking for a group that can help me get better but can also help me with this game.

#

But I also wanna make it so that people on low end pcs xan also play this game

vagrant rootBOT
# balmy kettle !collab πŸ‘‡

: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:
β€’ ** Collaboration & Jobs**

cursive oyster
#

Thx for help

cursive oyster
undone quarry
#

I KNOW THE TOPIC OF THE JAM, IT WILL BE CALLED "unity"

tall hearth
cursive oyster
#

Ok

tropic drum
#

topic?

mild radish
#

-# topic

tall hearth
# mild radish

Gotta love how it was my first ever time clicking on the like (heck any unity discussion board link) and i still found it in half a second -_-

shadow heron
#

Is it possible to make a soft body with configurable joints?

gray dirge
solar drum
#

I just had a question. Im making an RPG game that has an overworld and a battle scene. The enemies trigger the battle scene with the moving player object when they collide in the overworld. How would I go about keeping the enemy that the player collided with destroyed when the player kills it in the battle scene and loads back into the overworld? Cause right now, when you kill the enemy and load back into the overworld, it just respawns it back in the same spot. Would I use like playerPrefs and stuff. Im also relatively new to unity with only programming experience. Thanks!

pale coyote
#

How to fix
the name 'x' does not exist in the current context

solar drum
#

you have a variable called 'x' that is not created

#

instantiated

balmy kettle
#

use a variable that does exist or make the variable you are attempting to use actually exist

stuck flower
potent moss
#

does unity cloud do project backups?

#

or is that not what it's for

balmy kettle
#

you can use unity version control for that

#

just connecting your project to cloud services doesn't back it up, you need to actually push your files to version control

potent moss
balmy kettle
#

!vc πŸ‘‡ read the instructions on how to use it to find out

vagrant rootBOT
potent moss
tender thicket
pale coyote
solar drum
glass kraken
#

hi, how can I make sure my canvas fit with the player's pc screen size?I've made my canvas Screen Space -Overlay, scale with screensize and reference resolution to 1920x1080

lapis gate
#

game window has aspect ratios which you can modify to get an idea how it will look like with different ratios

#

you can also resize the window and the UI elements will show you how they resize with the anchors

mild radish
#

then you can adjust it to either use Height, or use Width..

#

theres a subtle difference on the way it scales.. and the margins it'll leave

#

you can also resize the window and the UI elements will show you how they resize with the anchors
☝️ but yea just mess around w/ the game window and adjust/assign the anchors how they should be for a dynamic resizing.. (corner objects anchored to the corners, center objects anchord to the center.. (then your whole stretch presets for things like a HUD bezel so it'll stretch across the bottom etc)

glass kraken
glass kraken
glass kraken
dense reef
#

You need to know tricks how to make UI behaves as you need

glass kraken
dense reef
#

There is a lot of UI tutorial just watch few of them and you will start understanding how to set up UI elements

tall hearth
glass kraken
tall hearth
mild radish
#

i normally do Shift + Alt at first (that sets the pivot and the position)
and then I adjust the RectTransform as an offset that i need..

(for top left corner i'll do +30 for the X πŸ‘‰ and then something like - 30 for the Y πŸ‘‡

tall hearth
mild radish
#

if i anchored to the bottom right corner i'd do -30 for the X πŸ‘ˆ and positive 30 for the Y ☝️

mild radish
glass kraken
mild radish
#

for simplicity i never change my pivots and stuff (i should even get rid of the 1.5 scaling on this (its the Tent Icon in the first video)

the only things i change around are the width/height and the Position X, Y, Z <-- these are the values that position it relative to the anchor

tall hearth
mild radish
#

it kinda get sorted out by the anchor

#

see.. my bottom right anchor automatically set my pivot to the bottom right of the sprite..

#

that way when i change the XYZ / its relative to that corner.. (makes sense)

glass kraken
#

ohh aight I understand ty so much, so I should basically put my anchor for the origin point, and then change the width/height for it to fit the screen and also its position if I want?

mild radish
#

if i anchor it to the top left my pivot becomes 0, 1 instead

#

so (top left) of the image

tall hearth
glass kraken
#

so its like 2x2?

mild radish
#

to get the same anchor/positioning

glass kraken
mild radish
glass kraken
mild radish
#

.5 x 0

glass kraken
mild radish
#

1,1

#

its a normalized value...

#

x 0 -> 1
y 0 -> 1

#

it starts in the bottom left... 0,0

#

if u go .5 on the X (the first number)
its HALF of the image size to the left

#

.5 x .5 would be center of the image

glass kraken
#

wow okay ty so much

glass kraken
#

I've a panel that should fit my whole player's screen, his anchor is set to stretch stretch for now, should I use center center instead?

mild radish
#

test it and see..

#

i honestly don't know the system like the back of my hand by no means

#

i have to test and fiddle with it myself

cosmic walrus
#

unity ui is like a full career path in itself LOL like 90% of my day job is working with the unity ui/canvas

#

what are you trying to accomplish? what type of canvas are you using - the stuff on your canvas will always be relative to those scalar values on the canvas

mild radish
#

as for the UI/Canvas system.. im constantly stumbling my way to the finish line πŸ˜…

cosmic walrus
#

YEA i feel this

#

pro tip - just use canvas groups for everything lol and cross fade them to and from the next panel

glass kraken
mild radish
#

theres also components u can use specifically for panels and such as ur talkin about

cosmic walrus
#

it's doing that because you have it set to constant pixel size

mild radish
cosmic walrus
#

but you need it to scale with the screen

mild radish
mild radish
# mild radish

anyway @glass kraken may want to look into the Content Size Fitter.. and all those kind of components for a Panel setup

#

like if u want ur panel to stay fitted to the left side of the screen.. and you need it to scale.. but want to keep the UI elements inside of it to stay fitted properly

cosmic walrus
#

oh sorry i didnt see the messages and just the video and thought Quit posted that

mild radish
#

its a whole big spill..

low hill
#

unity what is this house called?

mild radish
#

and honestly i haven't become familiar enough with the content size fitter to know how it all works πŸ˜„

#

stumbling continues

cosmic walrus
#

content size fitter is a great little component but can be super finnicky

mild radish
#

^ its epic when used properly

#

i've used it for a scrolling Toast Notification system once..

#

once i got it working i felt immortal πŸ’ͺ

glass kraken
mild radish
#

never try to learn an entire system in one sitting..

#

you'll forget half the important stuff lol

mild radish
mild radish
#

just b/c its quick and easy

low hill
#

@mild radishhi

mild radish
#

but check out that content size fitter one day @glass kraken

glass kraken
tall hearth
#

since we are on the topic of ui i've a question about how one would handle, overlapping with absurd aspect ratios (though i doubt there's anyone out there with a montior like this)

glass kraken
mild radish
mild radish
tall hearth
tall hearth
# mild radish

so i section the different ui elements into parent objects that scale vertically? (leaving the top to not)

mild radish
mild radish
#

thats the simplest solution i see

#

u wouldn't even need to touch the bottom row of buttons.

tall hearth
mild radish
#

just scale the 3 buttons on the left..

cosmic walrus
#

@glass kraken what i would personally do.. switch your SpawnHud canvas ui scale mode to Scale With Screen Size. then in the reference resolution make it something like 1920x1080 - now the children of this canvas you can anchor to whatever and they will respect 16:9 aspect ratios. anything you place in this canvas will respect that scaling

mild radish
#

see what im sayin?

tall hearth
#

yeah yeah

mild radish
#

im less than sure about the setup for that tho πŸ˜…

#

good luck πŸ€ rofl

tall hearth
#

is there specfic components i should use (never used any of the layout components)

cosmic walrus
#

what is the use case for testing that screen size? like is this for a car rear view mirror lol

#

typically i avoid free aspect and lock in to w.e the base designs are set to

#

or unless you are doing mobile stuff lol

#

since those aspect ratios are getting insane lol

tall hearth
glass kraken
#

I've just tried to make it bottom left anchor and it doesn't even cover the bottom left's part, there's like a hole

tall hearth
cosmic walrus
#

so there is a component called the uhm... aspect ratio fitter

mild radish
cosmic walrus
#

that lets u envelope the parent or uhm fit in parent

#

you would want to basically break the screen out into panels like safe areas then have those on the parents that way the childen respect those bounds

cosmic walrus
#

if u REALLY wanted to support that lol

mild radish
#

what is the use case for testing that screen size? like is this for a car rear view mirror lol
lmao i was thinkin the same thing

cosmic walrus
#

but u will quickly see.. they will just shrink to not overlap

mild radish
cosmic walrus
#

which will become your new problem lmao

glass kraken
mild radish
#

they are pretty dang awesome

#

-# Basic UI Layout Components

Horizontal Layout Group
Vertical Layout Group
Grid Layout Group
Content Size Fitter
Layout Element
Aspect Ratio Fitter
Canvas Scaler
Rect Mask 2D
Scroll Rect
#

but to be fair.. looking over alot of AAA games here lately.. they seem to be pretty lazy with their UI layouts..
much less dynamic than I would imagine they should be with the amounts of work and money that go into those games..

#

i understand that the UI doesn't need to be overly complex.. but still

potent moss
#

is there some way to restore deleted projects? or are they just gone forever? UnityChanHuh

mild radish
#

w/ the way WebDev is now-a-days and how dynamic everything is.. i figured they'd join the club

mild radish
#

but other than that.. (and if its not cached).. nope.. its gone forever...
-# #github

tall hearth
mild radish
#

oh ya, you can use software to recover deleted things from your OS

#

but only if they haven't been overwritten at that sector or w/e

potent moss
#

wdym

mild radish
#

i mean theres special software to recover deleted files from ur Operating System..

#

the FEDs use it all the time

potent moss
#

well like what software?

mild radish
#

idk.. most of its paid software

tall hearth
# potent moss wdym

when you delete something it isnt just turned into all 0s, it just flags that sector of data to be turned into something else

mild radish
#

ive never used it

tepid oyster
#

Hey everyone, how's it going this Friday?

Are your games ready for the 20th anniversary game jam?

hahaha

cosmic walrus
#

deleted stuff is never actually deleted. even after you empty your recycling bin. what you are actually doing is telling your operating system.. 'hey i have space on my disk you may write over again' so that is how it becomes possible to reconstruct deleted things, however once that space is flagged to your OS that it can be used again (written over) like once you delete/empty recycling bin.. it's days are numbered. anytihng you do on ur pc like file -> new w.e can overwrite that data and then u wont be able to reconstrcut it as easily

mild radish
#

as long as its not overwritten it can be recovered.. (no matter when)

cosmic walrus
#

jinx u owe me a coke

potent moss
mild radish
#

ill drink a beer with you

tall hearth
mild radish
#

google it..

low hill
#

can I ask you a question? @mild radish

mild radish
mild radish
tall hearth
mild radish
#

😊 lol

low hill
mild radish
#

Rural /Colonial style

full minnow
#

hi guys im pretty new to unity does anybody know why on fbx files it the textures wont go onto the materials and extract textures is greyed.. can anybody help me ? ;c

mild radish
#

with a wrap around porch

#

Wooden, 2 Story Colonial-style American Farmhouse, with wrap around porch

low hill
tall hearth
mild radish
#

not a clue lol

viral hill
#

you have to make copies

mild radish
#

you'll just have to hunt... (im sure theres a free variant out there somewhere on one of those modelling store websites)

tall hearth
full minnow
low hill
#

there isn't

viral hill
#

apply them to each mesh renderer slot, yeah

full minnow
#

oki

tall hearth
low hill
tall hearth
#

so model one it'd only take time

mild radish
# full minnow hi guys im pretty new to unity does anybody know why on fbx files it the texture...

in ur FBX you typically just seperate parts.. or give them seperate materials.. if you will..
that doesn't mean anything texture wise.. but it will once you start adding materials to it in Unity..
you'd want to have a seperate material for each specific piece of the model..
for example for a rifle you'd want (1) material for the metal and (1) material for the wood furniture..
in Unity you'd just create 2 materials and add your textures to them.. and then you can drag and drop or assign the material to the piece..

#

FBX just says: hey, this is the pieces and the materials they use.. (so just placeholder materials)
in Unity you assign the materials you've created or downloaded or w/e and it applies it to the pieces

low hill
#

there isn't a free one

blazing depot
#

Hello

low hill
#

@tall hearth

blazing depot
tall hearth
mild radish
full minnow
mild radish
#

well i'll make it more simple..
FBX wont have ur textures automatically assigned..
you import the Model into Unity.. and then you create Materials to assign to those Meshs

potent moss
mild radish
#

ya, unfortunately its a rare occasion to find a "free" asset that fits exactly what you need

#

you'll need to learn to adapt..

#

or learn to model yourself

potent moss
#

yeah

blazing depot
glass kraken
mild radish
#

off the top of my head Recuvera

#

Recovera? somethign like that

tall hearth
mild radish
#

Fitter is the definition of scaling to fit

potent moss
mild radish
tall hearth
# potent moss yes I wouldn't be here if it was there

well then not sure what to say your in the wrong place now as this isnt a unity problem but instead a file recovery and quite frankly i doubt anyone here has a proper answer for other than give up and learn to use some form of git version control in the future

mild radish
glass kraken
mild radish
#

well.. theres caveats to the way these things work..

#

just slapping it on there has a < 20% chance of working the exact way u want..

tall hearth
# mild radish

i've used Stellar in the past and it output it as a virtual hard disk (basically a partition that can be mounted and unmounted) which then wiped its data soon after

mild radish
#

it'd be a Parent > Child setup..

glass kraken
mild radish
#
  • Canvas
    • Parent w/ content fitter or something
      • Child Element
      • Child Element
      • Child Element
glass kraken
glass kraken
#

I'll try it now tyyy

mild radish
#

im not exactly sure about the setup.. watch a few tutorials..

#

or see if unity learn has somethign about them..

glass kraken
cobalt reef
#

yo im looking for somone to make a game whit me for now i wanan just to make a map but the idea is cool its a vr game (like gorilla tag) so if u wnat dm me

mild radish
#

yea.. i dont vouch for any of them... especially if they're free.. they're gonna be pretty trash

vagrant rootBOT
# modest meteor !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:
β€’ ** Collaboration & Jobs**

glass kraken
#

oh well lol @mild radish just changed a field and it covered my whole screen

#

ty so much man

mild radish
tawdry nebula
#

say i accidentally deleted the default unity layout how would i get it back

glass kraken
#

fit in parent < aspect ratio to 1

mild radish
#

thank yourself.. you did the work πŸ’ͺ

glass kraken
potent moss
mild radish
potent moss
#

or like how am I supposed to search for it

mild radish
#

there should be global copies of it in ur AppData Roaming folder...

#

and each version of Unity has their own Local copies of it

gusty abyss
#

Guys any way to fix this easily?

I'm using an orthographic camera for my game and this things happens where part of the mesh is missing when it's too close to camera

tall hearth
#

hey spawn since you've been so helpful wanna answer a question of mine, is there any easy way of speeding up unity cloud calls. I'm using the leaderboard service and cloud save and there is this noticeable delay between when a ui opens and the await call gets a returned value

gusty abyss
blazing depot
tawdry nebula
mild radish
#

may want to rename it something besides Default.. in case its not the exact same layout

blazing depot
#

!cs

vagrant rootBOT
mild radish
mild radish
tawdry nebula
#

also is there a way to prevent the folders like drop downs from opening in the hierarchy i want to stop my tiles one from expanding

mild radish
#

you can Alt + Click the scene to Collapse and Expand all the objects.. if that helps

tall hearth
mild radish
#

its probably pulling the one from AppData Roaming

tall hearth
#

maybe not if they deleted it from the files of the editor (or where ever it is)

#

but deleting it there and hiting restore works

tawdry nebula
#

do you guys have a 2d light tutorial perchance all the youtube ones are really old

glass kraken
mild radish
#

i use it quite a bit to collapse and expand big swaths of gameobjects

tall hearth
#

it was my first ever game, that i'm just refactoring 90% of

mild radish
#

niiiiice!!

#

refactoring is always soo rewarding

tall hearth
#

not while doing it though πŸ˜…

#

this has been a pain in my butt, but hey now i've almost made it easy to add full new weapons

mild radish
#

ohh it can be..
refactor a big nasty else-if chain into a pretty Switch statement

#

instant dopamine hit πŸ€ͺ

tall hearth
mild radish
#

soo i spent about 15 minutes writing a script to do it for me...
could I have put all the actions in the script faster than 15 minutes?

#

sure...

inland river
mild radish
#

but now i can add em instantly ... anytime i want πŸ’ͺ lol

gusty abyss
mild radish
#

just gotta make up for that 15 minute gap πŸ˜„

inland river
mild radish
#

if i do it 15 times or so.. i think it'll make up for it

tall hearth
#

changed what was making a weapon taking about the whole day down to 5 clicks and just changing some values after

gusty abyss
tall hearth
gusty abyss
#

This is like at 0

inland river
gusty abyss
#

alr

inland river
# gusty abyss alr

since you use an ortho camera, you can simply move the camera further back, that would be equivalent to negative near-clip

gusty abyss
#

thanks so much

tawdry nebula
#

how can i add a sprite light to a moving animation

#

2d

quasi cradle
#

hey

tawdry nebula
#

hello

quasi cradle
#

hru

tawdry nebula
#

good wbu

quasi cradle
#

good thanks

blazing depot
#

Hello everyone, im having an issue with my first person camera and the body mesh i added (so i can see the arms and chest in first person) but when i press Play, i see the body in third person in front of the camera and i have NO clue why, if someone could help me in private that would be really appreciated

mild radish
#

check the code that controls the camera..
if its not being animated then its the code thats changing its position

#

and/or check if you dont have (2) cameras in ur scene..

blazing depot
#

yeah checked that already :/ thanks tho

tawdry nebula
#

anyone know why this might be happening

#

im talking about the light applying wierd on the sprite

mild radish
tawdry nebula
#

material?

mild radish
# potent moss <@317141358894645248> ?

i don't know how to use it..
I said up above I've never used any of those softwares.. i just know they exist.. and was just helping you out a bit by finding them..

i can't help any further than that sorry πŸ€

mild radish
#

a normal map is part of a material yes

tawdry nebula
#

isnt that for 3d

#

okay

mild radish
#

i dont know anything about 2D... i just know that the lighting system requires Normal maps for accurate lighting

#

same applies to 3D yes... and is the only reason i know about them.. (unity made their own 2D lighting system).. i havent used it yet

tawdry nebula
#

from what i can tell theres something there thats stopping the light

mild radish
#

ohh yea, that could be an issue

tawdry nebula
#

found it

#

if i turn on is trigger the collider wont collide yes?

prisma jackal
polar basalt
#

is it normal that Android SDK never instals on windows 10? i tried it on 2 different computers, and if i select android module, the SDK will never download and fail.

Is there any documentation on how to instal everything that i need manually?

silent mica
strange moon
#

Whats your experience with using a ssd from server and compile code using your pc

plain dagger
#

going to depend on the setup of the server and the connection speed

strange moon
#

100 mbit/s connection speed

deft rock
sly lake
#

Win 10 has extended support until October 2026

polar basalt
#

i have extended support

sly lake
#

Doubt it’s relevant anyway

polar basalt
#

also, it didnt work back then in 2024 and 2023 either

#

on my older laptop

polar basalt
tawdry nebula
#

anyone know particles

gusty abyss
#

can someone tell me if im making a 2d game what software do i use for animation

tawdry nebula
#

unity has animation tools

gusty abyss
#

no i want a software where i can draw 2d and animate and import it into unity

gusty abyss
#

kk

tardy maple
#

Hey @hexed path ! I'd love to know how your test-writing efforts went for you! I'm 'drinking from the firehose' myself on that point, and am having several issues. In my case, I can't even run the tests unless I switched from HDRP to URP(there was some TextMeshPro error about a pipeline so I just randomly tried changing to URP and it worked) but I can only see/run unity tests that are from external class libraries of mine. I can't get Unity to tolerate a [UnitySetUp] or [UnityTest] attribute if the exact same test file, is in the Editor as opposed to a dll i'm referencing πŸ™ Additionally, when I try to build unity while referencing an external dll that contains a unity-visible test, I get an error that the UnityEngine.TestRunner.dll assembly can't be resolved! πŸ˜΅β€πŸ’« 🀒

Not exactly sure what the dealio is.

ANYone who could shed any light here, input is welcome!

viral hill
plain dagger
#

asm defs cannot reference anything in Assembly-Csharp (the auto made asm) so you would need to use asm defs for all code you want to also use in a test only asm

potent moss
#

are buttons/UI items performance heavy at all? or can they be safely spammed within reason?

stuck flower
#

Try it, and if you experience performance issues, profile it

polar basalt
fast glade
#

Monogame is better

covert basin
#

Is there a channel for SpatialUnity creator toolkit?

tawny quail
#

Also depends on how often the canvas is updated, how split apart it is in different canvases and how often those are updated, if the ui is set up in a way to batch chunks of it, if parts are animated (constant canvas redraws), if parts are moving (redraws), etc etc. So yeah just try it and see.

polar basalt
lapis gate
#

but really the performance is negligible, but you should be splitting your UI into different canvas anyway for sorting reasons

plain dagger
#

It helps a little but yea its a small perf benefit

lapis gate
#

The only way I can see it being a problem is if you do have a lot of moving UI assets with a single canvas. But really most moving elements should be their own canvas anyway

hexed path
#

anyway link in bio

viscid storm
#

I’m making a game, and I got a 3D model off Sketchfab. I made the animation, but there’s no avatar, so I can’t do an β€œOnTriggerWalk.”

#

how do i fix this

viscid storm
#

im making it so w will play a walk ani

near wigeon
#

ok and whats the problem

viscid storm
#

what

#

im using this script

using UnityEngine;

public class PlayAnimOnKey : MonoBehaviour
{
public AnimationClip walkAnimation;
private Animation anim;

void Start()
{
    // Get the existing Animation component
    anim = GetComponent<Animation>();

    // Safety check: make sure one exists
    if (anim == null)
    {
        Debug.LogError("No Animation component found on this GameObject!");
        return;
    }

    if (walkAnimation != null && !anim.GetClip("Walk"))
    {
        anim.AddClip(walkAnimation, "Walk");
    }
}

void Update()
{
    if (Input.GetKey(KeyCode.W))
    {
        if (!anim.isPlaying)
            anim.Play("Walk");
    }
    else
    {
        anim.Stop();
    }
}

}

vagrant rootBOT
viscid storm
#

Oh

#

sorry

wispy current
#

Heyyy what's up I'm new to unity, thought I'd join to see what's up

#

Any tips? Ideas? Suggestions?

near wigeon
vagrant rootBOT
wispy current
#

Thank you

#

Does unity plan to better the pricing?

near wigeon
#

whats better than free

wispy current
#

I mean like

#

Idk how to word it

#

Let me think

near wigeon
#

don't think too hard

#

it might hurt

wispy current
#

I use unity free, imo, if I want to sell a game, I think the pricing isn't the best

#

Not bad

#

But not so good

balmy kettle
#

by the time you reach the threshold that you need a pro subscription you will have made enough to purchase it. until then you don't need to pay anything

wispy current
#

I guess that's true

#

Mb for being kinda confusing

#

The whole idea of it was just stressful at first ig

near wigeon
#

not many people even reach the threshold to be a problem

wispy current
#

True

balmy kettle
#

this is not related to unity or even game dev in any way. if you have a dispute with the promised rewards from a patreon, then contact patreon support. this is not the place for that.

sleek forum
#

oh ok

#

i had this issue with my unity

#

where i couldnt open ui when i clicked on something

#

i coudlnt figure it out so i just downloaded the next project part and skipped 6 videos in the tutorial

#

was this a good idea?

#

are tutorials that important?

balmy kettle
#

learning the basics and understanding what you are doing is important

sleek forum
balmy kettle
#

i'm not even going to dignify that question with a response. if you need help with something then provide details about what you are struggling with

#

!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 #πŸ”Žβ”ƒfind-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 #πŸŒ±β”ƒstart-here

sleek forum
#

did u ever feel like u started too late

near wigeon
#

its never too late

sleek forum
near wigeon
#

2019

sleek forum
#

no i mean what age

near wigeon
#

like 30s and im juggling two jobs πŸ™ƒ
but this is kinda offtopic anyway

sleek forum
#

interesting

#

wait

#

let me get this clear

#

in this server

#

u can only talk about game dev

#

and coding and issues

#

nothing else?

balmy kettle
sleek forum
sleek forum
balmy kettle
sleek forum
#

guys how do u get to a point where you can write a c# script from scratch

#

like make a full running game

balmy kettle
rotund anchor
#

I want to collaborate on a Unity project with my partner. Is there any way to make this happen and how?

vagrant rootBOT
sleek forum
#

or is it better if u can write one without referencing to anything

balmy kettle
#

you need to actually understand what you are doing when you are writing code

near wigeon
#

you build up knowledge like everything else in life

sleek forum
#

oh

#

i can read what codes mean and stuff but i cant write one out of nothing

near wigeon
#

the internet has c# topics / courses all over the place

rotund anchor
sleek forum
#

plus im one of those people who inputs a 1+1 and outputs a 1 not a 2

unreal jewel
near wigeon
balmy kettle
sleek forum
near wigeon
#

if you gotta pay money you're getting ripped off and should learn to use the internet better

tardy maple
sleek forum
#

i paid for a 20$ course

sleek forum
#

does that cover all the basics?

unreal jewel
#

what else would "c# fundamentals for absolute beginners" cover

tardy maple
sleek forum
#

inheritance

#

encapsulation

#

polymorphorism

unreal jewel
#

those are the basics

near wigeon
#

thats what the documentation is for

sleek forum
#

for (int i = 0; i > {array or list}.Length; i++)

#

oh

sleek forum
sleek forum
unreal jewel
#

idk i havn't looked at the course, but you don't have to learn everything from one place

sleek forum
#

good point

#

can i get an advanced one?

near wigeon
#

bro really , do some reasearch, we aint your babysitters

#

research is part of being a good dev

sleek forum
#

why

near wigeon
#

peoples patience is nothing to take advantage of

sleek forum
#

off topic.

sleek forum
#

wait

#

is sending images like that off topic?

near wigeon
#

<@&502884371011731486>

sleek forum
#

oh ok

#

i deleted it.

#

i didnt know it was off topic

#

i thought images like thumbs up was fine

near wigeon
#

ok well you're coming off as a troll at this point

#

how difficult is it to take 5 mins to do some basic research instead of flooding this channel

sleek forum
#

i always tend to find doing the opposite things soothes better

#

how do i make myself not do the opposite thing?

potent geyser
#

Stop spamming, thanks.

sleek forum
#

im just going to read the code of conducts again cuz i dont know why but im getting so restricted so bye

#

do ai generated code need to be cited

balmy kettle
sleek forum
#

Posting unverified AI-generated responses or failing to mark AI-generated content as such.

#

let me think real quick.

#

ok so i think it means, ai generated code needs to be marked or cited in some way to confirm, am i right?

unreal jewel
#

people probably wouldn't wanna help with ai code

sleek forum
balmy kettle
#

can confirm. i do not help with AI generated code.

unreal jewel
sleek forum
#

oh, does that term apply the same for you ai generated your code and you edited and enhanced the code but something isn't working so you ask for help

unreal jewel
sleek forum
unreal jewel
#

depends on if the person i'm trying to help actually understands what the code is doing

#

way too many people blindly copying code from llms without understanding it

sleek forum
unreal jewel
#

large language model, think chatgpt

#

it's just the more technically correct term for them

sleek forum
#

oh

#

i did notice recently that when i took programming class i noticed a lot of my classmates were just going on chatgpt and copy and pasting code, i defintely should not do that, it is not helping me learn, same with unity

unreal jewel
#

yeah, obviously blindly copy and pasting code isn't gonna teach you much

sleek forum
unreal jewel
#

yet too many people either don't understand or don't care

sleek forum
unreal jewel
#

part of it

sleek forum
#

well maybe its just because some people dont realize how hard and the sheer amount of work you need to do to develop a video game

#

maybe its a better idea to work with people on video games

#

because i feel like just doing it solo might be too overwhelming and the worst part is, takes away most of your life just to see a low chance of success

#

where do i go to find a team?

balmy kettle
#

!collab

vagrant rootBOT
# balmy kettle !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:
β€’ ** Collaboration & Jobs**

balmy kettle
jade orbit
#

Hey guys how are the jams going

#

I havent had any time today but my idea is simple enough

balmy kettle
misty bear
#

is there something like GPU instancing but for 2D sprite in unity?

misty bear
#

thx

hexed path
#

It's been super-useful for studying Unity.

unreal jewel
#

except when it gives you outdated or just straight up wrong info

balmy kettle
#

<@&502884371011731486>

potent geyser
#

?ban 1436338884446392331 bot

novel scarabBOT
#

dynoSuccess gran0501 was banned.

hexed path
#

moving to the right channel. sorry about that.

misty bear
#

where can i learn to make something like this on unity? lets say i have multiple data set, that is changing on real time. i want to make it like that.

so far i have found how to make lines. but i don't know how to make area under that lines

#

tips to make a cheaper/ more performance line for that is also welcome

viral hill
misty bear
viral hill
#

depends on how you're rendering the lines in the first place

potent geyser
#

You could make a custom mesh, the vertices would be the data points along the top, and then the data points from the previous set along the bottom.

ivory moat
misty bear
#

thx everyone

misty bear
#

but for now i will just try mesh

copper gust
#

mesh making is a lot less scary than it sounds btw

#

for something this simple especially

ivory moat
viral hill
ivory moat
potent geyser
#

How would you do this in UI with a fill? You'd have to make a custom shape somehow?

viral hill
potent geyser
#

At runtime?

viral hill
#

yes. store your data in a 2d matrix and use that to create a sprite

ivory moat
#

isn't mesh just easier in that context

viral hill
#

even then, i dont think this is a horribly expensive method as long as you properly clean up the created trash

ivory moat
copper gust
#

if performance becomes a problem you'd probably move to a shader

ivory moat
viral hill
viral hill
#

the cleanup itself is the easiest part imo

ivory moat
#

no clean up at all

viral hill
#

ok, and im saying trash cleanup isnt much of a problem at all

misty bear
#

yeah... i think I will just go with mesh for now... shader seems overkill, but i will see it first how is the performance

ivory moat
# viral hill ok, and im saying trash cleanup isnt much of a problem at all

yeah but it's more work than none
Either solution would work but for an (assumedly) beginner it would be easiest not to have to worry about cleaning up
In creating a sprite you have to create a sprite every frame, then delete it every frame (theoretically)
And in a mesh you just have to update the data
it also can theoretically be extended to more later-down-the-line options (like making it slightly 3d etc)

viral hill
# ivory moat yeah but it's more work than none Either solution would work but for an (assumed...

In creating a sprite you have to create a sprite every frame, then delete it every frame (theoretically)

no, you can just create your initial sprites and then update the way it looks by manipulating the Texture2D pixel values. all in all, in order to visually update the way it looks, all that's required is a single instantiation for each data type at the start, then a single for loop for each data type that you want to graph.

or you can go with the much easier (imo) option which is instantiating and deleting them every frame while also knowing how to properly pool and buffer them (i think buffer is the right term? i havent done this stuff in a while)

next nimbus
#

how long does the Unity "Quick Start Bundle" usually stay in the store before refreshing? Since i feel like its been a while

ivory moat
viral hill
#

working with meshes means that you must take into account a 3rd dimension of thickness. even though this is probably an unchanging value, it still provides unnecessary complexity when actually creating/manipulating mesh coords (it would be more complex for me, at least).

how would you go about storing and reading the data then use that to modify the meshes? i was thinking of a multidimensional matrix approach as I stated earlier when talking about creating sprites. working with more data is inherently more complex, even if it's just a single unchanging value in each array.

ivory moat
# viral hill working with meshes means that you must take into account a 3rd dimension of thi...

Meshes are stored as 3 arrays, vertices, UVs, and triangle indices. Assuming the number of data points on the mesh stays the same (which it would when using a sprite as well), then all you have to do is initialize the mesh once, creating 3 arrays with:
-placeholder vertice values
-correct uv vectors
-triangle indices
Then create a mesh with those arrays (this can all be done in Start).
Then, you shouldn't have to worry about triangle indices, and usually not UV vectors either. That's 2 arrays you can completely ignore.
So all you have to work with is a single array that stores the coordinates in space of all the vertices.

To update vertices, it's a loop across all vertices, but with only 1 line per position that updates the vertex value to the new value, then outside the loop literally 2 lines:
mesh.vertices = vertexPositions;
mesh.RecalculateNormals()

There's actually no need to worry at all about thickness, all you work with are coordinates. If you only use coordinates along a 2d plane anyway, the mesh will be on a 2d plane. If you move one vertex in the array out of the plane, it doesn't cause any issue since the 2d plane you had been working with was already 3d the whole time.

#

Actually, talking about this "thickness" dimension, a sprite is already rendered on a mesh. So it's easy to see that isn't an issue.

#

Overally you can still work with either, but I think a mesh is simply easier to create and easier to manipulate.

viral hill
misty bear
#

I'm starting new project now, should i do it in ECS DOTS or just do it in normal way?

#

tbh i don't really understand what ECS DOTS thingy yet

copper gust
#

if you dont know what it is then you wont need to use it

misty bear
#

ok then thx

tawdry nebula
#

how can i add text to this inside unity

storm patio
#

you can use text components from TMP

#

there's 2, one for UI (canvas) and one for worldspace

ivory moat
tawdry nebula
tawdry nebula
storm patio
# tawdry nebula could you please elaborate

try looking up tmp (textmesh pro) tutorials, you'll have to import tmp essentials and then you can use the components
if you're on earlier versions you may have to install a package

tawdry nebula
#

my camera isnt showing the game for some reason

#

in game menu

#

it was fine yesterday

#

its showing the default blue background

#

ui shows up okay game isnt

visual peak
#

I don't exactly know what channel to post this in, and im quite new to unity.

Could someone help me with getting a mesh from this txt file?
I got this obj data from a unity game using Runtime Unity Editor mod/plugin

copper gust
#

no helping with mods here, sorry

visual peak
visual peak
copper gust
#

no, sorry

#

usually its game specific

visual peak
copper gust
#

usually there are communities for a given game, not unity modding in general

visual peak
copper gust
#

nope

inland fox
sly lake
copper gust
#

one of the reasons anyway

visual peak
boreal isle
plucky aspen
#

hi. in the 6000.0.49f1 version of unity, where are these?

#

oh nvm im an idiot

#

found it :(

whole valley
#

Hello guys

#

I have a small question, if you all don't mind

#

I am trying to make a script that instantiates an object, and then adds its mesh into 1 big one

inland river
whole valley
#

Alright, sorry about that

inland river
#

all good

carmine cave
#

Hello Guys

#

I have a small question

#

This is in game mode and my player camera is a default camera so how do i fix these lines at the edges

#

without reducing performance and like make it look good?

craggy pollen
#

this looks really edgy, is this the camera view or or scene view

carmine cave
#

its the game view like what u call that the one after pressing the game tab?

craggy pollen
#

yeah i was asking because i thought you accidentally changed the scale at top

carmine cave
#

no the scale isnt changed

#

and the screenshot was taken on play mode

#

heres my camera settings

scarlet sluice
#

are you talking about the jagged edges?

carmine cave
carmine cave
scarlet sluice
#

Experiment with anti-aliasing on the camera

carmine cave
#

oh so i want performance a bit over graphics so like which would be the best anti aliasing?

craggy pollen
#

and maybe add some pp, just a small amount of blur, but the pp in general will have an impact, you have a few settings

carmine cave
#

oh and what about anti aliasing?

scarlet sluice
carmine cave
#

ok, Thanks a lot :)

scarlet sluice
#

Is anyone else having a lot of crashes on 6.2?

carmine cave
#

YEp

#

me

carmine cave
scarlet sluice
#

Yeah it's a bit annoying. Hope the next patch addresses them

carmine cave
#

yeah

#

Sorry for disturbing again,

#

Whats with this camera clipping

#

it just doent fix

scarlet sluice
#

If it's in the scene view just press F once

carmine cave
#

no no its the game view

scarlet sluice
#

Could be you're behind objects that only have a front side. Could be the clipping threshold on your camera

carmine cave
#

yea i am behind the wall thats true but it happens for evry thing.

scarlet sluice
#

Try a near clipping plane of 0.01 or something

carmine cave
#

ok lemme try

#

Thanks a lot! I never knew this even existed

scarlet sluice
#

All good, you can lower the far clipping too if you want more performance on mobile or something

proper lion
#

how to lower the terrain to make rivers and lakes

craggy pollen
uncut ridge
tender thicket
#

i just had 2 scripts with the same thing in it ;-;

uncut ridge
#

its new? every time i open unity editor with new project its error with jetbrain package i bored

#

what the hell

storm patio
uncut ridge
storm patio
#

i haven't created a new project in ages

cobalt reef
#

yo im looking for somone to make a game whit me for now i wanan just to make a map but the idea is cool its a vr game (like gorilla tag) so if u wnat dm me

vagrant rootBOT
# storm patio !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:
β€’ ** Collaboration & Jobs**

cobalt reef
hidden wagon
#

Hi

cobalt reef
#

hi

storm patio
hidden wagon
#

Hi

storm patio
#

please don't spam

cobalt reef
#

this will be fun to wach

hidden wagon
#

When was I spamming

storm patio
hidden wagon
#

I said hi TWO TIMES

storm patio
#

yeah, this isn't a social space. imagine if everyone said that as they opened the server

storm patio
#

this isn't a social space, there isn't an off-topic channel here

hidden wagon
storm patio
#

it's for talking about unity, not for idle chit-chat

cobalt reef
cobalt reef
hidden wagon
storm patio
storm patio
latent hornet
hidden wagon
#

Are u dumb

copper gust
#

not very nice

vivid imp
#

I'll be there 😁

storm patio
cobalt reef
#

why are u causing a scene cuz of hi

hidden wagon
#

UR SPEC

storm patio
#

this isn't a social space.

cobalt reef
#

BRO IT AINT THAT DEEP

storm patio
#

yeah, it really isn't. don't spam "Hi", that's all

hidden wagon
cobalt reef
#

WE SAID IT ONCE

storm patio
#

it.. quite literally is spam, it is unnecessary content that doesn't convey any information

hidden wagon
storm patio
#

and it's discouraged here

cobalt reef
#

huh

tender thicket
#

just ping a mod at this point

copper gust
#

<@&502884371011731486>

cobalt reef
#

and she caused a scene

hidden wagon
#

Ike

#

Ikr

storm patio
#

i linked a website explaining why "hi" is discouraged here lmao

tender thicket
hidden wagon
storm patio
#

and you couldve just like, not continued?

charred fog
vagrant rootBOT
charred fog
#

!ban 1389416409381081118 Spam.

cobalt reef
vagrant rootBOT
storm patio
cobalt reef
#

bro im just laughing

charred fog
cobalt reef
#

but i just said hi

sage basin
#

If he didn't get banned he was gonna get another warning for ableism

#

Just move on

charred fog
#

Yep, I just woke up to this haven't seen the rest of it.

storm patio
#

one person said hi, another person said hi, i said it's not a social space, the first person said hi again, and it escalated really quickly from there
starts here #πŸ’»β”ƒunity-talk message

arctic portal
charred fog
#

@cobalt reef Stop spamming collab promotion. You were directed to the correct place yesterday already. And do read #πŸ“–β”ƒcode-of-conduct . If you don't have Unity related questions don't spam channels with off-topic.

cobalt reef
#

bro wtf is this server😭

storm patio
#

a unity server.

#

not a collab-seeking, not an offtopic, not a social server

cobalt reef
#

im gonna get banned for breathing😭

storm patio
cobalt reef
#

offtopic is saying hi thats crazzy

craggy pollen
#

although i agree on what you said, this server wants it like that Miku

gray dirge
# arctic portal do you have a reliable tutorial i can use? i tried a shader from github it just ...

At least on unity 6.3, you can use shader graph to create terrain shaders. Their sample shaders include a triplanar shader too https://discussions.unity.com/t/terrain-shaders-in-shader-graph-new-in-unity-6-3/1683627. The problem with traditional shader code is that it often only works on specific render pipeline. Don't know if that's what happened for you. People on #1390346776804069396 can probably help with that. If you are on 6.3, I would highly recommend going for the shader graph versions

arctic portal
quick axle
#

does anyone know why the game view lags when its not in fullscreen mode?

gray dirge
quick axle
gray dirge
quick axle
#

also sometimes the normal method works too

gray dirge
# quick axle i get 250fps when i play on with "Play Maximized" and 100 fps when i play normal...

That's quite the difference. You could try the profiler to see if you can find anything of interest from there. There are things that can make the scene view heavy to render (such as gizmos which is quite heavy especially if there are ton of gizmos objects) but it could be something else too. You could also try to only close the scene view to verify if that is the main problem. Could also be some other heavy window or something else altogether

sly lake
gray dirge
#

That is very true. If the performance isn't enough to cause any problems for game testing etc. there's no need to worry

shadow heron
# cobalt reef offtopic is saying hi thats crazzy

This server has rules miku. This isn't a social space. "Imagine calling someone on the phone, going hello! then putting them on hold". If you have an issue and need help with something then ask.

copper gust
#

its been 40min homie

shadow heron
scarlet sluice
tawdry nebula
#

my game isnt shwoing in game view i get a blue screen from when u open a new project there in scene view everything looks fine

#

any one know why its happening

scarlet sluice
storm patio
#

sounds like your camera just isn't capturing anything

#

are you in a 2d or a 3d project?

tawdry nebula
#

because i have it facing the player using a script

#

basically what cinemachine does

scarlet sluice
#

The Z position of your camera should be below 0 during play mode probably

storm patio
tawdry nebula
#

z is 1

storm patio
#

you generally don't rotate cameras in 2d

storm patio
tulip panther
#

yo anyone use Cursor as editor?

storm patio
#

this camera says its background is pink, you said you were getting a blue screen?

#

do you have any other cameras in the scene?

tawdry nebula
#

no, it was okay yesterday but now its broken

storm patio
#

do you have vcs?

tawdry nebula
#

vcs whats that?

scarlet sluice
#

huh check the culling mask is rendering everything and maybe tag it MainCamera

storm patio
#

version control system, basically either git or uvc

tawdry nebula
#

yes i have unity version controll on

storm patio
#

if you do, you could see changes you made compared to your last commit

tawdry nebula
#

how pikachuface

storm patio
#

no clue with uvc, tbh

tawdry nebula
#

i looked it change sets it only shows 2 dates both are of today

storm patio
#

so you've only made commits today?

steady ledge
#

I am working on a campus virtual tour project
We have taken 360 degree images using photo sphere feature in google pixel mobile and imported them as panorama images in unity
then, we have implemented navigation between two images using buttons and it is working
but now, we need to implement navigation by using arrows (either keeping an arrow image or creating a UI), we are unable to achieve this
Can anyone please help me in this...

tawdry nebula
#

i just had it on cuz it seemed useful idk how you use it

#

all i did was add a small sprite today i remvoed it to check but the problems still there

storm patio
tawdry nebula
#

can i share my project to you so you can have a look?

steady ledge
scarlet sluice
storm patio
storm patio
# tawdry nebula sure

have you tried searching t:Camera in the hierarchy tab just to confirm that there's only 1 camera

scarlet sluice
steady ledge
tawdry nebula
storm patio
#

searching camera would just search by name

steady ledge
storm patio
#

searching t:Camera would search for camera components, in case you accidentally added them to other gameobjects

granite sorrel
storm patio
granite sorrel
#

if you want, we can meet there (also if someone else is coming)

storm patio
#

screensharing is just a relatively poor way to give information, and doing DM support just negates all the benefits of having a community

copper gust
tawdry nebula
scarlet sluice
tender imp
#

Hello, can someone please help me? I keep getting these error messages when I open my project.

radiant pewter
#

is it normal for a scriptable object to get corrupted EVERY TIME you change its class in Unity 6? I could have sworn it wasn't like this on Unity 2022

lapis gate
#

you mean breaking serialization? I've had that happen a few times but that's why we back up before touching that stuff

sudden rapids
#

Can someone link me code monkeys game jam live?

#

Thanks!

#

It is a unity engine participation live

potent geyser
#

Are you really unable to just type the channel name into Youtube? πŸ€”

real sphinx
keen swan
#

how do i access a unity project shared to me with unity cloud

fierce shuttle
#

anyone here have experience with steamworks? Im just waiting for my tax stuff to verify and I'm wondering if I want to work with the API, will I have to upload a new build each time to mess with it?

near wigeon
keen swan
# near wigeon if you're talking about VC and if it was properly setup, you add from the hub

Unity Technologies

Hello,

You have been invited by XXXXXXXXXXXXXXXX, to join project:Bound Beneath as a owner. This is a project associated with organization:Exeriono.

Sincerely,
The Unity Team

This is an auto-generated email. Please do not reply to this message. For help with any questions about your Unity ID account, organization(s), and subscription(s), contact us here.

this is an email i got about it, but i dont see anything in my unity hub or im not looking well enough

#

i dont see any link to join it tho in the mail

balmy kettle
#

You would select the option to add a project then add it from version control or whatever the remote option currently says

plain dagger
#

If you are in this organisation already I think it requires no further action

#

you should have access to the project on unity cloud

keen swan
#

ohhhh i needed to switch organizations from my personal one to his

#

lmao

#

ty for the help lol

keen swan
storm patio
#

it's a website

keen swan
#

ah and how would i then edit the game, since i dont think that would be on the website too

near wigeon
#

the hub to add the project

#

Add from Repository

plain dagger
#

a project can be linked to a unity cloud project

#

the actual project files could be stored with unity vc or git, you didnt say

keen swan
#

ah icccc just figured there would be a tab but this is smarter

#

ty

plain dagger
#

you go online to do other unity cloud things for a project (e.g. remote config)

keen swan
#

is it good to use unity version conrol or not

#

control

near wigeon
#

Git is better

keen swan
#

any setup guides?

potent topaz
#

Hi can someone tell me they see these rectangle rendering bugs in the editor UI too?!

near wigeon
keen swan
#

alr once again, ty for the help

balmy kettle
worthy trail
#

Hello, does anyone know how to make the unity mobile orientation landscape instead of portrait?

plain dagger
#

should be with the resolution settings

hexed path
#

hey what am I missing out on by doing Unity dev on a mac? "Unknown, unknowns."

#

it works pretty well for me so far

hexed path
near wigeon
#

you're missing out the spyware and adware on windows /s

hexed path
#

you sound like a mac user πŸ™‚

near wigeon
#

I prefer Unix user ::P

hexed path
#

ah ok. elite.

near wigeon
#

fun fact though, unity runs flawless on ARM

hexed path
#

I haven't had any problem on apple silicon.

#

the only thing I can't do is preview on Quest 3

worthy trail
hexed path
#

but I can push an APK

near wigeon
#

I think thats something Meta broke no? Idk if any android preview ever worked on unity in general

near wigeon
#

I always push APK to preview anyway

hexed path
#

fwiw it worked on the DK1 a bazillion years ago before Oculus yanked their Mac drivers. irrelevant piece of history at this point.

hexed path
near wigeon
#

also you need is ADB to work, I also have it working wireless besides USB

plain dagger
#

you can use a debugger if you enable script debugging for a build

hexed path
#

I have to look into that. With the APK running on the device I've always found that I lost my unity console logging.

#

logcat works yes, I got confused for a second.

plain dagger
#

what platform is this for?

#

make sure ios/android support is installed so you can change settings for those platforms...

worthy trail
naive estuary
plain dagger
#

It looks like z-fighting

hexed path
#

I was going to say z-fighting too

naive estuary