#π»βunity-talk
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I saw that about 3 milliseconds after I send the message π
all i'm asking is is what message does it get to until when you press jump until it stops
line 29 jump function got called ig?
till line 45
grounded check result
this should probably be threaded...
so the grounded check fails?
this is why we need code blocks on one of the links, there's no way for us to see lines and I'm not counting 45 lines
yes
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.
then that's where the issue is, try increasing the cast distance
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
there I placed it from .5 to 1.0
Test it again
that may be excessive. you probably want something around 0.6f
or 0.6f * collider.size.y
YESSSS AHAHAHHAHA
IT WORKSSS
YAYAYAYAYAYAYYAYAAYAYAY
YIPIEEEEE
thx @unreal jewel π
Depending on how much lenience you want to give to jumping you can fiddle with this value, since hopefully you know what it does now
But apart from that congratulations
thx π
(yea, probably don't wanna be able to jump half a unit off the ground)
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.
Yeah I agree, the point at which you've just solved something that was challenging you is the best place to pause for a minute and just revel in the success lol
It's a good mental boost as well as a refresher
exactly
half the reason why i love this some much
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..."
solving a bug is such a rush
once i deleted the event system from my hierarchy and forgot about it....
oh yeah i did exactly that too once
the errors were so confusing though
yea could not figure out why the hell nothing was working
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?
why not use github? i tried the unity way too and got pretty dissapointed pretty soon after and gone to github anyway...
Github is just way better
Plastic scm works fine for me. The standalone one (yes it still involve some unity website stuff for some things)
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
Depends what the asset is. If its textures/models then send them the files somehow.
If you want to include unity specific assets you want to export things as a unitypackage file and share that
If you want to share some assets over many projects then a UPM package would be best (via git/openupm or self host)
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.
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
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
i side with this, its also good to just think ahead of why you would need to make a varient beforehand and think about how you will use it in the future at all.
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.
No i'm talking about the official unity way to share assets
because one thing even tho the AI and the player share lots of components. I don't wanna have a prefab variant yet.
But anyways we figured it out
Oh like asset store things? I think you can via an organisation share assets to others
you need to be clearer
how do i avoid texture stretching in terrains? i tried using the triplanar shaders but they dont work
Gotta make proper uvs
how? i painted the texture using a procedural painter.
i made them using a noise brush in the raise mode
I think you miss understood what i meant but i assume you mean you are using unity terrain system
If so i'd ask in #β°οΈβterrain-3d
Probably very low mesh density there causing it to stretch
oh yeah i used the terrain system
true but i dont want to increase the resolution and decrease performance furthur so i was wondering if there was any other way
Eh maybe but ive had similar problems with my own marching cube terrain and near vertical faces (where the density didnt change much)
Unity or Unreal question
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.
or maybe a simple shader to fix it
Is there a C# course made for specifically VR games?
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
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
!collab π
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Thx for help
Im so confused on how to make a post
I KNOW THE TOPIC OF THE JAM, IT WILL BE CALLED "unity"
Near the top (at least on mobile) theres a new topic button click it
Ok
topic?
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 -_-
Is it possible to make a soft body with configurable joints?
Triplanar shader would probably be quite fine solution. It "not working" is not a great argument
sounds possible
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!
How to fix
the name 'x' does not exist in the current context
use a variable that does exist or make the variable you are attempting to use actually exist
either use a thing that exists, or make that thing exist
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
well can you access the version control from the unity cloud atleast? 
!vc π read the instructions on how to use it to find out
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.

github is just better for this tho
I added a small line: public GameObject x;
yeah
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
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
scale w/ screensize being enabled should do it..
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
βοΈ 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)
ty I'll look into that(I didn't get it)
I've match width or height set and that doesn't scale it perfectly, I can show you if you want,
yeaa it might be that, to be honest I don't really understand what you guys are saying by that, do you mean the rect transform?
You need to know tricks how to make UI behaves as you need
yea, do u have a good tutorial on this?
There is a lot of UI tutorial just watch few of them and you will start understanding how to set up UI elements
You gotta set each ui element induvidually, on the rect transform theres a cube with another cube in it (top left of the rect transform component) you click it and set that ui elements anchor for scaling
I've just tried to do it, but I probably did it wrong, clicked with alt+ shift on top left of the rect transform component and then changed the anchor x and ys
Normal left click should work fine
Jus Anchor β stuff
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 π and then something like - 30 for the Y π
:o a video ty (wrote how to do it while playing some vr so i couldn't get one)
if i anchored to the bottom right corner i'd do -30 for the X π and positive 30 for the Y βοΈ
i got u bud... my vid rec software is always ready to roll π
this like just changes the original point? and is it always 0,0 center and -30 for half of a whole axe?
and for things like those NavBars, or Footer/Header (Letterbox) stuff that gets stretched you use the stretchy anchor
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
No this would depend on your anchor if the anchor is the center then yes 0, 0, 0 is the center if its the top left the 0, 0, 0 is the top left
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)
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?
if i anchor it to the top left my pivot becomes 0, 1 instead
so (top left) of the image
yeeee
Set the anchor on how you want it to scale for example if you have ui buttons on the left side dont leave it in the center
so its like 2x2?
but i could easily set my pivot to 0, 0 and just add half the image width and height to my XYZ position
to get the same anchor/positioning
k, but that won't help me with my problem, will it? if I scale it on my computer will it change/scale itself dynamically based on the player's computer screensize?
1 x 1
- 0, 1 -> bottom right
- 0, 0 -> bottom left
- 1, 1 -> top right
- 1, 0 -> top left
here your anchor is bottom center?
k so top right wouldn't be 2,1?
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
wow okay ty so much
and is that right?
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?
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
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
its actually my main day-job.. UIUX..
i get by just by being a professional graphics designer...
as for the UI/Canvas system.. im constantly stumbling my way to the finish line π
YEA i feel this
pro tip - just use canvas groups for everything lol and cross fade them to and from the next panel
I'm trying to accomplish an inventory UI,I already have slots image and a panel,I'd like the panel to fit my entire screen(the player's too),so I could like add a background in the panel, instead of making it transparent and only set active the slots
your anchors are going to work regardless.
in this example i have Constant Pixel Size as the setting on my canvas..
I can still resize and scale my canvas (and my logo still stays in the bottom right [because of anchors]
but its size stays static 64x64)..
theres also components u can use specifically for panels and such as ur talkin about
it's doing that because you have it set to constant pixel size
but you need it to scale with the screen
I'm aware, i was specifically showing that
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
oh sorry i didnt see the messages and just the video and thought Quit posted that
its a whole big spill..
unity what is this house called?
and honestly i haven't become familiar enough with the content size fitter to know how it all works π
stumbling continues
oh ur good π
content size fitter is a great little component but can be super finnicky
^ its epic when used properly
i've used it for a scrolling Toast Notification system once..
once i got it working i felt immortal πͺ
ty so much, now I understand like how to make small Uis, but I don't know what anchor I should use for an UI that has to cover the full screen to be honest,I've always made them stretch and stretch
just takes a little at a time π
never try to learn an entire system in one sitting..
you'll forget half the important stuff lol
i typically use Stretch as well..
lol
just b/c its quick and easy
@mild radishhi
but check out that content size fitter one day @glass kraken
ty man,I'll look into that as I don't want to waste your time
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)
so what do you think is the issue?
lol, ur fine.. i'm in my procrastination / daily warm-up..
i spend about 2 hours getting ready for work.. (laying out to-do lists, getting together reference information)
hyping myself up with coffee and music
i'd personally make the top two buttons/bar stay as it is..
and half the lower half / left portion scale to fit
oddly enough i normally hate music up until i start programming then i need it to focus
so i section the different ui elements into parent objects that scale vertically? (leaving the top to not)
1 hour or so of hype / motivational work out music
and then i swap over to blue noise / concentration music for the work-day
and then at teh end of the day more hype / party music π
i'd try something like that if it were me..
thats the simplest solution i see
u wouldn't even need to touch the bottom row of buttons.
alrighty i'll try it
just scale the 3 buttons on the left..
@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
yeah yeah
is there specfic components i should use (never used any of the layout components)
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
hate trying to get something to work for mobile (spent like 2 months and gave up) it looks way bigger on the pc than on my phone so i could never get it right. heck even on pc they still feel a bit large
yeaa, that's what I have right now, scale with screen size, 1920x1080, match width or height, and then the panel but it doesn't scale properly
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
fair point which is why i did mention they were absurd, here's what it normally is though
the panel
so there is a component called the uhm... aspect ratio fitter
i dont see how it'd be possible to even get the aspect ratio u demonstrated earlier
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
playing in windowed mode :?
if u REALLY wanted to support that lol
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
but u will quickly see.. they will just shrink to not overlap
yea but 1920 x 150?
which will become your new problem lmao
lol
ill tell u like i told @glass kraken .... you should get familiar with them,
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
is there some way to restore deleted projects? or are they just gone forever? 
w/ the way WebDev is now-a-days and how dynamic everything is.. i figured they'd join the club
if you haven't opened anything else.. and it was the last project you had open i think you can salvage it from the Temp folders..
but other than that.. (and if its not cached).. nope.. its gone forever...
-# #github
if it's been less than 30 days (and you haven't overwritten the data) im sure it can also be found in the trash can (assuming windows)
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
wdym
i mean theres special software to recover deleted files from ur Operating System..
the FEDs use it all the time
well like what software?
idk.. most of its paid software
when you delete something it isnt just turned into all 0s, it just flags that sector of data to be turned into something else
ive never used it
Hey everyone, how's it going this Friday?
Are your games ready for the 20th anniversary game jam?
hahaha
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
to go along with this βοΈ
you basically don't actually delete stuff.. it just allows it to be overwritten by some other data at a later date..
as long as its not overwritten it can be recovered.. (no matter when)
jinx u owe me a coke
^^^?
ill drink a beer with you

it..
can I ask you a question? @mild radish
Windows File Recovery is a command-line software utility from Microsoft to recover deleted files. It is freely available for Windows 10 version 2004 and later from the Microsoft Store.
Windows File Recovery can recover files from a local hard disk drive, USB flash drive, or memory card such as an SD card.
sure.. im active and chatting..
this is like the third (second*) time in the last 30 minutes i've seen you ping him just ask
π lol
what is this house called?
that is typically just called a "FarmHouse"
Rural /Colonial style
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
with a wrap around porch
Wooden, 2 Story Colonial-style American Farmhouse, with wrap around porch
where can I download
fbx files dont keep textures you'd need to import them separately (same with if you use blender and make a material unity cant use them)
not a clue lol
Ow oki thank you :(
they are read only
you have to make copies
you'll just have to hunt... (im sure theres a free variant out there somewhere on one of those modelling store websites)
oh yeah this, misread what they asked :/ (i think?)
and then ill apply them to every material one by one?
there isn't
apply them to each mesh renderer slot, yeah
oki
then model one or pay for it
sorry i,am poorπ
so model one it'd only take time
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
there isn't a free one
Hello
@tall hearth
Hey ru italian
idk i'm not the one looking for it
https://assetstore.unity.com/packages/3d/environments/urban/ountry-house-125731 this is the only free one i've found so far
i dont understand im sorry π₯Ή
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
need game horror
I can't find any non-paid ones 
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
you on windows?
yeah
Hey are you italian?
I've just checked all them(haven't watched tutorials or these things more in depth) and they seem to have nothing that could help me with the scaling
tough
have you checked your Recycle Bin for it?
oh but they doo.. "Fitter" being the keyword on them
Fitter is the definition of scaling to fit
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
literally free ones ^
the content size fitter just has 2 options, horizontal fit and vertical fit,once I change one of them, the panel gets super small that I can't even see it, and the aspect radio fitter seems to have a lot of things but it doesn't change anything in my case
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..
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
it'd be a Parent > Child setup..
ye, I'll have to watch tutorials
- Canvas
- Parent w/ content fitter or something
- Child Element
- Child Element
- Child Element
- Parent w/ content fitter or something
ohh so I should add it on the canvas ? or like a parent of the panel but child of the canvas?
KKK
I'll try it now tyyy
im not exactly sure about the setup.. watch a few tutorials..
or see if unity learn has somethign about them..
thanks,I'll do that
lmao.. thats dirty
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
yea.. i dont vouch for any of them... especially if they're free.. they're gonna be pretty trash
!collab
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oh well lol @mild radish just changed a field and it covered my whole screen
ty so much man
lol.. all i did was mention a component Unity has..
say i accidentally deleted the default unity layout how would i get it back
fit in parent < aspect ratio to 1
thank yourself.. you did the work πͺ
fr
if you mean recuva then none of these seem to show folders?
C:\Users\YOU\AppData\Roaming\Unity\Editor-5.x\Preferences\Layouts\ // global versions in ur APPDATA folder
K:\Programs\UnityInstalls\6000.0.60f1\Editor\Data\Resources\Layouts // local versions in ur UnityInstall's location
or like how am I supposed to search for it
there should be global copies of it in ur AppData Roaming folder...
and each version of Unity has their own Local copies of it
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
dunno about cameras
Sorry
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
Merry Christmas π§‘
you know you can just not reply too
Just forget it
thanks π
may want to rename it something besides Default.. in case its not the exact same layout
!cs
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Default1 or something like that.. its from my 6000.0.60f1 version
i don't use UnityCloud sorry bout that
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
you can Alt + Click the scene to Collapse and Expand all the objects.. if that helps
hiting reset all layouts also restores the default ones
even if they delete the og Default.wlt
its probably pulling the one from AppData Roaming
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
do you guys have a 2d light tutorial perchance all the youtube ones are really old
will this be a multipllayer game or solo?
Alt + Clicking
i use it quite a bit to collapse and expand big swaths of gameobjects
well the game is already made and published as a solo game with the only public thing being the leaderboard so solo
it was my first ever game, that i'm just refactoring 90% of
not while doing it though π
this has been a pain in my butt, but hey now i've almost made it easy to add full new weapons
ohh it can be..
refactor a big nasty else-if chain into a pretty Switch statement
instant dopamine hit π€ͺ
anyone know?
yeah i get that one had a ~1000 line chain of if statements, shortened it down to a 100 line switch statement and like 40 functions
same with Automation π€ βοΈ
i spent about 20 seconds dragging and dropping InputActionReferences into my InputManager...
and then I stopped.. and was like.. "wait a minute"
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...
you can adjust the near-clip plane on the camera, otherwise, no
but now i can add em instantly ... anytime i want πͺ lol
exactly
will negative near break the camera?
just gotta make up for that 15 minute gap π
negative near plane makes no sense
if i do it 15 times or so.. i think it'll make up for it
changed what was making a weapon taking about the whole day down to 5 clicks and just changing some values after
heck ya
zero doesnt fix it tho
lets just ignore that it's still half broken :/
This is like at 0
as i said, then you are in the "otherwise" situation
alr
since you use an ortho camera, you can simply move the camera further back, that would be equivalent to negative near-clip
no joke just did that and it worked lmao
thanks so much
hey
hello
hru
good wbu
good thanks
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
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..
yeah checked that already :/ thanks tho
anyone know why this might be happening
im talking about the light applying wierd on the sprite
@mild radish ?
the sprite needs normal maps to tell the light how to bounce
material?
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 π
a normal map is part of a material yes
2D sprites can attain the atmosphere, shape, and dynamic lighting that 3D shading offers through the use of secondary textures. This video is a comprehensive guide on possible ways how to create and use texture maps to enhance the look of your game.
Download the examples and shaders used in the video to learn from or use on your own projects fr...
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
from what i can tell theres something there thats stopping the light
ohh yea, that could be an issue
it switches from a collider, to a trigger. it will no longer call OnCollision and instead call OnTrigger. And will also no longer collide
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?
If the project was on an SSD, I don't think recovery is going to work. If it's on a HDD, you should avoid any activity on the drive as it can damage the data.
Whats your experience with using a ssd from server and compile code using your pc
going to depend on the setup of the server and the connection speed
100 mbit/s connection speed
Win 10 is dead, no longer supported, even by MS. I wouldn't have thought that would make a difference for installing Android stuff for Unity, but perhaps it does and you'll need to use an old version of Unity/ Android SDK that was still working on Win10
Win 10 has extended support until October 2026
my windows 10 is not out of support
i have extended support
Doubt itβs relevant anyway
i know, just letting them know its not only now that it fails installing, and even now - windows 10 that i have is still in support
anyone know particles
can someone tell me if im making a 2d game what software do i use for animation
unity has animation tools
no i want a software where i can draw 2d and animate and import it into unity
Paint
kk
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 π 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! π΅βπ« π€’
Not exactly sure what the dealio is.
ANYone who could shed any light here, input is welcome!
Pierre Simon Laplace does
Are you making use of asm defs?
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
are buttons/UI items performance heavy at all? or can they be safely spammed within reason?
Try it, and if you experience performance issues, profile it
i mean if you render a image with a big texture a lot of times that will impact perfomance i think, went from 144 fps to 90 fps just for 15000 images + 15000 tmp_text and 15000 buttons
Monogame is better
Is there a channel for SpatialUnity creator toolkit?
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.
yeah there is a lot of variables that may influence performance
but really the performance is negligible, but you should be splitting your UI into different canvas anyway for sorting reasons
It helps a little but yea its a small perf benefit
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
I got unit tests reliably working. The key was wrangling assemblies and asmdefs. I made a couple of youtube videos about it if you are interested.
anyway link in bio
Iβm making a game, and I got a 3D model off Sketchfab. I made the animation, but thereβs no avatar, so I canβt do an βOnTriggerWalk.β
how do i fix this
what is OnTriggerWalk?
im making it so w will play a walk ani
ok and whats the problem
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();
}
}
}
!code
π Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
π 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.
Heyyy what's up I'm new to unity, thought I'd join to see what's up
Any tips? Ideas? Suggestions?
!learn
:teacher: Unity Learn β
Over 750 hours of free live and on-demand learning content for all levels of experience!
whats better than free
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
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
I guess that's true
Mb for being kinda confusing
The whole idea of it was just stressful at first ig
not many people even reach the threshold to be a problem
True
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.
this is not the place for that. there is no off topic allowed
#πβcode-of-conduct
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?
learning the basics and understanding what you are doing is important
is saving time important?
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
: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 #πβfind-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 #π±βstart-here
when did u started learning how to develop a video game
did u ever feel like u started too late
its never too late
when did u start
2019
no i mean what age
like 30s and im juggling two jobs π
but this is kinda offtopic anyway
interesting
wait
let me get this clear
in this server
u can only talk about game dev
and coding and issues
nothing else?
this is not a social space. #πβcode-of-conduct
oh wait forgot about #πβcode-of-conduct
what do u talk about in this channel then
guys how do u get to a point where you can write a c# script from scratch
like make a full running game
you learn the basics. there are beginner c# courses pinned in #π»βcode-beginner
I want to collaborate on a Unity project with my partner. Is there any way to make this happen and how?
!vc π
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
is it good enough to just understand what a code says
or is it better if u can write one without referencing to anything
you need to actually understand what you are doing when you are writing code
you build up knowledge like everything else in life
the internet has c# topics / courses all over the place
Thank you
well most of them cost money and i dont really like it
plus im one of those people who inputs a 1+1 and outputs a 1 not a 2
there are a lot of free ones
you're looking in the wrong places
like the ones previously mentioned
what are some
if you gotta pay money you're getting ripped off and should learn to use the internet better
Hey thank you so much for replying! I actually figured it out in the end >< I just needed to tick the 'Editor' box in Include Platforms π since I unchecked 'Any Platform'. So now I can see my missing tests. Haha ugh, that took me fully a day.
oh
i paid for a 20$ course
oh
does that cover all the basics?
what else would "c# fundamentals for absolute beginners" cover
enums
interfaces
Hey thank you for the info! I have a slightly weird dll referencing situation, one day i'll diagram it out and share it haha but in the end i got things working π
those are the basics
thats what the documentation is for
for?
for (int i = 0; i > {array or list}.Length; i++)
oh
does it cover advanced topics
are they in there?
idk i havn't looked at the course, but you don't have to learn everything from one place
bro really , do some reasearch, we aint your babysitters
research is part of being a good dev
ill take advantage while i can
why
peoples patience is nothing to take advantage of
but when u can cant you not?
off topic.
<@&502884371011731486>
oh ok
i deleted it.
i didnt know it was off topic
i thought images like thumbs up was fine
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
i dont know
i always tend to find doing the opposite things soothes better
how do i make myself not do the opposite thing?
Stop spamming, thanks.
oh ok
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
what does #πβcode-of-conduct say on the matter
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?
people probably wouldn't wanna help with ai code
why would people not want to help with ai code
can confirm. i do not help with AI generated code.
because it's usually awful, and you didn't put any effort into it and likely don't understand it
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
depends on the person helping i guess
do you help?
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
can i ask what does llms stand for?
large language model, think chatgpt
it's just the more technically correct term for them
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
yeah, obviously blindly copy and pasting code isn't gonna teach you much
oh, thats very obvious and true
yet too many people either don't understand or don't care
is that the reason why 99% of game developers end up failing?
part of it
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?
!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**
(also covered by #πβcode-of-conduct )
Hey guys how are the jams going
I havent had any time today but my idea is simple enough
is there something like GPU instancing but for 2D sprite in unity?
tilemap api
thx
It's been super-useful for studying Unity.
except when it gives you outdated or just straight up wrong info
?ban 1436338884446392331 bot
gran0501 was banned.
moving to the right channel. sorry about that.
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
store each type of data in an array where each element is chronologically ordered based on ascending value, then fill in the space between each with the color of the line above.
but how to fill them? with what?
depends on how you're rendering the lines in the first place
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.
You might want to consider using mesh objects, which can make a lot of geometric shapes including 2d ones: https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Mesh.html or https://docs.unity3d.com/560/Documentation/Manual/class-Mesh.html
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
thx everyone
tbh i haven't decide yet... probably line renderer?
but for now i will just try mesh
mesh making is a lot less scary than it sounds btw
for something this simple especially
Seconded, I made a mesh object for a flashlight that just raycasts until it hits a point then sets vertices to those points etc, no prior knowledge of meshes but was able to make it work fairly quickly
eh i would probably just use UI and make use of ordering layers so that you dont need perfect shapes
@misty bear you might want to look at this page https://docs.unity3d.com/6000.2/Documentation/Manual/mesh-index-data.html and related mesh docs, this one gives good visuals on how the triangles array converts to actual shapes
How would you do this in UI with a fill? You'd have to make a custom shape somehow?
creating sprites is fairly trivial
At runtime?
yes. store your data in a 2d matrix and use that to create a sprite
and create a new sprite every update potentially as the data changes?
isn't mesh just easier in that context
yeah potentially. i assumed that this wouldnt be necessary though. i cant think of a use case where data would need to update that fast or a long time
even then, i dont think this is a horribly expensive method as long as you properly clean up the created trash
a game where there's a live updating statistics billboard, including say time spent at a certain location which would update every frame while the condition holds
if performance becomes a problem you'd probably move to a shader
mesh would be easier to work with and easier to not have to deal with clean up
would meshes really be much better in this case?
how
the cleanup itself is the easiest part imo
if it's a mesh with like only a few vertices as shown here then all you have to do is move around the vertices
no clean up at all
ok, and im saying trash cleanup isnt much of a problem at all
yeah... i think I will just go with mesh for now... shader seems overkill, but i will see it first how is the performance
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)
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)
how long does the Unity "Quick Start Bundle" usually stay in the store before refreshing? Since i feel like its been a while
You definitely can, but is there any benefit to doing that versus the mesh? Since I feel like mesh is easier to work with and has more potential
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.
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.
sprites can be rendered using the sprite renderer or a UI image component, which auto generate quads and use them to render the sprite. so the work is already done for you here.
i see what you mean though. it's not as bad as i originally thought when you lay it out like that. i admit i conflated the issue a bit.
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
if you dont know what it is then you wont need to use it
ok then thx
how can i add text to this inside unity
you can use text components from TMP
there's 2, one for UI (canvas) and one for worldspace
If you want to use your own font there's instructions here https://docs.unity3d.com/Manual/create-meshes-text-strings.html
could you please elaborate
thanks , i already have custom fonts appreciate the help tho
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
thanks
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
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
no helping with mods here, sorry
oof
Do you know of any servers that could?
When you say game specific what do you mean?
usually there are communities for a given game, not unity modding in general
I have one more question
Have you ever seen these strings of numbers to get a Mesh
nope
a mesh has index and vertex buffers binary data or something that can be compiled to that.
this is just metadata
Alright thanks for the info
The reason we canβt help with modding here is - this isnβt a Unity format. I donβt even recognize the syntax. So itβs specific to the game.
one of the reasons anyway
It probably wouldn't help but the game is CarX Drift Racing Online
hi. in the 6000.0.49f1 version of unity, where are these?
oh nvm im an idiot
found it :(
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
Alright, sorry about that
all good
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?
this looks really edgy, is this the camera view or or scene view
its the game view like what u call that the one after pressing the game tab?
yeah i was asking because i thought you accidentally changed the scale at top
no the scale isnt changed
and the screenshot was taken on play mode
heres my camera settings
are you talking about the jagged edges?
Yea like how do i fix them
Experiment with anti-aliasing on the camera
oh so i want performance a bit over graphics so like which would be the best anti aliasing?
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
oh and what about anti aliasing?
Not sure about the most performant, I would guess FXAA
ok, Thanks a lot :)
Is anyone else having a lot of crashes on 6.2?
FR! there are many crashes as long as i have been using it
Yeah it's a bit annoying. Hope the next patch addresses them
yeah
Sorry for disturbing again,
Whats with this camera clipping
it just doent fix
If it's in the scene view just press F once
no no its the game view
Could be you're behind objects that only have a front side. Could be the clipping threshold on your camera
yea i am behind the wall thats true but it happens for evry thing.
Try a near clipping plane of 0.01 or something
All good, you can lower the far clipping too if you want more performance on mobile or something
how to lower the terrain to make rivers and lakes
there is a brush /raise and lower terrain
#β°οΈβterrain-3d
yea u can set depth too
i just had 2 scripts with the same thing in it ;-;
its new? every time i open unity editor with new project its error with jetbrain package i bored
what the hell
yeah, there's a new version of the package and the old one got deprecated i think? but the features haven't been updated for the new version
yea its deprecated you also get this?
i haven't created a new project in ages
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
!collab
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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**
Thanks
Hi
hi
hi, this is not a social space
https://nohello.net
Hi
please don't spam
this will be fun to wach
When was I spamming
I said hi TWO TIMES
yeah, this isn't a social space. imagine if everyone said that as they opened the server
we just wanna talk
this isn't a social space, there isn't an off-topic channel here
ITS CALLED UNITY TALK FOR A GODANM REASON
it's for talking about unity, not for idle chit-chat
hahahahahahha
maybe we wannet to talk about aa game dont just asumy cuz of one mesage
No I'ma chat with people bc idgaf if they care or not
then talk about that, no need to open with greetings for 5 minutes
it's literally against the rules lmao
lmao
I literally said it two times within 5 seconds
Are u dumb
not very nice
I'll be there π
we just said hi
..yeah, that would constitute as spam
why are u causing a scene cuz of hi
UR SPEC
and ive linked you a site that explains why that's not very good practice for technical support communities
this isn't a social space.
BRO IT AINT THAT DEEP
yeah, it really isn't. don't spam "Hi", that's all
Ur sped I said it two times and u think it's spam stfu no one cares rn ur actually sped so stfu pls ur fucking annoying
WE SAID IT ONCE
this also isn't very nice
hahahahahahaha
it.. quite literally is spam, it is unnecessary content that doesn't convey any information
Idc
and it's discouraged here
huh
just ping a mod at this point
STFU MR EINSTIEN IDGAF
<@&502884371011731486>
i linked a website explaining why "hi" is discouraged here lmao
chris politely asked you not to say hi because it's breaking the rules?
WE SAID IT TWICE BRO YALL ARE BIG ASS BABYIES
and you couldve just like, not continued?
!warn 1389416409381081118 Don't spam the channel. Read #πβcode-of-conduct
@nexus12349876 warned
Reason: Don't spam the channel. Read #πβcode-of-conduct
Duration: Permanent
Fuck you
!ban 1389416409381081118 Spam.
XDDDDDD
@nexus12349876 banned
Reason: Spam.
Duration: Permanent
you aren't helping
bro im just laughing
@cobalt reef There's no off-topic here. #πβcode-of-conduct
but i just said hi
Yep, I just woke up to this haven't seen the rest of it.
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 #π»βunity-talk message
do you have a reliable tutorial i can use? i tried a shader from github it just didnt work. the output was just white
@cobalt reef Stop spamming collab promotion. You were directed to the correct place yesterday already. And do read #πβcode-of-conduct . If you don't have Unity related questions don't spam channels with off-topic.
bro wtf is this serverπ
im gonna get banned for breathingπ
you would get banned for doing things that aren't appropriate here, as laid out in #πβcode-of-conduct
Δ°ts True
offtopic is saying hi thats crazzy
although i agree on what you said, this server wants it like that Miku
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
i am on 6.0... i'll still try out the graph and see how it goes, thanks a lot!!
does anyone know why the game view lags when its not in fullscreen mode?
Don't know which kind of lag you mean but it could be for example the need to render both scene and game view at the same time
is there any way to disable the scene from rendering while viewing the game window
Probably not. What you mean by lag? Is the game visibly stuttering or is it just the fps getting lower (and by how much)?
i get 250fps when i play on with "Play Maximized" and 100 fps when i play normally
also sometimes the normal method works too
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
Editor performance is not equal to game performance
That is very true. If the performance isn't enough to cause any problems for game testing etc. there's no need to worry
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.
its been 40min homie
Oh shit lol. My bad I'm half asleep.
Pretty normal if you have an object or editor window opened with a heavy custom editor. Wouldn't worry about it for your game's actual performance
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
Your camera might be in a weird position facing away from where your scene is?
sounds like your camera just isn't capturing anything
are you in a 2d or a 3d project?
camera seems to be okay
because i have it facing the player using a script
basically what cinemachine does
The Z position of your camera should be below 0 during play mode probably
alright thank you
uhhh, in 2d?
z is 1
you generally don't rotate cameras in 2d
ok, it's -10, where it should be
yo anyone use Cursor as editor?
this camera says its background is pink, you said you were getting a blue screen?
do you have any other cameras in the scene?
no, it was okay yesterday but now its broken
do you have vcs?
vcs whats that?
huh check the culling mask is rendering everything and maybe tag it MainCamera
version control system, basically either git or uvc
yes i have unity version controll on
if you do, you could see changes you made compared to your last commit
how 
no clue with uvc, tbh
i looked it change sets it only shows 2 dates both are of today
so you've only made commits today?
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...
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
have you tried going through tutorials? are you getting any errors with an existing implementation (if you have one?)
can i share my project to you so you can have a look?
Yeah I have gone through tutorials and tried to implement it by following the chatgpt steps, but I am unable to acheive it
I can check it out via screen share if you're up for it
sure
maybe don't follow genAI bs
we need more context about your specific issue, if you come here just asking for tutorials then you're just going to be pointed to tutorials
have you tried searching t:Camera in the hierarchy tab just to confirm that there's only 1 camera
Send me a DM and we can try a short voice call.
Can you suggest me any youtube channel that tells all the tutorials perfectly..?
t:camera doesnt show anything but yes i did search camera only 1 showed up
no, you can google for some
the casing matters, im pretty sure
searching camera would just search by name
okay, thank you
searching t:Camera would search for camera components, in case you accidentally added them to other gameobjects
uuu cool
please do not solicit private support, there's a reason community servers exist
if you want, we can meet there (also if someone else is coming)
screensharing is just a relatively poor way to give information, and doing DM support just negates all the benefits of having a community
Na
i had a camera on one of the lights its fixed now thank you
yeah it's fine. it was an extra camera lol you were right
Hello, can someone please help me? I keep getting these error messages when I open my project.
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
you mean breaking serialization? I've had that happen a few times but that's why we back up before touching that stuff
Can someone link me code monkeys game jam live?
Thanks!
It is a unity engine participation live
Are you really unable to just type the channel name into Youtube? π€
it's just annoying tbh
do you try uninstalling your unity editor
no
how do i access a unity project shared to me with unity cloud
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?
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
You would select the option to add a project then add it from version control or whatever the remote option currently says
If you are in this organisation already I think it requires no further action
you should have access to the project on unity cloud
ye im in the organization
ohhhh i needed to switch organizations from my personal one to his
lmao
ty for the help lol
still not seeing it, where would i find unity cloud on the unity hub?
it's a website
ah and how would i then edit the game, since i dont think that would be on the website too
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
you go online to do other unity cloud things for a project (e.g. remote config)
Git is better
any setup guides?
Hi can someone tell me they see these rectangle rendering bugs in the editor UI too?!
if you
Unity Git Setup I'm sure there's plenty
alr once again, ty for the help
Source control is necessary to avoid data loss, and provides powerful tools like project history.
Hello, does anyone know how to make the unity mobile orientation landscape instead of portrait?
change the allowed orientations in player settings for your mobile platforms.
should be with the resolution settings
hey what am I missing out on by doing Unity dev on a mac? "Unknown, unknowns."
it works pretty well for me so far
what?
I'm just curious if there is anything to be won by switching to Windows.
you're missing out the spyware and adware on windows /s
you sound like a mac user π
I prefer Unix user ::P
ah ok. elite.
fun fact though, unity runs flawless on ARM
I haven't had any problem on apple silicon.
the only thing I can't do is preview on Quest 3
Under the 'Player' section of the project settings?
but I can push an APK
I think thats something Meta broke no? Idk if any android preview ever worked on unity in general
https://docs.unity3d.com/6000.2/Documentation/Manual/class-PlayerSettingsAndroid.htm
The Orientation section
I always push APK to preview anyway
fwiw it worked on the DK1 a bazillion years ago before Oculus yanked their Mac drivers. irrelevant piece of history at this point.
what do you do in place of logcat when you need to debug?
wdym I still use Logcat
also you need is ADB to work, I also have it working wireless besides USB
you can use a debugger if you enable script debugging for a build
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.
This is all I see
what platform is this for?
make sure ios/android support is installed so you can change settings for those platforms...
Yeahh, that's the issue. I'll install them now, thank youu
Im trying to bake the lights and this is the result. What's wrong?
Does that happen in the scene view? What if you change the scene view to the unlit mode?
It looks like z-fighting
I was going to say z-fighting too
It doesn't happen in unlit mode. but it happens in playe mode too