#💻┃unity-talk

1 messages · Page 19 of 1

plain dagger
#

Do you have duplicates of these models overlapping eachother in the scene by accident?

#

If not, do your models have any UVs?

naive estuary
hearty dagger
#

hey unity team can unity make a ai for unity which will like do the job of vibe making games?? just by promt > like genni 3 but most powerful

naive estuary
storm patio
hearty dagger
#

the future will eat your job

balmy kettle
plain dagger
dense reef
#

Unity 20 game jam started but there are no announcement here?

storm patio
dense reef
#

thx this channel wasn't active in my discord

marble geyser
#

Hello, I’m a beginner in Unity, and I’m looking for someone to help me create my game. I possess all the concepts, and I require assistance in understanding how to utilize Unity and which menus function, etc.

storm patio
#

are you looking for someone to participate in your project, or just looking for help with specific issues?

marble geyser
storm patio
#

!ask

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

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

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

storm patio
#

for the "later" part,

#

!collab

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:
• ** Collaboration & Jobs**

marble geyser
#

thanks !

odd forge
#

Hello I was wondering if someone can help me with my project for uni because some things arent working

vagrant rootBOT
# near wigeon !ask

:thinking: Asking Questions

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

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

spark siren
balmy kettle
#

ah, camera is at Z:0, put that at -10 because 0 is less than 0.3 units from 0 which means it cannot see the bird

left hull
#

Whats the best way to go at 2d shadows

potent geyser
#

Use Unity's 2D lights + shadows

left hull
#

how tho i got a global light but no shadows

plain dagger
#

isnt there a component to add to make sprites cast shadows?

potent geyser
#

Use the 2D renderer + 2D lights and set up shadow casters appropriaately.

left hull
#

Thanks everyone

spark siren
storm patio
#

make sure the bird is actually in the viewport

#

perhaps disable gizmos there, it might be covering up the bird

#

the bird gameobject is certainly visible as indicated by the gizmo though

spark siren
#

ah. got it

#

thanks yall

#

also any detailed guide on inout system?

balmy kettle
#

if your bird is showing up that small when scaled to 8x on each axis then you need to adjust the pixels per unit setting on your texture because it's way too high

storm patio
#

there are several on google, and there is an official one on the package's manual as well

spark siren
#

okay

glacial flax
mystic abyss
#

Can I force unity to do a domain reload, besides altering code? I just want to set up a MenuItem to automatically do it

pearl oyster
glacial flax
pearl oyster
#

You don't make the canvas bigger. You make the squares smaller

glacial flax
#

oh ok

brisk rivet
#

Is there a way I can ensure the camera always displays the entirety of the canvas (Screen Game Object)?

#

This is my Canvas setting

balmy kettle
#

the canvas should be in screen space not world space for that behavior

brisk rivet
#

But then the canvas is awfully small.

#

I'm trying to get a 1100px * 1950px screen.

balmy kettle
#

you need to read the information pinned in #📲┃ui-ux to learn how to correctly use the canvas

brisk rivet
#

That's just layout. I'm talking about resolution though. @balmy kettle

balmy kettle
#

you need to understand both. which the documentation covers.

brisk rivet
#

I'm not interested in that part yet though.

#

Can you address my question? Just sending me to some documentation without even hinting which part isn't much help.

#

If you can't, I can wait for someone who may be able to.

balmy kettle
#

i told you, you need to understand how the canvas works. have you considered actually looking at the information about the canvas in the linked documentation

brisk rivet
#

I know how to use UI. I'm just struggling to resize the canvas to the resolution I want with the screen-space mode.

brisk rivet
balmy kettle
brisk rivet
#

I wouldn't ask if the documentation explained...

balmy kettle
#

If the screen is resized or changes resolution, the Canvas will automatically change size to match this.
stop lying and actually read the documentation

glossy topaz
#

if apply root motion is off, why does my gun move to the distance and become 100X bigger?

brisk rivet
#

Stop giving half-assed answers...

#

The camera matches hardware screen ratio.

#

Which will be different per device.

balmy kettle
#

now you get to learn about how to anchor and scale your UI

brisk rivet
#

Dude, just stop.

#

You're legit more useless than anyone I've ever met.

balmy kettle
#

it's also not the hardware ratio it follows, it's the resolution set in software that it follows

gritty path
#

Hello. I want the bone to be snapped to a vertex, In blender I did it with copy location constraint, but I heard unity doesn't support vertex groups.... So I want to ask how to do this in unity?

balmy kettle
brisk rivet
#

Move on with your life. Surely it's more entertaining than responding to someone over Discord, at least I'd hope so.

balmy kettle
#

go learn how UI works and stop trying to act all tough by insulting the people trying to provide information to you

brisk rivet
#

I don't need you to tell me what I need to learn. Move on man.

#

Get a life.

#

(and he can't move on...)

lost jewel
#

hey guys lets all calm down

balmy kettle
# brisk rivet Get a life.

can a <@&502884371011731486> deal with this child who apparently likes to insult people trying to help them

brisk rivet
#

How unhappy must someone's life be for you to consistently pester me when I've said I don't want your help?

#

Yikes.

lost jewel
#

also uhm i am kinda having buggy issues with my unity prototype im making

potent geyser
#

We can all move on, thanks.

viral hill
balmy kettle
vagrant rootBOT
# viral hill !ask

:thinking: Asking Questions

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

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

vagrant rootBOT
# balmy kettle !ask 👇 you're gonna need to provide more info

:thinking: Asking Questions

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

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

brisk rivet
#

Resizing gets disabled.

lost jewel
brisk rivet
balmy kettle
viral hill
brisk rivet
#

Yet it has no easy way to scale it. @viral hill

#

At least to the resolution I want

#

Which is 1100x1950

vivid imp
#

Do you know if there will be a meet up of this discord?

viral hill
#

there is a scale with screen size mode

brisk rivet
#

As in, it will make some items on the canvas get bigger

#

or smaller

#

depending on device screen

lost jewel
# balmy kettle what are you referring to?

so earlier yesterday i was trying to do a camera switch with the fps camera to cinemachine however when i did that the whole prototype fell apart and now im having issues where the fps player just falls off under the map for some reason like in game

viral hill
brisk rivet
#

I would rather it clip rather than scale.

balmy kettle
stuck flower
lost jewel
stuck flower
#

You're in total control of this

brisk rivet
stuck flower
#

You can just not base their size on the canvas size

lost jewel
#

also im using the super character controller

dapper topaz
#

can someone help with a main menu glitch?

brisk rivet
balmy kettle
jade orbit
#

Hey i want to uses 2 cameras
one that shows color and one that only displays black and white
Then selectively show objects in color and some in black and white
How might i start with this?
I imagine using layer masks in some way with shaders but

balmy kettle
vagrant rootBOT
# balmy kettle !ask 👇

:thinking: Asking Questions

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

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

gritty path
stuck flower
viral hill
#

youre on the right track

brisk rivet
lost jewel
brisk rivet
#

I don't want this to scale with respect to the camera resolution changing.

stuck flower
brisk rivet
#

And if the camera resolution changes, so will it, that's my issue.

balmy kettle
brisk rivet
#

With different aspect ratios.

stuck flower
#

Actually, even then I don't think it would be

brisk rivet
#

Oh, so it needs to not be a child object of the Screen?

stuck flower
#

You'd need to be changing scale

brisk rivet
#

No, scale is constant.

stuck flower
#

which UI just doesn't do on its own

stuck flower
#

Full screenshots, window, inspector, et al

brisk rivet
#

You can even see the size change in the Scene View

stuck flower
#

With this object's inspector visible

#

Also don't crop the hierarchy

brisk rivet
potent geyser
#

What does the canvas scaler component look like for the screen canvas?

brisk rivet
stuck flower
#

That looks like the same size, just on a smaller screen

#

Stuff that's off the edges of the canvas aren't gonna show

tawdry nebula
#

my background along with some traps keep deissappearing anyone know why i might be happening

stuck flower
#

and a canvas taller than its height is going to have extra blank space

brisk rivet
#

Is it? It looks like it's changed in the scene view.

stuck flower
#

The canvas is bigger

balmy kettle
stuck flower
#

that's to be expected

brisk rivet
#

I want it to remain the same even with a bigger canvas.

#

And remain same even with smaller canvas

potent geyser
#

Match the match = the height on your canvas scalar

brisk rivet
#

Essentially, a fixed size.

stuck flower
#

Then set it to constant

brisk rivet
#

Yeah, that's what I'm asking.

#

How do I set it to constant?

stuck flower
#

UI Scale Mode

brisk rivet
#

But then that causes this weird width and height for the canvas..

tawdry nebula
#

im using tile map along with lights it only happens after going past a certain point

brisk rivet
#

which i can't change

stuck flower
#

not the transform

brisk rivet
#

Yeah, but I can't change them in the canvas is my issue.

stuck flower
#

why not

brisk rivet
#

There's no option?

stuck flower
#

What's the canvas scaler look like

brisk rivet
#

I'm half tempted to just ignore this and force it via a C# script at this point. The whole editor is just so confusing regarding this. It makes development workflow a lot more annoying but whatever.

jade orbit
stuck flower
# brisk rivet

With that set, since the canvas is screen space, it's going to be set to whatever the size in pixels your screen is

#

the number will change as the screen size changes

plain dagger
#

The canvas scaler is doing its job hence why the scale is being changed and locked

brisk rivet
#

yeah, as I said, stuff changing because of screen size is what I'm wanting to avoid

#

I want a fixed constant size.

plain dagger
#

change it to "scale with screen size"

stuck flower
brisk rivet
#

Screen size changes? Just add black bars.

brisk rivet
#

And was told to change it to this one.

#

I just want the camera to show the full canvas.

#

It can show more, just never less.

#

And the canvas I want to have a fixed resolution.

potent geyser
#

(They need to stretch their container, and then change the slider to height matching)

#

🏃‍♂️

brisk rivet
#

Tried that Osteel

stuck flower
#

You seem to be saying you don't, then describing things that screen-scaling canvases do?

stuck flower
brisk rivet
#

Assume the black box is the screen

balmy kettle
brisk rivet
#

and the red is the canvas

#

Both are acceptable.

#

But if the black box is smaller than the red one

#

that isn't acceptable

stuck flower
brisk rivet
#

And if that happens, I would rather the game crashes.

#

This is also acceptable

#

So no scaling whatsoever

#

Canvas is fixed size

#

Screen size >= Canvas size

#

or game crash

plain dagger
#

Using the correct canvas scaling mode as well as anchor placement will give you the results you want

#

because anchors also determine how the rect will be positioned and its size

brisk rivet
#

The Red thing is the canvas.

#

Not the background

plain dagger
#

No, your canvas will cover the screen, inside it you can have a container object that covers the red area

#

THEN inside this container you can put what you desire

brisk rivet
#

Will the scaling of things inside be relative to the canvas or the container?

#

If it's container, that's acceptable.

plain dagger
#

container, and the containers anchors will control its placement and sizing

brisk rivet
#

Okay, that works.

#

Thanks.

plain dagger
#

learning about anchors and how it controls layout and size will really really help you here

brisk rivet
#

I wasn't sure a container will cause relativity to change.

brisk rivet
#

I was under impression everything will be relative to the canvas

polar basalt
#

guys, is there any way i could mimic sound slowing down when time slows down? just changing pitch makes it sound super weird and annoying, tried audio filters but idk what i have to change to make this work

viral hill
polar basalt
#

its something else for sure

viral hill
#

pitch is exactly what you need, you just dont seem to like the result

gritty path
#

Hello. I want to make a bone to follow a mesh's vertex. or mesh's skin... Locate a bone on the surface of a mesh.
So i can make a dangling badges on the fabric mesh. Parenting alone can't do this. The bone will position inside of a mesh.
How can I achieve this effect?

granite sorrel
#

that's the reason i was asking

hushed hamlet
# polar basalt guys, is there any way i could mimic sound slowing down when time slows down? ju...

Audio filters won't really do it. You'd need to mess with code and actually modify the audio waves. And even then, doing it without clipping is going to be really tough. You'd essentially need to wait for a 0 frame to start and 0 frame to end to prevent clipping. But you also would want to monitor high/low folds so the loop is right. The problem there of course is that the loop won't always match the frame goal... so you may need to cross fade them (lerp sample A and B).

You can access the raw data. You would need to duplicate / remove audio frames to keep the pitch consistent and slow down the sound. But where that loop snipping happens is not trivial.

It looks like you also may be able to do this via fmod (slow down the speed of of play but increase the pitch proportionally).
https://qa.fmod.com/t/how-to-adjust-the-speed-of-the-audio-without-changing-the-pitch/20831/2

#

Which is, honestly, the better answer than trying to diy it.

viral hill
polar basalt
#

pitch doesnt change but the speed of the audio changes

#

thats kinda what i would need ,but i think i found a better way to do it, but i need to test it rq

viral hill
#

everything will be the same as before you made any changes to the audio

hushed hamlet
polar basalt
#

you can do that in audacity too

hushed hamlet
#

Yeah exactly its just on-demand

#

Its because they want the audio to slow but not the overall pitch to change.

polar basalt
#

basically stretch it on the x axis idk how else to explain

hushed hamlet
#

Itll sound watery but probably good for a slow mo type effect

viral hill
hushed hamlet
#

It would be fun to play with tbh

viral hill
#

unless there is a built in smoothing factor of sorts that i am too inexperienced to understand

violet thunder
hushed hamlet
hushed hamlet
viral hill
hushed hamlet
#

Yup, just a path forward :D. Everything in audio is hacky to some degree.

#

Its akin to trying to upscale a jpg (slowing audio down) versus downscaling one (speeding it up).

#

Unityll also add its own smoothing of sorts with the audio file compression when it goes to build. So youll wanna hear it on device too. But it just depends on why they want the audio slower.

#

I.e. if its a 5 second bullet time, itll probably sound awesome. If its 2 minutes of game play, probably want to think of the more advanced options. And if the speed is exact, you could even just render audio twice and probably get away with a cross fade.

#

Yatta yatta, play around with it, fmod is probably the quickest.

hushed hamlet
# brisk rivet I'm half tempted to just ignore this and force it via a C# script at this point....

Sometimes thats the right answer. Unity UI tries really hard to be resolution agnostic. Your setting looks right to try and set pixel accuracy, and probably just needs anchoring / sub panels. But ive been on some massive UI heavy projects where you just need to do things manually (I had one client insisting on switching out 200+ icons in 4 different resolutions for iOS, because they were worried about blur).

But yeah I wouldnt do this personally, but you can set a fixed constant size. The canvas will do whatever to fit the screen. Then use custom or coded sizes on the elements. So the first panel could be specifically 1920 x 1080 and always the same size. You could add horizontal/ vertical layout groups to add black bars. Its just going to pop off screen on other resolutions.

dapper topaz
#

anyone know why my games play button doesnt work but quit does

#

dms if ypu know pls

visual peak
inland river
dapper topaz
#

i dont

sly lake
visual peak
#

I gotta poke around this ancient ui more ig

inland river
#

fwiw, this discord does not provide modding/ripping support

hushed hamlet
# dapper topaz dms if ypu know pls

The folks in here mostly volunteer their time while working on their own games so one on one DMs and support isnt really a thing.

Its more of a question & answer discord.

You want to show a clean screen shot with the issue (is this a main Menu?), a very clear what isnt working, and be prepared to need to show the code, inspector and how things are setup

#

But, lots of amazing folks in here will help if they can, its best to make it as easy on them as possible

dapper topaz
#

THIS IS GONE NOW

#

CAPS LOCK

#

it showed this then went away and stopped working

hushed hamlet
# dapper topaz

That's better. Its saying a ; is missing. So if you see that, double click on it to go to it, and add it where you think it is missing with the context of the error.

dapper topaz
#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class MainMenu : MonoBehaviour
{

public void PlayGame(int sceneBuildIndex)
{
    SceneManager.LoadSceneAsync(sceneBuildIndex);
}

public void QuitGame()
{
    Application.Quit();
}

}

#

this is the script i done

jade orbit
#

Anyone know how i might make a camera only display what it sees through a mask?
Not like a layer mask or culling.
I mean if an object has a mask, it would only see through its volume

I have objects with circular masks around them
I want my overlay camera to ONLY SEE whats in the circle and nothing else

hushed hamlet
dapper topaz
#

but it stilldont work

vivid cedar
hushed hamlet
dapper topaz
hushed hamlet
#

In the inspector, your Button has a UnityEvent you can add commands to. You need to make sure it is connected to the command you made. The same as you setup the Quit button.

jade orbit
#

Hey also i accidentally deleted a folder called settings
I think it was related to my render pipeline
and now my cameras are normal cameras
not URP cameras that support stacking
How do i fix this?

hushed hamlet
dapper topaz
visual peak
balmy kettle
#

it's still against this server's rules to discuss modding/decompiling

hushed hamlet
#

Yup, probably solvable, but not the right place for it. Youll need to ask in that mod community. Sorry mate.

hushed hamlet
# dapper topaz

Itll be an actual child somewhere under a canvas.

I think you may have missed a step. It may be beneficial to try the Unity Learn UI tutorials

#

!learn

vagrant rootBOT
hushed hamlet
#

Just because there is a lot to go through

visual peak
hushed hamlet
#

Love ya all, im gonna go work on my car 😄

dapper topaz
hushed hamlet
dapper topaz
#

oh okay its just the apk play and quit were stretched out

#

and i never thought it would lol

hushed hamlet
#

Your probably fine as is for a desktop or web game. Later youll learn how to make a UI work on any resolution. I typically create two, a landscape and a portrait UI, and toggle between them.

#

Just because you can get more out of the screen real-estate that way

dapper topaz
inland fox
#

I like active ragdolls not having to worry too much about handling weird animation graphs and has nice physics.

#

but a bit pain to manage sometimes

vivid imp
spare meadow
#

sup im trynna make a open url script on my button but i cant choose it , im a beginner and i dont understand can yall help me i tried to watch on youtube but i dont find my problem

jade orbit
#

So im having issues with what seems to me a simple post processing effect.
I want my game to display in black & white.
but objects that are moving reveal color in a circle around them.

I have 2 cameras
One displays color,
the other only displays black and white.

The main display is the B&W camera.
Im attempting to use circle sprites that are children of moving objects that have a sprite mask component to tell the Color camera where it should show color.
Aka only overlay the color camera over those circles.
I tried to use a render texure but it really just... didnt work.
Im not sure how to show masked sections in a UI element.
It ignores my masks completely.
What can i do?

hushed hamlet
#

Then, you should be able to select most public functions in the action beside it.

plain dagger
#

(or subscribe to onClick in code)

keen swan
#

my friend just pushed his changes to the version control thing and updated my workspace with it but now i cant see anything (its a 2d game, im supposed to see the background and stuff. I am centered on the background of the game so i should be seeing that) Also this was the first version that was pushed, before this i had absolutely nothing

hushed hamlet
jade orbit
hushed hamlet
#

Im curious to see the final result now though 😄

wide thicket
#

(FWIW, I'm no expert -- I just know that it's the kind of thing that stencil buffers are good for 😉 )

plain dagger
#

If you render to a render texture that you never "clear" and use some unlit white material for example I can see this working.
You would need to then sample from this texture in a shader to decide if you can show colour or not.
You also need to make sure this is done in two separate passes or keep the two camera approach as you cannot read and write to a texture at the same time.

#

So it would be:

  1. draw to "colour mask"
  2. draw rest of scene which can sample from "colour mask"
broken grove
#

Question, is animator transition trigger is intended to stay triggered until it get 'consumed' by the transition?

gray citrus
#

[URGENT HELP] Unity 3D / Blender - Invisible Inner Faces

Hi everyone,

I'm facing a frustrating issue that common solutions aren't fixing: I exported a corridor model (extruded prism) from Blender as an FBX into Unity.

When I place my camera inside the model, the walls are invisible (unwanted Backface Culling effect).

Has anyone experienced this specific bug and found a solution beyond checking normals and the camera's near clip plane?

What specific setting should I be looking for in:

  1. The FBX Import Settings in Unity?
  2. The URP/Standard Material to force double-sided rendering?

Any advanced insight would be greatly appreciated! Thanks.

sweet ruin
#

hello all, having some trouble with my skybox in unity 6.2, anybody know why it might not be showing up?

sweet ruin
vivid cedar
#

you would either need to use a material that renders backfaces

#

or you would need to model both sides of the geometry

copper gust
#

(Ie. Is it invisible faces or lack of faces)

glossy topaz
#

i think unity is secretly hiding keyframes old keyframes when u overwrite from blender

sweet ruin
#

so my skybox is not showing up in the editor window or in play mode. I have created a new URP asset and assigned it, I have deleted and created new a new camera, I checked that the editor window is set to show skybox. I set the skybox material to a custom skybox in the environment tab under lighting and it hasn't updated in either the camera or the editor window, the camera is showing the last solid color background. I have tried to add the skybox component to the same object as the camera and it had no effect. The console is not throwing any errors in play mode. I am unity 6.2.

#

hopefully this screenshow shows most things ive tried to do

#

I have tried to drag and drop the "Day1" skybox material asset onto the skybox in the editor window, and also manually assigned it in the environment tab of the lighting settings.

glossy topaz
#

does anyone know any possible reason for this gun's body bone to be moving at all when i definitely didnt animate it to

#

see when this animator is off the gun doesnt move away. which kind of problem causes this. I think unity secretly hides old keyframes if you overwrite animations

orchid ferry
#

Yo

gray citrus
viral hill
sweet ruin
#

I think i have narrowed down the issue but im not sure how to fix it still

viral hill
# sweet ruin

try assigning a skybox with the default skybox shader for urp. if that works, then you have a shader problem

sweet ruin
#

still nothing

#

I made a 6sided skybox with the builtin unity shader

#

nothing

#

still grey and yellow, test mat is pink

#

okay so my camera component says that its rendereing to the defult renderer which is renderer2D

#

That may be part of the issue

#

I have assigned a 3D renderer asset in the graphics tab of my project settings but that hasmt fixed it

sweet ruin
#

"rendering"

plain dagger
sweet ruin
#

under camera component

viral hill
sweet ruin
#

there is no 3D option, and the alterative 2D renderer doesnt give any hints

#

Im sure I could make a new renderer asset and assign it somewhere, but i cant seem to find where

viral hill
# sweet ruin

hm very weird. did you create this project yourself?

sweet ruin
#

yeah like, 2 hours ago

sweet ruin
plain dagger
sweet ruin
viral hill
sweet ruin
#

nowhere, it just brings up that dropdown menu

#

tried that first, it wouldve been nice

viral hill
sweet ruin
#

you can see in my most recent screenshot

viral hill
#

no i mean double clicking on the asset itself

sweet ruin
#

which asset

viral hill
sweet ruin
#

Ohhh

viral hill
#

which version of URP is this? those assets shouldnt even be called that

viral hill
# sweet ruin

also send a screenshot of the inspector of the middle 2 assets

sweet ruin
#

it says at the top left, 6.2 i think

viral hill
sweet ruin
#

oh in that case i wouldnt know how to check

viral hill
sweet ruin
#

i did create new urp assets to try to fix this so thats why they might not have names you recognise

plain dagger
#

🤦‍♂️ ohh dear

viral hill
#

also you shouldve DEF started with this

plain dagger
#

What is the problem, a sky material not working?
Does a new scene with procedural sky work?

sweet ruin
#

I explained all of my current attempts to solve the issue

viral hill
#

my bad i missed that

viral hill
sweet ruin
viral hill
plain dagger
#

also you can drag and drop a skybox material into the scene view to apply it to the scene so you can tell quickly if its going to work

sweet ruin
viral hill
plain dagger
#

🤷‍♂️ i didnt see that in the sea of messages

sweet ruin
plain dagger
viral hill
sweet ruin
#

no worries if you missed it

viral hill
#

wouldve saved us a ton of time

plain dagger
#

if you care about your own problem make a damn thread in the right place

sweet ruin
#

what is the right place

plain dagger
viral hill
sweet ruin
#

okay that makes sense, I didnt know this was a rendering problem

sweet ruin
#

New scene did not end up fixing anything

viral hill
viral hill
#

and then i asked follow up questions...

sweet ruin
plain dagger
#

Hm not sure why, id:browse has them all though

sweet ruin
#

Yeah thats good to know for the future

#

Okay so for future reference, im pretty sure this happened because I started a blank 2D template and then tried to work in 2D. I cant be bothered to find the solution so im just going to star a new 3D project and drag everything over there

#

sorry for the lost time, I appreciate your help anyway

dapper topaz
#

Menu for my gamesadok

pure igloo
#

when i drag this onto my prefab folder, it ends up losing the spline

plain dagger
#

because its not also in the prefab

#

a prefab cannot reference anything in a scene

pure igloo
#

oh...

plain dagger
#

It would need to be either in the same prefab or a prefab itself

#

(or you correct the reference yourself with code)

pure igloo
#

it's working thx

#

btw, is there any reason as to why you would wanna use prefabs instead of gameobjects?

copper gust
#

prefabs are gameobjects

pure igloo
#

i saw a video regarding this which said, it makes things easier

pure igloo
copper gust
#

imagine an action figure toy, a prefab would be the one packaged at the store, ready to go

a gameobject (and/or instance of the prefab) in the scene is the toy sitting in some kids room

pure igloo
#

oh...so like prefabs are the skeleton and then you can create other gameobjects and change stuff inside it without effecting the prefab?

copper gust
#

you wanna build these prefabs so they are ready to kinda ship out into how they would actually be used

copper gust
copper gust
#

so if you were making minecraft in unity there would probably be a prefab for each type of enemy

#

those prefabs are setup so whenever the game needs to spawn say, a zombie

#

it can just instansiate a zombie prefab and it's ready to go

pure igloo
copper gust
#

yeah but thats you doing that manually

#

(im assuming you've played minecraft right)

pure igloo
#

no xD

copper gust
#

wild

#

imagine any game where enemies spawn automatically 😛

pure igloo
#

my mum never rly allowed me to play games which require payment...so....yeah....

pure igloo
#

i think i kinda get what you are trying to say, a prefab can be used as a skeleton for diff types of gameobjects which more or less do the same spawning mechanism?

#

i would need a usecase to internalise this concept though, but thx for helping!

full minnow
#

hii does anybody know why my texture is reflecting this hard when i add the mask map? ;-; ( sorry im still new )

slow dirge
#

Also, for future reference, there's #1390346776804069396 channel that is more suitable for such questions.

full minnow
viral hill
viral hill
viral hill
slow dirge
viral hill
#

on the terrain component

full minnow
#

Rocks

full minnow
slow dirge
viral hill
full minnow
#

i know

#

its not in rn

#

if i add it itll look weird again :/

viral hill
#

you need to readd it to fiddle with its settings

slow dirge
#

I think normal scale might be the culprit

#

Try resetting it to 1.

full minnow
#

but still a little bit too much

#

:/

viral hill
#

yeah because your smoothness is probably cranked too high

full minnow
#

Its not changing anything

#

if i put it on 0 or max :/

viral hill
#

what does your mask map look like?

#

and what settings are you changing?

full minnow
#

thats the mask map

full minnow
#

These ones?

viral hill
inland river
# full minnow

your smoothness is 100% everywhere, the mask needs an alpha channel

full minnow
inland river
viral hill
full minnow
slow dirge
full minnow
inland river
viral hill
full minnow
inland river
#

in any case, that texture is not a proper mask map

full minnow
#

ow

inland river
#

it should be either red or green-ish

#

red/yellow-ish -> metal, green -> non-metal

full minnow
#

🤔 hm i had it working somehow yesterday tho

inland river
#

blue channel should typically be 0, alpha is smoothness

full minnow
latent lake
#

does anyone know how to navigate the bloated unity starter assets? im just trying to find the 3d humanoid model and its animations

#

and i cant seem to find it

near wigeon
spare meadow
#

i dont understand what i'm missing

near wigeon
latent lake
#

there is one in the preview however

copper gust
#

In guessing its in third person controller

#

And not environment

vapid ore
#

why is their menu opaque and looks so fancy but mine doesn't have it?

copper gust
#

thats dumb

#

what about prefabs folder

chrome shadow
#

I just had a 10/10 game idea but idk how to code 😭

latent lake
latent lake
near wigeon
#

unless they put it in Runtime but normally its not structured that way and its missing some folders

copper gust
#

it is in runtime

near wigeon
#

ahh boo

#

the seperate "older" ones were much neater

copper gust
#

Actually makes sense i suppose

#

sample is the test environment to showcase the actual package content

near wigeon
#

ThirdPersonController was put in Starter Assets though not in Sample yea? yet it contains scene & stuff like lightprobe data

inland river
sleek forum
#

sprite

chrome shadow
full minnow
copper gust
#

Samples contains the scene stuff, Runtime/ThirdPersonController contains the controller stuff

sleek forum
#

does anyone know any good ai to generate game sprites or anything like that

near wigeon
sleek forum
#

no?

#

how do i draw my game sprites

#

i cant draw

copper gust
#

Everyone can draw

sleek forum
near wigeon
#

pick one

copper gust
latent lake
#

okay jus tchecking, this is all i need, right? if i only want the model and its animations that is

copper gust
#

Probably, i’d take the materials too for good measure even if you swap them out later

polar basalt
#

atleast you would learn

#

get some software to draw on:

for pc's : GIMP
for phones : IbisPaintX

#

both are free

#

or ig you can just make your own drawing software

near wigeon
#

pixel art Asprite is better

latent lake
#

i feel like making ai art and then spending time to correct its mistakes and polish it just takes equally as much time as just drawing it except you dont learn anything from doing it the ai way

inland fox
#

I can’t animate

#

So I spent hours fine tuning the physics for my active ragdoll…

#

Got the effects i wanted tho but have a violent memory leak… when i spawn a ton😔 👍

#

Might try pooling and other stuff

broken seal
#

does anyone know how to fix a unity issue

#

its hard to explain but apparently my unity gas been totally wrecked I guess because of an antivirus or a corrupted file

#

and I tried uninstalling/reinstalling and it's like it's still in there no matter what I do to it

inland river
slow dirge
#

In what way is it "wrecked"

broken seal
#

I may either be doing it wrong or something, but lately I've been getting these errors

viral hill
#

you have to use the top menu in file explorer to unhide it

balmy kettle
#

or navigate directly to it by entering in the path

broken seal
#

so these are the errors I'm getting when in opening a project or making a new one

#

and heres where I cant locate app data

#

and its hidden? I'm not sure how to unhide it

viral hill
# broken seal

navigate to the hub and go to the licenses tab. is there one activated there?

broken seal
#

to be fairly honest dude, this is the first incident that has happened to me

#

I know nothing, are you available to call around 10-11

#

its best if I show you directly

viral hill
#

no. if you need clarification, ask specific questions

broken seal
#

I'm being specific as I can be but I can try

#

whenever I open a project or create a new one this will pop up

#

but i just ignore it an go straight into unity

#

but time passed and when I try to open unity this pops up now

viral hill
#

you havent answered my previous question

broken seal
#

oh which one

viral hill
broken seal
#

I said to be fair I know nothing about license

#

that's why I had the screenshot

viral hill
broken seal
#

oh I'm not home at the moment but I can remember when I get home to try

viral hill
#

then how have you been taking and sending these screenshots

broken seal
#

oh this was sent previously when I was asking for help

#

but he knew some of the problems but apparently no matter what I did it kept coming back

viral hill
#

i see. we can always come back to this

broken seal
#

but now I'm hearing about clearing the appdata

#

but idk how to do that

chrome shadow
#

guys is 2D coding harder or easier than 3D coding

near wigeon
chrome shadow
#

I just wanna learn but I have 0 experience

#

it seems way to confusing

near wigeon
#

everything new / unfamiliar is confusing at first

#

as you gain experience you get less confused

chrome shadow
#

ok...

#

Because I have a very cool game idea but idk if its even possible

potent geyser
#

Nobody's dream game is possible at the start of learning how to make games

chrome shadow
#

Yeah...

#

I also have an issue with unity

#

I try to make a project just so I can get familart

#

it loads

#

but then is just gone

#

no error or anything its simply removed

sleek forum
#

how does this look

chrome shadow
balmy kettle
#

!logs 👇 check the logs
also for future reference, please use screen recording software rather than taking a video of your screen with another device, it will be a lot easier for anyone to see possibly important details

vagrant rootBOT
chrome shadow
#

Also how to do logs

chrome shadow
#

Oh ok

balmy kettle
#

you want the hub logs, not the editor logs btw

chrome shadow
#

Ok I'm there what do I do now

#

It reported a crash

balmy kettle
#

you look for any errors that happened around the time you tried to create a project to find out why it failed to do so

chrome shadow
#

It says

#

"A crash has been intercepted by the crash handler, got call stack and other details, see the latest crash report"

oak meadow
#

for 2d if you have a gun should you have it face straight or tilted so the gun faces the middle of the character

viral hill
near wigeon
#

2D has Up/Down (y) or Left/Right (x)

oak meadow
#

top down

#

like i could have it face straight towards the camera but it will be off so the player shoots a little left

viral hill
viral hill
#

Obviously

near wigeon
oak meadow
near wigeon
oak meadow
near wigeon
oak meadow
near wigeon
oak meadow
naive estuary
#

Indoor house is dark after baking lights. I have multiple lights source and reflections probes.

naive estuary
meager bolt
#

yeah that looks about right

bitter dirge
#

For a lot of my workflows I've always put all of a scene's art pass in its own prefab so my artists don't have to check out whole entire scenes when making art adjustments. I noticed today that the game gets a massive performance increase whenever I unpack the art assets into standard game objects instead of a prefab. Is this known behavior? It's the first time I've noticed it and I couldn't find anything about it on cursory google searches, but I assume I just wasn't looking in the right place.

#

I tried it on two different projects and both saw pretty big performance boosts (at least in editor, I haven't tested the difference on compiled builds yet)

viral hill
viral hill
bitter dirge
#

Everything that isn't the collisions

meager bolt
bitter dirge
viral hill
#

i see. it's best to profile your scenes for further info. i assume you're only looking at fps count, but other things such as batches are also helpful to take note of

bitter dirge
#

I just assumed that an object being a prefab vs. not in theory should have no impact on performance

copper gust
#

in build they are unpacked

bitter dirge
#

Which made it hard to actually fix performance in games I've worked on

#

But also I have no idea why it's happening either

copper gust
#

Honestly not particular sure either aside from vaguely knowing stuff happens i guess

#

What kinda scale are we talking about here scene/prefab/etc. wise?

proud lion
#

hey yall im making my first ever vr game do yall have any tips!

meager bolt
proud lion
#

lol good idea but im talking game wise

#

also i need a name for my game........

meager bolt
proud lion
#

W dude

meager bolt
#

you too

digital ingot
#

anyone knows how to fix this ive tried everything and it doesnt work

vagrant rootBOT
#
<:error:1413114584763596884> Command not found

There's no command called installation.

slow dirge
#

!install

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

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

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

for anyone who uses photon vr do you have a problem where it stops working and you have to re import it

proud lion
#

hey can yall help me make a name for my pokemon style game

#

the player model is a snake

#

and there are boss fights and fusions

proud lion
#

@vagrant root how do I install unity?

vagrant rootBOT
slow dirge
#

!install

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

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

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

anyone know a way to stop terrain from being selected when you click on smaller objects above the terrain? it's super annoying since it puts you into terrain edit mode automatically

#

I guess this applies to any large mesh behind smaller ones? idk

solid yew
sleek gazelle
#

im just starting out unity so i have no idea whats happening 😆

#

even when collision detection was continuous it still fell thru

old sedge
#

so i have a particle system in place but when i am playing the game i can not see that any fix for this I tried to bring it forward in layer but nothing works

copper gust
#

a little closer

sleek gazelle
copper gust
#

thats related yes but in the inspector screenshot you sent

#

🌈 one of these things is not like the other 🌈

sleek gazelle
#

oh

#

HAHAHHAHAHHA

#

THANK YOU BRO

#

sry

#

im like

#

really stupid

#

my bad

#

appreciate u bro

copper gust
#

everyone makes mistakes, that's not stupidity 😄

sleek gazelle
old sedge
ivory moat
craggy pollen
old sedge
proud lion
#

Hey can someone help me get started on unity?

sleek gazelle
#

yo does it matter that My Script (1st image) does not have the stuff like "using System.Collections;" in the tutorial video? the video is from 2021 so im wondering if new scripts just start differently now

#

my script is just a default unedited empty c# script

#

thank you 😄

craggy pollen
#

but you are also missing the MonoBehaviour this wont work

#

how are you creating your scripts?

sleek gazelle
#

should i be selecting Monobehaviourscript instead?

craggy pollen
#

yep

sleek gazelle
#

gotcha, thanks a lot bro 😄

craggy pollen
#

you are welcome

sleek gazelle
#

its still without stuff like using System.Collections;

craggy pollen
#

looks nice

sleek gazelle
#

ic

craggy pollen
#

thees will be added as soon as you use code that requires these namespaces

storm patio
sleek gazelle
#

i see

#

so i dont worry abt it for now ya?

#

what is system collections?

craggy pollen
#

i think you need to learn some c# basics

sleek gazelle
#

probably lol

#

ill go learn that

#

thank you 😄

storm patio
#

System.Collections are the built-in collections

sleek gazelle
#

ahhh i see

ruby cipher
ivory moat
craggy pollen
#

circles

proud lion
#

hey are yall good at unity?

craggy pollen
#

eh kind of

proud lion
#

i just started and im trying to make a vr game

twilit breach
#

I hate C# notlikethis You can get one thing working then the moment you try to add another it gets messed up and throws up floods of red errors about null object mumbo jumbo

craggy pollen
twilit breach
#

At least 3D models are easy to work with in Unity ❤️

twilit breach
#

I love the two-sided shaders, they're literal lifehacks sadok

ivory moat
# proud lion hey are yall good at unity?

No, none of us have even used it before. We all just pretend.
(Yes, for almost any question there's bound to be someone who can answer, just make sure to ask in the right place)

sleek gazelle
craggy pollen
sleek gazelle
#

thanks

sleek gazelle
#

yo anyone knows what this means? im tryna do player movement

#

if this is impt

#

im guessing i didnt check some box or smth

twilit breach
#

Sure it took me 12+ hours to get it working but after 19 interations we got there

craggy pollen
sleek gazelle
#

oh

#

fuck

craggy pollen
#

you can chnage it in the prefenrces tho, but i higly recommen using the new input system

sleek gazelle
#

how do i fix that

ivory moat
craggy pollen
#

i assume you are follwing some old tutorial there

sleek gazelle
#

id love to learn more about the new system then learn to use that

sleek gazelle
#

thank you very much 😄

ivory moat
#

In general you can find docs on most unity systems by just googling "unity (name of system)"

craggy pollen
#

if you are a beginner and just want to do some prototyping and learn, change it to the old input and follow your tut

sleek gazelle
craggy pollen
#

because the new input system can be overwhelming for beginners

strange moon
#

I like the new input system better than old one

sleek gazelle
ivory moat
sleek gazelle
#

so the new input system means all the syntax in the c# script itself needs to be changed?

#

ic

#

ig ill switch back lol

#

to the old one

#

thanks for the advice yall

storm patio
#

no, syntax stays the same

sleek gazelle
#

oh

storm patio
#

the api is different

sleek gazelle
#

errr

ivory moat
sleek gazelle
#

is the way code is written called syntax

#

sry for all the simple questions lol this is the first time ive coded in like 6 years

ivory moat
sleek gazelle
#

and i was a beginner long ago still

storm patio
#

syntax is a specific part of "the way code is written"

sleek gazelle
#

ahhh i see

#

ok

storm patio
ivory moat
# sleek gazelle ahhh i see

I believe the gist of the new input system is that you create specific input actions manually, then use your code to refer to them, instead of directly referring to the keys

#

So it can be harder to learn

sleek gazelle
#

gotcha

#

aight thank you for yall's time Chris and Frog

#

i rly appreciate it

#

i think i get it somewhat

#

ill swtich to the old one for now to just get familiar with C# while following these tutorials

pure igloo
ivory moat
#

Did you change the name inside the script as well? Are you 100% sure they line up?

pure igloo
#

oh sry, the class was named DamnDeseDucks

#

i will also need to change the prefab, hold on

pliant crane
#

guys im new to unity and i was wondering how do i create a new part or box in unity without haveing to right click in the hierarchy

proud lion
#

Hey guys im back how are yall!

silent mica
pliant crane
ivory moat
proud lion
#

Hey can I get a rating on my first boss my game?

silent mica
ivory moat
main inlet
hexed path
#

Not sure if this is interesting: I've been a mac user since I became a developer. Been contemplating getting a Windows PC to run VRC, Horizon creator, and to be able to preview Unity games in a Quest3 without pushing an APK.

So... today Rider has been acting really funny. Locking up all over on me. On a mac, I'm calm, I restarted, and pulled a Rider update.

On Windows though, I think I would descend into paranoia, maybe I got hacked or something. Maybe I downloaded malware.

It's not rational with modern Windows (or not entirely rational), I know, but...

plain dagger
#

If you have a mac with arm and are emulating x86 then perf wont be the same

hexed path
#

hrm.. Rider is native for apple silicone. So is Unity I think? Could be wrong.

sly lake
#

Yep

plain dagger
#

Ohh i miss understood, i thought you meant it was locking up now in windows

hexed path
#

I should probably stop lying to myself and just admit I want a PC for VRC.

sturdy totem
#

Yo guys I'm new to this server

#

But I need help

#

I do not know how to publish this Mixed reality game to meta horizon store

plain dagger
plain dagger
sturdy totem
#

Yes

#

It didn't work

#

So I got to YouTube and searched and still not

#

Working

plain dagger
#

yea youtube is not the place to check

#

tutorial brain rot

sturdy totem
#

I never searched that

plain dagger
sturdy totem
#

Ahh

#

Ty

plain dagger
#

time to learn that you check documentation from the platform first

formal cedar
#

which tool should I use to create stylized low poly terrain in unity?

plain dagger
#

some 3d software (like blender) but you possibly can with unity terrain too
Though im not sure if you can disable smooth face rendering for that

inland fox
#

fuck interpolation, 120tick physics fixed update feels too good esp for spins and rotations.
Enabled 1the 20 tick because my active-ragdoll did mesh well with interpolation.

#

question is
can phones handle 120 physics tick update, that remains to be seen😪

graceful hill
#

To

#

Do y’all know how to make a game with a lot of people in unity?

inland fox
#

yes add bots and fake them

keen swan
#

my friend added me to his game and when i went to update my workspace to get his files it all worked. But when i did, the hierarchy showed that there was a scene with a background and everything, i dont see anything in scene and game view tho

uncut ridge
#

why unity updates the software everysecond😭

#

vscode or visualstudio

keen swan
#

vscode (i never worked with visualstudio tho)

uncut ridge
keen swan
#

they r both visual but ig u mean visual studio?

#

cuz like visual studio code is also visual

formal lodge
#

Guys, is there a lighter version of Unity?

inland fox
#

there's a web version, called studio

formal lodge
inland fox
#

don't think so

#

it just got announced it used to be called unity lite i remember

formal lodge
#

I just don't wanna go through the hassle of installing the whole thing hhhahahahah

inland fox
#

I think they have a simple shooter game example

#

didn't try it tho

formal lodge
#

Ooof

storm patio
# keen swan

doesn't look like you have a camera? unless that's on the player
try checking the texture to make sure it's there

worthy yoke
#

If we wanna talk about shaders, which channel do we use?

potent geyser
#

And no, there's no "light" version of the editor. Unity Lite (which was just announced) is more for simple viewers, not for making complex games.

worthy yoke
#

I didn't even know that and Unity Lite exist. I just wanted to talk about water shaders. How to make a water shader in Unity 6.

glossy topaz
#

why can he chose a shader graph and i cant?

lapis gate
#

Need to turn on Experimenta VFX stuff in the preferences, otherwise just go download unity 6

glossy topaz
uncut ridge
#

i turned this 💀 while waiting unity code response

proper lion
#

help pls with this

radiant pewter
#

any idea what this is? getting this when expanding a list of a custom type in the inspector

lapis gate
#

Output Quad Custom/Material/Shadergraph

#

The Lit and Unlit are specifically for the VFX particle shader

glossy topaz
#

i dont even remember making this one lit or unlit

#

is it shis one?

#

mao where do i make a shader graph vfx asset i cannot find it in shader, shadergraph or visual effects

uncut ridge
#

skibidi toilet in unity before gta6😭

storm patio
uncut ridge
deft rock
#

<@&502884371011731486>

storm patio
#

i like how nowhere in that message is the word "ethical"

potent geyser
#

?ban 1270013648168943646 scam

novel scarabBOT
#

dynoSuccess maxrobinson0727 was banned.

viral hill
gray frigate
#

hey, maybe it wasn't a scam

#

(just illegal)

sturdy totem
#

It doesn't work:(

#

I still can't publish the game to meta horizon store

#

Can you h e l p me

#

Why can't I send the word "h e l p"

#

With no spaces

#

PlsHelp

#

Weird

storm patio
#

we can't help without any info

#

!ask

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

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

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

storm patio
#

if you've already asked, perhaps provide a link to where you asked before

#

we aren't omniscient

sturdy totem
#

Wait

#

Chris

#

Is my real name

#

Yeah my name just got leaked again

spare meadow
#

i've followed a tutorial for a fade in between scene but how can i make it stop to 1 scene and not continue after

formal cedar
plain dagger
#

Just did

formal cedar
plain dagger
# formal cedar inbuilt terrain tool?

Yes, the terrain system in unity.
You can try making the terrain resolution low to make it more "blocky" but it will render smooth by default.
Otherwise try probuilder or poly brush

storm patio
#

!ide

vagrant rootBOT
spare meadow
formal cedar
plain dagger
#

Then configure things as you want

#

Try it and see

formal cedar
#

or i've to try blender ig

quartz wadi
#

!collab

vagrant rootBOT
# quartz wadi !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

plain dagger
inland fox
#

isn't better to use vertex colors and some nice shaders. rather texturing for most stuff at least

inland fox
#

for low poly

plain dagger
#

Id recommend vertex colours for terrain anyway, either to colour or use in shader for texture selection (or use a splat map)

#

But as I said, more to learn for a beginner

radiant pewter
#

I'd love to be able to debug my project without needing to first sift through a flood of Unity 6 Editor spam

balmy kettle
#

it looks like you need to update your editor, you are experiencing errors that were already patched over a month ago

radiant pewter
#

I'm on 6000.0.58f2 - isn't that the LTS version?

balmy kettle
#

that is a LTS release. it is not the latest patch for that version, you are more than a month out of date

radiant pewter
#

roughly how long would it take to update and would I have to fix anything in my project?

#

just asking because I'm in the unity jam so I don't want it to take up too much time ideally

balmy kettle
#

it depends on your internet connection. and if you're only updating the patch then nothing will change, it just includes bug fixes. but as with every update, make sure you've got a backup (such as having version control set up and your changes pushed)

radiant pewter
balmy kettle
#

separate install, there are no in-place editor updates

radiant pewter
#

ah so current one is 6000.0.62f1?

uncut ridge
#

its @radiant pewter

radiant pewter
#

I don't get it

gray frigate
#

You'll switch the project version after installing the newer editor.

radiant pewter
#

I'm guessing between patches nothing should affect my code right?

balmy kettle
#

right, it's generally pretty safe to update to a newer patch because there's typically no actual changes, just fixes

radiant pewter
#

I've got it on github just in case ofc

gray frigate
#

nominally, an update will only break your code if:

  • you were using an obsolete part of the API that has been completely removed
  • you were using an Experimental-namespace API (which can change at any time)
#

i bumped into that when upgrading to 6.2

#

some experimental graph-view class got some new abstract methods

radiant pewter
#

what is adb.exe? just got a pop up if I want to allow it to access my network or whatever after opening the project in the newer version

#

or maybe its unrelated idk

plain dagger
#

android debug bridge

radiant pewter
slender laurel
#

Hi, I use HDRP lighting in my game, I set it correctly with Global Volume in my scene but when I build it doesnt apply (in test mode it does) how it works

plain dagger
#

used to install your built app to device and for android logcat to work

plain dagger
radiant pewter
plain lance
#

Hey guys, wondering if anyone here can help with this Sprite Shape issue?
I'm seeing a weird issue where the top corners are extruding to the sides.

Here's my setup:
The corners are set to tanget mode linear with a height of 0.1. The extra point i've added to the top edge is set to tanget mode Continuous.