#💻┃unity-talk
1 messages · Page 19 of 1
Let me see
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
You are right models dont have uvs. Question does scale of objects effect bake results?
please don't try to ping @here lmao
the future will eat your job
take the AI proselytizing to the containment thread https://discord.com/channels/489222168727519232/1352599815770341479
It will affect the light it gets (hopefully that's obvious) but the texel scale won't change so a very stretched model may yield poor results. There is a debug view for scene view to see the texel density and baked light only to help.
Unity 20 game jam started but there are no announcement here?
check #📢┃jam-announcements and ask in #archived-jam-chat-20yrs2025
thx this channel wasn't active in my discord
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.
are you looking for someone to participate in your project, or just looking for help with specific issues?
For now I just need help, and maybe later two other people
!ask
:thinking: Asking Questions
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:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
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and don't ask to ask , we can't help you without info about your specific issues
for the "later" part,
!collab
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thanks !
Hello I was wondering if someone can help me with my project for uni because some things arent working
!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.
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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
Whats the best way to go at 2d shadows
Use Unity's 2D lights + shadows
how tho i got a global light but no shadows
isnt there a component to add to make sprites cast shadows?
Use the 2D renderer + 2D lights and set up shadow casters appropriaately.
Thanks everyone
i think that was part of the issue but still doesn't show bird object
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
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
there are several on google, and there is an official one on the package's manual as well
okay
why is my canvas resizing like that ?
Can I force unity to do a domain reload, besides altering code? I just want to set up a MenuItem to automatically do it
The canvas is the same size as the game window. If you change the window aspect ratio the canvas changes to match
oh ok
oh, nvm. https://docs.unity3d.com/ScriptReference/EditorUtility.RequestScriptReload.html seems to do it!
and how do I make it bigger? It's too small right now and I can't resize it I don't know why
You don't make the canvas bigger. You make the squares smaller
oh ok
Is there a way I can ensure the camera always displays the entirety of the canvas (Screen Game Object)?
This is my Canvas setting
the canvas should be in screen space not world space for that behavior
you need to read the information pinned in #📲┃ui-ux to learn how to correctly use the canvas
That's just layout. I'm talking about resolution though. @balmy kettle
you need to understand both. which the documentation covers.
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.
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
I know how to use UI. I'm just struggling to resize the canvas to the resolution I want with the screen-space mode.
I did, it didn't help. It's why I'm asking here.
congrats, you just outed yourself that you didn't
I wouldn't ask if the documentation explained...
If the screen is resized or changes resolution, the Canvas will automatically change size to match this.
stop lying and actually read the documentation
if apply root motion is off, why does my gun move to the distance and become 100X bigger?
Yes, and the camera has no way of being resized to the pixel ratio I told you 🤦♂️
Stop giving half-assed answers...
The camera matches hardware screen ratio.
Which will be different per device.
now you get to learn about how to anchor and scale your UI
it's also not the hardware ratio it follows, it's the resolution set in software that it follows
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?
considering you are ignoring everything about how the UI works, i'd consider looking in a mirror if i were you
How about you just don't respond to my question & let someone else assist?
Move on with your life. Surely it's more entertaining than responding to someone over Discord, at least I'd hope so.
go learn how UI works and stop trying to act all tough by insulting the people trying to provide information to you
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...)
hey guys lets all calm down
can a <@&502884371011731486> deal with this child who apparently likes to insult people trying to help them
How unhappy must someone's life be for you to consistently pester me when I've said I don't want your help?
Yikes.
also uhm i am kinda having buggy issues with my unity prototype im making
We can all move on, thanks.
why are you trying to resize the camera rather than resize the canvas?
!ask
!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
: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
The canvas wasn't able to be resized when in the Screen Space mode.
Resizing gets disabled.
may i ask what that does?
Since it snaps to the camera resizing.
what are you referring to?
the canvas has a canvas scaler component
Yet it has no easy way to scale it. @viral hill
At least to the resolution I want
Which is 1100x1950
Do you know if there will be a meet up of this discord?
why are you using constant physical size...?
there is a scale with screen size mode
Yes, but that'll differ if the device changes.
As in, it will make some items on the canvas get bigger
or smaller
depending on device screen
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
which is why you learn how to properly anchor your ui elements
I would rather it clip rather than scale.
do the player and the ground both have colliders?
If you don't want them anchored to the screen size, don't do that then?
the player does the ground is just a plane floor
You're in total control of this
Anchor will just hold the items to point. Not that it'll stop the scaling.
You can just not base their size on the canvas size
also im using the super character controller
can someone help with a main menu glitch?
How exactly do I do that?
i have no idea what that is or how it works. i presume the ground still needs a collider for it to actually collide though
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
!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
Is it impossible a bone to track a location of vertex.... Then how do i make badge like things to be attached on the fabric mesh
Don't anchor them to multiple sides of the canvas
overlay camera using layer masks
youre on the right track
For example, I've anchored the background to the bottom left.
it does it was working fine before i was trying to get copilot to do the camera switching something in one of the scripts messed something up
I don't want this to scale with respect to the camera resolution changing.
So then that has a fixed size
And if the camera resolution changes, so will it, that's my issue.
if it's a code issue then you need to provide the code in a code channel. and make sure to mention you use AI as some people (like myself) do not want to help with AI generated code
no it won't
I mean, it's doing that. I just tested.
With different aspect ratios.
Then it's a child object of something that is stretching
Actually, even then I don't think it would be
Oh, so it needs to not be a child object of the Screen?
You'd need to be changing scale
No, scale is constant.
which UI just doesn't do on its own
Can you show before and after screenshots of this? Keep the inspector of this object open and resize the game window?
Full screenshots, window, inspector, et al
What does the canvas scaler component look like for the screen canvas?
That looks like the same size, just on a smaller screen
Stuff that's off the edges of the canvas aren't gonna show
my background along with some traps keep deissappearing anyone know why i might be happening
and a canvas taller than its height is going to have extra blank space
Is it? It looks like it's changed in the scene view.
The canvas is bigger
you'll need to provide more information than that
that's to be expected
Yeah but that's exactly what I don't want.
I want it to remain the same even with a bigger canvas.
And remain same even with smaller canvas
Match the match = the height on your canvas scalar
Essentially, a fixed size.
Then set it to constant
UI Scale Mode
But then that causes this weird width and height for the canvas..
im using tile map along with lights it only happens after going past a certain point
which i can't change
Because you change those in the canvas
not the transform
Yeah, but I can't change them in the canvas is my issue.
why not
There's no option?
What's the canvas scaler look like
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.
Okay thank you i hope i can figure it out from her
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
The canvas scaler is doing its job hence why the scale is being changed and locked
yeah, as I said, stuff changing because of screen size is what I'm wanting to avoid
I want a fixed constant size.
change it to "scale with screen size"
So, you don't want a screen space canvas
Screen size changes? Just add black bars.
No. Hence why I had it to the other one.
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.
(They need to stretch their container, and then change the slider to height matching)
🏃♂️
Tried that Osteel
...this sounds like you do want scaling with the screen size
You seem to be saying you don't, then describing things that screen-scaling canvases do?
anyone?
Assume the black box is the screen
i'm fairly sure they don't currently understand that a screen only has so many pixels so no matter what, if the screen is not actually large enough then the resolution of what they are trying to display will need to scale down
and the red is the canvas
Both are acceptable.
But if the black box is smaller than the red one
that isn't acceptable
this
So, height matching scale with screen size
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
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
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
Will the scaling of things inside be relative to the canvas or the container?
If it's container, that's acceptable.
container, and the containers anchors will control its placement and sizing
learning about anchors and how it controls layout and size will really really help you here
I wasn't sure a container will cause relativity to change.
I was under impression everything will be relative to the canvas
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
the reason changing pitch makes it sound weird is because that's how soundwaves work. it is dependent on the frequency of soundwaves themselves. a differing pitch means that that the way sound is processed is inherently different
yes but pitch is not what i need
its something else for sure
pitch is exactly what you need, you just dont seem to like the result
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?
yeah not really
that's the reason i was asking
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
I noticed in the documentation it says: It is recommended you follow along with our examples found in api/core/examples/plugins as they are fully implemented working effects you can use or base your code on. But I didn’t find exactly what this relative path refers to, can you explain what it means? Ok, after some searching I found it: Wh...
Which is, honestly, the better answer than trying to diy it.
"slow down the speed of of play but increase the pitch proportionally"
wouldn't that just put you back where you started?
i think i know what he means
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
if you slow down the audio by 50% then increase pitch by 50%, you effectively accomplished nothing
everything will be the same as before you made any changes to the audio
No, fmod has a unity compatible plugin to increase the pitch without affecting the timescale.
you can do that in audacity too
Yeah exactly its just on-demand
Its because they want the audio to slow but not the overall pitch to change.
basically stretch it on the x axis idk how else to explain
Itll sound watery but probably good for a slow mo type effect
wouldnt this make it sound choppy? im a bit confused on how this works
It would be fun to play with tbh
unless there is a built in smoothing factor of sorts that i am too inexperienced to understand
It doesn't sound too great though
It depends a lot on your source files. But usually itll sound a little unusual. What it does is repeat the last frames into the in-between with a smooth between them
So itll maintain the pitch by inventing or removing audio frames between them. Its why you are kind of stuck with a plugin for it.
Its probably better to go the other way. Everything is recorded at 50% of the pitch and speed, and sped up. That'll remove instead of add frames. But it is what it is
ah so there is a smoothing factor. seems super hacky ngl
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.
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.
Understood. Thank you!
Can I get a mesh from this?
'cause you have compiler errors
i dont
I don't see any mesh data in that file.
Fahhhhhhhh
I gotta poke around this ancient ui more ig
fwiw, this discord does not provide modding/ripping support
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
THIS IS GONE NOW
CAPS LOCK
it showed this then went away and stopped working
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.
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
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
That red error is gone now yes?
render it to a rendertexture and display that in a RawImage with a circular UI mask over it
You probably judt need to add the PlayGame(...) to your button. When you hit it, look at the console and see if it generates an error.
this?
No, sorry, your code wasnt the problem
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.
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?
Closer, you wsnt to find the one called Play Button
The community im on already has modding/ripping support but what im trying has never been done before (at least in the way im executing my idea).
it's still against this server's rules to discuss modding/decompiling
Alright fair enough
Yup, probably solvable, but not the right place for it. Youll need to ask in that mod community. Sorry mate.
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
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Over 750 hours of free live and on-demand learning content for all levels of experience!
Just because there is a lot to go through
I know what im trying to do is doable as the mod contributor himself told me it was possible
Love ya all, im gonna go work on my car 😄
Hes just not very descriptive
this abit weird
That's normal, it just depends on how you configured your UI
oh okay its just the apk play and quit were stretched out
and i never thought it would lol
Yup. Scaling and preventing that should be covered in those UI tutorials
#💻┃unity-talk message
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
ignore how i kept dying
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
Then we should find more attendees 😁
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
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?
You need to first add that OpenURL onto that canvas, or whatever you have in that buttons UnityEvent slot
Then, you should be able to select most public functions in the action beside it.
(or subscribe to onClick in code)
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
Its really hard for me to contextualize what you are trying to do with it... I believe UI masking uses the transparency layer. I think normal textures can be set to black / white for transparency, but i haven't tried on a render texture
Using a render texture is the wrong approach i think
Maybe a shader that blends in color aroumd certain objects?
Tysm
Yeah id personally probably try snd create a post processing shader. But id do what you did, and try and do it with just raw cameras first
Im curious to see the final result now though 😄
any1?
Have you tried using stencil buffers? render the mask to the stencil buffer, and then render the color through the stencil buffer.
(FWIW, I'm no expert -- I just know that it's the kind of thing that stencil buffers are good for 😉 )
Hmm so some mesh draws and that area then allows colour to show elsewhere?
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:
- draw to "colour mask"
- draw rest of scene which can sample from "colour mask"
Question, is animator transition trigger is intended to stay triggered until it get 'consumed' by the transition?
[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:
- The FBX Import Settings in Unity?
- The URP/Standard Material to force double-sided rendering?
Any advanced insight would be greatly appreciated! Thanks.
hello all, having some trouble with my skybox in unity 6.2, anybody know why it might not be showing up?
Have you checked the face normals in blender? the material renderer wont need to double sided rander if all the normals are correctly sorted
backface culling isn't a bug
you would either need to use a material that renders backfaces
or you would need to model both sides of the geometry
(Ie. Is it invisible faces or lack of faces)
i think unity is secretly hiding keyframes old keyframes when u overwrite from blender
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.
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
Yo
show the inspector of the skybox material
best to ask #🏃┃animation
I think i have narrowed down the issue but im not sure how to fix it still
try assigning a skybox with the default skybox shader for urp. if that works, then you have a shader problem
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
where does it say that
If there is a version under "Universal Render Pipeline" use that sky box shader instead
under camera component
ok change it
there is not, I double checked
no there isnt?
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
hm very weird. did you create this project yourself?
yeah like, 2 hours ago
rmb > create > rendering
Yeah nothing in there
My bad, many built in shaders do not work when using a render pipeline
not that I can see
when you click on the referenced asset in your proj settings, where does it take you
which menu?
the white dropdown to select a renderer
you can see in my most recent screenshot
no i mean double clicking on the asset itself
which asset
which version of URP is this? those assets shouldnt even be called that
also send a screenshot of the inspector of the middle 2 assets
it says at the top left, 6.2 i think
that's the editor version, not the URP version
oh in that case i wouldnt know how to check
package manager > unity registry
i did create new urp assets to try to fix this so thats why they might not have names you recognise
🤦♂️ ohh dear
so how did you even create those in the first place?? i thought you said the menu wasnt there under create > rendering???
also you shouldve DEF started with this
What is the problem, a sky material not working?
Does a new scene with procedural sky work?
I wrote it in my question at the start
I explained all of my current attempts to solve the issue
Ill try this, good thinking
my bad i missed that
bruh you havent even tried this? it wouldve been nice to know that youre a beginner as well
i could create another urp asset but the last one didnt fix it so thats what I meant
that is completely different from what you said
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
seems unneccesarily rude but thanks I guess
they said they tried that already
🤷♂️ i didnt see that in the sea of messages
Yes i did also try this, and i listed it as part of my attempts to solve the issue already
make a thread in #1390346776804069396
im not saying that to be rude, im saying it because i assumed you knew this which you obv didnt
no worries if you missed it
wouldve saved us a ton of time
if you care about your own problem make a damn thread in the right place
what is the right place
and for the love of God, do not say things different than what you specifically mean
okay that makes sense, I didnt know this was a rendering problem
Im not omniscient sorry, i didnt know if id just missed a checkbox somewhere
New scene did not end up fixing anything
you dont need to be omniscient to know how to provide specific info. this is just common courtesy
I gave a big preamble
and then i asked follow up questions...
this channel wasnt on my channel list, I guess its not there by default? thanks for the help
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
Menu for my game
when i drag this onto my prefab folder, it ends up losing the spline
oh...
It would need to be either in the same prefab or a prefab itself
(or you correct the reference yourself with code)
it's working thx
btw, is there any reason as to why you would wanna use prefabs instead of gameobjects?
prefabs are gameobjects
i saw a video regarding this which said, it makes things easier
i mean...yeah, but like it's a copy of those inside the folder right
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
oh...so like prefabs are the skeleton and then you can create other gameobjects and change stuff inside it without effecting the prefab?
you wanna build these prefabs so they are ready to kinda ship out into how they would actually be used
not 1:1 but right line of thinking yeah
could you give me an example?
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
wouldn't copy pasting on the heirarchy do the same thing though?
no xD
my mum never rly allowed me to play games which require payment...so....yeah....
aight
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!
hii does anybody know why my texture is reflecting this hard when i add the mask map? ;-; ( sorry im still new )
You'll need to provide a bit more details than that. As well as to explain what "reflecting this hard" means. From my perspective it doesn't seem all too bad.
Also, for future reference, there's #1390346776804069396 channel that is more suitable for such questions.
oki :s
welp idk its a rocky ground.. and its shining like crazy in the light ;-; when i add the Mask map without it looks okay even if i change smoothness or metallic it doesnt seem to change any amount of reflection
looks like you are using terrain tools? show the channel remapping settings of the terrain layer
i am using terrarin tools!!
Where would i find that?
i assume they mean the glossiness of the dirt
yaa
in the terrain layer settings
I thought it was a river(or some wet ground). Is it not?
on the terrain component
No its uhm
Rocks
this? 🤔
OK, but this is not exactly what I'd call details.
We need settings, layers, materials.
yes. looks like you havent even added a mask map
you need to readd it to fiddle with its settings
it helped
but still a little bit too much
:/
;-;
yeah because your smoothness is probably cranked too high
expand the dropdown
your smoothness is 100% everywhere, the mask needs an alpha channel
Which dropdown?
How would i do that?
ask whoever made the texture set
"channel remapping"
Its from polyhaven D;
Mask map seems to override the metallic, specular, smoothness setting in terrain:
https://docs.unity3d.com/6000.2/Documentation/Manual/class-TerrainLayer.html
maybe change import settings to include alpha
oh this is urp?
Yes
in any case, that texture is not a proper mask map
ow
🤔 hm i had it working somehow yesterday tho
blue channel should typically be 0, alpha is smoothness
like this one?
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
probably where it says Character, cropped photo isn' helpful
i dont understand what i'm missing
You have an empty Animation Event... or its probably not finding the script with that method name you put
as far as i can see, there is no character
there is one in the preview however
why is their menu opaque and looks so fancy but mine doesn't have it?
I just had a 10/10 game idea but idk how to code 😭
ok so i wasnt crazy
cuz wasnt there either
unless they put it in Runtime but normally its not structured that way and its missing some folders
Actually makes sense i suppose
sample is the test environment to showcase the actual package content
ThirdPersonController was put in Starter Assets though not in Sample yea? yet it contains scene & stuff like lightprobe data
yes, but that also appears to not have an alpha channel
sprite
Should I learn to code to make it
oki thanks maybe i just had the wrong jpg :3
Samples contains the scene stuff, Runtime/ThirdPersonController contains the controller stuff
does anyone know any good ai to generate game sprites or anything like that
no one is stopping you..
Everyone can draw
i cant
everyone can
okay jus tchecking, this is all i need, right? if i only want the model and its animations that is
Probably, i’d take the materials too for good measure even if you swap them out later
i would suggest you just draw them, way better, even if it takes you hours or days
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
pixel art Asprite is better
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
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
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
you can try to uninstall and remove all unity folders inside %AppData%
You'll need to actually explain what the issue is...
In what way is it "wrecked"
well that's one of the problems, you see when I open the file location theres no appdata
I may either be doing it wrong or something, but lately I've been getting these errors
appdata is hidden by default i believe
you have to use the top menu in file explorer to unhide it
or navigate directly to it by entering in the path
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
navigate to the hub and go to the licenses tab. is there one activated there?
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
no. if you need clarification, ask specific questions
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
you havent answered my previous question
oh which one
oh I did answer
I said to be fair I know nothing about license
that's why I had the screenshot
which is why i told you exactly where to go to find it
oh I'm not home at the moment but I can remember when I get home to try
then how have you been taking and sending these screenshots
and I can check
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
i see. we can always come back to this
guys is 2D coding harder or easier than 3D coding
more or less its the same thing
oh ok
I just wanna learn but I have 0 experience
it seems way to confusing
everything new / unfamiliar is confusing at first
as you gain experience you get less confused
Nobody's dream game is possible at the start of learning how to make games
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
Why does this happen anyone know?
!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
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
Idk how to screen record
Also how to do logs
Oh ok
you want the hub logs, not the editor logs btw
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
It says
"A crash has been intercepted by the crash handler, got call stack and other details, see the latest crash report"
for 2d if you have a gun should you have it face straight or tilted so the gun faces the middle of the character
Go to that path then
what do you mean straight
2D has Up/Down (y) or Left/Right (x)
top down
like i could have it face straight towards the camera but it will be off so the player shoots a little left
The player wouldn't even look like this in a top down scenario???
Obviously
if you mean where the weapon would point , should be X straight
but then would the player shoot off center of the player like right of it
offcenter how ? are you not rotating the weapon with the mouse or whatever ? can you explain a bit more then.. that image doesn't convey what you're going for
like the weapon is draw in the sprite its not overlayed so for it to be straight it would be in the right arm facing straight so the bullet would go straight from the barrel which is left of the player and the bullet would shoot from where the arm is instead of the center or the body
not sure I understand , do you want to just rotate the shootpoint maybe to face the mousepos ?
No the 2 lines i drew From the gun in the right hand is one facing so that the bullet would go to the middle of the camera from the barrel then the straight line would be going straight but off center
are you able to show whats happening now?
eh don't worry about my problem its fine
Indoor house is dark after baking lights. I have multiple lights source and reflections probes.
are your objects marked static
Yep
yeah that looks about right
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)
you're supposed to download the texture, not the material preview...
what does "art pass" mean in this context?
Everything that isn't the collisions
stunning texture if you ask me, whoever did this mustve been sombody like gordan ramsey
If it isn't an interactable object and isn't collisions in the scene it's in that art prefab
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
I just assumed that an object being a prefab vs. not in theory should have no impact on performance
this if any, would only be an in-editor thing
in build they are unpacked
Sure, but it would also explain the, at least what I thought was, massive discrepancy between editor and in game performance that I could never parse
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
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?
hey yall im making my first ever vr game do yall have any tips!
buy some cheap keyboards to break when you get angry
i dont really have any expeirience, so i cant say. however, im also trying to make a vr game and im learning unity to do so
W dude
you too
anyone knows how to fix this ive tried everything and it doesnt work
There's no command called
installation.
!install
- 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.
for anyone who uses photon vr do you have a problem where it stops working and you have to re import it
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
@vagrant root how do I install unity?
There's no command called
how.
!install
- 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.
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
Make the terrain unpickable in the scene
https://docs.unity3d.com/6000.2/Documentation/Manual/ScenePickingControls.html
dang, completely forgot that was a thing. thanks!
hullo, do u know why my player falls thru the platform despite there being box colliders on both objects?
im just starting out unity so i have no idea whats happening 😆
even when collision detection was continuous it still fell thru
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
look at both your box colliders
a little closer
its these green boxes right?
thats related yes but in the inspector screenshot you sent
🌈 one of these things is not like the other 🌈
oh
HAHAHHAHAHHA
THANK YOU BRO
sry
im like
really stupid
my bad
appreciate u bro
everyone makes mistakes, that's not stupidity 😄

can someone please tell me what is wrong here
I think #✨┃vfx-and-particles will be more likely able to help answer
bring it forward on z axis instead
did that the problem was with my script i had disabled it there got it fixed
Hey can someone help me get started on unity?
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 😄
but you are also missing the MonoBehaviour this wont work
how are you creating your scripts?
like this
should i be selecting Monobehaviourscript instead?
yep
gotcha, thanks a lot bro 😄
you are welcome
is this how it shld look?
its still without stuff like using System.Collections;
looks nice
ic
thees will be added as soon as you use code that requires these namespaces
you don't need those if you aren't using them, and they'll be autoimported if you use the suggestions if you do use them
i think you need to learn some c# basics
System is for built-in c# stuff
collections are for holding multiple values of the same type, like lists, sets, dictionaries, etc
System.Collections are the built-in collections
ahhh i see
Click monobehaviorscript here it’s faster
Incredibly well drawn circle, managed to almost completely cover the thing you were referring to lol
circles
hey are yall good at unity?
eh kind of
i just started and im trying to make a vr game
I hate C#
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
#🥽┃virtual-reality if you any related questions @proud lion
At least 3D models are easy to work with in Unity ❤️
thank you
I love the two-sided shaders, they're literal lifehacks 
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)
ah ic, ill do that from now on
C# is only doing what you are telling it to do, so it seems to be an issue on your side unfortunately
thanks
alright
yo anyone knows what this means? im tryna do player movement
if this is impt
im guessing i didnt check some box or smth
Noooo it's doing what ChatGPT tells it to do
At least it managed to do a plugin for player attributes, its 1 less mouth to feed
Sure it took me 12+ hours to get it working but after 19 interations we got there
it means you are using code for the old input system
you can chnage it in the prefenrces tho, but i higly recommen using the new input system
how do i fix that
ic
It's possible to swap the input system in settings, but it would honestly be best to do a (very minor) amount of reading on the new system and start using that (since the legacy one will only become more outdated)
i assume you are follwing some old tutorial there
where do i read about this?
yeah ahha its a 4 yr old tutorial
id love to learn more about the new system then learn to use that
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.15/index.html
There's a quick start guide too
thank you very much 😄
In general you can find docs on most unity systems by just googling "unity (name of system)"
if you are a beginner and just want to do some prototyping and learn, change it to the old input and follow your tut
gotcha, ill keep this in mind from now on
because the new input system can be overwhelming for beginners
I like the new input system better than old one
since im just gonna be using standard inputs like WASD and mouse click, im guessing this means i can just switch to the old one right?
True, if you've already got a tutorial it might be best to use what they use simply because you'll be able to get an idea of the concept of making a move input system, even if the syntax will change
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
no, syntax stays the same
oh
the api is different
errr
The new input system changes the way inputs are handled and the way you write the code
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
You mean syntax in the sense of the standard syntax of C# stays the same, right? Because the actual code itself does change between the systems
and i was a beginner long ago still
syntax is a specific part of "the way code is written"
ah yeah, i can see how that'd be confusing to say to a beginner, mb
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
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
i renamed the script from DamnDeseDucks to enemyAni and it started doing this weird thing. this is also thereason why the code is acting very weird right now and the game ain't working
Did you change the name inside the script as well? Are you 100% sure they line up?
oh sry, the class was named DamnDeseDucks
i will also need to change the prefab, hold on
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
Hey guys im back how are yall!
I tend to CTRL+D to duplicate. ProBuilder has a more streamlined way if you are planning to do this more than a dozen times.
so have multiple parts and shapes in the place and just duplicate when i need them?
If you don't already have one, you'll need to create them from the hierarchy
Hey can I get a rating on my first boss my game?
ok good to know ty
You could also drag and drop from Project tab if you have more complex objects.
It's possible to have a spare of each shape but it won't save you enough time to be worthwile
is there any terrain assets that can make terrain like this https://github.com/Javier-Garzo/Marching-cubes-on-Unity-3D?tab=readme-ov-file i mainly need it to support set height
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...
a program freezing is either the programs fault or shit hardware.
If you have a mac with arm and are emulating x86 then perf wont be the same
hrm.. Rider is native for apple silicone. So is Unity I think? Could be wrong.
Yep
Ohh i miss understood, i thought you meant it was locking up now in windows
I should probably stop lying to myself and just admit I want a PC for VRC.
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
VRChat is gold on protondb https://www.protondb.com/app/438100 if you wanted to go linux
But its just how it goes for gaming on desktop, windows first, linux via proton/wine/dxvk and mac very rarely
Checked their documentation on how to publish?
I never searched that
Provides and overview to the process of submitting your app to the Meta Horizon Store.
time to learn that you check documentation from the platform first
which tool should I use to create stylized low poly terrain in unity?
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
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😪
yes add bots and fake them
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
(i never worked with
tho)
visual is easy bro but its your option
they r both visual but ig u mean visual studio?
cuz like visual studio code is also visual
Guys, is there a lighter version of Unity?
there's a web version, called studio
Is it good? Like on par with the installed version?
I just don't wanna go through the hassle of installing the whole thing hhhahahahah
Ooof
doesn't look like you have a camera? unless that's on the player
try checking the texture to make sure it's there
If we wanna talk about shaders, which channel do we use?
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.
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.
why can he chose a shader graph and i cant?
Need to turn on Experimenta VFX stuff in the preferences, otherwise just go download unity 6
i turned this 💀 while waiting unity code response
help pls with this
any idea what this is? getting this when expanding a list of a custom type in the inspector
Oh, you do have the newer version. It's actually a new node specifically for it. I forget the name but look through all the quad nodes
Output Quad Custom/Material/Shadergraph
The Lit and Unlit are specifically for the VFX particle shader
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
skibidi toilet in unity before gta6😭
@uncut ridge there isn't an off-topic channel here. if you'd like to show off what you've created, use #🏆┃daily-win or #1180170818983051344
nice but i not created to show its joke but thanks for info
<@&502884371011731486>
i like how nowhere in that message is the word "ethical"
?ban 1270013648168943646 scam
maxrobinson0727 was banned.
i dont think he's old enough to know the meaning of the word
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
: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
if you've already asked, perhaps provide a link to where you asked before
we aren't omniscient
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
hmm any tools can you tell me?
Just did
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
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
ok ty
I actually don't like blocky low poly terrain.
a bit mid poly ig, but I'll try thanks
yea have to find ways ( :
or i've to try blender ig
!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**
Blender or other 3d software will be the most powerful option but need extra effort to texture properly
isn't better to use vertex colors and some nice shaders. rather texturing for most stuff at least
yea will try blender
for low poly
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
I'd love to be able to debug my project without needing to first sift through a flood of Unity 6 Editor spam
it looks like you need to update your editor, you are experiencing errors that were already patched over a month ago
I'm on 6000.0.58f2 - isn't that the LTS version?
that is a LTS release. it is not the latest patch for that version, you are more than a month out of date
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
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)
I'm confused - so how do I update it? or is that just a separate install entirely?
separate install, there are no in-place editor updates
ah so current one is 6000.0.62f1?
I don't get it
You'll switch the project version after installing the newer editor.
Yeah I think I've got it now
I'm guessing between patches nothing should affect my code right?
right, it's generally pretty safe to update to a newer patch because there's typically no actual changes, just fixes
I've got it on github just in case ofc
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
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
android debug bridge
is that a unity thing?
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
used to install your built app to device and for android logcat to work
Its from the android sdk but used by unity
weird that it shows up as Unknown Author
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.
hmm, I can try to take a look