#๐ปโunity-talk
1 messages ยท Page 20 of 1
guys i created a parcour game but when i start game the player start to became Airplane
will do, thanks.
oh it's fine, I dont wanna waste your time. ๐
is it scripted?
yea i make script for it

Does Unity care much about ngons in models?
Yes, models are always triangulated so if you have quads/ngons they may not triangulate how you want
What about for rigid or hard surface models?
Things that won't deform
||Sorry but Vector Rolled...||
as long as ur not deforming them.. and as long as their UVs dont end up jank theres nothing wrong with ngons per-say
i prefer to eliminate as many as possible tho
they'll be triangulated but it shouldn't be noticeable in the end product.
Yeah fairs, thanks
quads can be kept for tesselation but gpus draw triangles and thats a fact
3d software just hides this fact from you (until shading on ngons fucks up revealing this)
the best Ngon is a completely flat Ngon ๐
It'll perfectly accept any Ngon as-is, as long as "N" is 3
What youโll see:
A breakdown of how neural control works: signal acquisition (e.g., EEG, intracortical), decoding intention, mapping to robotic joints.
Implementation insights: using SNNs to model temporal coding, using the Nengo / Neural Engineering Framework (NEF) for real-time robotic arm control.
Challenges & solutions: dynamic environm...
I try something cool
Using Unity
#1180170818983051344 <- post here instead
woow
Thnaks Done
does anyone have any ideas or experience with doing a dialogue system with choices? my searches led me to inky, but I also heard its not great for localization, since its primarily designed for english?
i want to leave that path open, if i do end up deciding to add different languages, so for now i guess i have to sideline. does anyone have any experience building their own system and how i should try to build it?
my uni professor has been recommending inky - I don't know enough about it to say for sure but I trust him lol
all paths lead back to inky ๐
with localisation - why would it be bad for non-english languages?
languages other than english* lol
I can imagine right-to-left languages might be an issue but most should be fine
my brain is mush sorry
its this jam lol
from what i've read, its syntax is simple, but it doesnt do well with different characters in other languages
because its a good tool and someone already built the wheel, why reinvent it
im going to try to get used to it, and if it doesnt work out later on, i'll change it or something
for my current goals, it does get the job done, especially since i dont know any other languages
does unity localization not work ? maybe you could always swap out the jsons files per language , though honestly haven't touched localization with it yet
How do I rotate the main camera along the horizontal axis using left and right keys?
cam.Rotate(Vector3.up * horizontal * rotationSpeed * Time.deltaTime) ? or somethin
how you obtain horizontal is up to you
Input legacy or new Input system
I think that's the issue, how do I set up the "horizontal" part to get input from my keys
again, depends if using Legacy Input class or new Input system
I'd prefer the new input system
Usually you already have the default action map, inside of that they have the Move action
you can plug that into a [SerializeField] InputActionReference moveAction
void Update()
{
var horiz = moveAction.action.ReadValue<Vector2>().x;
Debug.Log(horiz);
}```
Thank you
hello. How do I rig necklace or any other hanging object between 2 strings using unity's spring bone component? Is it possible to anchor the end bone of spring bones to other bone?
Something like this
I have a list in one of my scenes that is getting updated
but for the life of me i can't figure out how
This is really vague. Want to provide more details?
i do but i'm trying to figure out how to do so
code, screenshots, and an explanation of the problem
Right. It's just a bit convoluted and i'm not sure how to express it all. ONe moment
my scene has this one object, datacompanionlistener
that has a bunch of sensors as you can see in the list there
in the debug inspector window
when i navigate to a different scene, and i look in code at the state of taht musesensors list
it suddenly is missing the last object
and i don't know why
If this is an object in a scene, it is unrelated to any other objects in any other scenes
The copy of the script in the other scene is completely unrelated
you would need to open that scene and add that object to the list there
If you don't think this characterization is correct, you would need to explain where and how you are populating this list, other than just manually in the inspector
What script is this? Did you write it yourself? Is it a component from a package?
So this speaks to a bit of confusion that I have with how this all works. DataCompanionListener is a object in this scene but I'm not sure what object on the scene its on. Like there isn't a MainMenuDemo class on which I have a datacompanionlistener object
All of htis is code that i'm inheriting
one other thing
DataCompanionListener is a object in this scene but I'm not sure what object on the scene its on
What do you mean by "what object on the scene its on"?
It's right here
no?
MainMenuDemo appears to be a scene, not a class.
one other thread, i'll just elucidate here. When I open another scene, it looks like the datacompanionlistener instance is changed between the awake and the start callbacks
Right
You're cutting out context here. What class is this?
this is a totally different scene that i can open from the previous one that i showed in the unity editor screenshot
that has an associated class
What? Sorry I'm just asking what script this is
anyone know of a simple way to play a transparent gif in unity?
you're jumping around a lot. Remember I have zero context here
I don't know which objects which scripts are on, which objects or scripts which inspectors are from, etc..
this screenshot sppears to be the inspector for a script called DataComponentListener
(and your inspector is in debug mode I believe?)
Right so everything in this screenshot is under a scene called MainMenuDemo
yes that's correct
datacomponentlistener is in that scene "directly" declared in the hierarchy. but in a different scene, it's declared a bit differently (illshow the unity editor screnshot one sec)
Sometimes unity serialisation bugs out. A component reset and re applying changes can help
If you use source control you can try this and see if any changes exist
So far from everything I've seen it just looks like two different copies of the component in two different scenes with different values populated in the inspector
Hmm that is also a simple explanation
This confusing as all hell (I inherited this code and the prev maintainer isn't reachable)
So in this screenshot, I'm showing this scene brainmap
and it has an object settings and data
that is tied to this script caled SceneSettnigs
now (and this is the confusign bit)
scenesettings exposes a property for datacompanionlistener
You should open a thread in #1390346827005431951 for this...
(just curious if there's a reason you have the inspector in debug mode)
i'll move this there!
you can ping me in the thread if you want
because i wanted to see the state of all of my objects
appreciate it will do!
sorry i have a very noob question. im trying to make a door with a handle and so i scaled a cube and now i am scaling and rotating a handle but whenever i rotate it the shape and collider like shits itself, ik its something to do with the parents scale but it needs to be the child. does anyone know how to stop this cause its pissing me off. thanks for any help towards a dumbass like me
Heya guys Im new here just a quick question...
Im just starting with unity i have in mind 2D pixel art game ...but im not sure how big should I make my sprites? 64x64px ? Or bigger ? Im not really sure and I dont want to make a mistake of making my sprites too small or too big? And also for example when I have a some type of character and I also want a make a bear ...should the bear be bigger than the character or just the same size? Thanks in advance... I hope I'll be hearing from you soon
These are kind of all art direction/design questions that have no "correct" answer. They depend on how you want the game to look and feel as well as the target hardware you plan to run the game on.
well with that it depends entirely on your game vision and style but one bit of advice with pixel games is to keep the pixels the same size dont scale and stretch them or it looks off
well if your a single dev and not an artist its better to do less pixels like 16x 16 or 32x32 or even something like 56x56 to 64x64 as its just less pixels and details needed. just remember once you choose a detail level you kinda need to stay consistant with it. and so comiting to each sprite being like 256x256 can cause making art to be impossible.
There are 2 of us but im the designer one hes the programator one
Okay I see thanks for the tips
But for example when there are trees I should make them naturally bigger right ? ๐
I WILL SET a character controller to my player
any doubts?
its ok?
cc controller plus collider square plus rigidbody
yes it just means you have to make them bigger. but in the art not through scale
CC is already a collider and CC + Rigidbody do not mix
So when I have a lets say 32x32 character the tree should aslo be 32x32 ? Not eg 48x48?
ok, i will add it a square collider due to a bug thats when you are above a corner of a prop physic
sooo i remove the rigidbody?
why?
why you think its bad?
because it doesn't work with those things together.
well 32 x 32 is just like pixel detail. if you want a tall tree make it like 32 by 100 or something. sorry if im not explaining this well im not an artest myself. i think how pixel detail is ment to work is if like imagine you world is a grid each box has 36 by 36 pixels of detail. but that doesnt mean each sprite has to be the size 32 by 32. cause like if you cram a big tree into 32 by 32 you would have a small tree or have to scale it in editor which would cause pixel sizes to be inconsistant
Character Controller or collider and Rigidbody.
Not both.
look
Alright thanks
Appreciate It a lot
If I start using the CC controller as the ultimate collision avoidance device, something bad will happen
Look at what
the player colliders
the box is the physical outside collision
What about them
I do it because a capsule is inconsistent with physics
it has the character and another collision more
Character Controller and Rigidbody will not work together
For example, if I stand on the tip of a rigidbody, the rigidbody I'm standing on will start to wobble uncontrollably
sooo you have no way to control his mass right?
A character controller doesn't have mass because it doesn't have physics because it can't
ok, soo my player isnt fully phys right?
you know why tf im doing this?
I TRIED EVERYTHING
i already asked help by
If you need physics on your player you don't want a character controller
Yo
YEAH but help me fix this
pls
https://youtu.be/NsSk58un8E0?si=viV56fzv8Qyc7ljs You can watch this video
This one is a bit different than the last couple devlogs. I thought it would be fun to share a longer video where I actually make a thing. Might be super boring? Idk!
Links:
https://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
https://youtu.be/7daTGyVZ60I
https://youtu.be/tYc1yUt0IeA
https://github.com/TheAllenChou...
in my case it isnt kinematic lol
im not expert so i wont pretend to be one but im guessing you want to stop the gittering, looking at it its because your collider keeps changing its size slightly. so something about how your getting the height you need or how your setting it is making it change and vairy giving you the gitter either in your code or in the editor. so we need to find out exacly where and why. sorry if this wasnt helpful
I KNOW WHY
Its because I'm changing his size without any condition for example in the script part col.size.y = size
In that code part
thats great!! so hopefully once thats changed it will work.
Is it possible to make an existing prefab into a variant of another existing prefab without recreating it?
hack the metadata and watch things go boom
What like make a second instance of the prefab that is slightly different. Or a second prefab that is slightly different from the first
a prefab variant is just a prefab where the root is just another prefab, right? so theoretically you could probably use PrefabUtility.ConvertToPrefabInstance on the root object that should be that prefab instance in an editor script
is this where I ask for help with script?
I may be misunderstanding the problem, but I would make an empty game object, and make both the door and it's handle children of it. Then you do the moving on the empty parent. That way scaling of the door object and the handle object don't affect each other, but they do move together
In general I do things that way. I treat the visible object as a graphics layer separate from the simulation of the object.
Yea I normally do that but not consciously lol. Ill try that later thxxxxx
No problem at all. Good luck!
Do you know what prefab variants are?
I ended up just recreating the prefab as a variant. Seems like a feature the editor should have
no not really but i thought i would ask to clarify just encase :)
hi
Downloading unity 6.2 hope it works
MMM nope it hasnt have solution
How you all made his Player fps?
AHHH I CAN USE collision enter and exit
WISH ME LUCK ๐
Sorry for what I typed out. Sorry for judging you. Sorry for lying sorry. Sorry for lying sorry.
dw
{
HandleInput();
if (Input.GetKey(crouchKey) && !isCrouching) {
HandleCrouch();
}
else if (!Input.GetKey(crouchKey) && !CeilingCheck() && !CheckHeavyObjectAbove())
{
isCrouching = false;
canJump = true;
}
HandleCamera();
if (canJump)
{
HandleJump();
}
}```
if anyone could give me a better way to imrpove it im all ears
{
isCrouching = true;
canJump = false;
float targetHeight = isCrouching ? crouchHeight : normalHeight;
Vector3 size = col.size;
size.y = Mathf.Lerp(size.y, targetHeight, Time.deltaTime * crouchSmooth);
col.size = size;
}```
How do you want it improved? Sounds open ended.
the crouch
Event subscription
is there a quick fix for these letters bleeding those small lines?
Are you using tmpro?
yes
actually dont bother lol im stressing cuz game jam is almost up
i shouldnt even be worried about letter bleeding
Correct ๐
downloading unity
6.x is still a bit of half implemented stuff. But im hoping they finally make some decisions in 7.
<@&502884371011731486> โ๏ธ
Welp im cooked
didnt instal web build
!ban 1254264526094995517 off-topic jesus spam
@n027332 banned
Reason: off-topic jesus spam
Duration: Permanent
damn
What are you trying to achieve if you don't mind me asking.
Crouch mechanic like source engine
What option is mostly recommended to make the fps player?
With a character controller or the collider option?
The most easiest way
Whatever you want. It's all in your hands.
You could even become an astronaut if you really wanted to and worked hard towards that goal.
Why source engine specifically? What's so special about their crouch mechanic.
Hi
where do i go to report rendering issues
or like i have issues but i dont know how to fix it its related to rendering and some other stuff
for help?
i dont know why but i keep getting this issue can someone tell me what i need to do to make it not send this everytime i play or update a script?
can try refresh library folder
how do i do thast
how do i delete my library
Hey everyone im trying to make a vr game but still need help if yall can help me id rlly appreciate that.
like any other folder on your computer..
That entirely depends on a lot of different factors, for me I personally prefer using a Rigidbody + Capsule Collider because it gives me much more control over the players physics and all of my projects required a physics-based character with custom logic
Go on unity hub right click and click on show in explorer. Click your project and the library folder should be there
!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 #๐โfind-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 #๐ฑโstart-here
what do i do after i delete my library
open the project , open the scene & try it out
did you close unity first ๐ค
why capsule?
shapes
idk hover the error and see wat it says
security risks
is my data being stolen?
what do i do
is there any way to still get the jammer role post jam? i got too tunnelvisioned in the project itself
its not that bad dw
nah its just a minor thing that unity found in older versions of UnityEngine.dll on compiled games
there is a security vulnerability on those versions for built games
Update to 6000.2.6f2 or later
but in terms of editor itself its fine
you can always patch the binary later
oh i already deleted all my editors
if like me you have tons of projects, updating each one to a newer version again is a pain
๐คทโโ๏ธ
i thought i got a virus
Make sure it's 6000.3.0b4 or later
naw lol a virus you wouldn't even know it exists most times
i wouldnt make any projects using beta versions...
not something I planned to release
full of bugs
LTS is always best bet
A capsule provides smooth corners so things like going up/down slopes doesnt get stuck on the edges, jumping under surfaces like a ledge or ceiling smoothly slides across it, and cases where the player might otherwise hit a ledge due to a edge can be avoided, so it just provides a much more typical shape for most environments - ofc it does depend on the game, maybe a capsule isnt always the best shape for every game but it has been for every game I worked on
https://www.youtube.com/watch?v=1FrIBkuq0ZI
does anyone know how this guy is rendering the 3d models like theyre pixel art? hes not turning the animation into sprite sheet he is exporting fbx file but renders the models as pixelated somehow and i cant find a tutorial that adresses that directly
One of the benefits to making my pixel art game in a 3D game engine is the ability to very quickly build and iterate on animation assets. Among other things, it allows the player model and weapon models to be swapped very easily.
Animating convincingly in this style is a little different from typical 3D game animations, but with some guidance a...
good shaders, rendering to a smaller render target then upscaling that to screen
the same person has some videos about how it does it
i mean i see there some surrounding the topic, actually all the videos i see are about pixel art but i dont see which one is about specifically about how to set it up
your probably not gonna find that
the one you posted is a very refined implementation of the idea
other games do similar though, for example A Short Hike for the most part just uses a lower internal res and makes art choices to empower that look
iirc its straight up just unity terrain
(that third screenshot is without the lower internal res)
i would often do the blit myself when i go from the low res render to screen res so you can control how the upscale is done
but yeah it really comes down to render small, display big and make sure your filtering does not kill the crisp edges
my lazy ass just render textures
if it gets you what you want its good enough
why am I getting this error?
Probably because the file size is 0 bytes.
when it asks me to locate build wher should i take it
like this is my first time doing this
I don't know what that message is from, sorry.
I havent had unity ask me to locate a web build for anything.
weird
this happens when i click publish to play
then I have to locate a build
whatever that means
Ah thats why, I dont use Unitys service platforms. My best guess is the build needs to be done first.
yeah i do not use services like that
how do I do a build
i just build from the build menu
file build
Yeah File > Build > Web. Depending on your unity version they added some extra steps in there.
are you saying that then its likely a custom private implementation the guy made and not a common idea that ill be able to find?
make sure its the correct compression itch supports
But yeah itch is easier.
- build to web
- zip
- upload to itch via web site
its not a complex idea, but exact setup depends on project
a good start is just rendering to a lower res and upscaling
yea ive come to understood one strategy is to scale things down and then up in some way, seems like a simple idea, but still i assume it require some clean up and a video showing how its implemented would help greatly
that persons implementation of it is more advanced but it still started with just rendering low and upscaling
it gives me two build options when i go file
ues
yes
but more simple implementations of that will have stuff online
but the core idea is still the same, hmmm
Yup. Techncial artistry is a field all to itself. Youll need to tackle it one piece at a time and learn as you go.
Its worth learning I think, but a good design that is hard to copy can take quite some time to break down (especially on your first project).
Also, of note, there may be something in the asset store for it already.
just google "pixelated rendering unity" or something
done it on past projects but never looked up a tutorial or anything since i just figured it out
so can not recommend one
I think this is covered (more in depth) in the tutorials. But you probably dont want to Build and Run. So you probably want to use Build Profiles, pick the web profile, and build out from there.
yah i did taht but the find local build thing doesnt end with an error for them
weird
did you do it through a shader?
seems like there is an easy way to do it tha way
but in my game i already have pixel art, its the 3d character that i want to apply this effect to only
why is my build option always darkened?
hit switch profile
you active target needs to be Web, and right now its set to Windows Server
Quick question, I'm trying to use editor version 6000.0.62f1 on linux. It always boots in vulkan which is just a black window. In the gnome environment it boots into opengl and works just fine. I'm trying to get the editor to boot into opengl on kdeplasma but it just wont. I've tried using the launch command in the hub but that doesnt change anything even with a specified version it always boots into vulkan. I cant navigate into project settings to try and change it there since its all invisible. I dont know if this is the right place to post this I couldnt find a question channel
so I tried launching the editor directly without the hub and it does boot into opengl but wont stay open because it needs to see the unity license
looking in the hub logs it is actually applying my launch comman but it is just ignoring it or something
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@latent lake If you haven't got an answer, I've used the method in this discussion with Shader Graph in the past and it's worked pretty well
The one thing to note about it is that it will give you the same number of pixels in the x as in the y, so they will be stretched out in most resolutions, but I was able to fix this by doing something like passing 2d vectors instead of floats
https://discussions.unity.com/t/how-do-i-pixelate-my-shader-graph/251031
Honestly should I upgrade from unity 2022
In a running project? Probably not unless you need something.
For a new project, not really any reason not to be on the latest LTS at least
Hello again. Just dropping an answer (at least enough of one in my eyes) to my previous question. 6000.2.11f1 is still not officially published but it looks like the link I found was legit, as the hash is the exact same on this issue report with no apparent reaction from Unity. No idea how people could get those if not from leaks, but yeah.
Steps to reproduce:1. Open Unity Hub2. Install 6000.2.11f1 Unity version (unityhub://6000.2.11f1/7134d7685e5d)3. In โAdd Modulesโ wi...
those URL scehems used by many applications,
even when you use "Open in Unity" from the asset store website it uses these.
so maybe those guys found a hidden doc or reversed engineered smth to get extra info
that being said, they could be a place for an attack surface if the application you are using is not up to date
This protocol may be used by many services, but if used by UnityHub, it should in theory always point to the same servers (i.e, no spoofing unless there's a backdoor in Unity's own stuff). I kinda doubted it would be a virus from the start because of that, but I had no other source to back it up until now. 12f1 also has a hash now, which makes it even weirder why they're not just pushing 11f1 (a week late at that). Not to mention they've released the next alpha and beta versions last week. Nice thing is, the memory leak is fixed. Now have to wait for that recent RaycastCommand bug to be fixed too. ๐
I guess. Though I don't think there was any such thing reported lately. I also tested it on the latest version of Unity Hub.
I also have a scene where if I instantiate a ton of a certain object, I get a memory leak ๐๐
might need to do pooling don't feel like it yet
Using D3D12?
yeh doing million raycasts too
If memory usage grows hundreds of megabytes every second, it's likely the memory leak I was talking about.
good to know, ty. i'll try later
- Doesn't reproduce (at least to the same extent) with Direct or MT, only with split jobs- Doesn't reproduce with DX11 or Vulkan- On...
curious what requires that many raycasts
They got it? 
Damn
Finally, yeah.
my poor coding
I think thatโs been in LTS since the start
Only got tracked very recently, after dealing with many duplicate reports, I guess.
easy fix for that ๐
Only since 6000.0.58f1 as far as I know.
Didn't have issues all the way to 49f1.
it's just looking for the player, then aiming at the player.
but I have a player tag. because there are multiple 'players'
that doesn't sound like a million
there are lots of objects
that do the same operations
I was also overexaggerating
depends on what a lot of objects are
I've been working on a semi-procedural grass generation system lately, and it's likely gonna do close to that amount on the generation process (once; not every frame). ๐
raycasts are pretty cheap
In my case it's either that, or somehow writing to a buffer from a geometry/compute shader.
the objects are also recently implemented active-ragdolls, so might NOT be fixed with this update
Doing a few hundred raycasts a frame should be fine
Any game with IK does at least two per character
I think it is better to do pooling, for them.
better is a strong word
at the level you seem to be describing it sounds like crumbs compared to anything of concern
i'm not sure what you do mean.
but I'll most likely do pooling for my active-ragdolls instead of recreating them multiple times.
but I'll check on that later.
Make sure to reset all the important states when you reuse objects from the pool.
That'd save a few troubles.
ty, haha we'll see ๐ฅถ
wow thanks, this has worked.
it fixed the memory leak!
โค๏ธ
it used to take 30+ GB of ram and paging to the nvme.
also when I was playing Rocket league yesterday the input lag was unbearable. I had to restart my pc to get out the unity gue from my system
Yeah. My page file never worked, so it was straight up crashing the editor and build on my end.
I've also been monitoring OS events and network traffic "just in case", and I'm not seeing anything out of the ordinary at least when using the thing. Mostly just normal events and good ol' Microsoft and Google doing their usual chatting.
ram prices are real bad rn
What' this plus icon?
what resolution does my game icon need to be when making exe
Most software is usually a square, in powers of base 10, typical is 32x32, 64x64, 128x128, etc - Unity should also show you a preview of similar base values with whatever icon you do choose
i been trying for the past hour
im at 2048 pixels rn
its still showing up as small
What do you mean by "small"?
Do you have any extra spacing in your actual image? Or have you cropped it in a photo editing software?
If you use a different cropped image or one of the default sprite images, does it do the same thing?
It means the object has been added to the prefab - so it's like marker that it's modification to the prefab.
There is also a version with "-" for removed objects
Yep, like @fair cove says, it looks like it has a lot of white space around it.
I'm not sure I understand it. I'm using the already made prefabs. And when I drag it into Hierarchy, there's no plus icon, until it move it to "People" gameobject.
There's no plus icon if it's outside:
"ArchtecturalRendering" is the prefab being updated here.
Its telling you this is a new gameobject not in the prefab instance
If you apply the instance changes the icon should go away (if you want to do this)
Ah. That is also a prefab. Also MaleOrigami and FemaleOrigami are also prefabs right?
It seems like only the object with blue icons are prefabs (all 3 faces blue).
This icon is for a model asset
Yeah just read about it
if you unpack compleatly it will go away (context menu)
Unpack means make it "local"? Like it was created in unity and not imported.
No, it unlinks this gameobject from the prefab/model asset
Oh ok
Meaning its no longer an instance that inherits changes from the prefab/asset
After unpacking, the + icon is still there but icon is now complete grey.
Check my message above. Its to indicate that its a new gameobject in the prefab instance its a child of, which is that "ArchitectureRendering..." thing
We can therefore know that the gameobject "FemaleOrigami2" is not in the prefab yet
That I understand so far. So now how to make it part of Arch prefab?
Not sure how to "apply" it
select the ArchitecturalRendering... gameobject, in the inspector you can click the "Overrides" button and see the changes to this instance.
You can select and apply some changes or all of them to the asset.
Got it, thanks.
Sorry! I was away, I see others already replied with the correct answers! :)
Try to save the scene, close the editor and open it again and see if that fixed it. The error usually is important but because it comes from "UnityGraphs" it may just be Unity having some problems.
If it doesn't solve the issue it means there is a problem somewhere in one of the editor scripts. Can you scroll down the bottom panel to show the rest of the error stack trace? (The part at the very bottom of the console)
oh yeah i don't have that error
best to just ignore that right?
Before you ignore can you send a screenshot of the error when you scrolled down here:
well i don't have the error now so i can't show you even tho I wanted to
It may be important, most of the time null pointer exceptions break your game badly. There are rare ocassions where nothing happens or they just break editor script.
But if it disappeared then great! :) Maybe it was just unity getting tired haha
what does the error mean?
You have a variable somewhere and you try to access it but nothing is there.
So for example you have Car myCar variable, which stores info about car.
Let's say the car has some properties like 'color' or 'brand'.
If you have something stored in the variable then all good:
Car myCar = new Car("White", "BMW");
Debug.Log(myCar.color);
However if you do not assign anything there and try to access it, there will be null reference exception:
Car myCar; // No assignment
Debug.Log(myCar.color); // Error
I hope that helps :)
shall i send you my scripts in #๐ปโcode-beginner just to double check
it's always best to get a fresh set of eyes for my code
is anyone having any luck running Unity's editor or software like 3DSM in a cloud host?
any1?
Maybe the scene wasn't saved? How did you share the files, over git repository? A scene is a separate file and I believe it may not store data until it is actually saved
any slop/stairs tutorial recommendations?
Slop/stairs?
If it is for 3d, I have a tutorial with full FPS movement that handles slopes, is that what you are looking for?
Something like that: https://youtu.be/ZjNmndbbT44
In this tutorial we'll create an FPS controller (First Person Movement) perfect for horror games, shooters, RPG games and so on! The movement will feature jumping, crouching and sprinting.
If you like this type of content remember to subscribe to my channel!
Movement features:
- looking around
- walking
- jumping
- sprinting
- crouching
#U...
yes 3d thankssss
slop walking up/down, and sliding in some cases
stairs are atairs
You mean slope??
yes wooops 
What specific issue are you having with slopes?
I don't have any yet, I'm looking for recommended tutorials, cause sometimes some tutorials are not good/bad method
(trying to avoid picking up bad habits)
Moving up slopes isn't too hard to think about. You can figure out the normal you're standing on and applying a force relative to that via dot product or one of the hundreds of unity methods available to you
The bigger problem is moving down the slope which Unity's controllers don't even do correctly
I'm doing physics based movement
But the slope issue can also be interpreted as a preference. You'd imagine you'd also apply the force relative to the normal, but Unity's controllers will always apply that forward force so you kinda skip off the slopes with enough speed and low enough gravity
ah I see, I was afraid some methods are janky (still new to this stuff)
I mean think about it. If you're looking straight ahead and walk forward do you want to align to the slope or do you extend your leg into the air and hope for the best
it's an error with the Unity graph editor, it's not your code, you can ignore it
Why there is no standalone profiler without running the Unity editor? It's especially frustrating when you try SteamVR that already takes a lot of VRAM, and the editor on it's own take a lot of VRAM
hi, I'm trying to add a post process volume to my MainCamera, I made a post process volume component holder gameobject and just added it a "PostFx" layer that I added in the camera's post process layer component and it doesn't display the effect
If this is URP/HDRP you just need a volume marked as global. you dont add anything to the camera
yes this is URP and yee that's what I thought, what's the difference between using a post process volume component and a simple volume component?
by the way, I also tried to make my desired effect with the global volume that was already in the scene and it didn't work neither, the problem probably comes from the weird setup that an asset I had imported overrided
There should just be one type: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/Volumes.html
The old post processing stack should not be used
oh okayy
there used to be Samples for controlling Animation Speed?
where was it moved over the updates?
do u also know why my volume doesn't work?
I can show you a record if you want
delete it and remake it following the documentation linked above
I think its still accessable by the ... dot menu on the right
found it, in the triple dots Show Sample Rate ๐ค
random blank space for no reason... could have been enabled by default
probably something to stop beginners fucking it up
just did, and it still doesn't work, I think the problem either comes from the graphics settings, or a setting in the camera component, do you know what that might be?
if you want a proof that it doesn't work, I can show you
Hey developer
Hi, I wanted to ask, do everyone has a little bit of ghosting while testing a game in an editor, because I tried making basic 2.5d game, and in editor 2d objects rotating toward camera look terrible because of ghosting, but when i recorded it in OBS, and on video it looks normal and good. I don't know is it issue in my script or unity.
Hey does anyone wanna help me make my game idk how to do some stuff so if you can help id rlly appreciate it! Dm me or reply if you can
!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:
โข ** Collaboration & Jobs**
Huh?
i think your more looking for a basic tutorial about game development then a personal tutor...
Tutorials don't help me.... when i have a "tutor" it works way better
Then go to the collab forum I linked and hire one
are you paying your tutors?
then you are usually out of luck and need to read documentation anyway
Ok
Then you're probably not going to find anyone who is willing to dedicate to personalized one on one tutoring
Ok
so once again, i can recommend some good tutorials if you like, but im not gonna dedicate free time to helping just you
Ok........
https://www.youtube.com/watch?v=pCBqgREiSUE&list=PLlUJMECNtufixU1BXsISabZ8laKbetq6z&index=12
this one got me into game dev, hope you like it
You'd like to make a video game? - This guide is for you!
โ Download Unity: https://store.unity.com/?aid=1101lPGj
โ Full Unity Project Download (e.g. for debugging): https://github.com/LooveToLoose/unity-tutorial
I think getting into game development should be easy, fun and fast! It's my biggest goal for this video to get you to a place w...
Thanks!
Guys character controller has his own rigidbody
I don't think you know what those words mean
What?
Like how the character controller could have physics on world?
And interaction?
CharacterController and Rigidbody are mutually exclusive. You can't have both on the same object if you want them to both function
Yeah but how can I do the cc controller interact like a rigidbody with the props for example?
you don't. If you want physics, use a Rigidbody.
Hello, I'm trying to make the game in the picture in 3D, but I can't figure out how to make the window where the blocks are placed. I want to carve squares into the upper part. How can I do that?
Oh no
Soo why character controller plus rigidbody isn't a good option?
I believe I've said this already multiple times
Neither one will be able to detect movement from the other and both have strong opinions about where the character is supposed to be. You'll find that at seemingly arbitrary times your movement simply will not work, and it's because one of them is overwriting the other
Ah ok sir
You can if you mean pushing them but it's to be done with OnControllerColliderHit , I believe the docs has an example of this
https://docs.unity3d.com/6000.2/Documentation/ScriptReference/MonoBehaviour.OnControllerColliderHit.html
you guys i have a problem and genuinely need advice
does anyone else use chatgpt for like, helping solve bugs? T^T
i know everyone fucking hates AI and i do too, but learning from google is so inneficient
If I need something to confidently add bugs to my code while telling me it's correct, I'll let the Interns at it.
lmao thats fair
i dont ask it to rewrite the code tho, i just ask it why something might be happening and then try and test out different shit
but i feel pretty shitty because its becoming more of like a dark sin
i need to know what other resources to use
because i hate coming here and just bugging people in the code channels with my problems
๐ ๐
google is pretty good
fr? ive always been told its unreliable
and it also takes forever, but im not below crawling thru a problem, aslong as im learning it right
personally i don't think it takes forever but i guess it depends
well, no but sometimes people offer solutions that kind of suck
honestly i would have loved to majored in software engineering right now
but its just, oversaturated at my college
unavoidable when it comes to learning anything in life really
thats true
and "AI" is trained on that same stuff, and will only give you one answer.
A devs #1 skill is their google-fu. Being good at searching google, and being able to shift through the results is an essential skill
thats fair. thank you for this perspective. i know ive become a bit sloppy
i only make small games, but whats the purpos of making small games if you arent learning aswell
i might buy a few of the books they have online, i used to learn alot from those in the past
I'd play devil's advocate and say that AI has been the better source of a search engine than google as of recent
not perfect but google has been garbage for a while as people have been aware how to game it for years now
let the AI surf the garbage and check the references it gives you
ive been really confused and conflicted lately
i know alot of people use it to some degree
THANKS GOD I SOLVED
you too โค๏ธ
whether it be to parse thru documents, as a search engine to find the documents page, or jsut to give suggestions
i know some people that are genuinely great at coding, and will have it do smaller scripts just to get them out the way
and similarly, alot of people are fearful that ai will 100% make people lose jobs
and theres nothing wrong with that fear
its just a very nuanced topic
it's good at generating boilerplate that's for sure, but you're never going to get exactly what you want from prompts.
there's really no difference than what devs been doing for years and it's grabbing templated code
all that's changed is this templated code now has some extra sparkles spewed onto it and full of bugs
i suppose i see that. before chatgpt, i use to jsut keep a bunch of common things i needed to do in my snippets
its not like i wrote everything out by hand either
and thats 100% true
chatgpt is so weird. sometimes it gives good suggestions when my brain is just going the complete wrong direction with a problem for some reason
that's the problem ๐
studios have been using boiler plate for years
you dont need to type something out by hand, to understand what it does, and when to use it
it helps immensely
Hey guys! ๐
Please check out my game and leave a review if you like it. Thanks a lot! ๐ฎ๐
.itch.io/the-last-room
it becomes an issue of syntax. if i store an easy camera raycast in my copy and paste, its not that im copy and pasting an entire script
im just making it so i dont have to type the whole thing out
dont cross post. also its not the right channel for that here i think
alright, how is that a problem
if it type out the word fox, 50 times, does that help me understand the definition of what the word fox means
It also improves your muscle memory of that specific way of writing the code
no but it helps you type out the word fox
then it comes down to just a typing game
i suppose, theres some truth to what you say, it helps hammer in the way its formatted, and what parts go where for what reason
your brain processes it
the way I see it is if you're working with people and there becomes an issue with this generated code, you better have an understanding of it for when they come to your desk and ask you about said problem
its also a little too easy to copy paste a block of code and forgetting to fully understand it, that is way less likely if your writing it out.
yea. theres no use in learning something new, if you only actually understand it once
3d modelling. I'm sure you can do that in ProBuilder but you can also just use any real modelling software like Blender. There's no such thing as carving things in unity, unity isn't a modelling software (apart from ProBuilder). You could make the shape out of multiple boxes too but at that point I would just properly model it (for better texturing too)
but still, shouldnt a developer do thier best to speed up thier workflow? even just 5 years ago it wasnt uncommon for a developer to reuse scripts from thier previous projects. some of game development isnt entirely about how well you can program
toby fox, used game maker for undertale
well to counter that, if you learn something and then stop typing it out forever you esentially wont reinforce that knowledge and then the rule applies: if you dont use it, you lose it.
thats what happened to me when i used codepilot for 8 months
sorry that may have came across wrong, what i meant was that if you only learn something once, and jsut copy and paste it from there forward, it can be negative
For some reason my Shadows just disappeared at some point, only now did i notice since i wanted to ship a wip build to my website.
I checked the Lightsource, the URP Assset and i rebaked my lights, nothing.
Anyone has a clue, on URP (Unity 6) with WebGL as a Build Setting.
i may have worded it wrong i apologize
this argument is invalid... game maker is not inherently worse or harder to use instead of something else
its easier, in my opinion
i can respect that
did ya check the rendering pipeline asset you got shadows on
share why you think it isnt easier then
thats okey you dont have to
yup
its not about what i think... its about a human using a tool that does a thing, doesnt matter what that tool is it matters how they use the tool and what the result is of their efforts. by that end, game engine is completely irrelevant
sorry im not tryna come across as an asshole, english isnt my first language i feel like im being blunt
afaik everything shadow related is on, yet unity refuses to show any
Hmm I could think of a bunch of things like maybe Directional Light is set to baked only and stuff like that
ur not dont worry, im dutch and very direct so i actually like it if your more to the point. and we dont have to agree with eachother all the time either, but discussions are still worth to be had
I'd ask in #1390346776804069396
in programming alone. thats what this discussion is about. Im just saying, toby fox was not a great programmer by any means, but his game was successful. very succesful
and if you ( @icy citrus @stone thorn ) both could stop arguing, this is not a general channel, keep the channel info at the top in mind, otherwise i will get someone to stop you
this isnt a general channel?
we are not argueing...
sure, i feel pretty overwhelmed with this, this has never happened
but where do you suggest we take this if not here?
i thought it was about discussing different uses of programming tools for unity development
yeah i thought the same
this escalated to gamemaker n stuff, not related to unity anymore
thats fair. where is a general chat?
doesnt exist
no it didnt, we are still on discussion of definitions of method of programming
๐
this is only for unity, no general chatting on this server
hate to be that person, but better then a mod bonking you :3
'dont speak about this because i say so!!!'
also, i could argue that talking about gamemaker as apposed to unity is on topic
at its core, we are talking about game decelopment
yall can talk about this here. just ignore them and preferably make a thread so no one else bugs you
lol okay
i was about to do that actually
sigh @charred fog heya, long time no talk, once again the usual
tho the thread seems like a good middleground, but yeah i can already smell where this goes
we literally just esteblished our level of politenes to eachother to avoid any escelation: #๐ปโunity-talk message
so what are you smelling?
discussion are there to be had and can be learned from, and when you get very passionate about them against someone that is also passionate about their point, it can turn into a beautiful exchange of knowledge and its honestly a lot of fun when done right.
GUYS question how can i do my jump delay of the IsGrounded less delayed?
i dont understand your question, what do you mean with "delay"
Are you doing this in FixedUpdate?
You cannot do Input.GetButtonDown in FixedUpdate
Input handling goes in Update
Physics goes in FixedUpdate
All channels are primarily Unity help/learning channels. If you are starting a general discussion about programming the very least you can do is to create a thread to not interfere with the channel. (See #๐โcode-of-conduct )
ahh thanks MY BEST FREINDS
thanks
meh the same it isnt so instant
i want a balance at this, not too short and not too large
You didn't change anything
this is still being run in FixedUpdate
You also don't want to be moving a CharacterController in FixedUpdate really or it will look jittery
You likely will need to make a new top level variable to then save the state of the input in and set that bool in the Update method.
ahhh Ah, I misunderstood. Actually, I was using it in the Update, not the fix
it worked the same
you need to explain what you mean by a delay
btw calling Move twice in a one frame is also not correct
holdon, isnt CharacterController.Move() altering physics?
cuz i thought that anything that alters physics goes in fixed update
hi,hi, I have an issue with my volumes in unity 6, my Global Volumes don't work, I think the problem either comes from the graphics settings or some settings in the Camera's Camera component even if I doubt it, do you know what might cause it/ what's the issue? Thank you !
CharacterController is not a real physics thing
it's intended to run in Update
and it doesn't have interpolation
so it would be jittery in Fixed
dang then i done some wrong stuff in a lot of projects
Rigidbody physics goes in FixedUpdate
how would i identify if something is physics or not?
i been struggling with that lately anyway
check if it has a rigidbody
Anything dealing with Rigidbodies or Colliders.
But technically CC is a collider, it's just a thing that kind of lives half in and half out of the physics engine
If you need something that works physically consistently at all framerates, you need to be using FixedUpdate or equivalent
its a unity build in component that handles basic character movement
ohhhhhhh. gotcha. it doesnt use a rigidbody tho
i always use rigidbody based movement
they are alot goofier
rigidbody movement is fine for a physics player like a ball, but for like a platformer, you usually want the character to reverse its direction super fast, which works better out of the box with a character controller
at least, thats what i learned from it
also i get super confuesd by rigedbodies lately anyway and am starting to avoid them more
there is no limitation on how quickly you can reverse the direction of a Rigidbody
you can actually micromanage forces on a rigidbody just as simple as a CC
you can just kill all angular momentum manually if you want
this is true, but usually people make a character controlled with rb.AddForce() and that specifically out of the box is not great for that feel
@mild radish hiii, could you help me with this,I've been on this the whole day
please
yes
People want their character controller code to be like 5 lines, but the real world doesn't work that way
I've tried multiple times, even the original Global Volume doesn't work
I think the problem comes from a setting in the project settings such as in graphics, an asset I'm using overrided multiple settings, and there are some weird setups
yeah it sure doesnt, i just wrote my own character controller and its so much nicer as its not bloated with anything i dont use and i understand exactly what it does.
tyyy so much, I forgot to enable the post processing in rendering of the Camera component,I'm so sorry to have disturbed you for this dumb mistake
I'm sorry
all good ๐
input -> movement * speed -> boom ezpz cc
(add extra lines until desired outcome) ๐คช
Hey can anyone tell me how to add a vr character in my game
yeah basically
@keen jetty Is a scammer everyone!
Has anyone else had no replies to Unity tickets for 3 weeks? Is there any way to actually talk to a support human at Unity?
why you telling us? tell the mods
For discloser
Where is Unity support please?
i hear that if you have pro-license you get more immediate support
for us plebs its just tickets
so nobody from unity is here
Who made it official?
!support
Take a look at #๐โfind-a-channel
You can also access Discussions for questions!
:warning: This is not a channel for official support.
Please do not ping admins, moderators, or staff with Unity issues.
Access our Help Center for Unity Support.
People who arenโt involved in tickets
it's the official community. not an official support channel
this is not a helopful one
noone here gets paid, so tickets are way above our pay grade...
in what way
omg ur funny
Hi! I'm a beginner with Reflection Probes, and I'm not sure how to stop metallic surfaces in my interior from reflecting the sky (HDRP).
The probe fixed the reflections on the floor and walls (they were showing the sky color before), but the metallic surfaces are still having that problem... ๐
(It's day time on this screenshot outside the building)
idk, just from search just me.. i've been thanked 990 times..
and thats just me.. i'd say its a pretty helpful channel
huge flex
hey thanks!
now ur wrong, get owned, its 901
anyways, saying the server isn't helpful is pretty niave
the link he sent says to ask questions hereI see this is not really an official channel, it's a bunch of people who say it is
yes these channels are help channels..
and now ur wasting your time in a channel that you claimed is unhelpfull... so what do you want us to do?
just not official unity support..
we can't help you with engine bugs and specific engine troubles
the bot embed specifically says this is not somewhere you can get official support. but you can ask questions to get help from the community. but again, that is not official support and nobody here can help you with a ticket you submitted
also, insulteng the people that might help you is a bad start to actually getting helped...
we can
CTRL+R
I f I don't get in too much trouble for asking the wrong quewstion, does anyone here use levelplay or ironsource with any success? Or has anyone got an account approval delay for an excesive time?
i doubt you'll find anyone specifically.. but u can look thru the search..
It restarted but issue persists, this is not my question though , I am tryuing to find out what happens if you try to contact unity, has anyone ever had a ticket response?
Does someone in here use Zorin OS 18 Pro and can help me to debug the Unity Hub for it?
I tried to install Unity Hub as flatpak, appImage with Terminal. But I can't either Sign In at all, or the installed Hub can't create new Projects or convert/import existing projects i made in Windows pre Linux switch.
well who is the lead of the project?
yes. people have had their tickets responded to from unity. beyond that nobody can really provide any helpful information about your ticket.
Person B has a pretty standard outlook (its true you should work on things in isolation)
however.. saying you absolutely can't move on until something is finished is debateable imo
Not my question
work in a local project and then package up and move ur changes over to the real one ๐
Has anyone had an actual response from unity in the last 3 weeks?
that way ur not technically working on the main package ๐
waiting on an asset approval.. its not been 3 weeks.. but it do take some time sometimes
stop moving the goalposts. and again, nobody can really provide any information that will help you figure out when you might get a response to your ticket because 
Its pretty hard for us to validate anything if we dont know the project and its base structure, this system could work if the specific game is a certain way and we also dont know why this system gets sugested... but objectively speaking, that system seems like one that could only work for games that have an entirely new concept to them in each indevidual scene as it would be hard to be concistent between scenes if you all get your own assigned.
also, if the deadline is near and this system is already in place, im afraid that it is better to go with it until you have more time.
simply asking if anyone has had a recent response provides no useful information and just serves to clutter the channel
but that is my question
ffs
qusetion police college here
DOES the ticket system work at all
is my question basically
what a stupid question
why u submitting 5 tickets at once?!
@trim mason In as much of a respectful way as this can be: ur not vary good at asking for help or describing questions...
It wasn't at once
but within 3 weeks?
I know that but you don't have to be a dick about ity
Yes, if you have an urgent request, and nothing comes back for a week, send another\
we have explained multiple times that nobody here can provide any information whatsoever about your ticket because we simply do not have that information
i really thought i cover my bases to not be a dick, but ill take it, as you seem to be one too ๐
this guy is the dick
my point still stands
also that guy is one of the most helpfull guys in this server
so ur also just wrong...
reading comprehension skillpoints required
except that is what you are asking. you're just trying to be clever and dance around that as if we're too stupid to see that is why you are asking stupid questions like "has anyone had a response" or "does the ticketing even work"
like of course the answer to both of those is yes.
Sigh
I feel like I just walked into a highschool lunch room in here
omg right?!
im honestly loving the drama though, its pretty entertaining
yes you are a bystander
Ask a qusetion wrongly, get attacked by cool people who can prove they are helpful
we dont have to be helpfull, we are not paid
also we are just vibin in here
oh I didnt know that sorry
ur only having a back-and-forth w/ (1) user.. out of 27,000
what part of "community server" made that unclear?
probably not your best foot forward tbh
/sarcasm
I think I will go now
good luck finishing your games everyone!
https://discussions.unity.com/t/what-is-the-unity-support-answer-time/743231/6
here's the "it depends" part
yuss helpful!
That is a good answer
make that guy your main talker instead of ctn and breadface
Okay so,
Yes you're not insane in somewhat sense. I can't tell the details, but if you're worried about the deadline, your best bet is to get a third party involved whose opinion you would both listen to, or just sit with person B and try to explain to them and figure it out together.
oof, that sucks... tbh thats weird.. b/c ur art assets and stuff should be completely seperate from the game mechanics and logic
changing that stuff shouldn't affect anything... (other than being out of place.. and wasting time) lol
sit down and talk to this person..
tell them exactly what ur telling us.. dont be a sheep ๐
it sounds like you should be less afraid of being a dick and set your bounderies in the project, if you know how things are done and people that are not within that job specification keep argueing with it, it should not be up to them at the end of the day... take your role and just go ahead with what you think is best in your job specification, but if its outside your specification you may just want to do the opposite and drop it after one back and forth so that they can receive their own consequences of their actions.
unless they're paying ur paycheck.. and then be a little bit of a sheep ๐ซ
If you're new to working profressinallly with people, this is a skill you're bound to have to pick up anyway ๐คทโโ๏ธ
you would think that if a dev has 100k MAU and wants to implement some ads with levelplay, Unity would respond or perhaps approve their account. This is the reason for my surprise at the lack of response over 3 weeks. I thought Unity paid like $4B for IronSource a couple of years ago? Is this not their main profit generator? Why neglect it? I don't understand.
i literally joined this server 3 days ago... i am not even close to main anything... i also dont know how you thought that...
yea, i've never even seen this guy ^ lol..
it basically comes down to who is available..
who feels like helping..
and whether they know how to help..
support tickets are usually a no-go..
we'll actually recommend submitting a ticket when people come for help w/ the engine and we can't figure it out..
yeah eactly, i participated in the gamejam and finished yesterday and i feel like helping others where i can today for some weird reason, so i hang around and see if i know an answer somewhere while also making my game at the same time
its usually a last-resort type of situation
not a bad way to learn as well.
just sitting around and exposing yourself to the normal day-to-day issues that people have..
good luck w/ the jam ๐
yeah, idk the exact qouote, but its something along the lines of "you can prove the level of knowledge you have at a craft by your ability to teach the craft to others"
and i strongly preactice that a lot as i also be like "wait thats a good questions" and then google it to find the answer for both of us
was my first experience with a team game-jam..
i've only ever worked solo since ๐ซ
"those who can't do, teach" .. lol but just kidden ofc..
it is actually a good way to learn.. and heres the main reason..
if you go and try to help.. be sure of 1 thing..
if you give the wrong advice.. or make a mistake you better believe you'll be called out for it..
but then you can take in that new information and level up โ๏ธ lol
oh hell yeah, thats initially how i learned programming, being called out for stupid shit
working in a local project looking better and better ๐
and it still hurts when it happens, but if it does, it has a reason and agree with it completely
do what ur told by ur lead.. and then after that put in a few hours OT doing ur own thing ๐
also, document everything that you are being told to do and you think is a bad idea, so that you have proof it was not your idea and can proof it to be someone elses desicion.
this saved my ass once
this should be a given..
use Trello or Obsidian.. or any type of document / card system
document everything along the way
yeah but its not enough common knowledge yet so worth to mention.
if you use github for source control, Projects are basically free trello
github uses markdown you can use for documentation
just a simple example.. but i always include a Readme with most my repos
i like making seperate issues for sections of these sometimes instead of scrolling through all of it every time.
but good markdown formatting tho
somethings a bit nicer tho to use trello.. (like a scheduler)
Projects is good but i dont think you'd specifically be using that if you wanted to just document bad work habits that you're being told to do. Like as a dev if you're being told to suddenly work on hair, maybe just take a screenshot of the chat and keep it in a folder. That's not really something you write as a comment on a ticket
moving around cards from "in progress to finished" etc
can't really get that out of a readme
why not github projects?
yes
i've gotten it on my Trello to-do list ๐
Hello, I'm using a TMP text in a 2D game and I have a problem where each time I update the text value, the new value is displayed on top of the previous one, for example, Turn 2 is drawn on top of Turn 1, making the 2 and 1 mixed up, and it does that until the number is a mix of 1 to 9 and become kind of a white square. I check in the hierarchy at runtine there doesn't seem to be more than 1 instance of the TMP object (it's not even instantiated by code to begin with). I tried a lot of things like clearinf the text before updating it, calling a refresh after updating but nothing works. Any idea?
admittedly it may be time to stop calling all of my github notes "test" "test test" "build working" and "fuck you why wont you work"
i feel ya.. but yes you need to start being strategic with ur naming
frustration is also a good indicator that somethings wrong. yea be within reason but if you're going to let them push you around, you're just going to still do the work of 2-3 people while probably getting underpaid as one.
sure does
okay.. im sold ๐ thanks for the headsup
and ypu have multiple views too
like this is the exact same thing in a different display format:
can you add images and code snippets to those "cards" ?
its github issues
not a great example but you get the jist
Oh dang, can you migrate an existing github repository into a project? Like can I use the same path I am using now, but get all those nice notes and such?
no no, projects are made for a repository, its not a replacement
Oh good
so you likely already have a few issues on your repo, just make a project and input the already existing issues
you create it separately, there will be an option under the projects tab of a repo. You can link stuff like branches directly to new issues
each ticket is an issue
I can't believe I never used projects before, this seems so useful. Sheesh, they should include this with more unity tutorials haha
its just so much better then trello as trello started to ask for money on every interaction now and i dont respect that
thank you guys so much, honestly even the ability to give myself a task list feels like a great weight off my shoulders
@icy citrus One of the big downside of using Github Project last time we wanted to use it as a team was the lack of notifications when someone made any kind of change and it was a deal breaker for us. If you're working alone it's fine I guess.
also its nice that you can stay in github for all of the documentation
I just trying to not over-whelm myself with documentation..
i already spend way too much time organizing and renaming things..
i barely can keep a up-to-date to-do list much less having a projects page and marking issues..
(speaking of unity collaboration, the next time someone suggests using any kind of collaborative tool outside of github I will eat their liver)
if my project was a bit bigger.. and i had a team working with me i feel it'd become more second nature
oh thats fair, i never tried adding notifications to it before but i can imagine you can just make a github workflow script for that to call out to a notification service once an issue is imported into a project
but as of now i just gotta get things done.. (the order and priority of those things shift just as quickly as my adhd brian ๐
i struggle with this too sometimes
Oh if I had the money to hire a secretary I feel like I'd be set for life
I know lists are important, but I really struggle with the "no list but has time to do things" vs. "spending all time making a list and not actually doing the tasks" dichotomy
you should sell it instead, but yeah i agree
yeah its always super hard to balance documentation vs actual work...
Out of curiosity, which template (if any) did you make to have this? It looks perfect for what I'm doing.
its one of my own
let me check
he just made a couple of tags
guess that means I better git good huh
- Concept
- Todo
- Progress
- Functional
- Beta
i just made it public: https://github.com/orgs/CTN-Originals/projects/12/views/1
idk if that works
Discord Bot Roadmap
yeye i know
but its generalised
i was making a lot of bots super quickly at that time
You are my hero, thank you! This looks great, this will really help a lot
no problem, have fun with it
also i just realised that project i showed as demonstration is public, so if you like to look around in it for context of how it could look, here it is: https://github.com/orgs/CTN-Originals/projects/11
do try out the table view
I was keeping a seperate document for my to do notes, but it was basically just a long list, this makes things much less of a headache. Probably good to start keeping better track of my "done" tasks too
yeah i did the exact same before projects
And you can move the tasks between columns too... Yeah I'm adding this to my little in-person gamedev workshop for sure now, I wish someone taught me this kind of thing sooner
yeah thats how it works with all great tools
Thank you all again so much for your advice, and your help
Platforms like Trello and Clickup can be used for free
yeah they can, but with very limited features until you pay
idk about clickup though, never use that
Trello is pretty neat, but I'm bad at keeping it updated
I'll spend hours making it look pretty though
yeah thats a common trap lol
Therein will lie my doom haha
stop crying, this is the script dude ``` void Update()
{
HandleMovement();
HandleCrouch();
HandleCamera();
}
void HandleMovement()
{
float moveX = Input.GetAxis("Horizontal");
float moveZ = Input.GetAxis("Vertical");
Vector3 move = transform.right * moveX + transform.forward * moveZ;
controller.Move(move * moveSpeed * Time.deltaTime);
if (controller.isGrounded && velocity.y < 0)
velocity.y = -2f;
if (Input.GetButtonDown("Jump") && controller.isGrounded && !isCrouching)
{
velocity.y = Mathf.Sqrt(jumpForce * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}```
Did you ever explain what you meant by a "delay"?
lol wtf
I wasnt, i was asking a question to check if i misunderstood something i been doing...
why so aggressive?
delay of the IsGrounded Check
nono im not agressive ๐คฃ
its a form to say as a joke
XD
stop crying brou
well telling that to someone who doesnt know you at all is a bit strange and can easily be misunderstood.
so skill issue i guess, get gud...
jk of course
im not english
and my english is awful ๐
Oh yeah it's because you're using Move incorrectly
me neither, but everyone has to learn first concepts at some point, i dont hold a grouch
As I said earlier, calling Move twice in a frame is incorrect
you need to combine your two Move calls into one
Something like:
void HandleMovement()
{
float moveX = Input.GetAxis("Horizontal");
float moveZ = Input.GetAxis("Vertical");
Vector3 move = transform.right * moveX + transform.forward * moveZ;
Vector3 horizontal = move * moveSpeed;
if (controller.isGrounded && velocity.y < 0)
velocity.y = -2f;
if (Input.GetButtonDown("Jump") && controller.isGrounded && !isCrouching)
{
velocity.y = Mathf.Sqrt(jumpForce * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
Vector3 vertical = velocity;
controller.Move((horizontal + vertical) * Time.deltaTime);
}```
@south summit
โ๏ธ
void Update()
{
// get the initial movement / Input
moveInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
// some example forces (Y forces / jump / gravity / etc)
externalForces = new Vector3(0, Physics.gravity.y * Time.deltaTime, 0);
// combine everything you need
finalMove = (moveInput.normalized * speed * Time.deltaTime) + externalForces;
//
cc.Move(finalMove);
}```
here's a simple example.. (we're working with more than 1 vector, but they can all be combined into a *finalVector*)
but ya, tally up all ur movements and call it just once per Update()..
Unity's own example documentation/code does the same.
Character Controller basically be teleporting Move();..
Unity just does magic stuff in the background to make it collide with walls and stop moving..
as well as stairs, gravity, and such.. don't call rigidbody.MovePosition(); in Update.. but for the CC's Move() method its totally fine
-# TLDR: CC.Move() looks like physics but its actually controlled teleportation with collision correction
yeah thats pretty confusing
i believe if i recall correctly its doing like a projection and if the motion collides with a surface (like a wall) it takes whats left over of the motion and projects it along the surface normals...
am i missing something about probuilder or is it really this unintuitive to use?
๐ค
but for future reference, how do i distiguish something from pysics and non-pyisics operations?
depends... idk what you were expecting, but i like to describve it as a mini blender inside unity
yeah well i come from blender
Rigidbodys are physics... CharacterControllers are "pseudo physics"
other than that.. its basically pretty straight forward..
but im surprised theres no hammer editor esque external editor for unity yet, could save a lot of headaches when it comes to staging out levels
well yeah if you usually do blender its gonna seem like its missing a lot of features, but its not meant for production level modeling, its mostly for prototyping models quickly
unity just doesn't give budget for that kind of stuff
im hoping to use it for blocking out levels
probuilder is very poor in comparison to other tools
but some basic stuff just seems to be very lacking
it is
yeah i get that but, i mean, for more situations that may not involve either...
i scoured everywhere but almost everyone recommends probuilder and probuilder only for grayboxing
theres no worth while alternative apparently
its the best option
well that sucks
tragically
the alternative is blender
It was an asset that got bought out by Unity. Author is working on a new version as well btw. If you have specific ProBuilder questions you should direct them to #๐ ๏ธโprobuilder
it wasnt a specific question
in this context i wouldn't consider that an alternative
Freya Holmer is working on a dedicated tool that meets the expectations your looking for, dunno how that is going tho
well yeah if you constrain it to only in editor tools then there is none, but the next best is blender
you gotta a link?
well the other stuff is pretty self explainatory -> Physics.Raycast() if its using the Physics classes its Physics
if its using any of the components like SpringJoint, HingeJoint etc.. its physics
the CC and Rigidbody are typically the only possible things you can get confused about
fair, i need to refactor a bunch then cuz i had the wrong idea of what is meant by "physics"
a well, not the first time something is misunderstood
i dont know where they post about it nowdays as im not on bluesky or anything but they used to post about it on twitter
if its only the mutliple move functions.. should be pretty simple to just combine the vectors later on
and remove all but the last one..
https://half-edge.handmade.network/ probably this I assume?
oh yeah its not gonna be super hard to refactor, just annoying that i misunderstood in the first place
meh, you live and learn ๐
exactly, and then we move on
there are alternatives like umodeler, sabrecsg, realtimecsg
iirc its meant to be designed as a tool that can suit modeling needs and more prototype-y level design greyboxing type stuff
keyword worthwhile
i see some of those mentioned as well
but at the end of the day everyone defaults to probuilder
bite the bullet and learn a modelling software.. you'll not regret it..
so i assume its the lesser of all evils lol
personally nothing ive tried for unity competes with hammer 1
doesnt mean its better
? this isnt about 3d modeling.
probuilder isn't about 3d modelling?
believe it or not no
i mean yes and no
ohh then carry on
at least our conversation wasnt lol