#๐Ÿ’ปโ”ƒunity-talk

1 messages ยท Page 20 of 1

storm patio
uncut ridge
#

guys i created a parcour game but when i start game the player start to became Airplane

plain lance
#

oh it's fine, I dont wanna waste your time. ๐Ÿ˜…

uncut ridge
graceful hill
#

Nice

#

Uk how to animate?

slender tusk
elder haven
#

Does Unity care much about ngons in models?

plain dagger
elder haven
#

Things that won't deform

uncut ridge
#

||Sorry but Vector Rolled...||

mild radish
#

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

vivid cedar
elder haven
#

Yeah fairs, thanks

plain dagger
#

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)

mild radish
#

the best Ngon is a completely flat Ngon ๐Ÿ˜‰

stuck flower
#

It'll perfectly accept any Ngon as-is, as long as "N" is 3

astral ore
#

What youโ€™ll 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...

โ–ถ Play video
#

I try something cool

#

Using Unity

plain dagger
uncut ridge
astral ore
heady gorge
#

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?

radiant pewter
heady gorge
#

all paths lead back to inky ๐Ÿ˜”

radiant pewter
#

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

heady gorge
#

from what i've read, its syntax is simple, but it doesnt do well with different characters in other languages

near wigeon
heady gorge
#

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

near wigeon
#

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

heady gorge
#

i have not tried yet

#

ill work my way up

worthy trail
#

How do I rotate the main camera along the horizontal axis using left and right keys?

near wigeon
#

cam.Rotate(Vector3.up * horizontal * rotationSpeed * Time.deltaTime) ? or somethin

#

how you obtain horizontal is up to you
Input legacy or new Input system

worthy trail
#

I think that's the issue, how do I set up the "horizontal" part to get input from my keys

near wigeon
worthy trail
#

I'd prefer the new input system

near wigeon
#

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);
    }```
gritty path
#

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

ripe sphinx
#

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

vivid cedar
ripe sphinx
#

i do but i'm trying to figure out how to do so

vivid cedar
#

code, screenshots, and an explanation of the problem

ripe sphinx
#

Right. It's just a bit convoluted and i'm not sure how to express it all. ONe moment

ripe sphinx
#

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

vivid cedar
#

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?

ripe sphinx
#

All of htis is code that i'm inheriting

#

one other thing

vivid cedar
#

It's right here

#

no?

#

MainMenuDemo appears to be a scene, not a class.

ripe sphinx
#

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

vivid cedar
ripe sphinx
#

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

vivid cedar
#

What? Sorry I'm just asking what script this is

radiant pewter
#

anyone know of a simple way to play a transparent gif in unity?

ripe sphinx
#

NodeControllerBrain

#

is the class in the visual studio screen debug

vivid cedar
ripe sphinx
#

yes

#

sorry

vivid cedar
#

I don't know which objects which scripts are on, which objects or scripts which inspectors are from, etc..

vivid cedar
#

(and your inspector is in debug mode I believe?)

ripe sphinx
ripe sphinx
#

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)

plain dagger
#

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

vivid cedar
#

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

plain dagger
#

Hmm that is also a simple explanation

ripe sphinx
#

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

plain dagger
vivid cedar
#

(just curious if there's a reason you have the inspector in debug mode)

ripe sphinx
vivid cedar
#

you can ping me in the thread if you want

ripe sphinx
ripe sphinx
humble hemlock
#

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

misty rover
#

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

vivid cedar
humble hemlock
misty rover
#

Hm okay I see

#

But are there any go-to dimensions?

humble hemlock
# misty rover But are there any go-to dimensions?

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.

misty rover
misty rover
#

But for example when there are trees I should make them naturally bigger right ? ๐Ÿ˜…

south summit
#

I WILL SET a character controller to my player

#

any doubts?

#

its ok?

#

cc controller plus collider square plus rigidbody

humble hemlock
balmy kettle
misty rover
south summit
#

sooo i remove the rigidbody?

#

why?

south summit
deft rock
#

because it doesn't work with those things together.

humble hemlock
# misty rover So when I have a lets say 32x32 character the tree should aslo be 32x32 ? Not eg...

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

stuck flower
misty rover
#

Appreciate It a lot

south summit
#

If I start using the CC controller as the ultimate collision avoidance device, something bad will happen

stuck flower
south summit
#

the box is the physical outside collision

stuck flower
south summit
#

I do it because a capsule is inconsistent with physics

south summit
stuck flower
#

Character Controller and Rigidbody will not work together

south summit
#

For example, if I stand on the tip of a rigidbody, the rigidbody I'm standing on will start to wobble uncontrollably

south summit
stuck flower
#

A character controller doesn't have mass because it doesn't have physics because it can't

south summit
#

you know why tf im doing this?

#

I TRIED EVERYTHING

stuck flower
#

If you need physics on your player you don't want a character controller

orchid ferry
#

Yo

south summit
#

pls

haughty aspen
# south summit pls

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...

โ–ถ Play video
south summit
humble hemlock
# south summit YEAH but help me fix this

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

south summit
#

Its because I'm changing his size without any condition for example in the script part col.size.y = size

#

In that code part

humble hemlock
vivid cedar
#

Is it possible to make an existing prefab into a variant of another existing prefab without recreating it?

inland fox
#

hack the metadata and watch things go boom

humble hemlock
balmy kettle
stoic cypress
#

is this where I ask for help with script?

burnt turtle
#

In general I do things that way. I treat the visible object as a graphics layer separate from the simulation of the object.

humble hemlock
burnt turtle
#

No problem at all. Good luck!

vivid cedar
vivid cedar
humble hemlock
keen jetty
#

hi

chrome shadow
#

Downloading unity 6.2 hope it works

south summit
#

How you all made his Player fps?

#

AHHH I CAN USE collision enter and exit

#

WISH ME LUCK ๐Ÿ™

south summit
#

I THINK WHATS

#

because it wasnt so directly on the OnUpdate

gusty abyss
#

Sorry for what I typed out. Sorry for judging you. Sorry for lying sorry. Sorry for lying sorry.

south summit
#

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;
    }```
dusky forum
south summit
dusky forum
#

Event subscription

radiant pewter
#

is there a quick fix for these letters bleeding those small lines?

dusky forum
#

Are you using tmpro?

radiant pewter
#

yes

#

actually dont bother lol im stressing cuz game jam is almost up

#

i shouldnt even be worried about letter bleeding

hushed hamlet
#

Correct ๐Ÿ˜„

chrome shadow
#

downloading unity

hushed hamlet
#

6.x is still a bit of half implemented stuff. But im hoping they finally make some decisions in 7.

shadow heron
#

<@&502884371011731486> โ˜๏ธ

jade orbit
#

Welp im cooked
didnt instal web build

sage basin
#

!ban 1254264526094995517 off-topic jesus spam

vagrant rootBOT
south summit
shadow heron
south summit
#

What option is mostly recommended to make the fps player?

#

With a character controller or the collider option?

#

The most easiest way

chrome shadow
#

unity installed

#

what to do now

slow dirge
#

You could even become an astronaut if you really wanted to and worked hard towards that goal.

shadow heron
keen jetty
#

Hi

near wigeon
sleek forum
#

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

inland river
sleek forum
#

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?

near wigeon
sleek forum
near wigeon
#

delete it

#

open unity again

sleek forum
#

how do i delete my library

proud lion
#

Hey everyone im trying to make a vr game but still need help if yall can help me id rlly appreciate that.

near wigeon
fair cove
shadow heron
vagrant rootBOT
# near wigeon !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #๐Ÿ”Žโ”ƒfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #๐ŸŒฑโ”ƒstart-here

sleek forum
near wigeon
sleek forum
#

it doesnt let me delete

#

it says access revoked

near wigeon
#

did you close unity first ๐Ÿค”

sleek forum
#

the hub?

#

oh now its working thx

#

now rerun the game?

#

what is this?

sleek forum
near wigeon
sleek forum
#

is my data being stolen?

#

what do i do

radiant pewter
#

is there any way to still get the jammer role post jam? i got too tunnelvisioned in the project itself

radiant pewter
near wigeon
radiant pewter
#

there is a security vulnerability on those versions for built games

pastel dome
radiant pewter
#

but in terms of editor itself its fine

near wigeon
#

you can always patch the binary later

sleek forum
near wigeon
#

if like me you have tons of projects, updating each one to a newer version again is a pain

sleek forum
#

im just gonna install 6.3

#

i already uninstalled all my editors

near wigeon
#

๐Ÿคทโ€โ™‚๏ธ

sleek forum
#

i thought i got a virus

pastel dome
near wigeon
#

naw lol a virus you wouldn't even know it exists most times

pastel dome
near wigeon
#

i wouldnt make any projects using beta versions...

#

not something I planned to release

#

full of bugs

#

LTS is always best bet

fair cove
# south summit why capsule?

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

latent lake
#

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...

โ–ถ Play video
azure grove
#

good shaders, rendering to a smaller render target then upscaling that to screen

#

the same person has some videos about how it does it

copper gust
#

lowering to a lower internal res is a big part of it forsure

#

random example

latent lake
copper gust
#

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)

azure grove
#

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

copper gust
azure grove
#

if it gets you what you want its good enough

south crane
#

why am I getting this error?

hushed hamlet
south crane
#

when it asks me to locate build wher should i take it

like this is my first time doing this

hushed hamlet
#

I don't know what that message is from, sorry.

#

I havent had unity ask me to locate a web build for anything.

south crane
#

weird

#

this happens when i click publish to play

#

then I have to locate a build

whatever that means

hushed hamlet
#

Ah thats why, I dont use Unitys service platforms. My best guess is the build needs to be done first.

azure grove
#

yeah i do not use services like that

south crane
#

how do I do a build

azure grove
#

i just build from the build menu

south crane
#

I jus want to upload it on itch.io

not sure what to choose

hushed hamlet
#

Yeah File > Build > Web. Depending on your unity version they added some extra steps in there.

latent lake
near wigeon
#

make sure its the correct compression itch supports

hushed hamlet
#

But yeah itch is easier.

  • build to web
  • zip
  • upload to itch via web site
azure grove
#

a good start is just rendering to a lower res and upscaling

latent lake
azure grove
#

that persons implementation of it is more advanced but it still started with just rendering low and upscaling

south crane
#

it gives me two build options when i go file

copper gust
#

yes

#

but more simple implementations of that will have stuff online

latent lake
#

but the core idea is still the same, hmmm

hushed hamlet
south crane
hushed hamlet
#

Also, of note, there may be something in the asset store for it already.

azure grove
#

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

hushed hamlet
# south crane

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.

south crane
#

yah i did taht but the find local build thing doesnt end with an error for them

#

weird

latent lake
#

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

south crane
#

why is my build option always darkened?

azure grove
#

hit switch profile

#

you active target needs to be Web, and right now its set to Windows Server

south crane
#

omg i didn't even peep that

#

thanks

frozen monolith
#

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

frozen monolith
#

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

frozen monolith
slow dirge
#

!collab

vagrant rootBOT
# slow dirge !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:
โ€ข ** Collaboration & Jobs**

ivory moat
# latent lake https://www.youtube.com/watch?v=1FrIBkuq0ZI does anyone know how this guy is re...

@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

rustic zenith
#

Honestly should I upgrade from unity 2022

sly lake
#

For a new project, not really any reason not to be on the latest LTS at least

rotund parcel
#

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.

inland fox
#

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

rotund parcel
# inland fox those URL scehems used by many applications, even when you use "Open in Unity" f...

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. ๐Ÿ™ƒ

rotund parcel
inland fox
#

I also have a scene where if I instantiate a ton of a certain object, I get a memory leak ๐Ÿ˜”๐Ÿ‘

#

might need to do pooling don't feel like it yet

rotund parcel
#

Using D3D12?

inland fox
#

yeh doing million raycasts too

rotund parcel
#

If memory usage grows hundreds of megabytes every second, it's likely the memory leak I was talking about.

inland fox
#

good to know, ty. i'll try later

rotund parcel
copper gust
rotund parcel
#

Finally, yeah.

inland fox
sly lake
#

I think thatโ€™s been in LTS since the start

rotund parcel
#

Only got tracked very recently, after dealing with many duplicate reports, I guess.

copper gust
rotund parcel
#

Didn't have issues all the way to 49f1.

inland fox
copper gust
#

that doesn't sound like a million

inland fox
#

there are lots of objects
that do the same operations
I was also overexaggerating

copper gust
#

depends on what a lot of objects are

rotund parcel
copper gust
#

raycasts are pretty cheap

rotund parcel
#

In my case it's either that, or somehow writing to a buffer from a geometry/compute shader.

inland fox
sly lake
#

Doing a few hundred raycasts a frame should be fine

#

Any game with IK does at least two per character

inland fox
#

I think it is better to do pooling, for them.

copper gust
#

at the level you seem to be describing it sounds like crumbs compared to anything of concern

inland fox
#

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.

rotund parcel
#

Make sure to reset all the important states when you reuse objects from the pool.

#

That'd save a few troubles.

inland fox
#

ty, haha we'll see ๐Ÿฅถ

inland fox
#

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

rotund parcel
#

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.

inland fox
#

I added a ddr5 48x2 to my amazon cart.

#

but better

#

didn't go with it

plain dagger
#

ram prices are real bad rn

woeful spear
#

What' this plus icon?

tawdry nebula
#

what resolution does my game icon need to be when making exe

fair cove
tawdry nebula
#

i been trying for the past hour

#

im at 2048 pixels rn

#

its still showing up as small

fair cove
#

What do you mean by "small"?

tawdry nebula
#

this is 2048

fair cove
#

Do you have any extra spacing in your actual image? Or have you cropped it in a photo editing software?

tawdry nebula
#

no its unitydoing that

#

not me

fair cove
#

If you use a different cropped image or one of the default sprite images, does it do the same thing?

tawdry nebula
#

oh

#

it didnt like .asprite files

#

png is just fine

#

thanks

supple heron
#

There is also a version with "-" for removed objects

supple heron
# tawdry nebula

Yep, like @fair cove says, it looks like it has a lot of white space around it.

woeful spear
#

There's no plus icon if it's outside:

inland fox
#

"ArchtecturalRendering" is the prefab being updated here.

plain dagger
#

If you apply the instance changes the icon should go away (if you want to do this)

woeful spear
#

It seems like only the object with blue icons are prefabs (all 3 faces blue).

plain dagger
#

This icon is for a model asset

woeful spear
#

Yeah just read about it

plain dagger
#

if you unpack compleatly it will go away (context menu)

woeful spear
#

Unpack means make it "local"? Like it was created in unity and not imported.

plain dagger
#

No, it unlinks this gameobject from the prefab/model asset

plain dagger
#

Meaning its no longer an instance that inherits changes from the prefab/asset

woeful spear
#

After unpacking, the + icon is still there but icon is now complete grey.

plain dagger
#

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

woeful spear
#

Not sure how to "apply" it

plain dagger
woeful spear
#

Got it, thanks.

supple heron
#

Sorry! I was away, I see others already replied with the correct answers! :)

undone monolith
#

hey guys what does this error mean?

#

i can just ignore it right?

supple heron
#

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)

undone monolith
#

best to just ignore that right?

supple heron
#

Before you ignore can you send a screenshot of the error when you scrolled down here:

undone monolith
supple heron
#

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

undone monolith
supple heron
#

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 :)

undone monolith
#

it's always best to get a fresh set of eyes for my code

hexed path
#

is anyone having any luck running Unity's editor or software like 3DSM in a cloud host?

keen swan
#

any1?

supple heron
# keen swan 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

hollow quiver
#

any slop/stairs tutorial recommendations?

vivid cedar
supple heron
hollow quiver
hollow quiver
#

stairs are atairs

vivid cedar
hollow quiver
#

yes wooops notlikethis

vivid cedar
#

What specific issue are you having with slopes?

lapis gate
#

stairs are hard

#

just slope the stairs

hollow quiver
#

(trying to avoid picking up bad habits)

lapis gate
#

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

hollow quiver
#

I'm doing physics based movement

lapis gate
#

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

hollow quiver
lapis gate
#

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

hollow quiver
#

yeeee lol

#

for now walk on air, IK foot when I can improve

deft rock
dawn flax
#

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

glass kraken
#

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

plain dagger
#

If this is URP/HDRP you just need a volume marked as global. you dont add anything to the camera

glass kraken
#

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

plain dagger
#

The old post processing stack should not be used

glass kraken
grave fog
#

there used to be Samples for controlling Animation Speed?
where was it moved over the updates?

glass kraken
#

I can show you a record if you want

plain dagger
plain dagger
grave fog
#

found it, in the triple dots Show Sample Rate ๐Ÿค
random blank space for no reason... could have been enabled by default

plain dagger
#

probably something to stop beginners fucking it up

glass kraken
#

if you want a proof that it doesn't work, I can show you

keen jetty
#

Hey developer

undone marlin
#

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.

proud lion
#

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

vagrant rootBOT
# stuck flower !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:
โ€ข ** Collaboration & Jobs**

proud lion
#

Huh?

icy citrus
proud lion
stuck flower
#

Then go to the collab forum I linked and hire one

icy citrus
proud lion
#

No.....

#

I don't have money...

icy citrus
#

then you are usually out of luck and need to read documentation anyway

proud lion
#

Ok

stuck flower
#

Then you're probably not going to find anyone who is willing to dedicate to personalized one on one tutoring

proud lion
#

Ok

icy citrus
#

so once again, i can recommend some good tutorials if you like, but im not gonna dedicate free time to helping just you

proud lion
#

Ok........

icy citrus
# proud lion Ok........

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...

โ–ถ Play video
south summit
#

Guys character controller has his own rigidbody

stuck flower
#

I don't think you know what those words mean

south summit
#

Like how the character controller could have physics on world?

#

And interaction?

stuck flower
#

CharacterController and Rigidbody are mutually exclusive. You can't have both on the same object if you want them to both function

south summit
stuck flower
scenic minnow
#

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?

south summit
#

Soo why character controller plus rigidbody isn't a good option?

stuck flower
#

I believe I've said this already multiple times

stuck flower
near wigeon
stone thorn
#

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

stuck flower
stone thorn
#

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

stone thorn
#

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

copper gust
#

personally i don't think it takes forever but i guess it depends

stone thorn
#

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

copper gust
stone thorn
#

thats true

deft rock
stone thorn
#

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

lapis gate
#

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

stone thorn
#

ive been really confused and conflicted lately

#

i know alot of people use it to some degree

stone thorn
#

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

lapis gate
#

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

stone thorn
#

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

stone thorn
#

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

copper gust
stone thorn
#

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

copper gust
#

it helps immensely

pulsar dome
#

Hey guys! ๐Ÿ˜Š
Please check out my game and leave a review if you like it. Thanks a lot! ๐ŸŽฎ๐Ÿ’–
.itch.io/the-last-room

stone thorn
#

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

icy citrus
copper gust
#

yeah and im saying that's the problem ๐Ÿ˜›

#

im aware of what you are doing

stone thorn
#

alright, how is that a problem

copper gust
#

writing out the code helps you learn

#

not just what specifically is in that code

stone thorn
#

if it type out the word fox, 50 times, does that help me understand the definition of what the word fox means

icy citrus
#

It also improves your muscle memory of that specific way of writing the code

copper gust
#

no but it helps you type out the word fox

stone thorn
#

then it comes down to just a typing game

copper gust
#

no

#

it's about the "act" of it in general

stone thorn
#

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

copper gust
#

your brain processes it

lapis gate
#

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

icy citrus
#

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.

stone thorn
#

yea. theres no use in learning something new, if you only actually understand it once

gray dirge
stone thorn
#

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

icy citrus
#

thats what happened to me when i used codepilot for 8 months

stone thorn
#

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

worldly quest
#

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.

stone thorn
#

i may have worded it wrong i apologize

icy citrus
stone thorn
#

its easier, in my opinion

icy citrus
#

thats opinion

#

still doesnt make the argument valid

stone thorn
#

i can respect that

lapis gate
stone thorn
#

share why you think it isnt easier then

icy citrus
#

thats okey you dont have to

icy citrus
# stone thorn share why you think it isnt easier then

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

stone thorn
#

sorry im not tryna come across as an asshole, english isnt my first language i feel like im being blunt

worldly quest
lapis gate
#

Hmm I could think of a bunch of things like maybe Directional Light is set to baked only and stuff like that

icy citrus
lapis gate
stone thorn
#

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

worldly quest
#

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

stone thorn
#

this isnt a general channel?

worldly quest
icy citrus
#

but where do you suggest we take this if not here?

stone thorn
#

i thought it was about discussing different uses of programming tools for unity development

worldly quest
#

this escalated to gamemaker n stuff, not related to unity anymore

stone thorn
#

thats fair. where is a general chat?

worldly quest
#

doesnt exist

icy citrus
stone thorn
#

๐Ÿ’€

worldly quest
#

this is only for unity, no general chatting on this server

#

hate to be that person, but better then a mod bonking you :3

stone thorn
#

'dont speak about this because i say so!!!'

icy citrus
#

also, i could argue that talking about gamemaker as apposed to unity is on topic

#

at its core, we are talking about game decelopment

viral hill
stone thorn
#

lol okay

icy citrus
worldly quest
#

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

icy citrus
#

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.

south summit
#

GUYS question how can i do my jump delay of the IsGrounded less delayed?

icy citrus
vivid cedar
#

You cannot do Input.GetButtonDown in FixedUpdate

#

Input handling goes in Update
Physics goes in FixedUpdate

charred fog
south summit
#

ahh thanks MY BEST FREINDS

south summit
#

i want a balance at this, not too short and not too large

vivid cedar
#

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

icy citrus
south summit
#

it worked the same

vivid cedar
#

btw calling Move twice in a one frame is also not correct

icy citrus
glass kraken
#

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 !

vivid cedar
#

it's intended to run in Update

#

and it doesn't have interpolation

#

so it would be jittery in Fixed

icy citrus
#

dang then i done some wrong stuff in a lot of projects

vivid cedar
#

Rigidbody physics goes in FixedUpdate

icy citrus
#

how would i identify if something is physics or not?

#

i been struggling with that lately anyway

stone thorn
#

check if it has a rigidbody

vivid cedar
#

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

stone thorn
#

not to be that guy

#

but what is character controller

icy citrus
stone thorn
#

ohhhhhhh. gotcha. it doesnt use a rigidbody tho

#

i always use rigidbody based movement

#

they are alot goofier

icy citrus
#

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

vivid cedar
#

there is no limitation on how quickly you can reverse the direction of a Rigidbody

mild radish
#

you can actually micromanage forces on a rigidbody just as simple as a CC

viral hill
icy citrus
glass kraken
#

please

mild radish
#

well whas the issue?

#

ur post processing volume not workin?

glass kraken
#

yes

vivid cedar
glass kraken
#

I've tried multiple times, even the original Global Volume doesn't work

glass kraken
mild radish
icy citrus
mild radish
#

it should work out of the box

glass kraken
# mild radish

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

mild radish
proud lion
#

Hey can anyone tell me how to add a vr character in my game

mild radish
#

someone in here might could

fiery lotus
#

@keen jetty Is a scammer everyone!

trim mason
#

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?

mild radish
#

why you telling us? tell the mods

fiery lotus
trim mason
#

Where is Unity support please?

mild radish
#

for us plebs its just tickets

trim mason
#

so nobody from unity is here

mild radish
#

theres no actual staff that provides support here no

#

its a community server..

trim mason
#

Who made it official?

balmy kettle
#

!support

vagrant rootBOT
copper gust
balmy kettle
trim mason
icy citrus
#

noone here gets paid, so tickets are way above our pay grade...

balmy kettle
#

in what way

icy citrus
craggy jolt
#

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... ๐Ÿ˜…

(It's day time on this screenshot outside the building)

mild radish
#

and thats just me.. i'd say its a pretty helpful channel

icy citrus
mild radish
#

anyways, saying the server isn't helpful is pretty niave

trim mason
#

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

mild radish
#

yes these channels are help channels..

icy citrus
mild radish
#

just not official unity support..

#

we can't help you with engine bugs and specific engine troubles

balmy kettle
icy citrus
trim mason
#

Does anyone here use levelplay?

#

I cannot see what I type into discord

mild radish
icy citrus
trim mason
#

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?

mild radish
#

i doubt you'll find anyone specifically.. but u can look thru the search..

trim mason
#

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?

thorn minnow
#

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.

mild radish
#

well who is the lead of the project?

balmy kettle
mild radish
#

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

mild radish
#

work in a local project and then package up and move ur changes over to the real one ๐Ÿ˜‰

trim mason
#

Has anyone had an actual response from unity in the last 3 weeks?

mild radish
#

that way ur not technically working on the main package ๐Ÿ˜ˆ

mild radish
balmy kettle
icy citrus
#

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.

balmy kettle
trim mason
#

but that is my question

#

ffs

#

qusetion police college here

#

DOES the ticket system work at all

#

is my question basically

balmy kettle
#

what a stupid question

trim mason
#

since no response in 3 weeks to any of 5 tickets

#

you are a stupid question

mild radish
#

why u submitting 5 tickets at once?!

icy citrus
#

@trim mason In as much of a respectful way as this can be: ur not vary good at asking for help or describing questions...

trim mason
#

It wasn't at once

mild radish
#

but within 3 weeks?

trim mason
#

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\

balmy kettle
#

we have explained multiple times that nobody here can provide any information whatsoever about your ticket because we simply do not have that information

icy citrus
trim mason
#

I didnt ask that

#

damn

icy citrus
#

my point still stands

trim mason
#

I didnt ask that

#

damn

icy citrus
#

also that guy is one of the most helpfull guys in this server

#

so ur also just wrong...

trim mason
#

reading comprehension skillpoints required

balmy kettle
# trim mason I didnt ask that

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.

trim mason
#

Sigh

languid cedar
#

I feel like I just walked into a highschool lunch room in here

trim mason
#

internet warrior well done

#

sigh

icy citrus
#

im honestly loving the drama though, its pretty entertaining

trim mason
#

yes you are a bystander

#

Ask a qusetion wrongly, get attacked by cool people who can prove they are helpful

mild radish
icy citrus
#

also we are just vibin in here

trim mason
#

oh I didnt know that sorry

mild radish
#

ur only having a back-and-forth w/ (1) user.. out of 27,000

balmy kettle
trim mason
#

probably not your best foot forward tbh

#

/sarcasm

#

I think I will go now

#

good luck finishing your games everyone!

mild radish
trim mason
#

yuss helpful!

#

That is a good answer

#

make that guy your main talker instead of ctn and breadface

rocky arrow
#

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.

mild radish
#

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 ๐Ÿ‘

icy citrus
#

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.

mild radish
#

unless they're paying ur paycheck.. and then be a little bit of a sheep ๐Ÿซ 

rocky arrow
#

If you're new to working profressinallly with people, this is a skill you're bound to have to pick up anyway ๐Ÿคทโ€โ™‚๏ธ

trim mason
#

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.

mild radish
#

who knows why Unity does half the things it does

#

i'm just sitting shotgun.

icy citrus
mild radish
#

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..

icy citrus
mild radish
#

its usually a last-resort type of situation

mild radish
#

good luck w/ the jam ๐Ÿ€

icy citrus
#

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

mild radish
#

was my first experience with a team game-jam..
i've only ever worked solo since ๐Ÿซ 

mild radish
#

but then you can take in that new information and level up โ˜๏ธ lol

icy citrus
mild radish
#

working in a local project looking better and better ๐Ÿ˜‰

icy citrus
#

and it still hurts when it happens, but if it does, it has a reason and agree with it completely

mild radish
#

do what ur told by ur lead.. and then after that put in a few hours OT doing ur own thing ๐Ÿ˜„

icy citrus
#

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

mild radish
#

use Trello or Obsidian.. or any type of document / card system

#

document everything along the way

icy citrus
#

if you use github for source control, Projects are basically free trello

mild radish
#

github uses markdown you can use for documentation

#

just a simple example.. but i always include a Readme with most my repos

icy citrus
# mild radish

i like making seperate issues for sections of these sometimes instead of scrolling through all of it every time.
but good markdown formatting tho

mild radish
#

somethings a bit nicer tho to use trello.. (like a scheduler)

brave ridge
#

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

mild radish
#

moving around cards from "in progress to finished" etc

#

can't really get that out of a readme

icy citrus
mild radish
#

i haven't gotten around to it yet

#

you mean these things?

icy citrus
mild radish
carmine bough
#

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?

mighty osprey
#

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"

mild radish
brave ridge
#

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.

icy citrus
mild radish
#

your future self will thank you

#

ohh snap! ^ i didn't know it worked like that

icy citrus
#

sure does

mild radish
#

okay.. im sold ๐Ÿ™‚ thanks for the headsup

icy citrus
#

and ypu have multiple views too
like this is the exact same thing in a different display format:

mild radish
#

can you add images and code snippets to those "cards" ?

icy citrus
#

not a great example but you get the jist

mighty osprey
#

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?

icy citrus
mighty osprey
#

Oh good

icy citrus
#

so you likely already have a few issues on your repo, just make a project and input the already existing issues

brave ridge
#

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

mighty osprey
#

I can't believe I never used projects before, this seems so useful. Sheesh, they should include this with more unity tutorials haha

icy citrus
#

its just so much better then trello as trello started to ask for money on every interaction now and i dont respect that

mighty osprey
#

thank you guys so much, honestly even the ability to give myself a task list feels like a great weight off my shoulders

carmine bough
#

@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.

icy citrus
#

also its nice that you can stay in github for all of the documentation

mild radish
#

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..

mighty osprey
#

(speaking of unity collaboration, the next time someone suggests using any kind of collaborative tool outside of github I will eat their liver)

mild radish
#

if my project was a bit bigger.. and i had a team working with me i feel it'd become more second nature

icy citrus
mild radish
#

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 ๐Ÿ˜„

icy citrus
mighty osprey
#

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

icy citrus
#

yeah its always super hard to balance documentation vs actual work...

mighty osprey
# icy citrus

Out of curiosity, which template (if any) did you make to have this? It looks perfect for what I'm doing.

mild radish
#

he just made a couple of tags

mighty osprey
#

guess that means I better git good huh

mild radish
#
  • Concept
  • Todo
  • Progress
  • Functional
  • Beta
mild radish
#

Discord Bot Roadmap

icy citrus
#

yeye i know

#

but its generalised

#

i was making a lot of bots super quickly at that time

mighty osprey
icy citrus
mighty osprey
#

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

icy citrus
mighty osprey
#

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

icy citrus
mighty osprey
#

Thank you all again so much for your advice, and your help

plain dagger
#

Platforms like Trello and Clickup can be used for free

icy citrus
#

idk about clickup though, never use that

lapis gate
#

Trello is pretty neat, but I'm bad at keeping it updated

#

I'll spend hours making it look pretty though

icy citrus
#

yeah thats a common trap lol

mighty osprey
#

Therein will lie my doom haha

south summit
# icy citrus holdon, isnt `CharacterController.Move()` altering physics? cuz i thought that a...

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);
}```
vivid cedar
icy citrus
#

lol wtf

icy citrus
#

why so aggressive?

south summit
south summit
#

its a form to say as a joke

south summit
#

XD

mild radish
icy citrus
# south summit 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

south summit
#

and my english is awful ๐Ÿ™

vivid cedar
icy citrus
vivid cedar
#

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
mild radish
#

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()..

mild radish
# icy citrus dang then i done some wrong stuff in a lot of projects

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

icy citrus
#

yeah thats pretty confusing

mild radish
#

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...

worldly cave
#

am i missing something about probuilder or is it really this unintuitive to use?

#

๐Ÿค”

icy citrus
#

but for future reference, how do i distiguish something from pysics and non-pyisics operations?

icy citrus
worldly cave
#

yeah well i come from blender

mild radish
worldly cave
#

and it just doesnt feel good to use

#

i guess i cant be expecting much

mild radish
#

other than that.. its basically pretty straight forward..

worldly cave
#

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

icy citrus
copper gust
#

unity just doesn't give budget for that kind of stuff

worldly cave
#

im hoping to use it for blocking out levels

copper gust
#

probuilder is very poor in comparison to other tools

worldly cave
#

but some basic stuff just seems to be very lacking

copper gust
#

it is

icy citrus
worldly cave
#

i scoured everywhere but almost everyone recommends probuilder and probuilder only for grayboxing

#

theres no worth while alternative apparently

worldly cave
#

well that sucks

copper gust
#

tragically

icy citrus
charred fog
worldly cave
#

it wasnt a specific question

copper gust
worldly cave
#

i was just looking for alternatives

#

but i guess im sticking with it

copper gust
#

Freya Holmer is working on a dedicated tool that meets the expectations your looking for, dunno how that is going tho

icy citrus
mild radish
icy citrus
#

a well, not the first time something is misunderstood

copper gust
#

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

mild radish
#

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..

worldly cave
icy citrus
#

oh yeah its not gonna be super hard to refactor, just annoying that i misunderstood in the first place

mild radish
icy citrus
modest meteor
copper gust
#

iirc its meant to be designed as a tool that can suit modeling needs and more prototype-y level design greyboxing type stuff

worldly cave
#

i see some of those mentioned as well

#

but at the end of the day everyone defaults to probuilder

mild radish
#

bite the bullet and learn a modelling software.. you'll not regret it..

worldly cave
#

so i assume its the lesser of all evils lol

copper gust
#

personally nothing ive tried for unity competes with hammer 1

modest meteor
worldly cave
mild radish
#

probuilder isn't about 3d modelling?

worldly cave
#

believe it or not no

copper gust
#

i mean yes and no

mild radish
#

ohh then carry on

worldly cave
#

at least our conversation wasnt lol