#💻┃unity-talk
1 messages · Page 21 of 1
probuilder is meant for level design greyboxing and modeling is how that is done
i could easily use blender given my thousand something hours of experience but i dont think its a recommendable workflow compared to doing it in unity
still talking about level design*
anyways i guess im sticking with it for now, but thanks for letting me know about the other thing
you can put a blend file inside unity and then its pretty much the same workflow tbh, dont even need to export anything
same concept.. different code
his matched more of what the official Move() documentation example has
so i ☝️ up in agreeance
Is anyone else new? i want to learn unity with someone!
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Hey, does anyone know what the cost of Unity Enterprise is per seat? I tried emailing the sales team, but they are using a horrible AI generated tool that doesn't know it's own price (LOL).
It varies per company, but gets a 5% price hike in January, some features being cut.
Hi ... Unity Pro and Enterprise will see a 5% price increase, starting January 12th.
a google search says: Custom Pricing: The Enterprise plan requires a direct sales discussion for a customized quote.
another one? (same google search said it had 25% price increase 2025)
That's what I tried to do.
ah, ninja-edit
Yeah they started sending emails out about it a few hours ago
I was replying to the original msg where I swear you put 25%
I did! My bad
We admittedly canceled our last license this month, so I didn't read it that carefully.
anyways, this is what they send instead of something like $300 a month per seat or something helpful
Yeah i dont think its that easy. They base it on your revenue. Looks like they finally pulled pricing for industry as well, which was about 2.5x whatever pro is.
I just wanted a price estimate, that was it.
After didn't work, I got angry lol
In 2022, it was 3k/yr/person (minimum) for enterprise. But they upped it to 4k last year. And probably gone up since. But thats the minimum, you need to negotiate with their sales person to find the final number.
Thank you!!!!
That's what I wanted to hear instead of "read the page again"
"read the page (that doesn't have the info you want on there) again!"
frick
Ah OK, looks like this year they may have been quoting 4k/user (+3-5% of your total company revenue). And requesting it as yearly upfront not monthly
makes sense
There are some good junior dev groups you can join, and work with others, like /r/INAT. Having peers is always good !
Hey, I'm down to make a game with you!
I'm pretty comfortable making the main menu right now but, I currently have ZERO coding experience and have ChatGPT/ Claude helping me with that and learning as I go. 😅😂
Bet dm me
Damn thats a rare occasion that someone is willing to write code with you
ik
blind helping the blind
To be fair, it can be a great way to come up with ideas that are quite different.
ZERO coding experience and have ChatGPT/ Claude helping me
a recipe for disaster lol
You are absolutely right to doubt that, and the mistake is on me. I can create a presentation outlining 150 steps to make this happen, including sample code, sample designs and 50 extra pages of jargon and broken code functionality that should keep you busy for months. Would you like me to do that now?
should I use the mass place trees function on terrain to generate a forest? What's the best way without placing hundreds of different tree's individually?
there's some plugins free from the asset store. I used one called vegetation er something, but otherwise you can sample the splatmap and spawn them randomly like that
are you talking about a mesh or unitys terrain?
I wrote something before that raycasted a bunch of random places, figured out the normal and the splatmap weight, then randomly selected a tree to put
I'm talking about unity's terrain
Up to you.. I usually use the Mass Place trees function it has, then carve all the paths, rivers and all after but yeah if you want a more custom solution maybe check assets or write it yourself
I'm going for a low poly ps1 vibe, the mass place was working fine until I wanted to add bushes that were two interesecting planes
I've used that. Check if it's up to date but it works pretty good from my experience
It's got more options than what mass tree population does that's for sure
That's the one I just downloaded, I'm pretty new to unity though so I don't know how to unity assets work
rtfm 😉
what does that mean?
RTFM is an initialism and internet slang for the expression "read the fucking manual", typically used to reply to a basic question where the answer is easily found in the documentation, user guide, owner's manual, man page, online help, internet forum, software documentation or FAQ.
Usage is variously viewed as a pointed reminder of etiquette t...
every version of unity keeps getting better
is shader variant stripping disabled?? what did you do
I ran the competitive multiplayer template because I wanted an easy bake base for a stupid fps
then I ran build
no changes
this is what unity does out of the box now and it's just getting demoralizing
I don't want to learn GDScript but like
the alternative is wait 10 minutes
every time I want to build
I'm running 6 LTS, installed today.
went to the templates and selected 'competitive multiplayer template'
clicked 'build'
I just canceled it after that time and tried messing with some settings to lower the bar
and we're back here
is there a button to just say 'only use basic shaders, I don't need variants?'
You miss understand what its doing
its compiling the variants used and needed so its working as intended
Im not sure what you expected from a pre made template project
a build time under 2 hours is unreasonable?
How many models and materials does this have? I cant locate it.
If you have a complex project that has lots of materials and therefore lots of shader variants it would be expected for builds to take a while. But better hardware will speed this up.
How is your pc?
It's 5 years old, an hp prebuilt that only recently has started to have issues running latest games (oblivion/mgs3 delta, anything poorly optimized in latest blender)
Is it this?
that it is
Ill check it out myself then 🤔
what cpu do you have?
geforce gtx 1660 ti
16gb ram
intel i7-9700 @ 3ghz
running off an m2 hdd with great read speeds
m2 hdd?
nvme ssd?
m2 ssds or nvmes
ah I think it is an nvme
well your cpu wouldnt really be the problem then
the only thing really lacking in your set up is some more ram but it wouldnt cause compile times that long
are you using shader variant stripping?
is it enabled?
I'm up to date with win 11, latest visual studio, latest unity hub and fresh unity install, and latest drivers on the graphics card.
checking, is the stripping in the player settings?
under graphics i think?
im not sure
i dont think theres one single checkbox for it you most likely have to do it manually for some of the different things
I highly doubt it was off by default
What is the best config here to get the fastest load time?
I can set lightmap modes to auto, or uncheck everything?
Oh, I missed the rest of the page
I set it to strip all and include none on the shaders, it cut down the first shader run to about 300 FPs, waiting to see if it produces something
tbh 2000 is not that many to me
I didn't realize, but that's per shader, so the firsst one might always be that 288 or whatever
I don't know how fast it's truly going at this point
did the template just build for you at a reasonable pace?
trying it now I had some other unrelated issues
gotcha
My progress soo far
Unity does accepts smd files? No
No sorry its not 2006
After I unchecked everything I'm 20 mins in and 'running burst compiler', so maybe I'm there
Lmao
it's still on cpp for game assembly but this feels like forward motion
It built!
and it's yelling at me for missing variants
haha who would have guessed
the solution to this is probably start with a fresh project without lots of assets already included
yeah, I just wish there was a simple multiplayer FPS base that could get out of its own way so I can build off of that- best I can see is the fps microgame and then have to layer networking on myself, which is always a massive headache
Then perhaps you need to go through the project and extract what you want to keep
my build is done!
Build completed with a result of 'Succeeded' in 1447 seconds (1447306 ms) [10/11/2025 23:13:42 -> 10/11/2025 23:37:49, 24m 07s]
Anyway I have a 16 core processor (7950X3D) which is probably why it took only 25 mins cold.
Complex projects will need 10-30 mins
gotcha. No clue why mine was spinning after 2 hours but I guess I'll work through what I need to keep.
Thank you for the aid.
there's a 'small scale' template next to it that I'll give a go, see if I get any traction out of that.
2 minute initial build, I'm sold
Most decent sized mobile projects I have worked with have built in 15-25 mins on decent machines
some super big ones on older hardware took like 45m to 1h
Anyway if you have mid or old hardware its unrealistic to expect fast builds after a certain point
And then you get a small webgl project taking 20 minutes by default 
Random question, what is the resident role? The gradient is so beautiful :D
very normal if your pc is not very powerful
i cant seem to find a beta or general unity help related channel in this discord so ill ask here, 6.3 has introduced crazy UI flickering / turning black and its basically unuseable , anyone got any idea ?
this seems to only happen when using Direct3d12 pipeline , works fine with d3d11 , this has been a thing since Unity 6 was first released in a beta
this has been an issue since 6.2 beta. this is not unique to 6.3. there is no solution yet.
also, this is the general help channel
Guys question why when i apply my model as a prefab after that it gets like this?
eg
again with it lol
hey everyone. i got a problem with unity hub. can someone help please?
☹️ got this issue where my gameobjects are missing but they still direct me to them in my heirarchy (tried renaming n stuff)
it also doesnt let me edit the animations at all, i can play them, but i cant make new properties
is this vrchat stuff
yeahh, im messing with an avi for my friend, its a little out of my normal stuff, usually i do mechs and guns
you'll have to hit up the vrchat server
hey uh, I can't get unity to load on mobile web
plays fine on desktop web, but every iOS browser unity player dies during startup. Safari/chrome can’t create the context and the gzipped .unityweb files throw GL.contexts[...] errors; even after matching index.html to the compressed build and serving with proper headers.
this must be a common noob mistake right?
Mobile browsers are not supported on webgl builds. This is more of a device limitation than engine.
Sometimes they work, but there's no guarantee that they would.
like, at all? I thought that unity6 web was supposed to work on mobile as one of its main selling points
my game is a very simple text based choose your own adventure with a few static pictures
https://docs.unity3d.com/Manual/webgl-browsercompatibility.html
These days it says:
Unity’s Web platform supports the following mobile browsers:
Mobile Browser Mobile Platform
iOS Safari 15 and newer iOS
Chrome 58 and newer
I'm using gzip compression and testing on an iphone 17
yeah I'm thinking web browser should definitely work and its skill issue on my part
Oh, I guess there is progress then.
the top of the error is:
Failed to load game: TypeError: undefined is not an object (evaluating 'GL.contexts[contextHandle].GLctx') deleteContext@[gameaddresshere]
Might want to post in #📱┃mobile with the full error details. From that error alone it sound like a graphics api issue. 🤔
will do good sir. I'm hoping that im such a noob and my game is so light and early in alpha, that this question/bug is a dime a dozen
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
Has anyone used the virtual mouse module in multiplayer before?
i have E: drive and it always worked. i even deleted versions that i used for university projects
Does anyone have this now deprecated unity asset?, if so please dm me https://assetstore.unity.com/packages/3d/characters/creatures/fantasy-monster-megapack-35522
or know anyone or any games with some
What's responsible for this blending of tris / vertex colours?
texture resolution
i go around that by making multiple materials instead and use raw color materials with no texture
im not using a texture
Interpolators. Usually vertex output attributes are all interpolate. Color is one of them.
You can specify no interpolate (or something like that) keyword to make it use the closes vert color.
🤔 i see, this is new to me. CurrentlyI have vertex colours manually applied to all verts and just want it super hard. I'll look into that ty
The issue is that normally pixels in the triangles are somewhere between the vertices, so the natural behavior is to interpolate between the data of the vertices.
Here the hlsl docs mention the no interpolation param:
https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-variable-syntax
i guess that makes sense but also i just figured it would prefer to be told to just draw triangles of a given colour
Yeah, triangles aren't really a thing on the gpu though. It works on vertices.
Or at least not really in the developers control.
right ok yeah im dumb
my actual problem is in my head im giving each triangle 1 colour but like how meshes should be the verts are being re-used
so it's not actually 1 per tri
and the blending is a result of that
(awful image)
the easiest solution that i shall go with is just not re-using verts and just eat the performance cost
Were living in a wonderful time, when we can just throw verts at the gpu and tell it "just do it"
also my game looks like this so i'm not tooo stressed aha
yippee
ideally i think i'd want some kinda flood filling technique to fill stuff like this but happy with results
Any idea where I can post volunteer needed for my project? I need pixel artists and level designers and vice versa
!collab
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Ok
any idea why my fbx is white when i import it to unity? i added its textures too but it seems like its lacking materials and idk why
only one object in the fbx is textured (an icosphere i added inside of it that i painted) but thats it
how do I rotate an object without changing the axes to move them around?
the axis that you rotate around doesn't get rotated, that's kinda what it means
what exactly is the issue you're encountering?
what's moving around, exactly?
when you use the move tool in unity you have 3 arrows to drag them through the X,Y and Z axes right?
but when I rotate the object with the transform scale those axes arrows move with the object but I want them to stay locked so I can move the object 2 dimentionally
Change "Local" to "Global"
Thank you very much🙏
Have you extracted the materials and textures from the import settings (in the last "Materials" tab) on that fbx in Unity? And have you applied any missing materials to it in the same tab?
It wouldn’t let me extract textures
And I applied a material under the name of the object I found in the list but it did nothing
If it wont let you extract them its possible you either already have done that before so the textures may still be in your project, or the textures werent packed during the export process to be included with the FBX at all
How would they be packed with the fbx?
I imported another fbx to unity and it worked fine but this one’s troublesome
AFAIK, it depends on the software, for example Blender and 3DS Max are going to have different export settings or might not word as "packing" specifically
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this is my Small Startup anyone interested?
I used blender to export
I just don’t know what the difference is
Between the two fbx
That causes it to do that
Hey! I’m working on a small startup project rn 😄 just experimenting and learning. Any suggestions or feedback are always welcome
this is not a space for advertisement #📖┃code-of-conduct
sorry its my fault i am not here to promote anything — just wanted to get some feedback or suggestions if you guys don’t mind
After you select "Export > FBX", when your choosing where to save/name the file, there should be some settings on the right panel to look out for - its been a bit since I exported in Blender, so maybe you can look up something like "blender export fbx with textures tutorial", but I believe there should be a "Embed Textures" and a "Copy Path Mode" you need to set, if the model that is working correctly is in a different Blender file, you should be able to see the export settings you used as well, assuming you didnt change anything-since
If your looking for feedback with an AI tool, I would go to a place that uses AI tools, instead of a help server for a game engine, and I would provide way more detail than just dropping a sketchy link in a random channel
@narrow steeple please also remove your post
Is it possible to mirror the Unity simulator (mobile) directly to your phone, to test live? Like is there an extension/package that can help with that?
There was a Unity remote / Play to device thing, but not sure, what its current state is
hey dlich remember me
Oh okay, let me go check it out. Thank you
Oh, sorry, play to device is only for visionOS. Did not know if they extended this to other platforms
Nope. Sorry.
hi there, not sure if this is the place for asking beginner q's but is there a way to export an fbx or obj from a mesh already in the unity scene? Or do you have to do it from the project library
There is unity remote app for Android and for iPhone I think. Though I'm not sure if it's still supported.
Ohh
Import the FBX Exporter package in the package manager, and then you can export an FBX from the scene
thanks!
I'm looking into it now. I'll see how that goes, thank youu
Why's my terrain upside down can anyone help me
It's your camera that is upside down
i was wondering why's my movement messed up
inverted
how do i turn the camera
oh uh
i just did it
😄
I imported the First Person Modular Prefab when i click play it does work but the WASD keys/movement keys do not work i watched a tutorial but the guy only imported the prefab into the scene
Yo guys
How do I join the music channels on this discord server
If there are any
is this error the main issue
Greeting. New guy, don't know how to engage with you guys.
Channels and rols -> What's your speciality? -> Audio
nice grass
hey guys, quick question - I want to quickly edit the addressable fields for a whole bunch of voice line (about 200 atm)
thanks
rn I'm manually putting these values in, which isnb't sustainable
can anyone hand some help with this
is there a way to quickly edit?
you'll need to use the new input system in your scripts, right now they're using the old system
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What the issue is not updating?
Try this one
Project Settings -> Player -> Other Settings -> Active Input Handling set "Both"
Mb this one can help you
Or yes, old version of input system
Just applied it, i'll see if it works thank you sm
It worked thanks :D
You can automate it, its possible to change addressable entries in editor.
use these:
https://docs.unity3d.com/Packages/com.unity.addressables@2.7/api/UnityEditor.AddressableAssets.AddressableAssetSettingsDefaultObject.Settings.html
https://docs.unity3d.com/Packages/com.unity.addressables@2.7/api/UnityEditor.AddressableAssets.Settings.AddressableAssetSettings.FindAssetEntry.html#UnityEditor_AddressableAssets_Settings_AddressableAssetSettings_FindAssetEntry_System_String_
Though if your file names were not shit it would have made it easier too.
ask further questions in a code channel or #📦┃addressables
thanks for that, I'll dig into it!
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
why this aint working
what are the errors
what are the errors
They are most likelly using custom shaders which is why the conversion failed
so time to manually change the materials to use a URP shader
if they are built for urp or dont use custom shaders yeah
if the assets are not covering different pipelines, its not Unitys job to do so. Most likely you will go through some manual work to fix it but learn a lot from that work
yeah i jsut imported a few other ones but there's pink and working ones inside i'll see what i do
Hey everyone! I’m Aaryash, pretty new to Unity and currently working on developing educational games for the Meta Quest 3s. I’m here to learn, explore, and hopefully get some guidance or insights from you all to help me with my research and project development. Would really appreciate any tips, resources, or experiences you can share!
No, right now its a bit of a mess tbh. 3 render pipelines, 2 input systems, 2/3 ui systems, 2 particle systems, etc. Its got to be a heck of a challenge for new devs.
If those meshes stay pink after the conversion, you may need to try again and them manually recreate its materials.
Its all about reading what each system is meant for. Its not like you need to cover all systems to make a game. Pick one pipeline, pick one input system, which shoudl always be the new one. Shuriken and VFX Graph are quite well described in what they can do and where they are supported.
Yeah but a new dev often doesnt really know what they are doing, let alone if URP or BRP even exists, let alone what they are doing or their longevity. They just follow along tutorials and wonder why things dont match.
They dont sit there assessing which input pipeline is good for them.
Its just not as user friendly as it was in the 4.x days. Imho of course.
And them not carefully research on any topic, not just unity specific, will make them better devs by blindly following tutorials? We all fell into pitholes, thats where we get knowledge from imo
Yeah, honestly I don't see the mess and complexity there. 3 render pipelines - one obsolete, one for high end graphics, one for performance and weaker devices. 2 input systems - one shouldn't be used, once you get used to the new one you don't need old one, and there is no reason to be using old one (other than legacy). The only point I kindo f agree with are the UI systems - however it's not like you need to learn UI Toolkit, you can leave it on the side and effectively you can use only one.
Unless you need to work with old projects/legacy code - there are things you don't need to learn.
I'm tryna make a poly looking game
with bosses n stuff
i'm kind of stuck on the texture of the trees right now because they're either pink or gray
will i be able to make breaking trees system if i use terrain paint trees
Well, the guys here think this is a learning opportunity for you and not difficult to understand at all. So ill leave it to them to help 🙂
Wait! I didn't say it's not difficult :D
which should always be the new one.
except ui toolkit for a lot of people
and not hdrp 😛
did this guy just call me dumb or
I meant the input system, but keep searching
No, I'm bugging the other guys a bit. Your good. Your learning and making stuff, its a journey
When somebody is starting out, the things are complex! They need time to be understood and learnt - but what I mean is you don't need to learn everything. You can really limit the things you need - all the legacy stuff can be learnt later, when you actually need it
i'm trying to get into the unity system right now i know how to use blender it's just i havent created a game yet just a few models
your material being pink is because your shader is not supported by the pipeline you are currently using. So some questions for you to research. Are you sure, you are already using a pipeline? Because of your converted, I guess so, but double check. where are your materials coming from? If they are from a third party package, you gotta ask them to either create pipeline versions of it or you gotta do it yourself, depending on the complexity of that shader.
though realistically i dont think any author who isn't releasing on URP probably isn't going to off a request
Hmmm, how did you create the project and how did you setup the material in blender?
I used the asset store for the trees im gonna model the bosses
Did you try to use the option to upgrade the materials?
i did just change the prefab of tree's shader to Lit, was this the thing you guys were talking about
How to make VR build for web?, I am using de panther package from GitHub, but after build AR VR buttons disabled.
Sometimes it works, but not for all use cases. Did it fix your issue?
If not try this:
(you have to have the material selected)
It depends. If your previous shader (thats what you are selecting there "Lit") did have some complex stuff in it, a lit shader wont provide that. But if it was just a custom shader that was doing nothing than showing a texture and some values, you are good with using the lit shader or whatever fits your needs from URP
They already tried, these models were not using Standard
does any1 have a problem with stuff not loading in a 2d space with unity version control? I just added a background and the file is there and in the scene but i for some reason cant see it on the other persons device
There are so many things included in your question. 2D, version control, other persons device? So you have changed a scene, uploaded the changes to git or whatever and the other person pulled those changes?
@candid lark , do you have link to the assets somewhere? Are those free assets?
yep exactly, this is a screenshot on the other persons device. The background is clearly in the hierarchy, but for some reason not showing up in the scene editor
and the project you have is URP or HDRP?
also, after testing i just found out that if i add a material to the bg it works
ngl i have no clue what that means sob
oh because its a spriterenderer, not UI. Guess those need a material like other renderers
ahh alr
ty
Which template did you use:
oh sorry! My answers are not to your question :D
ah no worries :D
Yeah they are
Thanks to joer for the link
the popular one
@candid lark , did you use URP or HDRP? :)
Its URP 🙂
Man not gonna lie i don't really know what are those, i tried the guys told me to but none of them worked including the one that fixes all of them
can't i just manually add my own textures
Thanks! Let me then import the assets and see if I can figure out the settings for you
this one
you can :)
Thank you so much :D
can you show the inspector of the pink material and shader?
Because from their asset website, they support URP, which you are using
That's exactly why I want to try to import them myself, because I feel they should work by default
alrighty, ill wait for your information, because nix seems to be a bit overwhelmed
May have bundled the materials in different directories for each pipeline
@candid lark I advice you to go through the learning stuff from unity, to understand, what is happening in Unity setupwise
!learn
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A lot of the time, URP / HDRP support comes as a package you need to install manually.
Just to point out, they do not support HDRP. I am hoping they included it this time
Point being, it supports two render pipelines. One of them's going to be a package.
The documents
Oh
ahh, good call. Built-in, totally forgot about that
When you import the package there is a folder: Polytope Studio > Lowpoly_Environments > URP
yeah seems to be a package. I usually find store assets to just have different directories for each pipeline if it's just for materials
Go to that folder, there is a file called: PT_Nature_Free_URP_17
Double click it and import everything
Then everything will be working
@candid lark , sorry I forgot to tag you
YOO it worked
tysm man, i appreciate it
Yay! No problem at all! It's all my pleasure :)
I like these. They look optimized.
how much days in one week?💀
7 gün olmalıydı hardasa 🙏
Türk?
Azəri
dm gel
this is an english only server, sorry
No worries, it was just one message
no. Also wrong section..
#1179447338188673034
oh sorry for that... totally new to discord
I'm trying to make a 2d RTS top down game, Can someone give me some pointers to what I should research and learn to make them ?
2020
totally new to discord
Just a heads up, what you say in your license is kinda worthless?
Hey 2020 wasnt that long ago
This toolkit is intended for personal use only.
Not meant for redistribution or commercial sale as-is.
If you fork or reuse components, please provide credit where applicable.
like if you want this all power to you but your using the MIT license
most of those extention methods are kinda worthless tbh but to each is own
Heck if i catch you on discord with a profile newer than 2020 im only thinking you a child
says person with 2019 account 😛
no you can use it. I used license so that other people can't claim it that they made it by themselves... use them by providing credits however you want... no issues with that👍
unless i'm mistaken they can absolutely use this and claim they made it by themselves
MIT doesn't let you do that
Although if you want to restrict commercial use then you can't use the MIT license at the same time
Ok I will be changing the license within today dont worry
this is a friendly repo..so I didn't made it thinking that in mind😢
they can use it but they'll have to include the copyright notice
I will be adding more...If anyone need help in the future they can get them easily👍
Hi
Oh Sorry
I wanted to ask how to use Unity since it's the first time I've used it. I tried to look for tutorials on the ideas I had thought of but I didn't find anything.
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
Ty
calm down you have not the rights to say that to someone who's just starting out in that way XD
you need some help that you write here? 🙂
that is the appropriate resource to link to a beginner, actually
start with the pathways on that learn site, the unity essentials and the junior programmer pathway. those will teach the absolute basics of the engine, then once you actually understand that you will be better equipped to find specific tutorials for the topics you want to cover
you cannot know if he is a beginner :p
since it's the first time I've used it
but before that msg
🫶
...it was after that message though. what are you on
but the response was after that msg..
I don't know how to use Unity since I've only been using it for a short time and I still have to learn how to use it but nav sent me the website to start learning how to use it if I have any small problems in the future I'll ask
what you know about it? are you familiarized with POO?
...just let them go through unity learn, tbh
Okay thx
that will be much more productive
I'm near sighted, is there a way to set the UI scaling on Unity on Linux?
yes in the preferences somewhere
I really like it!
Sorry
Add in the title that you are looking for feedback for visibility
Hello guys
It is literally a link to the basic tutorial that everyone should start with. They were directly asking for tutorials and got linked some. What the hell are you even talking about?
Just me or does the TMP Font Asset Creator crash for everyone else too?
hi, how to make certain gameobjects glow? like in horror games for the gameobjects that are interactable, for now I only know about 2 ways, post processing and emission in the Material, but I don't know if that's how I should do it
emission and maybe a some bloom yeah
do you think emission only is good enough? I've always thought emission would be good enough for this, but I've tried to find some tutorials and they are all using post processing
i don’t know what’s good enough for you
So I have 2 capsule colliders on my object, and I want another object to reference the second capsule collider, I can drag my object with the 2 colliders to my inspector and it will fill it in
how do I know if its the first capsule component or the second?
Test it and see if it aint add some bloom through post processing its not hard to do
nvm I can copy and paste lol
the bloom local?
Wdym?
I've never used local volumes yet
how could I add a volume effect to a GameObject only?
noo
I don't want my whole scene to be glowing
You dont
In general you should avoid putting multiple colliders on a single object for exactly this reason. You should make a child object with the second collider on it instead so you can tell them apart.
then why should I use bloom?
It doesn’t make things glow it makes glowie things glowier
It'd only glow for white / emissive (white if in light) things, also then use a shader
ohh aight my bad, didn't know that
post processing is from the context of the camera, it’s not per object. Local volumes are kinda like where movies will use different effects and lenses for certain shots to get the desired effect
It’s a layer ontop
Is there an option to limit the bloom :?
i do not recall
Yeah fair used it awhile ago and noticed 10 lights on the same spot ended up making the sun and was curious if there was a way to limit that
ohhh okay
what I want to do is make a night vision in my game, that would allow him to see important GameObjects in the game(the ones that glow), I've already made the night vision volume that gets enabled/disabled based on if the player presses the MouseButton(1), but I'd like to make some kinda function that makes some list of gameobjects glow when the player is in night vision, should I simply add the bloom effect to my current volume or add anither one?
Hello, not sure if this is the place for beginner q's - when setting up colliders for a mesh, can you export the mesh together with the collider and have it automatically set up? Or do you have to export both the mesh and collider separately and assign the collider in engine?
Sorry could you expand, wdym export colliders?
You dont take colliders from a modeling software like blender into unity
You make them in unity from primitives or the mesh of the exported model
yes you do
No.
to achieve a simplified mesh collider, for example
Right but thats just a mesh not a preset component from a different software
Just like you cant export a subdivision modifier from blender to unity you can export a collider modifier from blender to unity
i dont think he was talking about exporting a component. he said exporting a collider, and i understood that as in the mesh he wishes to use as a collider
that's right yes, probably could have been worded better
Right but saying exporting a collider and exporting a less detailed mesh for the collider are 2 separate things
as in for example you have a statue model that's quite complex, you then create a cylinder that encompases it in said modeling software like Blender, then export both of these meshes to Unity - the cylinder that envelopes the statue would be used in engine as a collider
You can do that but unity has primitive meshes as well as on their mesh collider component a convex bool that does just that
Reduces the vertice count to the minimum while keeping a semi acurate collider
ah ok I will take a look, ty!
It would be a 3d mesh object etc
You'll have to incorporate the physics collider etc yourself
Of course. more and more vs 2026 glitches show up
Dont use it then silly
Has anyone used the official UnityYAMLMerge tool. Wondering how good it is and seeing if anyone had any issues with it for Git.
Is there a specific channel to discuss UPM packages?
could anyone please point me toward a good resource for learning how to paint and blend textures on meshes? Am just looking to learn how to do blending from grass to soil etc. I suppose in this case an ultra beginner unity kit would be best
I just hope they patch things for unity before 2022 runs out of support.
Support doesn't mean what you think it means
It won't just stop working the minute the support lifetime ends. People are using 2019 with no problems even though support ended 2-3 years ago
After lots of testing and asking gemini, I fixed my Unity Editor Problem myself. I found out that Unity 2021 itself doesn't work properly on Zorin OS 18. But 2022 or Unity 6 do. One Problem still remains. and even gemini can't help on it.
After being able to start Unity 2022 projects, newtonsoft.json ist still missing. And even adding 'com.unity.newtonsoft-json' package by name fails. The name can't be found.
Does anyone know a work around on this problem?
It's actually com.unity.nuget.newtonsoft-json
Oh~ boys and girls. Thanks a lot. <(-.-)>
Human vs. AI 1:0. 😹
Laughing so hard. Need to breath. brb.
I'll definitely go back to 2022 on my freetime as i don't want it to disturb my session
it's a relief to know that
Guys question is there any math component or property on the game objects scripts that can do this?
Do what?
If any of his pos X Y Z If the object's transform position value exceeds one thousand at his position, for example, the object is destroyed. However, this is relative; for example, if its relative X, Y, and Z values are less than -1000, then it is also deleted. What would be used for that?
Try to stick with one question buddy.
I actually want to add procedural generated map instead of this same map is it hard
This
do i just uh copy Sebastian Lague's github codes
I clearly asked what I wanna do
The transform of the object cannot excess any parameter of the value
no you didn't try reading what you said before
In negative and positive values, it's relative
Depending on what you want as far as i know sebastian used marching cubes (might be wrong havent watched one of his wideos in ages) marching cubes arent really the most productive if you dont plan for deformable terrain
Either way i don't really know how to import all of them just to create randomly generated terrains
For example if object position.x is more than 1000 or object position.x is less than -1000 or position.y is more than 1000 or pos... Etc etc do this
But if there's a simpler way
!learn
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Would recommend it since a simple if statement checking if one value is less than or greater than another shouldn't need to be asked in the server.
hey is it allowed to ask help abt fixing game bugs here?
i don't have any errors, but there's an issue with my game
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
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ok i'll ask tmrw. rn it's late on my end and i gotta get sm sleep
thanks tho
Stop doing that, it's annoying
Stop? First ever time ive done it...
Nope
Just stating that if you dont know how a simple if statement or function call works you should vist the unity learn site
Right.
Can you stop acting like a bot? If you have an actual understandable question then we're all ears.
And if you find someone who is trying to help out a beginner by recommending tutorials from unity annoying you can always leave the server.
Well, this surely escalated since i logged off.
There's no off topic here, thanks.
Where exactly? UI Scaling isn't there in my editor preferences.
is there a setting that makes my unity editor open up with opengl and not dx11?
without having to insert a commandline manually on each project
It’s per project, in the project settings.
I dunno, I'm on my laptop can't look. But it's deffo in the preferences. Have a google
im not a beginner
And I'm deffo looking at my preferences and it isn't there and I have googled
So you're asking quite a few questions here but you're masking it as though it's a single question...
Relative to the questions asked:
Is there any math component or property that can do ...
No. There isn't anything to automate multiple tasks. You'll need to break down the problem.
If any of the values (x, y, and z) from position exceeds a thousand
A simple if-statement comparing each value of the position property with a thousand.
Do this for negative a thousand as well
Yes, you'll need to check with negative one thousand as well.
What would that be used for?
I'm not certain what this last question is about.
Basically, cs bool below = x < -1000 || y < -1000 || z < -1000; bool above = x > 1000 || y > 1000 || z > 1000; if (below || above) Destroy(...);You could probably check the absolute value or whatnot but that would probably be more expensive than just checking six values.
Absolute value more expensive than 6 values? I dont think so
Maaaan, even here you’re being argumentative? :’(
https://www.google.com/search?q=how+to+resize+unity+editor+ui&oq=how+to+resize+unity+editor+ui
2nd result has the answer.
I was downloading an 80GB game and I have 122GB of free space. When I started the download, I changed my mind and deleted it, but now I only have 100GB. Where are those 22GB? I uninstalled Steam while the game was downloading; could that be why? And how do I recover those GB? I don't know if this has happened with other games.
this isn't unity related lol
Oh sorry, I joined the wrong group XD
WinDirStat is your friend 😉
you're welcome to stop treating me like an idiot
Could have fooled me
What's the problem you are facing with resizing? Is it somethign unusual?
I'm on Linux with a 4k monitor.
oh linux, then unfortunately even if I'd like to help, I won't be able :(
What version are you using, it's in 6.2 at least.
Ah, there are reports that it's no available in Linux version
https://discussions.unity.com/t/no-ui-scaling-for-linux-you-gotta-be-joking/1638248/21 Might be helpful as well. I have little Linux usage experience.
@plain hemlock are you using wayland?
xwayland, yes
does your greeter allow you to switch to x11?
im pretty sure thats what fixed it for me when i was on linux
hmm, ive never used kde neon, so i dont know. i used kde plasma
yeah the gtk 3 env vars work for hub but not the editor oddly enough
I'm on hyprland
ohhh i see
yeah, i never had luck with hyprland with unity
what greeter do you have?
lemur
AHHH THANKS 😄
you too
and you and you @shadow heron
and idk who more
lmao
do you know if it allows de switching?
when you boot into your pc is there a setting to choose switch between different options?
@south summit No need to spam the channel, You've got your answer already
yes but I don't have an x11 option for hyprland
yeah, i know hyprland doesn't support x11
i recommend getting kde plasma alongside hyprland and using kde x11 when using unity and hyprland when doing other stuff
I would rather not need to do that?
thats sadly the only way i found that works with unity 🥲
unity doesn't support wayland, unfortunately, so the only way to get the dpi scale working properly is with x11, and xwayland doesn't help with it either
Ahh I forget pingless ping
im sorry...
ive easily spent 10+ hours trying to figure it out. nothing ive tried works with wayland
does anyone know how I could get a generic rig with animations from unity <2022 (animated skinned mesh) to unity 6? (no root bone, bones do not show in hierarchy.)
The process shouldnt be any different between those 2 versions, if you want to use a rig, youll need bones that match the animations your using, or youll need each part of your model to be a different mesh, but then without a bone rig you wont be able to benefit from IK animations, which is typical for rigs - if your bones are not showing up in the hierarchy, its possible you didnt export your FBX with a bone rig or separate your mesh
hello guys i need some help, im creating game where i need sci-fi rooms assets somthing like thhis is anybody can help
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
Youll either want to find asset packs on somewhere like the Asset Store, or as digi suggested, you can create them with a program like Blender - that image you showed doesnt look too difficult to create yourself though, a lot can be made from a cube with loop cuts and modifiers to create smooth corners and ingrooves like the "tiles"
so basically relative distance maximum?
get the position of the obj in world space
then compare it with that vector3 and see if the value is bigger than the limit, if so then do what you need (destroying(go))
Vector3.Distance()
Hey guys! I'm an experienced programmer but this is m my first time making a game in unity (I've made other games with no game engine in other languages), I created a single scene for a 2D top-down RPG. I want to start building upon it and creating more scenes with scene transitions, however I am unsure of the proper way to use prefabs to universalize things. If I understand correctly, prefabs are Unity's version of object inheritance? Would I create a prefab for a "basic scene" with everything set up how it should be for all the scenes in the game, or would I create individual prefabs for camera, player, etct? Sorry this is kind of a broad question, I just want to do this properly so everything is universalized and I don't have to (for example) go back into every individual scene when I want something changed.
prefabs have lots of uses and whether you need a prefab for any given object really depends on how you plan to use that particular object throughout your game and if you plan to make many copies of it in the editor, instantiate it at runtime, etc
Would I create a prefab for a "basic scene" with everything set up how it should be for all the scenes in the game
This could potentially be valuable if there's some shared stuff you need all your scenes to have that you want to just be able to edit in one place
a good rule-of-thumb is to make a prefab out of anything that you have a lot of and/or plan on changing frequently. if you ever want to change how fast an enemy is (or any other variable), you can simply modify the speed value on the prefab rather than manually sifting through your entire project and changing the speed of your enemies one by one
!collab
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We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
THX!
Anyone know how I would do something like this in shader graph? I made it using just code but I feel like shaders are the way to go here. I have a very limited understanding of shader graph and I can't find any resources showing how to manipulate individual tiles of a tiled shader. Any ideas?
Best to ask in #1390346776804069396
Anyone else hate the new input system? Or is that just me?
Anyone know how to stop Unity complaining about this? I basically implemented and finalized a join screen on a child branch of main (main/join-screen), and now I want to get rid of join-screen after merging to keep the repo clean
It makes no sense to delete changeset 6, because that's the merge, and I'd lose the merge if I did that
Why do you hate the "new" input system?
Also ^^ it's marginally better once you get the hang of it
I also used to hate it for a while
Though I use Rewired for any non-XR projects still, it's just better, so if you like the old input system give Rewired ago, it's basically a friendlier version of the new input system
Just you, the new input system is goated 🐐. Easy to use and you can easily add controller support 🎮
I feel like once you get familiar with events and your need for input changes from pilling in Update every frame to conditional cases (or multiplayer), the "new" input system becomes very useful
Thats also a good point, very helpful for multiple input devices, and rebinding input becomes easier too
Even if you don't care for any of the new workflows in the new input system you can still just use it exactly like the old system and get all the benefits of its better binding and controller compatibility capabilities
if (InputSystem.actions["Jump"].WasPressedThisFrame())```
You could even simplify it to just Keyboard.current if you only care about a specific key exactly like the old system, though imo using it in either of those ways feels a bit... Cumbersome (outside of maybe quick prototyping)
Well yeah GetKey -> Keyboard.current
but if you want an "Axis" or "Button" from the old system then you're looking at InputSystem.actions
Thats true, many ways to use it which is nice - even the "how do I ..." docs page is super helpful with a few common ways (including the ones we mentioned) listed with examples, it helped me while I was learning it
people hate new things
new system is miles better, the old system is trash and old and bad
I remember the old unity launcher thing to let you rebind keys 😐
Good times... I remember having to look up controller binds for that 1 Axis list in Project Settings cause the Input class for some reason had the same keys for different controllers mapped to different axis and buttons, that was "fun"
Yeah, I am not up to date with what you are discussing but I just want to say that once I understood how the new input system works, there was literally no reason for using the old one. Everything about the new input system is better
By the way, sorry for off top but what is the Resident role?
Its for some people who spend to much time helping people here 😆
There was a time, when you built your game, at least for Windows, launching the exe would first launch a smaller bootup window with a custom splash art that let you set the keybinds before the actual game launched, as opposed to traditional "Settings" in-game
oh I see! Thanks! I love the beautiful gradient haha
It was long before I started with Unity I feel. I did Unity first time around hmmm... 2014? I may be wrong +- 1-2 years
I started with unity 4.5 when that pre launch popup still existed and unity free let you have 1 light with realtime shadows
Yeah, I think it was Unity 5 era - oh yeah and "Dark theme" was a paid feature in those days
Wait it wasn't 2014 it was 2016 and I found my first Unity project... Gosh, that's embarassing: https://www.youtube.com/watch?v=bSJb5qGXCiI 🤣
That's my first Unity 5 game. It has some bugs, but it was amazing learning experience. I know much more about unity now and I am sure next game I will create will be much better!
Good that is on my private youtube not on my actual youtube channel haha
dang, walking squirrels in windows 7
!Collab
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We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
@somber flower You were directed already to the correct place, please don't spam the server, including dev logs.
i am it in bro
but what dus it do??
Did you read the bot message with a link in it?
You literally replied to a link to the post
Did you try clicking on it
well u and a couple other people helped me with a school project, and i just wanted to inform you that my final mark for it was 40/40 👍
so thank you
You guys doing unity in school???
I did it for a class when I was in highschool
Kinda wish I had that structure again not gonna lie
What you mean structure? In my case I have the same structure, I learn almost entire day on job doing fun programming stuff while also after work keep programming so Im 24/7 programming
The schedule, whatever it may be called. Not doing it on my own terms
Oh thats interesting
You can force yourself into your own schedule
Make sure you talk with someone about your schedule, so you keep up to it
I don't know if I worded it right. Just having a set time to do some learning
But I'm still kickin. Even if Im hardly started
So unity has a asset store ? Does that include like code assets? Because it seems all art based
it does include code assets
but most are art
mostly because the asset store is somewhat shit for code shipping and in general honestly
Ah great 😅 im completely new, I just make pixel and low poly 3d art
So i was hoping to find a minor assest to help set up
Can somebody give me a video for learning code on unity
Hello, I'm new to Unity. Can anyone help me?
there are resources pinned in #💻┃code-beginner and also some pathways on unity learn
Ty
if you have an issue you need help with, https://dontasktoask.com
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
My Unity screen appears blurry for no apparent reason, while videos showcasing the app are much clearer. Does anyone know what the problem is?
the text, the UI, or like, everythign?
Can I send you a picture
send it here
Wait a moment
I am trying to make a car game and everything is fine except the UI, it looks so low quality and unprofessional. How do I make it look better?
This is how my screen looks like
And this is how normal screen looks
My screen is blurry
Sorry my camera is bad
On a scriptable object if I do this to generate a unique ID will that carry over into a final production build?
public MySO : ScriptableObject
{
private string _id;
private void OnValidate()
{
#if UNITY_EDITOR
_id = Guid.NewGuid().ToString()
UnityEditor.EditorUtility.SetDirty(this);
#endif
}
}
```?
I'm using this as the save file name, so its important that its unique and exists...
no because thats not serialized
if you serialize it yeah
but also onvalidate ones more than once
you probably want to check if you've already made an id
Can someone help me with this
I don't see anything blurry in your screen, but the "normal screen" is very blurry so no idea what you're talking about
Take screenshots, not photos
I don't want to sound like a caveman, but how do I take a screenshot on my laptop?
I never used laptop before
public MySO : ScriptableObject
{
[SerialzieField] private string _id;
private void OnValidate()
{
#if UNITY_EDITOR
if (_id != "") return;
_id = Guid.NewGuid().ToString();
UnityEditor.EditorUtility.SetDirty(this);
#endif
}
}
I take it this would work?
Added the SerializeField + the blank ID check
it's better practice to use string.IsNullOrEmpty() eg. (if (string.IsNullOrEmpty(_id)
i don't think you need to setdirty explicitly there either but you can confirm this via trying and seeing if it pops up in version control
So can someone help me
This is my screen
And this is the normal screen
Thanks! I forgot about that method! I'll keep SetDirty for now as a safety measure I think.
What is the reason for this?
I still don't see anything blurry in your screen
Compare the two pictures
This is my
This is a YouTube screen
Yes, I'm comparing them. The Youtube screen is very blurry but yours is not
the entire blurry screen is blurry
So this is your screen?
This is the YouTube
Are you trolling?
No it's not
this
its a little compressed but it doesn't look like the kinda artifacting you'd get in actual use
do you now how to fix it
i mean it does look rough
But you said the video isn't blurry
Look at the difference
It's exactly the same
Yours is scaled 2x
Bro they're in the scene view and you're in the game view
The game view doesn't show the grid
I'm now so I don't now that thinks
absolutely my man
So all this time "blurry" = grid not visible 🤦
Thanks, man. I've had this problem for two days.
Hey guys
I have a Blender model that faces +X forward and +Y as left
What should my export settings be so that it faces correctly in Unity?
It's rigged and animated so it's not as simple as rotating it in Object Mode
How could they switch to the Input System (assuming from the old one) as a patch? Seems like it would be a massive change in the codebase.
I switched halfway through a project. This was because when I started, the input system was still in beta and I had anticipated the change, routing all input through one class.
they we're also using a asset called InControl which was a similar kinda implementation iirc
Obviously my abstraction layer didn't work and it turned into like two weeks of work 😄
that's why I was surprised with that change, I could totally see that becoming a headache later on
It is, but still doable.
I guess that's a testament of how robust their codebase is
its not that crazy i dont think
not bad by any means but like
at some point you just gotta do the work and they probably went and did that
i say they but it really do be just one guy
wait no two for silksong my b
It took them 7 years to develop the whole game btw. To switch to the Input System as a patch is still a bit peculiar
Wouldn't say it is
7 years isn't that long considering how big the project is
It's not like they were adding input code for seven years. The game has a total of 18 inputs.
And I don't think it really does much with analog
i still hate the control mappings of that game
So most of them would've been quite easy
hi all, im not sure if this is the right place to ask this, but i'm trying to make the leap to C# unity after trying out UE blueprints and Godot's gdscript. i'm currently going through the basics of C# using the beginner learn.microsoft C# course.
according to the roadmap i found online, i'll soon be finishing console apps in C#, so i would like to ask if there are any good structured courses/books to use to learn the rest of the 'Basic Concepts' branch. I have a current resource https://csharpplayersguide.com/, but was wondering how others think of it as a learning resource, and if there are any other resources online that I can use to further expand on my C# skills before i dive into learning unity as a game engine.
many thanks in advance!
Seems fine. Although Unity uses C# 9 so a few of the concepts in this book won't work.
Nothing fundamental though. Unity doesn't support records, for instance.
hi all, is there a hotkey to unhide all meshes in scene? I know hide is 'H', same for unhide if the mesh is selected
thnaks for the reply! is the book still recommended in that case? or should i learn from somewhere else?
or maybe find an edition where it uses C# 9?
No, it's fine 
Yo what if i buy with Turkey VPN from epic store
would i get banned
I'm not from Turkey but bro why is it so cheap in that region
i know the economy but
hi all, im not sure if this is the right
Doesn't sound much unity related does it? You should read their terms of services perhaps.
like normal slime rancher 2 as example is 1.50$ in turkey region but IN MY REGION IT'S 15$
Yeah we're just having a convo is it bad
This is a Unity support server
I know
and there's no off topic
nobody is asking any questions
irrelevant
somebodys old question will get overflown by off topic convos
If they need it that badly they just ask it again the question will stay there obviously, it's not like we're spamming or been talking off topic for the past 30 minutes
stop being over dramatic
no one is being dramatic or over dramatic, you're just being told the rules of the server and arguing against them.
Rules? We can't talk about anything else other than the Unity app here?
yes
correct
Where's the rule
Non-programming Unity topics & questions not covered by specific channels.
This is a support server for developing with Unity.
The differences are among the lines of:
C# 9
namespace MyNameSpace
{
// Rest of the file
}
C# 10
namespace MyNamespace;
// Rest of the file
If you run into anything else just ask here, but it's small things.
really
you're a genuis man
and you seem to be a fucking idiot 😂
🚫 Prohibited content and behavior
- Posting off-topic, [...]
#📖┃code-of-conduct
you just didn't read the rules at all, did you
The rules are for those talk nonsense for fucking 1 hours or less all i said was 1-2 messages off topic maybe stop acting so fucking corny "fucking idiot" stfu
How old are you guys
yeah no, 1-2 messages of off-topic is still off-topic
the rules are for everyone.. not to be followed some times by some people and ignored by someone who thinks they're special
The 2 guys helped me yesterday was actually goated i didn't think crybabies like y'all existed here
we generally self-moderate, too - normal people realize when we veer offtopic and course-correct
we certainly don't start off-topic convos
says the child crying over being told the rules
Please, cry and go screenshot that shit to the mods
if you disagree with the rules you're free to leave
...you think mods, whose job it is to enforce the rules, will say that rules don't matter?
bro chris what rule did i disagree i just asked one simple question on general gaming
The rules are for those talk nonsense
(they certainly are not only for that)
@candid lark why didn't you ask in the Epic server or forum lol
so, if you want to continue dragging this out, you're free to call mods
Man y'all so fucking corny
and you can't seem to understand what rules are, so...?
i don't use epic games that much and i'm not in the server of their discord either it was just a general question for opinion
you can leave after you get answers too
yall im making a unity game and i have all the scripts ready and i have the intruction manual i just need someone to help me w it since ive neer used unity b4
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no i just need help navigating the app cuz ive always been using roblox studio
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
i have the whole game stroylines, plots, movement systems and everything
specifically, unity essentials -> editor essentials
Different Scripting Languages
i just need to apply it
yeah luau to C#
there are beginner c# resources in #💻┃code-beginner as well
gng ive already made the scripts
in luau or c#?
Isn't that for basic help requests
C#
This level of personal tutoring is very intense work and would cost a lot of money. The best you can do for free is learn Unity yourself.
Yeah
How did you make them
Youtube tutorials
aight, then again see above for navigating the editor #💻┃unity-talk message
Some guy told me he learnt the C++ easily from Youtube
sure, but im referring to the pinned resources.
(@small sentinel this was meant to reply to you btw)
it looks kinda like this, i have the scripts, i just dont know where to put them
oh god is this genAI shit
Where are they from
doing the tutorials on !learn will teach you how to use Unity
It was quite obviously gonna be AI or ripped code if they said they coded it all but never used unity lol
yeah.., shouldve put the dots together
how is this any better than ai brodie
it isn't
100x better
you wouldn't copy, you would learn
The Youtube video at least worked once 😄
It will probably work
i said i HAD the scripts i never said i wrote them
not if you're just blindly copying. that's called tutorial hell
you can just copy too better than ai
Respectfully rn you don’t have scripts
yeah
cuz i only learned luau and i dont have that much free time to learn c# already
yeah thats what i was tryna say
c# is easy too
Should i learn C++ or C#
I doubt you will be
when it doesn't work, you won't be able to fix it
Both.
@small sentinel first off, go through unity essentials on unity learn, as linked previously. this is basically the required first step
secondly, there are beginner c# resources pinned in #💻┃code-beginner. you will have to learn, unless you want to pay someone to do it all for you. genAI code won't be reliable in any sense for actual projects. the best thing you can do is just learn yourself.
Do you know both
Yes
It'll be a very fun lesson for you when you paste in all the code, and suddenly realize the 100 errors you have arent fixable with your knowledge.
Theres no way around it, you either learn or dont make a finished project
if you already know a programming language, the second one will be much easier to pick up
Do we just have to keep practicing
gng trust me ik how hard it is to learn C# ive seen my friends studying for over 2 years and still make shitty games with multiple bugs and issues
sure, yeah
Until you die
you haven't learnt it yourself, i have no reason to trust you lmao
a shitty game is quite abit more than what you've got with those ai scripts
it won't be as hard as learning luau for the first time, i can tell you that much
what r you even talking about
You can spend months prompting AI and end up with absolutely nothing if thats what you prefer
ai is negative quality, basically. you can throw any hope of making a good game out the window if you want to keep relying on it
if you want to make your game your gonna have to learn. if you don't have time to learn you won't be making your game
luau is like 100 times easier than c# its not even an argument its a fact
definitely not lmao
luau looks easier
it isn't actually easier
no luau is actually easier man
yes it is, luau was literally made to be easier than all other languages
Someone who just said 3 times they dont know c# telling us about c# difficulty
good lord
easier to pick up does not mean easier as a whole. that's the entire thing about looking easier
@brave ridge it's because i saw sebastian lague's scripting that shit ain't close to luau
you still had to learn the core logic of programming
yeah cuz ive seen other ppl try for years and still not be good at it, obviously i would use the FREE tools available
shock horror - it takes time to become profficient at something 😮
Lua: 1993
C#: 2000
so how could that make sense?
i think his favorite word may be bullshit, i don't know though
(thats not really the point)
This probably belongs in #1352599815770341479 then if its gonna end up being another one of these meaningless discussions.
Anyways one simple fact is people here arent going to help with AI code
that's what genAI is, believe it or not
that's literally how LLMs are designed
is there a way to enable wireframe on objects with a hotkey?
why are you SO pressed that im using ai? im not wasting years of my life to be "decent" in a coding language
By doing, mainly. I've written tens of thousands of lines of C++ and far more C#.
Maybe you can start off with a tutorial. Then you start writing code. Terrible code. You try to make it better. Rinse and repeat until your hair starts turning grey.
Now you write bad code but it's bad in different ways 🙂
because it will make you waste more time. period
Bro what about procedural generation how do you guys script that, that looks hard as fuck
Procedural Terrain Generation
then your not making your game
it took like 7 minutes to make everything
yes, his point was that the language **was made to be **easier than other languages (including c# because he said it's easier than c# before), but if it was made before then it doesn't make sense
and i was scrolling in that time
but it isn't anything
and it'll take you 7 months to fix it all - and it still won't be good
theres literally nothing to lose
like no one is going to be able to actually meaningfully use those results
why did everybody go silent after i told them how to script procedural generation
except your time, which is the one thing of value you've indicated you don't want to spend?
you could spend 2 weeks of that actually learning c#
thats still less time that its gonna take watching tutorials and making 100 failed projects to practice
because that's a very vague question that can be answered with a google search
that's a very pessimistic expectation. it really does not take that much time
just answer it yourself, can you guys script that if C++ and C# is so easy
you can make a working unity project (not a game, just a cohesive project) in like, a few hours?
go and learn how to use Unity, so you can put those ai scripts into the project and make your game ... prove everyone wrong
you want me to explain 5000 lines of code?
In one sentence.
its the same answer for lua too, it's not language specific
why would i do that when i could just link to someone who's done it before and recorded it for your convenience
bro the ONLY reason i use ai is to save time what r u talking about? even if i was a major in writing C sharp code it would still take me hours to TYPE the stuff out, also ai that was trained on billions of lines of code is far better than what i could do, even if i started learning since kindergardem
see you're reading my questions with a fucking binoculars, the question is, can you script that?
genAI is an illusion of "good things", you don't actually get any quality from it
also ai that was trained on billions of lines of code is far better than what i could do
the whole point is that no, it can't
Then don't ask here, ask AI
sure, what kind of proc gen
i can if i wanted to. i don't want to right now, and i haven't before.
plenty of people youtube have though
i dont want to waste tokens cuz then i would have to pay or wait some time for it to reset tokens
yeah it's hard that's what i'm saying how do you learn to do that with only youtube tutorials
There is no one way to do this, or a single satisfying answer to the question.
You learn the basics of the field. A good amount of math. Then you apply your knowledge to problems like this.
by watching the YouTube tutorials
i wanna find bugs first and list it, i dont like sending short prompts
with focus and time
so more. more and more youtube tutorials
how do you think the people making the tutorials learned
what is your actual question here
paid for courses
i told you where to find resources on using the editor
nope lmao
ehhh usually not as much
youtube, documentation, research (finding blogs/ tuts/ etc via google), asking specific questions on Discord.
Are we gonna be able to script our ideas inside the games easily if we learn it, y'all saying we need really good mathematics inside it too. that's the thing
You arent going to find bugs by refusing to learn absolute basics. Id be amazed if you get past all the compile errors first before even finding logic issues
either they learned from other people, or they figured it out themselves with a functioning brain
@small sentinel are you using AI to generate code then you try to understand it (that's also bad but the least evil)?
I doubt it because you just asked it lazily to generate like 20 script files lol
yes. you need to have a functioning brain to create nice things
i'm terrible at math and i would like to say im pretty competent at using Unity
You dont need to be good at math. Unity has all the hard math figured out and has built in functions. For anything else like specific algorithms, they all have tons of resources out there on how to exactly code it
i don't think "understand" is on the table at all considering how much they don't want to put in work lmao
You just need to know how to learn
well i had to write like 1500 word prompt explaining the whole game, moving mechanics, hollow knight and other 2d games refrences, photos and endings and backstories to all villians
You don't need really good mathematics. Procedural generation does not really require any specialized knowledge. You just need to learn the specific algorithms. A monkey can do that given enough time and effort.
yeah alr im gonna test the scripts in the project