#💻┃unity-talk
1 messages · Page 22 of 1
i still have to do more stuff, the ai just did the scripting part
Why help a fool who won't understand no matter what you tell him? I think it's time to turn a blind eye.
If you put other peoples work into genAI your an asshole btw
nahh, that's putting it way too lightly
don't feed peoples work into a slop machine just because you can't be fucked learning
that's not at all what i said
yeah no the last line ain't it man, watching 21 episodes of Sebastian Lague's Procedural generation scripts, it looked difficult it could be because i don't know C# tho
this shit has no value 😭
nobody is doing ts btw
lmao you didnt even read it
many assholes are, actually...
I understood the black and white parts being the height of the mountain and water level
@small sentinel you still have not gone through unity essentials, like ive said for like, 5 times now
yeah i explained the theme obviously i cant recreate it are you ok
you aren't
buddy writing prompts ain't shit. no matter how many words...
hollow knight and other 2d games refrences, photos and endings and backstories to all villians
eww. you're literally making the WHOLE game not just a POC? buddy you need to save that money you'll spend on tokens and get a good education on game dev in general. Because there's no way you're getting anything (decent) done this way
thats what i came here for
this is not theme this is work
yeah im blocking this. i don't want to help AI shit, especially when it's harmful
then why didn't you go when i told you the first time
i asked for help in navigation through the app and yall atarted this class action lecture
I think if you put work from other Unity games into LLM's without explicit consent you should be banned here tbh
....are you blind
Yes. It's all very much learnable if you have the programming basics.
cuz you thought i was here to hire people
who the fuck would help you for free 😭
#💻┃unity-talk message this was the second or third time i mentioned it
it's glorified plagiarism, plain and simple
you can hire people with money i don't think anyone would script for free
I'm just more interested in seeing the future struggle. "Why are there 200 errors?" and then a picture of their monitor showing the unity console
literally anyone with 5 minutes to spare 🤦♂️
nope
legit crying over nothing
i would not want to help you with AI bs if i had all the time in the world
not with that attitude and behaviour
Don't feed the fool
pretty sure i asked for help respectfully yet ur the one losing ur shit cuz u cant adapt with ai
you started crying because your too lazy to try and learn
like oh no it can replace what you studied your whole life for
no pity from my side...
if it can replace what i studied why can't you do anything with the results
ok, where's your game then?
It won't work. The code it gave you will not function and you will not be able to fix it because you need the knowledge to write it before you can fix it.
AI cannot hold the context to reliably program an entire game. It is too many tokens. A good model would've told you this. These fast-mode bullshitters on the other hand don't even do that but will give you code that doesn't do what you ask and will likely not even compile.
respectfully, you don't know shit about what you're talking about
i got the scripts like 10 mins ago and i was arguing here the whole time so i couldnt do anything
then go
it's fascinating that people keep coming in here saying that like the 1000 word hollow knight fan fic won't be the first thing llm's will replace
theres nothing to lose, if it doesnt work it doesnt work, took me maybe 5 mins to get the scripts anyway
ok well hurry up and lose
Even if I tell him, him won't understand anyway
in this time you could have learnt the lesson already
or gone through the entirety of unity essentials and then some
its been just 5 minutes chill out
its been 30min
yeah thats still not that much time
you couldve learnt c# basics in that time
i cant get nothing fully done in 30 minutes
Eat more fibers
My friend is saying unity is kicking him out, giving him a black screen and closing it with a Reporter i think something
Why
that's a crash
would need to check logs for more info
idk, you didn't give us any info
you should have your friend come ask instead, so the proper info can be provided
so we don't have to play a game of telephone
Sending the ss rn
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
I just realized genAI is the best solution for "idea guys". Instead of posting a thread asking for people to work for free they'll just spam AI with their ideas, and it will fail which will filter them out naturally
This is not very useful. It doesn't really reveal any info on the actual cause.
what is he supposed to send
You need to read the crash report or logs.
when was the last time youve used ai? why are yall assuming it to be super buggy this isnt 2023 anymore
He is supposed to read logs. Not send them.
also i dont use chatgpt its horrible i alr know that
all of them are
it's by design of LLMs
(source: the person who is unable to use the results they produced from it)
where's the damn ai thread
cuz its my first fucking time opening the app what does ai have to do with this
@small sentinel here, a personal echo chamber https://discord.com/channels/489222168727519232/1352599815770341479
YOU couldnt navigate the app when you first started why do u expect me to do so
keep the shilling out of here, we've heard it a ton of times
i could because i followed the instructions provided by unity essentials
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
From where, give more context bro he's saying the project is deleted too , could it be because of texture
holy shit, would you look at that. learning
750 hours 😂 im good
Thanks
Editor Log right
Maybe ask AI what unity learn is for if you cant get past the first 3 words of the description lmao
It’s not meant to be done in a single session or in full 😭
it's.. just saying the amount of content available
you don't need 750 hours to learn unity basics
you need like... 1
eh no
more like 0.5
im pointing out that you need 750 hours or more to be good at it when companies paid millions for their ai to do that and now its free for me to use
literally no valid reason not to use a free super effective tool
Hes just not reading at this point.
good lord
Anyways yea #1352599815770341479 for your shilling
what a waste
thats like saying using a calculator makes you an asswhole, you have to write all the calculations down
there's like a gazzilion
wow, much strawman
that's fun
are you done?
are you gonna go learn unity now?
The only way these bug reports (sometimes) work, is if you can make a minimal reproduction (usually in another project) and give exact steps on how to reproduce the problem.
It's a ton of effort to make these so usually not worth it.
anything that sounds too good to be true is ~~probably ~~not worth your time
The free versions aren't even good for coding if you do know what you're doing
: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
its not too god to be true
its literally just normal logic
you feed a machine billions of lines of code to learn from
it will generate high quality code
And then it poops out bullshit anyway. Funny how that works 🙂
not even that complicated
Editor logs. From the end up to normal logs. There should be a crash reason, callstack, and hopefully meaningful errors.
im convinced none of yall used ai other than chatgpt back in 2023
holy shit you have no idea what the fuck you're talking about
Actually I use it on a daily basis.
@slow dirge
what ai do u use?
<@&502884371011731486> the above AI conversation is.. dragging on quite a bit
it hasn't been productive since it started, and doesn't look like it's going to be
"you" don't feed it shit, it just scraps the code (and art) from everywhere without permission
I do not recommend using AI at all at your skill level.
It's not a replacement for knowing what you're doing.
thats not what i asked brodie
Go ask ChatGPT then 🙂
no, don't repeat the question. Read the bot msg directly under where I said !ask - your question is too generic/ vague and won't result in anything useful. State what your problem is with backing information and then someone can help you whether they've made a watergun before or not
yo can anyone check if what's the issue of crash
The crashlogs will be near the bottom of the file because it's the last thing the editor did
This is describing its startup process.
Please don't take a picture of that 😅
is that the whole log? no errors there
maybe post the actual text if that's allowed
there's way more down there
way way more
yeah so just post the whole log as a text file
Did you even read what I said? And if you're gonna share something, at least make it a screenshot.
The very bottom is loaded libraries. We're really going to need the file.
how would chatgpt know what ai YOU use 🤦♂️ people just typing shit nowadays
Well, I gave the answer I think you should have. ChatGPT will give you the answers you want to hear.
Which is less helpful but more satisfying.
you said that you use ai on a daily basis, i said which ai and you didnt answer me
I think @small sentinel should be banned. I saw what you just posted... (right before it was auto deleted)
<@&502884371011731486>
what was it
it was just a gif 😂
Still not even a screenshot.
They should try changing graphics api to dx11
just lying for no reason 😭 this guy cant be an actual functioning human
Drop this stupid conversation and move on, this is far from relevant to this channel any more
I think Chat will tell him what he's doing is plain dumb
I'm not sure if this is the right channel to ask this, but I can't find one that would fit better:
I have a question, me and my friend are trying to do unity together in one project, but we can't seem to get it to work, we're made the unity organization and we're done the version control stuff and we are both very confused, we have looked for tutorials on the subject and can't find anything to help us past this point, does anyone know how to do this?
What doesn't work?
fr i literally asked for app navigation and they started teaming up on me like some type of anti ai protest group
they dont use discord
You don't need discord to take screenshots
And this crash was related to lightmapping? 
I use various AIs such as gemini, local llm, grok, etc. but I don't act like an idiot like you.
Just be quiet and go out self.
It sounds like you've just been rambling instead of doing some basic learning, which is the correct place to start learning basic navigation of the app.
well they started talking about the ai stuff and i just kept replying, not even my fault im tryna defend myself 🤦♂️
Can you stop making excuses for everything this is the photo of the issue g
i didnt come in here telling everyone to use ai
Yeah how to do that gng we're not experts we're beginners just guide
How do we change the graphics from api to dx11
(it's "graphics api" to dx11 from whatever it was before)
what
the setting is "graphics api"
idk where it is though, probably not too hard to look up
i googled "graphics api unity"
https://docs.unity3d.com/6000.2/Documentation/Manual/configure-graphicsAPIs.html
No. It's you making excuses.
If you really need help, you should make it convenient for people to help you.
DirectX12 provides programmers with many opportunities to crash their applications 🙂
it's not my issue, it's my friend's
I'm trying to help
Just try the thing ^
and a screenshot would help a lot
the better thing to do though, would be to have your friend communicate directly
instead of relaying everything through another step
so well Visual Studio 2026 is out - not tried it to see if Unity is ready for it! https://visualstudio.microsoft.com/
Unity is now five C# versions behind 
8 vs 13?
hm, i vaguely recall the mono page saying only some parts of c# 9 were supported, maybe im misremembering
Do the Devs like not care about the bugs? Like I've encountered many and they are just fucking annoying. Like with probuilder if I just add a loop cut by right clicking nothing happens BUT when I press the shortcut to loop cut which is ctrl u it literally crashes unity.
has it been reported?
Also for the input system the main script they misspelled something and the listen function doesn't work either sometimes.
I think so I remember ages ago I think it was either nav or box friend it was reported but hasn't been fixed
Devs are a Bunch of monkeys
might want to check up on the bug report to see potential updates
How is it not fixed yet
The whole editor has been broken for like 3 main versions now... I doubt they care much about probuilder
(3 patch versions, right? ...right?)
Blackout bug has been present ever since 2021 or 2022, it's just more common now
Devs are people too, no need to speak this way. Problems like this in prod are usually the fault of team managers/leaders in the company, not the devs themselves
It was after John Ricitiello became CEO that things started getting rushed. It was noticeable straight away with Unity 5.0 being released prematurely.
I don't think they ever got over the "move fast and break things" mentality.
the core incident was the decison to go public, which comes with a legal obligation to maximise shareholder value, the CEO can hardly do anything to avoid the consequences of that.
yes I have to fix that every time, it's annoying
and "going public" only makes strategic sense if you believe that you can dominate the industry you operate in. Most of the unity strategy and reality we have experienced is derived from that mindset.
I know I probably shouldn’t say this, but come on — Unity is a multi-billion-dollar company. You’d think they’d have enough resources and staff to dedicate a team specifically to tracking down and fixing these bugs. Some of these issues have been around for ages and still haven’t been resolved.
unity is loosing money every year (-755 mil last year) and the engine operation is a net loss with no way to ever get profitable.
whatever resources they have is derived from investors underwriting promises
Just take a second and think about what Unity actually is in terms of systems covered. Its not a small dev team job to keep track of that. Have they been overintegrating too many packages in a uncontrolled manner, yes. But its not like they are sitting around and watching the money come in. Devs are trying to constantly include features while fixing the most important bugs. In the end its a matter of priority.
and industry/enterprise licenses as well as income from sold games/assets
doesn't change the fact that they are alive because of investors adding money, not because of actual income.
so we just count that out, cool. Good conversation 😄
suppose the lesson is, if you care about product quality, don't buy stuff from a public company unless you are their primary source of income.
my friend's unity is crashing either on start or middle of editing his project could it be because of the new version
he got the 6000.2.11f1
hey guys quick question, how do I make it so a rigid body is easily moved by an object it's connected to (using a joint) like it's nothing?
tried setting its mass to 0 but it isn't possible sadly
the object I'm talking about isn't supposed to be collidable though, didn't add a collider component for it
don't ping specific people for help please
have you actually checked logs as mentioned before
who am i supposed to ping then
no-one
you said specific
so uh could you answer instead then
my friend's unity is crashing either on start or middle of editing his project could it be because of the new version
he got the 6000.2.11f1
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
yeah he tried the nvidia panel fix too
it worked for a few mins
it crashed again
probably same
issue
Please stop typing one or two word sentences!
perhaps ask in #⚛️┃physics
Think before typing and than please consolidate your question and insights in as few messages as you can
If you want a rigidbody easily moved by an object then you don't need to be using a joint to do this. Any object that has a rigidbody and a collider will collide with each other. If you want it to easily be moved then reduce the mass by a lot maybe around 0.5 or lower
joer answer and i will
cant you understand that
Wow, people these days. welcome to my list
sentence
problem is, the object it's connected to will move weirdly
like it's moving with low gravity or something
Explain your sentence like what do you mean by "make it easy for us to help" I don't know what's the issue so how am i supposed to ask it explaining it briefly if i did i wouldn't ask it in the first place
when you collide with an object does it slide around?
perhaps describe the behavior you want
all they're saying is to not hit enter after every few words. just fully type out what you mean and then send
if the rb is just supposed to follow another rb rigidly, perhaps just make the second one kinematic?
That was a different person, but alright i'm gonna type it all in one. What's the issue?
I sent the logs aswell
Is 6.2 Unity in alpha could that be the problem of crashes
it's not in alpha, no
6.2 is a full release.
the f at the end of the version means a full release
we are not omniscient, where did you send the logs and have you done the steps (graphics api) as prescribed
where?
Well, no. But it's still buggy.
want me to send the file inside crashes as it's described at the bottom, too?
This is the bottom of Editor Logs
well actually read the logs first to see what it's saying
That's still DX12. Did you try switching to DX11 like someone suggested?
It's a photo
i asked this twice and you still haven't answered, btw
yes, that's the issue im referring to. it's horrible to read in comparison
one more time and we let some mods know. Stop that rude attitude
How to switch it to dx11 it's my friend's issue, i can tell him too
which shows the end, why not send logs as text on a paste site? So that they can be viewed in entirety?
A photo is fucking stupid.
A screenshot of logs is better but still, stupid.
I have a living ragdoll character, I have an invisible hand object connected to a lower arm (forearm) using a hinge joint 2D, what I want to happen is that the Forearm should be able to pull/push/move Hand effortlessly (like it's nothing) without making the Hand seem heavy
Maybe tell your boyfriend to zip it
If yall gonna snitch shit check his messages
this whole back and forth between you and him and the server is pretty frustrating, tell him to post it, that'll be more efficient
<@&502884371011731486>
that's homophobic
yeah we've been too lenient with this kid
Kid? brother you guys are acting egoistic fym
wants help
doesn't respond well to being given help
doesn't cooperate in giving information effectively
Don't know any of you guys ages but that carwash dude keep having that fuckass attitude and sending rude shit when i'm not a fucking unity expert
Please dont be offended for me, thanks. his attitude is just the way it is. gotta take the consequences for it by the mods.
someone egotistical wouldnt try and help you
when i'm not a fucking unity expert
ok, then maybe listen when we tell you stuff to do
what "rude shit" are you seeing
it's all instructions to get info out of you
Yeah, no one did they just kept told me to send logs, when i sent something they just kept contiuning to talk to their own convo
youve sent an image of a screen of text
that is objectionable
you want help? give us the info appropriately
bruh you've already been told what to do multiple times
yeah it was @supple heron sorry for pinging, but he was actually so helpful towards me
this is more than just "logs"
Dude i don't know how to read LOGS, The guy told me to check if changing that dx thing works i told him to check right now other than that, nobody told me how
what was the command for that
you've been told to change the graphics api to dx11 2 hours ago
W + R commands thingy for logs
@candid lark Stop with the bickering and provide information you were asked to.
logs are plain english... you dont need anything special to know how to read them
nobody told me how
i literally sent you a link!
Check the attitude of some of them getting pressed over nothing
If you continue with off-topic comments I will mute you
#💻┃unity-talk message like this?
Chris if that's what you wanna do, do you want me to snitch exact messages copy those n stuff that's so
i don't know man
I didn't even specify who was rude other than carwash
yikes, aight cya good luck
still ignoring instructions, eh?
are you 14-15
!mute 397315965953638421 3d Ignoring warnings, bickering, spam
what is this argument man
@rvstysoul muted
Reason: Ignoring warnings, bickering, spam
Duration: 3 days
that doesn't answer my question - i sent you instructions to change graphics api
You have to be trolling at this point ngl
what could be stopping me from saving changes made in my shader graph? after i press crtl + s, the asterisk is still there next to the file name and i notice that my changes dont take effect
no compiler errors btw
If you press the lil save icon - does that save it?
I thought there was a little floppy disc icon for saving .. I must be thinking of something else
maybe on newer versions
when i press save asset or close the shadergraph tab and click save on the menu that pops up, i get this warning
Shader Graph at Assets/Shaders/SG_BlackHole.shadergraph has 1 warning(s), the first is: Validation: Node behavior was changed. See inspector for details
but my changes dont actually save
that might help
someone said "so i had the same issue, solved via clicking Layout dropdown (top right corner) → Revert factory settings"
this isnt the same thing at all...
makes no difference unfortunately
i think the issue is that i have a sneaky warning in the inspector of my shader grpah that i didnt see before
oh yeah that warning but usually can ignore it
so this shouldnt be the cause?
I recall this was a problem with older versions, but haven't seen it with 6
im on 2021 😅
Help, I made a model in blender, combined it, and painted it using Vertex Painting, exported it to FBX, and imported it into unity. In unity, I created a material for the model, placed the model on the scene, and assigned the material, but the color I added in blender for the material is not visible. How can I make the vertex color visible on my model?
did you export the material from blender?
if you created a new material in unity, it wont pull any data from the model
Make sure the vertex color group was imported, make sure the material you're using supports vertex colors and is enabled
and how to do it?
Has anyone done/got info on Runtime tests using NGO? I'm trying to figure out if its possible to do a runtime test with multiple clients & a server
Hey, what's the problem? :) Sorry the conversation is long and I can't find the actual question
(they were muted #💻┃unity-talk message)
I seem to have exported the material from Blender, but I still can't see the colors in Unity
Let's move to the #🔀┃art-asset-workflow , I will try to help there :)
Too much to explain in a discord message but basically you cant 1 to 1 export materials so what you do is you bake the material into an image then you bring that over into unity and make a basic lit or unlit material for the model then just apply the images that were baked to it
Heya. I'm new to inventory management and i was looking for a way to remove each item in my inventory although appearently, you're not allowed to remove items while looping through a dictionary?
foreach (var item in playerInventory.oreInventory)
{
//calls the function
playerInventory.RemoveItem(item.Key, item.Value);
}
//---------------------------------------------------------------
//Remove item from inventory
public void RemoveItem(string item, int amount)
{
//Check if it contains the item
if (oreInventory.ContainsKey(item))
{
//Decrease item
oreInventory[item] -= amount;
/*
//If item quantity is 0 or below remove item from list
if (oreInventory[item] <= 0)
{
oreInventory.Remove(item);
}
*/
/*
print(item + "Amount: " + oreInventory[item]);
*/
}
}
-InvalidOperationException: Collection was modified; enumeration operation may not execute.
-System.Collections.Generic.Dictionary`2+Enumerator[TKey,TValue].MoveNext () (at <59bd7c40c082431db25e1e728ab62789>:0)
You cant modify a list, dictionary while looping through each varible in it
Either iterate backwards through it using a regular for loop or store the elements to be removed, then remove it after the foreach
Ie dont use a foreach and instead use a normal for loop
ah. so starting from dictionary.Count with a for loop might be the easiest solution counting backwards
Well count minus one but yeah
It's very interesting. i suppose you gotta be more careful. xD
Oh right, Does this happen because the foreach data is still the same?
and never modified compared to the actual list/dictionary/array
which was?
no, it's because iterators sometimes can't tolerate modifications and still be valid
just due to how some stuff is structured
so for consistency, modification isn't allowed in general
Alright
But i'm guessing you have alot more control on a regular for loop
when handling problems like these
for loops are a core language feature for many programming languages and they basically all work the same, execute some block X amount of times
foreach is special and uses the IEnumerable interface to enumerate over an objects elements/children/whatever
The error did say something about a enumeration operation. Is that related?
There's a trick to this, iterate through the collection backwards to ensure safe removal.
yes its very related
Not to worry, i wrote a comment about that in my script for my next session. although i will definitely try to loop it normally and see what happens
What happens is that you skip over elements when one is deleted
Because your iterator still increments even though the collection got smaller
For loops are cool:
If you do:
for(int i = myList.Count - 1; i >= 0; i--)
You can safely remove elements
for(int i = 0; i <= 6; i+= 3)
{
array[i] = array[i + 1] + array[i + 2];
}
look cool bullshit you can do with a for loop
Is that so? i'll check out the output of that to understand it even better, but this makes it alot more clear
thank you
When you delete element [3], now another object takes place [3]. But your loop already tackled that number so it will skip the object that just moved into its place
Yeah, I definitely havn't learned core keywords as much as i'd like to admit it seems. This really helps, tho. Giving context about how to handle loops specifically for changing array's
If you look at C and C++ for loops, they work almost the same
Since it is a dictionary, and you're just removing the elements in oreInventory, you could also just loop over the oreInventory.Keys and actually remove them all from the dictionary without any issues
Wouldn't all the standard keywords be? although does it also have foreach alongside for?
c and cpp do not have foreach but cpp has its own "itterator" feature that can be used with a differently formatted for()
the point is a for loop is a fundamental mechanism to many languages
Definitely is. Unless if you want to make a game that literally has 1 of each element
and no more then that.
which is silly
well even so you definitely wanna use it whenever you can, if it makes your code more readable
Example of a for loop in cpp
int main()
{
const char* myString = "Hello World!";
for(size_t i = 0; i < std::strlen(myString); i++)
{
std::println("{}", myString[i]);
}
}
the interesting thing about [] in c/cpp is that it compiles to "pointer myString + i"
Hey guys! Is the Visual Studio 2026 version currently recommended for use with Unity?
the recommended version can be installed with the editor via the hub
If you want to use VS2026, just download it and try it out.. you can always switch back if there are issues
Oh thanks, I'm just worried that some of my code will break if I switch to vs2026
no, that's not how IDE's work
Yea unity handles code compilation so the IDE you use doesn't matter
👍
You can do the same in C#
unsafe static void Main()
{
string myString = "Hello World!";
fixed (char* s = myString)
{
for(int i = 0; i < myString.Length; i++)
{
Console.WriteLine(s[i]);
}
}
}
Wait. I just realized. Do you have experience with c++?
haha yes
hmm unsafe
when you do this stuff long enough you learn many languages
(it's not particularly hard - the first language is the hardest to learn)
Most devs learn far more than two. Hard to get around that, honestly.
c and cpp are certainly harder than c# or other managed languages
A nicety of C# here is that it indexes the pointer array properly by the size of its type
memory management right? seems hard for someone that hasn't coded to for long tho.
Memory management isn't the annoying part of C++
This is just a personal opinion but i actually made a reddit post about this very topic.
https://www.reddit.com/r/unity/comments/1oueifb/is_visual_studio_2026_pretty_buggy_on_unity_for/
Knowing properly how to handle some situations in cpp can be quite tricky
Especially with older code bases with older std versions
It's the debugger not working as well as C#'s. The sheer amount of pitfalls. Obtuse error messages. The language wanting things in a specific order or specific way...
Discord's broken, can't check the channel & roles menu. If there's a more appropriate channel I therefore can't get to it.
My mouse input works in editor but standalone builds are not reacting to any mouse input, neither UI nor my own scripts
using the new input system
Id start with the log, something else could be breaking as well and the UI is just a symptom
i see. That's pretty cool actually. i might tryout unreal engine one day. one day
Do it, i love UE. Its a unique experience but worth it.
well yeah i have stuff tied to scrolling, a cam zoom and it isn't working either. i'll try logs
tis a lie. unreal has its own way of doing many things and even with the standard lib things arent always easy
Unreal C++ has the fun caveat that your pointers may get garbage collected without your knowledge 🙂
Here someone could teach a friend of me?
no
Ok
I'm confused. I guess it's easy when you've learned it so it's technically not easy? he's downplaying how good he is on c++ lol, i take it?
where would I find it? my debug build does have that log menu but there's nothing in there
Doing general beginner programming things isn't that hard to learn but when you start getting complex or need to use and interact with libraries (c or cpp) then new problems arrise
Including external code is way easier in C# yeah
e.g. std::string is not the same in debug and release (in msvc atleast) so thats fun when you work with a cpp lib 😐
And when there are too many problems combined with the fact that you're trying to learn, it just doesn't workout
you can't do multiple things at the same time.
I think for c and cpp there are many new things you do need to learn to be able tackle complex problems
and without that you will read the error and be stumped 😐
so its inaccurate to state that its the same as c# (learning difficulty wise)
I created a simple unlit material with emission. It seems to work in Scene view but Emission doesn't work in Game view. It just appears like a solid cube in game view:
oh
Does your camera have post processing enabled?
Emission works fine. It's just the glow that's missing.
Yeah, so is there something off?
You need to check "post processing" for camera. The emission is there, the effect you see is the 'bloom' post processing effect
No worries, its usually in like
%appdata%\local\company\game iirc.
Works. Thanks
No problem at all! :)
Honeslty if you have no clue I would avoid ui toolkit. It is great but much less intuitive than uGUI, also there are many more tutorials available if you decide to go with uGUI
i have a genuine question
UIToolkit domination when
Eventually™
does world space UIs now too btw
why is the tag unty and not something like unit
we are getting closer with the newer shader support too
i feel like it looks better
i see
Honestly I feel it is still not there? I mean it is great and in theory it kind of works for most use cases. Reusable elements and styles are really great, but... When you can do everything with uGUI and are comfortable with it, there is really no reason to learn and invest time into it, especially knowing you'll eventually run into limitations
Though to be honest, I havent tried UI toolkit for a year now, so maybe it improved enough to be worth it
there is really no reason to learn and invest time into it
except the related skills are transferrable to other technologies because it's basically the same as regular web dev ui unlike ugui which is entirely gameobject based so there really isn't any "skills" to transfer
It's way more intuitive that's for sure. The only problem I have with it is the boilerplate you need to write to link it all to your scripts
includes actual flex containers that work
Guys, is possible to create preset file to a custom editor window?
I'm trying to understand in the docs, but I cannot find a solution :/
Oh, have a channel
Thank you
Is there a channel I can showcase my gamejam game for everyone to play it?
Thank you
!learn you can start here 👇
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
i like to learn myself making games
Thank you
😊do u make any kind of game @magic mist
Yes in both 2D and 3D
why is unity not async?
there is the awaitable api, and people have been using async for a long time already. it's just not needed in many cases
you dont just throw async at something just because
cs
private IEnumerator FlashWarning()
{
//enable the visual gameobject
MeshRenderer mr = _gameOverLimit.GetComponent<MeshRenderer>();
mr.enabled = true;
Color initialColor = new Color(255f, 0f, 0f, 0f);
Color targetColor = new Color(255f, 0f, 0f, 128f);
//do the flashing here
float elapsedTime = 0f;
while (elapsedTime < _warningArea_FlashDuration)
{
elapsedTime += Time.deltaTime;
float t = elapsedTime / _warningArea_FlashDuration;
mr.material.color = Color.Lerp(initialColor, targetColor, t);
yield return null;
}
}
Can someone tell me whats up with this material
first, you tell us
thats what im tryna know
im just lerping the material from red with 0 alpha to red with 128 alpha and this is what im getting
the logic is ok cuz ive tested it with lerping between red and white and the material is just fine
https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Color.html
Each color component is a floating point value with a range from 0 to 1.
these kind of questions belong in the coding channels #💻┃code-beginner
oh ok mb
but thanks for the help tho im p sure that will solve this
what is value of _warningArea_FlashDuration?
@burnt coral your lerping code looks okay what is wrong with its execution?
@burnt coral nvm there is a problem you should use new Color(255f/255f,0,0,128f/255f)
the color value is form 0 to 1 instead of from 0 to 255
why wouldn't you just... use 1 or 0.5f
because 128f/255f allow you to type concrate hex color
#💻┃unity-talk message
its already been answered, pretty worth it to read the messages between as to not spam the person with the same things already
that usually doesn't matter, no
usually itd be best to just serialize the color and assign it in inspector anyways.
in internet you can find color you need in hex format get exact same color you can just use divide
or you could paste it directly into a serialized color field
or if you want to specifically hardcode it for some reason, you can use the parsing utilities
it personal preference
i don't see any reason to use the decimal form at all tbh
sorry I really missed the answer already been posted
hey guys i have a problem for nubs... when im creating the script for the model the box is grey (meaning unity can't read him?) do u know how to fix that???
What box? Maybe show a screenshot of what you're talking about
yes.. wait a second
if u look bottom right u will see the box for the script is grey
is an error right?
which box?
No that's normal
ah
I think he means script reference
It's grey because you can't change it (for obvious reasons)
so when i create the script this cant be changed with another one but only editing?
You haven't really explained what the actual problem is. I can't understand what you are trying to do
bcs i was asking the ai to help me and he said that if this box is grey is a problem
You can remove this component entirely and replace it with another script if you want.
oh
Don't ask AI anything as a beginner
ok
Again, what is the actual problem
but idk where to start, i tried to search for some youtube tutorial but the newest is 5 years old
Cuz it's hardly accurate
The AI doesn't know dick about shit, stop asking it questions. It doesn't provide answers, it placates the user by telling them what it thinks they want to hear
ok understood
In my experience, it's not wrong too often, but only because I know how to ask correct questions. A beginner doesn't know how to do that.
for now with the ai i was able to make the movement he wrote me the script
Yeah true
but he worked
You haven't actually learned anything, even if it is right
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
oh
nice
ty guys
another question: it is possible create animations with unity without blender?
yes
At a basic level, yes.
basic level means like walking?
yeah advanced and complex anims can't be done on unity
Meaning, basic keyframing something.
ok
there's an animation window
but is all in code right?
No, it has keyframing
ok
You could. It would be super tough though
soo its more faster with blender
I wouldn't consider walking to be basic
blender is harder, but more control
For really easy stuff, it's better to use Unity imo
It just saves a lot of time
oh then that's great
you'll find it easy then
idk maybe i have more confidence on blender
Hello
I'm a 16yo guy and I wanna learn game design/development
Where should I start?
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Is it good to learn if I don't even know 0.01% of coding and stuff
That's literally what learning means
Thanks ig
Start with Essential Pathway on Unity learn, it will take you through install process as well.
yeah ultimately it depends on whatever works for you. just remember the options that you have
The one before junior pathway right?
Yes, it's pinned in this channel as well https://learn.unity.com/pathway/unity-essentials
what has ben done to Animation RIgging package why it does not work properly anymre ?
i have the setup same as before etc.. sometiems it works sometiems it does not .. and than i get this error
This Exception was thrown from a job compiled with Burst, which has limited exception support.
0x00007ffbf9f0818b (Unity) burst_abort
0x00007ffc4aea994e (627f6a53f4b6caef6cfed92735532f4) burst_Abort_Trampoline
0x00007ffc4ae917cd (627f6a53f4b6caef6cfed92735532f4) UnityEngine.Animations.PropertyStreamHandle.GetFloat (/Library/PackageCache/com.unity.burst@1df634d836b8/.Runtime/unknown/unknown:0)
0x00007ffc4ae97ec9 (627f6a53f4b6caef6cfed92735532f4) UnityEngine.Animations.ProcessAnimationJobStruct`1<UnityEngine.Animations.Rigging.MultiAimConstraintJob>.Execute(ref UnityEngine.Animations.Rigging.MultiAimConstraintJob data, System.IntPtr animationStreamPtr, System.IntPtr methodIndex, ref Unity.Jobs.LowLevel.Unsafe.JobRanges ranges, int jobIndex) -> void_1a17c9416545ae7079718413b8a5101d from UnityEngine.AnimationModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null (at com.unity.burst@1df634d836b8/.Runtime/unknown/unknown:0)
0x00007ffc4ae971cd (627f6a53f4b6caef6cfed92735532f4) 94d5c1f8e5738c317ab470f74caee94d
0x00007ffbf9f05553 (Unity) ExecuteJobWithSharedJobData
0x00007ffbfa87033b (Unity) AnimationScriptPlayable::ProcessAnimation
0x00007ffbfa7fed0f (Unity) `anonymous namespace'::ProcessPlayableGraph
0x00007ffbfa7fe88b (Unity) Animator::ProcessAnimationsStep
0x00007ffbfa81ceb1 (Unity) Animator::ProcessAnimationsJob
0x00007ffbfa81b788 (Unity) UnityEngine::Animation::WorkStealingJob<Animator::AnimatorJob>::Job
0x00007ffbf9f0120a (Unity) ujob_execute_job
0x00007ffbf9f0058b (Unity) lane_guts
0x00007ffbf9f03c99 (Unity) worker_thread_routine
0x00007ffbfa0e5f9e (Unity) Thread::RunThreadWrapper
0x00007ffd28077614 (KERNEL32) BaseThreadInitThunk
0x00007ffd283426a1 (ntdll) RtlUserThreadStart```
Ok a dumb question but do you guys think AI can take over Game development
If it does, I'm not playing games anymore
Well true

I have a blender model I made in 2022 (forgot the basics of blender now but will learn again)
It's a lighthouse and some houses, I might use it in my unity essentials starting game
Game Development can't even take over game development. Even the lack of personality in your average AAA game can't sustain a business but a game made by three australians over a decade can crash every single game platform on release.
You're right, everything is just unpredictable I guess
No, they can try but at most itll be like those swarm of ads like last war survivor or what ever it was
Thanks for answering 
ive asked chatgpt for help fixing bugs in my code and it just makes up nonsense
Silksong's gangbusters success was not unpredictable. That's the point.
People want to play games made by people, not faceless megacorps and definitely not the spam machine that can't remember how many "r"s are in strawberry
Yea cuz hollow knight turned out to be legendary
💀
or remember the language my code is in
Damn
there was one time where i asked it to fix a bug, and when i pasted the fix it gave me into my code it comepletely changed the function of it
Pretty bad model but yea 1st model
Crazy
Wwwww
Yo im looking for help to modeling my map for my game what would be the best platform to do so.
!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
Aight
Thankyou 😭
Hey np but since that model was great I was wondering if you would like to collab to make a game i have some of it done.
How can I collab? Do you mean the model?
No like we work on a game together there for collab
From Greg Abbit course right?
Man I just started learning I don't know anything about game development yet
Yessir
Dungeon is half done
Might restart it and finish tho
Bro legit tho same
I'm doing his animation course currently
I started like 2 weeks ago
Back in like 2020 when i knew nothing about code and ai was new ish i made it make an infinitely generating heightmap terrain which turned out better than i expected as it worked but it truly was infinite and ended up blue screening my computer after 5 seconds of running
Ohhh that's great, he speaks really well so it's easy to understand man
lol awesome
All I did is install the application 😭
i know nothing about any kind of code other than a little csharp that i code my mods in
What do you think i did? Ask the owner for the application?!?!
the code is the least of my worries honestly
right now im trying to figure out why my rig is so messed up in game
I know 0% about game development, how can I collab?
i got the rig from the developers of the game im modding for
and it doesnt take properly to the model
its quite annoying
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
I saw in your roles that you are a 2d artist, can you make the pfp for the game?
He's asking for it dude I'm not asking "how"😭
It was compulsory to select one
Oh aight but can you?
Please stop asking random people to make your game for you
lol
I have been making it myself just trying to get people to make it better IDIOTA
Aight where is that at
me when i dont read
Thats sadly more than 50% of the people active here
i was baffled that the phrase “puhlease help” was banned
i dont rlly get that
idk why that would get auto-modded
K I went in how do I add one
guys, quick question for the unity pros here (which I imagine is almost everyone 😄 )
say I have a geometry blockout of a cylinder in unity engine, I export this out using FBX exporter package to Blender to model a massive platform, steps etc. is there a way to ensure that when you reimport it to Unity after its modified, that it will return to the exact location you exported it at? location in the scene I mean
If you can't figure out how to post to a forum you can save yourself the trouble because you aren't going to get very far in game development
what is with the verification code process to get access to this channel.
dumb.
anyway hello everyone, hope all is well.
Awwwwwww maan ok 😢
hit him with the “if youre nothing without this suit then you shouldnt have it”
If you export your FBX over the one in your Unity Assets folder it'll change things you've already put in the scene that reference it
ah ty
The model should retain the same anchor point if you don't change it
can anyone give me a breakdown on the New input system?
i switched my PC from Windows to Linux and updated my project from v 2021(had it working, no problems) to unity 6. I Cant seem to get around this one error,
Actions asset and Player Input Component dont work well because of a singleton, The documentation however states to have both for multiplayer.
am i missing something?
#🖱️┃input-system Package has tutorial examples that can be installed and check the pinned resources as well.
man i should have posted my issue here instead of the animators channel
You would be directed there.
If you don't get answers then make sure you are providing all information.
I read the documentation, and still getting the error, thats y i came here
is there a more efficient workflow to import a mesh with its paired collision mesh, rather than importing both as separate meshes and assigning the collision in mesh collider? just wondered if there was an addon or something
i have all relevant info there
If you're getting an error you should actually mention what it is
It might be an obscure problem as well. If people didn't have first hand experience with it they would not be inclined to jump in into debugging session.
Make sure you've searched online as well, I can see several similar cases there.
Ask a full question with details in #🖱️┃input-system
My animator is registering the isWalking state but it won’t transition with the parameter of isWalking=false to idle?
The last post on there is from yesterday
@fleet warren The topical channels are there for a reason. People who have certain interests monitor those channels.
If your question is not being answered, ask a better question or wait
Not a social space, if you have a unity question
!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
!ask help with my project
: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
I don't want to ask. Just asking for how's stuff going is there any other channels
I have a pretty simple scene and I keep getting these lockups when I try to do some pretty basic stuff like enable/disable GameObjects or modify component properties
Does anyone know what could be causing these stalls?
Not really
I see.
No but you can try refreshing your Library / cache and see if there are improvements
It is lovely how game dev is not took over by AI like web dev is
Already wiped it
The barrier is still too high.
What unity version are you on ?
6.2.11f1 (latest as of last night)
I thought unity might have a break through but it seems it is same.
And it's a brand new project, no editor script or anything? Try an earlier version maybe
Go for LTS of possible is usually better
Our project is pretty long in the tooth, and this has been happening for a while. At least since 6.0
I would double check if it's an asset that might be cause
Do you happen to know if this is saying the Unity Editor is trying to refresh UI built on UITK, or if it's processing the UIDOC I have setup in my scene
I have menu scene, wich a player can create a room and players can join, and then the host can START GAME, witch it changes scene. I have my player prefab with movement code, but how do I instantiate a Player prefab for each player in the new scene
It appears to be a leak of some sort, it gets worse over time as I interact with the scene heirarchy
Sorry guys for my bad english, I'm coming also fron Photon, first approach to NWG
yeah I'm trying remove stuff and do experiments to try and whittle down what might be causing this
i am trying to create a system which checks whether my mouse is within a certain object or not and if it is clicked, it temporarily makes a copy of the sprite present inside the foreground. i tried searching and found out about raycasts. if i am not wrong, it's supposed to be able to detect whether my mouse hits a collider by making a ray and then returns its transform. thing is, what do i do with the transform? how do i know which collider it hit...
this is so that i can deploy different towers for a tower defense game
I'm so tired of waiting 5 years for unity to open
unity 6 slowed things down noticeably.
It actually looks like having my UIDocument enabled is causing this slowdown
Collision events have information about objects they hit.
alright, will look into it
I need help with my project I want to import a template with fps setup into my multiplayer template from unity can someone help me?
Follow a tutorial, ask specific questions here if you hit problems.
There isnt really a tutorial for this @charred fog
I need to replace the preset character controlls and animations, prefabs character and weapons with my other template
Multiplayer tutorial would explain how to work with a character and how to sync everything else.
Well If you mean the one in unity I followed it and it didnt give me a clue on how to do this..
you said there was a solution online? what did you search? i couldnt find anything with my wording
quick q - my friend showed me meshes in Unity and he's got the collision mesh as a child of the main mesh (here its swamp tree as the parent,) yet the child collision mesh isn't rendering in the scene? Any idea how this works?
could you link me to a proper tutorial?
thats not my issue
You often would not find the exact thing you are looking for. Find tutorials that describe some things you need to do. Multiplayer tutorials in particular have examples and templates you can study, deconstruct and apply to your situation.
That's why I asking in the discord in someone could help me, beacuse I've already looked at several and tried to implement it, and I cant get it to work.
This is your entire question
but no matter what i do the animation always plays backwards
i dont understand why it doesnt just play forward```
Again, if it doesn't describe your issue, ask a better and descriptive question
its an issue with the rig, but when i mirror the rig it still plays the animation on it backwards
i went in and tried to even manually reverse every bone in the rig and it still played backwards
Can anyone help me out, I'm having trouble importing assets from the Asset Store?
"Can't get it to work" is not a question. This is not a place to find people do stuff for you. For that there's collab forum on Discussions, you can post a job there.
I've already linked you how to ask questions in the channel. Start solving your problem and ask relevant question to the problem.
You need to actually describe the issue for that.
ok...
When prompted to choose an app I can't find one to open the assets in asset manager.
just use the package manager to download the assets to your project
Rather, I get the store to open the UnityHub only
I dont even see the colab in discord. @charred fog
!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**
follow the link
I have been trying this route all morning after googling and clicking a bunch of YouTube vids 🙁
use the package manager in the unity editor, not whatever it is you are attempting to do there
https://docs.unity3d.com/6000.2/Documentation/Manual/upm-ui.html
Just finished reading the entire page. Nothing new here
and what happens when you actually try using the package manager to download an asset
so tired of clicking on a unity project to close it just to have to wait a minute for it to compile....
This is not place for pointless venting.
The 'My Assets' tab is empty since I can't find the unity app for the site to import them in the first place.....
if "My Assets" is empty then you are signed into the wrong account
@sharp oracle You add asset from the Store page on the website to the project, then open Package Manager and find and download it there
you don't need to "find the unity app for the site to import them", you use the package manager to download and import them into your project
not really pointless if there are solutions
Not seeing any questions asked from you.
i won't be reading this now, i will after i rest. just clarifying, aren't these supposed to be collisions between different colliders? i asked whether it would be possible to me to manage stuff like placing units from the tower tray into the game scene, delete units on the game scene and other stuff like that...that wouldn't need colliders, instead, it would be the mouse interacting with the various colliders...
I used to import all of the time so I am familiar with how it should work but now when I'm at he unity store and I hit the 'Open in Unity' button I get prompted with choosing an app. I tried selecting my newest vesrion of Unity.exe(which is the version I'm trying to import into,) but instead the webpage opens Unity Hub and doesn't import anything.
again, just use the package manager. that's how you're meant to import store assets into your projects
Right, in case of the raycasting you get similar hit object that has all info.
how about we make a smarter compilation system that doesn't just recompile at every possible moment the window is set as the active one
There's a suggestion thread for that on Discussions forums.
Refresh error
well that's probably related
Sounds good I'll go post there. Thank you for the direction.
I'm signed into unity and the unity store btw
and yet there's an error, so consider actually looking at it
Hi. Can you use unity in SteamOS?
SteamOS is linux, and unity only technically supports like one or two distros so it's technically unsupported. but probably possible if you look up how to install unity on unsupported linux distros
I see. Is there a thread or link for giving suggestions? I would like to suggest to support steamos as development platform.
it's incredibly unlikely unity would start supporting another linux distro. but like i said, it's probably possible to get it working. you'd just have to google how because I don't have the instructions
!forums
:speech_balloon: Unity Discussions ↗
I mean with the announcement of new steam hardwares, i believe that the steam ecosystem will eventually get big. So dunno if "incredibly unlikely" is a wise choice. Or am I just the one thinking like this?
Thanks! I'll try there tho i feel like it's a ghost town over there.
linux has an incredibly small market share. steamos is also a really small percent of that already small share, don't expect official support for the unity editor on it
I finally got a multiplayer FPS template working with plug-and-play, and no longer have to wait 5-20 minutes for shaders to compile. Most importantly, I don't have to wait ~5-10 seconds for the scripts to recompile every time I change a script.
Thank you all for the information and help, it's feeling like freedom
Hi everyone !! I'm a beginner developer in Unity in my first project and i've a problem with input system that i cant found the solution. Already have the Both option marked !!!
Bassicaly Input System Unity In the Editor everything works, in the Windows build only the mouse click responds ( the keyboard doesn't work ).
- Has anyone seen the Input System detect the mouse but not the keyboard in the Windows build, while it works in the Editor?
Is it possible that Active Input Handling (Project Settings → Player) set to “Input Manager (Old)” or “Both” is causing this problem? Should I force “Input System Package (New)”?
I can't speak to the first half, but I remember it giving me warnings that builds might have issues if you use 'both', so I always set mine to new.
check your console for additional warnings on build, perhaps it holds more information
Okay i will activate the console for see the warnings
Thank you man ,bassicaly the build doesnt choose the correct input system i updated my code and now its working done. blessed the console xD
Hey does anyone have a script for eggs hatching?
That's not really something you're likely to find a canned script for. Whatever that means is likely highly related to your specific use case.
Ok
is it possible to group multiple meshes and then have them hidden without hiding them manually in the hierachy? i.e. having a group of meshes and enabling mesh renderer to turn it off, so the meshes are in the scene but not rendering
You could make a list of MeshRenderers in a script and then loop through them and disable them whenever you need to
This server isnt really a "help" as in "can someone write a script for me?" but more a "help" as in "I am struggling to figure out how to do x can anyone provide some insight?" So if you have a specific question, its best to ask it with as much relevant details (assume no one knows your project or understands what your trying to do in it), we wont be able to provide you with a script you can copy-paste, but maybe someone can help answer some things thatll help you write your own or guide you to some research online
are Decals in unity considered optimal at all? it seems handy for adding stickers, etc. but just wondered if its better to do it through textures
Kind of depends on how many, they end up creating additional draw calls, but ive used them in a FPS having around 300 or so active in a object pool with little hit to performance (or rather, they were not the bottleneck in performance), with HDRP
Though there was 1 glitch in HDRP that we had with them and honestly im not even sure if they were actually related to decals, but we found having more than 100 decals within the camera frustum at once, would sometimes cause the camera to stop rendering until you look at an angle that has less than 100 decals in-frame, not really sure why reducing the pool to 99 fixed it most of the time, but I feel it was more of a false-flag issue (we could still have more than 99 active in the scene, just not "on screen")
thank you @fair cove for the informative reply
I am using URP with my team in this case
one other thing if anyone knows animation wise - have brought an animation in to the scene just to test with a simple mesh, it plays fine in preview but setup and animation controller, hit play and stays static? 🤔
any news / info if Unity is going to support Steam Frame SDK out the box ?
enable GPU Instancing, should be pretty good
well depending on how the decal works that wont work
(there are various modes for urp decals)
I think I saw one demo where the dude was wearing a wireframe cube to press decals on walls
but still very new to it
I meant specifically the Decal Projector one
If its not mesh deform then yea gpu instancing will help a tad
the main cost would be the projection stuffs
ya more details here @safe garden
https://docs.unity3d.com/6000.2/Documentation/Manual/urp/renderer-feature-decal.html#decal-projector:~:text="Performance"
hard to know whats wrong here without more info on how you set it up in animator controller esp
I am unable to build my game outa nowhere, anyone knows what "Shader error in 'Universal Render Pipeline/Particles/Simple Lit': multiple variables found with the same user-specified location" is
i removed URP and imported it again, didnt work
try refreshing library / cache maybe?
i recloned the project from github, and removed the library folder many times, imma try cache now, everytime i delete the library folder its hours to complile again so pain
clearing cache did not help ;-;
by cache I did mean library but yeah..hmm..
i found this maybe you can try it
https://discussions.unity.com/t/urp-lit-shader-error/849567/8
though might be different.
try also putting this into a different unity version or something. since you already have a repo commit should be easy to revert / use a copy
good evening folks
How do you keep backups in unity? Just duplicating the project?
most people use the git client they prefer thanks
i happen to think someone here doesn't like github -_-
does anyone have any experience in creating a pipeline for unity projects
in azure devops?
i'm looking into it nwo for my project
Historically managing pipelines has been a pulling teeth level of frustration
Github Desktop is just a client
Github is a host, you can use any client like CLI
I'm hoping that it's nto that way for this lol
ah didn't know
GitHub desktop has weird differences and lacks some features
That's why I don't like the program
are you talking about CI/CD
Thats why I said git client smh
wat exactly do you want to setup for it
i just want to create builds on demand
the release or project
not sure what you mean by the distinction between those 2
oh so builds yea, I've used github actions but no idea about azure
unity also has something in cloud but never used it
I'm sure there is similarities in setup, and making your yaml file
what kind of pipeline template do you use?
I was using linux with UGS so its probably different, I think it was this https://services.docs.unity.com/guides/ugs-cli/latest/general/samples/ci-cd-pipeline-usage/github-actions/
Im sure if you search around you will find yours with azure
others have recommended game.ci as well, but haven't personally tried it (for github)
https://github.com/microsoft/Azure-DevOps-YAML-for-Unity this is old ? (archived) but might be a good starting point
Does anyone have any tips for starting to make simple games? Basically, I wanna make games and I don't care if they're not super advanced at first, but the thing is that whenever I come up with an idea it ends up being too overambitious. So like, I wanna come up with an idea that is simple but also not trash. I wanna start off somewhere.
Or like, just let me know if it's a stupid problem lol
flabby birb
Hmm... Interesting... Yeah, I like that idea
Something like checkers is probably the best intro to making something or anything turn based like that, but if you do want to make some character controller I'd do something like mario or flabby birb ye
setting some really hard limits can be nice. input limitations are a big one
try making a game with 2 buttons
or even 1 (with tap, hold and release being considered)
Omg I could make a platformer or something like that :0
platformers are big 😛
does anyone have an answer to this? sorry to be impatient but we're both still trying to figure it out and still nothing
never used unity version control but if you've questions using git/hub
however checkers does sound fun too
should always do at least one grid-type game
wdym using git/hub? is there an alternate way to do this?
you've multiple options for version control. You don't necessarily need to use unity's solution.
but I think unity does give a bit more space for your projects
what if i make tower defense or like a pvz type game 
chess is fine too but requires a bit more thinking with arrays as you'll be doing a lot of 2D array math for that
What if I make an online RPG with procedural generation and a story that branches out and progresses over time with stats that can branch out with like buffs and then I add shaders and hd textures and make everything by myself in 48 hours 
I don't even think what I said makes sense
remove the online portion and perhaps
im looking for help with making the pathing for my own turn based game
plays exactly like checkers tbh
sounds like normal grid-based movement but instead of being able to move north/south/east/west you can move to the diagonals
What specifically are you struggling with?
I dont think its even simple or can be done in 48 hours
Even making the procedural generation to work right might takes more than 48 hours
Yes I know I was joking :D
Thats on me, should've see it coming XD
How the heck do I change the parameter? I exposed the Volume, but it names it "MyExposedParam" and no where in version 6000.2.6f2 can I see how to rename it.
iirc in the mixer window there is a place to rename exposed stuff
its a dropdown in the top right corner of the audio mixer @errant flume
oh man, thanks so much! I totally missed that!
Hello everyone, I’m building an app using Unity and I’m trying to form a team to allow for quicker development. I already put a collaboration post on the Unity forums. However, I am aware that not many of the unpaid projects end up attracting people. I’m going to wait to see how my post does, as it’s very unique compared to the usual game offers. But I still want to get as many people as possible. Does anyone know any other good resources for forming a Unity team? I may be able to provide compensation down the road from revenue but I find that not many people these days are willing to wait which makes it very hard to recruit. Does anyone have any ideas? Any advice/help is appreciated! Thanks in advance
Do player prefs persist if you update
You've already done what you can in this community
!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:
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There are no other developer communities to find people to collaborate? There is no way that forum is my only hope
well, start learning how to make your own game? At least until you have a proof of concept, prototype, or anything you can show to other people, or even investors/publishers. I mean, as harsh as it sounds, but it has better chance compared to assembling random people on internet to work on your game.
Also, you might try reddit r/INAT (I need a team)
just saw your message, what's source control?
sleepy, i mean version control
it basically works when it wants to, my whole project is behaving so weird, im now stuck into the endless compiling shader part, gotta wait till it finishes before i can try anything, thx for the support will try and update u once its done
depends what you update, but you should not use PlayerPrefs for anything that isn't short term / temporary
like if you update the game
"update the game" you said that.. its vague.
if its the same name / company name, it should
I 100% agree. However, I have been working on it a lot myself. I know how to do it, but it takes a while to do alone. It is not a game, it is an app to visualize data I am gathering from custom PCB's for a sport analytics device. Creating the UI is not hard, just very time consuming so I am trying to find some help. If I can't, I'm not going to stress it. But I am focused primarily on the physical prototype of the product so it would be nice having a small team doing the UI in the meantime.
i mean like you have a game published then push a new build
probably. But why not just
to make sure?
i dont have a game published
you should be using Application.persistentDataPath anyway, and do your own versioning check there if you need consistency
As long as it’s the same pc and same company name it will save
It stores that data in your pcs registry using a path based on your games company name
okay thanks
people need a reason to work on a project, which is usually either passion or profit. i think you'll be pressed to find someone else passioniate about that specific project
The Unity editor is separate, that player prefs won’t be the same as the build. Yes you can update the build
That's so true. The only problem is that it's tough finding people with my motivation. I think that's the hardest part about making a startup, finding a team who are just as passionate as me. I have a lot of friends who have the knowledge to do it, but I know they don't have the same vision as me for this project. They don't have the connection to the sport like I do. I might try offering revenue shares for the app on my unity forum post and hope it attracts some people.
I mean this with absolutely full respect but honestly pretty much no one gives a fuck about rev share
at least not someone who values their time
Unless you come from a background that allows it anyone out of highschool is gonna need to think about money and the promise of money isn't something that pays rent
You'd need proof of your value to the project at the very least
Otherwise why wouldn't they just commit to their own stuff
Someone quote that😭 Okay so I'll continue to work on the project solo. Once I can prove it works and there is demand for it, I should be able to receive funding and file my provisional patent. Then maybe from there I can look into forming a team because I have something to display
a. lets buy pickaxe, help me dig this spot there might be gold here, we'll split profits
or
b. lets buy pickaxe, I can prove this spot has gold, we dig. We'll split profits
beautiful metaphor
Hey everyone! I’m Teslim – I’m really into indie games and helping devs get their projects in front of the right players. I’m not here to sell anything, just excited to learn, share, and see what creative projects people are building. If you’re working on something story-driven or indie, I’d love to check it out sometime!
especially when with the former, if there is no gold you the collaborator also would not own the hole
its so much investment for something that isn't yours
& then you have kickstarters... 😆
lots of fluff, you end up not owning what was promised
just very good marketing
kickstarters i dont mind because i feel like that's more like structured donations
it has to be presented like it's selling a product for it to do it's best job but
But what about the founder? The person who spent the money to buy the pickaxe, plan where to dig, and offer an oppertunity to the others. You're saying that they must show the gold for people to help dig it? So they must do all the work for collaborators to start right when they're about to finish.
yes
because they are the founder
they own it
they are offering an opportunity, you need to make that actually valuable
You'd at least need to prove that your method will work, or that you have things lined up to make it successful
in terms of games maybe you have a publisher interested so if you can get a team, you could potentially get published and so on but you'd need contracts too
big reason Vertical Slice exist , you can proove it works
So in the case of my project, obviously I would have to show demand for the product, but would I need to show a functioning prototype or a final product? Putting it back in terms of the gold, how deep does the hole have to be for other to want to help dig?
you'd have to figure that out for your project unfortunately
its why most of the time money is the solution
Unfortunately as a highschooler, money is the one thing I don't have much of😔 I'll just keep spending my time instead👍
Thank you so much guys. I have my pickaxe. Now I'll just be digging for gold🫡
goodluck
thank you
"source control" is also valid btw, that's what the "sc" in "git scm" is
and here i thought it meant git scam
apparently wikipedia cites it as both "source-control management" and "source code management" and i didn't find anything on the gitscm website...
Is anyone on? I have a question about coding in an audio source
I'm quite new myself, but I might help you out
Sharing the error message might help those of us who are not mind readers
Well - from your screenshot that field isn't even showing up in the inspector, and you seem to maybe have a compile error as well
So - you need to of course assign the field
It's telling you pretty clearly the field is not assigned
(says what to do in the error message)
right...
I'm hoping to run into somebody smart enough to break down what is being said on the screen
See how you assigned these other variables here?
you need to do that for your audiosource as well
no
see how it is already done?
