#💻┃unity-talk
1 messages · Page 23 of 1
Ok I think I see what you're saying then. brb
make sure:
- You saved your code
- You don't have any compile errors
go it 🙂
thank you
I had created this field but hadn't dragged the audio source into the field. Thanks again
btw if your ever adding to something you can use += so instead of thing = thing + otherThing you can do thing += otherThing
doesnt do anything different just nice lil' thing
yes that's what I was saying
I'm working on my first Unity project. I'm attempting to remake flappy bird btw
I'm nearly done but can't find a way to code in a function that will make my game stop tracking points when the bird dies. Any tips?
I'm trying to work into one of these 3 scripts but I'm lacking creativity
there are tons of ways to do it
LogicScript already has a gameover function right? So make it set a bool variable to true and then in addScore you can just do:
if (gameIsOver) return;
or just stop spawning pipes
Pardon my ignorance but how can I use the former method?
I'd like to know how return works
return just ends the function right there
ty
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
Anyone wanna Collab?
!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**
You might wanna keep an autoresponder for this
help me add image to picture i tried dragging material many times as in tutorial but still cant add image
is anyone here!
Your material doesn't have any texture assigned though... What kind of picture are you expecting to show?
Your picture needs to be part of the project files (the bottom area)
stuck for a while after 100% download it does not install
!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.
Buummp, still struggling with this
I have literally no need for this branch but cant get rid of it because of some weird merge link
guys i don't understand how to layer stuff. it's so damn hard.
is the second box a different colour than the other boxes or am i tripping?
it was like this yesterday and when i opened unity, it turned into this
it's a different color. what's your actual question?
i somehow reverted it to what it was previously but i am afraid if i were to reopen unity, it would change all over again.
still no clue what you're asking
Have all the channels been abandoned in favour of unity-talk? 🤣 This place is dead these days
so....you see how they are different colours in the 3 different pictures? yesterday, i set colours similar to my first picture and i saved it. then today, when i opened unity again, the colour of the boxes and stuff changed. i had to reset it all over again. i don't know how i did it, but it did happen. i have no clue how this happens
how do you set them permanently is my question
is this the same sprite in 4 different game objects? are you doing something in the game objects that changes their color?
are you sure it wasn't just like, tinted or something
you aren't giving any kind of useful info that would be needed to debug the issue
are these in UI or sprite renderers?
i don't even know what could possibly make this happen...
sprite renderers
sure, but that doesn't excuse you from providing context
ya..but like...what do i give, i don't know
are the colors of the spriterenderers all set to pure white
what the images actually are for example (images / spriterenderers / etc, are they buttons? that kind of thing)
no, only the droplet, the boxes and stuff i used the default rectangle sprite which unity came with and i just colour them
Just skimmed over it and I haven't used Unity2D much but I'm assuming you have set the boxes and droplets to a layer above the background?
Because this shouldn't happen if so
yeah but your sprite is in the Default layer behind Background
i could just make like 10 diff layers or smth to do it
wait no...?
am i getting something wrong?
those should probably all be in UI and just with different orders
aight try that out then
ok I was looking at the layer, not sorting layer, excuse me @pure igloo
bro thx a lot, it worked out
the issue above wasn't that the color changed, most likely - it was just being rendered behind
since your deployBackground is partially transparent
ya no shot i was getting that, i don't know how colour mixing works so i thought it was prolly due to colour mixing
well.. yeah it was
damn dese colours
but if you just want the blue guys on the dark green background, why did you leave the yellow background there?
you can make it transparent in your editing tool
i want it like this, dunno if that answers ur qs or not
ok got it
Yo how do i collaborate
!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**
Google version control in general and in unity specifically. There are plenty of tutorials.
!vc
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
whats the best way to make a grass bg for a top down game? that is affected by lightning in 2d
thats tilled as well
Like how to make the art?
no how to set it up i got a seamless texture
a sprite renderer has a tiled mode so you can make the sprite larger and have it tile
or if you use a tilemap you can just paint the sprite over the area you want
im so dumb i actually didnt see this
thank you
Hmm on the unity server? I hope so
Can someone help me I opened up my project file into a new pc with unity and this is what I got. Can i fix this and get all my materials and assets back to normal?
there are like 3 different problems here
Are they fixable?
pink materials means shader mismatch. some of the objects in your hierarchy being red means you are missing prefabs in your assets folder so they cant be linked. and the errors mean you're missing certain libraries
if you know what to do, yeah
Not entirely but I can try
Okay it should have coped all my assets from the old file and all the materials
it definitely didnt
The original project folder isn’t there anymore. This is a copy of it
It doesn’t seem like it’s a full copy
Okay then what can I do?
How do I do that?
close the project, delete the library folder, reopen the project
it'll take longer than normal as it rebuilds the library
What now?
- are you getting the same errors about the test package?
- do you have vcs set up?
(also, you don't have a scene open there - you can try reopening the scene you had open previously to see how it looks)
I don’t think I have vcs set up.
Where would I see the error?
in the console window, like before
The only issue is the furniture isn’t there now
Is there a way to fix those?
Like the chairs, shelves, etc. I can see they are prefabs so can I recover them?
the project folder, right?
Correct
I’m not sure why my prefabs aren’t showing
If the original project is gone that stuff might be gone
Is there anyway to recover the furniture? I mean if not i can add it again even if it takes a bit
can someone help me, i wanna delete faces for a door but the surrounding edges are empty and leaves a gap im using probuilder
Im trying to make my player colide with a cube and stop but the cube starts flying and then the floor starts falling, can someone help me
if the models arent in your assets, you need to re import them. you dont have another choice
Okay thanks for the help still. It’s not the biggest set back. The house structure is what I really cared about because that shit took forever to build right
does your floor have a rigidbody?
yes
why
is there any vc where i can stream n get help
No. Ask the question using words and provide screenshots if necessary
you should follow some tutorials rather than doing random stuff and hoping it works
ok, now i need to make the player stop when hiting a cube
i saw some but it got me confuse
imma get an answer in like a week this way
does the cube have a rigidbody?
yes
Longer, if you don't ask an actual question. 🤷♂️
anyone that's willing to help you in the appropriate channel is gonna be less willing to join a call
why
based on what
who are you to say what nature of all man are
If you're going to ask your question, ask it please.
speaking is less effort than typing
Well yes if you take a week to actually ask a question it's gonna be a while
bruh stop adding random stuff if you dont know what they do
i've asked it
Where
my bad
never said all. just my experience with this server especially
but now my player is going crazy and getting repeled after hitting the wall
does your player have a rigid body
yes
Okay that was less than five minutes ago
why
You're being a bit dramatic
is it tilting? or being launched?
not dramatic enough
it tilts, then it starts forcefully moving towards the direction it tilts
i think it might be reacting to the colision with the cube
So, player has Rigidbody, wall has collider but no Rigidbody, correct?
How are you moving the player? Setting velocity or adding force?
sounds like you need to restrict the axes of rotation on your player
you can do so via the rb component
setting velocity
like the tutorial told me to
Also that 👆 , that might be the whole of the issue actually
Yeah, that's fine, both are valid, it just lets us know what the problem might be.
You're setting the velocity which is likely based on the objects rotation, so when it tilts, your velocity is now pointing in a different direction and causing it to move erratically
it was the whole issue
that i can understand
thx
but it worked
it's best if you follow the !learn tutorials to know how the engine works
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
ok thx i might check them out
Hi I was able to grab and move this timeline line before.... but suddenly I can't!!!! I didnt change any settings...... is this a bug
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Hi, how do you share your project with others? I shared my game project in GitHub and they opened it in their unity, it loaded all scripts and sprites etc. but whole Hierarchy is empty and there is basically no scene or game at all. What am I missing with sharing?
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
^ Make sure you have the gitignore file linked above
I put unity in .gitignore, otherwise it said it's too large and and can't pull it
you mean push
oh yes
Github has a limit of 100mb per file (unless using git lfs)
Did the other person clone the repo and checkout the correct branch?
Btw if you did commit files too large for github to accept you need to correct the branch in some way to actually push your new commits
yes they have like all data that my project has, it just doesn't make the structure like I have. This is completely empty for them
hi, i have been having some trouble with the input system and i wanted to know what properties do i choose and bindings to make a sprint input
You need to check properly, check online, is the latest commit online the same as your local copy?
What commit is your friend on?
We are on same commit
Then either you are mistaken, did not commit these changes yet or are on different branches
I think I havent placed gitignore correctly. I just chose to filter Unity when I created repo on website
there should be a file called .gitignore in the root of the repository
Have you verified they actually opened the correct scene? And it's not just the built in blank sample scene?
Yes we had screen share on and opened the scene but nothing happened
If you save a new scene, does it show as a new change you can commit?
Didn't know that I can save the scene as file, I try again 😂
erm how was that new info
then how were the others opening it? 🤔
you should already have Level1 saved as a scene file
I though it's saved on project not like separate file
it's a file in the project
Yeaa it's my first year in school and still learning all this and we decided to choose unity for our project
I dont want to be rude but was it not clear when you opened a scene and saved it first that its a file in the project?
your git client/gui should show the changes as files too
the project window in editor is showing the files in the Assets/ folder
I'm also curious what they actually did with regards to this ☝️ if they didn't know the scene was a file they needed to open
I mean there was scene this one and it did nothing, but now i saved the actual scene, scene1 (probably saved it in bad place because it was a test)
what happened to the Level1 scene that was already saved?
well the first picture shows a scene file with a different name thats not "Level1"
i dont think so that i never saved level1 scene until now
that's obviously untrue considering it wouldn't even be named Level1 if it hadn't been saved
we can also see from the screenshot of the Level1 scene that is doesn't even have unsaved changes
Do young people now not get taught about computer files anymore???
I know now with phones and apps we dont need to know but I learnt that stuff on windows xp 😐
well now it's saved
but it already was too, you just need to search your project for the existing file
I do know files, I just dont understand unity yet, that's why im asking
presumably it's saved in the Levels folder
Everything in the project window under "Assets" is a file in the Assets/ folder
yes, that's the point that everyone was making. you needed to actually open the scene. the last opened scene is stored somewhere in the Library folder which you shouldn't be committing to version control in the first place, so when the others opened the project there was no scene open and they just needed to open that existing scene.
Thanks for help, I know it's frustrating to help in super basic things but some ppl are just dumber 😵💫 (it worked 😇)
You need to understand that there are plenty of people here who are kids, never touched a computer before, and don’t have experience. Be nice about it. It may look stupid to you but to others they don’t know any better.
How are people supposed to automatically know how to save something.
I dont think its unreasonable to expect someone to know these basic skills before using unity
we are here to help with unity specific issues. Understanding computer files is different
We have lot of ambition to try unity, our teachers already told us that they dont know anything about it that we are on our own 😝
Honestly I have no idea. Like i already said earlier, i was taught this stuff in school
It’s a culture thing, anyone before the newest generation just has a strong understanding of file systems ingrained into them. Apple stuff that hides it away has caused a gap in infomation
Idk where you guys live but the US doesn't have stuff like this lmao. Half of the kids here can't even read at their proper grade level
thankfully other countries do have computers
we havent taught anything about files or anything, I know what they are and how they are supposed to like behave but i couldnt say that i really understand them like i understand why 2+2 is 4
back in highschool it was "do this typing race before class" and "get certified in all the Microsoft apps"
I guess the one in college taught binary and some basic computer stuff, but not much past surface level that I already knew lmao.
Think of computer files like a tree trunk with branches
pff
i had computer literacy classes in late elementary and middle school
actually i did have computer classes at like, 1st grade in the US too
public schooling
so it definitely used to exist
They are named files and folders for a reason
I had computer lessons as early as my second year period but im right before this kinda info gap happened i think
We still can’t expect people to know every bit of it. Much of this requires experience
there is a base level of literacy that's.. maybe not expected per se, but assumed
No we can
if we assume every person that comes here has never touched a computer in their life, that would waste a ton of time
Its usually git thats confusing, not files on a computer
This should be pre-requisite knowledge for game development
it's ultimately up to the person asking to say that they don't understand something that was stated
I absolutely agree with that. But not everyone can get that. And not everyone knows what they need to know.
I’ve seen plenty of people here ages
8-13, I’m guessing you are a bit older than that. Simply be respectful & help them catch up
(discord has a min age of 13)
#🏃┃animation message help please
I know, but there’s still plenty who ignore that
ohh no too bad for them
You’ve been shaming people for not knowing information
No one is being disrespectful.
At a certain point, not to come off gatekeepy but people might just be too inexperienced to use Unity period. There’s plenty people are happy to teach but fundamentally unity is built with certain required understandings of things that cannot be taught on discord
everyone was clueless at one point until they did enough research to become expert
I was offering my time to help them with a git problem but it turned out to be something else unrelated due to lacking core skills needed to use unity
i dont think so you were disrepectful at all, that just happens every time when you understand too much you forget how super basic things can be hard for someone who is new
isnt this unity discord?
yes, what are you implying?
i didnt understand the unity layout
i know how regular files on pc work like i have played with them with python
How are they supposed to know that in a new editor
yeaa? but i didnt know that i have to open scene file and it's not automatically open in unity when you open your project
because that is how it has done so far until i shared the project
Correct, tons of people here have been scared when they open the editor and see a scene that says unknown. You are not alone
sure, but when you were specifically asked if you had opened the scene file you said yes
yeaa I thought that I opened it, because it was in scenes, because I didnt know the unity structure until you told me that it's not the correct one
files are all normal
it was in scenes
that would mean it exists. opening is an action
but unity shows you the name of the scene currently open and you showed us a screenshot with that too
i feel like this is a case of assuming a new system is completely foreign and unfamiliar
unity files are normal files. you can open them the same way you would normal files, by double-clicking (inside unity's project window)
that wasnt the issue
it was though. you didn't see anything because you didn't have the scene open
"unity structure" just isn't really a thing - it's all normal files
The files don't automatically get put somewhere, they go where you saved them to. It's not "Unity file structure" is "You file structure"
yea whatever have a nice day
seriously, you're assuming it's harder / more complicated / more unfamiliar than it is
They aren’t going to know something until someone nicely explains
this is something they already know, but aren't applying
they said themselves that they do know files - and that's what unity uses, it's not a different thing with different rules
Files are the reason you open the editor and the scene is empty after hard work?
Just be nice to people
You see this sort of thing with beginners a lot.
They know a certain thing, but don't know that knowledge can be applied for the situation they're in.. and (possibly) if they're young, don't have the experience to think beyond that so seak help
no, that's not what i said at all
they said they know files. they aren't applying that knowledge to the files in unity, because they wrongly assume that there are different rules.
Especially when many people have an overwhelmed brain from all of this. To us it only looks dumb because we already know better.
so im making a fps game and i want to know any good free tools i could use , not stuff like free gun models and stuff im talking about things that could help me make the game , like toolbuilder for example
^ right there is the asset store. Explore that to find your tools. Before purchasing, watch the provided video to make sure it will suit you.
Unfortunately many tools are not going to be free since the developers put hard work into it. But you can filter it
Never forget the trinity:
- Good
- Fast
- Cheap
Pick two.
Not a social server, if you have a question, ask one
Finish a thought, then hit enter. Put the whole question in one message.
<@&502884371011731486>
wtf
?ban 1335604064460738641 racism
pttxyz_20932 was banned.
Gone he is

I am trying to attach mixamo animation on VR hands in unity but it is not working. What am I doing wrong?
hey guys, why does my unity doesn't work? it stuck this screen, also the editor window did appeared but it's just white
here's the Editor.log
Why unity is best place to develop XR web apps, 3 or 5 reasons, for beginner to pro developer?
Is this homework
How long did you wait? And are you using a ssd or hdd?
about an hour and unity is on ssd, project on hdd
An hour is quite awhile, was reading the log (didnt see anything but just skimmed through) what happens if you move the project to ssd?
Hard drives are quite slow especially when building a project as it needs to create between 1-3GB of data and well that can take quite awhile for them
when i bought that ssd it worked for e few days then it gave error when booting pc so i had to take it back to the store and they fixed it but wiped all data, thats why i dont keep important stuff on ssd
I guess the game did stop time
ahahahha
Right the ssd breaking once doesnt mean every ssd on the planet is bad, also you could just keep a version control of it
yes, but im using the same ssd that was broken
and even tho i use git hub i still dont want to keep it on ssd
anyway what should i do now
it was working fine yesterday
Use the ssd or suffer with impossibly slow loading times
Ah well that adds some
If u work with the project on hdd, the chances are the total build time gonna be very long
Have you tried the simple restarting your pc?
When was this? Library folders themselves can range from one to dozens of GBs in size
today, after i tried to run unity and saw what i just told
And how long have you waited for the editor to open after doing this?
Are you certain its built all the libraries that were deleted
no, i don't know how to find out did it or not
thats when i let it be loading for an hour
and right now it's opened for like 20 minutes
you can see in my profile
even that plugin managed to load
(that shows what am i doing in unity in discord)
when i asked chatgpt about that it said that project was loaded and it's just ui doesn't show up and there's indeed these lines
[Project] Loading completed in 234.780 seconds Scene opening time: 4.292 seconds
Right so what i mentioned from the beginning you are using a hdd it'll take hours to load especially if you delete GB of files and expect it to not need to rebuild them
so you mean it's lying that it loaded my project (and doesn't show ui for some reason)
No
Its loading
if you lowk add c sharp and the server tag ur gonna get sum interesting word
C#UNTY 💔
idk if this is the right chat to ask this in
but is it worth joining indie.io? if anyone has experience with them
what
hi, if you build primitives with probuilder do they typically have UVs? Guessing you can't just slap a tiling texture on
hi guys any tutorial suggestion for doing locomotion movement?
Things like Probuilder and UModeler tend to have automatic world-based UVs. I haven't used Probuilder in a while but I remember there being a default tile material it used, or came with.
@tall hearthi made a new project on ssd and it doesn't load as well
why is my trees pink on unity
missing textures I think
You get
[Licensing::Client] Error: Code 10 while verifying Licensing Client signature (process Id: 2264, path: "C:/Program Files/Unity Hub/UnityLicensingClient_V1/Unity.Licensing.Client.exe")
[Licensing::Module] Error: LicensingClient has failed validation; ignoring
Are you logged in and connected to the inernet?
how do i fix it
Pretty sure its wrong shader type
Could you share a photo of the material
Also you using hdrp, urp, or the basic?
C# and UNTY, its pretty self-explanatory
Pink means shader error. Most likely cause is using a shader that is not compatible with your render pipeline
yes i am logged in and i'm using discord on this pc
so i am connected to the internet
Yo
You might have to run the render pipeline converter if you were in standard rp before
Saves time from doing it manually
Hi Is it possible to dilute animation keyframes in unity? I want the keyframes to .... -> . _ _ ..._
I mean ABC_D -> A_B_C_ _ D
No I mean 1101 -> 10100010
0 is empty frame
you can play the animation at a slower speed if thats what you mean
the keyframes are always interpolated, thats why they are keyframes, consequently you can "compress" similar keyframes on import. Or make a custom asset processor to reduce them in some specific way.
Thanks!!!!!
hello guys anyone used unityhub with linux? i have big problem with making a new project, bc i cant and have these errors
I'm getting errors on my Unity Hub since updating this morning on Windows... not sure if there's an ongoing issue...
presumably this backup didn't include the Library folder (which is normal, you shouldn't be backing that up because it's gigantic and also generated automatically), this means that Unity will need to reimport all packages and assets which can take a long time depending on the size of the assets/packages. basically you just need to be patient
Hey guys
What is the different between Fishnet pro and the free version?
Check the website/asset page?
There's no doubt a way to compare plans somewhere, go look.
Hey guys maybe bit of a silly question but where would you guys start learning the fundamentals of unity, I'm talking barebones snapping objects, camera etc. The beginner stuff, I guess YouTube would be best
Haven't checked unity learn yet, just didn't want to go straight to tutorials as some can get a little advanced
start with the pathways on the learn site rather than just searching for specific tutorials. the pathways cover things like how to use the editor and how to code in a structured way to help build your knowledge. start with unity essentials then junior programmer
Thanks!!
is it possible to simuate a server and multiple clients on the same device for a unity automatic runtime test with NGO?
I know I can use stuff like ParrelSync for testing on multiple unity instances, but i mean the automatic tests. I've tried doing things like making multiple NetworkManagers and the issue is I need them to be treated separately and it just doesn't seem to work... but I also feel like Unity seems to lack on testing a bit here
One thing I could do supposedly is just test the server and client methods separately and break them down a bit more, but also that would mean having to make a bunch of my methods public for testing etc.
I'm still mad it's called ParrelSync
would anyone like to help me with my unity im trying to make it fresh ?
Could spray some air freshener on it. What do you mean by "fresh"?
@muted wave if it is stale you won't make it fresh you need to buy fresh one:)
Im just having issue uploading avater
Models ?
what kind of issue? probably you need to export bones correctly
It’s always say blue ID print I’m sorry if I’m not giving out full detail
do you have some kind of error? Can you copy full error message?
Lol
Is that English
I might be misunderstanding but I use Unity’s multiplayer play mode package to test, would that work for you?
I'll have a look - does it let me run the unity runtime tests for 2 instances?
Well idk what a runtime test is :3 but I have two instances running on the same devices, and the code runs fine if you connect them over the network
you can build for your platform and use play mode so you will be able to run 2 instances
Yes that
I get that, but I want to do automatic tests (like unit tests) but at runtime. Unity provides a way to run its own "Unity runtime tests" but I can't get it working for testing networks reliably
As for manual testing i use parrelsync which i think is like the multiplayer play mode - it just runs 2 versions of unity on different windows
Oh… yeah I doubt it would fix the issue then
I assume you’re connecting the two instances before running the tests?
@wise yacht if you build for windows for example you can run multiple windows on you PC
you can open as many windows as you want
Yes but that doesn't support automatic tests. Tests can't really run on multiple instances (cause how would you know the result of an action from one instance to another), but also unity doesn't compile any tests into a build anyways
you can track what you want on your server
well I connect them before running manual tests, the issue with automatic ones is there is no way to run a test on more than 1 instance of unity
i suppose that could work, but i think that might end up having to extend out of the unity testing framework and into something customised specially for the game
Can’t you just send the test to the client with Rpc?
for example in my game I use login system so I know what happens on concreate instance if I loggined in different account
i think you guys are misunderstanding the point of unit tests. this isn't playtesting
https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/index.html
i'd recommend asking in #1390346492019212368 since that's where the folks who would be knowledgeable about networking related workflows are
I am assuming this is without hitting the play button, but I might be overestimating what can be done with automatic testing…
Thank you
Ok I’m not much help here I’ll let you figure it out ^^"
I think there is no networking chenel anymore
i literally just linked it
try to go through the link in my discort it is in ARchive
no it isn't
discord bugs
the channel i linked has never been in the archive. there is an old networking channel that has been archived, but it's name has also been changed to reflect that
my bad I clicked on the link inside Answer on your post instead of link in original post and it wasn't working
I made a grid from a tutorial but unlike his the grid is bigger than the game window. Is there a way to fix it? the grid doesn't move or scale. Can I make the game window bigger?
You can change the preview size of game window, sure
that has no effect on the final build though
Just check the camera settings are the same as the tutorial. maybe your camera size is smaller.
or adjust ur camera settings so it'll work w/ your size grid..
does anyone know why the rigid body cubes aren't falling in this new scene ?
my only idea is maybe constraints
all unticked
I just made this new scene to test because I was having issues in my main scene
no clue what's happening
maybe gravity is set to 0?...
ah ok good
this is the physics section right? fixed update
thanks
For top down close range attacks is it a good idea to have the attack collider rotate around the player
I don't know if it takes too much "computational power" because I have a lot of ai's that will also use it but im not sure how others do it
Am looking for som,eone who can work with unity
It varies a lot between games, if its very large entities I would fake the physics
!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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Also if its vrchat related, id hit up their discord too
What template do i use for this game
Concept: A laser beam is fired from the source and we have to position the mirrors so that it meets the target.
Universal 3D if you want an empty 3d game, (HD3D if you want to use higher quality and more specialised rendering stuff i think)
Built in RP or URP
It won’t matter, just be aware that using URP you will need to upgrade your materials
Yes
Note, 2D is the same thing as 3D in this engine, it’s simply the camera angle.
well that and what asset is installed on start-up
👍
- the 2d physics engine. Technically it’s all the same game engine though. You can mix elements from 2d and 3d all you want
Hello, does anyone have a fix for the game window not playing focused? Play focused is selected, I have tried switching not focused and focused and playing maximized. I have reset the Unity window layout and even re installed Unity, nothing is fixing it.
I think you have to click into the game panel
Where the game is being shown
Yes normally, but it is not working at all in 2022 LTS for me, pretty frustrating
not sure then, do you have any code that’s overriding the behaviour?
like a rogue menu checker
Hey, I reinstalled my OS and wiped everything But now after installing UnityHub it is not able to open or create projects. Is it just me or are any other facing the same problem ?
I am not currently at my home 😅
I will send it in some time
you should ask when you have access to more info lol
what was the operation
Opening the project
did you install an editor
Yes I chose LTS
Looks like there's a lock file present
I tried to use ChatGPT to fix it but it didnt work
Delete library and temp folders
hey guys! anyone willing to check how noodle my code is and guide me in making it cleaner? im still new and learning so its not much ..
Post it in #1390346827005431951 and if someone has the time they'll take a look
alright thanks!
Hey guys, I just want to get upto speed with terrain tools, just a few questions
-
are there any good resources for learning these like a quick bootcamp?
-
anything about blending textures between each other, i.e. Grass to sand, etc. Even with modern workflows would you use vertex color texture blending?
i kill unity in system monitor thats also work
with terrain tools, set height, raise or lower, increase or decrease brush size, are there hotkeys for these? or a drop down so you can edit on the fly
Unity creates a small file called LOCKFILE when it has a project open. If that file is there itll stop an editor from opening.
Id start by rebooting (to make sure an editor isnt running in the background), then just checking if that file exists and deleting it.
If that same error happens creating new projects, that would be a first for me. And might need to post on Linux support on Discussions. Because maybe its where the files are being saved or some symlink thing
thanks! one other q I'm curious about, efficiency - with unity terrain does it typically work optimally? I feel like being able to create sprawling amounts of terrain on the fly is awesome, but is it optimized, if there's tons of geo in the background?
Is it optimized? No. Far from it. Geometry isn’t too bad. Out of the box there’s no foliage instancing so trees and grass use more draw calls than they should. Asset store can fix this
ok so its probably better to keep terrain objects just to the maximum amount needed, don't be wasteful with it
Other than that, it doesn’t stream its underlying textures and it uses a lot of high res textures. So with bigger terrains memory becomes an issue
Yo! I have a project from school where we have to make a game using one input. So I was thinking about replicating inflating from little slime blows up. I analysed the video and some more videos about soft body and I got my player to inflate! But I got some problems:
1: When I inflate, sometimes the player just spins.
2: Inflating while moving the character also spins the player.
3: I'm not sure about whether using rb.AddForce(f, ForceMode2D.Impulse) or rb.AddForce(f, ForceMode2D.Force).
4. Should I calculate Vector2 dir = (rb.position - center).normalized or do something with the radius?
for number 1 and 2, can't really help without more info. perhaps show code (and ask in one of the code channels.
for number 3, depends - is it a continuous force or a one-time force? Force is continuous, Impulse is one-time (and make sure they're in FixedUpdate)
for number 4, needs more context. what would you be using it for?
here is my cpde that I did:
if (bJumpButtonPressed)
{
for (int i = 0; i < count; i++)
{
Rigidbody2D rb = circles[i].GetComponent<Rigidbody2D>();
Vector2 dir = (rb.position - center).normalized;
Vector2 f = dir * inflateForce;
rb.AddForce(f, ForceMode2D.Impulse);
}
}
is there anything wrong?
- what's the issue
- what's the context
Needing to get components each jump? Not great
📃 Large Code Blocks
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📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
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```
Add a comment with a line number if there is an error message.
you could just restrain rotations if the physics causes spinning
This is my script for the inflating. When you press space, bJumpButtonPressed is set to true and then this runs in fixed update. I do a for loop on all the circles and I get the position of the rigidbody on that circle - the center point of the player itself. Then I normalize it. That's my direction vector. It points outward from the center point. Then I multiply by a scalar and add it as a force.
I can only restrain my Z axis (which I do)
When you press space, bJumpButtonPressed
when held down?
if it's a one-time thing, it should be reset in that fixedupdate
I'm doing this to all the circles, that's why I need to get component for each ricle to add force to them no?
not sure if someone answered this already but is there a toggle wireframe on shaded mode? as in having everything fully visible but with wireframe showing?
hmm, so it's spinning in y axis?
it's a rigidbody2d right?
YA
freezing the Y rotation messes up the inflation
you have to screenshot the object hierarchy + components
then it should be ForceMode2D.Force
ok.
there.. isn't a Y axis rotation for 2d rigidbodies
they can't rotate on Y
that doesn't exist in 2d
what exactly did you test
When you hold space bar, you should stay inflated. But the action of inflating is quick
the thing you're claiming to test simply does not exist
it is not physically possible to do so
what are you talking about
did you freeze the Y position?
The Y rotation
but now I don't
and my player still spins
for some odd reason
Essantialy, when the game starts I spwn 10 circles in a circle patter. Each circle has a sprite renderer, rigid body 2d and spring joints.
Then I connect the spring joints
so we have a circle with springs
Then we need it to grow
right, so you're applying forces from the center, that's pretty typical
So When the player hits the space bar, I get the vector that faces outward from the center
then multiplying it with a number
That's the vector for the force
Where is this center / pivot option in newer unity versions?
I cannot find it for the life of me
the red line is the vector * 10
it's at the top left of the scene view
ok so that would mean it's hidden
why :(
just UI things about showing/hiding different menus
found it, you can right click the scene tab to open overlay menu
@storm patio I'll open a form in #1390346827005431951
spooder
@storm patio I opened it in #1390346827005431951
woops it recorded my discord call too
use #1180170818983051344 or #🏆┃daily-win to showcase work
hi everybody
help please, my unity doesn't open, the loading screen just stuck this message (see the screenshot) and then i get a white window
i tried deleting library folder, opening an empty project, deleting packages cache
also here's editor log
Try reinstalling the Unity Hub.
only unity hub or the editor too
Only the hub.
ok, thanks
I reinstalled Ubuntu 24.04.03 and then installed unityhub like how it said in the Unity's web page but the unity always spits out an error.
Have you reinstalled unity hub like they suggested? As it seems from the logs you cant sign in due to an incorrect authentication token
Yeah, Bcoz of it I even reinstalled my OS and even created a new unity account but this still happens
it didn't help :(
Could anyone possible help me 🙂
@sly lake can it not open because of this Security Alert?
Nope
That wouldn't stop it no
anyway can reinstalling editor help?
the non-patched security vulnerable editor versions can still be opened and used as normal. reinstalling won't change the fact that it's not been patched, you'd need to update to a version that has been patched (like the latest patch for that version)
so you're saying i have to update it?
to get rid of that alert
if you want to use a version that doesn't have a security alert, then yes you need to download the latest patch version for 2022.3
can it break my project?
it's unlikely to, but you should be using some sort of version control anyway so anything that does get "broken" can be reverted
i do
then so long as you've made sure all of your changes have been committed you have nothing to fear because you can revert at any time
Hey could anyone possible help me out please. I would really appreciate it
ok so ill try to reinstall it (but install a patched version) because i still don't know what else can i do
I can't figure out what "Move to View" option does in GameObject menu.
I assume it aligns your scene camera to the main
exactly what it says - moves object to the view
as it is
When I click it, the Cameras window (the one in bottom right corner of scene view) shows only skybox)
I see this after clicking it.
you click it for the camera?
so its normal, the camera went to the center of scene view
as the object
you moved the camera
who implemented these arrows? like literally why are they so skewed and random. how is that even possible?
I think I got it now. I tested with other objects. So it basically used to quickly move the objects to where you're currently viewing.
Maybe not needed for cameras much.
yes
try to click Align with View on your camera, maybe this will make the camera to look where you are looking in scene view (if you were trying to do this)
Yes I understand that option.
whats the easiest tool/software for making map to my game?
How could anyone possibly answer this without knowing anything about your game?
small 3D top down
Unity terrain? ¯_(ツ)_/¯
I wonder if ProBuilder and Terrain tools are really needed to learn or one can entirely use Blender to make stuff like maps (hills, trees, rocks etc.). I'm about to start Unity's Prototyping tutorial soon. I already have some experience with Blender.
Unity Terrain is better for height based terrain due to dynamic detail adjustment, pre made splat tex painting and efficient grass rendering
If you did your own terrain meshes you would want many segments and some lods
For optimzation right? I guess it's called or related to "content streaming".
Yes, rendering optimisation
OK I'll learn Terrain tools also.
We dont want to render very detailed meshes that are far in the distance
Grass/plant details can be costly to render unless using gpu instancing
Yeah
Like most Unity tools, a lot of decent for prototyping, but usually if you do want to release an actual game you'll be digging through the asset store
The terrain does a lot for you, but it's not hard to set up something decent in blender and then chop it all up if you wanted to do it that way
Meshes are probably a lot more performant
You could setup LODs and add mip streaming
Question is just how you're going to author seamless terrain like that.
I've been actually exporting Unity's terrain meshes into blender to clean it all up just because I do like the brushes, but you can actually get some decent terrain modules in blender's store too
or just use the sculpting tool ;p
Probably want to do some kind of splatmapping though
Which is just texture painting and part of the terrain shader you need to make in unity
I am recently confused if I should go with the approach of using a UI for a constantly updating set of information or a gameobject. The idea is a book that you turn pages on with each page being unique
This is really vague. Also usually UI is made of GameObjects.
The idea I am having is making the system for players to log in, and other basic things being a literal book. Meaning, you select each mode and the system opens the book, then a chapter etc. I want a cool visual effect
It is a bit vague because I am still deciding the details of this
I think I would probably use UI components, render the UI to a RenderTexture, and use that texture on the animated book mesh renderer to make it look like a natural part of the page
update your drivers
In the first case, buy a new gpu.
oh and also the second monitor is connected to motherboard, not to the gpu
I'd start with running unity without any games in the background.
but it shows that line too
i dont have any games opened
OK, then I guess it's just an animated wallpaper.
- update your drivers.
- update windows.
- try switching graphics api to dx11.
- try checking if you have gsync or something enabled.
- try with 1 monitor.
- try all kinds of thinks.
There's not much specific we can suggest just from that video.
i turned off wallpaper engine and now the line is more static, but stll it blinks when i type this
Could be something with hardware. Maybe not enough voltage, or poorly connected plug.
Anyways, it's all just guesses. You need to start trying stuff.
it started when i opened unity (now it works but now this problem appeared)
def sounds like a hardware issue
It could be because unity is demanding in terms of resources. Or because of the graphics api.
Again, it's all just guesses.
Hello. How do I convert a generic animation made in unity to a humanoid animation??
perhaps ask #🏃┃animation
So who wants to argue with me?
How would you shorten the name 😛
what's static there for
is it actually like.. a non-moving camera?
that sounds wrong given that there's rotation in the name too
There is an audioclip which is called cameraRotationSfx
This value is the general value when the sfx's volume is not 0
so the volume can either be 0.3f or muted, is what you're saying?
No the volume can be 0-1 but there is a shortcut for .3f which is the general value and I don't want a magic number for that
I kinda made this name up for humorous reasons
it's kinda currently a magic number
consider making it a serialized field
(remove the static and maybe also the = 0.3f and then set it in the inspector)
No because GameManager doesn't modify the volume itself
It's 5 more scripts that do, with the use of gamemanager
@slow dirgeok, fortunatelly driver update helped
Well if I make it a serialized field, I must make it private as well, hence no permission for the other scripts to access it
thx for help
I see what you mean though, and I should remove static
I must make it private
no, not at all
serialized fields do not need to be private
But then there is no point making it serializable
being private was never the point of being serialized
the point of being serialized is so that it's modifyable in the editor and saved by unity
so you don't have to recompile every time you make a change
Yeah thats true, but it was never my intention to change this variable thats why I made it static.
that's not what static is for either
if it doesn't change, that's what readonly or a property with no public setter is for
unity serialized fields can't be readonly, so you could use the latter
Sorry it was my bad. I made it static to be able to access it without getting a component
But there is a singleton so static was useless
yeah that's part of my point
so you might have something like this
[field: SerializeField] public float cameraRotationSfxVolume { get; private set; }
Why the 'field' keyword?
this makes it
- serialized, so you can edit it in unity
- public, so other scripts can access it
- have a private setter, so other scripts can't change it
Was about to say the same
I think it makes a difference in the inspector but I'm not sure what
unity serializes fields, but what i wrote above is a property, not a field.
the { get; set; } syntax is called an "auto-implemented property", which means it automatically makes a backing field (to actually store the value - the property itself is more like a pair of methods)
using field: in the attribute makes the attribute target the backing field instead of the property itself
Yeah thanks, came here for a joke, left with some great advice
So you're basically specifying that that 'this is a property but serialize it as a field and show it in the inspector so I can change it'
Sort of double functionality
serialize it as a field
not quite, it's more like "serialize its field"
unity doesn't know/doesn't care about the property itself
Yeah sure that clicks
i've got a bunch of letters that disappear when the aspect ratio is too wide (but only in the game window)
i don't know why they do this
hlep
Please stay away from the grid layout component. That was made by satan himself
Probably..
But there is a great video on how to use (or not to use) these components by gamedev guide
good alternative is mixing horizontal and vert containers
Could be a bit old, but I'm sure there are a bunch of resources on this
Hey
hi, this isn't a social space https://nohello.net
if you have a question, feel free to ask
hey i tried to download assest but this error keep showing
[Package Manager Window] Error: Receiving data failed with unitytls error code 7
UnityEditor.PackageManager.UI.Internal.AssetStoreDownloadManager/DownloadDelegateHandler:OnDownloadProgress (string,string,ulong,ulong,int)
is any way to fix it or find other way to download assest as file like third party
guys why the code dont accept instance
looks like you defined instance twice.
Either that or just VS is bugging out
do you see this error in Unity too, or just in VS?
its c++
unity c sharp
This is not C++
I mean, yes I assume it's unity code, that doesn't answer the question though
Do you see this error in the Unity console too, or just in VS?
console too
Ok then you defined instance twice
possibly you have a duplicate SoundManager script
Yeah you have a duplicate script
notice that file is SoundManager1.cs
do you have a SoundManager.cs too?
hello everyone im trying to collaborate on a game using version control with a collegue, but he is getting this error, i've given him owner of the project, invited him to the org and game him a seat, still the same error
what did he do before seeing this error?
basically anything he does interacting with the version controls gives him this error, meaning check in creating a branch, but was able to download the project without issue from the cloud
[Package Manager Window] Error: Receiving data failed with unitytls error code 7
UnityEditor.PackageManager.UI.Internal.AssetStoreDownloadManager/DownloadDelegateHandler:OnDownloadProgress (string,string,ulong,ulong,int)
any help ? @here
First of all, don't ping user groups it's obnoxious.
Secondly, a quick google search seems to suggest that this is a connection issue which could be from any number of things such as using a VPN, or a router setting.
sorry
You guys have them enabled?
No, but it's still just a point to make since if they do it here, they do it elsewhere most likely.
Fair it is quite annoying to get pinged from random people for little to no reason
hi, do you guys know how I could make a simple image UI similar to this one :?
you would have an image of paper as the background and then text laid out on top of it
the text would be constrained to the edges of the paper, probably with a vertical layout component, and maybe even a scroll rect component if you think you'll have a lot of text
yes, do you know what format size I'd need for that? and also if it'd be better to make it outside of unity with an appropriate tool such as paint or photoshop or unity with a paper image and text over? Sorry if the questions are dumb but I'm not a 2d artist
what do you mean by "format size"
1920x1080
you wouldn't make the entire letter as an image, just the background
yes, so it's better to make it in unity?
that way you can easily edit the text, its font and size, the layout, and change languages
tyy
Fellow Outlast enjoyer 🥂
You may have the creases in the paper be an alpha sprite rendered on top so that the text doesnt look slapped on but yeah would recommend just doing it in unity
Whoops wrong reply
whats up
guys i have a game the player have rb 2d but the player turns this when i walk forward and the player falls and turns this
want code?
the falling is because you are allowing it to rotate freely
you need to constrain the rotation in the RIgidbody inspector
I'm not sure exactly what your second screenshot is showing
where i need to change&
freeze xy?
no...
or y
Hello everyone
I ma new to unity and game development
And I need your help
How I start and continue it?
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Thanks for everything
🤣🤣 yes
is there a way of adding motion on top of animations the way animation rigging constraints do it but while the constrained bones can still do their own thing? like multi-parent constraint overtakes the entire transform and doesnt allow any keyframed motion. I'd like this behavior to be additive not override
Me too I don't know where to create this kind of asset**(shader graph vfx asset)**.It seems not normal shader graph and also it not fit this slot.
You could look into using animation layers to layer animations on top of a base one.
Hi. I need some help. Is there anyone here who can take an apk that has been decrypted (I will provide it), and recreate the game in Unity, while fixing all errors (there’s a few 😔)?
we dont help with modding
It’s not really modding
I don’t wanna touch any file in the game, I just wanna fix all errors, and then I can let the game run in different platforms by making different builds
it is against server rules to discuss topics related to decompilation and modding of projects that aren't your own.
learn how to use modding tools from the game's community
Oh… my bad 😭
Sry
I don’t wanna learn modding, just decompilation
yeah but we dont support that here
external modding involves decompilation
that's a path you can take to get the skills you're after
I don’t want to modify anything. I just want to take the project and fix all errors
Ok mb
and a modding community would be able to help with that. we can't
go find the modding community/tools for that game
and for procedural stuff? I was fiddling around with some hit reactions by having a "2nd spine" for my character with fixed joints and bringing that motion to the real spine via multi-parent constraints. now this kills all keyframed motion on the spine. the only way I can think of on how to fix this would be to have an entire 2nd skeleton that is animated via keyframes which then applies all motion to the real skeleton via multi parent constraints so that I can add more source objects to each bones constraint. sounds very hacky tho...
Ok, thanks.
How do I find that community 😭
👍
It is the normal one and toggle the ''Support vfx graph''
Thanks, posted it to devlogs
Hi guys
Hi all!
Does anyone know if it possible to convert a 2D scene into a 3D one?
I am creating a 2D game and wish to use a 3D Model inside, however whenever I import, it seems to have no lighting and is just a solid grey.
There is no such thing as a 2d or 3d scene
you can toggle 2d view in the scene view at any time
then just modify the skybox, camera and lighting to make it "3d"
it seems to have no lighting and is just a solid grey.
Sounds like you don't have a material and also you probably don't have a 3d light in the scene
(secret : its always 3d!)
what material do I need to use for it?
how do I need to setup the 3d light?
(sorry if these are beginner questions I haven't really used 3D stuff before)
what material do I need to use for it?
Whatever material you want
how do I need to setup the 3d light?
However you want to set it up.
These are art design choices
You can start with a unity 3d cube and a directional light to see a 3d object with lighting
all in the hierachy create menu
I've imported both but my cube doesn't seem to be affected by lighting
Am I still missing / forgetting something?
what shader is on the material
click the cube, what material does it have?
Universal Render Pipeline/Lit
are you using the 2d renderer?
how can I tell?
what template did you use to make the project
iirc it was 2d project
player settings > graphics > render pipeline asset
then yeah
yeah it says I'm using 2d URP
do I need to import a 3d one?
Give it a try
alright thank ya
You need to make a "URP Universal Renderer" asset, assign it in your main urp asset and set this as the default
then lighting will work
Can anyone explain to me how i can edit an animation in a prefab?
open the prefab find the gameobject with animator and open animation screen and edit through there
its not letting me edit it once i get in there. the bits wont highlight
drag the prefab into the scene unpack it
FINALLY
Congratulations!
Thanks!!
I'll probably make a wishlist page in a month or so
For my game

someone help me #💻┃code-beginner
Just a small note - remember your page has to be live at least for 2 weeks before your release date. I recently learnt that the hard way. :D
Haha thanks a lot
Will keep in mind

guys does visual studio 2026 work well with unity 6.1
Curious why youd want to release your game so soon after making the page
Aint that a bad idea as youd have a smaller amount of wishlists?
I didn't plan to release the game commercially, (so no marketing, no page etc.) but when it was almost ready I realized I like it enough to put it on steam. While it will not beat Steam algorithm and definitely it won't be a massive success in terms of finances, I wanted to go through the process to see how it looks like. Next time I will definitely do it differently and create the page much earlier :)
Ah valid answer
this is a nice render I made recently. This is however probably not going to lead anywhere
hi, is there any unity courses to make game like Schedule I on steam
what's that
no
You only learn making an actual game by making actual games.
author of schedule 1 has done a lot of Roblox games and transferred that understanding of what works in design to make a better, more opulent version with unity, incrementally and iteratively
The template of S1 is to fix all the mistakes that other games with similar themes have made. That stuff is not discussed in courses/tutorials
yeah, but i want to learn the simulation concept like crafting something, user avatar, and multiplayer system. is there any courses that provided that
Courses can teach you some basics in all these areas. They are easily found via Google/yt
If you know nothing about Unity you will spend years to create something similar to Schedule
multiplayer stuff is especially challenging. Do some single player crafting game first and get some save/load system going
It’s also a 1 in 10000-100000 success.
I mean this in the nicest way but schedule 1 wouldnt take that long. maybe a year for someone complete new
doesnt seem anything crazy from the looks at it. Only the multiplayer aspect
You have almost zero chance of finding a shortcut to a ‚similar‘ game. You can however make an irrelevant copy of it quite easily once you know unity well.
Making a copy is not the same as making the original
how is this possible
im actually trying to find the appeal to this game if someone can point me to it
Just a unnamed object?
okay, thanks for the insight guys
yeah how
unity Ui bugged
Just spend time making smaller games, trying new things, and you’ll naturally learn Unity as you go (but start with lessons and stuff ofc) and then later look at your skill set and resources and figure out what you actually wanna make from there.
Really fun (coop) gameplay, well made, one guy against society
@chilly blade I watched its trailer and it looks like RPG with good levels design, if it also have multiplayer 2 years is very optimistic requirement for one man to create something similar
1 year???
no way in hell
I have seen people start messing with unity, 6 months in they had a basic uderstanding of the lay out and within 3 months with photon had a fictional multiplayer game, mind you not everyone can but it CAN be done
Absolutely not possible.
Looks like you never create a game @chilly blade
maybe if you have extensive prior programming capabilities and game design experience
Only 8 years on so far. Mainly working on physics and editor exstensions.
way too much goes into making a game . Getting some random feature up is not the same as integration of 20 features into a fun & appealing experience without bugs
really game just looks all mechanics. You can skip the whole shading part that will save you a year ;p
did you create fully functional game and published it on any platform in solo?
yeah you're just talking out of your ass at this point
Hahaha. Okay bud, i dont need to prove anything to you. Im 30 and could care less what someone ina discord thinks
I think the hardest part would be a GDD and sticking to it
It is a systems based game alright
don't give advice about estimation if you never solo developed a game from start to release
Something tells me your profiler is screaming from loops and miss used code.
It's always easier to develop when you've a clear idea on what needs to be done from the start, but as you start adding features as you go along is the problem
something tells me you're projecting hard 😆
guys does anybody here have quad remesher on blender?
Ope he got me!
Quadriflow? It's standardnow with blender
is it free?
It was awlays free, but it was a plugin. Now it's included with each version
unless we're talking about another plugin, but what's there does magic as is
GameObjects can be unnamed
no they cant
you have a name be composed of empty spaces, but it cant be nothing
this case is a bug
You have come a long way in 3 years.
my pc broke and i need a good prebuilt for heavy unity and playing games can someone help
thanks but i thought you didnt care. why are you profile digging
thats not a dig either.
I can't test as I'm on mobile, but I'm sure doing name = ""; creates an empty name object, no spaces
: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.
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Because im bored and taking a break so i decided to check. never hurts to know who you argued with
i'll test this out actually. though i was talking about manual renaming via the editor
looking for a cheapish prebuild?
This is the prebuild i got for my brother, okay specs and no issues so far
i get this error
oh yeah this actually does work
Ah yeah, the editor likely forbids it, assumes it's a user mistake and doesn't apply the change
Code is where the real strength comes from 💪 bypass the limitations
Cool!
I started doubting myself and wondered if I gaslight myself to thinking if I really had made "" named objects before 😆
Trolls aside if you ever run into script issues feel free to dm me.
Side note anyone remember boo?
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past times of Js tuts and people confused with boo.
im not even 2 days into trying to make a game and i wanna cry lol
When thinking about "" named objects, remember that even a space has a value in code, it's simply a memory allocation
Not bad price tbh. I’ll get one too lol. Good vram
