#💻┃unity-talk
1 messages · Page 24 of 1
im trying to make a floor solid so i can stand on it and im so confused lolll
So make your floor object, ensure there's a collider attached
And make sure your character also has a collider
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you got this. Dont be afraid to make mistakes and break something its all part of it. Also beauty comes with time. If you rough up the map and scripts and get a basic feel then work from their you are are better off. you wont go crazy without time
im not gonna stop at all its frustrating is all im making a 2D game and im trying to make the floor walkable
Gives me hope for growing old, that I'll become beautiful
these are all from 2014 when i was starting, i was working on 5 diff projects because i wasnt sure what i wanted for a game.
Oh gods that UI is not contrasting, that would be a hard look at
it was and thank god i have learned from then
So using that, what would you recommend for others in their User interface, included just below is one of mine
These are from 2014, the pics above
I know, but you learnt from them and hopefully can advise others who are just starting out
My code back then was rough at best and i was working with GUI and had no idea what i was doing, the new UI systems help so much
So newer people should look into the new UI System, and what resources would you recommend if there are any out there
My go to resources for anything game dev outside of unity learn, are paid for, which a lot of people can't do
https://learn.unity.com/tutorial/ui-components This will help
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
I have completed almost all the courses they offer. Honeslty could have them all done but i slack in this area
I moved onto looking into their foreign choices.. there wasn't enough
Their is always more to it, these are just starters
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Bless you
i just wanna make floor ;-;
2d or 3d?
2dddddd
BoxCollider2D is applied?
CapsuleCollider2D, EdgeCollider2D other options
does the player have a collider?
What type of 2d... Top down or terraria style
i fucking hate myself
thank you
Maybe next time open with the question instead of whatever this is
sorry lol
Is it a good idea to have you player set an attack trigger for the animation controller say when a button is pressed then in the attack behavior script then have that call the attack function on the player controller
What happened I ask for only help not for Collebretion
You can try.
But if the help you need would require considerable commitment from the other person, you're unlikely to get it.
yeah this is how you would do it
I keep getting out of memory errors bc code that I believe is repeating endlessly. Just wanna ask if these errors are causing unity to become very slow or if it's a separate issue
#💻┃code-beginner and post your code
...not looking to fix code
asking if out of memory errors are what's causing my unity to lag
hey, does anyone have an assetoad that i cloud use or borrow for my project? i'd really appreciate it.
What GPU do you have?
Apple m1
That’s the cpu but that should be sufficient.
While lagging, is there a blue progress bar at the bottom right corner of unity?
It's possible. Hard to say for sure without more details.
probably not. sounds like a memory leak / excess memory use, which would cause both of those things
the error itself probably isn't the cause of the lag, but hints to the real cause
sounds like something you should profile, maybe?
If it’s not during runtime tho, it could be generating lighting or compiling shaders.
That’s why I ask if there is a blue progress bar at the bottom while you are experiencing the lag
I'm trying to launch a 3d hdrp game I was making and I upgraded it to the latest version and it keeps getting stuck after I fixed all the new errors when I rotate the cmaera in the scene it gets stuck on a compiling shader bar
For some reason I can't add sound to my project
what's the issue you're having exactly?
It's during an action, 100% caused by my code, I don't remember there being any blue progress bar there... unity becomes unresponsive in the same way that it does before crashing.
I clicked on the add resource section as shown in the picture, and a sound from the windows system rang out signaling an error somewhere.
by "lag", does it stutter or freeze
oh it freezes
when I say lag I mean that it takes a very long time to enter and exit play mode
did you get an error message? anything crashed?
but in testing, it freezes for a solid minute before giving an error and just not executing the code I wrote
could be some really long/infinite loop
which I'm thinking causes the lag
In that case if it only happens in the scene that uses your script, share your script
I'm pretty sure it's infinite
I did not receive any notification
then it's your code that needs to be fixed
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'm not actually looking to find a solution right now, I can probably do that myself, I know the code is broken, I just wanted to know if this error is what was causing unity's lag ^^"
correlation is not causation
the error is not causing lag
something is causing both
that something is probably your code
I know man 😭 I just asked because it might be 😭
If you don’t care for a solution then why ask
I didn't ask for a solution guys
I just asked
is this out of memory error causing my lag
the answer is no
ty
your question fundamentally implies that there's an issue that you want resolved - it doesn't really imply that you aren't asking for help with it at the moment
it kinda falls into the pattern of an "x/y problem" question
not really, yes there's an issue I want resolved, but I'm gonna try to resolve it on my own
i get that, im saying the original question you asked doesn't convey that last part
We didn't even see that error of yours. How can we possibly answer that question??
bc i didn't realise the cause of the error was relevant __" I just assumed "out of memory error" was description enough
ig out of memory is... a lot more general than I was thinking
yeah and I thought it reported the issue well enough 😔
Chris more like Chris Chan, lol
it did report the issue - out of memory, something's using a lot of memory
using a lot of memory (well, the things that come with it) can cause lag
errors themselves doesn't cause anything
this might be a terminology issue
do you mean "the message telling you "hey smn went wrong" doesn't cause lag"
yes
omg I'm not that dumb 😭
(that's what the error is, just a message)
isn't it just reporting the error tho?
some people are (well not dumb, just inexperienced), i'm not making assumptions lol
not sure what you meant by this question, what's "it" here?
the "error"
I was thinking the message wasn't the error itself, but instead what reported that an error existed
not the error reporting the... issue? idk the term for that now then :/
(there isn't really a solid term for that, i tend to go with issue)
who have good asset road
like a 3d model?
the assetstore
is this the fault?
yes, exit play mode before importing assets
consider something like this (a contrived example yeah, but hopefully to illustrate my point)
Transform deepestChild;
void Start() {
deepestChild = transform;
while (deepestChild.childCount > 0) {
deepestChild = deepestChild.GetChild(1);
};
}
void Update() {
deepestChild.SendMessage("SomeMethod");
}
```suppose this code used to find the deepest child of the current gameobject (going only through the first child each time)
the issue/bug/mistake here is the `GetChild(1)` (where it should be `GetChild(0)`)
suppose there's a gameobject in this hierarchy which only has 1 child - then `deepestChild` would be `null`, then on the next cycle, you'd get a NullReferenceException.
then on Update, you'd get a NullReferenceException each frame.
the error from Start isn't the cause of the one from Update - the error from Start doesn't cause anything, except perhaps making the method terminate early (if that's in discussion)
rather, both errors are caused by the `GetChild(1)` bug
(i realize you may already understand this, but just to make sure we're on the same page)
Hi yall
hello
Hey!
hi yall, this is not a social space
https://nohello.net
ok that does make sense yeah
@storm patio sorryy to ping you, but do you think this result is fine? It's my first try and I'm not using any components as you advised me to do:
are you asking for feedback or what exactly
please don't ping specific people for help
if it looks good to you - if it achieves what you're going for - then it's fine
yes feedback of what u can see that's poorly done, u advised me to use a vertical layout component and a scroll rect component so I thought maybe that makes it look bad idk
okk sorry I won't do it anymore
I can't really see what I do, if it's good or not I don't know how to say but when I play a game I can see if he's good or not but when I try mine, I don't feel anything
I can tell u it looks more cartoon-ish rather than actual printed text, if that what u are trying to achieve
this feels a lot more game design focused which... I could be wrong but I don't think that's what this server is for. less about game development in general (tho maybe in #1180170818983051344) but otherwise technical support and such. Probably worth finding other places for that kind of feedback (there are plenty I'm sure)
If its game design, we would most certainly welcome that kind of chat in the /r/gamedev discord. Its almost entirely on design strategies these days.
Its a lot of text with a big font, bold, uppercase - so it competes with its own content for attention. My only advice would be to think of it in context of the game.
If its too much to pay attention to, players will quickly learn to discard the text and just skip it. Dungeoneers is a great example, cool game. But full pages of text that is meaningless to me as a player - teaches me to ignore it and just skip skip skip.
This is likely lore text that u usually scatter around the map to be collected as an option
Yeah I think so. I would just use a less overly bold font, if its like a book in the game. As it is I wouldn't pay attention to the content.
There is also some good book animation assets, and in some games ive found handwriting the book pages with actual pencil and diagrams, and then shader/sfx scribbling it to the page, can make it feel really good and rewarding to dig into the lore. But it might be grossly over the top.
How do I check if mouse is down AND within a specified position? I created a script to rotate the camera by dragging the screen, but I want to make it only start dragging if a specific part of the screen is being touched
Uhh me don't know I don't even have a PC or Laptop :(
do that, check the current mouse position and if its not within a min/max range then dont let the drag begin
So I could store x and y min/max positions as variables, and then use if statements to check if the mouse is within that AND held down?
Yes
with the new input system you can get the mouse position with Mouse.current.position
This position is relative to the current Display size
and consider the screen width and height too, you would not just declare some min max
Okay, let me try that. Thank you
you would define a normalised min max area
The suggestion worked, thanks so much!
Um guys, it is normal to get asked an opinion about the server in the dm? (Ik that maybe it’s a dumb question but still)
seems 6000.0.62f1 still has the editor bug where stuff just disappears and vomits errors
I've never had it happen on the package manager until now though
I mean the lastest version
I might have to try it
just sucks for group/uni projects because you can't just hop versions
I think they removed these from the install menu
It's best to go to the download archive
Why do my wheel collider not detect the floor?
it has mesh collider
just couldn't figure out why the wheel collider not doing his job
I can finally run hdrp
help, who knows Blender, why does my UV look fine in the first job and apply normally in unity, but in the second job, the UV looks strange and doesn't apply normally in unity
ask the blender server
does anybody know where i can find unity player models for my gorilla tag fan game? i dont wanna use robot kyle or a human though
Unity asset store, Sketchfab
how do I add a rendertexture as a light cookie on a point light? I've created a custom render texture asset and the point light cookie does show it in the picker but when I click it nothing happens
anyone know how to fix this stuck?, i already stuck 1 hour ago and my ram become high to 100% ( 32gb ram )
have you tried killing it and restarting?
yep i already do that
Are u saving the project in SSD or HDD?
ssd, no hdd in my device
is it only this project that has trouble or all projects?
i think all project
should i change editor?
Which editor version are you using
6000.2.6f2
Can you try upgrading to the latest?
Try deleting the Library folder in the project first
You could also have a look at the editor logs to see what the editor was doing last.
i think 6.2.6f2 is lastest?
nope
ok sec
This version is full of trouble anyways
you're about 6 patches behind the latest, actually
ahhh i see
Should I install the latest version?
worth a shot
Yes
ok ill try to install
yo guys im right now trynna publish my game as a solo dev, (on google play) but i need 12 testers how do i find these
bc im a solo dev, thts pretty hard to do
and i dont have alot of connections who are willing to test it
yk
Post online? Reddit? Other communities? We have #1180170818983051344 where you can post your game.
Heya guys i have a question...
Hello everyone, I'm learning how to use unity's animator. I have multiple animation events I want to use at the same time. Is there a way to display clearer like in separate rows?
Nope
You could make a different function that a single event there calls, and then have that function call the group of functions instead?
Im making this 2D pixel art game and i made my character ... i want him to be customiseable ... basically change the color of his clothes and hat with Hue/Saturation sliders... i asked ChatGPT whats the best way to do that with all 4 sides (front, left side, right side, back) and it told me thats i should export separately clothes, hat , and rest of the body for each view ,make them gray and then make a script for changing the colors ... but im not sure if thats right thats why im asking.....
And another thing im not sure how to do is how do i make it so the color change to every view of my character?
Because the "preview" will be the front view where the color will change but how do i apply it to other views as well?
thanks
I see, I'll try that ty
Someone pls help me in #1390346776804069396
er
That would work. If each layer is a separate image, you can tint them individually or use a custom shader.
Just keep in mind layers & materials = batch calls. And youll want to monitor for performance issues down the road.
(Depending on all the microdecisions you make on that path)
yea thats why im asking because putting 12 images just on the character ... idk im new to this but it seems a lot
- i want to animate it so thats more images for each frame
also do u know the answer to my second question by any chance?
If its a separate layer, I.e. layer 12 "shirt" on each rotation, you can tint the material or use a shader.
Youll usually need to write some kind of avatar controller to keep that all in sync if you do it that way
You also could do the whole thing in a shader. Give it texture layers for each clothing layer, make them in white PNGs, and mask/multiply it by a colour or two to apply it. But that takes a bit more knowledge
cans samone help me please for a project i need realy need help
: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
So like im trying to distribute my unity app to collaborators that need it to do their work
!vc
And the past week we've been using onedrive
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
yea stop that before you loose data, use source control like git or unity vc
github has free private hosting
The project is on azure devops
Ideally id want to create a build pipeline
But that looks to be a involved
But i cant even figure out how to upload artifacts on there
github and gitlab have CI features so you will be fine
using onedrive/dropbox is such a bad solution that will surely fuck you over at some point
Whats the workflow tho? Like i don't want to have to create a new repo in GitHub
If i have one in azure devops
do you already have a source control reposotory?
Yes. Im using azuredevops
Its just git + a bunch of project management stuff
Yes
Not a niche thing by anymeans lol
thanks for saying it was git earlier! /s
I didnt think i had to
i told you to use soemthing like git so clearly I wasnt aware what azure offers
Its like me saying i use aws without any more clarification
In anycase
Like even within ADO im not sure how to create artifacts
Without getting very involved
yo real quick question, why are my public variables of offset not showing up in the script component in unity inspector?
thank you 😄
you probably have compile errors
ahhhh u were right, thank you :3
Should i add LOD group to a low poly rocks
you do you
Why does the gizmo move when I import a model from blender to unity?
is your pivot set to center instead of pivot
yeah you're looking at the geometric center here.
If you set your tool handle position to Pivot mode instead of Center you'll see the pivot.
(The Z key will toggle between these modes)
ohh okay I'll do that next time thanks bro
should I make a dialogue player? like a voice that reads the whole text once opened and the player can only move when it's all read?
hello everynyan! my friend asks for unity help! the flashlight he made makes weird shadow artifacts when the light creates other shadows. how to fix it??
Hi, guys i'm making a ragdoll and i have the configurabe joint on each "bone" and i was wondering how does the axis work? The orange and green arrow where should they be pointing? is green arrow the "up" reference?
Should i add LOD group to a low poly rocks
If they get nearly imperceptibly small, on-screen, then yes. You’ll want a LOD group with at least culling.
Can you point to one of the "weird shadow artifacts"?
I think they mean the lines behind the door
like these!
Got it - no idea 😆
omg
@vivid cedar ok thanks!
Or is there any tutorial that like explains this stuff? The gizmo is very confusing
Does anyone know how to make a gizmo in the terrain model?
Hay Guys I need some help I've been building this horror game right and I've Watched a tutorial since I am new to building stuff in unity and I Wrote the Script Exactly as the video shows and I keep getting an error and this is what error message I get no matter what Build Index I choose
Scene with build index: 3 couldn't be loaded because it has not been added to the active build profile or shared scene list.
To add a scene to the active build profile or shared scene list use the menu File->Build Profiles
UnityEngine.SceneManagement.SceneManager:LoadScene (int)
MainMenu:PlayGame () (at Assets/Important Stuff/Scripts/MainMenu.cs:10)
UnityEngine.EventSystems.EventSystem:Update ()
Did you read the error and check your build scene list? do you have 4 scenes?
yes I'll show you
I only have Build index 1 and 0 which is the main menu and game and no matter what Build index Number I put in the Script it just increases the number at the bottom left
ive tried one and it just says couldnt load build index 2
even though i have put build index 1 in the code
and the build index number is 1 as you can see via the Scene List
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
the code you are using to load the scene
you have to press save there and then share the unique url
Like this ?
https://paste.mod.gg/ldfsdmenudob/0
A tool for sharing your source code with the world!
And also it keeps saying its on line 10 for the error message
Do you understand what this code is doing? its trying to load the scene next after the current scene
therefore the current scene must be last in the list
I'm gonna be honest not really I dont know anything about coding 
then time to learn some!
Why do I set the gizmo at the bottom of the object in Blender, but it's not in the right place in Unity?
make sure your tool is set to pivot instead of center
The part to understand is this: SceneManager.GetActiveScene().buildIndex + 1
Especilly when no one can teach me I know there is youtube but its just boring asf lmao
we get the currently loaded scenes build index, then ADD 1. Then this new number is passed to the LoadScene() function
basic maths!
What do you think "the current scene's build index plus one" is going to give you if you're on scene 1
I dunno much maths either lmao 🤣
well yes
1+1 = 2
This is literally one plus one
if that's too hard, you should probably find another hobby
yes I know but thats not what I ment XD
exactly! you know this stuff! you got this
thats why i tried to point out to you that its simple addition
we get a number, add 1 to it and then use the result
well as long as its just that its Should be easy enough
trust me - it looks a lot harder than it is. it is hard, yes, but not as hard as it seems
a lot of things derive from basic (or less complex) concepts
just gotta identify them
I've been trying to Build my game for like 5 days straight and The fact I still gotta learn code and Build the scripts is scaring me XD
this isn't a wholly foreign system
yeah that's pretty normal, but gotta get over that fear eventually
@unreal lintel does it help if we re write the code like this?
int currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
int nextSceneIndex = currentSceneIndex + 1;
SceneManager.LoadScene(nextSceneIndex);
this is functionally the same as your code
a little but I gotta know what everything means for me to understand it fully
So, find whatever you don't understand and look it up
What is the thing that doesn't make sense there?
Then you may need to learn more about programming first
Then you should probably do the pinned courses or !learn before anything else
does x + 1 make sense to you?
Oh right the bot doesn't work unless it's at the start
that's already more than nothing that you understand
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
Its funny because I can Design stuff and make the game look good I just cannot Code anything lmao thats litterly the only thing I need to learn and I'll be good
no because its just A Letter and a number if I knew what the letter meant then yes I would
int x = 5;
int result = x + 1;
Then you might need to learn some basic algebra first
it's going to be necessary
bro I know what algebra is I'm saying there is no context before Giving me the x + 1 if there was context like what Rob just put x=5 and then the resut then yes now I Understand
the context is in the name
huh ?
what do you think an index is
hi guys im so sorry to interrupt and if this is a really idiotic question, but is there anyway to make it not disappear when ive barely even moved towards it? i wasnt paying attention and something really random happened but i have zero idea what it was. im very new to unity. i have zero idea what to search up to fix this
hopefully this is an easy question to answer im kind of desperate and it's really annoying to me
apologies for terrible grammar and any spelling mistakes, i don't typically pay attention to that unless if i am writing something that's important
I dunno tbh Probably something to do with like numbers like value stuff or sm
sorry for interrupting i just really gotta fix this
select it and press f
yeah basic english is a requirement for game dev
thank you! (>'-'<)
this doesnt even mean anything lmao
In this case, x is currentSceneIndex. You know what that is
well I gave you like 2 answers either something to do with numbers or a value
thats what I said
hold up lemme search it up real quick
i don't think index is a common everyday term, tbf
Your original question shows that you know what a scene index is
and you've correctly identified that you have 0 and 1
and that your error is when you try to load index 2
Now, if your only possible "current scenes" are 0 or 1
https://www.mathplanet.com/education/programming/real-thinking/index#!
hopefully this source is correct : ), i also do not know fully what index means.
if youve read a book, you know what an index is
no I'm trying to load 1 and the number 1 is selected in the script
at least i'd hope
No, you're loading the current index plus one
that is literally the only line of code in your script
listen here x5342634 if your here just to Irritate me just dont I'm not in the mood right now I just wanna fix this problem and lowkey your being a douche so please just stop ok if I dont or do know it what ever I dont care
also the press f thing seems to not work, is there any other possible solutions for this issue?
lower your near camera clipping plane value
There's a difference between "not knowing" and "refusing to know"
Literally, read your one line of code. It's in english, and contains basic arithmetic. It isn't magic, the words mean things
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
This is basically english
willful ignorance is annoying. i am also "not in the mood"
As long as you have even a slight concept of what a "Scene" and "scene index" are, which your initial question shows you do
Give it a try, you don't actually need to know any code to know what this line does. Like, actually try it. It's easier than you think
this worked, thank you so much !
I know that its English I just asked what it was and then it for some reason turned into an Argument for no reason I Simply Asked a question tried to understand it to fix the problem I am having and for some people they got irritated for no reason and now we are argueing for litterly no reason at all even though I asked one thing and this is all over some index or code bs saying I cant code or dont understand stuff and I need to learn it which I will do but you dont need to be Annoying about it you know
not all books have indices, and not all people use them - of the people that do, not all of them know what it means
just say do you know this If not here is what it means or something like that or just Say hay this is wrong here is how to fix it you know, there is no need to be rude about it
and this is not 100% Aimed at you Digiholic
I'm just trying to get you to give it a chance, to try to think through the line of code you wrote, and see if you can figure out what it does. You seem to be assuming the code is more complicated than it is, and have a sort of mental block on thinking through what it does. It's a thought process you will need to break, and this is a good example to start with
i mean i read books and i still did not fully know what index meant, although if you do not know something youd like to learn it, you should do sum research on it. sometimes im not good at focusing on stuff, but maybe there's someplace to learn it that demonstrates it in a much easier way to focus? idk
it's normal to not understand things. but to say you don't understand concepts that you just said you understand isn't going to be productive.
you definitely understand addition. you absolutely know what it means to say x + 1. maybe you don't understand the specific usage and that's fine. but just saying you don't understand anything isn't going to get us anywhere
it's not about whether or not you've made use of an index, it is the application of context clues. you can very obviously see the word "index" in a book (which im sure literally everyone has seen at least once before), and then realize that the labeled parts of the book are related to the word "index" since they are on the same page. this has lesser to do with not knowing, and more to do with refusing to know.
and yes I was trying to and I was Willing to understand it its just this X534 what ever his name is had a little momment up here
so that kinda got me a little irritated
and I am willing to learn its just it sounded rude from my POV
sometimes i read tone over text badly and get the wrong idea, so i just ask if theyre being rude and/or passive aggressive or if they're just being genuine . also sorry if i randomly got here i just like going on rants about things
and FYI for the past messages Yes I know basic English Yes I know Basic math and no I dont know much code however I do want to learn it ok
also ive been trying to learn more about computer parts and programming recently as well :)
i think you're overestimating the amount of context in an index page. it's labels, sure. but "index" as a term is simultaneously briader and more specific than that
the indexing of a book is only barely related to indexing scenes, there's multiple layers of history there
code is mostly english and math, it's not all foreign - you can read a lot of parts as if they were english/math to get a basic understanding
and I'm sorry if It seemed aimed at you digiholic its just Because of the X534 Guy he kinda just said something that kinda just annoyed me a little
I really can't believe there is so much discussion about the word index when the problem is clear - lack of programming fundamentals. Going over a couple of hours of basic C# programming course would be enough.
yea I know that dont worry its just that The way you Do the code Like you gotta put specific lines of stuff and I dont really know where and when to put it there you know
https://xkcd.com/2501/
i think you're falling into this @viral hill
i disagree. critical thinking is a necessary skill that basic tutorials will not teach you, which i believe is the current problem
cool, that's for writing though - do you at least understand when reading the snippet mentioned above
what snippit was that again
there was like 3
i would agree with you if this was something even a tad bit more complicated. i dont quite see it as such
Critical thinking is necessary but no amount of it will let you code. If the problem is with understanding that code executes from top to bottom, what variables are, how assignments work that's lack of fundamentals. Soft skills are nice, but sometimes you need basic knowledge. And again - no amount of critical thinking is going to replace that.
im referring to this #💻┃unity-talk message
the basic knowledge (at the most fundamental level) is here as far as i can tell - just not being applied.
i can't believe there's so much discussion going on about the core issue. this isn't a rare sight with beginners
there's been like another 2 of these in the past few days
yes Partly I understand it but in what way do I understand it as in what it does or the words ?
the overall concept of what it's doing
which part don't you understand, specifically?
If int myVar = 4 doesnt make sense then you need to step back and learn about some programming basics
You need those basics to be able to read the text and know what its going to do
https://learn.microsoft.com/en-us/training/paths/get-started-c-sharp-part-1/
The basic knowledge is not there. We're talking about a change of scene. With all the due respect - it's a matter of calling a static method with a parameter. There are no concepts, no understanding needed. Like @plain dagger says - programming basics are needed and there is no way to skip that. We can be nice but we won't help original poster to resolve the issue by being nice. If we want to enable him/her/them to make games, there is no way to skip learning the coding basics.
never said one could skip them...?
well What I am getting from it is I Think its saying
"CurrentSceneindex = "Which I guess Is saying the Current Scene index is
then is says "SceneManager.GetActiveScene().BuildIndex;" and this is I think Is saying to the sceneManager to get the active scene Index
and the other line " NextSceneIndex = CurrentSceneIndex + 1; " Which is saying The next scene index is + 1
and the last line " SceneManager.LoadScene(nextSceneIndex); " which I think is saying to the Scene Manager to load the Next Scene Index
I think I got it right I'm not 100% on it but That is what my brains telling me
its okay to stop and go learn about it correctly
I know that But I just said What I think it means
The task we are performing is getting the currently loaded scenes index (e.g. 0), adding 1 and then using the result (e.g. 1) to load a scene
You are kinda close but there is no need to try to guess or explain it to us, use the great online resources to learn and research these topics
then you can come back to unity once you understand these better
No I know there was a guy named chris He said what part dont I understand specificly and I just said what I thought it all meant
because I cant really pin point it
is this a repo people use these days? https://github.com/realgamessoftware/dear-imgui-unity it seems like it could be useful for the most part. i had a quick look through it and im not entirely sure if its really that different from the ways you would do editor implementations already, unless the extensions they made here take in any draw call and makes the gui into unity ui
...well, that wasn't really what i asked
also make sure those sources are trusted and dont tell lies and misinformation (>'-'<) (no hate just mentioning :)
I know I just I cant Pin point it
thats why I did it
I linked to a microsoft made learning resource, i think its safe 😆
awesome! maybe i should look at it myself :)
I think id concur tbh
Like it is a vaguely cs term. Apart from maybe the index of a book
But it's not the same usage
and the index of a book isn't used very often nowadays either
idk the answer to this, but does anyone else do? it seems like everyone is focussing more about this index meaning situation
Is there anything specific you miss in the standard UI implementation?
🤷♂️ i was just made aware of the dear-imgui library from some friends that arent unity devs, and they linked me that as a unity integration for it but ive never heard of it from anyone else so my guess would be either its a hidden gem or its obsolete
I hope I am not wrong but I think imgui is the old, not really relevant UI implementation?
i just made my own quick implementation of a readonly table, but other than that im not really missing much
yea it is the old one
So honestly I would probably stay as far away as I can from it haha. If you have a very UI heavy game and need a lot of CSS like styles with reusable components, then I'd go with UI Toolkit, but for everything else I would use uGUI. For table you could use vertical and horizontal layout groups or if the cells are all the same size there is also the grid layout
where do i go to ask help for ui issues
It is really good for rendering some quick debug text
Just make sure not to use it in release because it performs like ass
Hmm, how would that differ from just putting TMP_Text and setting it's text to a certain value? (It's a real question, not critique, I have never used it)
yeah UI toolkit was my thought to go with as well
Just plop OnGUI near the relevant code you want to debug
No need to setup GameObjects, or find them
Of course this use case is rare.
ah, well i suppose quick debug text wouldnt be - an entire property drawer for the purposes to make debugging for designers as smooth as possible so they dont need to touch code nearly as much
Quick as in quick to setup
wouldnt this be the same as making a quick editor window tho?
No. It can be added within the class that already has your info
Idk. It’s rare but it comes in handy from time to time
ah, well ill keep it in my mind archive if i ever find a use case for it
Mostly for debugging in builds
Nice, thank you so much! :)
like he said just make sure to remove once not needed its hell for performance
Yeah, I would still use a serialized field for debug in inspector or TMP_Text to debug in game. No that much work! :)
why dose unity 6 ran like crap
does it? im not having issues and my lappy is kinda meh
Sounds like a you problem
Okay
unreal uses way too much gpu for my taste tho. i can barely run it on the laptop that runs unity just fine
i expact it to run a bit better
UE5 wanted 72GB of RAM to use all my cores while compiling but okay 😅
i run out of memory with it and it makes undo's break inside of unreal
somehow unreal runs better then unity for me
Now that is unheard of
i've had several crashes in unreal because i tried to undo
i dont wanna be that guy but there is only one thing to do with that
Hmm. Odd. Unity has always been faster for me, used fewer resources, and ran better on potato computers
related settings to use of your Ram/Gpu
i9 intel 4070 rtx
crossposting wont get you help faster
32gb ram
ram?

its like a leak
sounds to me like you should probably reinstall unity or something lol
unity sometimes gose and uses way to mutch
Right. That’s a bug
and operating system are you on?
windows 11
hm, im not aware of any win11 bugs that does anything like that
so when you say its running bad youre talking about in editor performance right?
not that your project itself is running terribly
so im seeing it using 12% but it sometimes uses 30% or up when not doing anything is that like a leak
no
have you checked the profiler if there is anything taking more resources than it should?
ram use
no
what im saying is
is this entirely just from the unity editor
or when you are in playmode
unity editor
i mean 30% memory usage is not too crazy
also having turned on debugging makes it less efficient too
so unless you are debugging i woudnt have it on
ah
hi
what about the slight flashing
then i mean this in the bottom right corner, it means its on
i need a little help
ask away
no idea
they did a thing were even discord and unity hub has issues with a visual issue
classic
so i heard that the 2D/3D universal and 2D/3D mobile are basically the same templates but the options in them are a bit switched is it true?
yeah afaik thats accurate
havent used the mobile one but i think so
its a windows issue
if they are both scriptable pipelines then the are
so i have this problem where i can't get the D2 mobile template
it's not available for download
someone said that i have to download all the unity versions first
i believe you gotta download the specific template as you download your unity version or something like that
no, i think the template is specific for your selected version
so some versions might not have the template i need?
i might be wrong as i havent done it before but it is true that not all templates are available by default and you gotta get them
i think pretty much all newer versions of unity should have it as long its not ancient
Isn't it a shame if I use AI to make music for a game?
as a consumer i would see it as a cop out personally, but as a dev i understand the struggle. but also friends to help out with that is great
I've need off to a bad start in unity because of this and i had to go back and forth in other cities nearby to find someone who could fix the problem but nothing works im currently just hopeless at this point
i can have a quick look to see if i can figure it out
do you need a specific version?
What I mean is that I'm a bit ashamed to sign it as my own work because the computer did it for me.
yeah, i would feel the same
do you recommend i reinstalled unity?
i dont think you should need to but you might. if you dont need a specific version i can find whichever newest one should have the 2D mobile template for you
just a version that have 2D and 3D mobile in then and not very old would do i would appreciate it
I want to do this but I can't find samples for this
impossible to answer without any info
its something with Windows Hz and Gpu Drivers people say
the new windows update gave issue with screen issues
i dont know much about audio design but i believe the synths used in undertale is free which is basically this style
like its not only unity but unity dose it the most visable
undertale samples are like you just open game files
oh you mean just audio clips not the instruments?
also anybody here have some spare assets by any chance 👉 👈
audio and voice lines. I don't want to make a copy of Undertale but I want to do a 8 bit version like Undertale
theres tons of quality free assets on the unity asset store
but it depends on what you need
there are also kinda terrible audio assets on freesound but if you know audio you can edit them into something good
pixabay is pretty legit
you'll still need to do basic editing.. but they have a great library.. and most of it is free to use personally and commercially
hmm from what i can find it seems like there might not be a template made for mobile 2d urp. but it shouldnt be too different from using a 3d urp mobile template and just add the packages you need for 2d
well you see... my country is boycotted so i can't get to some websites easily even with vpn
ya, i usually run 3d templates for my 2d projects,
what
i highly doubt the unity asset store is not available to you
u really only need to add the 2D Package in the Package manager..
has sprites and all that stuff
https://itch.io/
Try that one too. Good for general assets too
thanks i'll give it a try
what you mean? the only mobile template i see uses the Built-in not URP unless im missing it
yup i can't get in
Why tho
well that sucks but its also the nature of embargos 🤷
use a vpn
thats all i can tell you
multiple threads seem to have this solution work
also check ur Graphics API in the Other Settings of the Project Settings > Player >
already using a vpn as im talking. life is not fair lol. but i won't give up
send me that and i will check that too
its not the exact same window thats flickering.. but it seems to apply to different windows for different people..
i've seen the entire thing flicker.. ive seen it flicker black.. or white.. or grey.. and so on..
what do i need to do here
guys I got 32gb ddr5 6400mhz cl32 teamgroup teforce delta rgb grey for 139$ what do you think and is it enough for my gamedev journey in 3d?
this could also work
well the first solution would involve just deleting ur Library folder in the project and reopening
- Reset Layout
- Delete/Rebuild Library
- Mess with api and extra tsuff
is that one stick of ram?
you should ideally get dual channel at the very least
even if it means buying less memory over all
its a new project
I bought it from local store in my country
thats fine
more than enough
what mobo do you have though
better question did you already install the new ram
🤔
just starting I thought buying ram first is the best thing I can do for future proof
bruh, why they do that but on the other templates they put it in the name if its built in or not
consistency, what is it? (although that one isnt mobile but same argument)
so youre only building the pc right now?
yup
welp i dont know how smart going with ram first is because now you sort of limited yourself to mobo compatibility
all my saving went into ram just like that
not a smart move unfortunately
but it doesnt matter i guess
just make sure you buy a mobo that supports ddr5 memory
and spend more than you planned on the power supply.
well I saw ram pricing in my country is low so I went with it
ryzen 5 7500f for 110$ is it a good start?
@lime spruce For the hardware discussion #1249155543264657408 message
Yes.
did 3 of them aint fixed
are your graphics drivers updated?
anybody knows what to do when my mixamo animations look diferent in play mode then in the animations previev i dont mean any broken hands or legs but rather head facing up instead of forward or when running inseat of upper legs and head being straight they are bobbing to sides
do you have any layers set up in the animator?
just 1
how can I fix the hanging on loading domain? I end up restarting unity like a dozen times an hour
sometimes it hangs b2b even if I don't change anything
what version are you on
6000.2.9f1
try deleting your library folder
someone knows how to use vivox?
!ask 👇 also #1390346533127458889
: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
By the way, earlier discussion about UI Toolkit made me think - how production ready the solution is? Does Unity have any data on how many companies/games actually use it? Would be great to read about it somewhere
Its only just barely rolled out world space, so i havent had a chance to review it and test it. But their new localization is only supported in it etc.
The initial world space rollout had a lot of reports of VR and AR issues when I last checked, so ive bottom prioritied it.
Im not sure id trust unitys usage numbers personally... but I dont know of many people using it in a production released product atm.
But I would like to give it a go when I have time
Thanks for those insights, really useful! :)
Hi, I opened Unity 6 and closed it before it finished loading (by pressing the X on the screen). Later, I ran Unity again, and the scene I was in was completely broken, with missing game objects and more. I tried running the scene to see if it would load completely, but it didn't. Is there any way to recover my scene? Thanks
There's no way to recover scenes, no. Unity will have a recovery scene if there's a crash (not happening here).
The proper method of keeping things safe is using version control to keep cloud backups of your project.
hello guys! im new to this. whats a good place to get started and get over the intimidation of simply looking at unity?
Depends where you're at with general coding, but I suggest understanding core concepts and the basics of c# before diving too far into unity
0 prior knowledge of coding at all, completely new to all of it
https://www.w3schools.com/cs/index.php
I'd tackle all the categories on the left there. It has an inbrowser compiler, but I would suggest hooking up an IDE like visual studios first and creating a project yourself
After you feel comfortable I'd dig into what Unity has to offer with their own courses
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
ok so i lost my entire scene right?
Does it give the option to open the scene in safe mode?
no, it opens the scene and the gameobjects are missing or broken
i closed in this interface , and now the scene is broken
Right, so sounds like it didn't save the most previous session, but if you did modify scripts and reloaded the most previous save then you could run into serialization problems from the scene
what do you mean?
It means start learning about version control to prevent running into these issues in the future
hi, if i have a problem with unity, where can i ask for help?
!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
wtf is wrong with unity? Trying to click and drag something causes a loading bar? lmao.
Does anyone else have this experience with the editor? Is this normal?
Be sure to save your project (CTRL+S) and wait for it to finish loading. Could happen for a lot of reasons. What editor version are you using? If theres room to upgrade you could try that.
6000.2
Noted
.10?
Yep .10f1
I'm coming over from Godot. I think your Ctrl+s to save may have done the trick
Right. before tabing out of unity program get in the habit of saving
I will agree with you however, on that version I personally have noticed more loading times, that could change in the future, just have to look out for new versions.
I use save all hotkey a lot during game developing. But I'm just going through the tutorial right now. Any particular reason? Does Unity have a known issue with crashing/freezing up when tabbing out or losing focus?
6.2 has had some weird vibes in general, not saying thats the reason but
Its not exactly that saving is the solution, but when you save scripts in visual studio and the scene it will need to reload. So by having you make sure all of it is saved it allows the editor to complete reloading everything it needs to. If stuff is unsaved, there could be slight conflict of some stuff not up to date, potentially causing back to back reloads
saving the scene shouldnt need to reload
I agree. Unless they are using some sort of extra tools or havent saved scripts
could be it
naw not using anything extra in unity itself
Also, is there a way to make game objects have unique icons? Rather than the humble cube? Or to customize the colors of the editor?
When you click on one, at the top right by its name theres a dropdown with a color selector
hiya. I've just cloned a unity cloud build configuration to do ios dev builds. despite being (almost) exactly the same as a working config, it fails. the only difference is the new config uses a development cert/profile.
the distribution build target works, the development build target connects to git then automatically disconnects, eventually failing after five attempts. it's the same git repo in both cases. the only difference is the cert/profile, and it's not getting to that stage at all.
any idea what might have gone wrong?
Attempting to play the game per the tutorial resulted in this. Going on for 1:15 or so.
- Does tabbing out or losing focus on unity cause severe issues?
- Is this normal?
do you have auto-rebuild changes or anything like that? or auto-rebuild on focus change? I can't remember if I'm thinking about unity or intelliJ
I'm not even modifying any code related to unity rn
I don't think so. Unless that's a default editor setting. I'm new to Unity, just doing the tutorial.
going into play mode should cause a reload by default, but it should not be a minute long by any means
Is there documentation for Unity. I think reading may be more useful than a video. I tried to look for "Unity documentation" but just got a bunch of videos.
i doubt videos are the only thing you got
!docs
By default settings the domain will reload the next time the editor is focused if you modified any scripts in the environment and saved them
Hi Mao. I remember you from the Godot server. Do you find Unity sluggish?
some people were saying 6000.2 is funny
oh hi, uh yeah it's rather slow but there are promises with Unity 7 that will hopefully resolve a lot of issues
perhaps try using the lts version of unity 2022
omg. It took me 40 seconds (still ongoing) to quit the project.
its still not done, god help me
there we go
maybe this is just tutorials? but as a programmer I dont understand why that would be the issue.
it shouldnt be the tutorials
where do I find my project ID (UPID) in the devops console? where it says it look just has nothing like that
How hard to. Ake 3d game
Cause I Made 2d Game It's take 1 month
depends on the game
LTS = long term stability?
Is 2022 known to be more performant? Or was that more of a long shot suggestion?
depends on how detailed the models are and how much animation you do
It's just slow unfortunately. Like any small changes will require a full domain reload and it only gets worse the larger the project gets
it's not slower at all neccessarily.
Like Normal racing track game
If you saved your scene, you can right click the icon in your taskbar and end task if you are using windows 11
i would say it's not harder than 2D really.
Okey
long term support
Unity 6 is newer and revamped a few things that some people have had some oddities on, 2022 LTS Version is a lot more reliable and at the very least might help in determining what your problem is
3D physics calculations maybe. If you're being very detailed.
But I'm Beaginer
I know. I have to do that for Broken Arrow. Which is a game made in Unity lol
It's just more slug
2022 is pretty good
if that was the only issue, i'd be fine
you made a 2D game. You understand the basics. Try making a 3D game.
You don't have to do much animation or 3D modeling for a racing game unless ur making Forza
You could also use assets from Unity asset store
Tell me one thing if I Need Mamber for team. How I Can Find In This Server It's a server purpose not Collaboration
2022 was pretty sturdy and really no difference if you are making a 2D gamehonestly
6 provides a lot of new rendering goodies though
good as in more performant/snappier? Does it quit quickly, for example?
try r/INAT? try r/gamedev
all unity versions should quit fairly quickly, expicially on a small project. what you are experiencing is not normal behaviour
im not sure what you're asking to be honest
Me
See dm It's Ban To Talk Here about it
i swear to god if this is a scam
doubt its a scam but they are being weird
No
I'm just Looking for a Start-up
Maybe u understand
Are you looking for members for your team? Or are you looking to join a start-up?
Looking for a mamber Who Are Beaginer like me Cause We Learn and Build together U Know Smart People not combined with beginners
!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**
my path finding algorithm works perfectly im so happy:
Goat 🐐🐐
Are you on 6002.1f or whatever? Or do you use 2022 LTS?
does this detect if mouse is clicked? am i understanding this right?
so if i replace "Mouse0" with "Q", will the if statement be fulfilled when the Q key is pressed?
thank you 😄
Anything that makes you want to upgrade?
Also, what's the deal with "6000.2" why not just "6.2"
the security exploit was the only thing keeping unity together lol
there's some stuff like terrain shaders but overall nothing like completely mind blowing like how godots major versions differ
You're making a 3D game?
I have a laptop lenovo loq 15 rtx2050 12gb ram and intel i5hx what do you think how better work in hard 3d model game's
"I have a lenovo laptop with an RTX2050, 12GB RAM, and Intel I5HX".
I think you will be fine if your laptop has a dedicated GPU
I used to develop on an RX 580
Which is older than the RTX 2050 iirc
yes
thank you 😄
Is this supposed to take several minutes? I'm launching the 2D platformer learning project.
it is normal for a project to take a while to open for the first time. it's importing all the assets and packages that were included in the project template
Ah.
When I do a custom project that wont be as much of an issue?
it will still need to import any assets/packages included from the template
First time it's take long after Than It's Take 15-20 second
Glb Format Directly support in unity
What's the difference between prefabs and scenes?
scenes are where your actual gameplay is contained, 1 scene could be your main menu and then a button switches you to a new scene for your game. This could also divide several levels. so youll go from scene named level1 to load level2. You can copy paste your hierarchy to the other scene. Or make a prefab by drag dropping some hierarchy object into the assets section.
A prefab is a object that contains data/items/scripts etc without being in the scene. What the use case is, so that you can instantiate it at runtime. For example in multiplayer a character will be a prefab so that you can spawn many of them. A zombie would be a prefab so you can keep spawning them.
Another use for prefabs would be to duplicate them in your scene, then if you go inside one prefab and change something then it will change all of those objects in your scene at once
That's a good explanation. Thank you.
Is there a way to make it so that changing one instantiated prefab of a certain type (at runtime) will not change all others of that type I've spawned in the scene?
Or is that already a feature
that is just what happens normally
Ah I understand
So lets say i build something like this in my scene. I have a parent empty object and a bunch of objects as a child... ill make a prefab by drag/dropping that parent object into the assets below
Now that its a prefab, theres a open button
When you open it you can edit it, and if you save that itll apply changes to all of those in your scene
If you place that prefab in your scene and want to edit it as is and it not be a prefab anymore, you can right click that object and press unpack completely.
So how do Unity developers go about mapping/level design? What's the process?
Elaborate on that. It depends on what you are trying to create, what sort of environment you need for YOUR game
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
well I mean for 3d games. For making brushes for buildings or corridors etc.
blockout in probuilder . then you can refine more details in blender
Thats a very broad situation. You could purchase some models. You could make some in blender. You could make some in game with probuilder asset. You could just use 3d objects.
But when you make that you create a prefab out of that and duplicate it to move them around your scene
im having a small issue with importing my model to unity
if this is the right channel to as this problem
Is there any issues with the model itself? you can press clear on console
more like #🔀┃art-asset-workflow
sounds like those bones might not move properly if the weight isn't correctly painted..
Has anyone here implemented modding to their games or have that in mind? Scripting hooks/IL stuff/json?
im not even sure if the model has issues itself
Mod support, or hacking a game?
mod support? Not sure what you mean by hacking a game lol.
We arent allowed to talk about modding other games here. But if you mean support, well that totally depends on what you are trying to allow being modded
Like you decompiled it?
Oh Im just talking about making things easier for modders
to work on MY game
and there's stuff like Harmony/IL weaving that Unity has that Godot doesn't.
Ok you dont mean textures or settings - i was going to say you could store stuff in json files for ppl to edit
if you dont have anything specific you want people to change, and simply want a "i dont care if people hack/mod my game" then compile as mono (default) lol
quick question, how to i import a rig model with all its textures/materials from blender?
I do that already/know about exposing data to people.
Was more interested in C# scripting hooks/harmony and what people think of that.
Thats really up to you. Each persons game is different. You could offer API

not much you can help modders with harmony wise from your end
in general just good code is easier to work with
avoid enums when you can
You could create a namespace dll for people to use as api 🤷♀️
Now that is really helpful! thank you so much for giving me a proper answer! (also i feel dumb for asking a question like that lol)
well yea its easily googleable, and has been asked to death?
right, scripting hooks
im trying to decide between godot and unity
and out of the box moddability is one of the things that may be an advantage in unitys favor
unity is quite easy and very open
that is truly up to you
are there any major modding communities for a godot game? biggest i can think of is webfishing i wanna say?
tbh they could even just use the assembly as api lol, unity is super free
i havent played webfishing in almost a year, peak game
ehhh theres some stuff that comes up that can be problematic
it gets into more niche stuff though
exactly
i had to do a doubletake
I just asked that exact quesiton in the godot discord
lmao
unity is probably going to give you good capability.
for reference im the author of one of the bigger unity game community modding api's so i do have abit of experience
does webfishing have mods?
I do know people hacked it like crazy
people were deleting save files of other users lel
just give players the project files to edit in unity 🤣
basegame resources being loaded are tied to the earliest scene they are referenced in being loaded and modders cannot make those resources load any earlier/directly
modifying enums as an outside modder sucksssss and is borderline non-viable
modders cannot add new Tags to a unity project at runtime which can be a bigger problem
those are the biggest brick walls i've found with unity
modders can already do that 😛
I know. a little drag and drop action 😁. But to make it easy, just give out the project 🤷♀️
what is a tag anyway
its a unity feature that lets you put a specific string based "tag" on a gameobject
they kinda suck ngl
layer and tag kind of cancel each other out
naurr
unrelated
tags dont exist
checking for components is just a better way to do anything a tag does
oh i see what you mean im sorry, i only read the last msg
you made a unity extension?
i do some unoffical stuff for lethal company
Are there like, extensions for the unity editor for me as a developer. So that I can have a built-in mod manager for example. Or automatically scan my files and add scripting hooks for every method and function?
nope
not impossible but i do not know of any public project that exists for something like that
How do you modify stuff to make modding easier for lethal company? How is it different from Rimworld?
ofc, was giving a hypothetical
Is Unity's source code open?
sure for 100k
my mod has it's own system that handles custom content loaded from files called AssetBundles which are a thing Unity offers that are like compiled dlcs/updates/mods rather than full projects
and it then intergrates that content into the base game code
so while i don't have experience in making modding easier, i do know how it could be easier from experience doing it the harder ways 😛
skyline does it pretty good, and KBP except is missing steamworkshop unlike skyline
some people would see that as a positive 😄
hi
sorry 🙁
dont listen to them
hi
arbitrary rules from silly people
now if u ask to ask
ur a stinker
Do you mean if I have a script called character.cs, the modded code can potentially be merged directly into character.cs? It's not just a scripting hook?
getting my feet wet with particles. Appreciate any suggestions.
I think he was shot at the end
wait what?
sorry my brain isn't working I guess? I don't understand.
Never mind, it might be my mistake, my English is not very good, I couldn't make the joke.
ok no worries. sorry I'm a bit daft.
For those of you with projects you've been working on for months that have some stuff on it. What kind of compile times are we looking at when you hit "play" to test some changes?
Iteration speed is important
Take a look at assembly definitions and assemblies if you havent.
Or turn off domain reloading
what's people's take on specialization? Are people trying to team up, or is everyone a lone wolf doing both art and C# (and sound design, and music, and vfx...etc)? In the context of the certs unity offers are ppl going for both the artist and the programmer tracks?
Well, you can turn off domain reloading but then you'll spend 30 minutes scratching your head when the UI doesnt update
"Am I in playmode? Is there a compile error somewhere?"
skill issue
I have some in the 20gb+ range on both unity and unreal. With unity, they play within a few seconds - the same as a smaller project. If it takes a long time it could be an overloaded scene (and would correlate with loading times between scenes)...
The project size and how long you worked on it shouldn't influence the play time. Its just how much is in the scene or processing needs to run.
Odd question that may not be the right place. It's more of a question for modders which some of you are.
Would using GDScript (Godot's language) rather than C# deter you from modding a game? Since it's not a common language in industry or CS-related jobs? Do a lot of modders have day jobs related to CS?
But yeah domain reloading, and there are some bugs where unity can continually cycle every 120 seconds to keep reloading. But thats caused by a few things.
Everything but audio here. It's worth understanding some artsy stuff even if you aren't an artist as you want to be asset savvy at minimum.
I should learn how to edit sound samples a bit more though
I often do a lot of it myself, ill hire out if im too overloaded. Im probably a little unique in that i have a lengthy audio, 3d modeling and programming background as different lengthy careers in life (but its also a little different once you have any semblance of a team, as you arent as alone).
I cant speak to the certs, I think if you pursue them its better to do it for yourself.
For modding I would probably prefer GDScript honestly
I might as well be developing the game if I had to mod in c# :)
True
Any python-esque language would be nice
checking out red iron labs. do you have a permanent team?
I like to use whatever language is fastest for that mod or game or plugin. For example, nakama is a cool backend - supports like 4 languages for plugins. TS is most natural for me, but a huge pain to configure. LUA is the least amount of code to make changes, instant reload, no compile - so I used it for all our plugins cuz less effort
It’s not that bad
Yup! It helps a lot 🙂
Regarding that. When you say integrate that content into the base game's code. What happens if two mods try to work on the same script?
I'm seeing if this is similar to godot's .pck system. Where the script just gets overwritten by a mod. Or if you meant something else.
You reading harmony docs will answer that better than i could
yeah i know about harmony
was asking about assetbundles
i see
so it's similar to .pck's. You can modify the code and overwrite. But if two mods try to overwrite, you run into trouble without harmony.
assetbundles are codeless
good morning people
there is no overlapping with them
anyone here has any idea how to make a functioning non-buggy softbody? I've spent roughly 3 hours yesterday trying to recreate a buggy tutorial from 4 years ago on softbodies and haven't found any tutorial as good as that one
hello, Does anyone know how to fix this. everytime i try making a build for android this pops up for this project ONLY(every other project works fine). when i build it just builds for an eternity
have you done what it says
hi folks, i got another random error (it mightve been caused because my cat almost shut off my pc on the project) but i can only move around in my scene when i have a specific window open
litellary everything
and it gets stuck on building scene 0
Have you tried restarting?
How to get the unity license key if I use the free Unity version?
no need it's free version
If I need?
Probably from the unity hub, or in your unity dashboard.
This is not really the place for this.
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ah whoops missed that dlich already sent that, mb
Ok thanks
does anybody know how to get that parallax effect by putting objects further behind in a game scene? thank you 😄
idk why it aint workin
It's not enough to put the objects back in 3d space because you'd need perspective and the 2d camera doesn't have that. You have to make a script that actually moves the pillars when the camera moves
ahhh so its either i have a script for that, or I use a 3d camera?
Yes, but it's not a good idea to switch to 3d camera just for this
you'd usually have scripts for parallax in 2d
you can google for tutorials pretty easily
what if i just enable the perspective mode instead of orthographic?
or is that the same thing
That's the only difference between 2d and 3d camera
ic
whys it a bad idea to do that?
not doubting you im just like a huge newbie
so i dunno the repurcussions
the stuff at the edges of the screen are "farther" from the camera too
The 2d camera is much simpler to work with, for example when trying to determine where the player clicks or how much of the game is visible in the camera. You lose all that if you use a 3d camera in a 2d game
i see, thank you very much 😄
ahhhh

