#💻┃unity-talk
1 messages · Page 25 of 1
!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**
Oh thanks
Hello, I'm unsure if this problem is a bug where certain values I input in the inspector resets when I add a new element to the array. My unity's version is 6000.0.60f1. I'd appreciate if there's any way to fix this problem because it gets difficult to keep track of values I put into the array.
it's not a bug, lock the inspector tab
there's a lock icon near the top right
that will prevent it from unfocusing/unselecting when you select other stuff
you know if there is any way to recuperate my scene with a build ?
not sure what you mean by "recuperate"
what exactly are you trying to achieve?
we don’t talk about that on this server
im not talking to you thanks
my scene went corrupted by a crash but i have a build of the scene before the crash
do you have vcs?
whats vcs?
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
Any backups?
sounds like a great lesson to use vc in the future then
(if no to both you are shit out of luck)
you don't have to push the entire thing, in fact you shouldn't
you would use a proper gitignore and use lfs for large files
so there is no backup of the scene
anyways that would be for later though
Is the project still using git?
and when i open the scene now it have tons of gameobjects missing
emm , no i guess
it's probably possible to recover the scene from a build, but no clue how hard it'd be
yeye ik
i use github before in other projects
is it actually corrupted?
but i have like 5 assets of maybe 5 gb
or is stuff just missing
or smthing like that
missing objects, fathers broken and this shits
in the scrne i have a timeline too
and now there is no timeline ):
i have like an asteroid generator with 2k asteroids (gameobjects) inside
I think you can stop lamenting the loss publicly
....whyy, why were those not prefabs
And I think you should stop meddling where you're not wanted unless you have something useful to contribute.
they are prefabs
were they in the scene?
This is not an emotional support forum, and you aren’t contributing here either
but the generator instantiate diferent asteroids with diferents scales, rotation…
yep but not like a prefab
i mean
i have 10 diferent asteroids
if they're in the scene they aren't prefabs
and the generator instantiates them ramdomly
and put them in the scene in edit mode?
(this is unrelated to your issue btw, just curious what's going on there)
this ls unity talk, im trying to find some help, you can keep talking shit
let me send you the asset
i don't need to see it
okay
just, like.. the 2000 asteroids weren't saved in the scene, right?
the generator just takes the prefabs and instatiate them ramdomly
the amount i want
at runtime, right?
scale, position…
maybe there are like 500
idk
im not understanding you sry mate
were you saying you had 2000 asteroids in the scene here?
I had a level flow with a character, environment (the asteroids), a timeline, enemies, and more. Now the scene is missing asteroids, the timeline is gone, the player and enemies are also missing, there are empty game objects without scripts, the parent that the asteroids had is gone, and the asteroids are scattered.
yup
they shouldnt have been in the scene
it was lagging too
that's all im saying
and where they should be
they'd only exist as prefabs and be instantiated and maybe pooled at runtime
ye that can be bttr
anyways, about your actual issue - backups and vc are the tools to prevent this situation
extracting the scene from the build might be possible, but it's probably gonna be a lot of work and you probably won't get much help here
But asteroids have a fixed shape so they can be part of the flow. If the randomizer places them incorrectly, the player might get stuck and unable to advance.
okay i will take a look
i asked chat gpt and he recomend me to delete Library and reload
I'm feeling cheeky, so I'm going to say something mean spirited, elitist, and supremely unhelpful, but we need a channel where not having vibe coded is a precondition of posting.
Meaning: a channel limited to questions you would only encounter if you weren't trying to create meaningful software solely by natural language inputs.
oh, i thought you wanted that channel to post the mean-spirited thing in
well, #1161868835423526933 exists, but it's gonna be practically impossible to actually enforce that precondition
yeah - and I think a lot of us are struggling with what actually is sane, responsible use of code generation tools.
I dont know if such a thing could even be possible with how the Editor behaves, but is there any kind of package that would allow components to be "grouped" together? All of these components are required for my system to run, but I pretty much have 3 different sets
I could, and probably will eventually just make 3 child GameObjects to handle this grouping. But I dont want to worry about doing that sort of thing just yet
have you tried googling for such a package, for a start?
mhmm, I poked around. But hadnt had any luck. Perhaps it was a bad search term, OpenUPM doesnt appear to have it either.
I figured Id ask as somebody might know of one
I would be surprised if such a thing exists, I dont think it feels like something the UnityEditor is designed to do
This is going to be a little cryptic, but I'd start to think in terms of "is a..." verus "has a..." reltionships. You can certainly composit objects of different classes in C#.
Anyone ever have an issue where trying to rotate the camera around something causes it not to be able to rotate more than 180 degress ?
When I try to rotate a game object around another, it's working fine
When I attach the camera to the object which is being rotated, it can't go more than 180 degrees
picture 1 is the tutorial i'm following, picture 2 is my work, anyone could explain why my auto geometry looks completely different? (trying to do a soft body and this is pretty much the only reason my soft body works very weirdly)
tutorial I followed : https://www.youtube.com/watch?v=3avaX00MhYc&t=179s
This has nothing to do with you camera. How are you attaching and rotating?
looks like you've got a tesselation setting that is off?
maybe that's stating the obvious... sry
maybe that's it! how do i enable it
litterary have no idea
I'm not sure, I just wanted to help you name the problem you are having.
It's been over a month since I uploaded it, and I'm still waiting lol
how to create 3d editor in unity
that's a pretty broad question, have you tried googling at all
i tried
but well, google only sent me install unity 3d editor
After using SetParent, I'm just setting the position to be the same as another child under the same parent here
its editor for unity, not editor IN unity
Then I'm rotating the parent here
This works fine when the camera isn't attached as a child
But when it is attached, it stops after like 180 degrees while rotating
once I break a joint how do I reattach it for object pooling purposes?
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
But I heard the vscode extension was broken ?
not sure where you heard that
I already have it as the chosen external editor anyway
Besides, that's not my issue rn
I already have it as the chosen external editor anyway
that isn't the only step to configuring vsc. have you installed .NET via the .NET Install Tool extension
Besides, that's not my issue rn
having a configured ide is a requirement to getting help here
Oh, in that case I suppose I need to check and see
is there a bot command that points someone at good intro material like one of the beginner pathways on learn.unity.com?
there's one in the pinned messages in #💻┃code-beginner, but if you're looking for "beginner pathways on learn.unity.com" you can just search on that site
Can somebody help me fix this I already tried to ask VR chat but the person there He had no idea what he was doing
😭😭😭😭😭😭
anyone has an idea?
This is getting way too complicated for me
I tried googling and nothing would show up I tried asking like several different people no one could help
you should generally download the unity hub and then install editors via that
my machine has very low specs im trying to keep it light as posible
will unity hub make it heavier
no
generally you don't have too much of a choice regardless
honestly it sucks
it'll just make it easier to manage installations and projects
so i will need the hub?
yeah
why does the archive page even exist then
because the hub shows only the current LTS and latest releases (and latest alpha/beta, if you enable them)
the archive exists to archive previous versions that the hub doesn't show anymore (just to avoid clutter, since the hub is the primary way to install editors)
you can still install previous versions of the editor if you have a project using said version i believe, it's just not an option in the "new install" menu
ok, im being recomended the 3.5 version of hub by chatgpt
no one here cares what chatgpt tells you
its useless period but even more useless because we dont know what you asked it
and then you would go and explain what you asked it and you've ended up skipping ai in the first place
should do that from the getgo
chat gpt told me to erase my project files 👍
ok
you guys have any experience on the bone/ auto geometry thing
which version of hub should i use to compensate for low specs?
if your specs are low enough to where the unity hub version matters, i'd recomend not using unity
lol
no like actually
it's just a install hub
there is likely no real difference in performance and even if there was no one practically is going to know
if it's an actual problem you might need to look into something like godot
unless you have somehow less than 8 gigs of ram (which is the bare minimum in 2025) i think you should be able to run it
i have 12 gb of ram and a core i3
alright, thank you
they wouldn't really make a difference
you can't stream 1080p but compensate for slow internet by making the window smaller
just use the latest version
wtf since when did the hub start auto-installing the latest editor version on a new (hub) install
it what
Oh my God it was a go go loco problem this entire time
yeah, brand new hub install on a new computer. immediately after sign in it prompted me to get a personal license then immediately started downloading 6.2.12
anyone please i need help with this- i just cant make a softbody 😭
You're not likely going to find someone who is going to do a tutorial just to help debug.
can i send a link to a telegram group i created to meet at the unite in barcelona?
https://login.unity.com/en/sign-up
i am unable to create an account
is there a captcha somehwere
why cant I disable a joint? I dont wanna destroy the whole component and reattach it every time I dont want the behavior
I saw ts and got scared that I lost all my scripts randomly
they just got moved to the wrong folder
read the text and follow the link?
heres your reason ^
theres no option to download from the archives
Works on my machine
im also on chrome
it works on firefox but not in chrome
(2021 lts is also in the hub itself)
you should install from the "official releases" section
fair enough
just wondering if anyone has any idea what went wrong
could try asking #🖼️┃2d-tools
will do that
Nobody can begin to guess other than suggesting you didn't follow the tutorial.
Since the implementation is based on the tutorial that they didn't actually do?
Is there some sort of setting you missed when generating the auto geometry? Is there a difference in Unity versions and if so, check if there's a change in how that works?
i've spent 4 hours retracing every mistake i've made and this is the only place i just couldn't fix my mistake, I think it's a difference in unity version
If this doesn't happen in a fresh project, the VRC sdk is probably the culprit
Hey guys i'm getting this error
what is ._System.Transactions in your project? looks like a missing prefix leading to an invalid path.
I'm actually not sure
System.Transactions is part of .NET, but the "._" is weird
So normally I work on my windows laptop, but today I added my project onto a Mac desktop
did you copy the /Library and /Package* folder from your PC? or just /Assets/*?
Everything
then you should delete library, temp and cache folders, then regenerate them on macOS, then try again
i.e. delete these
/Library
/Logs
/obj
/Temp
uhh no don't delete Packages
that's where the manifest.json is
the packages are installed into Library/PackageCache
@undone monolith don't delete this one
Assets, Packages, and ProjectSettings are really the only things you absolutely need to keep
afaik you only really need to delete Library
Logs are writeonly, Temp can probably(?) flush itself
UserSettings you'd want to keep when transferring to your own devices of course
Ok I've only deleted Library. That's good right?
what is obj, never seen that in a unity project
presumably also a writeonly build folder?
this points to you still having some sidecar/metadata files in your project that are confusing the build. A "._" file is a metadata file that points to a resource which may not exist.
Deleting /Library and any temp/build caches etc. while unity is closed, then rebuilding, should get rid of them.
Has anyone ever had a bugged debug screen
hi i'm on Linux, installed the hub, then used that to install the editor with android modules. the the editor works fine but does not recognize the android modules. I've looked it up, other people have reported in the past editor installing the android module files in the incorrect folders (especially the home folder). does not seem to be the case. I've uninstalled both hub and the editor multiple times, tried different versions including both the current lts and the latest. can't get it to work.
i've installed the hub through AUR fyi
hub reports that the module is installed but the editor says the otherwise
why can I not uninstall this one?
nvm I just looked at the install path
idk how it even got there
Yup its a temporary build folder, safe to delete and just used by the build pipeline. I believe its only for specific build targets. Google says its VS, but I think its their windows or android build pipeline.
(To your point, safe to delete or ignore)
do have a question have any of you guys played fortnite save the world?
is this relative? like tha game mode? the game? why u askin
im thinking of making a vr game similar to fnstw
Hi everyone,
I’m having trouble getting my multiplayer game working in a standalone build using Unity Mirror with Fizzy Steamworks. Here’s the situation:
The multiplayer works perfectly in the Unity Editor.
I have a steam_appid.txt file with 480 inside.
I’ve initialized the SteamManager and also set the 480 AppID in my code.
If I run the build from Steam as a non-Steam game, the game starts as Spacewar (so Steam works).
However, if I run the build outside of Steam, nothing happens when trying to create/join a lobby.
The error in the logs is:
InvalidOperationException: Steamworks is not initialized.
Steamworks.InteropHelp.TestIfAvailableClient() ...
I suspect it might be related to Steam initialization, AppID placement, or build configuration.
Has anyone run into this? Any tips on how to make the build work outside of Steam while still using Steamworks + Mirror?
Thanks in advance!
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
Sorry, that deleted message was mine. I'm running into what seems like a bug to me in the unity editor (not the IDE). I am trying to generate an animation via Unity's built in AI Video to Motion generator. However, I cannot seem to see any model to choose (see the image attached). I can see models when I create animations from the Text to Motion option. I've checked and verified that my unity project is linked to the unity cloud and have reinstalled the com.unity.ai.generators package multiple times. I tried searching the discord but can't see anyone running into the same issue. I'm using Unity version 6000.2.12f1 and I have version 1.0.0-pre.20 of the ai generators package installed. Anyone have any tips for me?
i think large channel descriptions break the browse channels thing on discord
it keeps jumping around like crazy
@copper gust thank you!
I was trying to find out how to "disable" a joint as this isnt really possible. I've come across using an empty with a rigidbody as the connected body. this pulls the actual object and that empty together so each disabled joint needs one of those dummies. now I've found out that disabling the dummy means the joint still works but it doesnt matter where that dummy is as it seems to not be pulling anymore. this means I can reuse 1 rigidbody on a disabled gameobject as the dummy for every joint I want to disable. this seems kinda hacky and I'd like to know if this could cause any problems.
To be honest, the whole joint system is pretty hacky. As long as your solution works, I wouldnt worry about it too much
hi, when adding a terrain mesh is there a reason it would look faceted and have bad shading when adding a texture? when its just the default checker it looks fine, when I start adding color it looks a bit meh
Well, you can add a normal map to each texture layer if you want
ahh good idea will try that ty
its supposed to be a toon shader as well so just wanted a flat normal but will try
but otherwise you're short of luck if you wanted to add any other type of texture maps unfortunately
normally toon shaders do the banding via normals so you wouldnt want flat normals.
Yoo could anyone dev my game
r u new to unity, bec uh Im a programmer but i suck
ill do it
lol
hey guys i have a problem, ray casting towards this object and detecting it wont work
(The one hightlighted - Called Circle) because its parent (Cube) has rigidbody, if i remove rigidbody, ray casting works, if i unparent circle from cube, ray casting works (even if they are in the same position), what is wrong?
Working for100% chance you made an error somewhere - in your code or in the scene setup
Raycasts work, we know that for sure.
just guessing here but rigidbodies also have a layermask override thingy. idk if that overrides what was set up on the collider.
the code is okay, it works on different obj, and it works if i remove rigidbody from parent
I would say most likely if it stops working when you add a rigidbody it's probably because it's making the object fall away from its original position
did you happen to set this object as static?
no
You will need to show more details
There is no "raycasts don't work on rigidbodies" bug
so the issue is somewhere in how you set stuff up
give me one second, im going to test this
no layer overrides
layer overrides on colliders or rigidbodies are irrelevant for raycasts
TIL
Kinda wild
the layer collision matrix is also irrelevant for raycasts
That makes sense because the raycast doesn’t originate from something that has a layer set, layer overrides theoretically change what the target layer is set to though which feels more inconsistent, no?
the indication that raycast works is by the text saying "You can interact by pressing [E]"
Thats not a good indication because we don’t have the code
can you show the code
also it looks like it is only working when there's a rigidbody?
whats this error and why is it haunting me rn
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit, 4f, ~PlayerLayer))
{
ObjectInteractable = hit.transform.GetComponent<InteractableObject>();
Text.SetActive(ObjectInteractable != null);
}
else
{
Text.SetActive(false);
}
its very small code
this is in update
def not the best code as i made this like 2 years ago but it gets the job done
(Right now it does not :P)
no, it works every time, but if there is a rigidbody, and the code is not on the parent, it wont work even tho im looking at the child
i have this too
just ignore it
the video is weird, why does the interactableobject component on clock 2 just dissapear when you mouse over it?
my favourite kind of error. unfixable and not my fault
you should debug what that raycast hits btw
because i removed it?
the window of the component doesnt get recorded with my screen recorder sadly
yeah thats a good idea
ah, so if both of them have rigidbody, and the parent doesnt have script, it works as normal, but as soon as child doesnt have rigidbody it work work anymore
its okay
based on the information you have provided, rigidbodies are completely irrelevant to your problem
they are
this unusual behaviour does not happen when rigidbody is not present in neither
just look at the video, as soon as rigidbody is added it just breaks if the rigidbody is not on child and the parent doesnt have the script anymore
also, not only this script
others too
your video is honestly too confusing to understand personally
Yeah that's a code issue
okay then whats the problem with the code
You're certainly using hit.ganeObject or something
Which automatically gets the parent of there's a Rigidbody
hit.transform.GetComponent<InteractableObject>()
Sort of
Read the documentation
yeah ill check that later
It's in the docs for those properties on RaycastHut
didnt know thats a thing
should i change all of the scripts to hit.collider
instead of hit.transform?
if you have:
- Rigidbody (parent)
- Collider (child)
-> ray hits child
should i change all of the scripts to hit.collider
just depends.. on what your'e using the hit for.. and what object your seeking
in all of the scripts im seeking for what i hit, not the parent if it has rigidbody
so ig i changed it
hit.collider the exact collider hit
hit.collider.transform the transform of the collider hit
hit.transform may go up to the Rigidbody parent
hit.rigidbody the Rigidbody of the object hit
will it take more power to process collider.transform instead of .transform?
i also usually always getting the hit's collider
if i need .transform of the collider hit (in some cases)
unity already has those cached internally i believe
i mean, if i do it like 15000 times
still basically nothing
if its cached ig there wont be an issue
hi guys, have any of you had this issue? Json Parse Error
dont ask why im doing it that much in some scripts
meh.. i thought u were just being outrageous 🫠
no i actually do have a script that scales up with the user needs
no
don't worry about it
it's fine
like selecting 15000 objects
yeah but it does lag for like 1 sec for sure
computers love repetition.. its like the equivilent of playing fetch
whatever method i do
does it happen at runtime on a keybind or something? or at the beginning of a scene?
no, when user wants to select his placed objects
usually u load all that stuff up into pools and whatnot.. (the little lag thats caused can ususally be hidden by a menu or a blackscreen / letterbox fading or something)
if he placed 15k and he selects 15k he will select 15k
i mean, its faster than unity's editor though
nah i loaded it in a list for now xd
the total placed objects
from the sounds of ur project just what little ive heard sounds like lag might be something ur just dealing with for a while 😄
are u not trying to learn about using those tools for many objects..
Entities
who wanna make a game with me a horror game like REPO
well thats mean
xd
also no im not dealing with lag
the only lag there is, is from user wanting to select 15k objects by doing box select
like this i mean
idk why i stuck to 15k for today but yeah it can be any number, the lower it is the more unlaggier it will be
Well yeah no offense but at that scale you’d just need to write better code
In many different ways
Depends on the specifics ofc
15k is alot of objects.. to be checking for colliders and selecting and deselecting... and lord knows what else ;D
no no, the colider thing, the thing i showed is something else
has nothing to do with the level creator
there is physics too...
but not in the level creator, only when you play
IF you added the rigidbody component to that object
Can you not make a skinned mesh renderer for an imported model manually?
wdym by "make a skinned mesh renderer"?
Do you mean the actual bone weight painting and stuff?
no
I mean like I got a model i imported from blender
and I had a prefab that used an older version
what im trying to do is add new parts from that imported model to the existing prefab
what are "parts" in this context?
as in new skinned mesh renderer
You're either talking about bones, or you're talking about child objects with their own renderers
let me ss wait
which is it
the latter
even tho I set exact same properties it doesn't show up
if there are child objects with their own renderers they're not related to the skinned mesh renderer
skinned renderers don't use child renderers
they use a rigged model and bone transforms
first is from the imported model, and 2nd is from my prefab
it just doesn't show up
these screenshots are cropped maybe a bit too much
Also gizmos are off in left if that’s relevant
it is not really
the bounding box is the same place
here ill enable it, it's still in the same place just no mesh shows up
right so - seeing the full hierarchy and full inspector etc would be helpful
To be clear we're trying to see this brown diaper thingy?
yes exactly
ok so - can you show some uncropped screenshots
Like does the new one even have all the bones it needs?
they are identical
the rigs
this robe is just set with some weight, so it might be due to that
i just downloaded unity and the editor installer reccommends me to download 12f1 but online it says to use the lts install. wihch one should i use
online it says to use the lts install
What does "online" mean?
like on reddit and stuff
LTS just means "this is an old version that's still supported"
"Supported" means it's the current version
which is of course, also supported
so i should go with the reccomended install?
Unless you have some special reason, you should use the Recommended version in the Hub
@humble abyss i wanna be mod, how to become mod
Not pinging the administrator with asinine bullshit is usually a good start
So what's the most common method for implementing a variable jump? I'm seeing a method that cuts the upward velocity in half if the button is released, one that increases gravity if released, and I assume a method where upward velocity is cut entirely when the button is released is used, but it doesn't seem to be something I see
if you're using forces you can usually just use an impulse :D
What do you mean?
oh yeah the half-jump stuff wouldnt work with it though. It's up to preference
usually analog does have some sensitivity, but kbm does not
so cutting the velocity (or lessening it for the remainder) if released sooner sounds like the idea
Well that would explain why I seem to get more jump height variation with this than when I use my controller
https://www.finalparsec.com/tools/jump_calculator
The jump calculator lets you quickly test different parameters without having to resort to trial and error.
What's making me question this approach is that I don't feel there's a whole lot of variety in horizontal distance when I do this
Yeah, I've not really played many games recently that do the half jump stuff. Usually mario games do have it though
as least I know smash brothers it's a vital thing
I'm not sure if having a horizontal speed of 10 m/s is absurd usually, but that's what I have to have just to get it to have the distance vary by 2m
And a max jump height of 4
comes down to preference with that stuff so there's usually no wrong way, only if it feels good
I want the variable jump height to actually affect how far the character can long jump in some meaningful way and I feel like the current approach just isn't doing it
Pretty cool site which ill probably save for future reference
Now that I look at the code again, a move speed of 10 is what this uses, too, but I also feel like I get greater distance variability with this than with the code I wrote. It seemed like you said this could be down to k&m vs controller though?
I think I mispoke, but it's not so much the buttons that add some deviations but holding up an analog to continue air time
but just pressing a single button like this site here would just come down to how long it's held
seems to work pretty well too
Oh the way I have the code set up in my own code is that it moves both forward and jumps with the press of a single button
It only applies the horizontal velocity once
The problem seems to be that I can't get a jump height any lower than 1 with the way I have it set up now, but for some reason the site's code can get it down to 0.5
The site gives you the source to the controller with save there
Which means the variation can (and often does) become 3m instead of 2
Oh I know, but I'm not entirely sure what it's doing differently from me
so it uses rigidbody here and it's affected by stuff like mass and friction/dampening probably?
I'm also using a rigidbody
{
[SerializeField] InputActionAsset actionMap;
Rigidbody rb;
[SerializeField] float moveSpeed;
[SerializeField] float jumpHeight;
[SerializeField] float timeToApex;
[SerializeField] float timeToDescent;
float ascendingG;
float descendingG;
float initBoost;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
rb = GetComponent<Rigidbody>();
//Activate and link action map
if (!actionMap.FindActionMap("Player").enabled) { actionMap.FindActionMap("Player").Enable(); }
//Calculate actually useful jump variables
ascendingG = 2 * jumpHeight / Mathf.Pow(timeToApex, 2);
descendingG = 2 * jumpHeight / Mathf.Pow(timeToDescent - timeToApex, 2);
initBoost = Mathf.Sqrt(2 * ascendingG * jumpHeight); //Put -Physics.gravity.y as the default in case of emergency
//Set up jump
InputAction jump = actionMap.FindActionMap("Player").FindAction("Jump");
jump.performed += (InputAction.CallbackContext cc) => { rb.linearVelocity = Vector3.forward * moveSpeed + Vector3.up * initBoost; };
jump.canceled += (InputAction.CallbackContext cc) => { if (rb.linearVelocity.y > 0) { rb.linearVelocity += Vector3.down * rb.linearVelocity.y / 2.5f; } };
}
// Update is called once per frame
void FixedUpdate()
{
//Gravity procedure
if (rb.linearVelocity.y > 0) { rb.linearVelocity += Vector3.down * ascendingG * Time.fixedDeltaTime; }
else { rb.linearVelocity += Vector3.down * descendingG * Time.fixedDeltaTime; }
}
}```
Should post it in #💻┃code-beginner, but what you have here looks fine. I usually just throw on impulse though so I'm probably not the biggest help here rofl
I'm not sure what that means, though
"Throw on impulse" I mean. I'm not sure what you mean by that
Instead of setting velocity, the other way you usually use rigidbodies is through forces
but impulse wouldn't work with the half-jump idea as it's an instant application of a large amount of force. AddForce however can work
like setting velocity actually ignores a lot of features of what rigidbodies usually provide such as adding that mass into the equation
I would imagine it would still apply somewhat, but your code here is updating it every update so probably not
Well this is certainly an interesting solution. I think this is more in line with what Final Parsec uses anyway
https://www.youtube.com/watch?v=rVfR14UNNDo
Learn how to create a 2D platformer controller in Unity that can reliably handle slopes and moving platforms.
Download source code here: https://github.com/SebLague/2DPlatformer-Tutorial
If you'd like to support these videos, you can make a recurring monthly donation (cancellable at any time) through Patreon: https://www.patreon.com/SebastianL...
Oh yeah sabastian always got the goods
He's where I initially learned about marching cubes from, though it took another video by The Coding Train for me to really understand the concept
I want to import a whole folder into unity but it will only let me import images
Drag the folder into your project in the file explorer
What does it contain other than images?
nothing i figured it out thanks
still error
what's the reason behind their hate?
can you navigate to that file via your file explorer? send a screenshot of the file at the end of that path
@viral hill
That's not the same thing
I'm tryina isolate a specific layer to be rendered by a different camera so I can flatten it and apply a shader to it to make it look like a 2d... thing. Having trouble figuring out how to make it not render anything else and give it an alpha of 0 so I can only render the object. Currently using camera stacking for this. The alpha value in my urp sample buffer is 1 for the whole thing for some reason, am I misunderstanding something?
I've just got a very basic shader hooked up into a fullscreen render feature in the camera that's supposed to render only one layer. as you can see, the entire screen is tinted red when only those bubbles should be a solid red
my only guess is I'm using the urp sample buffer wrong
so what's the point of splitting r here. Feels like that whole vector3 is pointless
just for testing
so I can see if I can change the colour of the bubbles without affecting the rest of my screen
my only idea so far has been a render texture but I'd like it to be the same res as my game so I'd ideally like to avoid it
perhaps you want to make all alpha everything that doesn't contain red
if plugging in alpha isnt the idea
I mean alpha seems to be 1 everywhere for some reason
it uh
this is not what the mask should look like
I just hooked alpha directly to the colour as well so I can visualise it, it should just be single-ing out those bubbles
instead, it's all white, so something about the overlay camera is not setting the alpha to 0 when it should
a mask is what I'm trying to get but it doesn't seem to wanna work
right well did you try my suggestion to check for blue/green and zeroing the alpha
and perhaps if the value of red != 1
usually when you do these masks your camera should be culling everything you don't need
I'm unsure what you mean
mind you the bubbles just have an unlit material that's solid white
and the camera is set to cull everything that isn't on their layer
I'm just unsure what the suggestion is
if it captures uninitialized space it will have an alpha value of 0 I believe... actually should double check on that
here, this is what I did to get that white screen
could also try to set a solid color like black and make black = alpha (r = 0)
on the camera
I don't see the option
the overlay camera seems a bit more restrictive than I thought
any reason it's an overlay
just trying to avoid using a render texture
since I want this to be consistent with screen res
right well I was going to suggest just use a render texture cause that seems what you're doing with extra steps
I could compromise and make a render texture at runtime that uses the screen res as its width/height
which option do I click on to add a script that controls the movement of the camera when user presses WASD?
"new script"
or if the project/tutorial provides one, you'd have to use what the tutorial says to use
I'm trying to use Local Volume for post processing. It works when I move near the object where I've placed the box volume (in play mode). But right now the change is abrupt. Can I make it gradual and fading?
If they hate your game because it would have been made in Unity, they would not be worth the effort to create a game. I think its a cute idea to make a little game for someone, no matter how you made it. it could be a pen and paper game either.
"Doesnt really work" is nothing, anyone could work with to help you 😉 What is not working? what did you try? how did you set it up?
You like, rotate the object like any other object, about the pivot.
Lol they once again delete their vague question when the answer isn't taking the bait to hand hold them.
hi all, just had a quick q - I want to paint another separate sand material on my terrain but its overriden by the green floor, is there a way to use these 2 materials together? right now I can't paint any sand
can someone help me with my school project
!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
is it not possible to get live help?
People are grouchy here, just go ahead and ask your question, and read the guidelines that Fogsight posted.
hey everyone 
so I am working on a switching system for guns, and I am like stuck. So I got an arm mesh and seperate gun models, but I am not so sure how to set tuem up. Like can't decide between if I should export each gun already attached to the hands so like the viewmodel is one unit including gun or should I keep hands and guns seperate and snap the gun to an anchor point? I thought about using seperate viewmodels for each gun, so like picking up a gun swaps the whole viewmodel, because I couldn't figure out how to attach a gun properly to my existing rig
maybe any tutorial could help if you know one
"Live" help is you asking a question so people can provide answers.
i mean like speaking with one in real time
The "proper' way is to use some sort of marker (empty) objects on your weapons and positioning the bones to match them. The quick and dirty way that might be easier is using separate models as you said, which is fine really, if you're not attaching these to a body as well. If you find it easier/faster to just animate them in Blender.
That's not how this server works, no. We don't have VC channels.
so like I export the gun and arm animation seperately and make it a child of that bone in unity
Which bone?
I mean the gun position on hand*
Depends. If you're using IK, it probably wouldn't be a child of a the hand since those would conflict. If it's an animation, then your animation would animate a weapon socket object to position the weapon where it needs to be, and the weapon would be a child of that specifically.
can you animate the 2d characters directly in unity?
You dont paint materials, you paint textures via texture layers. you already have a sand layer, just create a new green layer
depends
can you redraw frames, no.
can you put frames together to create animation sure,
can you animate "2d ik / bones " to make dynamic / animations. Sure
Something more parallel would be animating with sheer calculations as well, although there are definitely limitations to that.
compared to key animation.
where is urp asset?
gonna have to be a bit more specific than that. what are you trying to do?
I want to increase the visibility distance of the shadows and I was told about the urp asset
it's...quite a bit more than an asset, it's a render pipeline (what the rp stands for)
so how can I increase the visibility distance of the shadows?
go into Project Settigns -> Graphics you have the asset there
then you can find the renderer and other stuff from there too
When you add URP to a project, you need to (or the demo scenes already come with) a URP asset. It's like a file full of settings.
The easiest way is yeah where Nav suggested.
thats what I want to fix
More on creating the asset (if you don't have one) here:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.1/manual/InstallURPIntoAProject.html
You can lookup the settings here:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.1/manual/universalrp-asset.html
This is what you want to look for
that?
Does it match the image I shared above it?
idk I need to download it in package manager?
Follow the links I shared on how to find the file and what to change.
idk nothing has changed, you can check if I got it right
I installed Unity 2022.3.62f2 LTS after the security issue. Often my inspectors don't render correctly the first time I select a gameObject. Deselecting and selecting again fixes the issue but this is annoying as hell. Is anybody else experiencing this and is there a fix besides downloading another version?
First screenshot is not rendering correctly, second one is after selecting any other GO and then selecting the original one a second time.
Install 62f3 where it's fixed
Well I guessed it ok thanks.
I opened my project in Unity today and it's giving me this error. I can't open any windows; I right-click on a prefab or anything else and it doesn't open, and it keeps giving this error. Does anyone know how to fix it?
try resetting the layout maybe
where is the place I can find people to collaborate with already? I forgot
!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**
the link above is available in #📖┃code-of-conduct
Im using unity meta XR for my vr game, if i wanted to switch out the hand model that comes with the vr rig with my own hand model (which has the same bones applied to it) what should i do?
It worked, thank you so much for your help.
ty
why im trying to edit my shadow distance and nothing hapend
urp asset is also connected here?
It's set at 50 and that's a small value. What are you actually changing?
Does your light in the scene have shadows enabled?
It looks like you might have two render pipeline assets - are you editing the one that is assigned?
my vrchat cc keeps opening unity hub whenever i try open a project, i fixed it by updating my unity hub but now its doing it again and i have no updates that need to be done?
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
i am adding a new script as a component, and its showing up dim...i can't even access nro change its SerializedFields
do you have compile errors
not on this script atleast
that's possibly a conflicting class name too
there's already a Unity component called 'Animator'.. you can't use that
doesn't matter, any compile errors prevent all scripts from compiling
u r right, i understood what i was doing wrong
so long as they aren't trying to declare it in the UnityEngine namespace that wouldn't actually cause any issues other than confusion for anyone reading code that references the component
worked thx
im changing 50 but nothing change
default render pipeline I set there my urp asset, is this right?
this server is for unity discussion specifically, not a social space, sorry
I am having this issue on terrain same terrain layer but different color on each terrain
perhaps ask in #⛰️┃terrain-3d, if that's the terrain tool (not familiar with it so not sure)
stupid question but if this were the gameobject, how can i make its Animator GameObject active?
the class being reference is called animator and its declared using private animator anim; and i wanna make this anim turn on, using something like anim.objectAnimator.setActive(true); which actually doesn't exist. any ideas?
said class
GameObjects have SetActive. Components have enabled
(and Animator isn't a gameobject, it's a component attached to the UIDroplet gameobject)
i deduced that...
but hell yeah, i can understand your language!
have you baked your lighting before creating the 2nd terrain and not again after?
i tried baking it again but one still remains dark when I clear baked light data all turns out dark like this
Idk about baking tbh
I mean, are both terrains still the same color though?
After clearing baking data
yes but its too dark even after increasing lighting 🥲
Getting very weird FPS issues with unity today
Nothing selected in editor, barely 10 scripts made so far, none more than 50ish lines, in a relatively new project
and for some reason starting today when I hit play, the editor view drops to 2fps
make none of the objects in your scene static, switch your light mode to realtime, and then rebake
alright
there's a performance checker for unity modes right?
yeah there's the profiler https://docs.unity3d.com/6000.2/Documentation/Manual/Profiler.html
Anybody experienced navmesh problems today or recently?
Baking doesn't work in a fresh project
mouseScript.spawn (UnityEngine.Vector3 mouse_pos) (at Assets/Scripts/mouseScript.cs:61)
mouseScript.Update () (at Assets/Scripts/mouseScript.cs:34)```
void spawn(Vector3 mouse_pos)
{
GameObject tempDroplet = Instantiate(dropletObject, mouse_pos, dropletObject.transform.rotation);
tempDroplet.SetActive(true);
anim.objectAnimator.enabled = true;
}```
what is this? i don't think it should be null...
ok yeah the CPU active time is almost 11 times higher than target framerate, at 630ms
well animator could be null
something's clearly very wrong but it shouldnt be, this is a small project and i havent changed anything
not null...
Okay then debug every line
which line is it pointing to
dropletObject could be null
where is line 61
anim.objectAnimator.enabled = true;
whats anim?
What's the Semaphore.WaitForSignal in the profiler?
did you check for copies
serializefield on public is pointless, theyre already serialized
as in...when the copies are being created, they have animator or not
so what do you mean by anim.objectAnimator?
Could just do anim.enabled no?
Also, debug every line as I said.
i can't access the object through the other script in that case
then dont add SerializeField..
yes you can
It's not pointless
i need to, to access the animator component
serializefield is for private fields
so yes its pointless on public
hence the 3 dots visual studio
the point of being serialized is so that it's modifyable in the editor and saved by unity
i thoguth this too
Can someone who knows stuff about the profiler help me out please? Its a load of terms and numbers that don't mean much to me, and the 'Others' section is constantly spiking and its unclear what that refers to
you just use gameObject.GetComponent on Start()
public fields are already serialized in the inspector, what dont you get?
"others" usually refers to the editor itself. do a build and see if it gets better. if it doesnt, do a deep profile
as in you probably have a copy of the script where its not assigned in the insector
worked out
thx
wait a sec
then why the hell did it not work out the other way then
what are anim and objectAnimator?
if it was assigned through inspector, there is no point in doing GetComponent
so anim was never assigned
animator is the type, objectAnimator is of data type Animator
anim is not the type
exactly, i am pretty sure is was assigned
sry
anim is the variable for animator
srysry
forget seeing if it gets better, the build just doesnt respond full stop >_>
if its private it was never assigned
not through inspector at least
thats whyGet Component works, but you mind as well SerializeField and assign it through inspector
thats what serializeField is for
it was though 
thats not anim
what does your task manager look like while this is happening? is it using tons of resources?
the variable anim
Can anybody quickly bake a navmesh surface onto a basic plane?
oh wait
For me it doesn't work in a new project might be doing something wrong
follow a tutorial
private animator anim was never assigned
your naming is pretty poor hence the confusion
Nope, the resource usage barely changes - and it shouldnt be an infinite loop of any kind because I don't have any loops in this project yet, and haven't made script changes since it previously worked...
ya, that's what i am seeing, it was never, i thought it automatically referred to the component attached
pls teach me about naming, i am dog at naming
no you just declare it, it doesn't auto do anything you explicitly tell it
why are you bringin up infinite loops...? if that was the case, the editor would fully freeze, not have lag spikes
i can't name stuff, neither can i remember people's names
name it for the purpose it does
either way, there is something wrong with the editor app itself
I have worked with it 100 times but it doesn't do nothing
i declared it
Hi everyone, I recently joined and I don't know which game to start. Can you help me?
declared it yes, but never assigned..
how you do diagnose/profile for editor specifically? It also runs perfectly smoothly before I hit play
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
aiaiaiaia
there is no autoassignment
wait
wait so there's no problem unless you hit play?
what is the purpose of this animator component anyway
yep - perfectly smooth hundreds of fps, then i hit play and it drops to 2fps
create a fresh scene and see if it lags
New scene runs smoothly
look at your tri and batch count in the scene that is causing issues. if it is insanely high, that is the culprit. if not, your code is the issue
how do you check tri/batch count of a scene
same way you check fps
so as far as i know, there are two ways in which you can refer components:
- make serialized fields and assign it in the inspector
- make a script, serialize a field, attach component to that field in the inspector, then refer to that object in the scipt using inspector. i was tryna do the latter, it didn't work. this
animator animwas supposed to refer to the type and get access to the type's animator so that i could enable it when required.
Okay, you've created the box that can hold a value.
Where do you actually put anything in the box?
i know what it means to instantialise something...
i just don't know what to do to do it in unity
actually, i forgot that your task manager doesnt use many resources. this is probably not it but check it anyways
private animator anim creates a variable. You need to actually assign the value to something.
Are there any Russian speakers here?
Which animator do you want to assign it to?
that doesnt answer the question specifically about your animator script
its the same way in any C#
you use =
except in unity you can use the inspector as well with serialized fields
what's the rvalue
either public or [SerializeField] private
english only server
The value randomly changes between two values when just moving mouse around on the PC, but the more constant one is 15m tris and 5524 batches, no clue if thosoe numbers are low/high etc
when you do Car car;
you will get error
car.color = red
15m?????????
are you sure?
because you declared it, but never assigned it.
if you did
Car car = new() car.color = red then it works
but Unity components work different in that you cannot new() them
to animate thos temp gameobjects when i deploy em
that's what it says
how is your task manager not screaming at you. send a pic of your task manager while you are in playmode
I've been looking for this community for a long time. I'll have to learn English 🙂
why not refer to the animator directly instead of doing anim.ObjectAnimator
Unity is displayed as 'recovering scene backups' here
didnt you say you got an empty scene? where are those 15 million triangles coming from
where is your gpu section
this is a non empty scene
i forgot how to do it using getcomponent...
also, cus i wanted to try it out, since i did a simlar thing for something else
Oh - I didnt have task manager expanded
what does GetCompponent have anything to do with anything if you can just use inspecor
gpu section is complaining, yep
if this script is just to hold a reference to animator, maybe use AnimatorHolder or something less ambiguous than using something named like unitys Animator
yeah you have a ton of optimization to do. where did the models in the scene come from? is this an asset pack?
oh that's better naming thx, ima use it then
Various packs, yes - I was mostly using asset pack or free models to prototype
Its odd though - I've been using the same models for multiple days and haven't had FPS issues until just now
Have you tried closing and opening the editor?
lmao they have 15m tris and 5k batches rendering
I closed it a few times already yes
that's not gonna help
use the wireframe draw mode on your scene view and look at areas that are super dark
Right but if the meshes are static the count doesnt matter all too much (unless they dont even have a gpu)
maybe you duped GO's on accident
I've figured out part of the issue
basically you want the name to explain the purpose of the component / object
same as with variables names
which count?
The tri count, though 5k batches is insane
Did you add a lot of lights to the scene?
it absolutely matters. 15m is crazy high
i mean...i know that, but the first thing that popped into mind in this scenario, was to call it animator or dropletanimator, i am rly bad at naming....
static wont really help with this
I have 8 extra cameras set up going to render textures, and disabling all cams except the player one drop the tris heavily
its not an animator because Animator is already a component that does something specific
holy hell 8 cameras?
it doesnt animate anything
how else do you render security camera like objects?
but its an animator component...it does animate
it comes with time though, and practice just keep it in mind
by using different cams, but NOT by having them all active at the same time
no its using animator perhaps but doesnt itself animate
I coded them to only enable and render one frame every second, to cut down on performance
Well first off i think you disable them when not in use
got it
The built-in Unity component Animator does the animating. Your custom animator component doesn't actually do the animating, the Animator does
did you try occlusion culling
This sort of confusion is exactly why you shouldn't use the same name as a unity component
Idk i might be miss remembering, though i also havent had a camera render above ~4m before
throwing random guesses at the performance issue is useless
i doubt this is working as expected
profile profile profile
that's what I'm taking a look at now
this just means nothing lmao, there is no evidence to support this
it means nothing but it points me in a direction to check
and here i am with 1 min wait time on my stupid game
sometimes it takes even 2 mins
not what they are talking about
Profiling would too lol
I tried using the profiler but its just nonsense to me lmao
ah ok...
making objects static helps decrease batches as they can use a more efficient batching method. tris doesnt really play into this
gotta learn it 😛
Ok yup - there's an error in the coroutine that toggled the cameras - weirdly I havent changed that code today so I don't know why it suddenly caused issues whereas it didnt before? But now editor's running at a relatively decent 30fps when playing again
if it was working as expected, they wouldnt be rendering 8x more than normal 😐
I’m having errors with asset bundle has anyone here used it and think they could help?
It seems like my IDE doesn’t acknowledge the editor tool that comes from asset bundle and it’s causing errors when building said bundles
I’m using version 2020.43.8f of unity
I do need to get better models anyways though since a project this small shouldnt have even a couple million tris...
what errors and why such a old version of unity
Making a mod for a game that runs on unity
we can't help you with that here
ty for the help @viral hill
I know but I just don’t understand what the errors are saying
feel free to post them but there's a good chance we don't either, your using a very old unity
@worn furnace take a look at this. she ran into a similar issue with having multiple cameras https://www.youtube.com/watch?v=v5_RN8o1b3g&t=224s&pp=ygUaaG93IHRvIG9wdGltaXplIHVuaXR5IGdhbWU%3D
How can I find people for the project?
!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**
: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**
DOUBLE KILL
damn
disabling the cameras if they're not being looked at is also a good tip, ty
I’m on mobile rn so I can’t copy paste multiple messages
Where can I find that?
there should be errors in the console
sure
And what if the editor itself is broken
you find a community thats modding whatever your modding and ask there
Oh I didn’t know it was specific to that
Then the solution to that is "update the editor"
i dont know either
editors can break...?
anything can break
Scripts seem to not be reading that the editor exists
it's usually user error though
And it probably is
the editor won't exist in play mode
I’m not in play mode
sure
so i've noticed that the latest 6.3 beta has removed the built-in templates, is this intentional?
Then yeah I think so
built in is no longer being supported from now on
they announced this a while ago
Asset bundles go in a folder with a custom .dll that then gets uploaded to the game
so when they are in the build/mod, the editor wont exist, so the scripts code can't reference the editor
So you’re saying I should delete the scripts?
yeah, but I still use the templates and install the pipeline once I have the project created.
i dont say that as an insult
I’m kinda new to unity
you need to find support in whatever community this is for
I just feel like if I keep asking questions in the modding server eventually no one will respond to them
we can't help you with your current experience without the context you can't provide here
ok and
I can send images later maybe
images will not help
Oh
When you build, unity recompiles all code for this platform. Editor only classes and namespaces don't exist there so compile errors may happen
The solution is to have editor code in editor only assemblies/folders OR to use conditional compilation
I WANT TO ASK ONE THING CLEARLY. When I drag my weapon to any slot, it has an excessive offset that's wrong, and I want it to be properly aligned with the same slot object. In the individual prefabs, it looks perfectly fine, but I wouldn't know what's causing it.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
the same with muzzle flashes
Wdym slot? Do you mean making it a child?
yes
a bit simple slot system
its when i parent it manually not though script
Zero out the position/rotation on the transform.
In that case shouldn’t the asset bundle plugin have come with its own editor code to prevent this problem? Otherwise no one would be able to pack bundles??
Set the transform pos to 0,0,0
in the scripting idk if it will happen
which
All of it?
rob can't answer that question as presumably rob does not actively mod that 2020 unity game
we can't help you here
Of your objects that you are making a child
aight, so i checked it out and i am very very sure, that i have assigned everything in order to make it work. i kid you not, i rly don't understand what i have not assigned.
yeah the point that each time im setting it as a child it gets the same pos
it isnt a permanent solution
i'm not saying they should keep supporting the built-in pipeline
Asset bundle browser isn’t commonly used then I’m guessing
It's probably old or was put inside an asmdef which breaks the auto Editor folder as editor only code functionality.
You can build bundles with code yourself anyway or use addressables.
After you make it a child, reset the transform pos
it is, that's not what your error was saying
didn't they stop supporting it
are you getting error ? which line
Oh
i haven't seen it in the package manager since like 2020
Just my luck
Oh wait this is mod related? I joined mid convo
thats because of stupid dumb reasons it works perfectly fine on modern-ish versions at the very least
Yeah mod for a game
unity 2020 mod related
its just too hyper specific for someone new to unity to get help with here
No wonder it's half broken. Not much more I can say!
Do not discuss mod tools here
How come?
i mean bepinex can be used for non modding purposes
Rules
Oh I see
no
i was getting this error, after getcomponent, it worked just saying
Read the rules #📖┃code-of-conduct
Hell no
because the component was not assigned
sounds like it was null then you made it not null which fixed the "it was null" error so yeah
spoonfeed me, exactly which thing in inspector was actually null
the part that wasn't showing up because your variable was private but not serialized as previously explained
the part that wasnt in the inspector
yeah, i knew that they were going to do that I just didn't expect them to remove the template project, at least so soon. Damn, guess i'll have to get used to deleting the unessecary assets that the URP template creates
Also what does the iconography that’s like a text bubble mean because it’s a debug issue but not necessarily a warning nor an error
a log
it's called a message, and it's mainly used for keeping track of stuff for debugging purposes
after doing this,it still did not work though
And would looking at it help at all or
how does it look in the inspector
Should I just quit unity ✌️
your issue was the anim variable, not the objectAnimator variable
for modding that game? maybe
ahhhhhhhh
i get it!!
please help me how to increase shadow rendering in URP
i finally get it
My trees and other stuff looks very bad when far
the anim variable needs to be serialized and then assigned the script in the inspector yeah??
now i hope you'll learn to use better names for things so you don't get everything confused
Would redoing the set up process for unity and then porting the modded prefabs possibly fix it?
i am trying, trust me, i am really bad at coming up with right names
we can say "sure" to anything you suggest
its not that we dont want to help you, we cannot
I know I just don’t know if the category of errors maybe gives a clue to how local or global the issue is
i would suggest either asking the community this is intended for, or not doing this kind of project
names should be clear about what the object actually does. right now your animator component does not actually perform any animations, so it is poorly named. it might communicate with the actual Animator, but it itself does not animate, it controls the animator. so it could be named AnimatorController (though that name still conflicts with a unity type) or AnimatorManager or something that makes it clear that it is not the animator itself but controls it
I spent months making these models in blender and now I can’t even get them into the game
Im not trying to burden you
i will just name it animatorStorer or just use this
sure, that works too. but also what is the actual point of this component? what is it supposed to do
if the entire point of the component is to just store a reference to the animator then it is useless
pretty much, you can just rference animator directly where you need animator
what other oprions are there
i know, its useless, i just wanted to try to apply what you told me before about doing stuff in a similar fashion
(how would they know if they are asking that question)
referencing components through scripts
but that's irrelevant here because you can just directly reference the Animator
i know
there is no need for a middleman component that just holds the reference to the animator. you're doing more work that way
because i've talked to them before and they know this already
also, if i were to try modding a game or smth(using an older unity version or smth)...you guys wouldn't be able to help correct?
correct
you would need to contact that game's modding community for help
good thing it has one hehe
although, the first modder of any game must be big brain being able to do that without needing help
how can i show a model's wireframe in unity?
scene view or game view
also can you subdivide a plane in unity?
i want to make ocean waves but the plane is very low poly
Okay but why do you need to reference a component that references a component, instead of just referencing that last component directly
guys can anyone tell me pls why if i import a png into unity it only registers 1 of thr 3 objects? (dont kill me im new)
check my prev msgs, not trying to be rude...i have already typed out my reasoning before a couple of time so...
check your sprite mode
how❤
I've been following this but I don't see where you answered what this component formerly known as animator is supposed to do
right above in the left side menu in the screenshot u sent
pssst i dont have disc on my pc
Okay but you do