#💻┃unity-talk

1 messages · Page 25 of 1

undone monolith
#

Hey I'm looking for level designers for a project. Is this the right place to ask or is it not allowed?

vagrant rootBOT
# storm patio !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**

undone monolith
fallen barn
#

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.

storm patio
#

there's a lock icon near the top right

#

that will prevent it from unfocusing/unselecting when you select other stuff

frigid eagle
#

you know if there is any way to recuperate my scene with a build ?

storm patio
#

not sure what you mean by "recuperate"
what exactly are you trying to achieve?

inland river
frigid eagle
frigid eagle
storm patio
#

do you have vcs?

frigid eagle
#

whats vcs?

storm patio
#

a version control system, it basically makes that situation not an issue

#

!vc

vagrant rootBOT
# storm patio !vc
Using version control in Unity

Unity Version Control

git Git

Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.

frigid eagle
#

no

#

its 80gb project

plain dagger
#

Any backups?

storm patio
#

sounds like a great lesson to use vc in the future then

frigid eagle
#

when i push it it crashes

#

(github)

plain dagger
#

(if no to both you are shit out of luck)

frigid eagle
#

i dont have a real backup

#

the backup is before make the scene

storm patio
frigid eagle
#

so there is no backup of the scene

storm patio
#

anyways that would be for later though

plain dagger
frigid eagle
#

and when i open the scene now it have tons of gameobjects missing

frigid eagle
storm patio
#

it's probably possible to recover the scene from a build, but no clue how hard it'd be

frigid eagle
#

i use github before in other projects

storm patio
frigid eagle
#

but i have like 5 assets of maybe 5 gb

storm patio
#

or is stuff just missing

frigid eagle
#

or smthing like that

frigid eagle
#

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

inland river
#

I think you can stop lamenting the loss publicly

storm patio
frigid eagle
#

they are prefabs

storm patio
#

were they in the scene?

inland river
#

This is not an emotional support forum, and you aren’t contributing here either

frigid eagle
#

but the generator instantiate diferent asteroids with diferents scales, rotation…

frigid eagle
#

i mean

#

i have 10 diferent asteroids

storm patio
#

if they're in the scene they aren't prefabs

frigid eagle
#

and the generator instantiates them ramdomly

storm patio
#

and put them in the scene in edit mode?

#

(this is unrelated to your issue btw, just curious what's going on there)

frigid eagle
frigid eagle
storm patio
#

i don't need to see it

frigid eagle
#

okay

storm patio
#

just, like.. the 2000 asteroids weren't saved in the scene, right?

frigid eagle
#

the generator just takes the prefabs and instatiate them ramdomly

#

the amount i want

storm patio
#

at runtime, right?

frigid eagle
#

scale, position…

frigid eagle
#

idk

storm patio
#

that's not what im asking

#

they definitely just shouldn't be saved in the scene

frigid eagle
#

im not understanding you sry mate

storm patio
frigid eagle
#

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.

storm patio
#

they shouldnt have been in the scene

frigid eagle
#

it was lagging too

storm patio
#

that's all im saying

frigid eagle
#

and where they should be

storm patio
#

they'd only exist as prefabs and be instantiated and maybe pooled at runtime

frigid eagle
#

ye that can be bttr

storm patio
#

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

frigid eagle
# frigid eagle ye that can be bttr

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.

frigid eagle
#

i asked chat gpt and he recomend me to delete Library and reload

hexed path
#

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.

storm patio
#

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

hexed path
#

yeah - and I think a lot of us are struggling with what actually is sane, responsible use of code generation tools.

mystic abyss
#

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

storm patio
mystic abyss
#

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

hexed path
sterile dew
#

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

mighty moth
#

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)

viral hill
hexed path
#

maybe that's stating the obvious... sry

mighty moth
#

litterary have no idea

hexed path
#

I'm not sure, I just wanted to help you name the problem you are having.

twin forge
#

It's been over a month since I uploaded it, and I'm still waiting lol

pearl grove
#

how to create 3d editor in unity

storm patio
#

that's a pretty broad question, have you tried googling at all

pearl grove
#

but well, google only sent me install unity 3d editor

sterile dew
pearl grove
#

its editor for unity, not editor IN unity

sterile dew
#

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

strong fable
#

once I break a joint how do I reattach it for object pooling purposes?

storm patio
#

!ide

vagrant rootBOT
sterile dew
storm patio
#

not sure where you heard that

sterile dew
#

I already have it as the chosen external editor anyway

Besides, that's not my issue rn

storm patio
sterile dew
hexed path
#

is there a bot command that points someone at good intro material like one of the beginner pathways on learn.unity.com?

storm patio
silent obsidian
#

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

copper gust
#

well we dont know what we're doing either

#

you'll have to go back

silent obsidian
#

😭😭😭😭😭😭

silent obsidian
#

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

copper gust
#

sorry to hear that

#

that is vr chat specific though

whole gyro
#

hey im trying to install unity

#

wheres the download button

storm patio
whole gyro
#

my machine has very low specs im trying to keep it light as posible

#

will unity hub make it heavier

storm patio
#

no

copper gust
#

generally you don't have too much of a choice regardless

silent obsidian
storm patio
#

it'll just make it easier to manage installations and projects

whole gyro
#

so i will need the hub?

storm patio
#

yeah

whole gyro
#

why does the archive page even exist then

storm patio
#

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

whole gyro
#

ok, im being recomended the 3.5 version of hub by chatgpt

copper gust
#

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

mighty moth
#

chat gpt told me to erase my project files 👍

storm patio
#

yeah just.. stop using chatgpt lol

#

it'll just inhibit you

whole gyro
#

ok

mighty moth
whole gyro
#

which version of hub should i use to compensate for low specs?

mighty moth
#

just

#

get the newst one

copper gust
#

if your specs are low enough to where the unity hub version matters, i'd recomend not using unity

mighty moth
#

lol

whole gyro
#

i will ignore the flippant response

#

hopefully someone more helpful shows up

copper gust
#

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

mighty moth
whole gyro
#

i have 12 gb of ram and a core i3

mighty moth
#

just

#

download

#

regular unity

whole gyro
#

alright, thank you

storm patio
#

you can't stream 1080p but compensate for slow internet by making the window smaller

#

just use the latest version

balmy kettle
#

wtf since when did the hub start auto-installing the latest editor version on a new (hub) install

storm patio
#

it what

silent obsidian
#

Oh my God it was a go go loco problem this entire time

balmy kettle
# storm patio it *what*

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

mighty moth
potent geyser
#

You're not likely going to find someone who is going to do a tutorial just to help debug.

granite sorrel
#

can i send a link to a telegram group i created to meet at the unite in barcelona?

whole gyro
#

is there a captcha somehwere

strong fable
#

why cant I disable a joint? I dont wanna destroy the whole component and reattach it every time I dont want the behavior

torpid totem
#

I saw ts and got scared that I lost all my scripts randomly

#

they just got moved to the wrong folder

whole gyro
#

what should i do next?

plain dagger
#

read the text and follow the link?

whole gyro
#

theres no option to download from the archives

copper gust
#

your browser is being weird

vivid cedar
#

Works on my machine

whole gyro
#

im on chrome

#

ill try on firefox

copper gust
#

im also on chrome

whole gyro
#

it works on firefox but not in chrome

copper gust
#

(2021 lts is also in the hub itself)

storm patio
# whole gyro

you should install from the "official releases" section

mighty moth
#

just wondering if anyone has any idea what went wrong

storm patio
mighty moth
#

will do that

potent geyser
#

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?

mighty moth
viral hill
#

If this doesn't happen in a fresh project, the VRC sdk is probably the culprit

undone monolith
#

Hey guys i'm getting this error

inland river
inland river
#

System.Transactions is part of .NET, but the "._" is weird

undone monolith
#

So normally I work on my windows laptop, but today I added my project onto a Mac desktop

inland river
#

did you copy the /Library and /Package* folder from your PC? or just /Assets/*?

inland river
#

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

storm patio
#

that's where the manifest.json is

#

the packages are installed into Library/PackageCache

storm patio
undone monolith
#

Ok 👍

#

I didn't delete them yet

balmy kettle
#

Assets, Packages, and ProjectSettings are really the only things you absolutely need to keep

storm patio
#

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

undone monolith
#

Ok I've only deleted Library. That's good right?

storm patio
#

what is obj, never seen that in a unity project
presumably also a writeonly build folder?

undone monolith
#

still getting this error

inland river
# undone monolith

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.

weak patrol
#

Has anyone ever had a bugged debug screen

pallid raven
#

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

radiant pewter
#

why can I not uninstall this one?

#

nvm I just looked at the install path

#

idk how it even got there

hushed hamlet
#

(To your point, safe to delete or ignore)

white spade
#

do have a question have any of you guys played fortnite save the world?

mild radish
#

is this relative? like tha game mode? the game? why u askin

white spade
#

im thinking of making a vr game similar to fnstw

worn lance
#

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!

vagrant rootBOT
clear raft
#

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?

brave gust
#

i think large channel descriptions break the browse channels thing on discord

#

it keeps jumping around like crazy

clear raft
#

@copper gust thank you!

strong fable
#

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.

hushed hamlet
#

To be honest, the whole joint system is pretty hacky. As long as your solution works, I wouldnt worry about it too much

safe garden
#

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

lapis gate
#

Well, you can add a normal map to each texture layer if you want

safe garden
#

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

lapis gate
#

but otherwise you're short of luck if you wanted to add any other type of texture maps unfortunately

strong fable
dapper rune
#

Yoo could anyone dev my game

lethal jasper
#

ill do it

#

lol

polar basalt
#

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?

vivid cedar
#

Raycasts work, we know that for sure.

strong fable
polar basalt
vivid cedar
#

did you happen to set this object as static?

polar basalt
vivid cedar
#

There is no "raycasts don't work on rigidbodies" bug

#

so the issue is somewhere in how you set stuff up

polar basalt
vivid cedar
#

layer overrides on colliders or rigidbodies are irrelevant for raycasts

vivid cedar
#

the layer collision matrix is also irrelevant for raycasts

polar basalt
#

ok

#

i recorded a video

#

its pretty weird tbh

#

compressing the video rn

copper gust
polar basalt
# polar basalt

the indication that raycast works is by the text saying "You can interact by pressing [E]"

copper gust
#

Thats not a good indication because we don’t have the code

vivid cedar
#

also it looks like it is only working when there's a rigidbody?

strong fable
#

whats this error and why is it haunting me rn

polar basalt
#
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

copper gust
polar basalt
polar basalt
#

just ignore it

copper gust
#

the video is weird, why does the interactableobject component on clock 2 just dissapear when you mouse over it?

strong fable
copper gust
#

you should debug what that raycast hits btw

polar basalt
#

the window of the component doesnt get recorded with my screen recorder sadly

polar basalt
#

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

copper gust
#

based on the information you have provided, rigidbodies are completely irrelevant to your problem

polar basalt
#

they are

#

this unusual behaviour does not happen when rigidbody is not present in neither

copper gust
#

your conclusion is wrong

#

based on the information you have provided

polar basalt
#

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

copper gust
#

your video is honestly too confusing to understand personally

polar basalt
vivid cedar
#

You're certainly using hit.ganeObject or something

#

Which automatically gets the parent of there's a Rigidbody

polar basalt
#

hit.transform.GetComponent<InteractableObject>()

vivid cedar
#

Instead of hit.collider

#

Yeah

#

That's it

#

Hit.transform

polar basalt
#

ah

#

i see

#

so it is the rigidbody fault

vivid cedar
#

Sort of

polar basalt
#

why does it get the parent

#

thats some weird behaviour tbh

vivid cedar
#

Read the documentation

polar basalt
#

yeah ill check that later

vivid cedar
#

It's in the docs for those properties on RaycastHut

polar basalt
#

didnt know thats a thing

polar basalt
#

instead of hit.transform?

mild radish
#

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

polar basalt
#

so ig i changed it

mild radish
#

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

polar basalt
#

will it take more power to process collider.transform instead of .transform?

mild radish
polar basalt
#

if i need .transform of the collider hit (in some cases)

mild radish
#

unity already has those cached internally i believe

polar basalt
mild radish
#

still basically nothing

polar basalt
#

if its cached ig there wont be an issue

safe garden
#

hi guys, have any of you had this issue? Json Parse Error

polar basalt
#

dont ask why im doing it that much in some scripts

mild radish
#

meh.. i thought u were just being outrageous 🫠

polar basalt
vivid cedar
#

don't worry about it

#

it's fine

polar basalt
#

like selecting 15000 objects

mild radish
#

thats y we have forloops

#

it can handle it 💪

polar basalt
#

yeah but it does lag for like 1 sec for sure

mild radish
#

computers love repetition.. its like the equivilent of playing fetch

polar basalt
#

whatever method i do

mild radish
polar basalt
mild radish
#

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)

polar basalt
#

if he placed 15k and he selects 15k he will select 15k

#

i mean, its faster than unity's editor though

polar basalt
#

the total placed objects

mild radish
#

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

elder sandal
#

who wanna make a game with me a horror game like REPO

polar basalt
#

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

copper gust
#

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

mild radish
#

15k is alot of objects.. to be checking for colliders and selecting and deselecting... and lord knows what else ;D

polar basalt
#

has nothing to do with the level creator

mild radish
#

ohh okay..

#

😅 physics be like: phew..

polar basalt
#

there is physics too...

#

but not in the level creator, only when you play

#

IF you added the rigidbody component to that object

gusty abyss
#

Can you not make a skinned mesh renderer for an imported model manually?

vivid cedar
#

Do you mean the actual bone weight painting and stuff?

gusty abyss
#

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

vivid cedar
#

what are "parts" in this context?

gusty abyss
#

as in new skinned mesh renderer

vivid cedar
#

You're either talking about bones, or you're talking about child objects with their own renderers

gusty abyss
#

let me ss wait

vivid cedar
#

which is it

gusty abyss
#

even tho I set exact same properties it doesn't show up

vivid cedar
#

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

gusty abyss
#

it just doesn't show up

vivid cedar
#

these screenshots are cropped maybe a bit too much

copper gust
#

Also gizmos are off in left if that’s relevant

gusty abyss
#

the bounding box is the same place

vivid cedar
#

no - like, gizmos are disabled

#

so they're not visible

gusty abyss
#

here ill enable it, it's still in the same place just no mesh shows up

vivid cedar
#

right so - seeing the full hierarchy and full inspector etc would be helpful

gusty abyss
vivid cedar
#

To be clear we're trying to see this brown diaper thingy?

gusty abyss
#

yes exactly

vivid cedar
#

ok so - can you show some uncropped screenshots

#

Like does the new one even have all the bones it needs?

gusty abyss
#

the rigs

#

this robe is just set with some weight, so it might be due to that

fickle isle
#

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

vivid cedar
fickle isle
vivid cedar
#

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

fickle isle
#

so i should go with the reccomended install?

vivid cedar
#

Unless you have some special reason, you should use the Recommended version in the Hub

oak blade
#

@humble abyss i wanna be mod, how to become mod

stuck flower
#

Not pinging the administrator with asinine bullshit is usually a good start

wheat mountain
#

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

lapis gate
#

if you're using forces you can usually just use an impulse :D

wheat mountain
lapis gate
#

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

wheat mountain
wheat mountain
lapis gate
#

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

wheat mountain
#

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

lapis gate
#

comes down to preference with that stuff so there's usually no wrong way, only if it feels good

wheat mountain
#

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

lapis gate
wheat mountain
lapis gate
#

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

wheat mountain
#

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

lapis gate
#

The site gives you the source to the controller with save there

wheat mountain
#

Which means the variation can (and often does) become 3m instead of 2

wheat mountain
lapis gate
#

so it uses rigidbody here and it's affected by stuff like mass and friction/dampening probably?

wheat mountain
# lapis gate so it uses rigidbody here and it's affected by stuff like mass and friction/damp...

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; }
    }
}```
lapis gate
#

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

wheat mountain
#

"Throw on impulse" I mean. I'm not sure what you mean by that

lapis gate
#

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

wheat mountain
#

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...

▶ Play video
lapis gate
#

Oh yeah sabastian always got the goods

wheat mountain
#

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

oak meadow
#

I want to import a whole folder into unity but it will only let me import images

potent geyser
#

Drag the folder into your project in the file explorer

#

What does it contain other than images?

oak meadow
undone monolith
#

what's the reason behind their hate?

viral hill
viral hill
#

That's not the same thing

hardy fossil
#

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

lapis gate
#

so what's the point of splitting r here. Feels like that whole vector3 is pointless

hardy fossil
#

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

lapis gate
#

perhaps you want to make all alpha everything that doesn't contain red

#

if plugging in alpha isnt the idea

hardy fossil
#

I mean alpha seems to be 1 everywhere for some reason

lapis gate
#

alright so alpha should be everything not red then

#

which then gives you a mask

hardy fossil
#

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

lapis gate
#

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

hardy fossil
#

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

lapis gate
#

if it captures uninitialized space it will have an alpha value of 0 I believe... actually should double check on that

hardy fossil
#

here, this is what I did to get that white screen

lapis gate
#

could also try to set a solid color like black and make black = alpha (r = 0)

#

on the camera

hardy fossil
#

I don't see the option

#

the overlay camera seems a bit more restrictive than I thought

lapis gate
#

any reason it's an overlay

hardy fossil
#

just trying to avoid using a render texture

#

since I want this to be consistent with screen res

lapis gate
#

right well I was going to suggest just use a render texture cause that seems what you're doing with extra steps

hardy fossil
#

I could compromise and make a render texture at runtime that uses the screen res as its width/height

glossy trout
#

which option do I click on to add a script that controls the movement of the camera when user presses WASD?

storm patio
#

"new script"

#

or if the project/tutorial provides one, you'd have to use what the tutorial says to use

woeful spear
#

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?

ocean pumice
#

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?

potent geyser
#

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.

safe garden
#

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

analog hollow
#

can someone help me with my school project

charred fog
vagrant rootBOT
# charred fog !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

analog hollow
hexed path
twin tangle
#

hey everyone wavedog

#

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

potent geyser
analog hollow
potent geyser
potent geyser
twin tangle
potent geyser
#

Which bone?

twin tangle
#

I mean the gun position on hand*

potent geyser
#

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.

mighty moth
#

can you animate the 2d characters directly in unity?

viral hill
near wigeon
#

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

balmy palm
#

Something more parallel would be animating with sheer calculations as well, although there are definitely limitations to that.

#

compared to key animation.

proper lion
#

where is urp asset?

storm patio
#

gonna have to be a bit more specific than that. what are you trying to do?

proper lion
#

I want to increase the visibility distance of the shadows and I was told about the urp asset

storm patio
#

it's...quite a bit more than an asset, it's a render pipeline (what the rp stands for)

proper lion
#

so how can I increase the visibility distance of the shadows?

near wigeon
#

then you can find the renderer and other stuff from there too

hushed hamlet
# proper lion where is urp asset?

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.

proper lion
#

thats what I want to fix

hushed hamlet
#

This is what you want to look for

proper lion
hushed hamlet
#

Does it match the image I shared above it?

proper lion
hushed hamlet
proper lion
#

ok

#

thanks

proper lion
signal vigil
#

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.

pearl oyster
#

Install 62f3 where it's fixed

signal vigil
#

Well I guessed it ok thanks.

gusty abyss
#

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?

near wigeon
glass kraken
#

where is the place I can find people to collaborate with already? I forgot

vagrant rootBOT
# near wigeon !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**

storm patio
novel kelp
#

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?

gusty abyss
novel kelp
proper lion
#

why im trying to edit my shadow distance and nothing hapend

#

urp asset is also connected here?

deft rock
#

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?

spare frigate
#

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?

balmy kettle
#

!vrchat

vagrant rootBOT
pure igloo
#

i am adding a new script as a component, and its showing up dim...i can't even access nro change its SerializedFields

balmy kettle
#

do you have compile errors

pure igloo
#

not on this script atleast

deft rock
#

that's possibly a conflicting class name too

pure igloo
#

oh wait

#

nvm

deft rock
#

there's already a Unity component called 'Animator'.. you can't use that

balmy kettle
pure igloo
#

u r right, i understood what i was doing wrong

balmy kettle
proper lion
proper lion
# proper lion

default render pipeline I set there my urp asset, is this right?

storm patio
#

this server is for unity discussion specifically, not a social space, sorry

regal cedar
#

I am having this issue on terrain same terrain layer but different color on each terrain

storm patio
pure igloo
#

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

stuck flower
storm patio
#

(and Animator isn't a gameobject, it's a component attached to the UIDroplet gameobject)

pure igloo
#

but hell yeah, i can understand your language!

viral hill
regal cedar
#

Idk about baking tbh

viral hill
#

After clearing baking data

regal cedar
#

yes but its too dark even after increasing lighting 🥲

worn furnace
#

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

viral hill
regal cedar
#

alright

worn furnace
#

there's a performance checker for unity modes right?

bold yarrow
#

Anybody experienced navmesh problems today or recently?

#

Baking doesn't work in a fresh project

pure igloo
# pure igloo stupid question but if this were the gameobject, how can i make its ``Animator``...
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...

worn furnace
worn furnace
#

something's clearly very wrong but it shouldnt be, this is a small project and i havent changed anything

pure igloo
bold yarrow
#

Okay then debug every line

bold yarrow
#

dropletObject could be null

pure igloo
bold yarrow
#

whats anim?

worn furnace
#

What's the Semaphore.WaitForSignal in the profiler?

pure igloo
#

private animator anim;

near wigeon
#

serializefield on public is pointless, theyre already serialized

pure igloo
bold yarrow
#

so what do you mean by anim.objectAnimator?
Could just do anim.enabled no?

#

Also, debug every line as I said.

pure igloo
near wigeon
bold yarrow
pure igloo
near wigeon
#

so yes its pointless on public

#

hence the 3 dots visual studio

pure igloo
#

how would you do gameObject.Animator then

#

how would you access it?

bold yarrow
worn furnace
#

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

bold yarrow
near wigeon
viral hill
near wigeon
pure igloo
#

thx

#

wait a sec

near wigeon
#

either anim or objectAnimator was null

#

no questions about it

pure igloo
#

then why the hell did it not work out the other way then

viral hill
near wigeon
#

if it was assigned through inspector, there is no point in doing GetComponent

#

so anim was never assigned

pure igloo
pure igloo
pure igloo
near wigeon
#

anim is the variable for animator

pure igloo
worn furnace
near wigeon
#

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

pure igloo
near wigeon
viral hill
near wigeon
#

the variable anim

bold yarrow
#

Can anybody quickly bake a navmesh surface onto a basic plane?

pure igloo
bold yarrow
#

For me it doesn't work in a new project might be doing something wrong

near wigeon
#

your naming is pretty poor hence the confusion

worn furnace
pure igloo
pure igloo
near wigeon
viral hill
pure igloo
#

i can't name stuff, neither can i remember people's names

near wigeon
viral hill
bold yarrow
earnest trail
#

Hi everyone, I recently joined and I don't know which game to start. Can you help me?

near wigeon
worn furnace
vagrant rootBOT
pure igloo
near wigeon
#

there is no autoassignment

pure igloo
#

wait

viral hill
near wigeon
worn furnace
viral hill
worn furnace
viral hill
worn furnace
viral hill
#

same way you check fps

pure igloo
# near wigeon what is the purpose of this `animator` component anyway

so as far as i know, there are two ways in which you can refer components:

  1. make serialized fields and assign it in the inspector
  2. 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 anim was supposed to refer to the type and get access to the type's animator so that i could enable it when required.
stuck flower
pure igloo
#

i just don't know what to do to do it in unity

viral hill
stuck flower
#

private animator anim creates a variable. You need to actually assign the value to something.

earnest trail
#

Are there any Russian speakers here?

stuck flower
#

Which animator do you want to assign it to?

near wigeon
near wigeon
#

except in unity you can use the inspector as well with serialized fields

pure igloo
near wigeon
#

either public or [SerializeField] private

viral hill
worn furnace
near wigeon
near wigeon
#

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

worn furnace
viral hill
earnest trail
near wigeon
worn furnace
modest meteor
viral hill
pure igloo
#

also, cus i wanted to try it out, since i did a simlar thing for something else

worn furnace
#

Oh - I didnt have task manager expanded

near wigeon
worn furnace
#

gpu section is complaining, yep

near wigeon
#

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

viral hill
pure igloo
worn furnace
#

Its odd though - I've been using the same models for multiple days and haven't had FPS issues until just now

tall hearth
viral hill
worn furnace
viral hill
#

that's not gonna help

viral hill
tall hearth
viral hill
#

maybe you duped GO's on accident

worn furnace
#

I've figured out part of the issue

near wigeon
tall hearth
tall hearth
viral hill
pure igloo
viral hill
#

static wont really help with this

worn furnace
#

I have 8 extra cameras set up going to render textures, and disabling all cams except the player one drop the tris heavily

near wigeon
viral hill
#

holy hell 8 cameras?

near wigeon
#

it doesnt animate anything

worn furnace
pure igloo
#

but its an animator component...it does animate

near wigeon
#

it comes with time though, and practice just keep it in mind

viral hill
near wigeon
worn furnace
tall hearth
stuck flower
modest meteor
stuck flower
#

This sort of confusion is exactly why you shouldn't use the same name as a unity component

tall hearth
copper gust
#

throwing random guesses at the performance issue is useless

viral hill
copper gust
#

profile profile profile

worn furnace
copper gust
worn furnace
#

it means nothing but it points me in a direction to check

pure igloo
#

sometimes it takes even 2 mins

copper gust
tall hearth
worn furnace
pure igloo
viral hill
copper gust
worn furnace
#

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

viral hill
noble locust
#

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

worn furnace
#

I do need to get better models anyways though since a project this small shouldnt have even a couple million tris...

copper gust
#

what errors and why such a old version of unity

noble locust
copper gust
#

we can't help you with that here

worn furnace
#

ty for the help @viral hill

noble locust
#

I know but I just don’t understand what the errors are saying

copper gust
#

feel free to post them but there's a good chance we don't either, your using a very old unity

viral hill
earnest trail
#

How can I find people for the project?

stuck flower
modest meteor
vagrant rootBOT
# stuck flower !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**

vagrant rootBOT
# modest meteor !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**

stuck flower
#

DOUBLE KILL

pure igloo
#

damn

worn furnace
copper gust
#

no clue why this is a photo

#

if scripts have compile errors in the editor, fix them

noble locust
noble locust
copper gust
#

there should be errors in the console

noble locust
#

Right

#

And I just double click on them?

copper gust
#

sure

noble locust
#

And what if the editor itself is broken

copper gust
#

you find a community thats modding whatever your modding and ask there

noble locust
#

Oh I didn’t know it was specific to that

stuck flower
copper gust
#

i dont know either

pure igloo
#

editors can break...?

copper gust
#

anything can break

pure igloo
noble locust
copper gust
#

it's usually user error though

noble locust
copper gust
noble locust
#

I’m not in play mode

copper gust
#

will the script be in the build?

#

or mod or whatever

stable perch
#

oh wait wrong channel

#

lemme move it

noble locust
#

Hold on what does “the script” refer to

#

You mean the source of the error?

copper gust
#

sure

smoky lintel
#

so i've noticed that the latest 6.3 beta has removed the built-in templates, is this intentional?

noble locust
viral hill
#

they announced this a while ago

noble locust
#

Asset bundles go in a folder with a custom .dll that then gets uploaded to the game

copper gust
#

so when they are in the build/mod, the editor wont exist, so the scripts code can't reference the editor

noble locust
copper gust
#

no

#

you should understand what your doing

smoky lintel
copper gust
#

i dont say that as an insult

noble locust
copper gust
#

you need to find support in whatever community this is for

noble locust
#

I just feel like if I keep asking questions in the modding server eventually no one will respond to them

copper gust
#

we can't help you with your current experience without the context you can't provide here

noble locust
#

I can send images later maybe

copper gust
#

images will not help

noble locust
#

Oh

plain dagger
#

The solution is to have editor code in editor only assemblies/folders OR to use conditional compilation

south summit
#

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.

earnest trail
#

!learn

vagrant rootBOT
south summit
#

the same with muzzle flashes

viral hill
south summit
#

a bit simple slot system

#

its when i parent it manually not though script

potent geyser
#

Zero out the position/rotation on the transform.

noble locust
viral hill
south summit
#

in the scripting idk if it will happen

south summit
potent geyser
#

All of it?

copper gust
#

we can't help you here

viral hill
pure igloo
south summit
#

it isnt a permanent solution

smoky lintel
#

i'm not saying they should keep supporting the built-in pipeline

noble locust
plain dagger
viral hill
copper gust
smoky lintel
near wigeon
smoky lintel
#

i haven't seen it in the package manager since like 2020

noble locust
#

Just my luck

plain dagger
copper gust
noble locust
copper gust
#

unity 2020 mod related

#

its just too hyper specific for someone new to unity to get help with here

plain dagger
noble locust
#

🫩

plain dagger
#

Do not discuss mod tools here

noble locust
copper gust
#

i mean bepinex can be used for non modding purposes

viral hill
noble locust
#

Oh I see

noble locust
#

Do you guys think copilot would help at all

#

For reading errors

copper gust
#

no

pure igloo
#

i was getting this error, after getcomponent, it worked just saying

plain dagger
viral hill
balmy kettle
copper gust
pure igloo
#

spoonfeed me, exactly which thing in inspector was actually null

balmy kettle
#

the part that wasn't showing up because your variable was private but not serialized as previously explained

copper gust
#

the part that wasnt in the inspector

smoky lintel
noble locust
#

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

copper gust
#

a log

smoky lintel
pure igloo
noble locust
#

And would looking at it help at all or

copper gust
noble locust
#

Should I just quit unity ✌️

balmy kettle
pure igloo
copper gust
proper lion
#

please help me how to increase shadow rendering in URP

pure igloo
#

i finally get it

proper lion
pure igloo
balmy kettle
noble locust
#

Would redoing the set up process for unity and then porting the modded prefabs possibly fix it?

copper gust
#

dude

#

we do not know

pure igloo
copper gust
#

we can say "sure" to anything you suggest

#

its not that we dont want to help you, we cannot

noble locust
#

I know I just don’t know if the category of errors maybe gives a clue to how local or global the issue is

copper gust
#

i would suggest either asking the community this is intended for, or not doing this kind of project

balmy kettle
# pure igloo i am trying, trust me, i am really bad at coming up with right names

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

noble locust
#

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

pure igloo
balmy kettle
#

sure, that works too. but also what is the actual point of this component? what is it supposed to do

south summit
#

just that?

balmy kettle
#

if the entire point of the component is to just store a reference to the animator then it is useless

viral hill
#

bruh wdym how

#

via code or manually in the editor

near wigeon
#

pretty much, you can just rference animator directly where you need animator

viral hill
#

what other oprions are there

pure igloo
copper gust
pure igloo
#

referencing components through scripts

balmy kettle
#

but that's irrelevant here because you can just directly reference the Animator

balmy kettle
#

there is no need for a middleman component that just holds the reference to the animator. you're doing more work that way

viral hill
pure igloo
#

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?

copper gust
#

correct

pure igloo
balmy kettle
#

you would need to contact that game's modding community for help

pure igloo
#

although, the first modder of any game must be big brain being able to do that without needing help

novel kelp
#

how can i show a model's wireframe in unity?

viral hill
novel kelp
#

also can you subdivide a plane in unity?

#

i want to make ocean waves but the plane is very low poly

stuck flower
lime vector
#

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)

pure igloo
lime vector
stuck flower
viral hill
lime vector
stuck flower