#💻┃unity-talk

1 messages · Page 26 of 1

stuck flower
#

you have a web browser

lime vector
#

shh

pure igloo
#

use snipping tool?

near wigeon
# lime vector shh

if you dont even put effort to make it easier for others to help, how do you expect anyone to help

lime vector
#

i have 2D and UI set

stuck flower
# pure igloo

That still doesn't answer the question of why reference a script that references Animator instead of just referencing Animator

#

Both of those two descriptions are the same thing

#

They're both just "Make a serialized variable of the reference type and drag it in"

#

but for option 2 you do that twice for some reason

viral hill
stuck flower
# pure igloo

Why would you need to do that if you can just drag it in

lime vector
stuck flower
lime vector
#

okay we get it chill

#

he sees it

viral hill
lime vector
#

dw❤

viral hill
#

send a full screenshot

lime vector
#

ohh of the full thing

#

ait ait mb

pure igloo
#

first one attaches the thing to the current gameobject

lime vector
stuck flower
#

If you need a reference to a unity Animator component, you reference it.

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What is the purpose of making a script that does nothing but reference the Animator component

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You reference both the Animator and this script the exact same way

viral hill
# lime vector here ❤

it literally says sprite mode right there. mess around with the different options. i think what you need is single instead of multiple

stuck flower
#

There's no difference between referring to an Animator and referring to a script

pure igloo
#

you rly think i thought that far ahead? i don't know how this works well enough, that's why i coudln't think far enough

stuck flower
#

Do less

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Just reference the animator directly in the thing that needs it

#

why make a second script to just do the same work twice

pure igloo
#

ok...ok....i get it, i am stubid, pls no more, i wanna go to sleep

stuck flower
#

So, the thing you were doing on your animator script to assign objectAnimator, just do that on the script you actually want to use the animator on. Whatever thing has that spawn method

stuck flower
#

Make a serialized field, drag in the animator

#

then you can just do anim.enabled = true

sour geode
#

By chance does anyone know where could I find developers to help develop with me?

vagrant rootBOT
# vivid cedar !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**

sour geode
south summit
#

I play with the scales, that could be the problem too?

viral hill
#

no

#

have you tried resetting the transform pos and noticed that it didnt work?

vivid cedar
#

I'm not sure if anyone mentioned this to you but you really need to change this thing that says "Center" to "Pivot" mode for the positions to make any sense

viral hill
balmy kettle
#

that gizmo handle will show the actual pivot point of the object so it becomes more clear where it actually is in space

viral hill
#

clarity isnt the issue here

mental pulsar
#

Hi, does anyone has any idea on why this message is still there? I installed the required packages and modules...

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(yes, i've restarted Unity)

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Nvm, it's a bug, i clicked the "Switch Platform" button (was on Windows platform) and the message disappeared and problem got fixed, really weird

mental pulsar
#

^ Nvm it's actually bugged as hell, to be able to use the Linux build profile i need to switch to Linux platform beforehand otherwise it won't work, and the toolchain message disappears just after i switch platforms... Ideally i would be able to build for it on any platform, so later on i can build for every platform in a CI/CD environment

plain dagger
#

What Id do is use the launch option to invoke a function on launch to then handle starting your build. Remember also that switching platform reloads domain so your code cannot keep executing after that easily

mental pulsar
#

It's more likely to be a bug that has relation with this other bug saying that i need a sysroot toolchain (when i already have it), this message only disappears after switching platform (and i've built for linux in my past 2 games with no problems, never had this issue)

plain dagger
#

erm can we actually build for linux on windows?

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it mentions looking in /usr/bin which doesnt sound right?

viral hill
plain dagger
#

then this is not going to work 😆
The only way I know is via mingw

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I wonder if using mingw or similar would be inc clang that works

south summit
near wigeon
#

when you select the objects it will show you accurately where their pivot is, center can throw you off if they are child of another object

vivid cedar
stuck flower
#

When you drag an object into the scene, it'll be at roughly where your mouse is

vivid cedar
# south summit yep

if you go into preferences -> Scene view there should be an option about putting them at 0,0,0 vs where your mouse is

south summit
#

THANK YOUUUUUUUU

stuck flower
# vivid cedar

Oh, I didn't know that was a thing. I just set it to 0,0,0 after dragging it in. Neat!

vivid cedar
# south summit THANK YOUUUUUUUU

Also pretty sure if you drop it directly into the hierarchy window as a child of something it will go to local 0,0,0 relative to its parent

south summit
#

ok

plain dagger
#

remember you can set the default parent (r click menu) so dragging and dropping puts it where you want

south summit
copper gust
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scene pivot?

vivid cedar
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since scene view is not involved

slender locust
#

bruh what

vivid cedar
#

for embed

slender locust
#

alright

vivid cedar
slender locust
#

well im trying to make just this car drivable, but all it does is flipping and this

vivid cedar
#

Well, presumably you have some issues with your code and your scene setup

#

Two things I notice right away:

  • Your car's position is constrained on two axes
  • You have errors in your console you should resolve
near wigeon
#

also if you're using wheel collider and your car / wheels make car "bounce" your mass is probably too low and should be way more like 2000+ or even 3000

worldly cave
#

is there any downside to using multiple different pools for different kind of objects i want to be poolable 🤔

#

or is this the recommended approach

vivid cedar
worldly cave
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yeah thats what i meant

#

alright thanks

azure pond
#

you probably want the Edy's vehicle physics package or the free one he authors if you want to do cars.

slender locust
#

lol no, i just used deepseek to give me steps and it gave me a code for it

near wigeon
#

cause each pool has their own prefab and methods to do something on pool get/return etc

blazing depot
#

hey is there a way to contact a mod? i have a quick question about discord

worldly cave
worldly cave
#

i might want to have certain pools be children of certain prefabs and such

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so i might as well keep them seperate per type

jagged hearth
#

Hi guys, i was wondering if we can use the terrain tree option to align trees to ground at all 💀

blazing depot
azure pond
slender locust
jagged hearth
near wigeon
jagged hearth
#

Actually the align to ground option means make it face outward from the terrain surface normal

near wigeon
jagged hearth
#

Just to clarify they are already on the ground, but they just stand upright without tilting to the slope of terrain (surface normal)

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😭

#

I am hopelessly crying

copper gust
worldly cave
late rover
#

as of recently, I've started getting this message:

.slnx is unable to open. Please ensure that your .NET SDK version is 9.0.200 or higher to support .slnx files.

in my vscode. I'm on linux
Does anyone know of a solution?
I'm not sure how to upgrade my .net sdk
I'm using the AUR version

slender locust
worldly cave
#

my ship sank so i lit myself on fire

azure pond
#

just focus on what i am saying

worldly cave
#

i highly doubt every tutorial you watched wasnt working out for you

azure pond
azure pond
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what are you actually trying to do

jagged hearth
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That part is true but not inclining it even a bit is sometimes making the roots appear out of ground

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Though what I was actually trying to do is using it for grass as the detail option doesn't support LOD

azure pond
jagged hearth
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I use a seperate gpu instancer

azure pond
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because it's a lot of random arcane stuff

jagged hearth
azure pond
#

an asset that is built around better vegetation

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i see vegetation studio pro has been deprecated 🙁

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i have had the best experience wiht gaia

noble locust
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what does it mean if a value "cannot be null"

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i dont get what the error is telling me to check

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considering its referencing a whole asset

near wigeon
jagged hearth
#

I see 💀

noble locust
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parameter name: particles

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so i go to the asset but i dont see any component called particles

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there's only a particle system

near wigeon
#

could be related, not sure haven't touched assetbundles like that yet

noble locust
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i just cleared the errors and went back to build the asset bundle and im not even sure if its working anymore💀

plain dagger
noble locust
#

oh okay

#

thanks

plain dagger
# noble locust oh okay

Its a basic requirement to read the exception message better and check the stack to fully understand where its from
anyway if this is from some mod framework stuff then we cant help anymore as i presume its from one

noble locust
#

like if im supposed to add a number or enabler there

plain dagger
noble locust
#

im planning on it during the break

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but im also trying to get this in game before i need to leave home for the break😭

plain dagger
#

My suggestion is learn some now so you can do what you want to properly 😆

elder sandal
#

can anyone here call me on vc and help me on solving a little problem i have with my character in my game

near wigeon
elder sandal
#

my character is flying

near wigeon
#

that doesn't help anyone

elder sandal
elder sandal
elder sandal
near wigeon
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probably fixing whatever gravity you got goin

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you have to show how you set it all up

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we're not mind readers

elder sandal
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is not gravity

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u can jump and all

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as soon the player spawn the character is floating

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but everything works perfectly

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is just the character

stuck flower
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Does the collider actually line up with the bottom of the model

elder sandal
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i just got unity yesterday

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im a fast learner

stuck flower
elder sandal
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that's how i made all that

blissful otter
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I'm trying to finish the tutorial for my fighting game and I'm hitting a major roadblock

stuck flower
azure pond
# elder sandal

is that on purpose? you have a script that is changing the scale of the camera in addition to the rotation

elder sandal
#

my game is on first person

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is a horror game

azure pond
elder sandal
#

i only change it to 3 person so you guys could see it

elder sandal
azure pond
#

you can't "just" parent your camera to the character

blissful otter
azure pond
#

that isn't going to work

elder sandal
blissful otter
azure pond
# elder sandal what do you mean?

it's subtle, but you have models in your project, and they have a hierarchy of meshes and materials, and you dragged and dropped the model into the scene, which has a hierarchy, and then you added a camera to it, which is a Code Smell

#

there's a lot going on

elder sandal
elder sandal
vagrant rootBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

blissful otter
#

I haven't been able to pinpoint whether it's an issue with any of my character controller scripts or something with animation maybe it's weird

azure pond
# elder sandal

you're trying to say that it is the jumping that is the issue or?

elder sandal
#

the is not is the model floating

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the camera is placed in the correct player eyes

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but the model is upthere

slender locust
blissful otter
#

Please can I get some help? 🥲

sleek gazelle
#

Is there a channel on this server that has people sharing their games

#

I wanna see what games ppl are making

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Thank you 😄

sleek gazelle
#

Thank you 🙂

near wigeon
vagrant rootBOT
# near wigeon !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

near wigeon
#

nvm I just scrolled up..either way you showed the issue but nothing else so nobody can help..

#

if you don't show any related setups, how can we do any pinpointing from here, we can't magically mind read your code, setup etc..

blissful otter
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These two and maybe my animator are the only things I feel like it could be stemming from

near wigeon
#

use links

#

!code

vagrant rootBOT
blissful otter
#

My b just a sec

near wigeon
#

also you should have the player with animator selected, with animator tab open and see exactly what state is in and what animator is doing in playmode

blissful otter
#

This is what it looks like, so maybe an animation issue since it's clearly calling the jump state, but I don't know what could be causing it

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It's not me jumping because I have player controls locked at certain points in between until I'm ready for the player to be able to do a certain control

near wigeon
#

what transition condition does Idle to Jump have

#

helps to also have the "Parameters" selected instead of Layers so you can see those too

blissful otter
# blissful otter

I have them in the screenshots here, I have an isGrounded is false parameter on it and an isGrounded is true on jumping to idle

near wigeon
#

as long as you're not grounded the Jump gets called ? that seems jank

blissful otter
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How could I fix it?

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It is my first time making a game so I've been having to consult Claude for some help with the scripts

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Which have all been working fine with everything except this one issue

near wigeon
#

thats an issue in itself now you have no idea what this code is doing

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fix the janky grounded thing, and possible add a "fall" state so when notgrounded

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and jumping clip probably has loop on which is something you dont want

blissful otter
#

Well you weren't wrong about that

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Turned it off but I don't think it fixed the issue

near wigeon
#

at minimum it will stop from constantly looking like its jumping but you're staying in the jumpstate as long as grounded = false

blissful otter
#

All it did was stop him from infinitely jumping but he's kinda just stuck like this now

near wigeon
#

but you're staying in the jumpstate as long as grounded = false

blissful otter
blissful otter
#

Like making it into a jumped parameter instead?

near wigeon
#

your ground detection is janked m not surprising since you let a text chatbot spew whatever jank

blissful otter
#

Well it's also not straight ground, it's a stage I made with mesh colliders on the floor of it

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So I think it's moreso detecting if the player is colliding with the stage

near wigeon
#

OnCollisionStay for grounding im sure isn't helping

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proper would probably involve using a raycast at minimum

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using colliders for this just gives weird results

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if you want to double check it is debug.log inside oncollisionstay / exit and see for yourself
& also log contact.normal.y
why0.7f? how are you sure such that specific number is what you need. Another reason not to let a shitbox generate this stuff for you

blissful otter
#

Well prior to this class, I didn't really have much experience with C# to know how to code this stuff by myself

near wigeon
#

yes but you should be building up your knowledge up instead of jumping into so many complex things at once

#

there are many points of failure in thos two methods alone, the least you can do now is debug

blissful otter
#

Do I just do a debug.log or what should I specify within it?

near wigeon
#

log what values are happening , what points/parts of code are reached and so on.

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debugger/brekpoints is better for this, but debug.log at minimum will get you started

elder sandal
#

who wanna make a game with me

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so i learn some from working with someone

near wigeon
#

this isn't the place

#

!collab

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**

near wigeon
#

or join a jam

blissful otter
#

Should I at least keep the mesh colliders on the stage to keep the characters from phasing through the floor or is that something the raycasting handles completely?

near wigeon
#

so yes you would keep the colliders, you just switch up how you detect them

#

turn convex for non-complex shapes or use a simplified shape so you can see exactly its shape (gizmos on **)

blissful otter
#

Ok let me see if that hopefully fixes things

near wigeon
#

I mean its a process, its not a turn key solution

#

you still need to be debugging

blissful otter
#

Yeah I gotta try that now because I got rid of the OnCollisionStay and Exit and switched to raycasting but the jumping is still happening

near wigeon
#

and again you need to verify your colliders

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esp for the stage/ground

blissful otter
#

The stage is in three separate parts that I put together each with their own mesh collider and then the characters have capsule colliders

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Not sure what out of these you would consider complex to turn on convex or not

blissful otter
#

I def think it's an issue with the animation or sum cause I tried debugging and nothing really came up in the console whenever the random jumping is actually happening

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Also these are the changes I've made to the files atp

near wigeon
# blissful otter

you're disabling the script when you jump, ofc its not gonna go back to grounded....

blissful otter
#

That's cause of my player control manager script for the tutorial to stop movement at certain points of it

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I added it to the BlazeBin

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The flow of the tutorial's mainly being controlled by this linear sequence queue my professor made for us to use in our tutorials

exotic relic
#

Configure your IDE, itll help with errors. !ide

vagrant rootBOT
blissful otter
blissful otter
exotic relic
#

it would be difficult for someone to help without knowing what any of those functions in your pic actually do

blissful otter
#

I'm adding the scripts to the pastebin

#

But basically the text trigger's show what I want at the top of the screen during the tutorial, the timers help to add delays before certain things I want to happen, the player control manager enables and disables certain parts of the character controller, and the crouch and block detector's do precisely that

#

OH MY GOD FINALLY 😭

blissful otter
near wigeon
blissful otter
#

I guess that make sense now that it's fixed

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Ok now I gotta try and work on how punches work with crouching or jumping because I have a high punch and low punch

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Right now, the enemy is doing a high punch on the crouch part of the tutorial when the player crouches, which should mean the player's dodging it but it still hits him

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Unless it's maybe also just an issue of the player isn't crouching fast enough

tepid cove
#

i wanna make a sonic fan game and right now im stuck on my character jumping 10000000 miles into the air and i dont know how to fix it im so confused

exotic relic
#

or you can show the code

tepid cove
exotic relic
exotic relic
#

its possible that your player never gets grounded again. Change line #9 from private bool to public bool and play the game in unfocused mode - or escape to go view scene mode

tepid cove
#

nvm its coing down at Y 1645

exotic relic
#

Well mid way through the problem look at the gameobject with that script to see if the isJumping checkbox is checked or not

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its possible that it never gets toggled, which means your loop continuously applied force since FixedUpdate() keeps running.

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The fix would be to place your trigger collider in the correct spot

tepid cove
exotic relic
#

Try to watch a couple videos on creating this same thing, you dont need to follow it, just learn from it so you are more aware of what this stuff does, then you could probably notice whats wrong and fix it with your own ideas

tepid cove
#

thanks

sand kraken
#

May be a silly question, but how do I edit the properties of an imported mesh? Getting a strange issue with the Quick Outline package and most people say to change the mesh import properties, but I can't find anywhere to edit them, just view them.

viral hill
#

you can use this button in your project tab to search for files of a specifc type

sand kraken
#

I've found the model file, but when I choose it I just see the properties in a read only fashion, there's no way to edit them

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nvm i was looking at a piece of the mesh within the import

#

my bad haha

potent geyser
hoary plinth
#

are there any good tutorials that are just in a text format and not a video format?

hoary plinth
viral hill
#

that doesnt answer my question

hoary plinth
#

im trying to come back to unity again

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so i need to relearn everything

viral hill
#

why do you need text tutorials. video tutorials would be infinitely better for that

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text tutorials are only good for specific things that you want to learn imo

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not really for the whole engine

hoary plinth
#

well are there any good YT video i can watch?

viral hill
#

yeah there are lots

storm patio
#

text tutorials are definitely better for most things imo. supporting skimming, searching, easy editing by the author and sometimes by community

viral hill
storm patio
#

there are the unity learn pathways that kinda have both video and text iirc

#

!learn

vagrant rootBOT
solar panther
#

Hello!

high osprey
#

Hello can someone help me i have a small problem

#

There is an issue with my directional light

undone monolith
#

is it normal for all my models to be pink?

high osprey
undone monolith
high osprey
undone monolith
#

opened a new project, imported some assets from the asset store, and the models are all pink

#

that's all i did

storm patio
#

incompatible shaders

pastel furnace
#

What is the technical term for creating a game prototype MVP which may be missing some assets or features?

e.g., for our client, we want to deliver a prototype with greyboxed levels, and some placeholder interactions.
Say we have a room with a door, which is meant to be opened by a puzzle mechanic in the full game, but we haven't implemented the puzzle mechanic yet. In that case, it'd be fine to just have a greyboxed room with a button in it that you press to open the door.
The aim is to deliver a prototype that gives a proper sense of the scale of the Gameworld, the layout, and an approximation of how long the experience will last.

So, I am wondering whether there is a technical term for such an 'inbetween'. it's not greyboxing per sé, given that just mostly applies to the level layout if I'm not mistaken. It's not a full on prototype either, because it doesn't give a true sense of the 'fun' gameplay, it may be missing important mechanics and key assets that I would deem required for it to be fully called a prototype.

Reason why I am asking is that I am trying to build a toolkit that lets developers quickly sketch out such 'inbetween' mvps. Currently I am just calling it a 'greybox toolkit' but I am wondering if there is a better technical term that would apply.

#

Terms that relate to this are 'vertical slice', 'wizard of ozzing', 'blockout'. But I'm keen to gather some thoughts. Like what would you search for when you're looking for a toolkit that does this?

high osprey
#

Hello can someone help me i have a small problem

#

There is an issue with my directional light

#

The YouTube that I watch when he turned off his directional light it looked like this

#

But when I did the same it looked like this

exotic relic
#

Which pic is the video?

#

The pic where it’s black is caused by messed up light baking

high osprey
#

I don't know but I'm a laptop

#

So I don't have any problem with my unity

exotic relic
#

The first pic you sent is your scene?

#

And you are asking why it’s black yes?

high osprey
#

No the other one

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The YouTube whan he closed the light every think turn black but my didn't

solar panther
#

Uhm, i need some help...

exotic relic
high osprey
#

so I thought I have a problem

exotic relic
#

You don’t have a problem. But you will need to learn what baking lighting means, if you want to create interiors

spare galleon
# high osprey

i think it just global illumation set to 0, the field is in the light setting window

broken grove
# viral hill why do you need text tutorials. video tutorials would be infinitely better for t...
  • you cant skim inside video tutorial
  • you cant search inside video tutorial
  • you'll have a hard time reading what inside tutorial even on 1080p, but it depends on video owner recording resolution, if they use 4k screen, well, good luck
  • reading (text files) is an active way of learning compared to more passive watching video, thus, you'll learn faster by reading tutorials
    https://www.clickdo.co.uk/business-news/psychology-of-reading-vs-watching/
near kraken
#

How do i make sure my banner ad dosent go off screen when im putting its location to show on script

broken grove
fickle rapids
#

if i have a sprite image is it possible to do animation

#

if i have hand sprite image

near kraken
fickle rapids
#

any pre defined assets for sprite movements in unity 3d

near kraken
#

I want the position of the ads to be visible when i build, but how do i make sureit will be visible on every mobile device?

feral gulch
#

So I'm trying to make a new Unity project, but it will not open the project once it's generated the project files. I've tried using a different drives/directories, different Unity versions, fresh installs of both the engine and the hub app, but it will not get past the engine splash screen and prompt me with a package manager error. Is there a cache I need to clear? or a log file I can refer to see see what is broken?

fickle rapids
#

i am not seeing fen steve and some talented people replying here.

broken grove
broken grove
near kraken
#

Thanks for the help tho

robust spire
#

absolute garbage with stair like pixelated edges even after post-processing and anti aliasing

plain dagger
#

anti aliasing works fine, even fxaa in urp

gray dirge
#

More likely you haven't gotten it working.

plain dagger
#

may also be intentional upscaling but done badly

robust spire
#

what should i do now ?

gray dirge
#

To me looks to be anti-aliased just fine but those rough lines look more like the render scale being wrong (or even the game view not at 1x scale)

plain dagger
robust spire
#

ok wait

plain dagger
# robust spire

Hm yea you have fxaa enabled so something else is up. You dont need any other forms of AA from post processing with FXAA enabled.

robust spire
safe garden
#

excuse me guys, anyone know what this error could mean?

exotic relic
plain dagger
robust spire
#

it's webgl game so ig high graphics ain't needed

exotic relic
#

Oh… yikes. Yes you’re gonna have to face that fact

plain dagger
#

fxaa is fine for that. Did you change render scale on your urp quality asset? @robust spire

robust spire
#

not yet

#

can't find that option in Unity 6

weary portal
#

6.3 when

bleak mantle
#

yeah im kinda confused here

plain dagger
#

Is this your model or from elsewhere?

bleak mantle
#

my own model

#

its my first time making it and rigging it

plain dagger
#

have a check then if this is true in your 3d software

slow dirge
robust spire
gray dirge
slow dirge
robust spire
gray dirge
#

I'm pretty sure this is not AA issue since you clearly have AA in the image you sent when zoomed close

gray dirge
robust spire
plain dagger
#

(they showed they had fxaa enabled too)

slow dirge
#

If it's some weird aspect ratio, it could be forcing scale above 1, causing the issue, so worth checking that first.

bleak mantle
#

i dont see anything wrong with my model tbh, from what i see

plain dagger
# bleak mantle

expand them all to check. If there is no other bone called Head im not sure whats up 🤔

#

Does the export contain more than 1 skinned mesh?

gray dirge
bleak mantle
plain dagger
gray dirge
gray dirge
#

Then it's probably something with the build settings forcing certain resolution other than the native one

slow dirge
plain dagger
# robust spire Only in build

Double check what the default quality level is incase its different to your currently active on in editor.
(default can differ per platform too)

robust spire
#

I have webgl platform

gray dirge
#

When the image is scaled by some arbitrary factor, it usually results in bad edges even if the original image was anti aliased. I'll let more experienced builders talk about the settings 😅

slow dirge
plain dagger
bleak mantle
#

alr

gray dirge
slow dirge
#

Also check zoom settings in your browser.

gray dirge
#

The UI appearing totally fine makes me expect it to be somehow related more so on the build settings but worth checking

robust spire
slow dirge
#

Great. Then check everything else that we mentioned.

robust spire
#

I think I should switch to built-in rendered pipeline because I'm not using any lightning

slow dirge
#

I don't see any logic behind that statement.

plain dagger
gray dirge
#

Birp is pretty much a thing from the past at this point. The SRP batcher for example can be great system for optimization. Don't know what difference either pipeline would make for performance on web builds

robust spire
slow dirge
#

More than anything, it probably isn't gonna fix your issue.

gray dirge
#

Assuming this is a scaling issue, the only thing related to URP would be the render scale but I think that does some better filtering and wouldn't cause such artefacts so I don't think that would be the issue either

limpid pivot
#

URP is way more friendlier
Maybe a change to triplanar texture could make it look better for the dirt and grass

#

Which is much easier to code in URP graph than built in

plain dagger
#

how many people does it take to fix a silly rendering issue

gray dirge
#

As the UI is totally clean, looks like the game is rendered at some resolution, scaled to the native resolution without filtering (point/nearest) and the UI is rendered on top

bleak mantle
#

i forgot to mention this issue

maiden laurel
#

is there a way to match the sprites of an animation with it's collider ?
Do I need to create a simple box collider and change it's size in the animator ?
(it's for a slash effect)

potent geyser
#

You need to change the size/position, yep.

maiden laurel
#

thanks for the reply, it's kinda unfortunate because my slash is circular and I tilt it so I kinda can't have a good enough collider that way

#

for example but if I use a circle collider it doesn't work either because of the tilt

#

a solution would be to have multiple colliders probably

gray dirge
potent geyser
#

You would definitely just approximate that with a box collider

maiden laurel
#

yeah

copper gust
#

prob smth like this

maiden laurel
potent geyser
#

You need to separate them

#

The animator can control both

gray dirge
#

I would also consider using query methods from Physics2D like OverlapBox. The slash is probably quite fast so even checking the area of the slash once might be enough.

maiden laurel
#

🤔 it seems to work with the animator if I put the collider as a child.
Gotta test that.
Gotta check overlapbox too thanks for the info

#

thanks everyone

rustic zenith
#

fuck unity sm

#

unity 6 is a buggy mess

#

I js lost 2 weeks of work cuz it CORRUPTED MY FUCKING PROJECT WHEN I RESTARTED UNITY

grizzled kestrel
#

im new to unity and id like to start developing can anyone recommend me where to start?

deft rock
#

6.2 is, going off the amount of people that come in here with issues.
6.0 is not.

vagrant rootBOT
rustic zenith
#

I am going back to 2022 smh

grizzled kestrel
rustic zenith
#

2022 would never wrong me like ts

deft rock
gusty vessel
#

is anyone else having a very slow Asset Store queue? My newest asset only made 300 places in the queue and it has been two weeks since submission, 1000 more places to go 😮 The "10 business days" estimate seems way off

rustic zenith
deft rock
#

Use it always, even when working alone.

rustic zenith
#

ty

#

will do from now on

#

also I WILL BE USING UNITY 2022

#

not BUGGITY 6

deft rock
rustic zenith
#

I have fucking ancient greek now (no clue why my school teaches me that shit I am not even greek) I will prob do a game jam soon

gusty vessel
potent geyser
#

There's no off topic here, thanks.

#

And if you're not using version control to keep a constant backup of your projects, you should start looking into that. Corrupted projects (I've never seen this happen) would be a minor inconvne since you could revert.

vapid ore
#

Is there any way to restore the scene view, I lost it?

limpid pivot
#

I wanted to ask 2 silly question

#

This DX11 isn’t showing up on my friends computer that is running Linux

#

Instead it is using Open GL 4.5

plain dagger
#

Open gl and vulkan are cross platform

#

That's why!

limpid pivot
#

Is that an issue when working with people that have Linux and windows?

plain dagger
#

No, unity makes it easy to change graphics API without much issue

#

But you may want to double check things and be wary of unsupported features like ray tracing

#

You can change to open gl or vulkan yourself on windows to see the difference

sly lake
limpid pivot
#

Is DX11 or DX12 kinda one of the main reasons substance painter through steam doesn’t open?

sly lake
#

No

#

Off-topic, but you can definitely run DirectX on Linux, even without Wine 🙂

#

Unity has just chosen not to

limpid pivot
#

Depends on the distro then?

#

He tried arch

plain dagger
#

Dxvk would be the real solution but again I doubt it would be added

limpid pivot
#

I will pass along what you all said

#

Thanks

#

Blender worked at least

plain dagger
#

If it has a Linux version it will work 😅

#

They aren't dumb

sly lake
#

Not necessarily

sly lake
#

Probably more luck running the Windows version through Proton

limpid pivot
#

Good to know

#

I also wanted to get away from windows and Apple
So he was testing the waters

plain dagger
#

One downside of Linux is too many distributions meaning some exhibit weird issues that others do not

sly lake
#

I figured Unity was buggy enough on Windows heh

plain dagger
#

Id use vulkan only to make sure things are consistent for you both

fickle rapids
safe garden
#

bit of a n00b q, how do you snap your object pivot to a vert on another mesh? I can snap holding 'V' but I'd like to snap the object via its pivot

sly lake
plain dagger
#

But it's the best choice moving forward id say

safe garden
#

is it possible to turn off mesh renderer for multiple objects?

sly lake
#

Yes? Why wouldn't it be?

safe garden
#

just wondered if you could do it for a whole group as opposed to one by one

deft rock
#

you'd have them in a list and loop through that to do it

sudden zephyr
#

Anyone Beginners

sly lake
#

15 years ago I was

safe garden
winged flume
#

HELLO

#

im new and i would love to start making a game

storm patio
#

!learn start with unity essentials here 👇

vagrant rootBOT
winged flume
#

thank you

cunning holly
#

Some Cloudflare services are down, just so you know.

frosty wagon
#

I don't know where to ask, can someone direct me? 🥺
Is there a place to ask modding related questions? :o
I read the rules and saw: "Discussing the modding or decompiling of third-party projects." but don't know if that means that all modding discussion is prohibited or not 🥺

tawny quail
#

There is no place here for that

deft rock
#

all is prohibitited

frosty wagon
#

Okay, thanks :o

stuck flower
#

Questions about engineering mod support into the game you're making are fine

frosty wagon
#

Not a game I've made, no :o
Just out of curiosity, know of the reason behind mod discussion being prohibited? :o

stuck flower
#
  1. Because people doing mods often don't have any way to perform basic debugging steps
  2. Modding a game comes with a bunch of restrictions and caveats that make doing things the "correct" way impossible and the only way to settle those is tedious back and forth of "do this thing" "can't, not allowed" "okay how bout this thing"
  3. Even if you are working on a game with a free and open mod policy, the same techniques could be used for games that don't and it's better not to provide a general knowledge hub for that on the official server
frosty wagon
#

Ah, okay :o
Yeah this makes sense! :3

#

Thanks for the explanation ;d

storm patio
#

!collab

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**

safe garden
#

is there a way to colorize your hierachy, like different groups?

balmy kettle
#

there are assets that can do that

potent sinew
#

Hey I’ve got an issue with Android builds in Unity.
My graphics look fine in the editor, but on Android everything becomes pixelated

viral hill
potent sinew
#

okay

#

thanks

naive tide
#

;

public class Spike : MonoBehaviour
{
public float fallSpeed = 5f;

private void Update()
{
    transform.Translate(Vector3.down * fallSpeed * Time.deltaTime, Space.World);
    CheckVisibilityAndDestroy();
}

private void CheckVisibilityAndDestroy()
{
    Vector3 viewportPoint = Camera.main.WorldToViewportPoint(transform.position);

    if (viewportPoint.y < -0.1f)
    {
        SpikeSpawner.Instance.AllowNextSpawn();
        Destroy(gameObject);
    }
}

private void OnTriggerEnter2D(Collider2D other)
{
    if (other.CompareTag("Player"))
    {
        SpikeSpawner.Instance.AllowNextSpawn();
        Destroy(other.gameObject);
        Destroy(gameObject);
    }
}

}
How to make a privab of thorns with an out-of-canva appearance

#

using UnityEngine;

public class SpikeSpawner : MonoBehaviour
{

public static SpikeSpawner Instance;

public GameObject spikePrefab;

public float spawnDelay = 5f;

private RectTransform parentRect;

private void Awake()
{

    Instance = this;
    parentRect = GetComponent<RectTransform>();
}

private void Start()
{
   
    SpawnSpike();
}


public void AllowNextSpawn()
{

    CancelInvoke("SpawnSpike");
    Invoke("SpawnSpike", spawnDelay);
}

private void SpawnSpike()
{
    if (parentRect == null) return;

 
    Vector3[] worldCorners = new Vector3[4];
    parentRect.GetWorldCorners(worldCorners);

    float minXWorld = worldCorners[0].x;
    float maxXWorld = worldCorners[2].x;
    float spawnYWorld = worldCorners[2].y;


    float randomX = Random.Range(minXWorld, maxXWorld);
    Vector3 spawnPosition = new Vector3(randomX, spawnYWorld, 0f);

   
    GameObject newSpike = Instantiate(spikePrefab, spawnPosition, Quaternion.identity);

 
}

}

vagrant rootBOT
modest meteor
safe garden
#

hey guys, usually when I want to add meshes to a prefab I just drag them into the parent and apply all on overrides, but I keep getting this error

stuck flower
#

You'd need to add them in the prefab window itself, not the instance of the prefab in the scene

stuck flower
safe garden
radiant pewter
#

Is there some way to get pinged when a new weekly freebie in on the asset store?

viral hill
viral hill
exotic relic
safe garden
#

ahh ok thank you guys!

full heart
#

yo anyone willing to hop in a vc with me and help me with this survival game im working on? im having trouble with the character controller and its height to make the player crouch and prone. but since the height is tied to the radius the only way to make the height any lower is to increase the radius (which i dont want to do). and i dont want to separate the colliders into diff objects bc i feel like that might be to complicated. this is my first time using character controller and im also a beginner.

viral hill
full heart
viral hill
#

just modify the height and then the center values accordingly

#

i believe it's a -1:1 ratio

south summit
#

GUYS QUESTION

#

why my animation doesnt renderer?

#

or is applied with my model?

viral hill
#

also press the little blue icon if you want the unity model

radiant crag
#

Hello, how can I get high-quality assets in Unity? And is it possible to find high-quality assets on the Unity Asset Store

exotic relic
#

There’s tons of amazing tools and resources

radiant crag
exotic relic
south summit
#

but i drag my object correspondent animation and it shows nothing

#

:/

full heart
# viral hill i believe it's a -1:1 ratio

hey thanks for this, i see what your saying here but the height and radius are tired to each other according to google/unityapi, it says that the height cant be lower that the radius * 2. so the lowest height i can go is 1. i guess i could increase the height of the player but the scale of the game would be increased.

#

i have the height set to 2

#

and crouch height is 1.5

viral hill
full heart
#

my radius is 0.5

viral hill
full heart
#

yeah

viral hill
#

this should work fine if your radius is 0.5

full heart
#

ok yeah it works but i want to prone to be way lower than the crouch

blissful vortex
#

Hello everyone hope all is well.

Does anyone have any ideas on how to get the license to activate?

full heart
# viral hill then what's the problem

i made the camera look like its fully on the ground but the hitbox still is way bigger, not allowing the player to go under things it looks like you should beable to

blissful vortex
#

I have
-signed out

  • uninstalled reinstalled
  • followed instructions on their website.
    Nothing.
viral hill
viral hill
full heart
blissful vortex
#

No Linux.
Running Unity through distrobox

viral hill
viral hill
blissful vortex
#

Already tried that multiple times. Including rebooting pc

#

clicking add license in Unity hub takes me to Unity page to install unityhub.

Which I’ve uninstalled and reinstalled like 4 times now

balmy kettle
#

how long has the issue been happening, because until like 10 minutes ago cloudflare was having service issues and if unity uses cloudflare it could have been affecting it

blissful vortex
full heart
# viral hill no not really. just have proning, crouching, and standing be separate states, wh...

ok say if have the player with the character controller on is and child prone and crouch colliders at there respective heights and within the code if i disable the collider of the player and enable the crouching collider the player collider would still have the character collider because the character controller has one built in. so the only way would be to disable the character controller and make it so you cant move? right?

balmy kettle
#

then check the hub logs to see if there is any useful info about why it cannot verify your license

#

!logs

vagrant rootBOT
# balmy kettle !logs
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

blissful vortex
#

Thanks 🤙 give me a minute to check.

sour quartz
#

Hi, I'm new to this server and I was wondering if this is the correct channel to ask for help?

balmy kettle
#

!ask

vagrant rootBOT
# balmy kettle !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

viral hill
full heart
blissful vortex
balmy kettle
#

i said check the hub logs

viral hill
blissful vortex
# balmy kettle i said check the hub logs

Aight give me a sec.
I dont think I’ve don’t that before so looking it up online.

When I looked it up answer said to look in editor console.

I’ll get back in a few when I figure out how to do that.

stuck flower
#

Is cloudflare still down? Wouldn't surprise me if that's the problem

#

Probably can't reach the activation servers

balmy kettle
#

cloudflare is supposedly back up. but their issue has been happening since yesterday apparently

blissful vortex
storm patio
#

please stop using photos of screens lol, they're horrible to look at

balmy kettle
#

also why is that a different operating system than what your hub screenshot was from?

storm patio
#

anyways, you're supposed to read the logs, specifically the ones near the end, for potential error messages

blissful vortex
storm patio
#

linux also supports screenshots and discord

#

discord is also a webapp if you haven't installed it

blissful vortex
#

Opening folder, leads to script with over 10,000 lines of code

storm patio
#

that isn't a folder, that's a file

#

it's logs, not code

blissful vortex
storm patio
#

you don't need to install discord to use it

storm patio
#

it's over time, and the most recent actions will be at the bottom

#

so scroll to the bottom and look for anything marked as an error/issue/warning there

blissful vortex
#

I’m listening. Just in some uncharted territory on my end.

storm patio
#

it's not as unfamiliar as you think

#

browsers work the same way as they do on other OS's

sour quartz
#

Okay, I think I can use this server to ask my question. I have a school assignment due tomorrow, and my teacher sent me these NPCs, but I try to get them to walk around the navmesh surface, but they don't chase after me. Here's a screenshot. My teacher sent these scripts as well, but he told us not to change anything regarding the actual code within the script.

#

Does anyone know how to get the npc to work

#

and roam around the floor?

modest meteor
blissful vortex
#

I’m repeatedly seeing failed to get machine id.

And error while getting valid entitlement groups:

sour quartz
storm patio
#

alright, that's something we can work with im pretty sure

#

not me personally, im not too familiar with hub licensing issues, but the entitlement groups is familiar from other issues/question

blissful vortex
#

I’m happy to send a pic. But it’ll look terrible lol

storm patio
#

please don't

viral hill
sour quartz
#

They don't

storm patio
#

if you want to show the logs as they are (specifically the ones around the error, we don't need to sift through the entire file) use a pastebin site 👇

#

!code

vagrant rootBOT
sour quartz
#

Wait a minute, one does have a idle animation

viral hill
blissful vortex
#

also thanks a lot for the help. I very much appreciated

viral hill
sour quartz
#

No, the NPC is just still

#

Also about debugging the code, he didn't teach any coding or scripting so I don't know how to do that as well

blissful vortex
#

here let’s do this so it makes it easier on both ends.

I have to leave for work at 3. For the time being let me download some snippet app.

And fix to where I can stream on discord( don’t have to get that far but I’ll atleast have the option)

#

And I’ll check back in tomorrow or later on tonight.

Either way thank you

viral hill
sour quartz
#

He set up all the prefabs and materials but I have to make the obstacle course myself

#

He also provided the scripts and code

viral hill
#

this is gonna be a nightmare to figure out what the issue is since you're a complete beginner

#

it's best to ask your teacher himself

sour quartz
#

I tried but he said you'll figure it out

#

So I think I'm screwed. Thanks for some of the input

viral hill
#

sounds like he's just lazy just doesnt wanna deal with helping you

sour quartz
#

He barely shows up on time and leaves early

#

But I want to make sure the grade is good so I truly gotta fix this bug I have

viral hill
storm patio
sour quartz
#

Yeah sure thing

viral hill
sour quartz
#

Community College

viral hill
#

kinda crazy that he expects you to know what to do with no experience

#

this would cause trouble for someone that even has a year's worth of experience

sour quartz
#

I know but he wants it done a specific way and I really don't know how to achieve that as good

naive tide
#

I have a prefab that generates thorns in my game but the thorns don't show up because they are born outside the canva i mean she is not his daughter how do I make her appear while she is outside the canva

worldly cave
#

we are going to need a lot more context

lapis gate
#

who is she what is the context

blissful otter
#

I'm hitting another issue in my tutorial I'm trying to fix

stuck flower
blissful otter
naive tide
stuck flower
naive tide
#

The prefab is inside the canvas but it is born outside it

stuck flower
#

Spawn it as a child of the canvas

blissful otter
#

In my tutorial, after the character punches, the enemy is supposed to move back into his original position to do the last part of the tutorial, the projectile, but he isn't moving

#

Also I'm trying to figure out how to make my shield effect pop up in front of the character instead of over him like that

#

These are like the last two things I need to fix before I can finish the tutorial and be done

#

And it's due at 6 🥲

#

But I should def be done before then if I can just fix this one issue

worldly cave
#

really looks like just the matter of changing its y rotation

#

unless its billboarded for some reason

blissful otter
#

Yeah it is

#

I just added my shield effect to the pastebin

worldly cave
#

its billboarded or its a sprite?

blissful otter
#

It's a sprite

#

That's honestly not as big of a deal for me to fix tho as the enemy not moving cause that's stopping me from progressing and finishing the tutorial

worldly cave
#

what happens if you rotate the prefab by -90 on the y axis?

#

or by 90

blissful otter
#

Cause my idea is he moves back to his OG spot, a text box with him speaking pops up at the top, he shoots a projectile, another text box comes up, then the instruction for you to shoot a projectile comes up and you do it, then I can finally lead into open play

worldly cave
#

send the link for the block shield effect

#

please

blissful otter
blissful otter
worldly cave
#

woops wrong one

#

wait

worldly cave
#

idk

blissful otter
#

Yeah I mean I'm not too sure but I'm not completely worried about the shield thing that's kinda extra anyways I could cut it out if I want

#

I need to figure out this issue with the enemy not moving back tho it's stopping me from finishing

lean ridge
#

Is anybody here a licensing expert on Unity by chance? Their support is leaving a lot to be desired when it comes to answering my questions.

modest meteor
lean ridge
#

I'm basically trying to figure out if in the educational grant license space, if there's a means to avoid the username/password requirement for install. Unity Docs suggest setting up a script, and while all that is doable and I have it 99% done, I'm struggling with the idea of putting a password in a script to appease this element when it's pretty bad security to do that these days. But it also seems like it might be the only way?

azure pond
#

i mean what is the application?

lean ridge
#

lab of systems in a high school

#

Unity Editor on the lab systems for whatever projects led by the teacher

azure pond
#

you mean from the point of view of the IT of administering the installs?

#

there is a command line option to activate a free license

lean ridge
#

currently I have a demo setup going where I installed unity editor using a script that was pushed out by our management system (intune). It installs the editor via CLI and works well. That was obstacle #1, but now I'm trying to figure out how to be compliant and properly use the edu grant license we were approved for.

azure pond
#

as you probably saw

lean ridge
#

can you do that without needing to leverage the username/password of the account holding the edu license?

#

Unity Docs provides this example: Windows: "C:\Program Files\Unity\Editor\Unity.exe" -batchmode -username name@example.edu.uk -password XXXXXXXXXXXXX -serial E3-XXXX-XXXX-XXXX-XXXX-XXXX –quit

azure pond
#

you must use the username and password

lean ridge
#

gross...

azure pond
#

no alternative that they provide

#

the license files might accidentally be compatible on the machines, but it's not supported

lean ridge
#

so if that's our only option, then we should probably spin up a separate email account that IT holds to maintain this, and change the email address within the account (assuming that's possible, which if it's not, I might flip a table...)

azure pond
#

do you have a license server?

#

you can simply use that

lean ridge
#

we do not, no

azure pond
#

i guess that is your solution

lean ridge
#

bleh, looks like it. Still a gross alternative but doesn't seem like Unity has any other pragmatic approaches.

azure pond
#

i think the licensing server is actually pretty good

#

all things considered

#

it is the simplest solution

#

your school uses kubernetes, yes?

#

(just kidding)

#

i am mocking the idea that the server is simple

lean ridge
#

On paper it may be. From my perspective I have to consider licensing costs of an additional server, EDR coverage, all that shit. It turns it into an option I'd rather avoid very quickly.

#

Quite frankly I think it may be most approachable to change the email address of the license holder account so it's something generic that I would be less annoyed by putting that password in a script.

azure pond
lean ridge
#

It just has other ramifications if I'm going to ensure everything behind it is compliant and all that.

#

And not to be an ass against Unity, but for... Unity? An app in a lab? Meh.

fleet canopy
#

hello, i was wondering if anyone knew how i could prevent unity from ruining image exports and whatnot, i have a gradient (unity on left, export on right) and im not sure why it adds all the lines and artefacts. The export quality/resolution of the image is 9600x5400 (overkill i know) but it still looks bad. I am using PNG file format.

plain dagger
#

if you want to do this then i HIGHLY encourage you to resize this to be a pow2 size

#

gpu memory doesnt grow on trees

#

unity states the gpu mem size on the preview in the inspector

fleet canopy
#

it's 5x 1920x1080 but i can make it smaller

#

i removed the compression and yeah it's a lot better

#

thank you

plain dagger
# fleet canopy thank you

be warned this introduces new problems and its much better to do simple gradients with a shader than a texture
You can also go with a very small texture thats uncompressed as bilinear filtering should do a fine job still.

blissful otter
plain dagger
#

you want textures to be power of 2 sizes and not some dumb resolution like 1920x1080 @fleet canopy

lean ridge
naive tide
#

When I add an image component in the project to the scene it is under every UI element and therefore it doesn't show how to make it in the foreground

plain dagger
deft rock
copper gust
#
  • and additionally based on explicit canvas sorting order
deft rock
#

yes, if you have multiple canvases that aren't parent/child, then sorting order affects the draw order of those

naive tide
#

No, this is not a UI but an image in the project that I added in the scene (spriterer...) but it doesn't appear in the foreground even when I put it in the top of the hierarchy

deft rock
#

Image component is for UI.
SpriteRenderer is for game objects in the scene.

SpriteRenderer I believe has a sort order on it?

#

Hierarchy order does not affect the SpriteRenderer draw order

plain dagger
#

says image component
"Its not ui!" 😐

copper gust
#

i mean it is a image component 😛

plain dagger
#

sprite renderers are ordered by their layer and sort order UNLESS a child of a sorting group (then hierachy order does matter somewhat)

plain dagger
#

dont make it worse

naive tide
#

I know., and how to put it back in the foreground so that I can see it( spriterer..)

plain dagger
#

Sprite sorting layer + sorting order setting + the details above control this

naive tide
#

When I transfer a normal image from the project to the scene, it's not a UI element, and the problem is behind everything, so I don't see it.

plain dagger
#

yes you already said that?

azure pond
#

don't take a picture with your phone

#

🙏

plain dagger
#

If english is difficult to use do make use of translation tools

blissful otter
#

I'm still building out the rest of my linear sequence queue but the enemy character not moving is stopping the tutorial from actually progressing further

naive tide
#

The image will not be a UI element

#

The problem is that the picture does not appear in the foreground of the scene

#

Behind everything

deft rock
#

good luck everyone

azure pond
dreamy rivet
deft rock
dreamy rivet
#

yeah I even reset my layout just in case...

#

even Chat GPT doesn't seem to know

lapis gate
#

unity has a snap to grid?

dreamy rivet
#

it was so useful to snap to pixel now I have to removes digits in the transform position manually again 🙃

deft rock
#

you could fill a library with stuff ChatGPT doesn't know

#

and 10 more with stuff it lies about

dreamy rivet
worldly cave
worldly cave
#

altough personally i dont see the point in snap to grid with the snap value that low lol

lapis gate
#

I remember there was this thing called Unity Snaps and it just kinda disappeared so I guess that's it now

deft rock
#

Unity Snaps were a collection of different theme modular 3d assets that you could "snap" together

lapis gate
#

I usually just do a subdivided plane and do vertex snapping

deft rock
#

if you're doing tiled stuff, snap to grid is better/ easier than vertex snapping

lapis gate
#

It would probably be more helpful for if I was doing probuilder ye

#

but I have the idea of the unit size in blender

worldly cave
#

pretty sure the unit size is the same no?

#

like the blender and unity units are both 1m 🤔

#

by default at least

lapis gate
#

well, im not always using 1m ;p

plain dagger
#

the unity snapping can be enabled and the step size changed

worldly cave
#

how small is your scene if that is close to a 1cm difference 🤔

#

i mean if you have snapping on with the step size at 0.01 what are you even snapping to lol

azure pond
# dreamy rivet

generally, you're supposed to have a script that you attach to these game objects to pixel align them, that does nothing when built

dreamy rivet
#

no but snap to grid used to do that job flawlessly, it just began to act absurdly for some reason

azure pond
#

how much work have you put into your game so far? you are going to regret working in xy

dreamy rivet
#

why? I shipped many games that way

copper gust
azure pond
#

well there are a lot of ways of doing things

lapis gate
copper gust
#

sure but you said generally, with no disrespect your suggestion is not how that kind of solution is meant to be done (editor tooling being shipped in build)

azure pond
#

if you build in xz with a dimetric 2x1 camera, you could use navmesh, physics, intuitive movement, you get z sorting for free, etc. etc.

#

if you build a dimetric 2x1 game on xy, you get: nothing

#

besides the aesthetic experience of reimplementing half of unity

#

and random shit breaking all the time, like snapping

dreamy rivet
#

the game is close to beta

azure pond
#

phew lol

deft rock
azure pond
#

i think write a script that aligns your game objects

#

don't overthink this

#

you can vibe code this in literally minutes and it will be correct

copper gust
#

overthink this more than vibe coding

deft rock
#

I think, just fix the issue, and carry on using the feature you have done before - don't over think it with a script.

azure pond
#

well there are going to be numerous situations where you just barely miss one snapping

#

and this will be like writing a linting rule for your scene.

copper gust
#

so write an editor tool

azure pond
#

anyway. what do i know, i only make pixel art games lol

dreamy rivet
#

I mean I've been using the snap tool for 15 years just fine

#

I feel it's something so dumb

#

like pressing V or moving in local instead of global

potent moss
#

is disabling/enabling lots of objects as expensive as just deleting and respawning them?

pearl oyster
#

No, it's much cheaper. Which is why pooling is a thing

worldly cave
#

way cheaper

copper gust
gusty abyss
#

I have my unity projects in a git repository and unity keeps marking things to be used by git lfs. I'm not very well acquainted with git and don't want to use git lfs. How do i stop it permanently?

feral gulch
#

Has anyone run into an issue where Unity cannot open projects due to an error from the package manager? I'm trying to use Unity 6 LTS and I can create projects just fine, but Unity will not open the project due to an editor version mismatch/package manager error.

gusty abyss
copper gust
#

no as in

#

the individual things being marked for lfs

gusty abyss
#

I don't know there's thousands of files

#

most of them are in a Library/ folder

#

This is a wiztree scan of my Unity Projects folder

copper gust
#

library shouldn't be tracked by version control in the first place

balmy kettle
gusty abyss
#

ah

balmy kettle
#

download the unity .gitignore file into the root of your project

gusty abyss
#

/Unity Projects/**/Library/

shouldn't this ignore it?

gusty abyss
#

I have like 20 and I keep making new ones. I'd rather not have to do it each time

copper gust
#

generally people do have a repo per project yeah

balmy kettle
#

using a proper gitignore for your repos is important, and you do have to have it in each individual repo

gusty abyss
#

I have one repo for all my projects ever (not just unity)

#

I can't have a repository per project

copper gust
#

can't or won't

gusty abyss
#

can't

copper gust
#

why's that

gusty abyss
#

unless I use submodules

#

which sounds complicated

balmy kettle
blissful otter
#

Ok, well I fixed him not moving, but now when he gets into position, he's stuck like this

gusty abyss
plain dagger
#

that repo will get super fuckin large

gusty abyss
#

It doesn't matter

#

I host it on my own server

#

at home

plain dagger
#

the experts say: it does

gusty abyss
#

I don't care if it gets to 1TB

blissful otter
plain dagger
#

its a terrible idea regardless of who hosts it

copper gust
gusty abyss
#

It's currently 400GB

#

and most of that is rust and unity

balmy kettle
# gusty abyss I host it on my own server

i host my own git server too, i still don't have a single giant mono-repo because i know that if i need to pull a project to another device i don't want to be pulling every single project ever onto it

grim dirge
#

How are y’all doing today?

gusty abyss
#

I just don't want git lfs messing things up

blissful otter
# copper gust is this AI code

Yes, it is, I don't have time to try and explain why, I just need help fixing this one issue because I'm almost done but it's due at 6

blissful otter
#

It's from Claude

copper gust
blissful otter
balmy kettle
gusty abyss
grim dirge
#

Are you able to make job posts in this server?

gusty abyss
#

And I don't want that

azure pond
#

i mean you would have affirmatively done something in some tool

#

what do you mean unity is marking files?

copper gust
#

no

#

they are likely 100mb+

azure pond
#

have you already imported files into lfs?

copper gust
#

boxfriend is right but if your hard stuck on hosting im sure you can look online and find the right way to specify the pathing in your central gitignore file
you need to be excluding stuff like library folders

plain dagger
#

unity doesnt magically modify .gitattributes...

#

unless there is some package or something that was already there

gusty abyss
azure pond
gusty abyss
#

git init --bare Projects.git

#

that's all i did

#

and then i cloned it

#

with ssh

plain dagger
#

Im not sure how destructive this operation is either

gusty abyss
#

I don't care about the history so it's fine

azure pond
gusty abyss
#

that's the whole point of it

plain dagger
gusty abyss
#

multiple times

#

I'm probably just doing it wrong

azure pond
gusty abyss
#
Uploading LFS objects:   0% (0/101), 0 B | 0 B/s, done.
batch request: bash: line 1: git-lfs-authenticate: command not found: exit status 127
batch request: bash: line 1: git-lfs-authenticate: command not found: exit status 127
error: failed to push some refs to 'play.printermc.com:/home/giorkos/Documents/git-repos/Projects.git'
PS C:\Users\USER\Desktop\New folder\Git Folder\Projects>```
#

also when I do git lfs ls-files

#

It gives me a bunch of paths in the Unity Projects folder

azure pond
#

so why did you install lfs and add files to .gitattributes ha ha

#

why did you do that

gusty abyss
#

I never installed lfs

azure pond
#

if you didn't want to use lfs

#

just write git log .gitattributes and you'll be able to see what happened

#

let's start with that

#

@gusty abyss focus ONLY on what i am saying for a second

#

run the command and show it here

gusty abyss
#
fatal: ambiguous argument '.gitattributes': unknown revision or path not in the working tree.
Use '--' to separate paths from revisions, like this:
'git <command> [<revision>...] -- [<file>...]'
PS C:\Users\USER\Desktop\New folder\Git Folder\Projects>```
azure pond
#

fine, do git log -- .gitattributes