#💻┃unity-talk
1 messages · Page 26 of 1
shh
if you dont even put effort to make it easier for others to help, how do you expect anyone to help
i have 2D and UI set
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
wrong thing. send a screenshot of that menu
Why would you need to do that if you can just drag it in
here
i already said that's the wrong thing
dw❤
send a full screenshot
second one is basically attaching the script to a different gameobject
first one attaches the thing to the current gameobject
here ❤
If you are dragging it in, it doesn't matter what object it's on
If you need a reference to a unity Animator component, you reference it.
What is the purpose of making a script that does nothing but reference the Animator component
You reference both the Animator and this script the exact same way
it literally says sprite mode right there. mess around with the different options. i think what you need is single instead of multiple
There's no difference between referring to an Animator and referring to a script
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
You've literally thought too far
Do less
Just reference the animator directly in the thing that needs it
why make a second script to just do the same work twice
ok...ok....i get it, i am stubid, pls no more, i wanna go to sleep
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
thanks brother
Make a serialized field, drag in the animator
then you can just do anim.enabled = true
By chance does anyone know where could I find developers to help develop with me?
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I play with the scales, that could be the problem too?
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
but he's talking about where the object is in space. the gizmo handle shouldnt make a difference
that gizmo handle will show the actual pivot point of the object so it becomes more clear where it actually is in space
clarity isnt the issue here
Hi, does anyone has any idea on why this message is still there? I installed the required packages and modules...
(yes, i've restarted Unity)
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
^ 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
You always have to switch current platform to build for it and if you automate it you can start the editor on that platform or change platform with code.
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
I'm using BuildProfile.SetActiveBuildProfile(), it's supposed to change automatically to the desired build profile, and the build profile already has the target platform, you can even see in the video ending that after it fails it goes back to the Linux platform
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)
erm can we actually build for linux on windows?
it mentions looking in /usr/bin which doesnt sound right?
no iirc
then this is not going to work 😆
The only way I know is via mingw
I wonder if using mingw or similar would be inc clang that works
the same, it doesnt affect nothign
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
What was your actual original question? Was it just about where to put objects when you drag them into the scene?
yep
When you drag an object into the scene, it'll be at roughly where your mouse is
if you go into preferences -> Scene view there should be an option about putting them at 0,0,0 vs where your mouse is
THANK YOUUUUUUUU
Oh, I didn't know that was a thing. I just set it to 0,0,0 after dragging it in. Neat!
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
ok
remember you can set the default parent (r click menu) so dragging and dropping puts it where you want
which one? world origin or scene pivot?
scene pivot?
if you drag into hierarchy window it doesn't matter AFAIK
since scene view is not involved
is there a question here?>
well im trying to make just this car drivable, but all it does is flipping and this
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
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
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
It really depends on the context, but each type should have its own pool generally
did you author "Simple Car Controller"
you probably want the Edy's vehicle physics package or the free one he authors if you want to do cars.
lol no, i just used deepseek to give me steps and it gave me a code for it
I use a generic class that is base to many pools, haven't noticed downsides
cause each pool has their own prefab and methods to do something on pool get/return etc
hey is there a way to contact a mod? i have a quick question about discord
possibly #1161868835423526933 ?
dm @karmic maple
yeah but im also thinking from a purely organizational standpoint i guess
i might want to have certain pools be children of certain prefabs and such
so i might as well keep them seperate per type
Hi guys, i was wondering if we can use the terrain tree option to align trees to ground at all 💀
just did, thank you
That’s what I thought. Car steering is beyond its capabilities. I think use the free car assets
the thing is that i modeled the car, and im trying to make a game out of cars i model, but i kept trying and nothing worked
sorry I guess the wording was too bad. What I meant is, for the unity terrain system, when we add trees, I see that it doesn't have "align to ground" option. Is there any other way to do that using the terrain system?
when you paint trees it should be already on the ground no?
Actually the align to ground option means make it face outward from the terrain surface normal
Paint trees they already should be aligned to surface
Just to clarify they are already on the ground, but they just stand upright without tilting to the slope of terrain (surface normal)
😭
I am hopelessly crying
When you ask for help please note if you’ve used ai or not from the get-go
are you really trying to make a game if you are just using gemini
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
nah, i just used AI when all tutorials failed
my ship sank so i lit myself on fire
there are assets for controlling cars. use edy's vehicle physics
just focus on what i am saying
if a tutorial isnt good you are better off finding another one
i highly doubt every tutorial you watched wasnt working out for you
i think if you are confusing car asset with car model, it's still a long journey for you, but that's okay.
hmm... i mean you can write a script to orient the trees however you want. but in real life, trees still point up on slopes
what are you actually trying to do
That part is true but not inclining it even a bit is sometimes making the roots appear out of ground
Though what I was actually trying to do is using it for grass as the detail option doesn't support LOD
i think if you are trying to improve the look and feel of terrain you should probably use an asset
I use a seperate gpu instancer
because it's a lot of random arcane stuff
I will try to find some :note:
an asset that is built around better vegetation
i see vegetation studio pro has been deprecated 🙁
i have had the best experience wiht gaia
what does it mean if a value "cannot be null"
i dont get what the error is telling me to check
considering its referencing a whole asset
whats the context
#📖┃code-of-conduct no reaction gifs / shitposting
I see 💀
building an assetbundle and i got an error for an ArgumentNullException: Value cannot be null
parameter name: particles
so i go to the asset but i dont see any component called particles
there's only a particle system
could be related, not sure haven't touched assetbundles like that yet
i just cleared the errors and went back to build the asset bundle and im not even sure if its working anymore💀
Sharing the whole exception stack would help but its informing you that the argument particles for a function was null and that is not allowed.
also better to ask in a code channel like #💻┃code-beginner or #1390346827005431951
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
yeah i know but i just wanted to know what "null" means
like if im supposed to add a number or enabler there
Ah well good old google and learning c# basics would teach you this
im planning on it during the break
but im also trying to get this in game before i need to leave home for the break😭
My suggestion is learn some now so you can do what you want to properly 😆
can anyone here call me on vc and help me on solving a little problem i have with my character in my game
if you want help you outta post here, and properly with all the details explained
my character is flying
how i fix this
so he stop floating
probably fixing whatever gravity you got goin
you have to show how you set it all up
we're not mind readers
is not gravity
u can jump and all
as soon the player spawn the character is floating
but everything works perfectly
is just the character
Does the collider actually line up with the bottom of the model
im not sure how to see that
i just got unity yesterday
im a fast learner
Click on it and look at the green lines
that's how i made all that
I'm trying to finish the tutorial for my fighting game and I'm hitting a major roadblock
You have apparently hidden the collider gizmos. You'll need to re-enable them.
https://docs.unity3d.com/6000.2/Documentation/Manual/GizmosMenu.html
is that on purpose? you have a script that is changing the scale of the camera in addition to the rotation
wdym
my game is on first person
is a horror game
did you author the "Player Movement" script?
i only change it to 3 person so you guys could see it
i use a youtube copy and paste tutorial
you have to use prefabs, not the models
you can't "just" parent your camera to the character
Whenever my enemy character is approaching my player, he just randomly starts jumping
that isn't going to work
what do you mean?
This has been like my biggest roadblock to trying to finish it cause after this I just have to add the punching part, then projectile and open play and I'm done but I haven't been able to fix this
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
i made t he alien model on blender i imported it to unity then made a script for the player to walk sprint jump crouch and then i added a camera with the same script
i don't get it as i said im new at making games
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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
you're trying to say that it is the jumping that is the issue or?
no
the is not is the model floating
the camera is placed in the correct player eyes
but the model is upthere
okay, i got the package
Please can I get some help? 🥲
Is there a channel on this server that has people sharing their games
I wanna see what games ppl are making
Thank you 😄
Thank you 🙂
!ask
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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..
I was waiting for someone to hopefully ask me what's up before I put in my code
These two and maybe my animator are the only things I feel like it could be stemming from
thats not how you share code here
use links
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
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
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
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
at least you can narrow down the issue now and where to look
what transition condition does Idle to Jump have
helps to also have the "Parameters" selected instead of Layers so you can see those too
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
as long as you're not grounded the Jump gets called ? that seems jank
How could I fix it?
It is my first time making a game so I've been having to consult Claude for some help with the scripts
Which have all been working fine with everything except this one issue
thats an issue in itself now you have no idea what this code is doing
fix the janky grounded thing, and possible add a "fall" state so when notgrounded
and jumping clip probably has loop on which is something you dont want
Well you weren't wrong about that
Turned it off but I don't think it fixed the issue
at minimum it will stop from constantly looking like its jumping but you're staying in the jumpstate as long as grounded = false
All it did was stop him from infinitely jumping but he's kinda just stuck like this now
but you're staying in the jumpstate as long as grounded = false
What's the best way to go about fixing that?
Like making it into a jumped parameter instead?
your ground detection is janked m not surprising since you let a text chatbot spew whatever jank
Well it's also not straight ground, it's a stage I made with mesh colliders on the floor of it
So I think it's moreso detecting if the player is colliding with the stage
OnCollisionStay for grounding im sure isn't helping
proper would probably involve using a raycast at minimum
using colliders for this just gives weird results
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
Well prior to this class, I didn't really have much experience with C# to know how to code this stuff by myself
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
Do I just do a debug.log or what should I specify within it?
log what values are happening , what points/parts of code are reached and so on.
debugger/brekpoints is better for this, but debug.log at minimum will get you started
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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?
raycast doesnt have anything to do with collisions.. it just detects colliders
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 **)
Ok let me see if that hopefully fixes things
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
you need to properly set isGrounded to true/false
thats the only thing that could be causing it to stay false
animator.SetBool("isGrounded", isGrounded); this line is depending on that isGrounded to be accurate
and again you need to verify your colliders
esp for the stage/ground
The stage is in three separate parts that I put together each with their own mesh collider and then the characters have capsule colliders
Not sure what out of these you would consider complex to turn on convex or not
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
A tool for sharing your source code with the world!
Also these are the changes I've made to the files atp
you're disabling the script when you jump, ofc its not gonna go back to grounded....
That's cause of my player control manager script for the tutorial to stop movement at certain points of it
I added it to the BlazeBin
The flow of the tutorial's mainly being controlled by this linear sequence queue my professor made for us to use in our tutorials
Configure your IDE, itll help with errors. !ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
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Visual Studio (Installed manually)
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VS Code
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It's not really an errors issue I'm having, but I did configure it
then I suppose your discord prescense for VS is incorrect lol. It should say Assembly-CSharp
it would be difficult for someone to help without knowing what any of those functions in your pic actually do
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
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OH MY GOD FINALLY 😭
That literally was it I just had to change how the player control manager was disabling the inputs so that it wouldn't completely turn off the script
well yes if the script is disabled things like Update will not work
I guess that make sense now that it's fixed
Ok now I gotta try and work on how punches work with crouching or jumping because I have a high punch and low punch
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
Unless it's maybe also just an issue of the player isn't crouching fast enough
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
change the offset 90 degrees and itll be like sonic
or you can show the code
im new to this whole coding thing no idea what an offset is ive been following tutorials
So does it just keep going up and up, or do you mean that you can press the spacebar multiple times?
it just keeps going up
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
nvm its coing down at Y 1645
Well mid way through the problem look at the gameobject with that script to see if the isJumping checkbox is checked or not
its possible that it never gets toggled, which means your loop continuously applied force since FixedUpdate() keeps running.
The fix would be to place your trigger collider in the correct spot
yeah it isnt checked, but when i check it it wont let me jump, whats a trigger collider?
The two functions at the bottom
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
thanks
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.
you're looking for a model file
you can use this button in your project tab to search for files of a specifc type
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
nvm i was looking at a piece of the mesh within the import
my bad haha
are there any good tutorials that are just in a text format and not a video format?
for what specifically
beginner stuff
that doesnt answer my question
why do you need text tutorials. video tutorials would be infinitely better for that
text tutorials are only good for specific things that you want to learn imo
not really for the whole engine
mmmm okay
well are there any good YT video i can watch?
yeah there are lots
text tutorials are definitely better for most things imo. supporting skimming, searching, easy editing by the author and sometimes by community
jason weimann has a great 2 hr beginner tutorial for grasping the engine
especially relearning where you can skim parts you remember, would save a lot of time. i don't know of any for unity editor in general though unfortunately
there are the unity learn pathways that kinda have both video and text iirc
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Hello!
Hello can someone help me i have a small problem
There is an issue with my directional light
is it normal for all my models to be pink?
Did you delete scenes
no
Thin did you delete settings
i didn't delete anything
opened a new project, imported some assets from the asset store, and the models are all pink
that's all i did
incompatible shaders
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?
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
Which pic is the video?
The pic where it’s black is caused by messed up light baking
No the other one
The YouTube whan he closed the light every think turn black but my didn't
Uhm, i need some help...
Because of baked lighting.
so I thought I have a problem
You don’t have a problem. But you will need to learn what baking lighting means, if you want to create interiors
Ok thinks for the help
i think it just global illumation set to 0, the field is in the light setting window
- 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/
How do i make sure my banner ad dosent go off screen when im putting its location to show on script
Like banner image? what are you using? UI tool kit or canvas UI?
if i have a sprite image is it possible to do animation
for example like this
if i have hand sprite image
No Banner ad, im using google admob
any pre defined assets for sprite movements in unity 3d
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?
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?
i am not seeing fen steve and some talented people replying here.
how did you put it? like
bannerView = new BannerView("AD_UNIT_ID", AdSize.Banner, AdPosition.Top);
or directly using coordinates?
there are more than one way doing this
- using script
- using animation/animator
- using vertex shader
that's all I can think of atm
I used a diffrent way but I figured it out and i solved my own problem
Thanks for the help tho
absolute garbage with stair like pixelated edges even after post-processing and anti aliasing
anti aliasing works fine, even fxaa in urp
More likely you haven't gotten it working.
may also be intentional upscaling but done badly
what should i do now ?
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)
are you using URP? Can you screenshot and share your post processing volume/settings?
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.
what does that mean other forms of AA from PP
excuse me guys, anyone know what this error could mean?
Change your textures filter from billinear to point. And go in your URP settings under quality and set MSAA to 2x
okay
Nvm my mistake you cant add AA on a post processing volume 😆
it's webgl game so ig high graphics ain't needed
Oh… yikes. Yes you’re gonna have to face that fact
fxaa is fine for that. Did you change render scale on your urp quality asset? @robust spire
6.3 when
yeah im kinda confused here
I think its telling you multiple bones in the model have the same name (Head)
Is this your model or from elsewhere?
have a check then if this is true in your 3d software
If you're using forward renderer, msaa should fix it.
alr
I'm using urp
Have you made sure the game view is also rendering at your native resolution and not something else (scale of 1x)? The edges you are having screams some resolution/scaling issue to me. The second image is a close up of rendering with 1.3x scale, pretty close to what you have if you ask me
That's unrelated. Urp has both forward and deferred renderers.
Actually I'm not using free aspect I have set custom screen size
I'm pretty sure this is not AA issue since you clearly have AA in the image you sent when zoomed close
Have you forced an resolution or only the aspect ratio?
This is from my actual build
(they showed they had fxaa enabled too)
If it's some weird aspect ratio, it could be forcing scale above 1, causing the issue, so worth checking that first.
i dont see anything wrong with my model tbh, from what i see
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?
#🔀┃art-asset-workflow might be more specific space
so far i dont see any more bones that are named head and idk how to check for that
It would depend on your export settings which you hopefully understand (e.g. export selected being true or false)
I honestly have not built a unity project for ages. Does the same issue happen in editor too or only in build?
Only in build
Then it's probably something with the build settings forcing certain resolution other than the native one
Are you sure you're using the same quality settings on the build platform?
i hope this is good
Double check what the default quality level is incase its different to your currently active on in editor.
(default can differ per platform too)
I'll deep look into it
I have webgl platform
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 😅
Also check the resolution settings of the specific platform in the player settings.
Okay to me. You should probably ask more in #🔀┃art-asset-workflow
alr
Btw. Just to clarify, this is totally unrelated if the issue only happens in build. The game view scale only makes the game view appear different, not the build. The build settings is where the problem probably lies
Also check zoom settings in your browser.
The UI appearing totally fine makes me expect it to be somehow related more so on the build settings but worth checking
It's on default
Great. Then check everything else that we mentioned.
I think I should switch to built-in rendered pipeline because I'm not using any lightning
I don't see any logic behind that statement.
I recommend not doing that because its old and you will surely fuck up something
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
As you can see how bad and raw the level looks
More than anything, it probably isn't gonna fix your issue.
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
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
how many people does it take to fix a silly rendering issue
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
i forgot to mention this issue
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)
You need to change the size/position, yep.
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
Is it a slash of a sword or something similar?
You would definitely just approximate that with a box collider
yeah
prob smth like this
I can't because I tilted the transform of the game object, or should I put my collider on another game object ?
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.
🤔 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
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
im new to unity and id like to start developing can anyone recommend me where to start?
6.2 is, going off the amount of people that come in here with issues.
6.0 is not.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
I am going back to 2022 smh
thanks\
2022 would never wrong me like ts
Things like this is why we use version control systems.
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
I used that once to work with other people
Use it always, even when working alone.
The 10 business days never gets changed, I don't believe this is a dynamic value. So it doesn't take into account busy periods - which now could be because of the upcomming holiday periods (thanks giving, black friday, christmas) ... which will also result in Unity reviewers having time off.
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
i see, thanks for that input, that's good to know
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.
Is there any way to restore the scene view, I lost it?
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
Direct x is for windows only
Open gl and vulkan are cross platform
That's why!
Is that an issue when working with people that have Linux and windows?
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
Not as a rule, but in general there may be some breakage between different APIs
Is DX11 or DX12 kinda one of the main reasons substance painter through steam doesn’t open?
No
Off-topic, but you can definitely run DirectX on Linux, even without Wine 🙂
Unity has just chosen not to
It would be a very weird choice to add such support
Dxvk would be the real solution but again I doubt it would be added
Not necessarily
I tried Substance on Linux as well a few years back. Similar issues. It's just unusable.
Probably more luck running the Windows version through Proton
Good to know
I also wanted to get away from windows and Apple
So he was testing the waters
One downside of Linux is too many distributions meaning some exhibit weird issues that others do not
I figured Unity was buggy enough on Windows heh
Id use vulkan only to make sure things are consistent for you both
ok but i figured a solution by using dotween. i dont know vertex shader but is it possible by vertex shader.
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
Vulkan comes with the caveat of having to do PSO pre-compilation
But it's the best choice moving forward id say
is it possible to turn off mesh renderer for multiple objects?
Yes? Why wouldn't it be?
just wondered if you could do it for a whole group as opposed to one by one
you'd have them in a list and loop through that to do it
Anyone Beginners
15 years ago I was
yep learning as I go 😄
ty!
!learn start with unity essentials here 👇
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
thank you
Some Cloudflare services are down, just so you know.
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 🥺
There is no place here for that
all is prohibitited
Okay, thanks :o
Third Party as in "Games you did not make"
Questions about engineering mod support into the game you're making are fine
Not a game I've made, no :o
Just out of curiosity, know of the reason behind mod discussion being prohibited? :o
- Because people doing mods often don't have any way to perform basic debugging steps
- 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"
- 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
here's a mod's explanation: #1201856945791705108 message
!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**
is there a way to colorize your hierachy, like different groups?
there are assets that can do that
Hey I’ve got an issue with Android builds in Unity.
My graphics look fine in the editor, but on Android everything becomes pixelated
Sounds like your camera POV is being enlarged and doesn't properly fit the screen dimensions
Best to ask #📱┃mobile in case this is a common issue
;
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);
}
}
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
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
You'd need to add them in the prefab window itself, not the instance of the prefab in the scene
unpack it if you can
Do not just vomit multiple pages of unformatted code on multiple channels. Stick to one and post it properly
I can unpack it but then wouldn't it mess things up for other people using the prefab on the repo? I just wanted to add meshes to it
Is there some way to get pinged when a new weekly freebie in on the asset store?
which is why i said "if you can". you can always reconnect the prefab, but you'd still need to go through the setup of making it work properly as a prefabbed file which is the same as just doing it the proper way from the get go
set an alarm for some time every week on Fridays
Click the prefab and at the top right there’s a “open” button which will let you apply changes to all prefabs at once
ahh ok thank you guys!
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.
no vc's, just ask your question with proper detail
ah ok well this is my question i have. is there any non complicated way to set the character controller capsule height lower that half the radius? or should i consider making my players hit box 3 separate colliders for standing crouching and prone?
not sure why you're changing the radius at all
just modify the height and then the center values accordingly
i believe it's a -1:1 ratio
i think you can just drag your model into there
also press the little blue icon if you want the unity model
Hello, how can I get high-quality assets in Unity? And is it possible to find high-quality assets on the Unity Asset Store
Have you tried searching through it?
There’s tons of amazing tools and resources
I'm asking if I can get anything for free, since I have to pay for everything.
Yes, there is a filter to choose your price.
Ok
yeah
but i drag my object correspondent animation and it shows nothing
:/
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
this is wrong. the height can't be lower than the radius * 1.
my radius is 0.5
sorry, i was thinking of something else, scratch that
yeah
then what's the problem
this should work fine if your radius is 0.5
ok yeah it works but i want to prone to be way lower than the crouch
Hello everyone hope all is well.
Does anyone have any ideas on how to get the license to activate?
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
I have
-signed out
- uninstalled reinstalled
- followed instructions on their website.
Nothing.
hm yeah this is a tough one. you cant really rotate a cc so im not sure what else there is to do
why is your account name giftcard
yeah i think i might bite the bullet and make them separate colliders but i feel like that will be very complicated no?
and are you on win 7?
No one else had it and I like it
No Linux.
Running Unity through distrobox
no not really. just have proning, crouching, and standing be separate states, where proning activates a few smaller colliders
try logging out of the hub and back in
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
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
If this question was intended for me- since last night.
I thought I might be a bug on unity’s end. So I turned it off and waited. And that’s where I’m at now.
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?
then check the hub logs to see if there is any useful info about why it cannot verify your license
!logs
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
Thanks 🤙 give me a minute to check.
Hi, I'm new to this server and I was wondering if this is the correct channel to ask for help?
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
No need to disable the CC. When prone, just make the CC radius and height small enough and then activate other colliders to imitate the effect of normal width/length
oh ok i think i see what ur saying, so like make the CC collider small enough to fit inside a separate prone collider that is the size i want?
I am unable to open a project to access editor console.
i said check the hub logs
Yeah pretty much. Or you can have a snake-like system where the GO with the CC is the head and the other colliders are the body. The latter option is what I had in mind but I'm sure both solutions would work fine.
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.
Is cloudflare still down? Wouldn't surprise me if that's the problem
Probably can't reach the activation servers
cloudflare is supposedly back up. but their issue has been happening since yesterday apparently
Yes?
please stop using photos of screens lol, they're horrible to look at
also why is that a different operating system than what your hub screenshot was from?
anyways, you're supposed to read the logs, specifically the ones near the end, for potential error messages
I know. I’ve recently switched to Linux so I’m still learning it.
Sorry about the quality.
linux also supports screenshots and discord
discord is also a webapp if you haven't installed it
Opening folder, leads to script with over 10,000 lines of code
I am aware, I just haven’t made it that far. Unity and blender were priority
you don't need to install discord to use it
it's a record of what's going on, or rather the stuff unity hub considers important enough to write down
that includes errors/issues
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
I’m listening. Just in some uncharted territory on my end.
it's not as unfamiliar as you think
browsers work the same way as they do on other OS's
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?
is the teacher's script causing any errors?
I’m repeatedly seeing failed to get machine id.
And error while getting valid entitlement groups:
Not really. He sent me a scene of his level but it works fine in his but in mines it doesn't
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
I’m happy to send a pic. But it’ll look terrible lol
please don't
do the enemies not move at all?
They don't
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
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
Wait a minute, one does have a idle animation
debug your teacher's code
also thanks a lot for the help. I very much appreciated
by movement, i meant moving in space
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
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
where did this project come from? did you download this directly from your teacher or did you setup all of the individual parts your teacher gave you
He set up all the prefabs and materials but I have to make the obstacle course myself
He also provided the scripts and code
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
I tried but he said you'll figure it out
So I think I'm screwed. Thanks for some of the input
lmao what is wrong with that guy
sounds like he's just lazy just doesnt wanna deal with helping you
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
we can take this over to #🤖┃ai-navigation if you share more of your setup
we don't do streams here, you don't need any extra apps here, just your web browser is all the tools we're asking you to use
you can open discord there, https://discord.com/app
you can use one of the pastebin sites linked above to share your logs
Yeah sure thing
is this a high school class or a uni class?
Community College
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
I know but he wants it done a specific way and I really don't know how to achieve that as good
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
we are going to need a lot more context
who is she what is the context
I'm hitting another issue in my tutorial I'm trying to fix
If its a UI object it doesn't exist unless it's on a canvas
A tool for sharing your source code with the world!
And how to fix it
Put it on a canvas
The prefab is inside the canvas but it is born outside it
Spawn it as a child of the canvas
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
is the shield a sprite?
really looks like just the matter of changing its y rotation
unless its billboarded for some reason
its billboarded or its a sprite?
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
Stays the same, no difference
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
A tool for sharing your source code with the world!
So what do you think it could be?
spriteRenderer.material.SetInt("_BlendOp", (int)UnityEngine.Rendering.BlendOp.Add);
maybe the material doesnt support rotation for sprites or something?
idk
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
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.
ask the question and maybe someone knows
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?
what is your big picture goal? what are you trying to do
i mean what is the application?
lab of systems in a high school
Unity Editor on the lab systems for whatever projects led by the teacher
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
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.
you can programmatically assign seats with the serial number
as you probably saw
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
no
you must use the username and password
gross...
no alternative that they provide
the license files might accidentally be compatible on the machines, but it's not supported
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...)
we do not, no
bleh, looks like it. Still a gross alternative but doesn't seem like Unity has any other pragmatic approaches.
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
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.
hard for me to have perspective, i probably spend more on a coffee every day than you could spend on a VPS to run the license server for a month lol
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.
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.
You would have to disable compression on the texture in unity but this will increase its size horribly
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
it's 5x 1920x1080 but i can make it smaller
i removed the compression and yeah it's a lot better
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.
Could I please get some help with this 🥺 🙏
you want textures to be power of 2 sizes and not some dumb resolution like 1920x1080 @fleet canopy
AI claims I should just change the email to the education grant license holder account to a generic account that's not used for anything else with a 14 mile long password and yeet it into the script. For whatever AI's opinion is (or isn't) worth. 😄 😄 😄
okay i'll do that then
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
the reason is because power of 2 sizes (e.g 512x512, 1024x1024, 2048x1024) let us use better texture formats. some research should explain this more
UI is drawn in hierarchy order. From top (first) to bottom (last)
- and additionally based on explicit canvas sorting order
yes, if you have multiple canvases that aren't parent/child, then sorting order affects the draw order of those
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
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
says image component
"Its not ui!" 😐
i mean it is a image component 😛
sprite renderers are ordered by their layer and sort order UNLESS a child of a sorting group (then hierachy order does matter somewhat)
In this context is not
dont make it worse
I know., and how to put it back in the foreground so that I can see it( spriterer..)
Have a read of the docs https://docs.unity3d.com/6000.2/Documentation/Manual/sprite/sort-sprites/sort-sprites.html
Sprite sorting layer + sorting order setting + the details above control this
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.
yes you already said that?
what are you trying to say your issue is? can you take a screenshot?
don't take a picture with your phone
🙏
If english is difficult to use do make use of translation tools
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
Listen to me I came to a picture in the project that I added in the scene
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
good luck everyone
are you asking, how should you add an image to a 3D scene? you can google how to make a "billboard", which is just a quad with a texture on it
Anybody ever had that issue where Snap to Grid teleports objects to the zero of the world?
It used to work fine, feels like I accidently hit a key on the keyboard but can't find which
I haven't had this exact issue, but on the rare occasion when I've had issues with the pivot gizmo, a restart of Unity was required - have you restarted? (I assume you have, but..occam's razor..)
unity has a snap to grid?
it was so useful to snap to pixel now I have to removes digits in the transform position manually again 🙃
you could fill a library with stuff ChatGPT doesn't know
and 10 more with stuff it lies about
this here
yeah its pretty useful
hmm.. reset the editor layout?
altough personally i dont see the point in snap to grid with the snap value that low lol
I remember there was this thing called Unity Snaps and it just kinda disappeared so I guess that's it now
Unity Snaps were a collection of different theme modular 3d assets that you could "snap" together
I usually just do a subdivided plane and do vertex snapping
if you're doing tiled stuff, snap to grid is better/ easier than vertex snapping
It would probably be more helpful for if I was doing probuilder ye
but I have the idea of the unit size in blender
pretty sure the unit size is the same no?
like the blender and unity units are both 1m 🤔
by default at least
well, im not always using 1m ;p
the unity snapping can be enabled and the step size changed
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
pixels
generally, you're supposed to have a script that you attach to these game objects to pixel align them, that does nothing when built
no but snap to grid used to do that job flawlessly, it just began to act absurdly for some reason
how much work have you put into your game so far? you are going to regret working in xy
why? I shipped many games that way
would you not want an editor tool in that case?
well there are a lot of ways of doing things
https://cdn.discordapp.com/attachments/1397335441035759696/1400985029257072741/Unity_Sru165ESRK.mp4
Was actually playing around with some grid ideas recently where I'd use custom colliders to specify that bounding box for placement
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)
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
we are using all those things
the game is close to beta
oh yes, you are workgin in xz
phew lol
Have you tried:
- close the scene window -> add a new one
- resetting the window layout
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
overthink this more than vibe coding
I think, just fix the issue, and carry on using the feature you have done before - don't over think it with a script.
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.
so write an editor tool
anyway. what do i know, i only make pixel art games lol
ah didn't think of that closing the scene tab, but still nobueno...
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
is disabling/enabling lots of objects as expensive as just deleting and respawning them?
No, it's much cheaper. Which is why pooling is a thing
way cheaper
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
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?
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.
how big are the files
100GB
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
library shouldn't be tracked by version control in the first place
well there's part of your problem, that folder should be ignored
ah
download the unity .gitignore file into the root of your project
/Unity Projects/**/Library/
shouldn't this ignore it?
Should I do this for every project?
I have like 20 and I keep making new ones. I'd rather not have to do it each time
generally people do have a repo per project yeah
using a proper gitignore for your repos is important, and you do have to have it in each individual repo
I have one repo for all my projects ever (not just unity)
I can't have a repository per project
can't or won't
can't
why's that
this seems like a terrible idea
Ok, well I fixed him not moving, but now when he gets into position, he's stuck like this
why?
that repo will get super fuckin large
the experts say: it does
I don't care if it gets to 1TB
A tool for sharing your source code with the world!
its a terrible idea regardless of who hosts it
is this AI code
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
How are y’all doing today?
I only have 2 devices and i'm fine with it, a desktop pc and a laptop
I just don't want git lfs messing things up
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
what do you mean?
It's from Claude
well good luck with all that 😛
Whole lotta help you are 😑
no offense, but lfs is not the problem here lmao
I mean unity is marking files to be used as git lfs
Are you able to make job posts in this server?
And I don't want that
there is no way that unity does this.
i mean you would have affirmatively done something in some tool
what do you mean unity is marking files?
have you already imported files into lfs?
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
unity doesnt magically modify .gitattributes...
unless there is some package or something that was already there
I don't know tbh. I'm just trying to remove git lfs from my repo and can't. And the only files marked to be used by git lfs are unity's
okay, and let me understand this correctly
you have configured a remote for git that isn't github, bitbucket, etc.?
it's just a bare repository on my server
git init --bare Projects.git
that's all i did
and then i cloned it
with ssh
https://docs.github.com/en/repositories/working-with-files/managing-large-files/removing-files-from-git-large-file-storage
i know its github but should be relevant
Im not sure how destructive this operation is either
I don't care about the history so it's fine
what are you actually trying to do? what is going on with this idea/ setup?
I do something on my pc, push a commit, then go to my laptop and continue where I left off
that's the whole point of it
If that was the case you could just delete the repo and start again (removing .gitattributes and any remaining hooks)
I tried that
multiple times
I'm probably just doing it wrong
how do you figure you are using git lfs at all right now?
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
I never installed lfs
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
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>```
fine, do git log -- .gitattributes