#💻┃unity-talk
1 messages · Page 27 of 1
PS C:\Users\USER\Desktop\New folder\Git Folder\Projects>```
git version 2.51.1.vfs.0.0
PS C:\Users\USER\Desktop\New folder\Git Folder\Projects>```
yes?
Do I need it?
that is the root
you are running your own git server, but you are very unsophisticated with git
why are you doing this?
they have already explained it
for convenience
can you run git rev-parse --show-toplevel
The reason i'm in New Folder is because I was in the process of recreating the repo from the beginning in the hopes that I would somehow remove git lfs
C:/Users/USER/Desktop/New folder/Git Folder/Projects
PS C:\Users\USER\Desktop\New folder\Git Folder\Projects>```
Why don't you believe me?
You would want to make a new repo via git init because copying the .git folder would also keep the git lfs hooks
it's not that i don't believe you
no
i think the problem is kind of exotic. you have accidentally configured a global / system level lfs setting
that is why it appears that lfs is running without you having configured it
nvm i can google it
Are you able to make job posts in this
@gusty abyss go ahead and run git config --global core.attributesfile, then cat the contents of that file
PS C:\Users\USER\Desktop\New folder\Git Folder\Projects>```
I think I might not have a global config folder
there's no .gitconfig
your account is really called USER?
🤦♂️
what?
I like it
also have the same on my laptop so I can use the same local paths if I want to
can you try .git/info/attributes? and is there a C:\Program Files\Git\etc\gitattributes file?
anyway i think you can figure this out
If I could figure it out I wouldn't have asked here
somewhere it is configured
you would have to query all these potential config locations
and remove it
you can also run git with all its verbosity settings
and i think i twill tell you where it is loading the config from
you can try adding a file you know is lfs tracked, and then see why / where it is configured that way to track that file
you have a lot of development stuff going on
out of luck here
also isn't .git/info/attributes in the .git folder in the repository?
i guess it is? i mean i never had a problem like this before
you have to check everywhere
that is the equivalent of git config --local
actually doesn't exist
then you have to run with tracing and see why git lfs is here
ok i'll google some more possible locations
then you can rewrite the history to un-lfs-track the files
it could be on the other system!
it might not be on this one at all
true
you make changes to lfs objects, they will be tracked
it's done
you have to figure out which ones they are
but it's not this system, it seems
but i've deleted the .git folder
this one was just created
some git clients will detect lfs and re init its state for you
some ask, some may not
Hey guys, so I only joined this server for one reason: I'm having a problem with my Unity XR projects (for VR). can anyone help me...
it doesn't work like that
git lfs has hooks. the files that are tracked by lfs exist in your repo as stubs that lfs is aware of. then it "smudges" (rewrites) them to the actual binary content. the other machine probably wrote it as lfs objects, failed to upload them, and now this machine thinks that it is supposed to upload those objects for the first time. it must have them.
well there isn't anything in the linux server
so lfs is baked into the files themselves?
okay listen
lfs files are commited as "text pointers" so when lfs isnt working the file is not really there
you have been toiling at this issue, and put this setup
where you have three computers into a precarious situation
you're just learning the hard way that this stuff is really arcane and low yield
somewhere, on some machine, lfs is configured to import a bunch of files
i don't know where!
it doesn't make sense for me to play guess and check and find out with you
once a file is tracked by lfs, it's not going to be untracked until you expressly say it should be
all the binaries everywhere on all the machines are going to know which files are tracked by lfs and use lfs to manage their data
ok
Maybe I should just enable it
and be done with it
This isn't even unity related anymore. I just thought unity was doing some weird things because all the lfs files were unity's and because unity has that version control button when you create a new project
you can't, you don't have an lfs server
it doesn't work well with bare repos
why not just make it an lfs server
actually it looks like none of the limitations matter
cool
yo guys, been playing escape from duckov - am curious as someone learning environments, do small rocks/pebbles like this get added as part of the normal map or individual meshes? guessing the former - looked like geo to me though
how can i send massive scripts to my friend
cuz discord isnt letting me
its to big
it really depends but normal maps would definitely be the smart choice
If you want a fun learning exercise check out something like RenderDoc or Nvidia NSight and check it out yourself!
lol what are the odds, i was just playing this game.
to answer your question, the easiest way to do this would be with a normal map and/or a height map on the material for the ground. (assuming the rocks are part of the ground material)
📃 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
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```
Add a comment with a line number if there is an error message.
normally I would agree, although to me here this really looks like geo - maybe its very low poly
but I imagined they wouldn't waste resources on tiny assets like that
these look a lot bigger than in the previous image you sent. i assume pic 1 is with a normal map and pic 2 is separate meshes
hmm might be right
that almost looks like terrain detail objects or whatever
honestly the one youre pointing to still looks like a normal map to me
imo if you are working with that kind of level of detail you might as well use normals rather than actual geometry
hmmm fair play, usually normals look a lot more flatter to me than that, but you're probably right, you wouldn't wanna waste geo on minute details
the game is fairly low poly so they can get away with wasting draw calls on things like this without it affecting performance too too much
!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.
i personally dont like optimization as an afterthought regardless of the games visual fidelity
Questions regarding collaboration
- If I share the project on Github, does that connect the Unity account or just the project files and they have to login to their own account?
- For a free Unity Organization, is the 3 seats including the owner? Or is it owner + 3 free seats?
- Do you need everyone to be part of an organization? Or can you just use Github?
- If each individual has a seat for all the assets used in a project, but are not part of the same organization, are they allowed to collaborate on the project? Or do you have to have all the seats on the same organization?
i agree, but the addition of these rocks seems to be the afterthought in this scenario. would be weird if they added these small details before adding everything necessary to the gameplay loop
Hey guys, my name is jay, I need some help with my unity project very badly, anyone up to do a quick voice call? pls
!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
another q - how can you achieve this grassy look on the stone, is it vertex painting?
Some form of texture blending
Hey
So, the player gameobj is not the model we´re discussing
That model is the NPC
this is not the right channel
i think we are past the animation issues
mostly trying to diagnose whats happening with the model now.
so i guess this is the right place kind of
cmon G, bruv just told to come here
does the npc model have bones or a skeleton of any kind
You can do so with the default terrain component by painting multiple layers at less than full opacities
(furthering my suspicions that maybe the rocks are terrain details)
How do I see if it does?
in the scene expand it all the way
It says it has a rig, but I don´t really know how to verify it
just like you did the player model
that screenshot you showed?
thats just an empty gameobject called rig
Can you please advise on something - with terrain, I know you can blend terrain layers (textures converted into a terrain layer,) can this be done with materials? I wanted to do this with 2 toon shader materials but the problem is I only seem to be able to do terrain blending with textures. I have textures added but didn't want to use the typical URP lit shader as I wanted it to have a specific cel shaded look
It is possible yeah but you'd have to find/make a solution for it
(eg. imagine a toy action figure thats just stiff, no joints to move/rotate the individual pieces of the body)
any suggestions? I am kinda a beginner with unity i'm afraid
Damn, so just for future reference, how do I change only the model? I just drag it here?
yes
afaik you can't use shaders other than the default shader on a GO with a terrain component unless you export the terrain as a seperate model file.
best to ask #⛰️┃terrain-3d with examples of what you want, though
Well, if it's not already a rigged model you'll also probably need to swap your MeshRenderer for a SkinnedMeshRenderer
ok ty
Ok, I´ll try, If it don´t work I´ll come back here, thx kuzmo
So if I keep the model and change to SMR it´ll work?
Maybe? It'd probably just be easier to take whatever extra scripts are on this currently and just put them on the new model's prefab though
Nah, it just vanished lol
So, basically the easiest to do here is to change the model right? get one thats already rigged
really quick question
does Resources have to be placed in Assets or can it be placed in any folder within Assets (like Assets/Enemies/Resources)
omg I´m having the same problem with another model, but this one is rigged I believe, but the Rig folder is empty as well
Pretty sure I literally just answered this in #💻┃code-beginner
oh i didnt see lol sorry
so anywhere then
and if i have Assets/Apples/Prefabs/Resources/Hard-Mode, will it see any gameObjects in Hard-Mode?
this will make or break the entire thing for me
Every folder named Resources is available to the Resources system. No matter where it is.
You would just give it the path to the thing you want from the Resources folder
@worldly cave come back here my friend
but if i have a subfolder in resources, then will it get all prefabs inside the subfolder even if i dont reference it in code?
You provide the path you want to load when using Resources.Load
that is the path from the Resources folder
but i have gameobjects in the Resources folder and in the Hard-Mode folder within that resources folder
will it get all gameobjects in Resources and Hard-Mode or just Resources?
Depends on what path you give it
if i give it ""?
Then you'd get nothing because you have to tell it which resource you want
Then it would load all resources from the path you give it.
https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Resources.LoadAll.html
It even says what happens when you pass it an empty string
from what i see, it only gets things in the main resources folder and not its subfolders. so i have to call it twice :/
I mean, you could just try it if you don't think the documentation is clear enough
Put the folder in, put an object in it, do a LoadAll and see if it's there
turns out it does. and now i have to filter it out using code but im sure thats not too big of an issue.
absoulte fuck around and find out
real talk guys, i feel like motion blur is actually awesome when implemented correctly, what do u think
I'm trying to understand why people always turn it off, and how can we implement it better
motion blur is dogshit dude
im sorry NOT A SINGLE GAME did it good, im trying to move my camera then suddenly i feel like i got a eye headache
how is this a universal opinion i don't get it
cuz at this point its not an opinion
its just a fact
no one does it good its always so dogshit
I like motion blur, but let's stay on topic.
what topic
Unity related topics. Off topic discourse is discouraged here
i mean we can discuss game dev her3 right, it's a genuine question,
Only if it's unity related
Usually because they don't want it on
That's really the long and short of it
exactly, its talking about unity,which is a game app like dude we can just chat 😭
No, this convo is much broader than just unity
so like let's say clair obscur, i feel like it's done right in that game...
I don't make the rules, I'm just parroting them so that mods don't step in
If you want to have a "chat" then go to GDN discord they have one there.
ok cool, why cant we just talk about it then, its a chat anyways
except the overworld map part, which is too much
the channel is slightly unideally named, it's about support questions relating to unity, not just a general discussion chat
theres no dev talk so whats wrong with just chatting about game dev here
its in the general catagorey
not help or sumn
This is a help/learning Unity channel, just like verything on the server. If you want to discuss game design or specific graphical topics create a thread.
its in the general catagorey bro
There is purposefully no general category here at all
because it's about general unity questions
There are many GameDev specific servers on discord
Read the channel description and #📖┃code-of-conduct
holy fuck ok dude why r yall triggered cuz we chatted about one game dev topic instead of unity talk itself when no one was doing it
okay fine got it chill
you asked a question and people answered it..
No one's mad. I'm just telling you the rules of the server
A quick Google search will bring up the main ones, and you can still talk Unity GameDev in the context of those. They're a pretty good option for broad game development chat
i only came in this channel because there was no other channel labelled as game dev talk or general
This
Just move on before you get silenced by a mod 🔫. You can just read the rules of the server.
and other servers might not be as popular
which is fair but the channel you guys might be looking for does not exist on this server
pluh
"This" is a purposeful decision
Again, read the channel description as well.
No, they are
bro 😭 i meant as in "this" as this is what i meant
@frigid sigil Enough with the spam, create a thread if you want to continue the previous topic.
I wonder if the #💻┃unity-talk being put into a category named "General" is what tricks a lot of folk into thinking this is more like a typical #497872194815393793 channel 🤔
i aint spamming shit bro yall message 3 messages per 1 of me, all this because someone asked about hating motion blur and i sent 3 messages about talkign about it
how old are you
@frigid sigil ur not gonna win arguments with them bruv just leave it, they'll just ban you.
!warn 643780919009738752 Don't post off-topic on the server. Listen to moderation.
@lexarubye warned
Reason: Don't post off-topic on the server. Listen to moderation.
Duration: Permanent
Why are you so angry. No one's attacking you. You've already been given a work-around solution. You could always take it to DMs
I think the name in itself also doesn't lend well towards the channels intent
real
i feel like general-support or something might be a little more clear
Yeah, comparing that to "unity talk" makes me think that's more focused on support discussion
"talk" does seem a bit too casual
Perhaps best of both worlds,"Unity-Support"
it is a non-programming , and it seems everyone is doing any type of support on #💻┃code-beginner so theres no reason to change it when its just gonna be a duplicate channel
yes because it feels pointless to go to another discord to discuss game dev stuff, if I'm developing in Unity, like in some cases i want opinions from people who are using the same engine as me.
This
you misunderstand, i'm not suggesting the intent of this channel changes, but the name could better reflect the intent
people using #💻┃code-beginner for non code problems are mis-using the channel
Then ask a specific question regarding the engine, not about a universal mechanic
Unity-talk is quite explicit, you can't stop people from interpreting channels how they want to without reading #📖┃code-of-conduct . In that case just pointing out the rules should be enough.
yeah, that what my point
misunderstood *
Ultimately no matter what, majority of servers have a #497872194815393793 channel by default, so it's inevitable you'll get the occasional off-topic discussion, whether people read the rules or not
Personally I think the frequency in which people misunderstand the channel points towards it not being explicit enough
It's less common to find strictly "no casual conversation allowed" servers
this is what i didnt like about unity server, most servers have a completely off topic channel for people to talk about literally anything, but the unity discord server not having a general game dev channel? surprised me
Just not the vibe of the server
This is something I feel also, but I get why
The venn diagram overlaps a great amount
That's intentional
no i mean i dont want a off topic channel, it probably wouldnt be alive anyway i have much bigger servers to chat about anything on, i mean a general game dev channel
We had that channel and it was rarely used and mostly abused for off-topic, etc. Hence the description of this channel to include that function as threads for casual game dev discussions
then why did i get warned because i talked about motion blur in games bruh
if this was also intended as a half casual game dev discussion
Because I told you twice to use a threads and stop with off-topic here
Which you are continuing to do still.
Mostly because you arent talking about that you're just arguing about what counts as off topic
ah ok sorry my bad
also
motion blur is dogshit dude
im sorry NOT A SINGLE GAME did it good, im trying to move my camera then suddenly i feel like i got a eye headache
cuz at this point its not an opinion
its just a fact
no one does it good its always so dogshit
is not a discussion, it's closer to a toddler rambling
If you have server related questions/suggestions use #1161868835423526933
If you want a game dev discussion create a thread here.
its over dude, just let it rest
call me a toddler all you want just let it die bruh
ok thanks
this might fit better in something like #1390346776804069396 but i was curious for this like clothing why dont people set the material to render on both faces instead of just the front? i ask cause i have seen in many games with clothing options things like skirts or baggy shirts are just hidden on the back side and ruin emmersion
Guys, I need help here. My animations aren't getting any reference to the mesh or its bones because nothing shows up in the preview when I drag my model. I've tried everything: re-importing, verifying that the animation type is Generic, etc. The mesh with the bones are FBX files, and the animations are also separate files but with the same object data, although the second image shows something strange this error 🤔
pls im begging for it lmao 🙏
Not all engines/render pipelines/Shaders allow that by default. Then, many games also make it by design, since the backface wouldn't be visible in normals circumstances, and you'd want to avoid the price of rendering the back faces.
does rendering the back face increase costs that much?
i mean it's double generally so it depends
Shader can exit instantly if it detects a backface
well, skip that fragment
Depends. It probably takes as much time as front faces, since you're basically running the same shader on these pixels. It could contribute to overdraw too if using a non opaque material.
and generally character related models tend to be fairly high poly
yeah but thats mainly just the character and not the cloth no?
usually you dont really want backfaces exposed anyway
i guess but making clothing single face think and having it backed faced would be cheaper than thinker no?
yeah cloth as a single face is more retro, but lately devs will throw on solidify modifiers
but even retro games do connect cloth directly to the base model
yeah but im not talking about all clothing just the ones like a skirt that you can by default see the backside
which without having something like a sub-d modifier or backface showing look bad
If it looks fine with what you're doing then I don't see the problem
hey there's no errors in my project, but there is a bug in my game that I'm not sure what's the problem
i'm making a 2d visual novel, and i made a NextButton that upon clicking on-screen continues the story, however in one of the scenes, it doesn't appear
A bug typically just means "the software (game) is not behaving as expected". This doesn't always manifest as a red error message somewhere. In fact, it usually does not.
You need to debug your code/game to figure out what's wrong exactly. Start with the code that is responsible for displaying the button
ahh that's my bad
i basically just copy and pasted the code that I used in my other scenes and tweaked it a bit
everything looks fine, but when i play, the button doesn't show up
yep, so - start by adding some logs to the code that should be displaying the button. Make sure it's running, and make sure that the data is as expected there
I'm being pretty vague here because I have no idea what your code or your game looks like.
YOu should also start by pausing the game when you expect the button to be shown and checking if it's there in the hierarchy or not. it might be in the scene just not visible for some reason (like wrongly positioned for example)
i'll send my code in https://discord.com/channels/489222168727519232/497874004401586176
Hie can you help me
Just !ask your question in the proper channel, don't ping random people
!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
thank you
I'm trying to sanity check that I'm not crazy to wanting to copy PDB files for production builds on windows (just not to end users) so that I can debug crash dumps
If I wanted to make a competitive fps game as a somewhat noobie mostly using ai to assist me in coding. What would be my best option for online? I see that photon bundle is going to flash sale in 9 hours and I've heard of it. I've never done online netoworking code before so I'm unsure of the best solution. I want something simple with no personal hosint myself. What are my options that are mostly plug n play that will work well and have been used enough that ai would have seen the code and be able to assist? thanks!
Honestly probably nothing
ai is not even remotely good enough to get you anywhere close to that goal
I also don't much care for what ai is doing to the creative landscape but I'm also not really looking for delusion. Just looking for an answer tbh
That is the answer
Not really lol. It's a copout
Multiplayer is very hard even for experienced developers. Plug-n-play solution that you can just make work with the help of AI just doesn't exist
anyone know how to fix an eperm, operation not petmitted error when installing packages?
i have plenty to shit on about ai but genuinely based on the results that we get in here ai just isn't gonna get you anything remotely usuable for multiplayer without you doing a lot of work alongside it
ai to assist? maybe
ai to mostly do it? it's just not there
making a multiplayer game without a background in networking is gonna be a hard time.
You gotta understand at least the basics.
more than just the basics
for sure, but like the more you know, the more you know how little you know.
edit:
Having the basics down will help you understand the scope of multiplayer at the very least.
I know how the stuff works conceptually as well as having experience in a lot of those areas just not multiplayer gaming. I know client/server and packets, IT background sys admin, coded several games, etc. But I just wanted what is the ideal beginner solution because for a first time I figure a plugin asset that would be mostly pre solved would help me learn best. And fast results is always fun. but I had my ai code me a multiplayer game in html that worked in a single prompt so idk. Saying it can't do it is just wild to me.
Why don't you ask AI what to use
Because humans are better and available here?
i can only go off what i've seen in my experience, i don't know what kind of stuff ai can scrape for whatever way html multiplayer is handled
yeah that was my concern. html would be more readily available to learn off of. Unity scripts a bit more rare. especially any server side code.
there's relatively pretty minimal amounts of resources available for ai to scrape for the networking solutions people use for networking and that's with the fact that even basic singleplayer prototypes are struggling for ai based on what people ask for help with here
I imagine html based multiplayer is a lot more primitive too compared to how you need to specifically work with unity's networking solutions in unity's hyper specific setup as well
I figured there would be a premade asset that already had the basics done and I could just customize it to my liking. Nothing comes preloaded as a simple multiplayer game and then lets you springboard off it? Hmm
Maybe I'll just find something with really good documentation or the best reviews and just stumble my way through it.
sure but as soon as you want to deviate from that the ai is going to springboard off into the void
Nah if I can feed it the server code plus the client code it could figure it out from there. I just want to know whats the best multiplayer setup for a newbie that wants to make a 2v2 fps that needs to be easy to use, consistent, and accurate without the dev having to host anything lol
just go netcode for gameobjects
Is starting with a template solid or just go blank project?
Hello, I'm kinda new to unity and game dev.
Just want to know , is it valid to record my own audio from any audio source and use images (like for crosshairs ) from any source into my game ? Can i successfully publish it to steam and other platforms if I do that ?
Or I always have to use assets and stuffs from unity asset store
I mean if I record and audio from a source , or create a simple png for crosshairs, is that valid ?
Depends what the source is? You can't record from other games or movies or such, they're likely to be copyrighted
If you record sounds from around you or make your own crosshair from scratch then of course that's ok
Ooh , I was thinking of recording gun sounds from movies and other gun showcase yt channels 😅 ...
And regarding the crosshairs, does the free ones available on websites like PngWing , etc works ?
You'll have to read their license
you definitely want to check the license that stuff is distributed under, and anything that doesn't explicitly specify a license i'd avoid using
though if you need crosshairs, there are plenty you can find online under permissive licences for free
here's one with cc0 (means you're completely free to use it for anything with no attribution, however you still should attribute if you can!) https://kenney.nl/assets/crosshair-pack
Yeah , I am using this exact crosshairs pack
And yeah will definitely read the licence
recording gun sounds from movies you should probably avoid
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
im trying to install unity 6.2 in unity hub, why does it say validation failed? i have over 200gb capacity in C: and tried disabling the windows defender firewall but they dont work
checking the info-log.json, i see Error occured in 'Source Availablity Check'. SafeAxiosError: Request failed with status code 404"
how can i fix it?
not sure, but I ran into a similar issue with one of the default packages and downgrading the unity version solved the issue.
ive searched online and found out it may be due to unity hub downloading the china version of unity instead of the global one (hong kong here)
but still idk why it fails to download
If you're in China it's the other way around. You have to use the Chinese version. The normal version is blocked
Anyone know when the roadmap talk is?
I recall that being there for a while, it just filters the solution to display whats relavent
Rider has a similar feature
ohh, I see
I have never seen this thing before lol
got so used to Solution Explorer
Yeah, I got used to that too
one day that unity explorer sort of appeared
The programming gods decided to bless you today 🙏
idk waiting for that too
Someone said 3 hours
Steam?
no, playstore
What's the name?
I am a small indie
Same
Chippu-Code Game
is there any chat in this server where I can advertise it
You can't advertise here but share your journey on how you made it
For advertising do youtube, tik tok, instagram, etc...
It took me 6 months, but I finally did it
No, I mean is there any channel on this server where developers put the link of thier games
because I think I have seen one before
you can use #1180170818983051344 for posting like, about the development process, but it's not really for marketing/advertisement. we don't have anything like that here unfortunately
OK, anyways
The game name is Chippu-Code Game, Its a small puzzle game inspired by the W3School code game, its a lot different from that W3 school code game but also same at the same time

Hi
you must try, it only takes 15 minutes to finish it
I tried i5
How??
I'm on my phone rn
As you've been pointed out already, this is not a place for promotion
I didnt promote anything, I am just talking about my first game
The logo looks ai generated. Try making it better or make it very simplistic
If you just released something you can do a one time post about that in #🏆┃daily-win , otherwise post a log in #1180170818983051344
There's no off-topic here. This is a learning community.
Oh sorry 😅 I always talked here
And Why Did Here Are Not #off-topic Next To This Channel?
any off topic channel in this server??
This is my new game I'm working on, I wanted to add a border on the roads so the player doesn't fall off however adding box colliders will take a long time. Is there a easier way?
Off-Topic Can Be Have Some Rules 💀
got it
I'll take care from next time
You can build a collider procedurally from the edge of the road.
Nah... I'm Never Had Make A Working Unity Game Before...
Export As Windows App > Crash
Try To Cancel > More Crash
Endtask > Project Broken
That Why I Never Had Some Working Game Before
@drifting jacinth If you've built that in 3d editor, you can also just have invisible flaps on a mesh that collider will use.
Wrong mention... @pale coyote ^^
Or rather cut them out and export separately, you don't want your road to use partially transparent material.
Can't wait for Unity 6.5 (i assume that's when the CoreCLR preview release will start)
Will probably be a few years before it's shippable
i'm using alpha software all the time, i'd say if it doesn't crash with what i'm gonna do, it's good enough
Who owns this server?
No, just wondering.
hey guys, just wondering what is this icon meaning in hierachy?
that's a prefab variant
https://docs.unity3d.com/6000.2/Documentation/Manual/hierarchy-reference.html
ah ty
sorry, is there a way to unpack a prefab instance? I can do it with a normal prefab but with a prefab instance I don't get that option
Should be the same, no? Right click > prefab > unpack
prefab your road and add barrier ?
if it's in the hierarchy it's a prefab instance, the prefab itself is an asset in the project pane
are you referring to the prefab variant?
How
Anyone know an asset i can purchase or make, just like Sakura rabbit made. The effect with the "sweat dripping" on the face?
Can anyone tell me how to use the bullet trail Fx prefab that comes with the polygon battle royal pack ....like what's the intended way to use it. (Since it got an animator component and an avatar on it)
So far I only made trails using the trail renderers and ray cast way.
This is something new for me
speak to the publisher of the asset - after reading the docs that come with it
...unity in fortnite??
Unity Lumen™
That would be crazy
thanks
I had added volumetric clouds to my project. Whenever I reopen it. Everything stays as it is except the volume profile. The sky resets back to normal.
Also can someone explain what ray tracing profile does?
Volumes are not for enabling post processing, they simply allow you to override default settings (in some cases those settings are disabled though)
So the ray tracing profile allows you to override settings for ray tracing
I think it controls the size and shape of the BVH and such
Anyone know the best way to make a 3D player model like that of Aether/Lumine from Genshin Impact?
Blender, learn it.
Best way is by making it yourself
It's not that hard
yes, i know, thats what im asking
Then take a picture as a reference
i dont have much, if any, usable experience in blender
Same workflow as other characters. Sculpting, retopo, rigging, texturing. Just different style.
First just make the base out of spheres then you can try to blend it in, rig it, colour it, etc..
There are plenty of tutorials on yt but don't watch the big ones, just watch some small short videos. The best way to learn is by experiencing it yourself. Do whatever you can. If you have any problems search it up or try to fix it by trial and error
Those big tutorials don't really teach you much
Try to explore yourself
Or
I have a shortcut
Could I use a model of aether/lumine as reference for size and how much detail to use for the rendering?
That sounds questionably legal
Use an AI for it. (Preferably meshy ai)
Note: will be faster but won't teach you anything
I don't know if thats illegal or not, I won't use their actual model, just use it as a size and detail reference
if it's not illegal ofc
I would stay away from this approach in general. Just use reference pictures.
We got Unity and Epic Games collab before GTA6 😆
Using it as a reference won't get you into any legal trouble. If you want you can download a model and modify it(colours, shape,) this also is a good way
But this is getting ahead of ourselves.
You'll need to learn how to sculpt first, which is a journey. Best not to start with a full character
This is what most big games do like gta5, cyberpunk
And this is also what I'm doing rn
But up to you how you want to make it
I did use to scult, many things, but never multiple things in a single project, like their character models have eyes, front hair, some clothing, and head as a separate object
its been over a year, but ill just have to brute force it ig
This would most likely be done with some kind of shader, and maybe some procedural texture or UVs for the "dripping" part - maybe you could look into how screen space shaders are made for effects like "rain on screen/camera", then apply it to world space - I imagine it would be easier to do in ShaderGraph, but maybe people in#1390346776804069396 might know more
In my job the artist that makes the game art uses ai in the psd files that he sends to us. Not everything is AI but some % is.
I've learned to embrace AI as a tool
I use ai to learn c#
The visual studio copilot AI is a godsend
It gives me codes with errors or incomplete. Then guides me how it should be then I Try to make it like that
Everytime im facing a complex time at solving a complex problem in code, it helps me to solve it and saves me time
Work smarter, not harder
When I download terrain tools, are the stamps not supposed to come with it? Because I saw that in a video the person using it had alot of other brushes however I didn't get any.
I don't think any stamps come with terrain tools, no.
AI is getting there but still I don't treat it any more than a more advance search engine as google has been pretty garbo for a while
DuckDuckGo's AI search is pretty good
Doesn't seem to bullshit as much as Google
Apparently Google's AI is being valued very high lately, but it still tell you to eat rocks for a better diet the last time I checked
Ai can also be really good for content. I saw a video where a person tries to replicate a game using different AIs
It got lots of view
prompting to generate code isn't scalable
Even in small batches it can screw you over if you don't know how to review it
copilot does have an edge (teehee) as it does live in the environment, but trying to prompt your ideas from the english language into a computer language will never be exact
I vibe coded some stuff now I have a List<T> with potentially thousands of GC allocations per frame in my render loop.
honestly if you want to write good prompts to translate I'd suggest taking some courses in discreet math
What's worse is when you don't know enough C# to understand how this is a bad idea 😏
guys is visual studio 2026 good or no?
Hey everyone
I am a Blender artist. Can I get my models in Unity games?
Other people’s
You may be able to publish your work on the Asset Store
I am still learning Unity. I am very interested in creating educational games for high school educators to employ in their instruction.
A preview of the Core CLR coming to a future Unity 6 in editor desktop player.
https://www.youtube.com/watch?v=wC3WlucHGuk&t=2212s
Excited for Unite, but unable to make it all the way to Barcelona? Watch the keynote here!
Right after the keynote ends, join us for a 6h long conversational, community-centric livestream featuring developers, Unity guests, session info, and more! The link will be shared in the chat towards the end of the keynote.
The main Keynote will officia...
-# preview
Will add that note
Im glad its not dead, will be cool to see the speed and compilation improvements
When I add tress. Is there a way I can add like a Mesh collider to it? Because I just phase through the trees which is very unrealistic
Guys, I need help here. My animations aren't getting any reference to the mesh or its bones because nothing shows up in the preview when I drag my model. I've tried everything: re-importing, verifying that the animation type is Generic, etc. The mesh with the bones are FBX files, and the animations are also separate files but with the same object data, although the second image shows something strange this error 🤔
Keep this stuff in https://discord.com/channels/489222168727519232/1352599815770341479, it isn't Unity related.
Does anyone know if there is a tool for Terrain to auto generate but up to objects already placed, I have a rough sketched path and want to terrain up to it
Only capsule collider is supported for terrain trees.
Ok well how do I add it
how can i quickly remove all deleted scripts from all prefabs
Need it so bad
hi, sir 😄 can you help me? *pingless
i have a big amount of prefabs, and they were created with some package idk, i dont need that so i can just remove all the scripts
I don't see it as something they have much of a choice in. The Mono platform has no future. It's a ticking clock.
how can i remove all the error scripts at once?
fix them all in one go 😆
prefab is a broad term
yes
the file
Oh you mean missing components from removed scripts?
How
that's still broad
yes
because it explains nothing about the purpose of it, which i presume is important in this context
its just some models composed together
There is an editor function that can be used to remove them all but i forget what it is 😐
and i dont have package it depends on
yeah, that's what i was getting at. if all you need are models, you can remove any code
but i dont really need those crappy scripts
That is what they are asking about yes
@sly lake does the emoji mean no
The emoji means I don't know what you're asking
i have a hella lot of prefabs
and in best case it can have 1 script
or like 10
how can i clean it all in one sweep
are you actually getting errors or are they warnings?
errors
i have a path going upwards, just placeholder 3d objects, just wondered if terrain has a feature where it auto generates in a space but stops before it overrides already placed objects
just sort your assets by type "script" and delete any that came with that package
i want to do it fast
because there is a lot of error scripts
that's not an error...
yes
Also causes other issues
Runtime doesn't like it, I think
You are trying to save a Prefab with a missing script. This is not allowed.
Please change the script or remove it from the GameObject 'MonitorStand'.
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
Eh it complains but doesn’t do anything harmful as far as i know
ah i had no idea
how to pull that off
i also need to remove rigidbodies and colliders so it does
i cant save the prefab
Not related to what i was answering
hi does anynone know if i can have a whole 2d game on unity and from where can i download it
It would need to be executed on your prefab assets before trying to modify them in any way
how do i do that
Using code to add a menu item like this:
using UnityEditor;
[MenuItem("Assets/Remove Missing Components...")]
public static void RemoveMissingComponentsEditor()
{
AssetDatabase.DisallowAutoRefresh();
try
{
foreach(var gameObj in Selection.gameObjects)
{
GameObjectUtility.RemoveMonoBehavioursWithMissingScript(gameObj);
}
}
finally
{
AssetDatabase.AllowAutoRefresh();
}
}
you should be able to select multiple assets, r click and run this
tysm
you saved me

holy hell https://www.reddit.com/r/Unity3D/comments/1p130nm/unity_developers_will_be_able_to_bring_their/

It was because of this news that I just found out that I came back here to read what people are saying about it.
what are you opinions on it?
I don't fully understand what he means, but I suppose it would be emulating the engine in Fortnite for its map creation system.
Meanwhile all we've asked for is a few bug fixes 🤣
i dont think it's an emulation exactly, he talks about how they'll be connected via specialized networking protocols... 
We'll have to wait and see how it goes, but it's an interesting proposal to see; something similar would be the MILLISTRA from GENSHIN, which uses UNITY as its base engine.
Did they announce anything serious or just the Fortnite bs?
WHAT? YOU WANT BUG FIXES AND NOT NEW USELESS FEATURES?!
seems serious for a niche group of people, doesnt really do much for anyone else
Yes
i assume this is all hype to bring more traction to fortnite again
That's always the goal; they need content for their platform, so they must be able to allow the use of other engines.
More likely for Unity more than Fortnite
why would i put my game on fortnite instead of steam though

Different userbase i guess, core audience there might be more open to playing smaller roblox esque mini games
Presumably handles networking in some form too
built in character controller and all that
hi can anyone tell me how i can animate a value which is coming from shader graph in particle system like i want to dissolve a sphere but not able to find the solution
in code? use a tweener/ lerp
with the animation? record the value change -> google to learn how
i swear i was able to add an extension now i cant anymore
how did i manage to add it then on my 'SliderExtensions', if i try to add 'Slider' onto the 'SliderExtensions' it gives off the same error, of 'SliderExtensions' onto the 'Sliders'
Its telling you to remove the existing toggle first
yes i want to animate this dissolve value like we do in vfx graph with get life attribute
yeah, but i was able to add sliderExtensions script to objects that already had "Slider" component
you'd have to do this via code. you can just lerp the value for a basic effect
i dont knwo that
don't know what specifically?
then learn
maybe first have it be a monobehaviour, add it, then change it back to extend toggle?
Youll need to check in with whomever made the extension. Or if its yours, you may need to share some code in a coding channel for it.
is there a fast way to weed out what meshes in your scene don't have collisions? other than jumping through them
i made it, im just wondering, maybe its because it was first "MonoBehaviour" then i made it extend "Slider"
so i have to do the same ig?
Fortnite 
Yes that would do it.
try "t: Collider" into the search?
is there any way to kinda not have to do this every time?
You cant have two derived sliders on the same object.
Better use of prefabs 😛
sick, nice one!
i want to still derive from it tho
Because then it isn't an extension of an existing one, its a new one.
yes
That's like saying I want two apples but I only want to see one
i mean yeah but its only for a short time
i just need it to be there so i can copy the data
yk what i mean, like the colors, the min/max and so on
and then i remove the unity ui component
holy hell you can just... do that 🥹
i've been typing out the name of each component when searching for it without realizing you can just do a broad search with the type name
The engine is going to stop you from having two toggles on one object, so youll need to work around that. Id probably use an editor script as middleware
ah so copy data, delete the component, add my component, transfer data
And do lots of pretesting
that could be done, but im lazy :p
also multi copying data would be kinda hard
but one a time i can see that done
Im pretty comfortable with editor scripts, so that's how id tackle it. But there are lots of ways. Copy the toggle to a temporary object for example, then you can remove it and change it.
Its a painful process when you need to switch out a built inn component with custom ones later into design
If you do go down the editor tooling path, just remember you need to mark objects as dirty when you modify them or they won't actually save when you come back to the scene.
yes i know that, thank you ;)
btw, changed to mono, then back, everything is fine now :p
There's no off topic here, thanks.
What an insane Announcement today. Unity and Unreal partnering a common payment engine in app (versus having to use the app stores and their 30% cut), AND Unity titles will run inside of Fortnite. WHAAAAAATTTTTT !!!!
As a VR developer this is BIG and it may be the nail in the coffin for Meta's Horizon World as Unity developers like me are never going to be able to tap into that market as it is closed to Horizon creators, using Horizon only tools that are locked to Horizon World and the Horizon OS. I have always been disappointed that Meta went this way instead of providing a foundation for developers using leading edge tools like Unity, Unreal, Godot and more to all link up via portals and such in an open Metaverse, versus a closed vendor specific one where you still have to search traditional flat screen stores to find content if you can even get past the Horizon World clutter.
Being able to put my Theme Park inside of the Fortnite Metaverse and be exposed to 100s of millions of players is exactly the future I have been developing my app for 5 years for. Bring it on and don’t stop there ig hope. Bring in Steam and other VR apps and games too as the Metaverse has got to be cross platform and ubiquitous, not the closed one Meta is developing.
Lots of work to do for sure including Fortnite VR Avatars if there are not some already. This will take years, but I hope the new payment SDK will incentivise fast track development.
...Fortnite runs other games?
hi, I'm not really used to making games with HDRP, it's my first time and when I'm in the project, it always lags, is it normal?
Why do people ask "is it normal", baffles me.
just announced #1440723925557579979 message
Yes, an unuseable use of a tool is normal.
Of course it's not "normal". It's heavy, sure, and if your hardware can't support it, it's going to lag
Again... Fortnite runs other games?
What does it even mean to release a game "in fortnite"
Tim Sweeney breifly goes over it in the linked video
im not exactly sure how it works myself
Apparently it has evolved into a Roblox-like publishing platform where people can publish and play unrelated games built with their tools
it's interesting because i assume you wont have access to the character controller in unity right? will it just be exporting assetbundle esque stuff?
I've a RTX 4070 and a Ryzen 7 7000 series, which is why I ask whether it's normal or not because that should be enough to run this kinda program, I don't think all the devs who make games with HDRP have 4k USD Computers.Could I know why it "baffles" you?
You're assuming all devs make high end quality games in HDRP?
I have more or less the same, and we've used HDRP + Raytracing at work and it was more or less smooth.
did I? I said the devs who use HDRP, never said they all do
You're not going to be zipping around the scene camera completely buttery smooth, but it was useable just fine.
yes that's exactly what happens to me and it's also slow, manageable to work with but annoying
Check your task manager. That will answer all of your questions
Okay, so then if youre question is, if it's not going to be super smooth, then yes that's normal. Especially if you're using raytracing and it's doing that both in your scene + game view simultaneously.
okay thank you for your help
Question. Is implementing online Co-op (2-4) difficult? My thought process was one player hosts the game and a backup server fills in the gaps if the hosts connection sucks. I can't seem to find any resources about this online
If the player is hosting, how does "the backup server" know what is going on
what is a "backup server"?
If one player is the host then their connection matters. You need a p2p design to avoid having a single host
You could also just use Unity's Lobby/Relay stuff and not doing this manually?
Even if it can, 30-something fps in the editor is pretty normal.
That’s seconds per frame
I meant relay server, something players connect to if the direct connection fails
If you want the server to take over when the player's connection fails, that means that the server needs to be informed of all of the player data going on at any given time, which means you just have a client-server system with extra steps
Im looking at games like lethal company, REPO, etc and wondering how they implemented networking. I have found Unity's relay for secure p2p
https://unity.com/products/relay, and Steam's offering https://partner.steamgames.com/doc/features/multiplayer#networking
lethal uses ngo, repo uses photon
hey all, bit confused here if anyone can help. I have a prefab within a prefab, I dragged a mesh into the nested prefab and wanted to apply override, but the option isn't appearing. Even though the mesh is dragged into the nested prefab, when opening the prefab to take a look at it, it appears white...... not sure what's happening?
I know this question is quite vague, but I have this above my RPC
[ServerRpc(InvokePermission = RpcInvokePermission.Everyone)]
and then when trying to invoke the RPC from a non-owner... I get this error? (Using NGO).
I understand the question is a bit vague just wanted to know if im being stupid and missed something.
My plan was to go there next if there was no simple fix/simple thing i did wrong
you cant have a prefab within a prefab. if you try, it just becomes a normal GO and loses the prefab reference
it's not clear where things are.
If you have put something new in the nested prefab, and want to apply that to the original.. then the option to override is on that nested prefabs gameobject, not the root parent
this is wrong.
how can you have a prefab inside a prefab without the reference being lost
dragging it in 👍
or any way you would expect to do that
the reference being lost thing your talking about just isn't a thing
hello, I need help with my project
if you're looking for team mates then 👇
!collab
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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oh i guess im mistaken
@safe garden disregard what i said
sorry for the n00b q - how do you locate the original game object for that nested prefab? right now I've selected it in the hierachy and I believe its the top most level of that particular prefab
share a screenshot
Has anyone used fishnet? I see many ppl online saying its the best
dunno, i dont know of any of those related games you mentioned using it tho
I looked into it but disregarded it for a reason i can't remember
JG_RedTemple is supposed to be the prefab for the whole temple bit
Im seeing there is no matchmaking/lobby services provided https://www.reddit.com/r/unity/comments/1e8kbyj/mirror_photon_or_netcode_for_gameobjects/
press the little arrow
on the right side of where the name is
Hm yeah - I went with NGO in the end but i'm not 100% sure why (although having used Photon in the past, I prefer NGO so much more to photon)
All these networking options are more or less the same, and will make claims and do comparisons to prove their point. Just be aware that the Fishnet guy has sleeper accounts he uses to self promote his stuff, so while there may be legit claims/testimonials, you never know. But there's no reason you can't use Unity's native multiplayer for something coop.
That is the nested prefab and where I would expect override to be.
Open the PF_Environment prefab (select it from the GO above) and see if that makes a diff
you know whats crazy I suspected some funny bizness on this thread lol
the PF_Environment prefab selection shows the overrides menu, just not the RedTemple one
You can. Nested Prefabs became possible like six years ago
so you allow users/ yourself to host their own servers, but you use the NGO sdk or whatev to make lobbies/matchmaking, game session and handle the client to server connection during all of this? just trying to understand
Pretty sure that's all the guy who made FishNet on like thirty alts. He got banned here for doing that at least. No idea if the framework is good or not but the guerilla marketing is annoying
I'll tinker with it and report back - haven't slept that well so might have derp brain rn, ty for now
nooo what gave it away 😭
gotta respect the hustle, but not the product
arguable
I feel like it's the other way around
Does visual scripting for unity receive updates still or nah
Idk where to ask the question im new here
#1390346878394040320 probably
I had a feeling that would be the place thanks
I found a paid client hosted option with NGO https://unity.com/products/distributed-authority
Hello
You saying fishnet is good?
Respect != endorsement
I'm saying I respect putting in the effort to make a network layer because that's a ton of work. I don't respect the hidden shilling
Ah fair point
Hello can someone tell my what did I turn on that makes my sphere disappear when I zoom it
click ISO in the top right of the scene tab
also make sure the clipping planes are appropriate
press F to focus the object and reset zoom
Thinks
do we know when is next year's unite?
hi, I've just set up a HDRI sky in my HDRP scene but the scene is full black and I can't see any sky on it
Show your volume component
maybe your intensity multiplier is too low?
oh actually, change the mode to exposure or lux instead of multiplier
or turn off intensity mode completely
I don't think so, when I increase it,it doesn't change anything and I can see the sky in playmode, just my scene is fully dark
doesn't change anything
doesn't change anything neither
wait so you can see the sky but the scene lighting is weird, you mean?
I can see the sky in playmode, but not in the scene itself you know
i dont understand. can you send a pic of what it looks like
oh you mean you can see it in game view but not scene view?
yes exactly
pretty sure you need a directional light
press this little icon and check if skybox is enabled
they have one
the sun is one
ohh okay
it is
hmm this makes me think that this is a weird exposure thing. try selecting your camera from the hierarchy and pressing f
what's this?
click this icon
omggg
thank you sooo much
does this option hide the sky?
lol im so used to URP that i forgot HDRP does this
Do we have a timeline on when Unity 6.3 will become the new LTS?
same, it's my first time using HDRP
anyway, thank you so much
i've been using HDRP for a few months now and im still not fully used to it 😅
😂 I bet it will come bro dont worry
They’re wireframe, lit + wireframe, unlit and lit modes specifically
Unlit is pretty useful when you’re working in a low-light scene (or don’t have lighting setup yet)
The trick is just using an unlit shader for your entire game 😇
improve compiling scripts time, it takes minutes
please, with only 3 scripts every save took 5 minute
there is a better place to post this
we can't do shit, this is a community server
yeah i know
there is staff here, yes, but it's mostly community managers
Hello, I’m not sure if this channel is the right place to ask, but I’ve just started learning Unity and I’m currently following the tutorial below.
In the tutorial, the character can walk in “game” mode, but mine can’t. Could it be an issue with the controls? I’ve tried everything, but none of the keys work. Does anyone know the solution, please?
https://learn.unity.com/tutorial/get-started-with-the-unity-editor (Part 10)
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
are you getting any errors
How do I see them ? I don't think so
see the console tab, and errors would also show up at the bottom
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
It worked !! Thank youu !
I just had a quick q for environment art practices - if you have a modular kit which is made up of several meshes, is it better practice to export it to engine as one fbx and split it up in engine, or to export it as individual pieces and then piece and snap it together in engine?
Unity really needs to update their store to be more friendly..
One of the 2 assets I bought in my order does not show up in "My Assets" and also not in package manager.
I just bought the assets and haven't downloaded any of them even once and a refund request creates a ticket which will probably be reviewed in who knows how many weeks and then maybe even declined for no reason.
With that backlog message it's really not great either...
So are all unity games gonna be forced into fortnite or is it optional for developers?
wait what?
Literally stated in the ToS/EULA too, where is the "automatic" refund?? why does it create a ticket which you have to wait for like we live in caveman times
HEYYY
HELP, 1 DAY
Even if it's just one word, answer me, but don't leave me alone
of course it's optional..
There can be a delay with bought assets not showing up in 'My Assets' , usually sorted within a couple hours IIRC
yea but now I still want the automatic refund which doesn't even work
You MIGHT have to wait for it to show up in your 'My Assets' (essentially the system catching up that you've bought it) to get the refund - but I'm just speculating.
it creates a ticket and not an immediate refund even though all the criteria are met, not sure whats automatic about that
Tried with the asset that did show up too, same thing
bought together?
yep
in one invoice. One of them shows in my assets, the other not. I was charged that exact amount. And refund is NOT automatic.. it created a ticket for each of the assets when I did a refund request on each of them
https://unity.com/legal/as-terms#:~:text=2.8.3 Automatic refunds,an upgrade path.
Last updated: January 1, 2023
What’s changed:
The “Unity Contracting Party”, the Unity legal entity that provides the Unity Asset Store is now Unity Technologies SF.
if you unpack a prefab in order to add more objects to it, will it lose its reference to the other meshes? I'm guessing it would be like creating a completely new prefab
unpacking a prefab just breaks the connection to the prefab asset, all the children of the prefab keep their references - why wouldn't they?
ahh got you 👍🏻
it's also not creating another prefab - unpacking a prefab turns it into a "normal" game object
but say if you had animation attached to it, you unpack the prefab turning it into a game object, isn't this going to mess things up? maybe am not thinking about it correctly
ahh I see ok
Unpacking just breaks the link to the prefab asset (the file in /Assets in the Project window).. making it a non-prefab
it would be a useless feature to also remove all references and break everything
so say you have a prefab, PF_Environment as we discussed before, you unpack it in hierachy because you want to add new objects to it, I'm assuming you could then just use Prefab > Replace to copy over the pre-existing prefab you had in library - if that makes sense
that's good to know about not losing references though thanks!
If you want to add new things to the prefab.. you do not need to unpack it
If you want to add things to the prefab, add them to the prefab.
Either add them to the prefab in the scene, and then apply the overrides ... or open the prefab and add them there, save and close
Not the one in the scene
!learn
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☝️ do the prefab lessons
yes I should do these now - fo sho 🙏🏻
I am pretty sure I have said this exact thing to you multiple times already
ok sorry, just a bit of a newb
how can i make gui that wont suck
i cant just let dev console and hints to be cut off like that
proper anchoring and usage of auto font sizing
how
that console is centered on top left
is that how im suposed to do that?
uh should this happen
scale issue
its parent has non-1, 1, 1 scale
it atleast explains the mesh
yes that's problem
damn that takes more work to do
(for unity)
i guess that makes sense tho
i only realized that because in early beta for fireworks mania when crouching you will get squished, as well as your tool and it will distort when looking up or down
yeah, this features of distorting mesh based on local scale vectors seems to hurt more than help and it also takes more complicated mesh calculations
you... just dont scale them...
but scale is useful
for like crouching as you said here
no
there are properties
on cc AND tic tac collider
tic tac?
lets be honest
90% of fps characters in unity looks like tic tac candy
no they are BEANS
I made a keystore for my game and whenever I build it I need to put the password in. Every time I tried i forgot what happened but it worked then I tried the same password not even 5 minutes later and it said it’s wrong. Is there a way to find out what it is again?
Guys, question why my animation couldnt have a preview mesh?
My model and animations are at separated fbx files
what kind of game are you trying to make?
But should contain the same data
Also it's possible to create animations on unity?
Animation clips
unity doesn't know the two files are related
i think you know the answer is yes, so what do you really mean?
its a part of the game
sometimes dev tools that are handy to debug the game can become a part of it
like half life 2 can become sandbox by pressing ~
Idk, replicate them on unity format
Copy pasting the data
Okkk.... Sooo in blender how is dealt with that condition?
blender has code to deal with it, unity does not
you can easily create an fbx with both the mesh that gets animated and multiple animation clips. this will make things easier to visualize.
there are some asset store assets that provide this kind of functionality
nope
im making smth like editor mode
Is there a way to remove my keystore?
are you planning to write a lot of UI?
what are you trying to do?
there are great assets to try first, so you can get a feel for what this is
and see how the code is organized
then it'll be easier to do yourself
I “forgot” my password 5 minutes after it worked and I seem to remember only using it for adding my game to a store but that didn’t work. If it’s needed is there a way for unity to email me or something telling me what it is
- Im broke
- I dont want external dependencies in my project
- Im broke
- I will probaly make the editor part opensource
my suggestion is to implement ui with UI toolkit, if you want to have a lot of it
it forces you to decouple things in a good way
The annoying thing about this is apparently I need the password to be set to build my project
what are you trying to do? you want to upload your android build to google play?
you don't need a keystore to build your project
Android to meta quest store
No but there’s no way to remove it
have you already released the game?
how do you figure
Is there a way to remove it
do you mean remove it from the editor settings?
like what do you mean, remove it?
The keystore option
Because I created a keystore it keeps telling me I need to set the right password to build
you are struggling mightily with what should be a very simple way to interact with the UI
https://developers.meta.com/horizon/resources/publish-mobile-app-signing have you read this?
Describes the Android signing schemas accepted and links to how to sign apps created with Unity or Unreal Engine.
you will create a new keystore. you can't lose this thing
The issue is I don’t remember my password apparently and I need a way to figure out what it is
or lose its password or whatever
i said it wont be a lot
it doesn't matter at this stage
because you've never published to any stores that implement signing
Fine. I just wish I could remove that feature
once you've created the keystore, you should store it in a password manager like 1password
and include the password for the keystore in there
Yeah that makes sense. But what’s weird is that password I’m sure worked not even 5 minutes prior
google play manages signing for you
well you havent' shared any error. you can see what password is saved by looking at the editor preferences yaml directly
Where’s that?
i think you can poke around ProjectSettings
Ok I’ll have a look
grep -r "keystore" ProjectSettings/
Hi! Where can I find help with unity glitches?
!ask and #🔎┃find-a-channel
: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
hey guys, how would you typically blend 2 different textures on a mesh, guessing vertex painting? not referring to terrain here, just a normal mesh, like grass and sand
Probably a custom shader
using vertex colours is a good route but a "splat map" can also be used
both need a custom shader but isnt hard to do with shader graph
thanks guys I'll try that 👍🏻
you have to toggle it via the 3 dots at the top right of the scene tab and enabling overlay menu
unity
i want to locate them but i cant find
yeah thats pretty helpfull
well, open up the toolkit package and look around
toolkit package?? pretty sure i dont have that?
isn't that what these icons are form
yeah but where do i find the toolkit package?
im sorry if i sound dumb i really dont know what tool kit is
never heard of that
i mean, ive heard of it but i dont think i ever went trough that
I mean can you show me where those icons are from if not the Toolkit
idk what toolkit is, where do i find that?
oh it's a built-in package eh
Hello
when implementing a dialog tree do you use use dictionary look up for dialog node or just use tree traversal? since each dialog can have a choice and a choice can either invoke next dialog or invoke a global action.
probably in there
Does it look like a tree? Then do trees ;p
what am i supposed to do with this, im trying to find the texture file, i dont want EditorGUIUtility