#💻┃unity-talk
1 messages · Page 28 of 1
yeah but i want to save it to disk
Well, start looking into how to save an Image to a disk from Unity

Hi, my name is Ryan. less than 1 year on unity and im really just looking for someone that is also new to game dev that wants to work together on projects. im open to working on anything I just want a like-minded partner. Im 25, ive been drawing for years and i have a ton of good ideas i wish i could make into a full game but I feel unmotivated because I dont have anyone around me with a similar interest. if youre like me and want to work with me please feel free to message me directly and introduce yourself
!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**
<@&502884371011731486>
?ban 1440782842564186248 bot
benjamin026258 was banned.
Is it possible to extract bones from an avatar and put them into the hierarchy (unity 2022)
Howdy! just set up unity analytics and noticed this on my project
"gaUserStartDate": "2025-11-20 00:00:00.000",
"gameBundleID": "com.ThunderWire-Studio.UHFPS",
"idLocalProject": "00000000000000000000000000000000",
gamebundleID is very incorrect. It's a random package I had installed on the project from the asset store and have since removed.
I have been into settings>player and find no option to change this even though the internet tells me to change it here everywhere.
Any help really appriciated.
yall have any clue on how to fix this? I tried opening the learn more thing but theres an error when i try to click on the link
so do you have the file in the repo or
what do you mean extract bones ? avatar just maps the bones
the bones aren't in the hierarchy
then it doesn't have bones done correct, which modeling software did you use
All of its animations work, its just that I cannot import it into unity 6 without it not working
idk i js created it on unity cloud and i dont
created what on unity? what are you trying to do?
are you using blender?
basically im trying to create a project on unity cloud so i can collaborate on it with other ppl
probably better off using Git
unity vc gets sketch
This server should add some VC channels like the blender discord those are great
So it seems gamebundleID isn't exposed anymore to player settings, any idea how i can change it?
Really stuck on this one.
That does seem helpful, but VC makes it easier to asses a problem and work on a solution
Assess
Weird word
im not allowed to post that I want a friend willing to add me to project or willing to join me in trying to learn together?
VC is not a unity question, plenty of resources
did you read the bot message ?
its pretty clear
yes free tier for limited amount of ppl on the organization
but git has better options like github, plus its industry standard
https://unity.huh.how/info/git
Source control is necessary to avoid data loss, and provides powerful tools like project history.
it is clear, but I did not promote collaberation considering i didnt meantion a project just that im looking for a friend?
this. isn't the place. find another server
or as mentioned, you make a post on the forum and find your collaborator
new to game dev that wants to work together on projects.
want to work with me
sounds like the extact words for collaboration but ok bud lol
there's plenty of gamedev servers you can ask
Do u know where to find the free tier I just see the free trial ones
I would’ve used git but our school blocked GitHub
"gaUserStartDate": "2025-11-20 00:00:00.000",
"gameBundleID": "com.ThunderWire-Studio.UHFPS",
"idLocalProject": "00000000000000000000000000000000",```
Need help with this issue, Installed UHFPS asset into my project (from asset store) when I first started this game, Then removed it through package manager and continued about my project, 6 months later I cannot get this 'gamebundleID' to remove itself from my project.
As per unity analytics it is described as
```gameBundleID
- for Android: Same thing as id_store - for Itunes: Identifier for a bundles of games```
I do not have any android modules installed and I need help removing the thunderwire name from my project.
grep -r "com.ThunderWire-Studio.UHFPS" ProjectSettings/
close unity, then rewrite the bundle id in the appropriate file to be what you need it to be
lol
i don't know blender, but i think you will be able to have multiple animation clips in a sequencer / takes, and you should be able to export them all with the model
That's basically what I did! and it worked! Thanks
One quick question here....
Regarding unity analytics... I have made 2 custom triggers 'game start' and 'game end' (before realizing unity came with them built in lol) but I dont want them to fire on application open and close I want them to fire at specific points which is all working.
HOWEVER.. I cannot seem to remove any of the extra information unity is grabbing from the player, I don't want it.. Why? I dont feel comfortable taking all that information including age range, gender, location etc, without the player giving explicit consent for me to grab that information. I just don't want that even in my game, But game start game end.. that's fine, I can take that without consent.
Is there a solution to this? I basically want to somehow remove all the 'standard' events
or atleast.. disable them
i am not sure what the settings are for unity analytics in terms of the demographics data, or even if it is real. suffice it to say the app never asks the user for any of that information
whether or not it gives a correct answer for a particular user depends on whom you ask. whether or not it gives you those features for a particular user versus in aggregate, i'm not sure
Hey guys how do I replace this player with my current model? Without needing to change any scripts or anything
In unity I want to update my fbx however I added and moved some bones around with the new fbx. When I updated it my prefab just completely breaks. Is there way to update the fbx without the model just just breaking?
Drag the model into the scene root and delete the player. 🤷♂️
Tried that but most of the scripts are based on the red cube
Blocked github?!
But dw I turned off the mesh renderer and jt worked
But now I have a new problem
Whenever I player the model just rotates
Just anti-clockwise rotating for ever
What red cube? 🥴
Dis guy
It used to be my player but I got a model
I just now want to fix this
See how its rotating?
Maybe you should explain what it should be doing?
Alright
I have this so far
I want the player to just stay still untill I start moving the joystick
I got the code working and everything
But then it broke once I added the model
So I'm assuming your actual question is "I don't know why it's spinning on it's own?"
Uhuh basically
hey did i experience a bug by unity? i don't think i did an issue here, but correct me if i'm mistaken
i've saved the script in VS Code, but the script did not update in Unity's inspector
Have you checked your console window?
you might have compile errors.
yeah nvm i'm stupid lol
thanks
found the issue
Soo can you help me fix the problem...?
Hi guys, is anyone tried Hot Reload and Fast Script Reload? Which one is better? Also is it really good to use as I read that sometimes it doesn't save changes?
Hello can someone help me when I add box collider and rigidbody into an object he started to floats what is the problem
Tbh I bought it and never even used it, I tried it once but it was more of a hassle to keep turning it on and off. I’d rather stay busy eating snacks while waiting for the progress bar to load.
It doesn’t automatically make it faster, you have to begin sessions
i see thanks for the answer.
I use hot reload personally and it's very useful. I don't know what the other guy is talking about; I only toggle it on/off if I want to use the debugger
Hello can someone help me when I add box collider and rigidbody into an object he started to floats what is the problem
What is the best implementation of a skill tree? I currently have a method that works which is: I have an int and enum for every skill pathway, and inside each enum, I have every skill for that pathway. Then, I assign each button a skill in the inspector. From there, I just check the relevant conditions when buying a skill. The logic for each skill is stored within that buy method.
I am just interested if there is a smarter way to approach this
Here is the skill scrip that sits on the button: https://paste.ofcode.org/L7LWBhesP3jZsf8dSsE28G
And here is the manager containing all the ints: https://paste.ofcode.org/KcAkgeR3pW5dNZ5zE9nyHg
Does it have gravity?
I fix it but thanks any way
hey guys, I just noticed today that on latest iOS (21) audiosource is not playing sound (unity 6000.0.62), anyone else having this issue? It works on older ios
hi uh, is there a list of games to create in an order from easiest to hardest?
seems fun to make everything and learning while still being organized
no errors/warning or anything in output
Honestly? Just start making. That is what I did. Follow a basic tutorial like GMTK to learn how to use the unity UI and then just start making. Don't follow tutorials otherwise you will get stuck in tutorial hell. But of you really want a list here: https://www.reddit.com/r/gamedev/comments/sob61/list_of_49_simple_games_easy_to_clone_for_the/
yes yes yes, i love just making but its more fun like that to me cause i love lists
yes this is it thank you very much!
mate, where the hell is the roadmap?
It Will Release after Unite
Hi, just a quick q regarding Terrain - a similar q was asked before but if anyone can help would appreciate it. If you have a terrain mesh, I understand you can blend between 2 different surfaces, say grass and sand, with texture layers. However, is it possible to make this work with a toon shader applied?
Right now I was recommended URP lit to use with the terrain mesh and it works, however I would like to get a particular aesthetic and the URP lit shader makes the terrain mesh shading and faceting appear. Being able to blend 2 toon shaders with terrain painting would be epic, but I'm assuming this would be a more advanced solution that maybe requires some coding or shader graph work, and considering I'm a unity n00b it would be likely I'd have to look at asset store for something like this
You dont blend two shaders, its one shader that can blend between many sets of textures.
If comfortable look at the documentation for making terrain shaders with shader graph: https://docs.unity3d.com/Packages/com.unity.shadergraph@17.4/manual/Shader-Graph-Sample-Terrain.html
ah fair - nice ty
any unity devs here that want to test out my spline terrain editor?
that's pretty sweet
well, wanna test it out and find all the bugs?
I can't as working 😄 but looks cool regardless, maybe later!
man it's annoying i have to download a new unity build everytime, along with the platform supports
it's murderring my internet
everytime... ?
are you new to unity?
no
That looks really cool looks like mario theme switch game
Did u program to make the spline system or is it inbuilt in unity??
in unity
git gud
I need to git gud
U learnt everything from yt tutorial?
Or is there better way to learn
i downloaded courses online
ma lawyar said i shouldn't share that info
Ok fair enough
Will u suggest me some good course?
As a complete beginner?? I want to make 3d fps games
same here
wth
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
You can start with the Unity provided ones.
i hope you're planning to release that on the asset store
looks nice
i am
specially for racing games, having such tool for terrain is a huge time saver
hi everyone, i just came from the community hangout!!!
Have you guys upgraded to VS 2026 yet? Any problems?
do you mean unity version 6?
Asking cuz I’m working on a project and I’m considering upgrading but i thought I’d ask if there were any issues first with it and unity
i remember someone posting about having problems with it a few days ago
found it #💻┃unity-talk message
I’m more so worried about my scripts and if anything will get messed up when I upgrade
Your scripts can't be changed by switching IDEs, they don't control your code.
Oh alr thanks. Think I’ll just wait like a week tho cuz it’s not like a priority or anything
Hello i am new in unity. I have problem with fbx images. How has to be import settings.
FBX are not image files?
Fbx is a 3d
So what is the issue
Yes, FBX is 3D. FBX is not an image, as you said in your initial question.
does anyone know how to make a good flashlight? feel like anything i do its just so bad and the light doesnt go far at all
increase its range then?
It doesn't seem like it has to be
What even is your question?
I did, still not much of a difference and i've read if you increase range too high it will greatly reduce performance
If you want the light to reach futher, you make it further. You're asking how to do that differently?
Are you sure your world is sized correctly too?
I import 3d fbx model. I extract material and texture. But it doesn't seem good
That's not a question. "Doesn't seem good" means nothing.
Yeah, i am using spot light or is point light better for that? @potent geyser . i have increased intensity and range etc but still doesnt give me desire effect of lighting. do people code flashlights or should it purely work based off of the built in lights. also i've read giving it offset can help?
A point light mimics a normal lightbulb, which is not what you want for a flashlight.
Spotlight should work for most scenarios
Maybe its the lighting of my scene i guess maybe its too dark and the light cant cut through
there's a good chance you're probably wanting some sort of volumetric lighting for it, which sadly isn't built into URP
Darkness doesn't "stop" light? 🤔
Make it brighter?
Yeah idk im new so im trying to think
thanks boxfriend, i'll try this i am using HDRP so i think that has volumetric
Make sure HDRP volumes are setup correctly, play with post exposure.
By default, exposure assumes a bright sunny day. So if you set it in an interior lit by artificial light it'll be really dark.
Okay thanks, this is for an outside scene i have its night time and yeah its tricky getting a flashlight that works well
why it seems like that
like what? pixelated?
the screen resolution too low probably?
Well, it appears to be running at a low resolution with no anti aliasing.
Is this scene view or game view?
Game view, considering the trademark Unity blue clear color.
game view
Set the scale to 1x
i set the scale to 5x now and like that
I said 1x
still there is an issue in the ears
hello, I'm using HDRP and when I add the first GameObject in the scene, everything becomes white, why does that happen and how to fix it?
i did in model scale7
I'm not talking about the model's scale, I'm talking about the game view scale
it's like a light coming from the GameObject itself
Does the object in question have any sort of emissive material or light component on it? If it's a blender export people regularly forget to remove the built-in light and camera from the default blender scene
it's not a blender export, it's a 3d GameObject Cube, the material doesn't have emission enabled but it's using HDRP/Lit, maybe that's the problem
and it doesn't have a light component neither
That would be a shader that can be lit, not one that provides light. If it's a default cube then it might be an HDRP thing I don't know about, I've only ever used BIRP and URP
lit is like reflective right? and yea it's probably a HDRP thing,I've never seen it earlier
So, it's at 1.3x, it's scaled to fit the screen. Probably because your free aspect is smaller than your desired window resolution. Try changing it to 1080p and see how it looks then
It means it responds to light at all. An unlit shader is just a solid color no matter what the lighting is
ohhh yea maybe there's something in my volume doing it,there are so many things with HDRP
yes, when I remove my Sun(directional light) it stops doing it
how we change window resolution
Change "Free Aspect" to the resolution you want to sample
keep in mind that the build looks different than the editor window
ok thanks
thanks
also i have another problem . i have an fbx model i don't see texture in unity. but if i open it by 3d viewer i can see the model with texture
Hello Everyone, This is my first time in Unity Discord. I am exploring the option of becoming a part-time freelance AR/VR developer, but am hesitant owing to couple of fears and doubts. Would anyone here, already freelancing in AR/VR space, be kind enough to entertain some of my prominent fears and doubts?
Texture dont work like that for unity, you'd need the image texture, make a material set the data for that material (such as the albedo and normal) then drag that material into the model in the scene view
Is there a safe way to have people play test my game without them stealing my code?
I am really worried about this
You wouldn't send them your code, you would just send them a build
which they can extract code from, though
Doesn't the build contain the code? I thought people easily rip the data out of builds
- Nobody is going to decompile an early build of your indie game, nor would they gain much value from it
- Why are you having people you trust so little playtest your game
-# (that's a different person)
must be an insanely good game
Insanely good code* 😅
I am worried because to be blunt I have been working on this for a while and have made this a full time gig now
It's not an issue.
If this were a concern why don't people "jsut steal the code" for released games all the time?
yes
wrong link
cant find what i was trying to send
but there is a packer that can obfuscate the code so nobody can decompile it directly
Are you refering to the Il2cpp?
it compiles into machine c++ code, I was looking into that. Unsure if that is good or not
no that is different, that replaces mono's JIT compilation with some sort of c++ toolchain
practically more performant code
IL2CPP is the default these days and yes it obfuscates it to a degree.
There's always a cohort of people like you worrying about this and it's really a non issue.
Decompiling il2cpp is also a lot more involved compared to mono, so if you are (which you shouldn't be) concerned about people reverse engineering your game, you should be compiling with il2cpp.
My game is 90% the system is uses and only like 10% graphics based. The reason a consumer would pick my game is just because of the details it contains and the scope the code covers of the genre it is in. So essentially to me the code is the game, the graphics are not.
to be blunt - no, if you want the game to work you have to send the code over anyways. even if encrypted, you'd still need to have the decryption key there too.
even if compiled to machine code or obfuscated, it's still technically possible to obtain code - but not source code, it won't be the exact same.
you can't make it impossible, you can only make it harder. there's a point where making it even harder isn't worth the effort, and where that point is depends on how much you care about hiding your work and how little you trust people
Always sadly, havent looked at the unity reddit for awhile but i do recall for the short while i had there were a bunch of newbies asking for help yet never sharing their code cause "someone would steal it"
And yet, if you ever want anyone to play it, they will need to get a build of it.
SO you can keep your code 100% safe by never releasing your game, or you can accept this as a part of how things work
Nobody is going to steal your code,
Also, truth is any half decent developer can probably look at a video of your game and most likely they could recreate the core mechanics in a weekend.
I didn't know I had to give them the key in case I encrypt it, that is a shame.
it wouldn't be possible to play if you gave an undecryptable version
it'd just be junk data at that point
Lmao I would like to see them make a system that compiles 40% of the sun using 000.1f scale voxels
The only alternative here is to run all the game logic in the cloud and make your distributed game a thin client to your server
i think it'd be more likely for people to steal your idea and feed it to some LLM and come out with a half-baked soulless version with a million ads
can web builds have their code stolen too?
yes
damn
they're builds with a layer of html/webgl on top, why would it be any different
i thought that maybe the server had the code and wasnt sharing it with the client or something
Hey guys, can i ask how unity knows that getting the player in contact with this prefab will activate the script? I see the script being linked to it in the prefab, but how does unity know when to activate that code?
What code? OnTriggerEnter?
webgl builds are provided via web and run via browser, not run via web
I mean the screenshot
there's no code in the screenshot
this is a shot of the inspector
What do you mean by "activate the script"
Because code is linked to it, and in the game, touching this object does something, so i assumed there has to be some "on touch" trigger
that executes the code
Again, what code is "linked" to it
show the code
Is it OnTriggerEnter?
or something else?
Yes, something somewhere is running some code
What is happening in the code itself, the weapon pickup script. Is that just exposed values?
Your script inherits from MonoBehaviour, which means you can implement functions such as OnCollisionEnter.
Unity will take care to call this function on the gameobject when it detects that it is collided with. This is part of its MonoBehaviour "magic".
It might seem like a stupid question but the specifics of what you mean by "code being activated" changes the answer.
So you'll have to tell us specifically what you're talking about
Yeah sorry it might seem to you like a stupid question and im very new to unity, so i have no idea how things work 😭 . I was asking about how linking code to an object works. In the inspector of this prefab, there is a "script". I assumed this meant that some script is getting activated on touch with the object, and i wanted to know where can i find that in the inspector, but it seems that i need to find it in the code itself
Code doesn't get magically linked to an object.
You or someone else has manually attached that script to the GameObject
you need to take a look at the script you're talking about and the code that is being activated
my guess is that the "activated" code is an OnTriggerEnter method
OnTriggerEnter gets invoked by the physics system. Basically:
- The physics simulation runs
- It emits all collision and trigger overlap pairs that were generated that frame
- It broadcasts messages to all the scripts on those objects that wrere involved in collisions, such as OnTriggerEnter
So if your script has an OnTriggerEnter method, it will get called
Your script on the gameobject is the "Weapon Pickup", you can double click on the "WeaponPickup" script reference to open it in your IDE.
But I would Highly recommend checking out a beginner Unity tutorial at https://learn.unity.com/
I accidentally closed the tutorial windows on the tutorial, is there a way to get it back?
maybe the Window button at the top has it?
oh wait, there's a Tutorials button
oh alr thanks
I CANNOT create an animation clip with this model, why?
have you selected the GO with the animator in the hierarchy?
Go?
You mean the red button, yeah I tried
game object
Yeah
show the inspector for the object that you want to animate
AHHHH i have this problem too
clear your console, press print to console, and show what all of the warnings are
The console msg is the same, it doesn't have details
🙁
What would be the problems?
wdym it doesnt have details? press "print to console"
I will recheck wait
Are u sure u exported the fbx file with correct animation?
they are separated files but its right, they should be correct
self inserting mmmm.....
Is it possible to import animation for a static mesh without bones? as in just have an animation going in blender, export the fbx and have it work in unity?
AHHH I THINK i know what could be
to apply an animation to a mesh is mandatory 100% to declare the Base Model as an avatar controller of his own right?
i did the same to the animations asking them to use the pistol avatar controller but then..... this happened
what? copy avatar definition? help¿
can you reply my to that channel the answer pls? 🙁
🙏
If someone knows the answer they'll be in that channel
ok, you dont know right? its animation or animator
why did you reference an avatar to the model file?
thnaks byw ;d
this model
yeah why
ok now it doesnt return errors, but still showing nothing on the preview
and im not using the animation channel because there is nowhere there :/
ANYONE knows why the preview coudnt be showing nothing? also yes, i rechecked the mesh, the bones etc, its unity problem
That's not how this server works, you don't decide that.
probably because v_pistol doesn't have any mesh data, and you didn't follow the correct naming convention to have it use the preview of a different model
https://docs.unity3d.com/Manual/Splittinganimations.html
its not only the animation, its somewhere else
the animation is right
srry
that feature exists?
this? this wouldnt affect i think
is there a way to resize the custom cursor?
one last thing, re scaling the mesh and the animation does affect? for example mesh 0.015 scale and then the animation is 1 of scale, yes
sorry
If the animation modifies the scale of the object, then it will override whatever you do on the transform component.
But otherwise, no there should be no effect if you scaled the object down.
ok same scale, and same scale to both
hi, I have a wall that I want to animate, rotate it, but when I try to rotate it all the positions of it change weirdly
so it's really hard to animate it properly with initial transforms and after transforms as it changes everything
anyone doing animation here - quick q, have a really simple fan static mesh imported with anim, works if I set it to 'apply root motion', however it only spins once when I want to actually have it on loop. I can select the anim clip itself which has loop options but they're greyed out
Change your mode to Pivot at the top of your scene (you're in Center). That's what's being used as the point of rotation. When you're in center mode, it has to move and offset the position to keep it "centered", which is why you're seeing all those values change.
The options being greyed out means that it's a read-only animation. Select the anim in your assets and duplicate it
You can't modify imported animations. Duplicate the animation file in your project and use that one instead.
Your video does not show you switching to pivot mode.
what am I missing to make a nine slices button?
To be clear, this will not fix your "issue", I'm only describing why you're seeing those numbers change.
it lags
It seems the sprite you're using in the sprite editor is not the same named one as the one you're dragging into the sprite component.
it was the wrong rec sorry lol
The pivot point of this object appears to be in Narnia
Yes, and that's the point. Look where the transform gizmo goes when you use pivot mode. It's far away.
Hi everyonee!! May I ask for a little advice?
I'm very new to Unity, and I've been trying to create my first 2D game for a while now, but I got stuck with one problem...
Sorry if it may sound a little too weird or silly, ahaha, but...
Do you guys know the most optimised way to create interaction with many objects in the scene?
I created a tileset with my floor, walls, furniture textures. And I placed it all on the grid using separate tilemaps.
And I wonder if I can create interaction with the furniture at this point. Creating a separate invisible "Interactable" object for every group of tiles where I have my furniture doesn't sound right, so...
Maybe you know the best way to do it?
hmm as far as I can see it's the same sprite
wait how can I move it?
is there a way to resize the custom cursor?
I don't see... I don't think I understand
Oh, the sprite was named differently as the child, yeah that's the same one.
man I've been troubleshooting for one hour XD
Are you intending to have the sprite mode as "multiple"?
Try moving your wall with the transform gizmo, zoom out. See how far the actual red/blue/green drag lines are placed.
um I don't know, should I ?
are there multiple sprites in this image?
If not, it shouldn't be on Multiple
Unity still insists on making multiple the default setting for some reason.
ohh yea it's far from the wall itself,can I move it ?
seems to be the only mode that doesn't result in a white square
Probably in whatever 3D modeling software you made it in.
there's only one sprite with the green nine slice dividers setup
I used probuilder in unity
No, you have to do it externally.
Otherwise, child the mesh to an empty GameObject and then position it so that it is centered inside of that and rotate that GameObject instead.
Maybe there is a way if you're using probuilder, look it up 
but if I position the parent to the pivot transform and I animate it there and then move the wall back to where it was, will it work?
i think the issue comes from the duplication of another wall that was where this pivot is
have you opened the sprite editor after setting it to Single mode?
I'll try that
WallParent (move this)
-> WallMeshModel (position this so it's in the "center" of the parent)
hmm nothing but a white square...
I'm sorry to ask this dumb question but is there a way to move the child wall exactly in the middle of the parent pivot?
Not really, no, you need to know the offset the geometry center was from the pivot.
Which is why it's just easier to do in Blender which has the option to set the pivot to the geometry center.
Though in your case, you likely want it to be both the center and at the bottom for easy placement on the floor.
What version of Unity is this? This looks like a bug.
Wait, you're missing the sprite. Reassign it.
2023.2.9
ah ok, I just did and it's the same as my original situation, doesn't seem to change anything if set to single or multiple
ohh okay ty,I'll just make another wall I think lol
Can you try adjusting the PPU multiplier on the Image component?
it was the pixel per unit indeed! just solved it
100 was no bueno, 1 seems to work
big fat thanks!!
There is definitely a number to use based on the scale of the rect and the canvas reference resolution.
I don't know what that is off the top my head.
is 450 for the y rotation considered the same as 90 for animations?
no
the smoothing between the two keys would make the mesh do a full 360 before that 90
now I need to figure out how to make the edges and center tile instead of stretch
tiled instead of slice, got it
I'm trying to animate a wall, I want that when the player interacts with it, it rotates of 180 degrees in a way, I want that when he interacts for the second time it also rotates it of 180 degrees in the same way, how can I do it? my wall has a 90 y rotation and I made 2 animation clips for this, one animating for the first time going from 90 y to 270, the second should do a 180 degrees rotation in the same way and go back to 90 so I can use the first animation clip for the third time , but when I add a 180 it gets to 450 y
does this need to be an animation
cant you use a form of tween?
I could but isn't it lighter to use animations? I mean if it would be hard to achieve this with animations?I'll eventually use script to lerp it
how would it be lighter to use an animation?
though would performance really matter much when it's pressumably a single object and animation
fr, nvm
It would be easier to interrupt if it was tweened, rather than be an animation for starters. If this is a canned thing, where it happens regardless of the player's input, then making an animation is fine.
I don't know a lot about performances but I suppose that animations use the fields that you add such as rotations etc, while lerping would be costlier because it uses maths(cpu)
yes, that's what I'm opting for thanks
but is it posible to make an animation for what I want?
Making an animation of something rotating 90 degrees? Of course
no something that rotates 180 degrees more than the last each time which (i hardly touch anims) dont think is possible
180 degrees and use 2 animations clips that would allow the player to rotate it an infinite amount of time
No, you would use code for that.
Animations are baked, in that you need to know the exact way you want something to happen. If the player can rotate something indefinitely, then code it.
why would it pass thru my player?
I think I'll use an animation and rotate it from 90 to 270 and then back from 270 and 90, I've never really used Lerps, quaternions etc
Where can I sent 3d and 2d art I made?
#🏆┃daily-win and or #1180170818983051344 i would assume
Thank u
hello guys
well i have an idea of a game and ill need people more experienced than me to make it cus am a begginer in this domain
do not have any money btw
but i believe in mself and yall to make our future game succesful
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
why i cant se camera in scene
i can only see those x,y,z arrows to move but not camera
do you mean the viewport visualizer?
camera in scene
if you find your camera and select it then it will show the gizmos
that doesnt mean anything
looks like gizmos might be off
🤔
Oh yea good spot
enable how
dis guy
Any advice for trying to make Bakugo Explosion? I have his glove prefab, now I'm trying to figure out how I want the blast to be, let alone make one
look into particle effects and vfx graph
can i ask you in dms ?
no, if you have a question, ask in the appropriate channel
well am sorry but i need some help in creating a menu
i mean main menu of a game
do you need help with coding?
no like how can i do the background
2d background or 3d?
3d one like some trees and an abandonned place with a creepy feel
house i mean
there's nothing really special about a 3d background. have you tried to make it already? whatr exactly are you stuck on?
on making it haha
do you have the 3d models in your project?
no
then make them or get them from somewhere
So you make a scene and point a camera at it
how are you gonna do that if you dont have any models
where can i find em
didnt understand
asset store maybe
What's not to understand about it
You make the thing you want to see
then put it on screen
its payable ?
You can do it with render texture point camera into render texture and use render texture as background of ui
It doesn't even need to be that complicated
there are free assets, there are paid
why would you do that
It's the default behavior of the camera and the canvas
so i need to make the whole game and then take the part that i want ? and make it as a scene in the menu
You'd need to make whatever you want to be on screen
do yall have a ytb tutorial or sum ?
You cannot display something unless it exists
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
In my game I use render texture to make ui looks nice every screen
why wouldnt it look nice without it
Because it behaves as UI Image with it
why is that necessary
But for this case it's just a 3D environment the menu is drawn on top of. There's no point in making it a render texture
There are lot of advantages of render texture over just point camera to scene
and when you don't need any of them there's not much point in doing the extra work
yea if this is a main menu why do you need to render it to a texture to then show it
You probably need them but you don’t know yet
Where's the best place to post about shaders?
Those damn shaders...
I know. Here they are btw
Great cel shaders
Thanks. Made them myself after like 2 days
No I made them myself
@tawdry stirrup
Used an unlit shader
How they look on capsule
okay yeah this looks amazing you even got the outline
For cubes and other objects I’m using another shader so idk if it works
That's the pain of cel shaders
For the outline I used a noise outline so it has that watercolor frame by frame noise node so that it constantly moves around the capsule
That's why most cel shaded games avoid cubes and objects with straight faces
Wow that sounds nice
Should I make a tutorial on my YouTube? I mean I already have the basic stuff down already so I can just show it
I’m trying to do a water color style for my objects and cubes and other objects for like buildings and objects the player can’t interact with like that 90’s style anime with the painted backgrounds
Hoping it looks good
Yes, unity needs more tutorials cus sometimes things like that are just nowhere to be found
I watched like 4 tutorials on YouTube and none of them helped at all. So I just did it myself
Yup most of them are either useless or there's some Indian guy explaining
Sure, add me and I’ll send you my YouTube. I’ll upload a tutorial tomorrow (I got jujitsu class and when I get home I really don’t wanna do nothing but sleep)
is there any way to make shadow atlas bigger or anything like that? 😔
Your thinly veiled racism won't be tolerated here.
No free asset this week?
https://assetstore.unity.com/publisher-sale
What?
The comment wasn't for you
Oh alright then.
what are you trying to do
why do you have so many unique and large shadows on screen?
Any idea guys ?
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
hello guys, escape from duckov again 🤣 are these ground changes typically done through vertex painting I'm guessing? I assume it would need a custom shader for this, not something a n00b could do
and when I say n00b I mean myself
Well, terrain can do that by default, assuming it's different terrain layers.
Other than that, yes, you'll need to implement blending in your shaders.
Hello everyone, how can I upload a translation for SO using the localization package from Unity?
I mean thanks, but i am not downloading unity for first time, i know how to download and i already did everything from that lately 😄 its just ass. I dont know whats the problem, not even showing any error just some general error
Did you read the whole bot message? Including the point about reading the logs?
Me: Ok, I am a broke college student, don't spend anything crazy.
Me when Unity sale happens:
Hey
because i have a lot of shadows, also they arent large, most of them are 128 which is pretty low tbh
Pretty crazy you can also add the student discount to it
whats the name of the bind in editor that lets me snap an object to the ground while dragging the object?
vertex snap? Unless you mean locking the axis
student discount?
no not vertex snapping
you get an extra 20% discount on every single product in the store
excwease me
off the final I'd imagine, cause those products above would been free otherwise lol
how can i give my enemies an outline?
in a 3d game
i tried shaders and they dont work, they only work on models with a simple mesh and with only 1 material. the second u try to use it on a an actual normal looking mesh with multiple materials it breaks
alot of the tutorials i see use URP but i dont have it i only have HDRP
you'd either have to find or make a hdrp specific solution
outlines are a lot harder than you might assume tech wise
do only 2 people use HDRP or sum? i cant find 1 tut around it
i mean my shader consists of 3 nodes so 🤷♂️
Most people who use HDRP tend to know how to make things specific to it yeah, overall it's relatively niche
Is there a reason your using hdrp?
cuz i was told to
by who
3 people and a tutorial
for a wind effect
or idk i think this was an issue with this too, i dont even know if HDRP belongs to my shader thing, isnt it like post processing thing
it could be shader or post processing, depends
i mean i use both
there are legitimate reasons to need hdrp but as just another random opinion to chuck into the mix I would consider seeing if you can do that wind effect in urp possibly, if that's the only reason your using hdrp
😩 dude i spent 3 days on the shaders just for me to redo them again
and what about post processing doesnt it need HDRP
what even is the difference?
cuz tutorial wise rn i should enable some setting in the URP thing and i have no clue if HDRP has it and idk where it is
what even is HDRP
and what does it do? like whats the difference 😭
i am using shader graphs for wind
Hey, bit of a hardware question here, but I am upgrading my GPU to a 9070xt. I haven't been able to find much online, and I am curious, does anyone have any issues with it in unity?
love you for this
now i pray dungen goes back on sale before my uni status expires
oh its on sale now 😅
am i even using HDRP? cuz if i go into my projects settings the Render pipeline asset is empty, then what post processing thing have iu been using, how do my shaders work 😭
That's built in. You really want to use urp instead now
soo what about post proecssing and my shaders
i was talking with soeone about it and they said i shouldnt, since im to late in the game rn, so everything including materials will break
If you have written shaders for the old rendering system then yea too late to change without lots of work.
Post processing changed too, the old system was replaced for render pipelines.
It's a shame though because birp is outdated and lacks newer features
wdym by written? u mean the visual scripting thing
Shader graph shaders can be changed easier. Other shaders require considerable work to update
Hopefully you know the difference between materials and shaders
look i have like 2 shaders and theyre both just a water and wind shader, idk how the new version of post processing works, but why would my materials change? like i was told that for example my red mateirals could have a pinkish hue to thme but why and how
i hope i do
wdym by other shaders, like all i was told is to click create, shader builtin and then unlit and lit thats bascially all i know
There are two types. Shader graph shaders and the normal kind made with code as text... You know what I mean 😂
Anyway how lighting is done is different so moving to urp or hdrp would require major effort
so the drag and play thing and the programming thing
I've said enough so plz use Google if you still don't understand
then im using shader graphs, like the built in things, look i can get prolly redo those 2 shaders cuz ive seen over 100 tutorials for that exact same thing, my question is why would my materials change?
shouldnt i only have to redo shaders and Post prococessing?
Standard is for birp. Urp and hdrp have their own versions of the default shaders. Please research birp to urp conversion for more info
I want to ask something what causes the vuforia hierarchy pane to disappear and be replaced by the default hierarchy pane when we enter Unity?
Im running on android
Can I ask a question here? It's a simple question.
sure
I selected the model and opened UVEditor, but I can't find any UV fragments. Which face or vertex?
Do you know what's causing this problem?
It's the same for all 3D objects.
that doesn't even look like a Probuilder Mesh...?
the UV editor is meant for Probuilder meshes
So I have an alpha version ready of my game PlanetCore. Is it possible to share my 1GB game somewhere for people to try it out? I currently use GoogleDrive.
#1180174978151358584 message in point n# 3
Do you know if it's possible to update a published game in Itch.io or play.unity since I still expect one year before final release?
I believe so, it also supports versioning (itch at least)
idk how it works with the size limits, just read on it for each
I think its per file / version
https://itch.io/docs/itch/integrating/quickstart.html
(this is the itch app, I think web version might differ)
thanks ! 🙂
everytime i click "Add project from repository" this shows up! i was working before and now its not! Can anyone help?
Reddit didn't really like when I posted this rip
Chuck that up to one of those posts that I am less then proud of.
@gusty abyss Don't cross-post, please. Your post is very much still visible in the channel as well.
Hmm, so is basic UV editing impossible within Unity? I want to do very simple box mapping editing. I don't want to have to take all the objects back to the DCC tool, edit them, and then re-import them.
no not really..
thats one of the reason probuilder exits..
you can probuilderize it and uv edit as long as you want, just don't throw it too many complex meshes
https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/Object_ProBuilderize.html
oh.. i will try
yes. I don't plan on editing complex meshes in Unity lol.
Coming along nicely 😄
The sky? It is nice.
Liquid Glass Design
I don’t know anything
About Unity—well, not much beyond bare basics and no coding experience.
based on this design: https://www.apple.com/newsroom/2025/06/apple-introduces-a-delightful-and-elegant-new-software-design/
Hello, I'm new to Unity and to C#, though I have prior experience in Java, so I think I can catch on fairly quick to C#.
I'm not entirely sure if this is the correct channel, so if it's not, please feel free to let me know which channel I should go to.
Anyways, I'm deciding to attempt my hand at making a mobile game through Unity, which I see the #📱┃mobile channel. I was hoping to get some answers to my questions to solidify the route I should be taking as I progress through developing my game. For the game I want to create, is similar to Clash of Clans and Whiteout Survival. This may be a tall order for someone new to Unity and C#, but I believe this would be a nice goal to achieve as I learn what all needs to be done, thus learning more of Unity's Engine.
The 2 main questions I really have is how I should go about setting up the server. I see that 3 of the options available to me is CloudCode with the JS server scripts, A C# server environment which I haven't dug much into, and a dedicated server. However, I don't know which one would best suit my needs.
- When it comes to the world map, where you can see all player bases regardless if they're online or not, non-player structures, NPCs and others that may be displayed. Which can correlate to thousands of objects. I lack solid planning because I am unsure if
a) All this should be generated on the client every time the player starts the game and needing to be constantly updated when a player moves their base, troops are dispatched, and other changes to display factors of the world map
b) Or some form of single-server that contains the entirety of the world map and all clients connect to view the world map. Though I don't know what this single-server would be or how to do it.
- When it comes to a player viewing their base, the terrain for the base should be the same for every player. I would like to know which approach would be better.
a) The base terrain is stored on the client or server, which the client handles loading the base data that contains what buildings are unlocked, building data, citizen NPCs, and etc.
b) The single-server creates a new base terrain from a template for each player and all their base data is basically stored on the server. This would ultimately end up correlating to numerous amount of objects on the server with the bases alone.
Those are my main information road blocks currently, so any advice/tips/information would be appreciated.
The fact that they dont post the video till days after the presentation is utterly insane
Morning :D
Hello everyone
I hve a problem
I use Windows 10 (version 1903)
And I want to game development with Unity
But I can't open when try run Unity Editor 6.2 and give an error
How can I solve that problem?
I don't know
I open Unity Editor 6.2 and see the screen. However, after opening it, the Send Error Report software opens.
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
Is there any discord server where Indies make Feedback exhange, like you play my game and give me review and I play your game in return and give you review.
How can I set this up so my friend can access it and play too? I want to keep creating and updating the game while he tests everything through a client on his PC. I'm just a curious guy using AI to learn and trying to make a small game for fun. xD
I am not sure what you mean exactly, but if you mean testing inside the editor, the best i can think of is using version control like git or plastic scm.
You could push your changes to the repository and he could pull them and then play it,
What I mean is different. I don’t want to share the project files.
I want to compile (build) the game so my friend can open a client on his PC and connect to the same game that I’m running. Basically, I want him to play the same game as me while I continue developing it.
but you can't make a version that would somehow automatically update itself while you're working on the game (or you theoretically could, but it would be a massive effort.) When you want to update their game, make and send a new build
Lots of games and apps can self-update
The same way Steam or app stores update apps, the same mechanism would just be built in the game itself
Can I set the scale of an object to below one, then set it so the new size is of scale 1?
You can make an empty parent and scale the object inside the parent. The parent's scale stays at 1.
Dont tell me what to do
lol jk thank you
I tried doing that, but the issue is that my parent is my paddle ( i am trying to make a spaceshooter type game) and am shooting from a ShotHandler script in the paddle - so each bullet is spawned under the hierarchy of the parent.
The bullet is a prefab which is already scaled down too
So it inherets the scale of the parent, but i have no way to retain the scale of the prefab right?
wait
got it !!
GameObject instance = Instantiate(bullet_prefab, top_center, Quaternion.identity, transform);
instance.transform.SetParent(null, true);
instance.transform.localScale = bullet_prefab.transform.localScale;
That works but the idea with the parent is that all your scripts would be on the "empty" parent that has scale 1. Then the bullets would spawn under the parent and you could scale the model however you want
although you probably don't want bullets to be parented anyway
i see that that makes sense for some situations
like if you have an area where you spawn things, you would want everything to be relative under there too
yes
most of the trouble I am having with unity is the availability to do many things, and many of the available things are valid approaches :P
like coroutine or a delta time timer for a timer 🤔
why when unity is opened this thing doesn't go away?
Using free 3d models for placeholders was both a good and bad idea
Good for obvious reasons, bad because one of the models I used in a few places was terribly optimized and removing it halved my tris 
Ah yes, the classic 1.2m triangle door knob
In this case it was a chair
Dropped the total tris of my whole map pre-occlusion from 4.6m to 2.2m
I absolutely know I could get it <1m if I just used custom models everywhere instead of placeholders too
I try to make a habit out of checking my scene in Wireframe mode every once in a while
As long as you're aware of it and it's not hindering development, I guess that's perfectly fine. Finding the fun first is always more important than optimizing.
Exactly - I did a bit of optimizing right now since it was causing fps issues, but now that its stable again no need to continue
Probably, yeah
some nutjobs making chair models with 500,000 tris
back to a smooth fps in unity play mode again, yay
?ban 1423620272266805279 scam
mentorsenior3234 was banned.
can someone help me in the code beginner chat
Pretty sure the editor itself comes in with a 16+ms spike every second or so, so a smooth framerate isn't actually possible 😅
It's annoying because it can mask subtle timing issues, since the editor always stutters so you get used to it.
Using the profiler I did notice some weird spikes so I wouldnt be surprised - I just meant it was as smooth as it was before I added those bad models
I've come across something really interesting. Why does Resources.Load cause unity to read the same object (resources.assets) over 12k times in a single call? Multiple times at the same offset and sizebytes, too. It's taking like 20% of my precious init time
You are trying to create a MonoBehaviour using the 'new' keyword. This is not allowed. MonoBehaviours can only be added using AddComponent(). Alternatively, your script can inherit from ScriptableObject or no base class at all
UnityEngine.MonoBehaviour:.ctor ()
Unity.XR.CompositionLayers.Emulation.SceneEmulatedProjectionRig:.ctor ()
UnityEditor.EditorApplication:Internal_CallDelayFunctions ()
does anyone have an idea how can i solve this..even though i didn't create any script
What is the setup that caused this?
XR set up
Is your Unity up-to-date on its branch, and not a beta version?
Stack trace looks like the editor itself is trying to instantiate a MonoBehaviour with new 
Anyone know how to fix this unity error?
The android sdk&ndktools won’t download for some reason
FYI, Google Play will not allow apps published with these versions
Re the validation error, I'm not sure what exactly might be causing it, but I'd reboot the PC and try launching Hub as Administrator.
There's no command called
hub.
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
How do you know that it's at the same offset and sizebytes?
Okay I’ll try rebooting my pc, should I wait till the rest is installed or do I just reboot it now?
Im not making an app :P
Guess you don't need the Android tools then? 😅
I need it for making vrchat avatars right?
I don't think so? The Android SDK is for building Android apps.
Well not all of it, but there are repeats.
That data is viewable with deep profiling on, which is not on in the screenshot i sent
uh isn't unity made for making games ?
Shouldn't you use Blender for that 3D stuff ?
Is that SceneScope a class in your project? Doesn't seem like unity API. Unless it's Unity.Timeline.Editor.TestsSceneScope ...???
-_-
Just asking ;-;
u can’t upload them from blender straight to vrchat
hence u need unity
u just make stuff on blender
because in blender u need to actually build the avatars like bones snd all dat complicated stuff u cant do on blender for it to actually function properly in game
hm i see thanks u for that new found knowledge
As I said, that call is from Resources.Load, from that SceneScope class
Why don't we seen Resources.Load in the timeline then?🤔
Hey @sudden ruin I didn't find the error. And I can't solve that problem. I will install Windows 11
Help, I made a primitive model in Blender with only 174 Faces and 348 Triangles. I uploaded it to Unity and started exporting my model through Terrain Details, but it started to load my graphics card to 80% even though my model is as simple as possible. What did I do wrong?
im new to unity but i cant find out how to makea door. I have watched a few videos and none of them have seemed to work, would anyone be able to help?
What have you tried, what isn't working?
Videos do work, if followed, otherwise they wouldn't exist. Nobody takes the effort to put them together just to cause beginners to stray.
I have been trying to create a rotation door, so I watched a video to help me but i copied word for word after it didn't seem to work and the problem still consists
Most of the time ppl either don’t follow the tutorial correctly or the assets they use are completely different
It's going to use resources as efficiently as possible regardless of how detailed the model is. If there are no other issues then that's normal
What's the problem?
We can’t help u if we don’t know what exactly u are using
nvm I got it to wrok
Unity / Localization / Asian fonts
Anyone released an Unity game with CJK languages on Steamdeck recently?
I'm using Unity 2022.3 and Super Text Mesh (an asset) as text render.
The game is localized in 13 languages. On Windows and Linux (Mint) all languages are rendered normally.
But on Steamdeck (linux build, built on a Linux Mint vm) the asian fonts don't render at all. English/Spanish/Turkish/Polish and etc works fine.
I've tried: Render text with Unity's TextMeshPro {worked on PC}, use different fonts just for asian languages (NotoSans, one font file for each language {worked on PC}).
Tried emulation the windows build on Deck using Proton.
To no success.
Anyone that had the same issue, any tips?
Guys still need help with quality setting for my indie game
Are you including the fonts or trying to use system fonts?
Hi. Including. Originally the game as using one font for all languages and it worked on PC (Windows/Linux)
On the latest test, trying to render on TMP I added one single font with only Simplified Chinese, and another with only Arabic.
Created a text box for each test text with their respective font assets.
NotoSansArabic, NotoSansSC
Worked normally, again only on PC (Windows/Linux). Not on Steamdeck.
Did you try older proton versions? If it's broken for you it's likely broken for all unity games
I'll have to check this, will take sometime. I don't own a Steamdeck and rely on a teammate to test it. (Whick complicates everything)
I remember he saying he tried on Scout 1.0? But Proton would be only for the Windows build, right?
Usually he plays the native steamdeck build.
Where is my free asset dammit
https://assetstore.unity.com/publisher-sale
Oh right then the Linux build having issues isn't surprising. If the proton build works I'd mainly use that.
It's a joke that the most stable abi on Linux is win32
Hello, I am trying to list lobbies in my game via Steam, but it always returns 0 lobbies without any errors. I can create and join lobbies without issues, but I just can’t retrieve the lobby list. Could this be a problem related to “Spacewar”?
Hello all, Not sure if this is the correct channel for this. I've recently completed a 2 year college course focusing on programming within Unity. I'm looking for some freelance work to hopefully practice & expand on my skills while looking for full time employment. Where is the best place to look for this? Any advice is appreciated. Thanks 🙂
Send your portfolio’s to studios you want to work with (or find tolerable to work with). Check you local job sites. Check work with indies (discord). The best place to find a team to make a game or freelance gigs is at your game-making-school or through connections you made there.
Most real jobs/gigs are not advertised for more than a couple of days
What kind of stuff should I put on my portfolio? Screenshots of code? Links to games?
Finished stuff.
Nobody cares if you are technically great but have no getting-it-done skills. Explain what outcomes you have produced for the client. Usually: problem you were hired to solve + how did you solve it + proof of success.
Thats fair enough. I have a couple of completed games on my itch.io profile, and have a few prototype games with no art or level designs - just base gameplay working and all the mechanics working. Is all of that worth putting on there?
You just need to package it. Show a finished thing, link to a GitHub with the code. Keep it small. 1-3 small examples that show you know what you are doing are enough. Don’t show complicated stuff. The examples must be part of a complete thing and ideally specific to the studio you send it to.
Thanks for the advice 👍
Also, don’t ever lie about your skills. ‚I don’t know but I will figure it out‘ is very much appreciated. Expect people to test if you are a imposter.
Another piece of advice - build a presence on the major socials, primarily YouTube, GitHub if you are a developer, Insta/TT, and Linkedin. Showcase your best work, but don't hesitate to showcase your experiments. People first want to know "is this a good human being, someone we can work with", but second they want to know "do they have any chops" -- you need to put yourself out there in the most professional way possible.
If you have no prior professional experience then you need to demonstrate your skills in other ways such as personal project (on github/portfolio with videos)
Never use screenshots of code.
I wonder people's feelings about itch.io here -- I think a lot of people appreciate live builds, but maybe only have the patience to look at a gameplay video or a couple of screenshots.
itch is an acceptable platform for distributing projects
there's probably a happy medium where you embed a youtube playthrough on the itch project page.
localhost:3000
The other thing I'd say, and this probably isn't going to go over well is that when a hiring manager has 30 seconds to evaluate you, portfolio is definitely important, but that academic credential isn't going to hurt you. A lot of people say, "portfolio, portfolio, portfolio...everything else is bullshit", but my experience has been that academic credentials, including vendor certifications go (maybe secretly) a looooong way towards getting particularly entry-level jobs.
not saying this to start a bunch of drama, just relaying my experience.
how did u get my website
I mean, if the degree/certificate are related to the job, ppl are gonna include it by default
Another piece of advice related to that - people can aggressively posture on Discord. Anybody with capital or hiring power is going to go immediately to your bio and look for a link to your work or CV. Good psychological self-defense on social media is to try to figure out who you are talking to before you talk to them.
Hey, do we have a channel for career advice? I wanna know if its worth applying for this specific position & whats the best method.
Lol, I noticed that what I'm saying actually relates to the convo yall are having
So I'll just forward a message I wrote in a different server as it can be an addendum to the convo you were having just now
I'm uh ,,, in a bit of a situation. I wanna know if it's worth shooting my shot.
I am not much of a dev at all. I'm a hobbyist. I work with Unity every single day of my life but it's mostly for input>output programs and somewhat complex algorithms like a D&D Spell Picking Optimizer. I have a degree in creative writing with game writing classes, and a certificte in game design. I also work as a freelance 3D artist.
All that to say, I'm not a game dev nor do I have proper game dev experience.
I've been looking for jobs because I sort of really need it, right? And I was browsing Indeed for .net C# dev jobs and I found one that really caught my attention
A small game studio,,, in my minuscule city... fully located here... looking for senior* Unity Devs. The listing was fully in English, which is great because my biggest struggle with landing a job right now is the language barrier (I don't speak French).
But, yeah, I'm not a senior, so I didn't get my hopes up. But I did go on their website to check them out!
And on their website... idk, I got the vibes that they are just looking to expand their team. Not necessarily just for senior devs, that was the listing I saw on Indeed. Literally on their "contact us" section they were saying "Come work with us! You must be willing to to relocate (non-negotiable)". Not even in a "careers" section, that's their "contact us" section 😭
And I assume they struggle with finding on site devs because this is a relatively small city with no tech sector at all. It's a mid-sitze University town in the middle of nowhere with no game dev program in the unis.
What I'm wondering: Should I apply through Indeed on an actual job listing that I'm probably unqualified for, or should I write them an email saying I was interested in applying for a position in the company? And if so, could I have some guidance on drafting an appropriate email for this scenario?```
Id send them an email. They will either want to talk or say that they do want someone senior with multiple years of experience. Its worth a shot!
Everyone in the team has listed they are massive TTRPG nerds I wonder if it's worth mentioning I worked as a paid game master & show them the program I coded that finds the least amount of spells needed for your Order of the Scribes Wizard build
when you say things work on windows or work on linux, are you saying you ran the build on a machine that never had the editor installed in it?
i think it is probably broken everywhere, but you are messing up the environment somehow in the places you are testing that makes it look like you have the font, since you aren't using an SDF for for CJK
If you don't have a CV id write one up now showing your major skills, language skills, location, experience and hobbies.
Try to use the other job listing to sell your experience to them. When I helped with hiring in the past I looked mostly at past experience or public projects that could help demonstrate skills we wanted.
U can include your insight of what the company is looking for. I think it’s a nice touch, makes u stand out from the candidate pool
something else is going on, and there are a lot of red herrings
I have one but I'm afraid it is not very good 😭
Oh shit just doxxed my phone number

🚓
For developer positions you want to include advanced topics, libraries and frameworks you have experience with too
Anyway ,, Is this a good resume? 😭 not in terms of content, in terms of. the,,,, thing itself
📝📝📝
e.g. Threading, addressables, IAP
You can read job listings and take those keywords and shove em in
Or if going the email route could I just skip the resume altogether
U should also get specific with the skills. What level u are in for each one and what u can do
oh oh oh I'll read it from THEIR listing
yea, that states what they want so you can see what applies to you and write that.
Id also give some small detail about what you have done for past experience so its not just a basic list of skills/programs
I see
And should I focus at all in my writing degree and work as a freelance 3D artist or should I just hone in on the coding aspect of it?
Depends. Do u want to work in the technical field of game dev?
As in, it's what I aspire to? No. Dream position would be game writer and lead designer. Potentially working on the 3D meshes too. But I've been told all doors are closed for entry-level writers and designers, I need to hop in as a coder, no?
That side of development often requires a degree or good demonstration of skill
If u are good with writing, designing and already generating income with them, I think it’s better to focus on them
I do have a degree in writing
Then you have better luck persuing that. I just know that currently there are too many graduates and not enough entry level jobs.
I am lucky that I already have 5+ years experience and i was able to thankfully land a new position quickly
anyway its all up to you, some companies like people reaching out looking for work!
A very minor point but "réalisation" is not an English word (or the very least not the correct word in this context)
Pretty much all serious non-senior doors in gamedev are stuck or open only through personal connections
So i have a Object in blender. Some of the materials have:
- Emissions
- Picture Textures
- Colour Ramp and Mix Nodes.
How do i move it from Blender to unity with the emissions, texture etc as a certain colour on my materials and only that colour glows and i want that in Unity.
it all has to be baked into textures or the shader re made in unity
If PBR then easy to use the default shaders in URP/HDRP
Oh god thanks for picking it up, I have to bounce my resume between three different languages and sometimes I get some loosey words lost in translation 😭
Do you know like a YT tut as i am a little confused with all the Nodes i have etc
make use of spell check in google docs/libre writer for free!
@twilit imp Make a thread please
head to #1391720450752516147 and share screenshots of the blender shader
If you're using the colour ramp and mix nodes and the material is complex enough, I would suggest you bake your texture in Blender.
Look up Blender Texture Baking.
I'm trying to check if something is visible in a certain portion near the centre of the screen - How intensive/performant are frustrum plane calculations? Is it better or worse than a large collider and a raycast?
you can get the bounding box in screen space for the model and then check if its within the area you desire. Nothing slow about that if you utilize the bounds from a collider or mesh renderer
Is this along the right lines?
oh wait what do you mean then by "certain portion"?
Oh - within a distance from the center
center between a cameras min max clip plains?
using an FPS camera with locked cursor, and want to only allow interaction if the object is within a certain distance, and is near the middle of the screen
Normally a raycast is used for this
I guess the raycast would do the distance part as well, true
and stop interactions if something is in the way
yea its max distance can be set
Then, would you just use a normal raycast from centre of cam and make the object have a large interact collider, or would you use some special form of raycast?
special collider works (you can use a layer to filter these)
Alright ty, you've been a great help
your other method just isnt realistic if applied to many objects
LIke this?
Yea! Though you already having a reference to 1 thing is questionable.
If you want his to be general and apply to more things you would try to get a component (e.g. Interactable, IInteract) and then do stuff
I'm just testing it against the one implementation I have in mind for now, but thats good advice for expanding on it, and I do have some more things that'll be interactable (doors, levers etc)
we have the power of OOP so some base type or interface is the way to go 🦾
yeah – this makes sense for a system that will only ever detect interaction with one specific thing
but if you want to interact with more objects, or more kinds of objects, you want to abstract it a little
nothing wrong with "hard-coding" at first and then generalizing later!
Hey, any idea why it doesnt autocomplete ?
I searched for that on google, but nothing seems work. I just reinstaled VS, i edited External Tools
!IDE
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
vs 2026 may not work properly yet btw
👋
In Package Manager, there addon
Yes i see, thats something i have not tried yet, going to check it
what addon, this is VS Studio, the IDE ist just not set up correctly
read the bot message
Unity has a package for it, also for VS Code and Rider
i did 🙂 its from there
fine
People, do you have 6000.2.13f1?
I get a crash when building on Android: "Unhandled exception at 0x00007FFEBAFC278F (Unity.dll) in crash.dmp: 0xC0000005: Access violation reading location 0x0000000000000012."
Perfect guys, thanks ❤️ i had to do some small adjustments but it was because of that Package Manager
report a bug
that's odd
i would try .8f1
or reinstall your editor. they build android builds with their editors on unity cloud build, so it is unlikely to break between versions
Hello everyone glad to be here!
Hey guys, Im doing one of the most basic unity tutorials, and on the tutorial the guy says that after selecting the camera, i should be able to see its view, like in the screenshot, but i dont see nothing. Did i do something wrong?
yeah you're missing a toolbar at the top, did you accidentally delete it or something?
My bad if im wrong for asking
just press the ` key
and you can turn on that overlay
Is there anyone that would be down to help me make a game
Ofc we can talk about payment
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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:
• ** Collaboration & Jobs**
!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**
Cameras
Maybe consider clicking the camera overlay.
yes - take a guess which one is relevant here
or, as I said above, click the little camera button
`I've tried enablign everything yall said, but it still didint give me the thing i wanted- The camera lines
that's the gizmos
this button
I thought you were asking about the camera preview window
you said " should be able to see its view, like in the screenshot"
Which seemed to be clearly talking about the preview window
thank you very much, yeah i was talking about the lines that indicated what it was seeing
but i see now how that wouldve meant something completly different
Thanks for info about website!
Grateful!
While im waiting for response is there anyone here that would be down to help me?
HI, I'm using HDRP and I'm trying to make a throwing system but the balls don't stick to the walls
many people
and if you mean collaboration then yeah you were directed to the right path already
In your first class you have the collision function stop the first call then only on the second will it stick
Why?
No wait nvm
First off are these walls tagged properly?
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Please stop spamming this
targetHit is false therefore onCollision return
This is 2nd time I typed it
No this is what i thought too but read it again, it only returns on the second collision and later. Still not sure why though
Right but there is no need the last was ~16 minutes ago and even then you typed it just after someone else had
If you read the bot, it states that job or collaboration posts on Discord are not accepted.
The command was simply to inform you of that without having to type the same paragraph every time to every user who comes onto the platform posting about job/collaboration.
yes before hitting it has to be false
yes they have the "Wall" tag
but you dont have that inside the CompareTag, right now it would also change the bool if it collides with any collider and not only wall
when targetit is false it gets true and then it runs the next lines
Have you tried debug logs? To see if its even being called
it's a different ball that gets instantiated everytime
yes But I'm using it only for walls, if it hits another gameobject I want it to be true and then I'll destroy them like 3 seconds later
I'll do it right now even if I think the problem comes from a rigidbody/collider thing
I've just added debugs and sometimes it says it collides with something and sometimes with a wall, it's weird, sometimes it detects it and sometimes it doesn't
Sorry wdym?
Like when it hits the wall it says it collides with something else or while flying it collides with something else?
And if its a case where when flying is there a need for the
if (targetHit)
return;
else
targetHit = true;
Can someone tell me where the basic 3d core template is? Im on version 2021.3.16f1
Surely you can read
I'll show you wait https://paste.ofcode.org/pEaknXeWfcf3xQ56rYsdH3 when I throw the ball towards a wall, it sometimes debugs " collided with something" and sometimes it does debug "collided with a wall"
You know one of the two that says 3d - basic render pipeline & universal 3d (the 3d URP)
to be honest I don't think it's needed in my case,I followed a tutorial and I copied him which is why there's this, he probably used it for later features
Well where it is now it should always called "collided with something" and only when hitting a collider with its gameobject tagged "Wall" should it also call "collided with wall" so either the walls dont have the proper tag or there is a collider in front of them
yes it's so weird and no there's nothing lemme show you
it's right there
look,I don't know why the logs don't show up in the record, but you can believe me, sometimes it debugs collided with a wall and sometimes collided with something
Im fairly certain they left the server (or blocked me) clicking on their profile only shows their account age and nothing about being in the server
oh damn you're right he left, rip 😔
the unite 2025 roadmap say nothing about new animation system?
Scared him away by being blatant -_-
The empty project was built successfully 💀
particle systems give off this error randomly if they are being previwed in editor scene
Internal: JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old - this is not allowed and likely a leak
ugh
should i rebuild the library folder?
i mean its only like 10 days old tbh
can you try increasing your swap file and building your project again? you will need to restart your computer
22 GB free on drive C (out of 222 GB) - SSD
Project on another drive (HDD).
Anyone know if later versions of unity and/or any third party solutions exist so package manager shows you your assets grouped by labels rather than them just being filters?
like how the built in ones do it
@potent geyser is there a specific place to discuss the new roadmap or should i make a thread in news-and-tech
tried looking
is "Resizable Window" broken on Unity 6?
!learn
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My App doesn't let me resize the window even though the checkmark is set
There's no specific place no, news forum would probably work best
you can add your own custom labels via the "my assets" section on the asset store page
then use the filters menu in the package manager to sort by assets with specific labels
thank u
just make sure to refresh the package manager window after creating and assigning new labels
wait is sorting by label a newer feature?
i have them and they work but no sorting type stuff
did you refresh
works fine for me
Yeah but I wanted them grouped by label like this mockup
ah, no. this is the closest thing that i know of though
ah fair, thanks for the suggestion tho
if you really want, you could create your own custom named folders inside of the folder where all of your assets are and then play around with the meta data of each file so that the used sort function works properly
doesn't seem like you can access the package manager via the backend to add custom drawers
functionally, these methods both do the same thing, no?
Question, fellow Non deodorant users...... I'm making a top-down game, and I need to know. Should I use one camera or multiple cameras? I have one camera following the player, but down side that the player sees things that they are not supposed to. so I'm trying to see if it's better to one camera and just do some coding magic to set the size based on the room size, or have multiple cameras...?
doesnt seem like any more than 1 camera is nescessary there
the "coding magic" in question is literally just manipulating one value on the camera component