#💻┃unity-talk
1 messages · Page 29 of 1
you are so right! I was thinking abt using on enter trigger method, and just switch the camera's position/size. but I will look more into this cull! Thank, you fellow non deodorant users!
What happening with Unity ECS
I have not been followin it for a while now
and would like to get back into it
I dont see any project templates for anything DOTS or ECS
is there a way to change what pose he chills in
do you mean in like the scene view?
if so im pretty sure the default pose would be the one the model is exported with
why does it say HDRP im using URP
thank you unity 💔 for the URP water shader tut (this is flickering like hell
Does anyone know why the Unity Editor is spending so much time in these call stacks?
Switching back to Play Mode profiling, the editor is taking up a third of the total frame time
I mean, the profiler is making things pretty clear isn't it? 40ms alone wasted on Resources.FindObjectsOfTypeAll, probably another 15ms+ doing something with gizmo handles that you haven't expanded the profiler panel for main thread far enough to see
Resources.FindObjectsOfTypeAll
I mean yeah I can see the function call taking time, I'm wondering why the editor is doing this every frame and if the editor will just continue to become more unusable if I keep adding ... what ... more game objects to the scene?
Is there a known scaling problem here?
If you give the computer more work to do it will take more time to do it
The editor is calling that every frame?
are you seeing this in an empty project? Which assembly is UIBuilderWindowWrapper in? My guess would be a misbehaving third party that isn't obvious at first glance
Like what's going on with these guys
Good question, I'll check
UIBuilderWindowWrapper is indeed 3P
My bad, I naively assumed that callstack was unity built-in editor code
there you go, look at UIBuilderWindowWrapper.BuilderWindow getter and see what they're doing with FindObject, then fix it probably with some simple caching. They are probably doing something naughty with gizmo handles too which explains the rest
profiler window is probably fine, it's just expensive to draw it
GameView.Repaint() though?
Thanks for pointing it out, appreciate it 🙂
Is GameView.Repaint() just redrawing the window? Or is the camera rendering under there....
ah ok
URP.RenderCameraStack is under there
Okay, thanks I think that answers everyuthing
Is CloudCode and CloudSave preferred? or does anyone recommend something else that they believe is better?
Purely asking because I wanted to see my options and any alternatives that may be better and may not need JavaScript for the server scripts
Btw, for future reference, profiler hierarchy mode is much easier to read through and analyze. I'd only use the timeline for inspecting multiple threads and their interaction.
gotcha
hi !
ive made a pixelart character and was wondering what the easiest way would be to setup a player controller, ive gone back n forth between some tutorials and was just wondering, maybe im making it too hard for myself and there might be a good one thats not hard to get working, im new to unity
*like a 2d sidescroller like celeste and hollow knight
guys, what is the best way to make outlines but for only some objects? making a shader and adding it as material works, but having it on like 10k objects makes the game very laggy
Why not use occlusion culling? Only render what the play sees and not render what the player doesn't see.
occlusion culling for objects that move?
i mean i could probably create my own occlusion script but im thinking maybe there is a better way cause im pretty sure adding a material is the worst way i could make an outline system
just 2 gameobjects, before and after selecting
i mean yeah i could also do batching, but im pretty sure there could be a better way
like joining them all together
i just dont know how to make that
iirc you can add a occlusion area modify its size to fit the space where the moving objects will be located
moving object can be moved anywhere, man, im making a level editor
is this a terrain
i mean, already made one but im just worried about performance on the large scale
what's moving
ok better question. is the object static
ok listen, im making a level editor
i cant have the objects that user just placed be static
the user will move objects around
right, well things on the editor can be less performant than runtime but even at the editor you wouldnt make say a minecraft world and not chunk even at editor time
well i know that, but i want to make it performant on low end too
for a lot of objects selected*
Why not have the outline only show when the player is looking at it? Does it constantly need to be outlined?
do you mean frustrum culling?
its a material, unity does not render it if the player is not looking at it, thats how unity works
custom shader
no as in
if you're focused on optimization, fullscreen shader
Yes i know, but i dont know how to make it
thats the problem
learn
because i dont want to make it for every object
thats why i am here, to ask how i could make it be on only selected objects
you'll have to get pretty acustomed to shader logic
this isn't a simple or easy thing
is this like a click and highlight with outlines
like if you select 10k objects in the scene
something like what unity has
full screen isn't a bad idea. You'll do it by changing the layer of the items you select
to make it so that only specific objects have the outline, a camera stack should work
cant do that sadly
but for something like an editor tool you wouldn't even do it at the material level but instead do some graphics buffer if we're talking like an asset store tool ;p
why not
user can change the layer of the objects
you really need to share some specific info on what you're trying to do if you want to be offered real solutions
That doesn’t have to actually change the layer at the time of editing
this seems super niche
They are building unity in unity
kind of
I hope you have data saving related stuff figured out
already done
seriously?
i already made a whole texture editor inside
anyways, thats off topic
sorry
so yeah, i kinda cant change layers either
See this
https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Graphics.RenderMeshIndirect.html
This would be the most proper way to do it. For each selected you instance a secondary mesh and scale it upwards for each unique mesh
wont that be almost the same effect as of my own shader?
it's better for batching
i see
yes i saw, but i kinda still need to change layers, do i need to explain reasons too?
well, the way im thinking is you don't really want to mess with the developer level if you're trying to make some tool you are opening to others
…yes
so changing materials/layers is a no and instead should do a lower-level idea
allowing objects to be rendered in front of camera
wont you have your own layering system
i could do that? 🤔
at the lowest level, there's nothing complex about tags and layers
i dont see what's stopping you
it's all basic data architecture
I could see doing the post-processing with custom layers with a pipeline script instead of the physical layers given, but that's like another project asset you'd have to modify for the user
Tags are in this context, you cannot add new tags at runtime
you can add new layers at runtime??
no
oh okay
i doubt this is a limitation with the system itself. seems to be a result of not wanting to deal with edgecases
yeah but all of the components that use the default layer system would have to be changed too, like Camera for example
similar to how we still arent able to create and apply tags/layers to a given object at the same time
i really have no idea what you're even trying to do

is there an explanation that i've missed somewhere?
maybe idk, what do you not understand, i can answer
i literally have no idea what the end goal is
that's it...?
(Runtime level creator)
at the moment :
being able to render outline for multiple objects
how its structured right now -> adds material for outline -> its laggy (-30 fps at 2k objects)
cannot change layers -> level creator allows the user to change layers for any object
i suggest go play with photoshop and try making 2k layers
In some shape or form a singular shader that is handcrafted for this seems necessary
what
(Its a hard problem to solve)
yes
And when I mean singular i don’t mean adding materials to objects conditionally
well i know, but im trying to make it as performant as i can
yes i see
Your outline doesn't have to rely on unity layers.
so how could i do it?
Depends on your implementation
As far as I know there is no built in outline feature in unity, so it's up to the implementation that you use.
i already have an outline system, but it is per object material, when selected i add the material, but having an X number of objects (where x is big), and having them all on screen (extreme case i know), then each material will get rendered even if its on or off behind something else, objects are not static, cannot be.
Yeah your outline system is not good enough for this
Fundamentally
If your wanting better performance you do not have an outline system
Sounds like an issue with your system then...🤷♂️
Implement better control of when the outline should be rendered or not
I have no idea if this can solve your problem but by far this solution is the most comprehensive outline asset i’ve seen, guys an absolute freak. Currently 50% off (plus 20% if your a valid student)
wait...
light layers could be used for rendering full screen effects?
this might be my clue to making it tbh
i dont use light layers
especially for level creator
If you have a custom render pass, you can filter the renderers however you want. You don't need to rely on unity or light layers.
Can even check some variable in a custom component
ah i see
There's basically no limit to what you can do. You're thinking too constrained to what engine provides you
this is not normal right
no
did you photoscan a rug
LMAOO
What exactly?
most optimized sketchfab model
The ratio of shadow casters is killing me
even better xdd
The numbers are probably normal given your scene context.
If you're asking whether such a scene context is normal in an average game, no, it's probably not.
That's just your interpretation based on visuals. The stats numbers show a different picture.
I disable all the walls and it decrease the tris by 40m, ill add a decimate modifier on blender
Can smdy help im making a game and i have no clue what im doing whatso ever its 2d and i NEED help heres a pic of the model
ayo?
You haven't asked a question
that's sum giant bakery right there
bump
Might want to clarify what you're trying to do. Better for what?
Like just simple/general client -> server communication and retrieving player data and what not
you would use cloud save to save the data and retrieve it
Well yeah I know that, but for like the backend, housing server scripts, is CloudCode recommended? Or is there an alternative that yall recommend that would be better than CloudCode
If you are running a server then you probably shouldn't use cloud code
I don't think these services are a replacement for a server.
I think there’s a miscommunication somewhere. The JavaScripts you deploy to CloudCode are server scripts, no?
Not exactly. It's just for running some logic in the cloud. It doesn't have any state, so it's very different from a real server.
Interesting. So would CloudCode be bad to use if I wanted to build a RTS game?
yes you should run a server cloud code i would think you would use if you don't have a server and want to run a server function
I’m still learning and trying to figure out what all I need to really dig into before I start getting major progress done
This is my plan/goal btw if it helps
I am also making a mobile game for a game like clash of clans you would use cloud code in the home section for things like upgrading buildings
and you would probably use a dedicated server for what ever you are doing like attacking
Well the attacking part I’m not really going to do clash of clans style, where it loads the enemies base and you spawn your troops, it’s gonna be just a world map view of your troops traveling to the enemies base and attacking from there
I particularly like Whiteout Survivals system over clash of clans tbh
Is it a solo gamemode
or like do you go up against someone
It’s basically you have the world map where you see every other players base, which a single structure that represents the base. When you attack, you dispatch troops. On the world map, you see your troops march to the enemies base and attack that singular structure
Rather than loading into their base, and attacking each building in the base
Generally a dedicated server will be best for that i mean maybe its cheaper to run cloud code functions but thats not if the players you go up against are "live" like there with you
That’s the part I’m struggling to discern with.
Because the world map can contain every single player base, NPCs, non-player structures and other stuff. You can see where the bases are. You can see the troops that players dispatch, you can see where they go. There’s a lot of display factors when it comes to the world map, and a good chunk is due to player actions.
Are the players you go up against online or offline?
They can be online or offline.
You’re just attacking their base.
I can’t really give a good description of how it works. If you just look up some YouTube video about whiteout survival I’m sure you can find something to what I’m talking about
so offline then do the math but theres a small chance cloud code is cheaper
Here’s a video that’s sped up that shows how the attacking is done
https://youtu.be/cMnjBktOrXM?si=mB3JHy90hEbxEYFP
Just skip like 30 seconds
@pliant condor Don't randomly spam message people. Or, at least, don't do it to me.
bro i had one question can u gimme its answer
I scrolled up for a while and didn't see one
27
What kind of education should one get in order to learn game development? Should they go for cs or something more specialised in gaming/computer graphics? In Which unviversities are such courses available?
he only has one message in this server
what is 27
and its that one
The answer to your question.
like how can i use unity for c++
Il2cpp
Anyone?
Education doesn't really matter much for game development. Portfolio matters. CS will teach you some relevant things but it's mostly math and logic, not really game development disciplines.
You don't
there are many different roles that you can play in game dev, so there isnt really a one-size-fits-all course plan. you could be an artist, programmer, designer, etc. lots of schools have game dev courses
theres courses for game design if you have to go
There must be some specialized degree for computer graphics and interactive applications
like what are u saaying im here for all that
No I want to learn game development in particular
Yes and it's mostly bunk.
Unity uses C#
you will learn that
I am specifically talking about coding and technical side of AAA video game development
well will i was asking it to gemini it said it can be possible
"Game dev degrees" are mostly just for-profit degree scams. Get an actual higher education in a legitimate field and make games as a hobby. It'll do better for you.
Some published games will do better than a degree from some random diploma mill
I learnt unity made some basic games like pong, a walking sim etc. but tried learning unreal and it all went over my head.
most AAA studios use custom engines, so you can't really find a course that will help you get a job for a AAA studio from a sole technical standpoint. if you want to get become a programmer, learn general CS in uni and then you can apply it to game dev.
Learning from a physical place has advantages mainly you meet other people with similar goals and faculty with connections and experience etc
You can do all that probably much more effectively by just actively seeking it out on your own time while getting an actual degree from an accredited major university.
Many are adopting unreal, so learning unreal might be useful
where is this info coming from
Just an observation
well that's just flat out wrong
That studios are adopting unreal?
I saw witcher 4 demo in unreal
And many aaa games like bioshock etc used unreal
yes. AAA studios arent going to get rid of their employees who are familiar with their tried and true methods and go look for multiple hundreds of employees who know how to use unreal
why would this workflow shift make any sense
Why did cd project red do it
I don't know about studios in other countries but in Japan, unreal is indeed one of the main options for big titles. Especially if graphics is a priority. Saying that as someone actually working in a big studio and interacting with other studios often.
one studio doing it isn't "many". im sure they have a specific reason
You usually end up working with many engines depending on the project. No one hires a dev for one specific engine. Studios are looking for flexible devs that can learn and adapt fast.
Indie is a totally different story though.
It doesn't make much sense tbh. Red engine already looked so good and is the benchmark in gaming graphics of current gen. Leaving it is a waste of efforts they put into it
(I am talking about cyberpunk when I say benchmark)
treyarch and co have only used their custom engine until they worked on COD mobile which they used unity for. blizzard was the same way until hearthstone. fromsoft has never used anything apart from their own custom engines as far as im aware. the only times non custom engines are used by AAA studios are for one-offs from all that i've seen
Even if a studio doesn't use third party engines, there could be multiple in house engines or variants of the same engine.
But anyway, I'm only talking about the state of the industry in Japan. Can't say anything about other countries.
cyberpunk is not their best game in terms of fidelity
yeah im not sure what it looks like over there, but the West + fromsoft love their custom engines.
My apologies
it really depends what you mean by that
it's really hard to say. software development is changing extremely fast because of AI agents. gabe newell is probably right, imo 10 years from now it will be more valuable to have a very broad range of skills and knowledge, especially and acutely in the humanities, than to have mastered unreal engine
I don't feel like much is changing besides 3D artists may fall more into a technical artist role than sorely on focusing in that 3D engine. But if you didn't work in AAA you were probably hooking your models up in the game engine anyway as neglecting that skill just requires another person to do it for you
Also a lot of these asset stores have been poping up, so even if studios didn't jump onto the bandwagon of AI, they'd probably focus more on these licensed assets than hiring a larger workforce for custom assets.
General game developers though I don't see why that workforce would be cut. I can see accelerated learning from it, but it carrying the workload is just bullcrap and a lot of these studios are usually overshadowed by the amount of artists recruited anyway. I think I was reading that you'd have 1 programmer per 3 artist.
No one hires for a specific engine butttt with how competitive it is nowadays it can def. be one of many potential deciding factors
If I was that enthusiastic about joining some larger studio today I'd focus on a tech artist position or tool programmer probably.
Know how to tie all these assets togethers and the in and outs of each program your team is developing in
That's for sure. I just mean that they often expect you be able to adapt to other engines and technologies later on.
God i wish people near me was hiring tooling
unity is using ALL 16gb of ram i have and then crashing??
Sounds like a memory leak
Im comfortable saying thats the same here (in Canada) from the mid & large studios I've been involved with. About 8 years back we had a lot more Unity in Vancouver/Montreal (mostly AAA mobile offshoots). And now a lot of those moved back to their own engines, unreal, etc. I know a few specific local "AAA" studios here that speak harshly of Unity and indies (I do not agree or really even get along with them).
I imagine a lot of the older custom build in-house engines are C++, plus friendlier licensing on larger teams, combined with a stronger marketing and such. I mean even Bethesdas been spitting out Unreal games now.
Tl;dr. I am inclined to agree, for AAA work, Unreal is valuable to know.
(Worth noting bethesda did not do the oblivion remake but yeah)
Not that I think you should avoid learning Unity, it is just a different audience these days. And underrated.
Yeah, I thought about clarifying the distinction, but thats normal. Your studio hires out a different smaller one to test out new engines for you that you dont use often. I picked up a fairly sizable unreal contract from a largish company for that earlier in the year.
Like this persons response isnt how they do it:
#💻┃unity-talk message the existing teams usually swamped enough with their own work. But of course if the side studio works out (I.e. NWI) they cut and switch over.
Question, is it considered bad practice when creating a new C# module, instead of having it in it's own project, to place within the directory of my Unity/game project?
By the time you learn how to code in unreal, you would complete your game in unity
Completely depends on who you are
What do you mean by module? Normally, especially at the onset, youll be putting all your code in your game. Youll maybe separate things out into like your own packages much later, but not really at the onset.
The C# module that you deploy to Cloud Code
Ah, I cant help there, I dont use unitys cloud services
What do you use if you don't mind me asking?
We use Teamcity & our own Gitlab, then our own thing for user accounts, analytics and multiplayer.
Interesting, was it just because you wanted to use all of those things, or was CloudCode inefficient?
We are just different. Like, we have web frameworks for AR/VR, unreal, unity etc. So its easier to have our own interconnected frameworks and we need a lot of data controls (hospitals and gov work).
So we just have to control where every bit and byte is stored for compliance and stuff.
Ahhh ok, that makes sense. I just wanted to make sure there wasn't some flaw in CloudCode that you noticed before I finalized on using it.
I'm aiming for a mobile game like Whiteout Survival
Nope! I think for new devs especially, having a well documented and supported all in one makes sense, especially if you are only using unity and sticking with it. And I think it has a reasonable free tier.
There are some challenges the last time I touched any of it, just because it isnt really your build server, so if something goes off the rails you cant just access it and fix it. But that shouldn't happen often
Its probably worthwhile to learn though, as its likely in demand with small studios (devops type stuff is something people like to hire out, imho)
Yeah, I mean, this is my first time touching Unity and C#. So it may be a tall order, but working towards the end goal is key, no matter how long it takes
I downloaded it just because I was bored and curious, and turns out to be a really cool game, imo.
I like the aspect of it and wanted to try my hand at it tbh
Anyone have any suggestions for free dynamic occlusion culling solutions?
What sort of data are you trying to save? Is it multiplayer?
Well, besides player data, like inventory stuff, building levels, troops, etc
I believe I would have to store world data, so the world map can be displayed
I see, interesting. Could be saved to json or binary
Maybe ask chatgpt for an idea of how that could be saved and loaded
Well in combination with CloudCode, I was going to use CloudSave
Trust me, I already have a long long conversation with GPT on which approach I should take, because I’m not completely sold on the idea of the client having to “generate” chunks, meaning getting chunk data from the server and then the client spawns whatever on the world map based on the chunk data
I was hoping there was a way for the world map to be like on a server and clients connect to the server to view the world map, so it’s like always generated, but GPT said that’s a no go
Cloud save uses Json, dictionaries specifically (i think?)
Correct, it couldn’t be stored on a server because the other clients need to know when to reload the chunks
does the map update?
Yes, players can move their base, defeat NPCs, deploy troops in which you see the troops moving from origin to destination and a bunch of other display factors
I currently don’t have any of this setup, but it’s what I plan to do.
Chunk system is probably something to think about tho, that can save binary files
It would be stored locally. If it’s multiplayer, you’d just need to send a function of when something was placed/built
Well the world map is basically the same for all players. Where player bases are located, where NPCs are spawned, where players troops are marching to, and other stuff
So if PlayerA deploys their troops to PlayerB, PlayerA, B and C should see on the world map that those troops are going to PlayerB
I have a question about the color space for textures in URP, mostly albedo/emission.
What color space encoding are the textures assumed to have? Is it RGB/SRGB? or Linear?
Could possibly still use a chunk system to have a layout and that could allow for loading a radius around the player, save the coordinates of game objects placed and load those as you move
That’s how Minecraft sort of does it with tile entities
Serialize the data of what was placed, saved as a binary format, and it’s instantiated when the world is loaded
Yeah, the only problem I see now is how I would save that data and retrieve it. Since with CloudCode I can’t really depend on cache data, atleast that’s what GPT says. So I would always have to keep retrieving from CloudSave, and depending on how I store it in CloudSave will probably be the make or break. Because if I have to retrieve all chunks of the “state” then grab a certain chunk, I feel like that would reduce performance
If the cloud isn’t a huge deal, make the map local. Each player has the map locally saved and when one player places something send a call for every player to update that chunk if it’s in their range
If cloud saves is a important thing, you could offer a button that says “upload to cloud” and that’s when it can upload and retrieve it all
Any action done that changes a display factor of the map, should really be done on the server. So ultimately the server decides if the player can move their base, if they can deploy troops, if available, then the server will save that data and all clients should basically be updated then and there as well
And if you definitely need to store the map on a host only, then similar to Minecraft you can retrieve that data through memory, there won’t be any file transfers yet players can still render the map and changes
Yeah I would like to do memory, but GPT said that although CloudCode can have cache/memory data, it wouldn’t be long term. So at some point it could just not be in memory anymore, or maybe certain fields/values may just be gone
I could store a memory version on the client but it would still need to be updated by the server
That’s what happens when you restart a Minecraft server. All the chunks are gone. But then you load them again as you walk around
The client saves it to memory, not the server
Yeah, it’s just going to be a long thing to get right. If you watch this video ^ or just search up Whiteout Survival on YouTube to see the world map. That is basically what I’m trying to do
You could imagine what happens to their chunks when the camera isn’t above it.
When they’re not viewing the world map, it probably does do some form of despawning. But I guess maybe since I haven’t started on it yet, currently it just seems a bit out of reach
Anyways, ima turn in for the night. This conversation did help set some things in stone on how I should go about it
is there a way to pass in a whole bunch of variables as one variable into a function? I'm using polymorphism and it seems like if I want each class to use the same function from the parent class, I need to keep adding parameters to it... I want to add quite a lot of inheriting classes so I think it's going to get out of hand quite quickly. Here is my current code.
[System.Serializable]
public abstract class PlayerAction
{
public abstract void Action(GameObject gameObject, Transform parent, bool opponentAction);
public abstract void Undo(GameObject gameObject, Transform parent);
}
and I currently have two classes that inherit PlayerAction, and they both need to use Action and Undo. But only one of them needs the parent. As I go, I expect to need to add more and more and more parameters for each different action that only makes use of a few each, and that just seems really messy.
If there is a way to do it more cleanly I would love to know. I thought maybe structs but... honestly idk how they work and my limited testing made them seem like they either wouldn't work, or it'd still be messy to use one. Any solutions?...
Use a separate class for parameters and you can even extend it with subclasses with more parameters.
so the solution is to just have a big class full of the parameters...
that was my idea but I hoped that wasn't the solution
Not big. It should contain only the parameters that you need to pass.
sure but for every action right?
public class BaseParamsOrSomething
{
public int sharedInt;
}
public class ExtendedParams : BaseParamsOrSomething
{
public string extraString;
}
[System.Serializable]
public abstract class PlayerAction
{
public abstract void Action(BaseParamsOrSpmething params);
public abstract void Undo(ExtendedParams params);
}
my concern is the ever-expanding parameter list, so surely this would just be moving those parameters into a class and passing that into the method? it sounds cleaner but still, now I have an ever-expanding class instead
If every action has unique params, yes.
yeah that is the issue-
Well, there's not much way around it. You need to define the parameters somewhere. The computer can't read your mind.
You could pass a dict with string - object mappings to pass any arbitrary set of params, but that's a pretty messy solution.
won't do that then...
Yeahhh I can't think of a nicer way than the params class
ty
gpu culling with the resident drawer
it's a depth based culling solution by unity
question:
why is this taking soo long
that's just how unity works 🤷♂️
the bigger projects I've worked on had this take up around 1.5 hours
that takes 25 minute ish
If this isn't a release build then you should be sticking to dev builds
Also IL2CPP is just slow
Well, in my experience. People will say it's faster than Mono but I've not seen it
i cant build for mono for some reason, something to do with older gradle
Ultimately it's encourage to build as IL2CPP for releases anyway
Can someone hope in a VC with me and help me? I am trying to move my player model from Blender to Unity and i want to know how i like set bones etc. So the rig works for my VR game
Am i mistaken or does that not support dynamic occluders, only dynamic occludees
whatcha mean. You dont need to specify occluders
How can I reduce this huge number of detail instance density?
Hey guys, could somebody please help me i've struggling for hours 😭 I'm trying to paint grass in my scene using the terrain tool. I have HDRP pipeline and I saw that you can't use the paint details? Somebody on youtube then used the paint trees instead but this gives me the following result. Does anybody have a good video or know how to make grass in HDRP :(
“To determine whether a dynamic GameObject acts as a occludee, you can set the Dynamic Occlusion property on any type of Renderer component. When Dynamic Occlusion is enabled, Unity culls the Renderer when a Static Occluder blocks it from a Cameras view. When Dynamic Occlusion is disabled, Unity does not cull the Renderer when a Static Occluder blocks it from a Camera’s view.”
Does this not require baked occlusion data for the occluders?
I imagine it works similar how instancing works but for occluding by using depth map information
I hear it goes hand in hand with instancing from what I've heard
like for an example of having a bunch of grass done in a single drawcall you can still reduce it greatly if it's occluded
(New to unity)Hey I dont know if anyone else is facing the same issue but when I try to add a button to my menu, its super large, and the resizing is really confusing
Yeah but again based on that description i posted that seems reliant on sampling baked occlusion data?
is there a channel for issues
cuz i got a issue
You don't need to bake with it. It's dynamic culling
What do they define as a static occluder
That’s for Occluded objects, im more worried about the objects Occluding
Not entirely sure I'm understanding what you're asking for lol. Either case that's a new Unity 6 feature and it works pretty well despite it breaking a bunch of my shaders.
Done, I would really appreciate it if someone hops on that channel and helps out with it
Eg my entire scene is instansiated at runtime
So when those docs mention needing “static occluders” I can’t tell what their specifically asking for
I'm not seeing anything about a static occluders. It compares against the bounds of the mesh with the depth map samples
or well the bounds of the custom sphere/box it gives to the meshes / groups
Terrain grass should work just the same in hdrp https://docs.unity3d.com/6000.2/Documentation/Manual/terrain-Grass.html
like similar to instancing, Unity does create bounds for the group of objects to determine for rendering it
Oh this doesn’t use that system does it the docs are being annoying
There's actually quite a bit to how instancing works yet all you need to do is click the box.
And similarly that's what you're doing here. Unity figures out the rest
Thanks I will read through this, I tried to make it with terrain grass but nothing appears
Who can explain what these parameters mean?
This is what happens for me :(
It looks like the mesh you picked is rotated incorrectly (based on the preview)
the origin may also be bad meaning the grass is under the terrain which you can verify quickly
Anyone got any ideas what this line is and why its comming from my controllers
bone?
not the green lines the red one
Yeah i don't know why it's rotated like that, when i go into the prefab it's normal. I don't see the grass under the terrain either. I don't know if I need to change any of these settings?
does the prefab have the correct rotation? What about its scale? I dont know if it keeps the rotation specified in there
the prefab looks like this, omg now that you say it i see scale 100?? maybe it's so big i don't see it
nevermind i put the scale to 1 but still nothing shows up :(
wait... i'm onto something with this scale...
something is happening
i think the terrrain is making it small, i just didn't see it
It probably does not keep scale or rotation due to how its drawn
are you scaling your terrain? 0o
fbx scale moment
yeah prob that
i might have done this! Because I did some changes after applying the texture paint but I don't remember what
ohh nevermind that was the tiling settings in the texture paint
okay the reason they were so small was because i have to edit the min and max height and width! thanks for helping guys now i just need to figure out how to make it stand up straight 😭
it applies random rotation so probably doesn't care about the rotation in the prefab
so ideally you export with the correct rotation and scale (or correct in the import settings)
the terrain applies random rotation?
to the grass
Normally you just define a texture for grass but here i am suspicious that they use the prefab as is
Not sure why hdrp disables the grass option
yeah does that rotation happen when i import it? because it looks like this in blender
and then this is what it looks like in unity, it's on it's side
it happens to all my models 😂 but then i drag it into the game and it's just normal
you can fix it in blender if you specify a new transform on export and have it as Y up
Its normal as blender is Z up
Okay i will try it out!
yo does anyone know how to make the sprite of my bullet flip horizontally when the player is shooting to the left? this script just spawns a prefab of a bullet when it shoots
so rn it just spawns bullets that all face right
ic
so how do i make it activate the flip only when direction variable < 0?
well, you're obviously flipping your character here so I'd go back to understanding how you're doing that
the character is only flipping cuz when direction < 0, the script attached to the player does transform.localScale = new Vector2(1f, 1f);
but since the script for spawning bullets isnt on the bullet itself but rather the gun object, how do i make the prefab flip?
when you init here you're getting back the reference to the bullet
and seems like you're caching it somewhere else, but I'd just do it inside of the statement here
sorry if this sounds like a stupid question :p, wdym by getting back the reference to the bullet?
Instantiate has a return value of this newly created gameobject
you dupe the prefab, and it returns the duped instance
by return do u mean that it spawns the game object?
what does return value mean?
soz im rly new to programming, thank you for bearing with me 🙇♀️
It's a concept of methods and how to get back values from them
Not all methods need to return values though
if im understanding this right, Instantiate means its creating a game object right?
then the things in the bracket say what prefab to use, the position to place it, and the rotation
in general, is ui supposed to have a sprite renderer attached to it?
Yes, this method here creates the gameobject and it gives you a direct reference to that new object here as you're assigning it to bulletInst
technically you don't need to use that return value if you don't need to act upon it
Hello guys please join my devloper community link in bro ..
sooo by direct reference, ur saying i could just do smth like bulletInst.tranform.localScale = Vector2(1f, 1f); or smth
cuz it exists in the script
or smth?
Yes, grab the reference and modify it right after instantiating it there
ahhhh
i see
thank you so much Mao, i think i understand now
much appreciated 😄 ill go try that out now
Ye np
Go back to your player script and see what you're doing there with the flip
Start from finding the line with the error
so if im understanding it right, im treating vector2 like its a function right?
That's what the error says, yes.
does this code treat it like a function tho?
these are the only 2 instances of vector2 in the script
No.
That's probably not the line that throws the error.
You can see the line in the error message(58).
Of GunController script.
Spot the difference
ohhhhhh
new
i fixed it
thank you so much! @lapis gate @slow dirge @pearl oyster i really appreciate yalls help! 😄
thanks for your patience with me
🙏
now implement object pooling on it to avoid allocation cost
have fun
is this a significant impact on game performance if im just creating a simple 2d game
nah youve got like 3 bullets per level
ahh is fine then
its not an lmg or smth
thank you tho 😄 ill save this for future refernece
deal with it if you run into performance issues, but usually you wont run into it unless you're doing something crazy like a bullet hell
yeah
ic
ill take note
in the game that im making for the company i work for, is a match-3 game, and i do everything with instantiate / destroy
as long i dont run into performance issue
i wont implement object pool
the URP native 2d renderer is very optimized already
proud about that are we?
its only a concern when many things are created and destroyed at one or very frequently
should ui ever have a sprite renderer attached to it
ui uses Image component
well shiiii
💀
that's... wrong
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start there
how tf did you manage that 😆
screen space overlay canvases wont render sprite renderers, other forms will but thats merely luck and still bad
i thougth this is how u r supposed to do it
UGUI uses Image
follow the tutorial above to learn
UI is not the same as gameplay sprite rendering
can still use the sprite atlas stuff with the GUI though
yes ofc
you say that but that's more of a feature
the ideal is to have at least 2 atlas.
one for gameplay and one for ui
so you don't break the batching
I would love Unity atlasing tools with Godot. It's probably the best feature Unity 2D has over godot that I care about
nothing is broken because UGUI is drawn seperatley to sprites so they could never be batched together
UGUI batching is also pretty good and I presume UITK is similar
quick question, currently what i have been doing is that the yellow boxes have a tag on them, i am checking whether the mouse is making a ray which hits an object with that tag, and then instantiating a unit. the yellow boxes...they are there just for show. they don't rly have any toggles or stuff, you can't even press them. are they supposed to be ui or not
is this even UI
UGUI has its own systems for detecting mouse interaction
Yeah it's all dynamic batching from the bottom up I'd assume
meaning it's all baked into one mesh until it needs to update and rebuild
yes that is what batching is 😆
am...am i supposed to rip this whole thing apart and start anew 💀
You most likelly need to re do this all because you have been trying to use sprite renderers and physics for this all 🙁
oh nice
well, yeah, but usually in 3D you don't have the ability to bake everything into a single drawcall
well for terms of organization i always setup different atlases
unless you are a perfectionist that uses only quads and a single material
i once worked on a proyect of a guy who had setup like 20+ sprite atlasses 💀
fine to me
ive worked on a project that had a lot of sprites so naturally needed lots of spritesheets
kill me pls
so saying a project had 20+ isnt a bad thing by default
Its probably a good thing as I dread to think what you were trying to do before 😐
UGUI makes it easy to respond to mouse events and also to mouse clicks via the Button component.
i click mouse button, ray formed, ray collides, returns me a tag, i tag check, then instantiate
yea but you wont do this in UI. You would respond to a click event on the UI element and then do something
I told you it was wrong so please trust me and go learn about UGUI
Unless you are confusing us and this is NOT meant to be UI but gameplay sprites?
its not that i don't trust you, more like, i am having a minor, very minor heartattack cus i wasted a lot of time on this and i tmight have been better to ask in here about how to proceed
If this is meant to be a UI with buttons to let you spawn in things then this is easy to implement
no like, ima be interacting with the boxes at the corner and using them to spawn stuff
Then you can get this working easily.
You need use buttons instead and have the correct objects spawned when each button is clicked
aight
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
⬆️ go do this tutorial
u got one for 2d?
ignore the part about installing "text mesh pro"
UI isnt different between 3d or 2d projects
plz just go do the tutorial 🙏
demn i made bro pray me to do it 💀
for your own good 😆
Best you learn and see how to use UGUI properly so you can correct your ui
An empty project doesn't have a terrain
How to reproduce:1. Open the attached “IN-119244.zip” project2. Start the Standalone Player build3. Observe the Editor crash Reprodu...
hey guys does anyone how to disable object icon in the scene?
i think you want the gizmos
open gizmos menu, find type and click the icon to hide it in the scene view
i always do this for TMP and some others
Is using VSCode for scripting in unity weird?
Nope
i just never see people on youtube use it
I use it self
And also have seen many people using that
I use it
i love it cause my github copilot works and helps me fix bugs
didnt know that
Also a package for unity by microsoft
Unity used to have one but for some reason they gave up on it, perhaps because microsoft made one/took over
is Triplanar mapping an expensive method to use for tiling textures, especially in a stylized game?
Once you’ve leveraged the deep integration, robustness, stability and overall deep insight an IDE like rider gives you in a unity project, VSCode feels primitive and cobbled together. It works, but it’s not the best when your projects grow. It’s a fine companion though, for that same reason. It’s extensibility is magical.
sponsored by jetbrains /s
I am just more confident using VSCode because i use it for a lot of projects instead of just Visual Studio Community
That isnt really a concern, all that differs between IDEs are some features or how some things are done. Most offer the same functionality and a debugger.
Though if you must have AI assistance then that limits your options
i dont need ai assistance its just nice to have to easy just research stuff
you research how to use your ide a lot?
I think i missunderstood what you ment
what is there to miss understand? c# is c#, the ide you use doesnt affect that (unity controls compilation)
Have a SSD with my project, trying to import it onto a new laptop and Unity is not doing anything, any ideas?
yea idk
is there anything known about the release date of Unity 6.3?
oh no, it didnt save my game objects?!
you need to open your scene
oh right
oh thank goodness
What's the solution for when everything is pink again?
Tried reimport
FINALLY my outlines work (i had 1 misspelling)
when i drag in my pixelart animations in unity, they become weirdly blurry and when i put "pixels per unit" to 1 it looks like it should but the character is massive, the thing up top is the envoirnment, what am i doing wrong
thats because you changed pixels per unit
reduce pixels per unit back to the number of pixels you want to occupy one unit of world space. then set filter mode to Point
It's usually 64 to 100
is it possible to use ui button to deploy units using a draggin mechanism?
Kinda yes. You can respond to a mouse down event on the element, spawn a unit and make it follow the mouse and then do something when mouse is released (e.g place it)
You can use EventTrigger on your ui element: https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/SupportedEvents.html
oh okay thx, mh the blurryness goes away when i use this for max size
that just implies you had it way too low before
so that value is fine ?
Depends on the context, what is this from? A component we write is a MonoBehaviour but we can make classes that inherit from other types too
Hey guys, I'm currently making a 3d multiplayer tank game. Separate client/server architecture.
However, I can't seem to make bullet collision work. Could anyone give me a word of advice?
ahh the context is that im trying to pull variables from a different script
Likely data type of the variable u want to declare
i see
public variables or public properties can be accessed outside the type. That applies to all classes and structs
(also applies to methods)
so i dont have to establish a reference to the target script from my first script to access the public variable in the target script?
i see
thank you : )
dont get confused. If you have some instance of a type then you do need a reference to that instance to interact with it
"I want to open some door so i need a reference to that specific Door to Open() it"
public means u are 'allowed' to access the properties of other classes. U still need a reference to that class to access its properties
instance of a type as in a specific game object?
is that what it means to instantiate smth, to make the "type" an actual thing
yes, or a specific monobehaviour (script)
i see
If i have 5 gameobjects in my scene then we have 5 instances of GameObject
so i need to reference the specific script which is of type monobehaviour
ahhhh
i see
i see
An object does not neccessarily need to be Instantiated to be accessed. If u declare an instance of it, it lives inside the memory
so to access variables from targetScript, i would need a
public class targetScript : MonoBehaviour
public class Door : MonoBehaviour
{
public bool IsOpen => open;
private bool open = false;
public void Open()
{}
}
We can have multiple instances of door
You'd need to declare the variables as public
right
somewhere else i could:
[SerializeField]
Door door;
public void Start()
{
door.Open();
}
that lets me open some instance of door
e.g. I drag in a component reference in my scene
so "public class Door : Monobehaviour" creates a reference to the GameObject Door of type monobehaviour
and
[SerializeField]
Door door
references the instance door of type Door
My first example is just the class definition of Door
The second example is how to interact with some instance of Door
i could have many instances of door in a scene by adding the component Door to a gameobject
public class Door : Monobehaviour is the act of creating a class (the blueprint of the object). MonoBehaviour is the class that Door inherits
i shall take my time to read and understand this before my mind implodes
how do you add layers to a button?
thank you very much for the help guys 😄 ill try figure out how to make this work based on what yall have said
aigatou 🙏 rob and moshades
You can but you shouldnt need to so you are probably doing something weird
If you are trying to use raycasts with a ui button stop now
Make sure to understand OOP. U can read this
https://www.w3schools.com/cs/cs_oop.php
i want the middle sprite to be at the bottom, left button to be on top of it and droplet on top of all of it
Ah okay, UGUI image order is based on hierachy so just re order them
or make the bg and icon a child of the middle thing
See the default UI button for reference
Unity isn't letting me drag any of these pipeline assets into the project settings render - moving this project onto a new laptop
How did you move the project and break it
if the act of copying it broke it then you must have missed some important files
old PC died, have an SSD with the project, downloaded it from SSD onto a new laptop
Anyway, double check its a pipeline asset and not merely a settings asset
Then i guess you have corrupt files, I hope you were using source control!
back to sprite renderers i see 😐
sorting layers are different to gameobject layers
one controls draw order and one doesnt
wait, this is not a button
Only got what I got on the SSD...
Man,
it's the middle sprite i showed
Create > UI > Image
yea that sucks. Look up using git with unity or unity vcs
if you want to but corrupted assets are probably fucked forever
Not to rub it in but those missing prefabs on the left in the hierarchy seem like a far worse immediate problem
yea its easy to re make URP/HDRP assets and settings
yeah it's saying whatever this is
I wish I had a positive response for that but it’s not a great sign
I have no idea, I just copied the whole project in the SSD and I guess I lucked out
dying drives do fuck up shit
this is why using source control with a remote (like github or gitlab) keeps thing safe
both platforms have free private projects!
@plain dagger if i wanted to make the art smaller what would be the best way ?
when i export it in aseprite with 100% size it looks good in 16 pixel per unit, but its too big, mhh is there even a way to make it look good while making it smaller ?
it will always look weird when i make it smaller no ?
what is the actual resolution of the sprite?
how do you use layers the right way? what is the gameobject layer used for and what is the sorting layer used for
640x360 background, id need it to be around 30% smaller
for UI, nothing.
For sprite renderers, sorting layer lets you control render order (objects get sorted in sorting layer order)
Gameobject layer is for various things such as camera culling or physics
unity has plenty of docs for both
unrelated but this looks rly sick
oh my god thank you so much 💜
then reduce the pixels per unit for the background sprite (whatever that is) by 30%.
if my sprite is 16x16 and i set "pixels per unit" to 8 then it will be 2x2.
the pixel perfect camera docs explain some of this: https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@5.1/manual/index.html
thx alot, i ll try to figure it out !
you can also just scale the gameobject but its nice to get the units correct. Usually also in pixel art games you try to be consistent with sprite resolution too (and if you are then the same pixels per unit setting should work for everything!)
yeah thats what i was thinking aswell, i could just go with 16 pixel per unit and adjust the character controller values i guess,
i downloaded a character controller, since i dont know much about unity and id like to just have a controller that works, so id replace the assets with mine for now
Try to set it properly because if you want physics to react properly then scale matters. 1 unit is 1 meter. A good size for a character is 1 wide and 2 tall.
Anyway hopefully you understand the setting and how to use it
so you think making my assets as small as the example project would be easier ?
I don't know what that project has in it. I'm just warning you about not making scale make sense
Just set pixels per unit correctly for your sprites or work with a better resolution instead of 360 by whatever
Wassup
yo, why doesnt the place for me to draw a script into the inspector window show up? am i not calling upon the script "GunController" here?
Wassup
Do you have any compile errors in the console? Does GunController derive from MonoBehaviour?
ah i forgot there cant be compile errors
yes gun controller is a monobehaviour
yep gotta fix all your compile errors
you're not supposed to drag a script in there
you're supposed to drag a GameObject that has the GunController component attached to it in there
same way you did with GroundCheck
oh
script is a bad name for that field btw
hmm assets on store all just redirect to https://assetstore.unity.com/account/assets that just me?
works on my machine
@plain dagger hate to be bothering you like this, but like, are these backgrounds supposed to be image or sprite renderers? they ain't a button
if I go here https://assetstore.unity.com/?flashdeals_active=true&orderBy=1 it just redirects me to my own assets :S
its weird
i hate layering, its stubid
but the component has the functionality to be able to layer stuff in order, image doesn't have it
how in god's name am i supposed to layer image components
hierarchy
UI components, like the Image component, are drawn in hierarchy order. so higher in hierarchy = drawn first, lower in hierarchy = drawn last/on top
Right click your Canvas, do Create > UI > Button then OBSERVE
I hoped the tutorial taught you this
i am not making a button, i am making the thing supposed to be present behind the button
any time in the last 15 years would have a answer to that question lol
You been under a rock for a year or what
Question, is it considered bad practice when creating a new C# module, that will be deployed for CloudCode, instead of having it in it's own project, to place within the directory of my Unity/game project?
Pho Anh Hai
ahh gotcha, ill change it
i see! this made it work, thank you 😄
Sprite renderer is mainly used for 2D objects in game world. Image is a UI component
If this is your "unit" then that should be Instantiated dynamically and should not be in UI
I want to know indie names making big I am under a rock
I haven't seen falling for a while
Consider typing that question into google
i think i am terrible at explaining stuff
lethal, peak, schedule 1 etc.
Well, u should check The Game Award nominees
Less than a month ago a Unity game literally crashed every single online storefront for half a day
It'd be hard to miss
ignoring the elephant in that selection lol
They are co op horror games anything else they released a while ago
Little nightmare was also a success
If you have some magic criteria in your head that would discount something you should probably actually say what you're looking for up front
Any single himan made game
the game that came out 8 years ago?
No unfortunately most video games are made by dogs
Three people made a video game that crashed the Internet three weeks ago
solo dev has never particually been a "real" thing
No way it's only been 3 weeks
4 primary
What do you mean minecraft was solo dev
Lethal Company, Mouthwashing, Lunacid, all solo developers
are you real
really depends on what is considered solo dev though
I heard animal crossing was a solo dev or whatever that was
No, they're rage baiting that's why the keep moving the goalposts
Animal crossing is Nintendo
aside from unity engine period lethal pretty heavily uses third party plugins
I doudt mate I doudt it they are not solo they are too much of a hit
also in the upcoming update lethal is using something from a mod (with permission) which is cool
"it is better to remain silent and be thought a fool than speak and remove all doubt"
they mean animal well but still a troll
I don't what game it was undertaken something
Not animal crossing
pls tell me i layered this right pls
Undertale
Does it work?
shiii if i know, last time i did smth like this, it ended up going haywire the next day i loaded it up cus the layers weren't ordered and stuff
worst part is, these are images, not sprite renderers, i don't have the option to sort layers, i can only do it through heirarchy
Do you think solo dev games are in shamble cause of saturations?
So, test it thoroughly now. Come up with some ways you might break it and try them. Try your best to break it
Why do you ask questions if you're just not going to accept any answers. This is pointless
I want to just here the state of indie gaming I'm accessing it not accepting it
Indie solo dev
Not team indie
Stop inventing excuses not to try and go make a video game
I wanna know before I jump in
Again, stop inventing problems. Make game.
oh ya i broke it aight, i moved the Button(legacy) 1 out of the parent image and back into it, and guess what, it dissapeared
It's probably behind another one. Do you have a layout manager on anything?
When you un parent canvas things, their position is way off. You probably shouldn't take them out of the canvas, ever
Also, I think u should adjust the anchor in Rect Transform
Or use something like a horizontal layout so it does that for you
Never good with this UI stuff
what does anchor do?
Anchors ur item in a corner
Sort of that
So it scales nicely with dynamic resolution
Yea time to go learn about UI properly
hey guys, could anyone help me with an issue I have with the new input system?
#🖱️┃input-system share details of your problem.
@vivid cedar It's that in the auto-built script, there's an error that occurs because I am not disabling it, is it an issue if I just comment that part of the code out, that throws the error?
Ask your question in #🖱️┃input-system and be less vague please. Provide specific errors, code, etc
alr
hi, density volumes don't exist anymore?
hi, im an art student and new to unity. im making a project rn and not sure what is wrong: i got some assets and tilemaps done but, after sorting them on layers and setting order in layer the way it was supposed to, everything is still behind the background layer
finally a kindred spirit
as far as i know with sorting layers it has to be bottom to top to sort things properly from back to front and now that im looking at the hierarchy, does it have to be the other way around then?
I suppose u can put all the tilemap items in one Grid
oh yeah i was gonna do that ty
Hierarchy only matters for UI
are sprite renders effected by heirarchy?
No
oh, predicted my qs
I thought sorting layers do depend on hierarchy if sorting layers are similar and there's a tie breaker
show the sorting layers tab, this thing, chances are, you might have sorted them wrong...
sorting layers do matter, but its for sprite renderers, not for image components as moshades said
here
it should be the exact opposite
ah shoot, i was told the other way around, ill try then thank you
edit: worked, thx!

Even for sprite renders there needs to be a tie breaker if we're not talking like a custom y sorting axis.
you also have z-sort but if that fails too then what
i don't have enough knowledge to answer you, sorry
Oh I'm not sure either. I just assume the hierarchy is the final way to sort these sprites if sorting runs into a tie
what your game needs
make deformable terrain duh
alr
Ship it and start on the next one
don't listen to the guy above me. spend 5 years polishing just the movement
Is there a question section of this discord?
Pretty much all the channels are question sections for specific topics
Ah. Mind if I ask it here if someone knows?
You haven't asked anything
You are good, you dont have to ask to ask, just go for it.
So I was wanting to make a simple flip animation for a square from dark grey to light grey. But for some reason the animation doesn't look like the sprites. It doesn't follow one to one.
I've spent 30 minutes trying to figure out why but I couldn't find anyone online talking about it.
If you remove or disable the animator and just assign one of those sprites directly to your renderer, what does it look like?
Oh its the same thing
yeah so not an animator issue
I'm pretty confused why that's happening
Can you show a little more about your scene and the object with the Renderer
Hey friends
You've got some kind of special material on the player's Renderer
what happens if you remove that
I am new in the Unity editor
Player becomes pink?
what do you mean by this? What do you consider the "environment" and what kind of change do you want to make to it?
sorry change it to "sprites default" or whatever the default is for SpriteRenderer
Sprite-Lit-Default
if using URP
I want to upload the room on my project
what is "the room"?
I want to upload the normally room in Unity
What is a "normally room"?
If you're talking about a 3D model you just add it to the Assets folder and drag it into the scene to get started
Yeah, that is. Thanks for everything
I haven't got used to Unity yet. I apologise for disturbing you.
can someone help my baked lighting I'm knew to it and one of my objects is turning black for some reason can someone help me out
Hey I wanna get into making a multiplayer game where players can push around physics-based objects. Which networking solution is the best for such approach?
So I'm trying to make sure I understand the way CPU and GPU time is distributed in Unity. I asked for some AI help and after some tweaking came up with this interactive tool. Please could someone who knows better than me confirm whether this is at least basically how Unity works?
https://github.com/nbrader/nbrader.com-unity-frame-visualizer
I've posted this on stackoverflow here: https://stackoverflow.com/questions/79827604/understanding-cpu-vs-gpu-time-distribution-in-unity
Why would GPU time scale with the size of the command buffer?
The GPU doesn't execute the command buffer.
I have question, i downlaoded Universal 3d Sample, and there is a lot of pretty assest 😄 is it possible to use them in my game ? or no ?
Depends what you downloaded, but probably, yes?
from what im seeing it falls under the https://unity.com/legal/licenses/unity-companion-license
v1.3 Unity Technologies ApS (“Unity”) grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly
understandable
It’s lawyer speak for “yes”
If lawyer is needed ill show him this messages. I am safe
You can put them in Unreal if you want
My camera is messed up. Can someone please DM me to help me?
No one is going to DM you. Just ask / explain what your issue it.
How is it bugged?
If it’s tilted you can press the cube in the middle of the trumpets, twice

fyi most browsers by default wont just let a local html file access other content hosted locally so telling someone to clone the repo is not enough to "use it"
It links to a hosted page. But I don’t want to draw attention to rather nonsensical information.
yea i am not sure any of that is useful
I just know there are many factors to frame drawing complexity
The CPU side is true but useless. “scripts” do take CPU time I guess.
But as I said the GPU doesn’t execute command buffers. It executes shaders and rasterization work. Command buffers just schedule those.
Not sure what it is but I get this sometimes on my inspector, sometimes disappears but when it does happen its kinda annoying lol
anyone else get this?
Unity 5.2?
I did some research recently about tile based gpus and they have different performance considerations compared to traditional gpus.
so even then its not the same
Make sure it’s up to date
Yeah all up to date
Everything’s tile-based now
erm no?
Starting with the Maxwell GM20x architecture, Nvidia high-performance GPUs have borrowed techniques from low-power mobile graphics architectures. Specifically, Maxwell and Pascal use tile-based immediate-mode rasterizers that buffer pixel output, instead of conventional full-screen immediate-mode rasterizers. Using simple DirectX shaders, we dem...
AMD and Intel followed later
Hmm i was aware somewhat of how rasterisation actually happens but im not sure if its fair to say its the same as low power gpus
As the article notes, documentation about the actual rasterizer is scarce
There’s still a hardware rasterizer, but it’s treated as a black box.
gah its hard to find anything good about this 😐
I have patchy knowledge about some things relating to msaa and triangle coverage
Just a little warning to anyone when I had the non secure version of unity before it was announced it had injected something into my plastic scm even when I deleted the version so be careful abt that
If i wanted to start a team for a project where would I go?
If I wanted to find people with skills in modeling, coding, etc.
I'm asking because I was gonna learn how to rig and animate viewmodels for an fps test game but can't find any tutorials on it.
Hi. Thanks for replying. I'm not sure if I'm using the correct terminology when I say "commands" and "command buffer". I think Unity might have something called the "command buffer" which is probably different to what I mean here. I'm talking about the jobs that are scheduled for processing by the GPU.
As I learned command buffer often used to execute operation with entities in right time (not immediately)
How are you certain that the injection was specifically caused or done through a unsecured Unity version? Are you suggesting a bad actor exploited the vulnerability to inject a file into your SCM?
So I suspect any Command Buffer will be used for similar tasks
There are lots of tutorials on rigging and animation, its not easy and there are tedious steps involved, but for example, you can download Blender for free and find tutorials on how to animate in Blender, how to setup rigs in Blender, theres even extensions such as "Rigify" which does 99% of the work for you
If you would rather work with others though, you can try the Unity forums, or collab forums like itch io, or some Discords (not this one) that have collaboration/team building channels
Sorry I didn't want to mislead anyone. I'll put a warning on that page to say I've not verified the information presented in any way matches true Unity behavior from a reliable source.
yo what's up
I just got into unity and I;m trying to figure out tiling but its kind of challenging
How do I change these tiling things seperately?
is there a way to just have the position.y property?
oh okay
do you learn tilemap? just google it and check the video you understand
ok
I've added a warning to my website: https://nbrader.com/unity-frame-visualizer/index.html
@hidden panther you can remove Position.y from the animation and then add static value to it and modify during animation as you want it behave
oaky thanks
I still dont know how to use the tiling thing correctly
what you exactly do not understand
is there a way to automatically change the "Tiling" value in the properties as you change the size of the object?
oh, and is there a way to separately tile 2 different object with the same texture? all in 3d of course
You can create 2 tilepallets each with sprite size you need
what are tilepallets?
so you didn't watch tutorial about tile map
or you mean not tilemap but somthing else?
tiling you mean material tiling it is how your material will be displayed on the 3d object
yeah
experiment with it just change the values and check how it looks
there are only 4 values
but when I change the values it changes all the textures values
like, when I change the texture's tiling thing it changes another object's aswell
yes it will change all objects with modified material
I want the tiling to be adjustable on different objects
you need to create new material for each unique tiling
ok
and apply it to needed objects
is there an easier way to do it?
it is easy you press right mouse button inside project->Create->New Material and then drag and drop created material on needed objects and modify New Material properties
ok
I do not remember maybe just Create->Material but not PhysicsMaterial
yw
hullo, simple question here for a 2D game, if im setting player.linearVelocity to a specific Vector2 at every update in order to create my player's speed, how can i create an instance of speed to the player? I want to give the player recoil
the issue is, if i set player.linearVelocity to a very high number temporarily to simulate recoil, the speed gets immediately reverted due to being called every update
idk how to elegantly solve this issue 🫠
thank you 😄
best to ask in one of the code channels
share the error
to here
you are missing required packages
you know gorilla tag or sm
no

