#💻┃unity-talk

1 messages · Page 29 of 1

worldly cave
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also theres multiple ways to "cull" stuff from the cameras view the player has no business seeing.

remote terrace
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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!

lethal charm
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What happening with Unity ECS

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I have not been followin it for a while now

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and would like to get back into it

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I dont see any project templates for anything DOTS or ECS

glossy topaz
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is there a way to change what pose he chills in

worldly cave
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do you mean in like the scene view?

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if so im pretty sure the default pose would be the one the model is exported with

cedar flare
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why does it say HDRP im using URP

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thank you unity 💔 for the URP water shader tut (this is flickering like hell

maiden tapir
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Does anyone know why the Unity Editor is spending so much time in these call stacks?

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Switching back to Play Mode profiling, the editor is taking up a third of the total frame time

sweet tartan
maiden tapir
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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?

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Is there a known scaling problem here?

vivid cedar
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If you give the computer more work to do it will take more time to do it

copper gust
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The editor is calling that every frame?

maiden tapir
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Looks like

sweet tartan
maiden tapir
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Like what's going on with these guys

maiden tapir
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UIBuilderWindowWrapper is indeed 3P

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My bad, I naively assumed that callstack was unity built-in editor code

sweet tartan
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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

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profiler window is probably fine, it's just expensive to draw it

maiden tapir
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GameView.Repaint() though?

maiden tapir
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Is GameView.Repaint() just redrawing the window? Or is the camera rendering under there....

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ah ok

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URP.RenderCameraStack is under there

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Okay, thanks I think that answers everyuthing

open grail
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Is CloudCode and CloudSave preferred? or does anyone recommend something else that they believe is better?

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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

slow dirge
native girder
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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

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*like a 2d sidescroller like celeste and hollow knight

polar basalt
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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

shadow heron
polar basalt
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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

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just 2 gameobjects, before and after selecting

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i mean yeah i could also do batching, but im pretty sure there could be a better way

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like joining them all together

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i just dont know how to make that

shadow heron
polar basalt
lapis gate
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is this a terrain

polar basalt
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i mean, already made one but im just worried about performance on the large scale

lapis gate
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what's moving

polar basalt
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no its not terain what

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any type of object

lapis gate
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ok better question. is the object static

polar basalt
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ok listen, im making a level editor

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i cant have the objects that user just placed be static

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the user will move objects around

lapis gate
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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

polar basalt
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well i know that, but i want to make it performant on low end too

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for a lot of objects selected*

shadow heron
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Why not have the outline only show when the player is looking at it? Does it constantly need to be outlined?

polar basalt
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its a material, unity does not render it if the player is not looking at it, thats how unity works

polar basalt
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thats what i did

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im saying that, that is bad..

copper gust
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no as in

sudden ruin
copper gust
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one highly specified shader

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not per object

polar basalt
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thats the problem

copper gust
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learn

polar basalt
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because i dont want to make it for every object

polar basalt
copper gust
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you'll have to get pretty acustomed to shader logic

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this isn't a simple or easy thing

lapis gate
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is this like a click and highlight with outlines

copper gust
polar basalt
lapis gate
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full screen isn't a bad idea. You'll do it by changing the layer of the items you select

sudden ruin
lapis gate
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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

sudden ruin
polar basalt
sudden ruin
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you really need to share some specific info on what you're trying to do if you want to be offered real solutions

copper gust
sudden ruin
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this seems super niche

copper gust
polar basalt
copper gust
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I hope you have data saving related stuff figured out

polar basalt
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already done

sudden ruin
polar basalt
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i already made a whole texture editor inside

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anyways, thats off topic

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sorry

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so yeah, i kinda cant change layers either

lapis gate
polar basalt
lapis gate
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it's better for batching

polar basalt
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i see

polar basalt
lapis gate
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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

lapis gate
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so changing materials/layers is a no and instead should do a lower-level idea

polar basalt
sudden ruin
polar basalt
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i could do that? 🤔

sudden ruin
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at the lowest level, there's nothing complex about tags and layers

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i dont see what's stopping you

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it's all basic data architecture

lapis gate
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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

copper gust
polar basalt
copper gust
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no

polar basalt
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oh okay

sudden ruin
polar basalt
sudden ruin
sudden ruin
polar basalt
sudden ruin
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is there an explanation that i've missed somewhere?

polar basalt
sudden ruin
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i literally have no idea what the end goal is

polar basalt
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level creator

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oh

sudden ruin
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that's it...?

copper gust
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(Runtime level creator)

polar basalt
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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

lapis gate
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i suggest go play with photoshop and try making 2k layers

copper gust
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In some shape or form a singular shader that is handcrafted for this seems necessary

copper gust
lapis gate
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non-rasterized objects are always going to tank performance

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if you have hundreds

copper gust
# polar basalt yes

And when I mean singular i don’t mean adding materials to objects conditionally

polar basalt
slow dirge
polar basalt
slow dirge
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Depends on your implementation

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As far as I know there is no built in outline feature in unity, so it's up to the implementation that you use.

polar basalt
copper gust
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Yeah your outline system is not good enough for this

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Fundamentally

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If your wanting better performance you do not have an outline system

slow dirge
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Implement better control of when the outline should be rendered or not

copper gust
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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)

https://assetstore.unity.com/packages/vfx/shaders/linework-outlines-and-edge-detection-294140?srsltid=AfmBOoq88VYIqNZwwGv-D-oD5VoFBLamY6LVeFU9LCbhWrDfCRgnBdvd

Add depth to your next project with Linework: Outlines and Edge Detection from Alexander Ameye. Find this & more VFX Shaders on the Unity Asset Store.

polar basalt
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light layers could be used for rendering full screen effects?

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this might be my clue to making it tbh

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i dont use light layers

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especially for level creator

slow dirge
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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.

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Can even check some variable in a custom component

slow dirge
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There's basically no limit to what you can do. You're thinking too constrained to what engine provides you

hidden panther
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this is not normal right

copper gust
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no

lapis gate
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did you photoscan a rug

hidden panther
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LMAOO

slow dirge
sudden ruin
copper gust
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The ratio of shadow casters is killing me

polar basalt
slow dirge
hidden panther
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it's fairly simple tbh, just a hallway hha

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ill fix it

slow dirge
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That's just your interpretation based on visuals. The stats numbers show a different picture.

hidden panther
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I disable all the walls and it decrease the tris by 40m, ill add a decimate modifier on blender

flat matrix
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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

hidden panther
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ayo?

hidden panther
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that's sum giant bakery right there

slow dirge
open grail
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Like just simple/general client -> server communication and retrieving player data and what not

oak meadow
open grail
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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

oak meadow
slow dirge
open grail
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I think there’s a miscommunication somewhere. The JavaScripts you deploy to CloudCode are server scripts, no?

slow dirge
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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.

open grail
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Interesting. So would CloudCode be bad to use if I wanted to build a RTS game?

oak meadow
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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

open grail
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I’m still learning and trying to figure out what all I need to really dig into before I start getting major progress done

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This is my plan/goal btw if it helps

oak meadow
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and you would probably use a dedicated server for what ever you are doing like attacking

open grail
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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

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I particularly like Whiteout Survivals system over clash of clans tbh

oak meadow
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or like do you go up against someone

open grail
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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

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Rather than loading into their base, and attacking each building in the base

oak meadow
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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

open grail
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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.

oak meadow
open grail
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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

oak meadow
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so offline then do the math but theres a small chance cloud code is cheaper

open grail
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Just skip like 30 seconds

fossil yoke
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@pliant condor Don't randomly spam message people. Or, at least, don't do it to me.

sturdy laurel
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bro i had one question can u gimme its answer

stuck flower
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I scrolled up for a while and didn't see one

cyan lion
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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?

oak meadow
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he only has one message in this server

sturdy laurel
oak meadow
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and its that one

sudden ruin
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was i close

stuck flower
sturdy laurel
#

like how can i use unity for c++

cyan lion
stuck flower
stuck flower
sudden ruin
oak meadow
cyan lion
sturdy laurel
cyan lion
stuck flower
oak meadow
cyan lion
sturdy laurel
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well will i was asking it to gemini it said it can be possible

stuck flower
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"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.

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Some published games will do better than a degree from some random diploma mill

cyan lion
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I learnt unity made some basic games like pong, a walking sim etc. but tried learning unreal and it all went over my head.

sudden ruin
cyan lion
stuck flower
cyan lion
sudden ruin
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where is this info coming from

cyan lion
sudden ruin
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well that's just flat out wrong

cyan lion
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That studios are adopting unreal?

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I saw witcher 4 demo in unreal

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And many aaa games like bioshock etc used unreal

sudden ruin
# cyan lion That studios are adopting 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

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why would this workflow shift make any sense

cyan lion
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Why did cd project red do it

slow dirge
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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.

sudden ruin
slow dirge
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Indie is a totally different story though.

cyan lion
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(I am talking about cyberpunk when I say benchmark)

sudden ruin
slow dirge
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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.

sudden ruin
sudden ruin
azure pond
azure pond
lapis gate
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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

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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.

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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.

copper gust
lapis gate
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If I was that enthusiastic about joining some larger studio today I'd focus on a tech artist position or tool programmer probably.

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Know how to tie all these assets togethers and the in and outs of each program your team is developing in

slow dirge
copper gust
spare frigate
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unity is using ALL 16gb of ram i have and then crashing??

hushed hamlet
#

Sounds like a memory leak

hushed hamlet
# slow dirge I don't know about studios in other countries but in Japan, unreal is indeed one...

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.

copper gust
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(Worth noting bethesda did not do the oblivion remake but yeah)

hushed hamlet
#

Not that I think you should avoid learning Unity, it is just a different audience these days. And underrated.

hushed hamlet
#

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.

open grail
#

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?

exotic relic
copper gust
hushed hamlet
open grail
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The C# module that you deploy to Cloud Code

hushed hamlet
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Ah, I cant help there, I dont use unitys cloud services

open grail
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What do you use if you don't mind me asking?

hushed hamlet
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We use Teamcity & our own Gitlab, then our own thing for user accounts, analytics and multiplayer.

open grail
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Interesting, was it just because you wanted to use all of those things, or was CloudCode inefficient?

hushed hamlet
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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).

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So we just have to control where every bit and byte is stored for compliance and stuff.

open grail
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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

hushed hamlet
#

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

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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)

open grail
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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

sweet charm
#

Lol I've been seeing Whiteout ads everywhere

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Can't even escape it in here

open grail
#

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

shut cipher
#

I want play respectful games but I can’t find

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If recommend me one I will play

copper gust
#

Anyone have any suggestions for free dynamic occlusion culling solutions?

exotic relic
open grail
#

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

exotic relic
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I see, interesting. Could be saved to json or binary

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Maybe ask chatgpt for an idea of how that could be saved and loaded

open grail
#

Well in combination with CloudCode, I was going to use CloudSave

open grail
# exotic relic Maybe ask chatgpt for an idea of how that could be saved and loaded

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

tall hearth
exotic relic
open grail
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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

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I currently don’t have any of this setup, but it’s what I plan to do.

exotic relic
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Chunk system is probably something to think about tho, that can save binary files

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It would be stored locally. If it’s multiplayer, you’d just need to send a function of when something was placed/built

open grail
#

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

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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

elder geyser
#

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?

exotic relic
#

That’s how Minecraft sort of does it with tile entities

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Serialize the data of what was placed, saved as a binary format, and it’s instantiated when the world is loaded

open grail
#

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

exotic relic
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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

open grail
#

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

exotic relic
#

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

open grail
#

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

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I could store a memory version on the client but it would still need to be updated by the server

exotic relic
#

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

exotic relic
open grail
exotic relic
open grail
#

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

tough lantern
#

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?...

slow dirge
tough lantern
#

so the solution is to just have a big class full of the parameters...

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that was my idea but I hoped that wasn't the solution

slow dirge
#

Not big. It should contain only the parameters that you need to pass.

tough lantern
#

sure but for every action right?

slow dirge
#
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);
}
tough lantern
#

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

slow dirge
tough lantern
#

yeah that is the issue-

slow dirge
#

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.

tough lantern
#

won't do that then...

#

Yeahhh I can't think of a nicer way than the params class

#

ty

lapis gate
#

it's a depth based culling solution by unity

median leaf
#

question:
why is this taking soo long

lunar cloak
#

that's just how unity works 🤷‍♂️

#

the bigger projects I've worked on had this take up around 1.5 hours

median leaf
#

that takes 25 minute ish

lapis gate
#

Also IL2CPP is just slow

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Well, in my experience. People will say it's faster than Mono but I've not seen it

median leaf
#

i cant build for mono for some reason, something to do with older gradle

lapis gate
#

Ultimately it's encourage to build as IL2CPP for releases anyway

random barn
#

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

copper gust
lapis gate
stable sky
#

How can I reduce this huge number of detail instance density?

north verge
#

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 :(

copper gust
# lapis gate whatcha mean. You dont need to specify occluders

“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?

lapis gate
#

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

lyric spade
#

(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

copper gust
#

Yeah but again based on that description i posted that seems reliant on sampling baked occlusion data?

jade carbon
#

is there a channel for issues

jade carbon
#

cuz i got a issue

lapis gate
#

You don't need to bake with it. It's dynamic culling

copper gust
#

What do they define as a static occluder

lapis gate
#

Well, the docs do specify that they do have some bounding box

copper gust
lapis gate
#

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.

lyric spade
copper gust
#

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

lapis gate
#

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

lapis gate
#

like similar to instancing, Unity does create bounds for the group of objects to determine for rendering it

copper gust
#

Oh this doesn’t use that system does it the docs are being annoying

lapis gate
#

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

north verge
stable sky
#

Who can explain what these parameters mean?

north verge
plain dagger
#

the origin may also be bad meaning the grass is under the terrain which you can verify quickly

random barn
#

Anyone got any ideas what this line is and why its comming from my controllers

lapis gate
#

bone?

random barn
#

not the green lines the red one

north verge
plain dagger
north verge
#

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

plain dagger
lapis gate
#

are you scaling your terrain? 0o

plain dagger
#

fbx scale moment

lapis gate
#

yeah prob that

north verge
#

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 😭

plain dagger
#

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)

north verge
#

the terrain applies random rotation?

plain dagger
#

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

north verge
#

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

plain dagger
north verge
#

Okay i will try it out!

sleek gazelle
#

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

lapis gate
#

spriterender has flip properties

#

otherwise change the scale of x to negative

sleek gazelle
sleek gazelle
#

so how do i make it activate the flip only when direction variable < 0?

lapis gate
#

well, you're obviously flipping your character here so I'd go back to understanding how you're doing that

sleek gazelle
#

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?

lapis gate
#

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

sleek gazelle
#

sorry if this sounds like a stupid question :p, wdym by getting back the reference to the bullet?

lapis gate
#

Instantiate has a return value of this newly created gameobject

#

you dupe the prefab, and it returns the duped instance

sleek gazelle
#

by return do u mean that it spawns the game object?

sleek gazelle
#

soz im rly new to programming, thank you for bearing with me 🙇‍♀️

lapis gate
#

It's a concept of methods and how to get back values from them

#

Not all methods need to return values though

sleek gazelle
#

then the things in the bracket say what prefab to use, the position to place it, and the rotation

pure igloo
#

in general, is ui supposed to have a sprite renderer attached to it?

lapis gate
#

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

thorny patio
#

Hello guys please join my devloper community link in bro ..

sleek gazelle
#

cuz it exists in the script

#

or smth?

lapis gate
#

Yes, grab the reference and modify it right after instantiating it there

sleek gazelle
#

ahhhh

#

i see

#

thank you so much Mao, i think i understand now

#

much appreciated 😄 ill go try that out now

lapis gate
#

Ye np

sleek gazelle
#

wuts this mean?

lapis gate
#

Go back to your player script and see what you're doing there with the flip

sleek gazelle
#

hmm its like this

#

i used transform.localScale = new Vector2(1f, 1f);

slow dirge
#

Start from finding the line with the error

sleek gazelle
slow dirge
sleek gazelle
#

these are the only 2 instances of vector2 in the script

slow dirge
#

You can see the line in the error message(58).

#

Of GunController script.

sleek gazelle
#

oops mb wrong script

slow dirge
#

Yes, this does treat it as a method.

#

Constructors in C# are invoked with new

pearl oyster
#

Spot the difference

sleek gazelle
#

ohhhhhh

sweet atlas
sleek gazelle
#

i fixed it

#

thank you so much! @lapis gate @slow dirge @pearl oyster i really appreciate yalls help! 😄

#

thanks for your patience with me

#

🙏

sweet atlas
#

have fun

sleek gazelle
sweet atlas
#

are you allowed to shot many bullets rapidly?

#

or just a few

sleek gazelle
#

nah youve got like 3 bullets per level

sweet atlas
#

ahh is fine then

sleek gazelle
#

its not an lmg or smth

sleek gazelle
lapis gate
#

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

sweet atlas
#

yeah

sweet atlas
#

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

plain dagger
#

proud about that are we?

#

its only a concern when many things are created and destroyed at one or very frequently

pure igloo
plain dagger
#

wha

#

well no because UGUI does not use sprite renderers

sweet atlas
pure igloo
#

well shiiii

sweet atlas
#

💀

#

that's... wrong

#

start there

plain dagger
#

how tf did you manage that 😆

#

screen space overlay canvases wont render sprite renderers, other forms will but thats merely luck and still bad

pure igloo
plain dagger
#

UGUI uses Image

#

follow the tutorial above to learn

#

UI is not the same as gameplay sprite rendering

lapis gate
#

can still use the sprite atlas stuff with the GUI though

lapis gate
#

you say that but that's more of a feature

sweet atlas
#

the ideal is to have at least 2 atlas.

one for gameplay and one for ui

so you don't break the batching

lapis gate
#

I would love Unity atlasing tools with Godot. It's probably the best feature Unity 2D has over godot that I care about

plain dagger
#

UGUI batching is also pretty good and I presume UITK is similar

pure igloo
#

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

plain dagger
#

UGUI has its own systems for detecting mouse interaction

lapis gate
#

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

plain dagger
#

yes that is what batching is 😆

pure igloo
#

am...am i supposed to rip this whole thing apart and start anew 💀

plain dagger
lapis gate
#

well, yeah, but usually in 3D you don't have the ability to bake everything into a single drawcall

sweet atlas
#

well for terms of organization i always setup different atlases

lapis gate
#

unless you are a perfectionist that uses only quads and a single material

sweet atlas
#

i once worked on a proyect of a guy who had setup like 20+ sprite atlasses 💀

plain dagger
#

fine to me

#

ive worked on a project that had a lot of sprites so naturally needed lots of spritesheets

plain dagger
#

so saying a project had 20+ isnt a bad thing by default

plain dagger
# pure igloo kill me pls

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.

pure igloo
plain dagger
#

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?

pure igloo
plain dagger
#

If this is meant to be a UI with buttons to let you spawn in things then this is easy to implement

pure igloo
plain dagger
#

Then you can get this working easily.
You need use buttons instead and have the correct objects spawned when each button is clicked

pure igloo
#

aight

plain dagger
#

⬆️ go do this tutorial

pure igloo
plain dagger
#

ignore the part about installing "text mesh pro"
UI isnt different between 3d or 2d projects

#

plz just go do the tutorial 🙏

pure igloo
#

demn i made bro pray me to do it 💀

plain dagger
turbid vapor
vivid herald
#

hey guys does anyone how to disable object icon in the scene?

craggy pollen
#

i think you want the gizmos

plain dagger
#

i always do this for TMP and some others

jaunty niche
#

Is using VSCode for scripting in unity weird?

jaunty niche
subtle owl
#

And also have seen many people using that

lapis gate
#

I use it

jaunty niche
plain dagger
#

also usable in vs because both are from microsoft

#

and who owns github? microsoft!

jaunty niche
#

Also a package for unity by microsoft

plain dagger
#

Unity used to have one but for some reason they gave up on it, perhaps because microsoft made one/took over

safe garden
#

is Triplanar mapping an expensive method to use for tiling textures, especially in a stylized game?

inland river
# jaunty niche i just never see people on youtube use it

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.

plain dagger
#

sponsored by jetbrains /s

jaunty niche
plain dagger
jaunty niche
plain dagger
#

you research how to use your ide a lot?

jaunty niche
plain dagger
#

what is there to miss understand? c# is c#, the ide you use doesnt affect that (unity controls compilation)

open thunder
#

Have a SSD with my project, trying to import it onto a new laptop and Unity is not doing anything, any ideas?

cobalt fable
#

is there anything known about the release date of Unity 6.3?

open thunder
balmy kettle
#

you need to open your scene

open thunder
#

oh right

#

oh thank goodness

#

What's the solution for when everything is pink again?

#

Tried reimport

balmy kettle
jaunty niche
#

FINALLY my outlines work (i had 1 misspelling)

native girder
#

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

plain dagger
balmy kettle
#

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

sweet charm
#

It's usually 64 to 100

plain dagger
#

its usually what you want

#

e.g. "i want 64 pixels per 1 unity unit"

pure igloo
plain dagger
sleek gazelle
#

by script type, does it mean like "monobehaviour"

#

is that a script type

native girder
plain dagger
native girder
#

so that value is fine ?

plain dagger
spiral steppe
#

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?

sleek gazelle
sweet charm
plain dagger
#

(also applies to methods)

sleek gazelle
#

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 : )

plain dagger
spiral steppe
sweet charm
#

public means u are 'allowed' to access the properties of other classes. U still need a reference to that class to access its properties

sleek gazelle
#

is that what it means to instantiate smth, to make the "type" an actual thing

plain dagger
#

yes, or a specific monobehaviour (script)

sleek gazelle
#

i see

plain dagger
#

If i have 5 gameobjects in my scene then we have 5 instances of GameObject

sleek gazelle
#

so i need to reference the specific script which is of type monobehaviour

sweet charm
#

An object does not neccessarily need to be Instantiated to be accessed. If u declare an instance of it, it lives inside the memory

sleek gazelle
#

so to access variables from targetScript, i would need a

public class targetScript : MonoBehaviour

plain dagger
#
public class Door : MonoBehaviour
{
  public bool IsOpen => open;

  private bool open = false;

  public void Open()
  {}
}

We can have multiple instances of door

spiral steppe
sleek gazelle
#

right

plain dagger
#

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

sleek gazelle
#

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

plain dagger
#

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

sweet charm
#

public class Door : Monobehaviour is the act of creating a class (the blueprint of the object). MonoBehaviour is the class that Door inherits

sleek gazelle
#

i shall take my time to read and understand this before my mind implodes

pure igloo
#

how do you add layers to a button?

sleek gazelle
#

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

plain dagger
#

If you are trying to use raycasts with a ui button stop now

sweet charm
pure igloo
plain dagger
#

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

open thunder
#

Unity isn't letting me drag any of these pipeline assets into the project settings render - moving this project onto a new laptop

plain dagger
#

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

open thunder
plain dagger
#

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!

pure igloo
#

what's the difference between these two?

plain dagger
#

back to sprite renderers i see 😐

#

sorting layers are different to gameobject layers

#

one controls draw order and one doesnt

pure igloo
open thunder
#

Man,

pure igloo
#

it's the middle sprite i showed

plain dagger
#

Create > UI > Image

plain dagger
open thunder
#

Could I create a new one?

#

Render asset I mean

plain dagger
#

if you want to but corrupted assets are probably fucked forever

copper gust
plain dagger
open thunder
copper gust
#

I wish I had a positive response for that but it’s not a great sign

open thunder
#

I have no idea, I just copied the whole project in the SSD and I guess I lucked out

plain dagger
#

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!

native girder
#

@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 ?

plain dagger
#

what is the actual resolution of the sprite?

pure igloo
native girder
#

640x360 background, id need it to be around 30% smaller

plain dagger
pure igloo
native girder
plain dagger
native girder
#

thx alot, i ll try to figure it out !

plain dagger
# native girder 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!)

native girder
plain dagger
#

Anyway hopefully you understand the setting and how to use it

native girder
#

so you think making my assets as small as the example project would be easier ?

plain dagger
#

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

rose ore
#

Wassup

sleek gazelle
#

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?

rose ore
#

Wassup

vivid cedar
sleek gazelle
#

yes gun controller is a monobehaviour

vivid cedar
#

yep gotta fix all your compile errors

sleek gazelle
#

but now i cant drag the script into the inspector

#

it doesnt allow me too

vivid cedar
#

you're supposed to drag a GameObject that has the GunController component attached to it in there

#

same way you did with GroundCheck

sleek gazelle
#

oh

vivid cedar
#

script is a bad name for that field btw

median shale
pure igloo
#

@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

median shale
#

its weird

pure igloo
#

i hate layering, its stubid

sweet charm
#

Image. Sprites are also images

#

Sprite renderer is a component that renders sprites

pure igloo
#

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

copper gust
#

hierarchy

balmy kettle
#

UI components, like the Image component, are drawn in hierarchy order. so higher in hierarchy = drawn first, lower in hierarchy = drawn last/on top

plain dagger
#

I hoped the tutorial taught you this

pure igloo
#

i am not making a button, i am making the thing supposed to be present behind the button

rose ore
#

How things going in indie market

#

Any hit game?

copper gust
#

any time in the last 15 years would have a answer to that question lol

stuck flower
open grail
#

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?

sweet charm
sleek gazelle
sleek gazelle
sweet charm
plain dagger
rose ore
#

I haven't seen falling for a while

stuck flower
pure igloo
#

i think i am terrible at explaining stuff

copper gust
#

lethal, peak, schedule 1 etc.

sweet charm
stuck flower
#

Less than a month ago a Unity game literally crashed every single online storefront for half a day

#

It'd be hard to miss

copper gust
rose ore
copper gust
#

1 of those is a horror game

#

you can google the other two i believe in you

rose ore
#

Little nightmare was also a success

stuck flower
rose ore
#

Any single himan made game

copper gust
rose ore
#

Nah port3

#

Part 3

#

Any single human made game released and succeed?

copper gust
#

no

#

define single human

stuck flower
rose ore
#

I mean solo dev

#

Had this become a thing of past?

stuck flower
#

Three people made a video game that crashed the Internet three weeks ago

copper gust
#

solo dev has never particually been a "real" thing

sweet charm
#

No way it's only been 3 weeks

rose ore
stuck flower
#

Lethal Company, Mouthwashing, Lunacid, all solo developers

copper gust
copper gust
rose ore
#

I heard animal crossing was a solo dev or whatever that was

stuck flower
sweet charm
#

Animal crossing is Nintendo

copper gust
#

aside from unity engine period lethal pretty heavily uses third party plugins

rose ore
copper gust
#

also in the upcoming update lethal is using something from a mod (with permission) which is cool

stuck flower
copper gust
#

they mean animal well but still a troll

rose ore
#

Not animal crossing

pure igloo
#

pls tell me i layered this right pls

rose ore
#

Undertale

stuck flower
pure igloo
# stuck flower 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

rose ore
#

Do you think solo dev games are in shamble cause of saturations?

stuck flower
stuck flower
rose ore
#

I want to just here the state of indie gaming I'm accessing it not accepting it

#

Indie solo dev

#

Not team indie

stuck flower
rose ore
stuck flower
pure igloo
stuck flower
pure igloo
#

it went from here to here wwth

#

O_O

stuck flower
sweet charm
#

Also, I think u should adjust the anchor in Rect Transform

stuck flower
#

Or use something like a horizontal layout so it does that for you

sweet charm
#

Never good with this UI stuff

pure igloo
sweet charm
#

Anchors ur item in a corner

#

Sort of that

#

So it scales nicely with dynamic resolution

plain dagger
#

Yea time to go learn about UI properly

pure igloo
#

wrong channel

lethal storm
#

hey guys, could anyone help me with an issue I have with the new input system?

lethal storm
#

@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?

vivid cedar
lethal storm
#

alr

glass kraken
#

hi, density volumes don't exist anymore?

native fox
#

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

pure igloo
#

finally a kindred spirit

dusky forum
#

Maybe show the hierarchy. Order on the hierarchy matters.

native fox
sweet charm
#

I suppose u can put all the tilemap items in one Grid

native fox
sweet charm
#

Hierarchy only matters for UI

pure igloo
sweet charm
#

No

pure igloo
lapis gate
#

I thought sorting layers do depend on hierarchy if sorting layers are similar and there's a tie breaker

pure igloo
pure igloo
pure igloo
native fox
pure igloo
lapis gate
#

you also have z-sort but if that fails too then what

pure igloo
#

i don't have enough knowledge to answer you, sorry

lapis gate
#

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

jade carbon
#

what should i do after getting the movement right

#

like double jump and run and walk

modest meteor
tall hearth
jade carbon
hushed hamlet
sudden ruin
thin holly
#

Is there a question section of this discord?

hushed hamlet
#

Pretty much all the channels are question sections for specific topics

thin holly
#

Ah. Mind if I ask it here if someone knows?

potent geyser
#

You haven't asked anything

hushed hamlet
#

You are good, you dont have to ask to ask, just go for it.

thin holly
#

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.

vivid cedar
thin holly
#

Oh its the same thing

vivid cedar
#

yeah so not an animator issue

thin holly
#

I'm pretty confused why that's happening

vivid cedar
#

Can you show a little more about your scene and the object with the Renderer

clear hearth
#

Hey friends

thin holly
#

Hellooooooooo

clear hearth
#

I want to change the environment

#

How can I do?

#

Sorry for that

vivid cedar
# thin holly

You've got some kind of special material on the player's Renderer

#

what happens if you remove that

clear hearth
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I am new in the Unity editor

thin holly
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Player becomes pink?

vivid cedar
vivid cedar
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Sprite-Lit-Default

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if using URP

clear hearth
thin holly
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That fixed it! Thank you so much. I'm not sure how that got there.

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You're awesome!

vivid cedar
clear hearth
vivid cedar
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What is a "normally room"?

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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

clear hearth
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I haven't got used to Unity yet. I apologise for disturbing you.

hot lagoon
#

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

gloomy raptor
#

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?

smoky tartan
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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

GitHub

Interactive web-based visualizer for Unity frame timing, CPU/GPU pipelining, command buffers, and frame queuing. Adjust parameters in real-time to explore performance bottlenecks, understand input ...

sly lake
#

The GPU doesn't execute the command buffer.

north elbow
#

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 ?

sly lake
mild radish
north elbow
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understandable

sly lake
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It’s lawyer speak for “yes”

north elbow
mild radish
#

dont resell the assets

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that is all

sly lake
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You can put them in Unreal if you want

wet basin
#

My camera is messed up. Can someone please DM me to help me?

shadow heron
wet basin
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Oh ok

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My camera is bugged and I don’t know how to fix it

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Like my scene camera

sly lake
#

How is it bugged?

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If it’s tilted you can press the cube in the middle of the trumpets, twice

plain dagger
sly lake
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It links to a hosted page. But I don’t want to draw attention to rather nonsensical information.

plain dagger
#

yea i am not sure any of that is useful

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I just know there are many factors to frame drawing complexity

sly lake
#

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.

stray oxide
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Not sure what it is but I get this sometimes on my inspector, sometimes disappears but when it does happen its kinda annoying lol

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anyone else get this?

plain dagger
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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

sly lake
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Make sure it’s up to date

stray oxide
plain dagger
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erm no?

sly lake
#

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...

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AMD and Intel followed later

plain dagger
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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

sly lake
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As the article notes, documentation about the actual rasterizer is scarce

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There’s still a hardware rasterizer, but it’s treated as a black box.

plain dagger
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gah its hard to find anything good about this 😐
I have patchy knowledge about some things relating to msaa and triangle coverage

wind yoke
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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

pulsar spruce
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If i wanted to start a team for a project where would I go?

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If I wanted to find people with skills in modeling, coding, etc.

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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.

smoky tartan
dense reef
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As I learned command buffer often used to execute operation with entities in right time (not immediately)

fair cove
dense reef
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So I suspect any Command Buffer will be used for similar tasks

fair cove
# pulsar spruce I'm asking because I was gonna learn how to rig and animate viewmodels for an fp...

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

smoky tartan
little dune
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yo what's up

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I just got into unity and I;m trying to figure out tiling but its kind of challenging

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How do I change these tiling things seperately?

hidden panther
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is there a way to just have the position.y property?

little dune
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what?

#

wdym

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prolly not

hidden panther
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oh okay

little dune
#

but dont take my word for it

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I'm new to unity

dense reef
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do you learn tilemap? just google it and check the video you understand

little dune
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ok

smoky tartan
dense reef
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@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

little dune
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I still dont know how to use the tiling thing correctly

dense reef
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what you exactly do not understand

little dune
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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

dense reef
#

You can create 2 tilepallets each with sprite size you need

little dune
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what are tilepallets?

dense reef
#

so you didn't watch tutorial about tile map

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or you mean not tilemap but somthing else?

little dune
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I couldnt find the one

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I mean the "Tiling" here

dense reef
#

tiling you mean material tiling it is how your material will be displayed on the 3d object

little dune
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yeah

dense reef
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experiment with it just change the values and check how it looks

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there are only 4 values

little dune
#

but when I change the values it changes all the textures values

dense reef
#

what do you want to achive?

#

how result should looks?

little dune
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like, when I change the texture's tiling thing it changes another object's aswell

dense reef
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yes it will change all objects with modified material

little dune
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I want the tiling to be adjustable on different objects

dense reef
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you need to create new material for each unique tiling

little dune
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ok

dense reef
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and apply it to needed objects

little dune
#

is there an easier way to do it?

dense reef
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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

little dune
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ok

dense reef
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I do not remember maybe just Create->Material but not PhysicsMaterial

little dune
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yea that worked

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tysm

dense reef
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yw

sleek gazelle
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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

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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

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idk how to elegantly solve this issue 🫠

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thank you 😄

vapid spoke
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yo i made a vr game how do i fix error PS.im am new

viral hill
viral hill
vapid spoke
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ok

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to who

viral hill
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to here

vapid spoke
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more to have

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of errors

viral hill
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you are missing required packages

vapid spoke
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you know gorilla tag or sm

viral hill
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no