#💻┃unity-talk
1 messages · Page 30 of 1
how is this relevant
im trying to make you understand the thing im trying to make for fun :]
and the things im using
errors dont care about what you're making
@sleek gazelle you can use transform translate if linear velocity is not what you are looking for it does not matter if you use it in Update the value u add in update will directly gives you a linear speed. Unless you will increment it.
my project corrupted i give up
omg you are Unity guy and you give up when faced up few errors
@vapid spoke Za Zombie was right you have mess with plugins inside your project you must find first error and try to fix it
no versions were "getting hacked". it was a vulnerability that always existed and could only take effect on compiled builds if the user's computer was already compromised
there are also no known incidents of this actually happening
HOW I DOWNLOAD TS
this is easily googleable
there are also instructions literally written from the author himself
Can anybody give me a pc
yall ever tried to bake ur lightmaps and it made the lighting on ur model look inconsistent
how do the arrangements of lights in your scene look? how many do you have?
well, to answer ur question
and do you have a directional light? that should make 8 total
ok, i suspected that this maybe an issue with reaching the light limit (i believe 8 is the default). before going further, try setting those lights to realtime and then rebaking. if everything looks normal, then that's not the issue
try going into the model file for each affected object and checking "generate lightmap UV's"
try unchecking it then. i know that it being checked can sometimes cause problems
if its unchecked then the bus is completely unlit when baked. ive tried before
is the bus a single mesh?
@tacit lark my bad, this suggestion wont fix the issue if it is actually the issue. try deactivating a few lights (probably best to deactivate the ones inside for now) and then rebaking
oki
what are you trying to bake? is the car stationary?
it's blue, from the sign
what is the scale of the asset? and what materials are you using
is this a professional asset, like something from turbosquid?
or did you model it?
it looks like the smoothing groups are not set up correctly
this baking thing is a red herring, it will render incorrectly in real time too
they said it looked fine with realtime lights
heres what it looks like with the interior lights turned off
is that normal
what's wrong about the side
it's blue + yellow
from the street lights plus yellow from the side of the bus itself
i think it's a red herring
like the realtime lights are interacting with the editor in a way that will not look right at runtime
you probably do not have baking tags set up correctly
how do you know this is runtime
it's worth reading how much scene setup you have to do
oh well. looks pretty normal from this angle
yeah, max lighting was the issue
PC? Do you mean a Player Controller script? If so, there are many ways to write one so that will depend on exactly what you need for your game
minimum age to be on discord is 13 i think
uhh.. maybe this isnt the right place to ask?
Yeah
Ah... Thats less likely someone could do that, even if they were willing, and that too, can be specific specs depending on the kind of development you want to do
Hello, are there any in this server or other discord servers for unity where aspiring game devs hang out in Voice chat and work on their games and help each other with questions when people have them?
I'm just curious because I've seen it for other communities and I'm trying to learn how to game dev and would appreciate talking with other Devs too.
There are no voice channels, no. You can keep a devlog in #1180170818983051344 and engage other people in theirs if they ask for feedback.
Thank you for the info
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do you guys know any begineer rts game made in unity that i can learn from
what is a beginner rts game
Whats diff b/w vs and vsc ? which one should i use as default
Is it necessary to know blender to make games on unity?
I would recommend starting with VS, much easier to setup and it's a fully featured IDE. Essential Pathways will guide you installing it as well.
!learn You can find the course here.
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Hey can I ask something?
If you intend to create or work with 3d models it would help. Sometimes you need to adjust models as well.
Btw can I create vfx and animation myself on unity?
@void relic There's no promotion on the server
umm sorry about that lemme delete the message
@void relic If you want to create a devlog for feedback and testing use #1180170818983051344
Make sure to read posting rules there as well.
Thanks :)
alright thanks for letting me know @charred fog
Command buffers are how you talk to the GPU in modern graphics APIs. Unity’s is an abstraction layer that mirrors those.
But most of the commands are just “here are the resources I want you to use for the upcoming draw (or dispatch)” and the actual work is in the shader.
and hey , im seeing this, what does this mean
See end of the message chain for possible clues https://discussions.unity.com/t/unable-to-use-udp-port-56326-for-vs-unity-messaging/845763/20
yes
I intend to solo dev but my skills are too limited
Hmm for them it was Docker , But i wasn't using docker
anyways i thought it was harmless for now and proceedded :)
by the way , why done autofill come to autofill 😭..
yk life'd be easier
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Are there any tutorials for rts games on unity?
Yes there are. Use a search engine to find them.
Pretty certain when your textures are drawn to the screen, they must first be placed in vram and processed by the gpu etc
What's the actual issue?
my pc got two card , default and rtx
only default is being used by unity
this is how it is when i open unity
it works fine for other games
see my gpu 1 is spiking when unity open but not gpu0
my unity keeps on crashing too . could it be memory issue? i have 16 gb
is that not enough?
Not certain if there are any settings in Unity that can force certain hardware to be used instead of others. Googling suggests some OS workaround when launching the application but I'm assuming that's not what you're wanting. I don't know.
what could be the reason for crashing?
Depends. You'll need to provide us more information.
As is, the previous sounds like an XY problem.
it just crashes randomly
when i open the second tutorial file
it worked fine with the first one (till i tried to publish it)
You might want to inform folks about the tutorial you're following
the inbuilt ones
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class ButtonScript : MonoBehaviour, IDragHandler
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
[SerializeField] private Button button;
[SerializeField] GameObject GameObjectHolder;
[SerializeField] Image ImageToRender;
Vector2 mouse_pos;
// Update is called once per frame
void Update()
{
mouse_pos = Camera.main.ScreenToWorldPoint(Mouse.current.position.value);
}
public void OnClick()
{
ImageToRender.enabled = true;
Debug.Log("Mouse Clicked.");
}
public void OnDrag(PointerEventData eventData)
{
ImageToRender.transform.position = mouse_pos;
Debug.Log("Mouse being dragged.");
}
public void OnEndDrag(PointerEventData eventData)
{
Instantiate(GameObjectHolder, mouse_pos, GameObjectHolder.transform.rotation);
ImageToRender.enabled = false;
Debug.Log("Mouse stopped dragging.");
}
}
```this doesn't work. the image doesn't spawn while dragging, and neither does the gameobject gets instantiated. the code works on click, but it doesn't print the debug log
Serious question
Why can't I follow a single tutorial video in unity
nothing ever works with unity
My experince with unreal is much much better than unity
Where do you call on click? If it's set up from the inspector, show us where you've set it up via inspector.
not the capabilities but the fact that projects actually work
it works fine tho , just crashes for me
yes
I'm pretty sure folks have suggested this already but perhaps use the pointer event for on click rather than a button event? Likely the button isn't triggering because something is blocking it or some other mess.
are those really helpful?
they tell yu the basics
!learn Start with Pathways courses on Unity Learn
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move from that
k, thanks
i made a script before this where i was using sprite renderers and stuff to load up images and people told me that that's not the way to do it. in that code though, i was using this logic
if (!Mouse.current.leftButton.isPressed)
{
//erasing sprite
if (spriteToRender.sprite != null)
{
spawn(mouse_pos);
spriteToRender.sprite = null;
}
}
else
{
//rendering sprite when mouse button is pressed
if (hit)
{
CheckForColliders(hit);
//spriteToRender.sprite = spriterender.sprite;
}
//managing position of sprite renderer
if (spriteToRender.sprite)
{
spriteToRender.transform.position = mouse_pos;
}
}```
are you asking me to implement this or are there events which do this...which would be the correct way to do it
I mean, you're already doing so with your drag implementation. Might as well do so for click as well.
Just for clarity, you can implement multiple interfaces: cs class A : B, Drag, Click, Etc
You're only limited to a single inheritance.
it's not working though, the image position doesn't get updated inside the drag method
Does mouse stop dragging ever print?
nah
i think i found the problem
it's not being cloned as one of the childs....
and its size is very off too
So that function is never called. And it's the function that actually creates the object.
As for the image position, according to the code it's position is being updated. It's renderer isn't ever set to true though (and I'm unsure if the object holder not spawning has any unwanted behavior you're not expecting)
i do set it up to true though
{
ImageToRender.enabled = true;
Debug.Log("Mouse Clicked.");
}```
But according to you that isn't ever called
oh ya, so during runtime, it ain't set to true
object holder should get instantiated the moment mousbutton is not pressed
The only function that seems to be working at the moment would be the drag function that updates the disabled renderer (according to the logs and code)
suffice to say, working with sprite renderers was easier
Well, none of that is happening. Right now, only the position is being updated in the Drag event
i know that
also cus when a sprite is cloned, it doesn't require correct hierarchy to be visible cus the sorting layers do the job themselves
So back to the problem
the code works on click, but it doesn't print the debug log
If the log isn't printing, it's not working (no click is being detected and that function isn't being called)
just to be sure, this is what i want to be implemented
wait a sec, this ain't the place for it,prolly should go to #💻┃code-beginner
is it bad for performance to raycast every frame? I wanna check if the mouse is hovering over something and I've already got that running on input checks but i want to highlight objects when the mouse is hovering over them, and I imagine I need to use raycasts constantly to check if I'm hitting anything... unless Ipointer stuff works for it but I imagine it doesn't
normal gameObjects or ui elements?
You can do hundreds of raycasts every frame without any visible difference in performance. It's best to not worry about performance beforehand, just do what works and optimize later
as Nitku said, you should not be worried to much, You could also use OnMouseOver
oh interesting ty
how can you fix this light issue
Video: how to make a unity game
Continues to create a map for the next 3 hours… facepalm
what is the issue
lights dont emit light on the celling
i have no idea what im looking at
What types of lights are they
area
Spotlights?
Then yeah, obviously they won't illuminate the ceiling
You could always just use point lights. I'm not too sure if you can just bump up the indirect lighting factor on an area light and have it work out as intended
it has to be one light
What does
Yeah, that's why I said to use point lights
it dosent light the celling tho
Why not
it dose it in a odd way
Then you're doing something very wrong
what is this top hat shape
Is this a point light? Show the inspector and show this light again with gizmos enabled
its a point light
maybe ur point light is too close
to the ceiling
That looks like the ceiling is just too metallic or smooth
yea
fr
maybe make ceiling like
0 metallic
and
smotthness about
0.3 - 0.5
idk actually im just assuming cuz im not into building
its a working light
Or just keep the area lights
okay if you say so
Just keep the baked area lights plus the point lights
Your range is way too low
Turn on gizmos. That would make this a lot easier
bruh so lets say
celling way to bright now
the folks in #1390346776804069396 would probably be able to help
fr
no one responded there
That's how default lighting works unfortunately
But yeah, hit up the rendering channel for better ideas
Honestly a directional light seems to be all you really need
Or just bump up the default environment lighting
the celling is hurting my eyes
looks better imho
what type of game are you doing btw
that's cool
maybe
i just dont know what type of a light
you expecting
these
Can you stop complaining if you aren't gonna even bother trying the recommend solutions
It's getting annoying
chill gang
only closest word i saw in that , which matches with my pc situation is Hyper-V , but idk how to solve :)
Well good news , i disabled Hyper -V and its fine 🗣️
only gave a minor panic attack
Ok. So the background to my question is I'm being asked to optimise some code and I want to check I have a good mental model for how work done on the CPU translates to work done on the GPU. In my case, a simplified mental model with a goodish fit to reality is perhaps more useful than a full blown technically accurate one, since I'm just checking my understanding of the the basics for now. like how I assumed an average time cost to all GPU commands, allowing me to control that as a single parameter.
That said, if you can point to any specific inaccuracies, even the ones assumed for simplicity, please tell me. I just want to test my understanding.
For instance, am I understanding correctly that the frequent and regular spikes I've seen (spaced by multiple frames) in the profiler could be the result of the main thread filling the command buffer, causing the main thread to wait for it to empty, before then the buffer empties by more than a single frame allowing multiple frames to occur without spike again?
This page explains what some rendering markers mean: https://docs.unity3d.com/6000.2/Documentation/Manual/profiler-markers.html
Major ones that relate to your query are Gfx.WaitForPresentOnGfxThread and Gfx.WaitForCommands
Thanks rob5300, I'll give it a read
It is complex and sometimes hard to diagnose issues but usually we are either waiting for the cpu or gpu which then informs our next steps for optimisation
I don't think it's useful to think about the command buffer at all in this context. It's not about the commands that are enqueued but about what they represent. I.E. binding a big texture is slower than binding a small texture. Executing an expensive fragment shader costs more than a very basic one.
So really it gets highly specific and you just need to use the profiler to detect where any savings can be had.
does intellisense wont work good on vsc? only in vs?
It should work in both.
Fair enough. I'm probably getting too far into the weeds with that then. What led me there was that one optimisation available to me is to simply wholesale remove polys that are in view that are merely aesthetic. I figured this would reduce the number of draw commands but wanted to understand what I could expect to see from this in the profiler in the CPU bound vs GPU bound cases.
Removing triangles from a model reduced draw complexity is common
Yep, but it wouldn't reduce draw calls
Indeed
What about removing gameobjects?
Except the niche cases where the drop in verts is enough to stop a batch from splitting due to hitting max verts, right?
The scene is made up of a lot of tiny objects
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wow , i been debugging unity more than debugging game 😭
Too many objects can lead to too many draw calls which have a cost regardless of the model they will eventually draw.
Look into batching as well as unitys draw instanced models functions
This is why things like terrain grass is not done with game objects
thanks again , i lost this thin :)
Yeah, eh that would be 35,791,394 vertices in DX12.
Idk if Unity has other limits but I don't think you're likely to run into that one
Yes. Unitys render pipelines like urp also have their own special batcher. You can use the frame debugger to see how things get drawn and observe what gets batched together into one draw call
It's also useful to check for overdraw but this depends on there being a depth prepass and opaque/transparent rendering
Rendering is complex 🙁
It hadn't occurred to me to look for overdraw in the frame debugger. Thanks.
It’s the same in the current version
Yea it's useful to check but the scene view has render debug modes to help with this too.
I should also clarify, overdraw is bad in most cases when extreme but worse when we have complex pixel shaders (this is when depth pre pass or deferred rendering is best)
so according tho this everything is right? right?
I'm not at my pc right now but yes I'll also check for what's already being batched as I have no idea.
Ok found something more interesting , could the failure of intellisense occur due to this?
(unity 2025 isn't a thing, unity 2023 was released as unity 6 and we've been on 6.0, 6.1, etc)
oh wow , i see 😭
they could've told unity 6 instead of 2023 😭
Hello everyone
it may be slightly outdated 🤷
Anyone have experiences submitting ticket to unity support? How long does it usually take to hear back?
Hi, begginer here. Every project i start has these tutorial info, and inputsystem_actions. What are they? Ae they supposed to be there?
whats the amount of free ram needed to run unity comfortably?
unity keeps on crashing randomly
is there any way to find out the issue?
is this ram not enough?
Whats the best way to do 2d top down movement for enmies in a game where theres lots like for a surviros game
Hello can someone help me I have problem with the script file
In someone video the script looks like this
And my looks like this
Why isn't mine working?
Because you named your class "1 S" which isn't a valid name
I think it might help to review some C# basics a bit more.
so guys....
rate unity from a scale of 1 to 10
and why?
Because it is different 🤔
Which model file format is most preferred when working on a game? .fbx, .glb, etc.?
Rename the file name, and use new name file.
Can you find this already or will it come out with the LTS version of 6.3?
I would be very interested about the entity <-> gameobject bridge
FBX should be overall the preferred format as most tools that you encounter down the line should be able to work with it
For prototyping you can use .blender files btw (but any dev that wants to work with those files in Unity needs blender installed)
how do i make baked lights effect everything. only some things get effected
nvm i figured it out
FBX is the only file format that supports all functionality in Unity.
Well, Collada too but I heard somewhere they're removing that.
Keep in mind Blender just broke backwards compatibility with .blend files again, so this can cause issues.
Though it's fine if all team members have the same version of Blender installed.
is there an easy way to make an animation play all the way through without it getting interrupted by other anims ?
id like the attackDash animation to play
are you sure it's the animation or your backend logic that's being interupted
you can add exit time on the dash, but if your backend statemachine is changing into another state before the dash is completed then that too needs to change
thx yeah i fiddled around with the code, it works now !
Why so many states? I think using just one or two Blend Trees(2D) would be better than having many states for the animation.
oh... uh yeah.. i dont know what im doing and im trying to catch up on time for a project

i need to make a prototype of it
i had fun making the art for it, but ive never worked with unity
You can see in these images a fully animated SWAT guy. It uses Blend Trees and Sub-State Machines.
is it possible to use a pre-recorded video as an Animation so i can add animation events and such?
maybe you could just use Timeline with a "Signal"
VideoTrack I believe
oh yeah, my first idea for a project was a 3d "climbing game" like jusant, the climbing mechanic from breath of the wild, smth like that, with a gloomy low poly art style, but as soon as i got done with the tutorial i couldnt really make progress alone.
and the tutorial used that
essentially what i wanna do is, whenever my character uses an ability, play an animation, and in that animation have an event to signal to the code that the ability has reached a point where the ability actually needs to shoot a projectile or something like that
and each ability will have a different point for that
why is it a video ?
anyway the suggestion can still stand
well the animation will not be a drawn animation but a recorded video
also do you think it'll be easier to just manually set a delay for each ability? or is that bad practice
tyvm :D
Ah, I see! That sounds like a really cool idea. Climbing mechanics like Breath of the Wild are tricky. Maybe working with a team could help you make more progress.
Gotcha
gonna be hard to figure out how to differentiate between different video clips for different videos and such but i'll figure it out xd
Yo guys
check the documentation on those components, if you get stuck / have more specific question post the details here and someone will pitch in
tyvm :D
How are you all doing
this isn't a social / casual conversation space. Its for Unity Editor help questions
!ask
:thinking: Asking Questions
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:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
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yeah definitely, the project is for a module in college, we dont really learn how to do things, its more like "go off and see what you can make and we give you feedback"
i usually get really inspired for these projects, its rough when you re not on the same page with ppl that are in your team,
the person i work with doesnt care too much about the project
I also know it is difficult when temmates do not care much..
In my Unity Project, I usually like doing small prototypes first.
what is your big picture goal? to learn how to build and animate platformers?
more often than not, it is easier to manage frame-by-frame animations in code than the animation state machine
there isn't really a point to using the state machine with recorded animations because there are no transitions. it also looks like the parameters map 1:1 to states
Personally I like using the Animator more than doing it all in code. The visual workflow just works better for me.
mh, i made a small page on what i want to achieve, that page was still on the other 3d project that i stopped working on, but fundamentally the idea is similar i guess,
the rough idea was to make it from checkpoint to checkpoint, originally i wanted to convey the feeling you get from reaching a bonfire in dark souls, combined with climbing where when u run out of stamina u fall, i think want the player to gain stamina everytime they go back to the checkpoint and i made a dash animation, id want those to be useable like 2-3 times per checkpoint, i have a drone model aswell, first i thought about maybe getting back charges for the dash everytime you destroy a drone with a dash, so it would be like a dash reset,
yeah but in general i want the player to traverse a level while being somewhat limited
i had a story for the 3d game, im not sure how i want the narrative to be in this small game
i used to think this way but it is more or less only meant to copy a feature in AAA humanik workflows and gets in the way / too cantankerous for everything else. for example unity co. devs keep using it for UI examples which is terrible, it's awful for modeling ui
ive watched some tutorials and most ppl used the state system
going through tutorials can be rough
I don't feel like I'm learning anything going through the tutorials it's not getting thru to me either
make sure you're actually following courses that teach rather than just spoon feed you code and expect you to learn anything from that without a proper explanation
every now n then you pick on something nice, but it seems like alot of empty time where you follow along and after 1-2 hrs you realize its outdated or smth and it doesnt work, or you just dont know how to follow
I was using the ones off Unity's own Learn site
okay well if you just want to make a game, you will prefer using the more mountains platformer (2.5d) asset
it's hard to make platformers that feel like Some Other Game
I know I'll never be able to code fully on my own I just wanna make a cylinder move that's still out of my league
probably should ve done smth like that, but it seems to slowly come together, im just throwing ideas at gpt and i see what happens 😄
yeah that's kind of what i figured
it's better to use the asset. this stuff isn't something any of the chatbots can figure out
oh i used like a premade controller for the base and added on top of it
its not "as" floaty as some of the other ones
I feel like I have to learn coding out of obligation even though I'll never fully understand it or be able to work with it
@native girder .if you want to learn code, do not use assets.
we have a prototype day on wednesday, i might revamp it and do smth like that we ll see
:/
all you have to do is buy the asset and use it
and read what it says
read the documentation
😄 im almost there i guess
it will teach you more about how to make these kinds of games than i can
or anyone else here
the asset can illuminate for you all the challenges of making this kind of game
I remember buying Universal Fighting Engine and I still couldn't make a game work lol
Yeah, I think what you said makes sense. I just want to add that if you rely only on assets and don’t try to analyze how they work, your coding skills won’t really improve.
sometimes i feel like i also learn things just by throwing questions at gpt and then figuring out why things are the way they are,
but ngl dabbling around with it for the last few days now was kinda fun
asking "why" is really important, but rn i dont have time for that unfortunately 😄
Is there good assets for 3D platformers?
@native girder .you use GPT-5.1?
the free one
i usually go like "i have these scripts, id like to ad this to it" and see what happens 😄
slow progress, but its progress
Hello Can you Help me if you are a unity user
!ask 👇
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
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pay particular attention to the last few points
I have access to both GPT-5 and GPT-4, but I find the free version more useful than the paid one.
oh really ?
Yep.
UABEAVALONIA Import Dump problem
what exactly are you demoing on wednesday? what is the goal?
a friend of mine works in IT and he has the paid one i think
@vagrant root hello
There's no command called
hello.
@balmy kettle how to work Unity bot
why
its a project for college where we just "go and figure out how to make a small game"
and dont ping randomly people
did you even bother reading the bot message when i used the ask command?
you don't use the bot to get help, you need to actually ask a question
i've gone to college and i know, generally, that requirements in classes are not that vague lol
Hmm command
Come on, you guys tell me.
My problem is just a small one which took me almost from 11:00 in the morning till 4:00 in the evening today to solve, but it is not solved yet.
What's a good Unity Learn course for when you know the UI and some basic coding
mhh, yeah its not, but kinda is 😄
not sure how to break it down
what problem
!ask 👇 (hint: read the bot message this time)
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
Sheesh I'm more workable with
you don't parrot the command, you read the fucking message
!ask UABEAvalonia Import Dump audio problem
:thinking: Asking Questions
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:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
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wednesday is a long time from now. it really depends what your goals are haha
I can't
stop spamming the command and actually pay attention to the information being presented to you.
i guess lesson number one is, you have to be less vague
I'm new to the server itself so I don't understand how to use it?
you don't use it. you read the bot's response
READ
haha 😄
wait im making a video of what i have rn
dm me
open dm
it's okay. don't use unity bot, it isn't a chatbot.
you are speedrunning the "long" way of this journey
nobody asked for a video, i already know you have a WIP platformer
please do not solicit DMs
@native girder what i am really saying is you have to define a clearer goal. if the goal is "a grab bag of features", you should use the asset
if your goal is to make a small game, then none of those features matter
do you see what i am saying?
are you familiar with the expanding brain meme?
but i have some already, its literally just a few things that i need to add
"grab bag of features and gameplay" is expanding brain meme level 1
not really what this server is for, sorry
it really depends on what the goals are
i'm asking you what the goal is
you have to write that down
that is a "grab bag of features"
i will guarantee you, none of it will come through in a play through
is that the goal?
wdym
somebody will pick up the controller, be confused, and try some stuff, and they won't know to dash or whatever
and then they'll be like, "okay"
and then your actual product will be a video that shows this grab bag of features nobody discovered
it won't be the game
its class mates and we ll talk about it
your product is the conversation
what are you saying
you might as well spend 10x more time writing, which btw, is exactly what your instructor would say
damn
it is encouraged to help with unity questions on this server so answers can be vetted by others
can anyone help? my character joints attached to bones are really slow for some reason how do i fix this
#⚛️┃physics and show setup otherwise no one can help with anything..
vague questions just get ignored
show me detail
yo can someone help me out? Am I able to make this bar not look like that when I change the image type to filled?
this is what I want which is on sliced but I want it to be on filled image type
you need the fill part to be a plain color then apply the second layer as the border
make like a 2x2 white png box or some and use filled then layer the sliced part menus the color ontop as border
Can you find this already or will it come out with the LTS version of 6.3?
thanks nav
most likely 6.3LTS since thats what it claims to be for
wdym layer the sliced part ontop as border nav?
Mhh do we have the example of entity -> gameobject bridge somewhere else already?
Would be the dream for me, I worked with an ECS system before that could directly operate on gameobjects, manually syncing between a gameobject and entity is sometimes a bit weird, so I'd like to see Unity's solution
if you want the rounded border png I mean, you can use the sliced image so its stretches ok
- Slider border <- contains the background image
- Slider content <- You change the width of this for loading bar progress
- Slider image <- this is your tiled image, full width + height of the parent
- Slider content <- You change the width of this for loading bar progress
but I need to use the filled for my script and stuff to work
Tbh it's true to a degree. But I wanted to learn aaa gamedev and unreal has a lot of things for aaa games that are missing in unity as of yet.
What makes a game AAA to you?
Good graphics dont define a good game
thats why I said keep the color part that moves as Filled but you need a plain image like a 2x2 square
im confused
I think you two are talking about different things right now
I'm just starting out in game dev with unity, if I have small questions about the engine would this be the channel to ask it?
yes
Im trying to make this round image thingy look like the box one while still maintaining the image type to be filled.
When we talk about that, we usually mean a team with big scale and huge budget. AAA never associated with good games
yes, though you may get redirected. it'll hard to tell what questions are small, as a beginner.
don't take redirections personally, we're trying to point you to people who can more adequately answer your questions 😉
idk why nothing shows under Recommended Leaning
Why cant you have a big team in unity?
I'm looking in to the new input system since most guides I see are using the old one. I'm a bit confused on why I need to make a "Player Input" Component and additionally connect it to the script. Is the Player Input component for getting the engine to read the inputs in the first place?
I never said u can’t
no, PlayerInput is one of the ways to link the input system to your own scripts. it's not required (there are other ways), but it's the easiest to get into when starting out tbh.
You can achieve it via this setup, though its not using the image fill amount anymore
AI is slowly making everything I want to learn and have learnt and enjoy doing obsolete. Also I think those who have low level knowledge of the systems may be able to fix stuff that ai can't get right. Someone who uses ai and can't do things manually will be stuck to its limitations. Also game as an art form should be made from human expression not generated by an ai. Something about ai making art doesn't feel right as a human. I knowing some of the process and hardships of gamedev will appreciate a hand made game way more than something made by an ai of off a sentence.
thats the problem, but I'll just change my script to work with the sliced thing
AI is slowly making everything I want to learn and have learnt and enjoy doing obsolete.
definitely not, you can just ignore it tbh
using width is sketchy
better off doing as multiple layers with fill underneath 🤷♂️
yeah was just a quickly thrown together prototype
I'm not entirely sure how that setup would look like though, can you give an example?
What if I want a job in it. I currently do and learn 3d art as a hobby but what if my job role in aaa studio is replaced by a guy who types sentences?
it isn't
AAA level 3d models will never be AI generatable
its just too complex
well, the ones that are aren't good games in those regards anyways tbh
AI stands out
and not particularly in a good way
@cyan lion is just saying that you require using Unreal to make aaa games & have a big team. Yet, unity is well capable of that if you put enough effort into it. Plenty of million dollar games have been made with unity. You just dont see it often because so many unity games are published, not many unreal games get published.
I just gotta get to my pc in a bit, I'm on train. if its not solved, I'll make an example
There already exists ai that claims to make production ready assets. Even if they are not there yet by the rate of progress of ai technology they will be there soon.
I couldn't understand that. I'm basically linking the Input Actions assets to both the script and the component separately for it to work. I'm wondering what they do seperately.
whats the best 3d model type to be imported into unity
they do the same job, you don't need both here
fbx probably
Keyword is on claims, I work in a company whose parent company heavily invests in AI and the one thing we learned quickly is dont touch 3d asset generators for anything other than prototyping 😄
I'm not very big on AI and the AI craze in my company is sometimes scary, people replace their common sense with chatgpt, but that part looked particularely bad
Big teams tend to have in house engines or use unreal/cryengine
Why is that so
Sure, but that doesnt mean you need to switch to unreal to be able to have a big team
Lets say for example COD Mobile by Activision, made in Unity. Among us.. made in Unity
Escape from Tarkov
plenty of 100 million dollar games have been made by a single person, too, in unity. like lethal company
Legends of Runeterra by Riot Games -> Unity
Even big studios use unity for mobile games or non aaa games. But for proper aaa 3d games of modern standard it is very likely unreal or an in-house engine will be used
I thought Amongus was just a small team
little game known as Heartstone? Marvel Snap ?
Read this
You are not thinking about AAA titles, you are thinking about high fidelity titles, in which unreal is better, yes, its a common thing people tend to switch up 😄
Producing with unity is way faster, and there are more popular games made with unity than unreal.
Well we need to define aaa. What I mean by aaa is big games with demanding graphics made for the current hardware and uses most of it
AAA basically just means big budget behind the project, it says nothing about the graphics
Exactly this!
You just need good models XD
Yeah I agree on this.
Unity can have insane graphics, if you use good models...
Rarely do people bother to import good models
Does unity HDRP have a light system that can give realtime lighting without the need to bake lightmaps, reflection probes etc?
if youre aiming for realism unreal is hilariously a bad choice
You do not need HDRP, but if you understand it then it could help
simply because of their dependance on lambertian diffuse which makes everything look like plastic garbage
verdun ww1 game looks pretty good for unity
so does tarkov
dont they fix that with substrate materials?
Idk about this but the impression of UE5 was pretty good
If that's so obvious and publicly known flaw why is it that no one at epic has worked on it yet. To my knowledge Lambert is a material or shader I used in maya, is that what you referring to
theres actually a really good and detailed video talking about why
Dm me or send here if links are allowed
but it boils down to, consumers didnt care, project leads didnt know.
If you don’t change any of the settings in unity you’re also gonna get something that looks bad
not the same thing
unreals problem is something different
and it even let you switch to oren nayar at some point but im pretty sure that was either abandoned or removed
lemme see if i can get it
Why do consumers have a say on technical aspects of games, these decisions are made by developers right?
if consumers dont care about it developers dont really care to change it
especially in triple a games
because its a different sort of philosophy
its business first for most of the companies
There are many things that customer doesn't know is happening underhood not all of it is motivated by whether consumer will care if he knew that...
Threat Interactive Video 20 dives deeper into what creates realism in games & CGI. This video explains subscious consequences of inaccurate models & why the industry standard approach causes mental fatigue. Consumers & devs are provided with data & objective standards to boost the market value of these kinds of development research.
Chapters
I...
its not a perfect video but i found it to be generally agreeable with a lot of the issues it points out
"realism" in games is hilarious tbh..
You dont want it too real, its no longer a game...
Well ppl do use UE in vfx and film making stuff
Its faster to render lighting in unreal, sure. coding is a nightmare though.
the unreal / unity distinction is really simple to understand:
- unity is for developers who MAKE games
- unreal is for developers who get games FINANCED
both of those are generalizations and dont have a lot of bearing on reality
both are engines with their own respective pros and cons
and there shouldnt be any elitism around them
especially not here
i even capitalized the important distinctions for you
and i still stand behind what i just said.
oh god now I remember why blocked this doctor kid, just spewing nonsense
🙁
they're both excellent engines from a technical point of view, but i'm trying to illuminate why you see xyz game use so-and-so engine better
All developers make games. The difference lies in size of team and budgets.
once you understand what the difference between, well i have a budget and i have to go and make a game for that budget, versus say, i want to convince a publisher to make a game that i am pitching, it becomes a lot more clear
how many games have you gotten published?
how much budget has anyone ever given you to run, to boss people around, so to speak?
to put it straightforward terms
i dont think you understand how publishing works
like at all
i work in game publishing...
i don't know
do you think getting a publisher for your game is the equivalent of pitching a script to netflix or something....
whats your linkedin
not even that just let us know where in general do you work when you say "game publishing"
there is a large diversity of scenarios for what publishing means, but overwhelmingly, the vast majority of people on here, who are at the stage of deciding what engine to use, would essentially be pitching an idea, competing with the equivalent of ex-Blizzard producers, for various sizes of checks, to develop a prototype
that's of course, not how most games are made, even if that's what most people want to do. most of the time, the games that actually get "published" are, more or less, done, and the money the people are getting is spent in complex ways, like paying back loans and further marketing or whatever.
i still am wondering what publisher you work for
because unless you can substantiate it with some evidence i have no reason to believe anything you say lol
i don't really want to discuss that, in order to talk openly here. it's not complicated, i like to give good advice
that's on you. i think you can read the substance of what i'm saying and you're going to wind up agreeing with me anyway
im getting some issues where my collision boxes are being triggered when iim not even close. how do i fix this
but the short of it is, if you haven't already made the game, you should choose unreal if your goal is, i want people to give me a large check ($250k for 3 people making an "indie" title - and people can mean, mom and dad! they can mean your own bank account!) because you will make the most saleable video of gameplay with it.
you should choose unity if you already have $250k (for EXAMPLE) to spend, and you can competently scope $250k worth of whatever product you are making, and you just want to make it. it will be more efficient, and more saleable in the places games actually get sold and what kinds of games $250k can make
if you dont show the setup how should we know
we are not mind readers
what am i supposed to show though. idk whats causing the issue
for starters whatever game object has the collisions youre talking about
and whatever game object is triggering it
if you mean triggers, then debug what's hitting the trigger. easy
how?
another POV of this is, everything is valid, they're entertainment products. if consumers care about game engines, they matter. i know that's not what you are talking about, but it's true
in your ontriggerenter add a Debug.Log(collider.gameObject.name)
i don't think it matters that much to consumers generally. so it's not a big issue
oh yeah back to this, but its not about the bus anymore
but there was a lot of turmoil in the industry when developers decided to "make" it matter, at least in some sense, i still think all the twitter posts in the world about unity licensing schemes didn't really matter, but it was perceived to matter, which is sort of the same thing. it's hard to know. this is why i wrote what i did - it's pretty robust!
unity is for people who make games.
unreal is for people who get games financed.
its about the sidewalk (which was auto-generated by easyroads v3)
and the terrain
i have no idea why these two aren't being baked
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
also again we cannot discuss modded content, and those were not obtained without being extracted assets which is against this server
not sure whats so hard to comprehend
that particular parent company has someone very, very good working on a specific AI generator for a very specific audience, that happens to matter because the game is huge. you're talking about something very exceptional 🙂
in general, because they are not early adopters of technology, most game studios who try to do the same thing will fail.
well things change all the time. i am just saying, the people who have very big visibility into this, that's their advice: gain broad experiences.
i'm sure when that one guy - it's ONE guy - gets around to doing the 3D problem, it will be good too.
Huh i said the 3d workflow isnt working out 😄
that's correct. but perhaps there's other kinds of art that is working out (there is)
it sounds like you know which company I work at?
probably not, no. but could be
this stuff is so sensitive
I think we are way to small for you to know 😄
Can you send me a DM with the company name you suspect?
Your sentence
that particular parent company has someone very, very good working on a specific AI generator for a very specific audience
made it sound like you think which one it was 😄
why dig the hole deeper
nvm i fixed the terrain, but the sidewalk is still an issue
anyone know how to fix this?
guys what do you think if i add this asset https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131
Uncollapse the messages and try fixing the top most error first
NullReferenceException: Object reference not set to an instance of an object
Ignoring the graph errors, what would be next?
com.unity.CharacterController is the official version of that package for DOTS, made by the same guy, who i think even works for unity now, it's very good
kinematic is the best one for that kind of game if you are using gameobjects
its mostly related to null value error
most likely due to your animation renamed or something missing
if you need it add it, if you don't then don't add it
soo yeah. not a clue why the sidewalk isn't being baked. its not as simple as ticking "generate lightmap uvs", because this mesh doesn't have an option for it
i have a sprite renderer which more or less has the same components like the image, it doesn't produce any errors
is it static?
animator/animation
hi guys i set a brush png but i cant brush on terrain
why my trees sideways
how i can fix
if they're using the same animation it could be that the prop theyre trying to set doesn't exist on one of them
what are you usding those 2 for?
that's not much info to go off of
Part of entities though unfortunately. x_x
perhaps ask #⛰️┃terrain-3d if that's the terrain tool thing
hi guys does anybody know a fix for this problem i downloaded a mesh and rigged it in mixamo and animations + all my animations are humanoid
so you know how i made the mistake of using sprite renderers for UI, well, the one which animates, uses it. the other one, having the image component, is showin the sprite is missing error
that isn't any better
in blender i have changed the axis rotation everytime but they always end up pointing that way
that's not what i asked mate
Funny how DOTS gets a bunch of expanded modules over gameobject workflow. Similarly with the networking module where entities does have networked prediction compared to gameobjects
i will use them to act as a trash bin
here ima just go to #⛰️┃terrain-3d
iirc this is a common issue, try googling about it, or try #🔀┃art-asset-workflow
player drags deployed units near the dragon, then the dragon destroys them and plays animation
Hi guys, I am making a 2D bullet hell game(top down). For my enemy path finding I am using MoveTowards() on 2D Rigid Body. However when the player goes behind a wall the enemy tries to go throught he wall. How can I make the enemy go around the walls? I thought of using A* but I don't think performace wise it's good in a bullet hell game.
you have 2 objects here. why do you have 2
one is the trashbin, cool. which one, and what is the other for
well if you want pathfinding then you're gpnna need some kind of pathfinding
oh, the one which uses sprite renderer is going to be deleted, i just wanted to know what i had attached, so that i could copy the same components onto the object using image UI
Is there a way to do pathfinding like raycast for these types of solutions?
Sure, but if you raycast against a wall what's your logic now
Go left/right until the raycast is flase for hitting a wall?
you can do ye old keep holding right until it resolves
sure, but still not more performant than a one-time path calc
but that wouldnt be very robust for enemy pathing
is there a more efficeient/better way then holding left/right? or what's the industry standard for navagation in 2d bullet hell top down games?
better? yeah, actual pathfinding
so A*?
sure
https://arongranberg.com/astar/documentation/stable/pathfinding2d.html
Package provides 2D navmesh for free. I think some agent controllers are offered too for free but limited
This page shows how to get pathfinding working in a 2D game.
I'll just code A* i guess, since its pretty simple.
m looking throught videos or they too old or not working well
ahhh
anyone got any idea?
“There was an issue creating the organization or repository. Please try again later” does anyone know how to fix this issue?
soo what is it
this error keeps popping up, along with a null reference error (NullReferenceException: Object reference not set to an instance of an object). so toothless was previously implemented using sprite renderers, he was supposed to blast stuff dragged before him, now, while trying to implement him using image component, this shows up. i am pretty sure, all the components are more or less the same for both the gameobjects but i dunno why it's happening
when exactly do these errors occour?
before i even start the game
same game! good
wot
guess i'll have to make a forum post in #1390346776804069396 unless thats not where it goes
yeah, ultimately all the games people want to make - metroidvanias, fpses, etc. - need entities if you want to do it without asset store packages
even moremountains 2.5d doesn't use unity physics for platformers
guys why when i refresh list of assets and this error coming
how i can fix
i logged to
you can use 2d sprites in a 3d world. if you're confident you do not need multiplayer, model your game on the xz plane naturalistically, use colliders, and use the built in navmesh. you can also use the navmesh package that aron granberg has like @lapis gate said, but you will run into more issues trying to do an xy game
Hi, i have a question
in unity 2D, how can i make an interaction (like walking up to doors) take the player to the next scene?
That particular problem would be solved by a collider set to trigger that your code catches with "OnTriggerEnter" and then a scene load
However it sounds like you are asking more in general, I recommend checking out !learn
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
guys why is this erroring when i open package manager my assets and i cant see my assets
close the editor and unity hub (make sure to close it in tray), then reopen both, if that doesnt help log out in hub and log back in
is it possible to make a scene object a button in unity? or like how would you go about making stuff like the door buttons from the various fnaf games?
Sure
if its UI unity has built in functions
if its a physical object ingame you can raycast from the player perspective and if that raycast hits something with a specific script on it you execute a function on that script
where? and what i do?
Open source mesh slicing/fracturing utility for Unity - dgreenheck/OpenFracture
that link will scroll to the right headline
i do before its not working
even the relog thing?
how would you raycast a mouse input though?
its erroring like this
you project the mouse cursor on the game coordinate matrix and then do a raycast from camera origin to that projection
Still the question, did you already log out and in?
no im log now
hi good day i really want to make a 2.5d game but i am not seeing any tutorials or something that can help me to make one
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
how
oh is it actually just a function unity has built in
The link the bot posted as an answer to !learn
a combination of 2 built in functions, yes
Literally read the page that you linked
thanks king sidia 💖
sorry i am new to this i i dont know what your saying
click on the Link that @vagrant root posted
thx so much sidio
how comes you did not find any tutorials i wonder
can you animate UI images
yes
i know you can, but can you import a animation already present and slap it onto an image and make it work
said animation is read only
if the animation was particulaly for the ui yes
and uses sprites
what does that mean
yo
image and sprite are not the same S1nth
@reef dome
i just made an animation on asesprite, imported it, then made a gameboject having an image component and an animator component. can i use this imported animation file and make it work with an image component
or can it ony be used with sprite renderers
nah i think it only works for sprites
cus i am encountering a problem with ui images right now, where it ain't animating anything
ahh ok
i think you are still mixing up sprites and ui elements. in this case you can use a sprite for your dragon
i don't think the dragon's a part of the game though cus like, it's supposed to be implemented as a usser interface where the user can sell deployed units....
it is more like a learning plattform with step by step tutorials and docs. 2.5 is nothing else than 3d in 2d view,
k thx
do you like learning by wathcing videos, if yes youtube is your friend
i was just curious why you said you couldn´t find any 2.5 tutorials
it was saying i could not find what your looking for
but i found some though
i ment your first message
oh
Okay, look, random question but... uh... anyone knows where source imagine went on the UI images? I'm pretty new, so this is really throwing me for a loop....
the image component is collapsed..
see the arrow tailess arrow next to it? how its -> instead of facing down like the rest
Triangle
I'm absolutly stupid.
it all good 👍
And probably too tired.
Group of six noobs doing a uni project, and I somehow get to do the all nighter cause we need a demo ready by morning lol.
nah you just learnt something its good
Thanks for the help guys.
While I'm here asking stupid questions, why is my spong not visable in game view?
sorting layer
from what you are showing we cannot find out 😄
can you all go to link
no
looks sus af
the sprite is not infront of the cam that is why it can not be rendered you can change the z axis or work with sorting layers
i cant see that button
oh... Thanks!
i think you're looking for the draw mode gizmos?
yea
i want open light
its dark and boring
i cant see my editor
it's these
Why would we do that? How is it related to Unity? What do you need or want people to go to your link for? Use your words as best you can, take your time.
the rightmost one is what you want
i opened this before
opened what
this
<@&502884371011731486> screamer (dont click)
again, what did you open
its prankk
hahhaha
nah its just shitty behaviour, do your kiddy stuff elsewhere
unlit draw mode
you are doing a horrible job of explaining what you mean. how do you open a draw mode?
thanks i search in google i dont know what you want
that's actually against discord TOS? the more you know
Sorting layers fixed it. You guys are awesome. How is code writing easier than figuring out layers in unity?
most likely not, but they got booted from here so atleast that
I dont even know what they were sharing - just easier to let discord sort it out when its suspicious. If they get enough reports on someone or see them keep trying to pull people away to external content, they'll put a flag on the account to warn others im sure.
it was a screamer, just an image thats blinking with an extremely loud scream sound
I just re-setup my pc and volume settings werent good yet, so i got blasted by that on full volume
so i got some grass here and the number of draw calls is unbearably high. do you guys have any tips on how to reduce it?
700 is not that high
look into gpu instanced grass, though
700s likely a problem on mobile. Definitely want to get that lower if you can
i talked to this person yesterday and they were doing vrchat related stuff
first thing is gpu instancing on the materials, try if enabling it helps
Ywah in that case, 2.1m tris and 700 batches will be a problem
Ita well above the Quest 2 recomendations and a common headset for VR Chat
oof wait, 2.1m tris, vrchat will just surrender
oh, um
ooh i had no idea the specs were that bad
vr is 2x fullHD or more 3cm from your eye
so you see every little detail
and it really draws on the gpu
Its all good, they have a not well known cheat sheet here
https://developers.meta.com/horizon/documentation/unity/unity-perf/
Overview of performance requirements and recommendations for Meta Quest Unity apps.
My default is to try and keep it below 1m and 150 batches if they might be using a Quest 2. I imagine that might be harder with VRChat as you lose some controls and it likes its low poly style.
dunno if its possible to even gpu-instance grass details
well check the material of that grass, enable it and see if it got better 😄
its not a material...
lol
You could just disable a bunch if things, hit play, turn them on and off to find out what is consuming your batches and tris
bump up the detail resolution on your terrain. that will make it use more GPU resources but should lower batches by a lot
detail resolution per patch* @tacit lark
barely made a dent in the draw calls
Can you show the angle from the scene view with wireframe mode and overdraw visualisation (if you have this)?
How does quake makes his enemies animations? And entities etc? 🤔
The game Quake, it's pretty different his animation ways lmao
Procedural animation?
i highly doubt quake 1996 was using much in terms of procedural animation 🤔
almost certainly all animated by hand
probably even vertex by vertex lol
pretty much
I'm going to use Unreal Engine from now on
there are assets for vegetation that are designed for common grass scenarios and perform well. generally grass is done as a vfx graph shader in modern unity for best performance
Anybody know how to make tank raycast suspension
You'll have to explain what that even is
Hello.
Oh. I was looking for a team to join. Mb.
how?
how quake makes his animations instead using smds?
!collab
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
Oh ok ty.
are you perhaps under the impression that "quake" is an individual who created a guy named after himself 🤔
quake came from the era of alias poweranimator (aka maya) and the models were animated there with bones and such, with the animations baked out into vertex animations. then there is a bunch of quantization / compression applied to them to improve performance
In this live stream, we look at the source code for the groundbreaking first-person shooter Quake.
Useful links:
- Code: https://github.com/id-Software/Quake
- Some people playing Quake: https://www.youtube.com/results?search_query=let's+play+quake
- Quake Wiki, which explains what a Gib is: https://quakewiki.org/wiki/Gib
Related videos:
- M...
i know what you are talking about an dit's pretty complicated haha
Do you know how or nah
if you would clarify what a "tank raycast suspension" is im sure a lot of other people might know how to help you
from what i gather im assuming youre talking about literal tanks right? and youre hoping to simulate some kind of suspension mechanic using raycasts?
I'm talking about realistic tank wheels and movement with rigidbody, and the wheels raycast to the ground to see where they should be
Yeah this
i think it's just a small language barrier
I'm also struggling with armor pen calculation
well
i doubt anybody can specifically help you
with those specific issues
you really have to break it all down
into multiple smaller challenges
theres no magic solution apart from you either watching a tutorial or using someone elses implementation
I see
But also for armor pen calculations, it is very weird because you have to get the normal angle and everything
Edy's Vehicle Physics Pro (or the free asset he authored) both do this well, among other stuff you need for vehicles
if you want to do it yourself start off with regular car suspension
figure that out first
then "diversify"
i don't know if Advanced Vehicle Physics models treads
The bigger issue is like
the thing you are trying to do is really complicated
I sorta know how to do it but it just
There's so many things I need to implement
In order to have an organized system later
And it's so painful doing that
yeah. and it cannot be vibecoded either
Genuine pain
Hmmm I see
i just don't know if it specifically does tire treads
he probably has worked on it, it might be a different vehicle physics package of his
Kk thx
Lmao, his first name is quake?
Earthquake
How can you make a textmesh pro not glow in the dark
you need to give it a lit material
how
Find or create an SDF lit material and assign it to the TextMeshPro component
what is that
Time to start googling or asking an ai assistant about these terms
im asking here
You sure are
i dont know how
Where are you starting from? Are you pretty experienced with Unity, or no? Learn.unity.com is a great place to start -- I got a lot out of the pathways there.
i know the unity grpah and were stuff is
I'm not an expert on your question - but I think the scientific (or old school) term for what you are exploring is 'emissive' materials. That term, and the term 'SDF lit material' that was just suggested might be a good trailhead for you.
how do i get this lit
that's why I recommended you start looking up what I mentioned. You will get much better more thorough answers if you google it than if I were to cobble together some explanation here
none of this works
yes there isn't one built in
you must find one someone else made or create it yourself
start looking it up
what is this
You might also look at CreativeCore here - it will do a deep dive on materials: https://learn.unity.com/pathways
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
Hey does anyone know how to use the Kinematic Character Controller ? I have a huge bug
And I cannot find that bug online
at all
Lots of people know how to use it. You should explain your issue
If it's code related do so in a code channel
ok ill send a big chunk of text
idk if it is
because idk where the issue comes from
I’ve had issues trying to implement what I want with a RigidBody or a CharacterController so I discovered the best of both worlds: the Kinematic Character Controller asset. But I have a huge issue and I don’t know how to fix it.
When I get off ledges, my character jumps on its own (even with no jump code).
I thought it came from the step handler of the KCC, but nope, not from any settings of the KCC.
I tried changing my movement code, nothing.
Then I pinpointed a part of the issue: if I apply gravity while already on the ground, it doesnt happen, but the KCC adds force towards your direction even if it’s a down force (collide & slide with floating point precision errors).
Here
you'll need to show your movement code in a code channel
That's the thing... My movement code isn't the issue
I tried stripping all of it and just adding a force in a direction
same result
You can debug the KCC code to find out where it's happening, or contact the developer to see if they have an idea
KCC code is too advanced and big i can't, idk if contacting the developer will work. Last time he's been active was in april, and on other projects