#💻┃unity-talk

1 messages · Page 30 of 1

vapid spoke
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im trying to remake it for fun

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you know photon

viral hill
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how is this relevant

vapid spoke
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im trying to make you understand the thing im trying to make for fun :]

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and the things im using

viral hill
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errors dont care about what you're making

dense reef
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@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.

vapid spoke
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my project corrupted i give up

dense reef
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omg you are Unity guy and you give up when faced up few errors

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@vapid spoke Za Zombie was right you have mess with plugins inside your project you must find first error and try to fix it

wind yoke
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When the versions were getting hacked

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its an assumption

viral hill
#

there are also no known incidents of this actually happening

neat spear
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HOW I DOWNLOAD TS

viral hill
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this is easily googleable

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there are also instructions literally written from the author himself

gloomy cape
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Can anybody give me a pc

tacit lark
#

yall ever tried to bake ur lightmaps and it made the lighting on ur model look inconsistent

viral hill
tacit lark
#

well, to answer ur question

viral hill
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and do you have a directional light? that should make 8 total

tacit lark
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i dont have one

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because theres no moon

viral hill
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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

tacit lark
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ya i did bake with realtime lights in the bus

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and everything did look normal

viral hill
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try going into the model file for each affected object and checking "generate lightmap UV's"

tacit lark
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already does have it checked

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maybe i gotta fiddle with the settings here

viral hill
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try unchecking it then. i know that it being checked can sometimes cause problems

tacit lark
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if its unchecked then the bus is completely unlit when baked. ive tried before

viral hill
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is the bus a single mesh?

tacit lark
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yes

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if you dont count the steering wheel n four wheels

viral hill
tacit lark
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oki

azure pond
tacit lark
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yes it is

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also why is this area green

viral hill
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it's blue, from the sign

azure pond
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is this a professional asset, like something from turbosquid?

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or did you model it?

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it looks like the smoothing groups are not set up correctly

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this baking thing is a red herring, it will render incorrectly in real time too

viral hill
tacit lark
#

heres what it looks like with the interior lights turned off

viral hill
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is that normal

tacit lark
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beats me. but it looks more consistent

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same cannot be said for the side though

viral hill
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what's wrong about the side

tacit lark
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green

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it looks weird to me

viral hill
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it's blue + yellow

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from the street lights plus yellow from the side of the bus itself

azure pond
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like the realtime lights are interacting with the editor in a way that will not look right at runtime

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you probably do not have baking tags set up correctly

viral hill
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how do you know this is runtime

azure pond
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it's worth reading how much scene setup you have to do

tacit lark
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oh well. looks pretty normal from this angle

viral hill
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yeah, max lighting was the issue

fair cove
gloomy cape
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No

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Personal computer

viral hill
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minimum age to be on discord is 13 i think

tacit lark
gloomy cape
#

Yeah

fair cove
# gloomy cape Personal computer

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

marsh apex
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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.

charred fog
marsh apex
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Thank you for the info

dusky forum
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!collab

vagrant rootBOT
# dusky forum !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

whole gyro
#

do you guys know any begineer rts game made in unity that i can learn from

viral hill
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what is a beginner rts game

rocky willow
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Whats diff b/w vs and vsc ? which one should i use as default

frail fjord
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Is it necessary to know blender to make games on unity?notlikethis

charred fog
charred fog
vagrant rootBOT
frail fjord
charred fog
frail fjord
charred fog
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@void relic There's no promotion on the server

void relic
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umm sorry about that lemme delete the message

charred fog
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Make sure to read posting rules there as well.

void relic
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alright thanks for letting me know @charred fog

sly lake
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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.

rocky willow
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and hey , im seeing this, what does this mean

frail fjord
rocky willow
charred fog
vagrant rootBOT
whole gyro
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Are there any tutorials for rts games on unity?

charred fog
digital parcel
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how to add unity in nvida?

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my rtx graphics card is not being used for unity

dusky forum
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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?

digital parcel
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only default is being used by unity

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this is how it is when i open unity

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it works fine for other games

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see my gpu 1 is spiking when unity open but not gpu0

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my unity keeps on crashing too . could it be memory issue? i have 16 gb

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is that not enough?

dusky forum
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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.

digital parcel
dusky forum
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As is, the previous sounds like an XY problem.

digital parcel
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when i open the second tutorial file

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it worked fine with the first one (till i tried to publish it)

dusky forum
digital parcel
pure igloo
#
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
full vale
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Serious question

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Why can't I follow a single tutorial video in unity

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nothing ever works with unity

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My experince with unreal is much much better than unity

dusky forum
full vale
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not the capabilities but the fact that projects actually work

digital parcel
full vale
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What tutorials fo you recommend

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ones that are for free

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ill buy once i get deeper

digital parcel
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newbie?

full vale
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yes

dusky forum
# pure igloo

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.

digital parcel
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where is the log for unity?

full vale
digital parcel
charred fog
vagrant rootBOT
digital parcel
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move from that

full vale
digital parcel
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how to know whats wrong using the log?

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the log is too big ;-;

pure igloo
# dusky forum I'm pretty sure folks have suggested this already but perhaps use the pointer ev...

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
dusky forum
#

Just for clarity, you can implement multiple interfaces: cs class A : B, Drag, Click, Etc
You're only limited to a single inheritance.

dusky forum
pure igloo
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it's not being cloned as one of the childs....

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and its size is very off too

dusky forum
#

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)

pure igloo
dusky forum
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But according to you that isn't ever called

pure igloo
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oh ya, so during runtime, it ain't set to true

pure igloo
dusky forum
#

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)

pure igloo
#

suffice to say, working with sprite renderers was easier

dusky forum
pure igloo
dusky forum
#

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)

pure igloo
#

just to be sure, this is what i want to be implemented

tough lantern
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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

craggy pollen
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normal gameObjects or ui elements?

pearl oyster
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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

tough lantern
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normal gameObjects

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3D space

craggy pollen
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as Nitku said, you should not be worried to much, You could also use OnMouseOver

tough lantern
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oh interesting ty

gusty abyss
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how can you fix this light issue

craggy pollen
strange moon
#

Video: how to make a unity game

Continues to create a map for the next 3 hours… facepalm

viral hill
gusty abyss
viral hill
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i have no idea what im looking at

gusty abyss
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4 lights

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they dont emit light on the celling

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how is it bright on top in places

viral hill
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What types of lights are they

gusty abyss
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area

viral hill
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Spotlights?

gusty abyss
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idk what ones to use

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there ment to be tube lights

viral hill
gusty abyss
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how do i do the celling

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and floor

viral hill
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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

gusty abyss
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it has to be one light

viral hill
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What does

gusty abyss
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the light

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one light

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ground and celling

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emmiting

viral hill
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Yeah, that's why I said to use point lights

gusty abyss
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it dosent light the celling tho

viral hill
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Why not

gusty abyss
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it dose it in a odd way

viral hill
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Then you're doing something very wrong

gusty abyss
#

what is this top hat shape

viral hill
#

Is this a point light? Show the inspector and show this light again with gizmos enabled

gusty abyss
#

its a point light

hot acorn
#

to the ceiling

gusty abyss
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even better

viral hill
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That looks like the ceiling is just too metallic or smooth

hot acorn
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yea

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fr

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maybe make ceiling like

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0 metallic

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and

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smotthness about

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0.3 - 0.5

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idk actually im just assuming cuz im not into building

gusty abyss
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its the celling

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way to dark on the floor somehow

hot acorn
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i think

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u could move it a bit more

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down

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or use 2

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lights

gusty abyss
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its a working light

viral hill
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Or just keep the area lights

hot acorn
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spot light downward

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and 1 very low intensity

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light

viral hill
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Don't do that

hot acorn
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inside the lamp

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just for glowing

hot acorn
viral hill
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Just keep the baked area lights plus the point lights

gusty abyss
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i cant make it more bright

viral hill
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Your range is way too low

gusty abyss
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it dose not get to the floor

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its at 60

viral hill
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Turn on gizmos. That would make this a lot easier

gusty abyss
hot acorn
gusty abyss
#

celling way to bright now

hot acorn
#

its unique part of your game

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😭

storm patio
hot acorn
#

fr

gusty abyss
#

no one responded there

hot acorn
#

dunno bro try chat gpt maybe

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entrust this matter to higher powers 😭

viral hill
#

But yeah, hit up the rendering channel for better ideas

#

Honestly a directional light seems to be all you really need

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Or just bump up the default environment lighting

gusty abyss
hot acorn
#

what type of game are you doing btw

gusty abyss
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the floor is still too dark

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a reactor game

hot acorn
#

that's cool

hot acorn
#

i just dont know what type of a light

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you expecting

gusty abyss
viral hill
#

It's getting annoying

hot acorn
#

chill gang

rocky willow
rocky willow
#

Well good news , i disabled Hyper -V and its fine 🗣️

#

only gave a minor panic attack

smoky tartan
# sly lake Command buffers are how you talk to the GPU in modern graphics APIs. Unity’s is ...

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?

plain dagger
#

Major ones that relate to your query are Gfx.WaitForPresentOnGfxThread and Gfx.WaitForCommands

smoky tartan
plain dagger
#

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

sly lake
# smoky tartan Ok. So the background to my question is I'm being asked to optimise some code an...

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.

rocky willow
#

does intellisense wont work good on vsc? only in vs?

sly lake
#

It should work in both.

smoky tartan
# sly lake I don't think it's useful to think about the command buffer at all in this conte...

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.

plain dagger
#

Removing triangles from a model reduced draw complexity is common

sly lake
#

Yep, but it wouldn't reduce draw calls

plain dagger
#

Indeed

smoky tartan
#

What about removing gameobjects?

copper gust
smoky tartan
#

The scene is made up of a lot of tiny objects

charred fog
vagrant rootBOT
rocky willow
plain dagger
#

This is why things like terrain grass is not done with game objects

rocky willow
sly lake
#

Idk if Unity has other limits but I don't think you're likely to run into that one

plain dagger
#

It's also useful to check for overdraw but this depends on there being a depth prepass and opaque/transparent rendering

#

Rendering is complex 🙁

smoky tartan
#

It hadn't occurred to me to look for overdraw in the frame debugger. Thanks.

rocky willow
#

they didn told anything about unity 2025?

#

in extentions tab

sly lake
#

It’s the same in the current version

plain dagger
rocky willow
smoky tartan
rocky willow
#

Ok found something more interesting , could the failure of intellisense occur due to this?

storm patio
rocky willow
#

they could've told unity 6 instead of 2023 😭

mystic lance
#

Hello everyone

storm patio
#

it may be slightly outdated 🤷

rocky willow
#

i updated .net as final hope

#

nvm it works , i wanna cry 😭

keen locust
#

Anyone have experiences submitting ticket to unity support? How long does it usually take to hear back?

rigid zodiac
#

Hi, begginer here. Every project i start has these tutorial info, and inputsystem_actions. What are they? Ae they supposed to be there?

digital parcel
#

whats the amount of free ram needed to run unity comfortably?

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unity keeps on crashing randomly

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is there any way to find out the issue?

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is this ram not enough?

gaunt grail
#

Whats the best way to do 2d top down movement for enmies in a game where theres lots like for a surviros game

high osprey
#

Hello can someone help me I have problem with the script file

#

In someone video the script looks like this

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And my looks like this

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Why isn't mine working?

pearl oyster
#

Because you named your class "1 S" which isn't a valid name

half ridge
late solstice
#

so guys....
rate unity from a scale of 1 to 10
and why?

hot acorn
#

10/10

#

(my pc is shit and cant handle ue)

violet thunder
dire wyvern
#

Which model file format is most preferred when working on a game? .fbx, .glb, etc.?

brittle bobcat
reef dome
#

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

reef dome
graceful wedge
#

how do i make baked lights effect everything. only some things get effected

#

nvm i figured it out

sly lake
sly lake
#

Though it's fine if all team members have the same version of Blender installed.

native girder
#

id like the attackDash animation to play

lapis gate
#

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

native girder
half ridge
native girder
#

i need to make a prototype of it

#

i had fun making the art for it, but ive never worked with unity

half ridge
#

You can see in these images a fully animated SWAT guy. It uses Blend Trees and Sub-State Machines.

tidal stump
#

is it possible to use a pre-recorded video as an Animation so i can add animation events and such?

near wigeon
native girder
#

and the tutorial used that

tidal stump
#

and each ability will have a different point for that

near wigeon
#

anyway the suggestion can still stand

tidal stump
tidal stump
#

also do you think it'll be easier to just manually set a delay for each ability? or is that bad practice

near wigeon
#

no

#

timing things is never that good

half ridge
tidal stump
twilit canopy
#

Yo guys

near wigeon
tidal stump
#

tyvm :D

twilit canopy
#

How are you all doing

near wigeon
twilit canopy
#

Ah ok thx

#

I need help tho

near wigeon
vagrant rootBOT
# near wigeon !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

native girder
half ridge
azure pond
#

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

half ridge
native girder
# azure pond what is your big picture goal? to learn how to build and animate platformers? mo...

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

azure pond
native girder
#

going through tutorials can be rough

woeful torrent
#

I don't feel like I'm learning anything going through the tutorials it's not getting thru to me either

balmy kettle
#

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

native girder
woeful torrent
#

I was using the ones off Unity's own Learn site

azure pond
#

it's hard to make platformers that feel like Some Other Game

woeful torrent
#

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

native girder
azure pond
#

it's better to use the asset. this stuff isn't something any of the chatbots can figure out

native girder
#

oh i used like a premade controller for the base and added on top of it

azure pond
native girder
#

its not "as" floaty as some of the other ones

woeful torrent
#

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

half ridge
#

@native girder .if you want to learn code, do not use assets.

native girder
azure pond
#

all you have to do is buy the asset and use it

#

and read what it says

#

read the documentation

native girder
azure pond
#

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

woeful torrent
#

I remember buying Universal Fighting Engine and I still couldn't make a game work lol

half ridge
native girder
#

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 😄

woeful torrent
#

Is there good assets for 3D platformers?

half ridge
native girder
#

i usually go like "i have these scripts, id like to ad this to it" and see what happens 😄

#

slow progress, but its progress

dreamy dome
#

Hello Can you Help me if you are a unity user

balmy kettle
vagrant rootBOT
# balmy kettle !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

balmy kettle
#

pay particular attention to the last few points

half ridge
half ridge
dreamy dome
#

UABEAVALONIA Import Dump problem

azure pond
native girder
#

a friend of mine works in IT and he has the paid one i think

dreamy dome
#

@vagrant root hello

vagrant rootBOT
dreamy dome
#

@balmy kettle how to work Unity bot

balmy kettle
#

why

native girder
craggy pollen
#

and dont ping randomly people

balmy kettle
#

you don't use the bot to get help, you need to actually ask a question

azure pond
dreamy dome
#

Hmm command

dreamy dome
#

Come on, you guys tell me.

hot acorn
#

tell you what

#

how to use bot?

dreamy dome
#

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.

woeful torrent
#

What's a good Unity Learn course for when you know the UI and some basic coding

native girder
balmy kettle
vagrant rootBOT
# balmy kettle !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

dreamy dome
#

!ask

vagrant rootBOT
# dreamy dome !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

woeful torrent
#

Sheesh I'm more workable with

balmy kettle
#

you don't parrot the command, you read the fucking message

dreamy dome
#

!ask UABEAvalonia Import Dump audio problem

vagrant rootBOT
# dreamy dome !ask UABEAvalonia Import Dump audio problem

: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

azure pond
woeful torrent
#

I can't

balmy kettle
azure pond
#

i guess lesson number one is, you have to be less vague

dreamy dome
balmy kettle
#

you don't use it. you read the bot's response

native girder
azure pond
azure pond
#

nobody asked for a video, i already know you have a WIP platformer

storm patio
hot acorn
#

what if

#

i want to make new friends

azure pond
#

@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?

native girder
azure pond
#

"grab bag of features and gameplay" is expanding brain meme level 1

storm patio
azure pond
#

i'm asking you what the goal is

#

you have to write that down

native girder
#

mister

azure pond
#

i will guarantee you, none of it will come through in a play through

#

is that the goal?

native girder
#

wdym

azure pond
#

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

native girder
#

its class mates and we ll talk about it

azure pond
#

your product is the conversation

native girder
#

what are you saying

azure pond
#

you might as well spend 10x more time writing, which btw, is exactly what your instructor would say

native girder
#

damn

near wigeon
# hot acorn damn why

it is encouraged to help with unity questions on this server so answers can be vetted by others

graceful wedge
#

can anyone help? my character joints attached to bones are really slow for some reason how do i fix this

near wigeon
#

vague questions just get ignored

graceful wedge
little dune
#

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

near wigeon
#

make like a 2x2 white png box or some and use filled then layer the sliced part menus the color ontop as border

reef dome
#

Can you find this already or will it come out with the LTS version of 6.3?

little dune
#

thanks nav

near wigeon
little dune
#

wdym layer the sliced part ontop as border nav?

reef dome
#

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

near wigeon
reef dome
little dune
#

but I need to use the filled for my script and stuff to work

cyan lion
#

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.

exotic relic
#

Good graphics dont define a good game

near wigeon
little dune
#

im confused

reef dome
lost holly
#

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?

storm patio
#

yes

little dune
#

Im trying to make this round image thingy look like the box one while still maintaining the image type to be filled.

sweet charm
storm patio
woeful torrent
#

idk why nothing shows under Recommended Leaning

exotic relic
lost holly
#

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?

sweet charm
storm patio
reef dome
cyan lion
#

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.

little dune
storm patio
near wigeon
#

using width is sketchy

#

better off doing as multiple layers with fill underneath 🤷‍♂️

reef dome
reef dome
cyan lion
storm patio
#

it isn't

reef dome
#

its just too complex

storm patio
#

well, the ones that are aren't good games in those regards anyways tbh

#

AI stands out

#

and not particularly in a good way

exotic relic
# sweet charm I never said u can’t

@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.

near wigeon
cyan lion
lost holly
little dune
#

whats the best 3d model type to be imported into unity

storm patio
near wigeon
little dune
#

ok

#

thanks

reef dome
cyan lion
exotic relic
#

Lets say for example COD Mobile by Activision, made in Unity. Among us.. made in Unity

#

Escape from Tarkov

modest meteor
reef dome
cyan lion
sweet charm
#

I thought Amongus was just a small team

near wigeon
reef dome
exotic relic
cyan lion
reef dome
#

AAA basically just means big budget behind the project, it says nothing about the graphics

exotic relic
#

You just need good models XD

exotic relic
#

Unity can have insane graphics, if you use good models...

#

Rarely do people bother to import good models

cyan lion
worldly cave
#

if youre aiming for realism unreal is hilariously a bad choice

exotic relic
worldly cave
#

simply because of their dependance on lambertian diffuse which makes everything look like plastic garbage

near wigeon
#

verdun ww1 game looks pretty good for unity
so does tarkov

reef dome
sweet charm
cyan lion
worldly cave
cyan lion
#

Dm me or send here if links are allowed

worldly cave
#

but it boils down to, consumers didnt care, project leads didnt know.

fleet canopy
worldly cave
#

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

worldly cave
cyan lion
worldly cave
#

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

cyan lion
worldly cave
#

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...

▶ Play video
#

its not a perfect video but i found it to be generally agreeable with a lot of the issues it points out

near wigeon
#

"realism" in games is hilarious tbh..

worldly cave
#

i think its mostly refering to visual realism

#

and not logical

exotic relic
#

You dont want it too real, its no longer a game...

sweet charm
#

Well ppl do use UE in vfx and film making stuff

exotic relic
azure pond
#

the unreal / unity distinction is really simple to understand:

  • unity is for developers who MAKE games
  • unreal is for developers who get games FINANCED
worldly cave
#

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

azure pond
#

i even capitalized the important distinctions for you

worldly cave
#

and i still stand behind what i just said.

near wigeon
#

oh god now I remember why blocked this doctor kid, just spewing nonsense

azure pond
#

🙁

#

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

cyan lion
azure pond
#

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

cyan lion
#

Interesting video

#

I'm watching it

azure pond
#

how much budget has anyone ever given you to run, to boss people around, so to speak?

#

to put it straightforward terms

worldly cave
#

like at all

azure pond
#

i don't know

worldly cave
#

do you think getting a publisher for your game is the equivalent of pitching a script to netflix or something....

worldly cave
#

not even that just let us know where in general do you work when you say "game publishing"

azure pond
# worldly cave do you think getting a publisher for your game is the equivalent of pitching a s...

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.

worldly cave
#

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

azure pond
#

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

graceful wedge
#

im getting some issues where my collision boxes are being triggered when iim not even close. how do i fix this

azure pond
#

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

near wigeon
#

we are not mind readers

graceful wedge
worldly cave
#

for starters whatever game object has the collisions youre talking about

#

and whatever game object is triggering it

modest meteor
azure pond
modest meteor
azure pond
#

i don't think it matters that much to consumers generally. so it's not a big issue

tacit lark
azure pond
#

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.

tacit lark
#

its about the sidewalk (which was auto-generated by easyroads v3)

urban fractal
#

how do i change a texture in unity of a map download

#

for example gorilla tag

tacit lark
#

i have no idea why these two aren't being baked

vagrant rootBOT
near wigeon
#

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

azure pond
azure pond
azure pond
reef dome
azure pond
reef dome
azure pond
#

this stuff is so sensitive

reef dome
#

I think we are way to small for you to know 😄

azure pond
#

haha

#

i'm already saying stuff that sounds way more contrarian than it actually is

reef dome
#

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 😄

azure pond
#

why dig the hole deeper

tacit lark
pure igloo
#

anyone know how to fix this?

jade carbon
dusky forum
pure igloo
#

NullReferenceException: Object reference not set to an instance of an object

dusky forum
#

Ignoring the graph errors, what would be next?

azure pond
pure igloo
near wigeon
near wigeon
tacit lark
#

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

pure igloo
tacit lark
#

yes

#

it is

pure igloo
tacit lark
uncut ridge
#

hi guys i set a brush png but i cant brush on terrain

heady siren
#

why my trees sideways

uncut ridge
#

how i can fix

storm patio
# pure igloo

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?

storm patio
lapis gate
heady siren
storm patio
ionic berry
#

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

pure igloo
# storm patio what are you usding those 2 for?

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

storm patio
heady siren
#

in blender i have changed the axis rotation everytime but they always end up pointing that way

lapis gate
#

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

pure igloo
heady siren
storm patio
pure igloo
#

player drags deployed units near the dragon, then the dragon destroys them and plays animation

primal sleet
#

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.

storm patio
lapis gate
storm patio
pure igloo
primal sleet
lapis gate
#

Sure, but if you raycast against a wall what's your logic now

primal sleet
#

Go left/right until the raycast is flase for hitting a wall?

lapis gate
#

you can do ye old keep holding right until it resolves

#

sure, but still not more performant than a one-time path calc

storm patio
#

but that wouldnt be very robust for enemy pathing

primal sleet
#

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?

storm patio
#

better? yeah, actual pathfinding

primal sleet
#

so A*?

storm patio
#

sure

lapis gate
primal sleet
#

I'll just code A* i guess, since its pretty simple.

jade carbon
#

m looking throught videos or they too old or not working well
ahhh

pure igloo
umbral stone
#

“There was an issue creating the organization or repository. Please try again later” does anyone know how to fix this issue?

craggy pollen
pure igloo
# craggy pollen 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

craggy pollen
#

when exactly do these errors occour?

uncut ridge
pure igloo
#

wot

tacit lark
azure pond
#

even moremountains 2.5d doesn't use unity physics for platformers

uncut ridge
#

guys why when i refresh list of assets and this error coming

#

how i can fix

#

i logged to

azure pond
native fox
#

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?

reef dome
#

However it sounds like you are asking more in general, I recommend checking out !learn

#

!learn

vagrant rootBOT
uncut ridge
#

guys why is this erroring when i open package manager my assets and i cant see my assets

reef dome
#

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

potent moss
#

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?

lapis gate
#

Sure

reef dome
neat spear
reef dome
#

that link will scroll to the right headline

reef dome
potent moss
uncut ridge
reef dome
reef dome
uncut ridge
mild sonnet
#

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

uncut ridge
#

yayy its solved

#

thank sidia

vagrant rootBOT
mild sonnet
potent moss
reef dome
reef dome
viral hill
potent moss
#

thanks king sidia 💖

mild sonnet
reef dome
#

click on the Link that @vagrant root posted

mild sonnet
#

thx so much sidio

craggy pollen
#

how comes you did not find any tutorials i wonder

pure igloo
#

can you animate UI images

craggy pollen
#

yes

pure igloo
#

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

craggy pollen
#

if the animation was particulaly for the ui yes

pure igloo
#

and uses sprites

pure igloo
craggy pollen
#

image and sprite are not the same S1nth

mild sonnet
#

@reef dome

pure igloo
#

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

craggy pollen
#

nah i think it only works for sprites

pure igloo
#

cus i am encountering a problem with ui images right now, where it ain't animating anything

#

ahh ok

craggy pollen
#

i think you are still mixing up sprites and ui elements. in this case you can use a sprite for your dragon

pure igloo
#

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....

craggy pollen
# mild sonnet yo

it is more like a learning plattform with step by step tutorials and docs. 2.5 is nothing else than 3d in 2d view,

mild sonnet
#

k thx

craggy pollen
#

i was just curious why you said you couldn´t find any 2.5 tutorials

mild sonnet
mild sonnet
craggy pollen
#

i ment your first message

mild sonnet
#

oh

fluid flower
#

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....

mild radish
#

the image component is collapsed..

#

see the arrow tailess arrow next to it? how its -> instead of facing down like the rest

stiff quest
#

Triangle

fluid flower
#

I'm absolutly stupid.

mild radish
#

it all good 👍

fluid flower
#

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.

stiff quest
fluid flower
#

Thanks for the help guys.

#

While I'm here asking stupid questions, why is my spong not visable in game view?

craggy pollen
#

sorting layer

reef dome
obtuse radish
#

can you all go to link

craggy pollen
#

no

plain dagger
#

looks sus af

uncut ridge
#

guys how we enable light in new version

#

like this

craggy pollen
uncut ridge
#

i cant see that button

viral hill
uncut ridge
#

i want open light

#

its dark and boring

#

i cant see my editor

viral hill
#

it's these

hushed hamlet
#

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.

viral hill
#

the rightmost one is what you want

uncut ridge
viral hill
#

opened what

uncut ridge
reef dome
#

<@&502884371011731486> screamer (dont click)

viral hill
obtuse radish
#

its prankk

hushed hamlet
#

I reported it to Discord too, whatever it is

#

Let them ban the account

obtuse radish
#

hahhaha

reef dome
uncut ridge
#

unlit draw mode

viral hill
#

you are doing a horrible job of explaining what you mean. how do you open a draw mode?

uncut ridge
viral hill
fluid flower
#

Sorting layers fixed it. You guys are awesome. How is code writing easier than figuring out layers in unity?

reef dome
hushed hamlet
reef dome
tacit lark
#

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?

viral hill
#

700 is not that high

viral hill
hushed hamlet
#

700s likely a problem on mobile. Definitely want to get that lower if you can

tacit lark
#

ill try

viral hill
reef dome
hushed hamlet
#

Ita well above the Quest 2 recomendations and a common headset for VR Chat

reef dome
#

oof wait, 2.1m tris, vrchat will just surrender

tacit lark
#

oh, um

viral hill
reef dome
#

so you see every little detail

#

and it really draws on the gpu

hushed hamlet
#

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.

tacit lark
reef dome
reef dome
#

oh its a 2d thing 😄

#

i thought its meshes

hushed hamlet
#

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

viral hill
tacit lark
#

okay

#

imma try to find a balance

viral hill
tacit lark
#

barely made a dent in the draw calls

viral hill
#

what did you set it to

#

and what is your detail res

plain dagger
#

Can you show the angle from the scene view with wireframe mode and overdraw visualisation (if you have this)?

south summit
#

How does quake makes his enemies animations? And entities etc? 🤔

#

The game Quake, it's pretty different his animation ways lmao

#

Procedural animation?

worldly cave
#

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

lapis gate
#

pretty much

little dune
#

I'm going to use Unreal Engine from now on

azure pond
spiral steppe
#

Anybody know how to make tank raycast suspension

viral hill
#

You'll have to explain what that even is

austere fable
#

Hello.

near wigeon
austere fable
south summit
#

how quake makes his animations instead using smds?

worldly cave
vagrant rootBOT
# worldly cave !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

austere fable
worldly cave
azure pond
azure pond
spiral steppe
worldly cave
#

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?

spiral steppe
viral hill
spiral steppe
#

I'm also struggling with armor pen calculation

worldly cave
#

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

spiral steppe
#

But also for armor pen calculations, it is very weird because you have to get the normal angle and everything

azure pond
worldly cave
#

if you want to do it yourself start off with regular car suspension

#

figure that out first

#

then "diversify"

azure pond
#

i don't know if Advanced Vehicle Physics models treads

spiral steppe
#

The bigger issue is like

azure pond
#

the thing you are trying to do is really complicated

spiral steppe
#

There's so many things I need to implement

#

In order to have an organized system later

#

And it's so painful doing that

azure pond
#

yeah. and it cannot be vibecoded either

spiral steppe
#

Genuine pain

azure pond
#

you will like Edy's vehicle physics

#

i've used it in a real game, it is well done

spiral steppe
azure pond
#

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

south summit
#

Earthquake

gusty abyss
#

How can you make a textmesh pro not glow in the dark

vivid cedar
gusty abyss
vivid cedar
# gusty abyss how

Find or create an SDF lit material and assign it to the TextMeshPro component

gusty abyss
#

what is that

vivid cedar
#

Time to start googling or asking an ai assistant about these terms

gusty abyss
#

im asking here

vivid cedar
#

You sure are

gusty abyss
#

i dont know how

hexed path
gusty abyss
#

i know the unity grpah and were stuff is

hexed path
#

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.

gusty abyss
#

how do i get this lit

vivid cedar
# gusty abyss i dont know how

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

gusty abyss
#

none of this works

vivid cedar
#

yes there isn't one built in

#

you must find one someone else made or create it yourself

#

start looking it up

gusty abyss
#

what is this

hexed path
#

You might also look at CreativeCore here - it will do a deep dive on materials: https://learn.unity.com/pathways

Unity Learn

Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.

gusty abyss
#

i just need the text to not glow

#

in hdrp

#

i cant find one

vivid cedar
#

just google "hdrp TextMeshPro lit material"

#

you will find plenty of information

slim cradle
#

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

vivid cedar
#

If it's code related do so in a code channel

slim cradle
#

ok ill send a big chunk of text

slim cradle
slim cradle
#

because idk where the issue comes from

gusty abyss
slim cradle
#

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

balmy kettle
#

you'll need to show your movement code in a code channel

slim cradle
#

I tried stripping all of it and just adding a force in a direction

#

same result

vivid cedar
#

You can debug the KCC code to find out where it's happening, or contact the developer to see if they have an idea

slim cradle
#

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