#💻┃unity-talk
1 messages · Page 31 of 1
i can't, collide & slide is the most important feature of KCC, that's exactly why i use it. And since it works on the ground, it translates downward forces to xz forces
🫠
I don't see the correlation
Nothing is stopping you
issue doesnt come from doubles, a fix comes from adding a downward force. But this breaks because the floor isnt EXACTLY flat so my downward force is getting slid across x and z when i'm grounded
There seems to be some miscommunication here. Why did you bring up floating precision errors in your original message if that isn't the root of the problem?
"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)."
"if I apply gravity while already on the ground, it doesnt happen"
a fix is to always apply gravity (sketchy fix though)
but i can't add gravity while on the ground with a KCC
because it breaks the movement because of that float error
Then just don't use floats...
you'd be in for a big surprise when you look at what unity uses for pretty much every number
You can easily manually cast it to something else
the engine uses that. I don't use that in code
you're surely just guessing here. you cannot just force unity to use doubles when everythings already using floats. You can use a double all you want. When you provide that value to any unity function, its gonna be a float at the end
plus floats clearly arent even the issue there
I see. I had assumed we were talking about manually declared variables rather than the declared variables in the built in components
That doesnt really fix the issue anyways
if you're certain that it's an error with KCC, due to this message, then really you're either gonna need a workaround or to contact the developer with the error.
Maybe one workaround could be applying gravity only while there is input so the player doesn't notice this sliding issue
that's not a bad fix idea lemme try that
it fixes the "movement fuck up" but it still breaks slope/stairs movement
I think I've seen the auto-jump with KCC on one of its controllers
I'd double check on the settings that some of these custom controllers give you
i'm using my own code
i only use the KCC motor script
Well, there's obviously something in the motor that's doing it then
yup, but i tried to change EVERY setting with no success
If there's a way to have steps and disable sliding when landing on a slope with a rigidbody, i'll take it...
Or use the original character controller with better collisions aka collide & slide + can't go through walls/no clipping with skin width/no air space between character and objects (this one is easier iirc)
I am just starting with unity and am creating my first game, I found some free charecter assets to begin with. Would anyone be willing to link me to a solid video on how to place the assets and how to use the animations included? 2d side scroll style
Hello I was wondering if anyone had a youtube tutorial to learn unity they would highly reccomend? Thank you
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you can learn to do this by learning the general workflow of the engine itself. start with beginner tutorials and you will find that the knowledge on how to do lots of different things is shared
tem brasileiros aq ?
This is a english only server, thanks.
How do I rig
hi guys how do i grab objects in unity openXR
i am having a lot of problems with it in MR setting
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anyone good with animations? im having a little issue and i cant seem to find what im doing wrong
how can i make unity only use directx11?
Post a full question in #🏃┃animation
Im just starting out here, is Visual Studio the right choice for a free windows IDE or is there a better option
It is. Rider has more features and customization but can be overwhelming to deal with in the beginning.
Worth noting that Rider's free plan does not allow commercial projects.
hello i need one help plz .....problem when serving Unity WebGL builds to phones UI being squashed on mobile why and how to fix ..... the video also squashed ???/
Don't cross-post, please. Pick one channel #🌐┃web
Hello
Hi guys, my game has player made maps, so I instantiate all game objects at runtime. Do you have any recommendations for how to cull objects? Should I use Occlusion culling or just frustum culling? I'd appreciate any help. Thanks!
Dynamic gameobjects cant be occludees from what I know from the docs. So you might have to use some kind of custom occlusion system or find a way to create the occlusion data when people upload their maps. not sure if thats possible. Frustum culling will render everything that is in view, so it can hit a certain performance issue quite fast depending on your map editor
This sounds like an excellent candidate for the GPU Occlusion Culling in Unity 6 👀
Yeah my games performance really starts to suffer with a certain level of details in the maps.. I'm not sure if there's anything I havent tried yet other than occlusion culling
oh I didnt know there was something new there, is it out yet or yet to come?
Good call here, did not check it out yet. Good to know! 🙂
Ah I am on default RP unfortunately
SRP Batching would probably help too. But moving over to URP will be quite the task..
Is the game already released or still in testing phase?
If a lot of players would be affected or not if you change to URP. I am just thinking, you wont be that happy with continuing with built in. but thats just guts feeling
I suppose it's worth weighing the long term cost of optimizing your game around the limitations* of BiRP vs the cost of switching to URP.
And BuiltIn is still an easier move than going from HDRP to URP, so maybe its not that much of work. Most likely its shaders being updated
yeah I guess i have to investigate that a bit further. URP could help performance a lot. You would not recommend HDRP over URP though?
HDRP is high end graphics. I do not think you wanna support that
Depends on your visuals tho. Is it AAA graphics or more like indie stylized visuals?
The game is pretty much a map maker for maps with good graphics for stuff like dungeons and dragons
Good graphics will be well appreciated. Im not sure if there is any disadvantages for HDRP over URP though?
In that case, I think URP would be more than enough. But again, depends on your graphical style still.
depends on what the users build I guess.. I only give them assets to work with
yeh, but thats your visual style then. If you predefine assets and the overall graphical style. Its like fortnite having a bunch of assets, but the style is still stylized comic-ish
ah yeah ok I get what you mean now. It's mostly more realistic looking assets. Theres low poly stuff too though in case someone wants to use that
You very much can achieve AAA realistic graphics in URP too. HDRP just comes with a lot of features and tools you'd otherwise have to develop and implement yourself.
Heres a random screenshot of community made maps
Damn it seems like I got a lot of work to do now. What would be your estimate in how long it takes to move a game from Default RP to URP/HDRP?
That looks like URP should do the job. Its not hyper realistic and you are cutting off a lot of people when forcing HDRP.
Is it days, weeks or months? 😄
cutting people off that dont have a good gpu/cpu is what you mean?
that can handle HDRP
This entirely depends on your project 😄 Having one material, its 15 minutes maybe 😄 And thats more of creating URP asset and assigning than really updating, because most materials might be updated automatically. But if you have a bunch of shader graphs or custom shader scripts, thats another story
If you're comfortable with shader programming, I'd say day(s). It really is pretty straightforward.
havent done a single shader myself yet, but I always wanted to dig a little bit deeper into it. Guess its a good time to do so
yes. HDRP just gives a higher "default" in what it can handle, that you might not think off. And as you did not need it yet, you might be better off with URP, as you also can cover other systems in the future, if you wanted. map viewer on mobile or what not
thanks for the help guys, much appreciated!
me and my friend are collaborating on a game project (3d) using unity version control and i have committed the main changes; how do i merge this so that she can continue with developing other parts? i have added her to my organization and she can view the project and this is what she sees when she tries to merge the branch into current project
what do we do
okay she committed her chnages but it shows that she doesnt have the asset permission or something
but i have made her the owner for organization too
what do i do
anyone else getting these after updating the hub?
update to the latest editor version for 2021 to get rid of the warning
read more to learn more
does anyone have a sprite sheet for a 2d top down game with rolling attacking etc as i need it for a zelda like souls game so rolling and backstep is quite important
rn i’m just using a link to the last one but it is not enough rn
no
hello, how can I apply to become affiliate, I send many email, but there are no reply , thank you
who had the issue when character sometimes gets pushed back
while running into a wall
like on fifth second
any one familier or wanna help me out with a combo\script and gettting the animations to work
!ask
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:wrench: Attempt to debug your issue.
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no-one's gonna commit to helping you specifically without even knowing what the issue is
guess ill just figure it out myself because someone already tried helping me
just quick sanity check, do you have a scene open, and did you save previously
damnn i forgot to upload my game to github so i could program in school gg
I added a Universal Render Pipeline asset to my game. Any ideas why i dont have a SRP Batching Checkbox? I think its supposed to be in the "Rendering Section" of the URP asset
It's enabled by default, I believe. You can access the checkbox if you click the three dots in the inspector window and enable Debug view.
if you have a bunch of objects in the same gameobject say a few spheres, is it possible to add one mesh collider on the game object and have it work for everything?
No because a mesh collider used only one mesh object to produce the collider
You can use multiple colliders in one rigid body
I just did a video on something adjacent: https://www.youtube.com/watch?v=JYak0t-lXdU
For the purpose of collision detection on the group, here we bind a Rigidbody to a collection of colliders.
I have a tool for custom terrains if you want
hi guys does anybody know a fix for cinemachine blurry character i have tried everything nothing is working im using v3 + i tried adding a camera holder that lerps to player but seems its still not working
wdym by "cinemachine blurry character"?
I am using a cinemachine free look camera thats attached to look at and empty child of the player object
when moving the player object looks blurry
Can you show a video or something?
i tried but it doesnt show on low fps i recorded and it seemed fine
i have freesync on
- i have fixed it by just moving the movement functions to fixed update sorry for your time :)*
Hi everyone,
I have a mobile game where users upload images (feeds/news).
The original image file in storage is around 119 KB, but after downloading it into Unity, the in-memory Texture2D becomes 4.4 MB on Android.
To reduce memory usage, I implemented runtime compression by resizing and converting textures. With compression the result becomes ~0.4 MB, which is acceptable — but the downside is that every downloaded image must go through compression, which costs CPU time.
Here is the code I’m currently using:
private Texture2D ResizeTex(Texture2D sourceTex, int maxSize)
{
float scale = Mathf.Min(
(float)maxSize / sourceTex.width,
(float)maxSize / sourceTex.height
);
int newW = Mathf.RoundToInt(sourceTex.width * scale);
int newH = Mathf.RoundToInt(sourceTex.height * scale);
newW = MakeMultipleOf4(newW);
newH = MakeMultipleOf4(newH);
RenderTexture rt = RenderTexture.GetTemporary(newW, newH);
rt.filterMode = FilterMode.Bilinear;
RenderTexture.active = rt;
Graphics.Blit(sourceTex, rt);
Texture2D tex = new Texture2D(newW, newH, TextureFormat.RGBA32, false);
tex.ReadPixels(new Rect(0, 0, newW, newH), 0, 0);
tex.Apply(false);
RenderTexture.active = null;
RenderTexture.ReleaseTemporary(rt);
return tex;
}
My questions:
1️⃣ What is the best method to compress a large number of downloaded images at runtime for mobile (iOS + Android)?
2️⃣ Does Unity provide any built-in way to apply platform texture compression (ASTC/ETC2) to downloaded Texture2D at runtime?
3️⃣ Are there recommended tools or plugins for runtime image compression on mobile?
Something that can convert a downloaded texture into ASTC (iOS) or ETC2 (Android).
Or any solution that reduces memory size without noticeable visual noise.
Thanks in advance! Any tips or best practices would be appreciated 🙏
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Why are you worried about the images in memory unpack size? You really shouldnt need to mess with it. Not saying it to judge. But 4mb isnt bad for an unpacked image size in ram. Just curious if there's a bigger issue you are trying to tackle.
Or is the problem that you are trying to pre-load all images in your game and its taking up a ton of memory? Versus loading as you go
Great.
really looks to be an AI generated question
Hi people, Is the physics engine considered strong enough for small sphere physics (including overspin), such as golf/mini golf.. I tried before some time ago and had strange angular velocity issues/tunneling etc. So recently I created my own physics which basically meant no rigid body, just colliders, everything else done by me in the fixedupdate. Having got it to a point where it works pretty well, I cant help think its overkill. Do people tend to just rely on unity? do they lightly augment it? or like a fool (like me) do everything themselves. 🏐
I've made some mini golfing games ages ago, and just used the default physics engine. It needed some tweaking for interpolation but worked great. Mind you that was ~8 years back
That being said, making your own will give you a lot more control and youll learn a lot
I would not try to write a golf game with spin using the pure physics engine
if you need specific features, like spinning in air, then that's something custom you'll have to do. the physics engine isnt at all realistic
at most you should really just fake it
Thanks you would hope the default implementation only got better
Yes, I implemented arbritrary gravity etc, but by the time I was dont the class was 800 lines of code... seems a bit OTT
a ball sliding or bouncing around at a reasonable speed would be a fine case. A realistic golfing game is not a fine case
One thing I do a lot is having separate children for the collided and the mesh. That way I can still control how things like rotation works with the physics being impacted only when I want to.
But honestly, it sold well, did fine, no user physics issues reported. I have no major complaints.
Other than some initial workflow tweaking I dont remember having challenges with the physics. The level layouts took the most time
I felt I was doing ok, I created my own materials profile system etc, could detect the surface of individual sub meshes, but then I imagined a spinning disk, that the ball might traverse and thought "£$$£%".... Iuppose things like those interactions are catered for in Physx
As others pointed out, 4mb really isn't all that much. Compressing it the way you're doing would be the way to go to minimize the size in memory (at the one time cost of compressing), but you regardless want to load data on the fly so you only load the data you're currently showing. Other apps with feeds, for instance, don't load content until you scroll it (close to) in view.
You can also use things like https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Networking.DownloadHandlerTexture.html to fetch and load the images on a separate background thread.
https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Networking.UnityWebRequestTexture.GetTexture.html
note that it's normal for images to be much larger on the GPU than they are on disk
textures need to be stored in a format that can be quickly decoded by the GPU
formats like JPEG and PNG can compress images based on long-range features (e.g. a large white square can be stored extremely concisely)
this is not possible on the GPU
Has anyone ever had issues with script assembly on Linux? I just installed cachyos (coming from windows but have some experience with Linux) and UltEvent asset (for example) gives me a shit ton of errors like double attribute and random stuff
How can I add a slope to the trees that I've placed on Terrain using paint trees? For example, if a tree is on a slope and it's leaning instead of standing straight
hello guys how can i do the open close door in unity using E please ive been trying to make it since yesterday but nothing worked
Use a Raycast to detect the door and handle input in Update
can u come in private cus am literally just a begginer
No
okey
Share the details of your issue and your code in #💻┃code-beginner
the reason you ask here is so that others can also learn from it, and so that multiple people can answer
post in #💻┃code-beginner
mb
Looks solid. Add debug statements to find where the problem is specifically
Also in your code it's supposed to play an idle state, but there is no animation called idle in your animator
delete the new state, make it again, then right click it, and press "set to default state" kinda button
Stick to one channel @kind halo
okk
if you need to hack on the physics engine, you should use Entities (aka DOTS)
it is basically Unity 2
Sorry!
Thanks, i will take another look at it, I didnt know if the learning curve was worth the advantages it gave.
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There is no Discussions channel
https://github.com/freezy/VisualPinball.Engine
this for example is pinball built on ECS
with "custom" physics
he actually decoupled it more from DOTS
Wow, that seems quite the project
it isn't a channel here, there is a link in the embed
heyy i was looking at the Sora 2 AI...
if you have a question, you can just lead with it
but honestly you can just discard anything from genAI
Im thinking if its possible to generate a character in Dall-E, pipe it over to Sora to have it create a video of it taking certain actions... then grab the frames and use it as character sprites for your project
whatever you say, bud
if you want to shill AI, there is an echo chamber for you to explore
as far as ive seen, most people dislike AI creations. it's only the people who can't make shit for themselves and rely on AI as a replacement for thought and skill that sing its praises
genAI has its uses, yes. but it's not as useful as the marketing team wants you to believe.
I wasnt wondering about morality... i was just wondering if it was possible to have a pipeline where you generate character design with dall-e and feed it into sora 2 to animate it.. then use the generated frames to create a spritesheet for a video game character
and i guess you can? idk...
you described it, so it's possible
it's still gonna be pretty obvious.
none of what i said above was about morality either, just quality or sheer utility
idk, i have trouble distinguishing some of the AI generated videos from real videos these days
on youtube
it's all been pretty obvious to me
but even so, that's without external context
when you use those as assets, especially pulling video frames, the added context will make it even more jarring
but seems like you're set on using shit assets already, so 🤷
https://www.youtube.com/watch?v=iuIT5wc-7AQ
this is AI generated
You can buy the 3D rug through this link
https://amzn.to/3pshVFp
and that's pretty obvious, yes.
ohh, its not obvious to me AT ALL lol
first off, optical illusions rely on perspective. it wouldn't be a hole from the other side.
there are several discontinuities - necks and legs randomly breaking
a dog literally walks on the wall in the last scene
LOL yeah thats HOW i know its an AI because it woudlnt be a "hole" from the other side
but it looks like a real dog. You have to look at the "minute details" and really analyze it
at a first glance its really hard to tell some of these videos.. i just picked an obvious one
sure man, whatever you say
i do not care about your struggles with distinguishing reality, tbh
Please use the AI thread, we don't need this leaking out here.
it doesnt matter how realistic it is anyways. If your goal is just to generate a sprite sheet, it's not like you need realism. this is hardly unity related at this point though
Hello everyone, I need help please. My player character, a chicken, is being chased by hunters, but these hunters approach the chicken but stop around it as if there's a barrier. Can you help me? I can't figure out where the problem is coming from. Thank you.
How are you making them chase the player?
Is there a collider in the way
with an enemy AI system
However, I tried adjusting every aspect of the collider and nothing changed.
Sure, but which one? Is that the name of a package? Or do you have a navmesh? Or custom pathfinding?
Show the collider
Has anyone tried using Google Antigravity with Unity? I'm trying to figure out if I can download the VSCode Unity extension in it - but it uses https://open-vsx.org/ for its extension marketplace which doesn't have that extension
!code
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Use links to services like:
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Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
What about the child objects? Both of them have children, do any of the children have colliders?
also make sure your objects aren't tiny, that would hit the early return
Yes, there was one in the hunter's mesh, but even removing it didn't change anything.
Add this log at the top of Update:
Debug.Log($"Position of target: {player.position}, current position: {transform.position}");
See if the numbers match what you expect to see as the objects move around. Maybe make it so there's only one Hunter in the scene so you aren't getting data from a bunch of them in the console.
Looks like the point they both stop at, the difference between the two of them is about 0.1, which would mean the sqrMagnitude of the difference is about 0.01, which is your exit condition.
So, I think you want to make that distance a bit smaller. Or just take the minor performance hit and check the normal magnitude
'''cs
public class EnemySimpleAI : MonoBehaviour
{
[Header("Références")]
public Transform player; // Le poulet (target)
[Header("Vitesse")]
public float moveSpeed = 4f;
public float rotationSpeed = 10f;
private Rigidbody rb;
void Awake()
{
rb = GetComponent<Rigidbody>();
// On laisse Unity gérer juste les collisions, pas la physique de déplacement
if (rb != null)
{
rb.isKinematic = true;
rb.useGravity = false;
}
}
void Update()
{
if (player == null) return;
// Position du joueur sur le même Y que l'ennemi (on ignore la hauteur)
Vector3 targetPos = new Vector3(player.position.x, transform.position.y, player.position.z);
Vector3 direction = targetPos - transform.position;
// 🔴 NOUVELLE CONDITION : vraie distance, pas sqrMagnitude
float distance = direction.magnitude;
if (distance < 0.0001f) // teste 0.05f, 0.1f, etc. pour voir ce qui te plaît
return;
// Rotation vers le joueur
if (direction.sqrMagnitude > 0.000001f)
{
Quaternion targetRot = Quaternion.LookRotation(direction);
transform.rotation = Quaternion.Slerp(
transform.rotation,
targetRot,
rotationSpeed * Time.deltaTime
);
}
// Avance vers le joueur
Vector3 moveDir = direction.normalized;
transform.position += moveDir * moveSpeed * Time.deltaTime;
}
}
he doesnt work :/
If you log distance before the if statement, what does it print when the hunter stops
- The hunter's visual isn't offset right? The rotation and way it moves makes it feel like the actual model isn't actually centered to the rigidbody.
- You shouldn't be using
transform.position +=for rigidbodies. Userb.MovePositioninstead.
or even better velocity
using UnityEngine;
public class EnemySimpleAI : MonoBehaviour
{
[Header("Références")]
public Transform player; // Le poulet (target)
[Header("Vitesse")]
public float moveSpeed = 4f;
public float rotationSpeed = 10f;
private Rigidbody rb;
void Awake()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
if (player == null) return;
// Direction vers le joueur (on ignore la hauteur)
Vector3 direction = player.position - transform.position;
direction.y = 0f;
// Distance réelle (PAS au carré)
float distance = direction.magnitude;
// Debug pour vérifier
Debug.Log($"DISTANCE = {distance}");
// ❗ On ne s'arrête que si on est VRAIMENT collé
// (tu peux jouer avec ce chiffre : 0.01f, 0.02f, etc.)
if (distance < 0.001f)
return;
// Rotation vers le joueur
Quaternion targetRot = Quaternion.LookRotation(direction);
transform.rotation = Quaternion.Slerp(
transform.rotation,
targetRot,
rotationSpeed * Time.deltaTime
);
// Avance vers le joueur
transform.position += direction.normalized * moveSpeed * Time.deltaTime;
}
}
i dont understand, soryy im very bad at programming
So, the distance is basically zero
Meaning they're at the same position
Whatever object this script is on and whatever object player is assigned to are at the same point
@dense juniper
Hi I am looking for somewhere to post about my hobby project with an aim to attract some new collaborators, I didnt want to just pop it in without first checking if there was a set place for that where I wont be breaking any server rules?
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thank you
working up the courage to try this tutorial on the new movement system
can anyone help when i try to add a c# in a folder it dosent show up
YOu're going to have to be more specific
what do you mean by "add a C# in a folder"? What exactly are you doing and what happens?
i think i've been staring at Unity open instead of doing anything with it, happens every day with me where i don't even have the courage to do the included tutorials that i still get lost on
so i made a folder in my assets named scripts i opened the folder and the tutorial was watching the guy right clicks inside where is it says This folder is empty then he goes to create and makes a thing called a c# but for my when i do that there's ever thing in the create menu expect for c#
if i was in a physical class doing this i'd probably do everything asked of me
look in the Scripting submenu
You want this
MonoBehaviour script
do i press that?
It's better than staring at it wistfully
what's a good 3d platformer tutorial?
!learn 👇 do the pathways on the unity learn site
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idk why i'm not learning from any of the Unity Learn things tho, i just follow the steps and can't absorb it
then i don't know what to tell you. if you can't learn from incredibly basic tutorials that are structured in such a way that they actually teach the basics, then what makes you think you'll have an easier time learning from random tutorials that people suggest
(this comes off abit rough)
oh well. they've been complaining like this for days now
this is very friendly to use as a starting point https://www.youtube.com/playlist?list=PLpj8TZGNIBNy51EtRuyix-NYGmcfkNAuH
its just i've done many of the unity learn modules multiple times and don't understand any coding or remember how to do it on my own projects
but i'm also beyond the tutorials of "this is the inspector window"
are you doing the pathways or just picking random courses from the catalog because those are two very different things
got thru like part 1 of programming and the engine
I cant speak for others but I wouldn't be able to just retain the code knowledge taught in the videos without already having a basic understanding of that coding language, maybe you need to brush up on that
This is fun place to start fromhttps://github.com/herokudev/C-Sharp-30-days-of-code
nervous, programmings the only courses i ever failed, i have to power thru it
I believe in you
too terrifying for me to even look at tbh
then consider seeking a mental health professional
ha honestly give it a crack , it starts from the most basic "hello world" programme and then walks you through variables, dictionaries, lists, enums etc . All stuff you will use in Unity scripting
An enum is just a number wearing a nametag
this is an enum.. i'll typically use them like different states
can name em whatever u want.. like nomnom said, its just a value (0 -> x)
using UnityEngine;
public class EnemySimpleAI : MonoBehaviour
{
[Header("Références")]
public Transform player; // Le poulet (target)
[Header("Vitesse")]
public float moveSpeed = 4f;
public float rotationSpeed = 10f;
private Rigidbody rb;
void Awake()
{
rb = GetComponent<Rigidbody>();
}
void FixedUpdate()
{
if (player == null) return;
// Direction vers le joueur (on ignore Y)
Vector3 direction = player.position - transform.position;
direction.y = 0f;
float distance = direction.magnitude;
if (distance < 0.01f)
return;
// Rotation
Quaternion targetRot = Quaternion.LookRotation(direction);
rb.MoveRotation(
Quaternion.Slerp(rb.rotation, targetRot, rotationSpeed * Time.fixedDeltaTime)
);
// Déplacement physique correct
Vector3 newPos = rb.position + direction.normalized * moveSpeed * Time.fixedDeltaTime;
rb.MovePosition(newPos);
}
}
Wish I could learn this in person again 😓
if you really want to, you will learn
honestly i dont understand why that doesnt work arghh
Did you check the first thing I said
Tbh I'm just learning this to prove I can actually make games instead of being a fake developer who only builds IRL arcade cabinets for other people's work
It's not been going so well
there's nothing wrong with this code.
public Transform player; // Le poulet (target)
when chatgpt/gemini generated this, why did it think the chicken is the target? the hunter is the target, yes? you put the wrong thing in the slot here. it is correctly reporting that the distance from the wrong thing is <0.05 and stopping.
takes time
if you can build game cabinets you can figure out the game engine.. im sure u couldn't build cabinets right off the bat either
think what is supposed to be in the target slot in the inspector for enemy simple AI
don't send me a screenshot
just say what is supposed to be in that slot
I hate spending years and years like I have and I still not being anywhere. I think I started trying in 2016 and didn't get anywhere
the chicken
okay, i gues sit is confusing. the chicken is the player, and has a shotgun for some reason haha
The code is on the enemy, so the target would be the player, which is the chicken
The hunter's visual isn't offset right? The rotation and way it moves makes it feel like the actual model isn't actually centered to the rigidbody.
please just check this
it's just at a coordinate behind the chicken
the visual is clearly offset
you could drop the 3d model of the chicken into the slot instead of the parent object, and i think things will work better
but your problem is the "visual offset" @dense juniper
swich to scene mode and this will be more obvious
no more screenshots. just look with your eyes.
the center of their capsule is also at 3.71 on the X... not sure if thats an issue
Guys, I don't understand, everything is in its place yet
if its not in its place its not in its place
Go to the chicken and make sure the child visual is at 0,0,0 (or offset from the ground depending on model).
Go to the hunter and make sure the child visual is at 0,0,0 (or offset from the ground depending on model).
The way the hunter rotates makes it look like the visual of it is not at the origin of the rigidbody. That's why it looks like a very large hinge when rotating.
Heya, anyone have a way for unity to recompile code the moment i save on vscode instead of on alt-tab?
use the Pivot mode..
it will show u where the real transform is.. (for example i set mine up to have the capsule collider offset 3.71 just as urs is in the screenshots
Hello, would a question about what to pass from a tesselation shader to the depth pass using HLSL go in #1390346827005431951 or #1390346776804069396 ?
shader questions belong in the rendering channel
alright thank you, didnt know if that was changed due to how i was creating the shader
afaik Unity must be focused on to recompile.. not sure if its possible for it to reload/recompile while your IDE is focused instead
Hot-reload tools or assets perhaps
rider and visual studio can do it automatically. vs code probably requires an extension for it
Since I use Hot Reload it JustWorks ™ for the asset auto refresh when unfocused
(with vsc)
Do recompilings take longer the more complex each scene gets?
Like 10 minutes long
restarting the editor can speed it up if it starts getting slow..
it's not about scene complexity, but the amount of code/number of assemblies that need to be compiled
typically though the domain reload is the longest part and not the actual compilation
Tomorrow I'll try this https://youtu.be/q-VfsQQlji0 it's easy to do and should only be an hour I just have to work up not being traumatized by the editor
Let's build a simple mechanism to move player around the scene. We are going to use the new Input system in unity. Let's learn how to receive inputs and read them. We will learn to create an action map, input actions and bindings to achieve our mechanism.
Please do support me on patreon.
Patreon - https://patreon.com/OpenWorldEra
Feel free to ...
i've been thinking, and i think i've thought of "interesting game dev coding tricks" like modular/customizable spells and drawing outlines around sprites... that i WISH there was a tutorial for but ISNT
The new input system threw me off seeing it for the first time
you can read about domain reload and the option to disable it (and the extra work required if you do) here https://docs.unity3d.com/6000.2/Documentation/Manual/domain-reloading.html
just note that disabling it only affects entering play mode and not compiling after saving your code
good news, i found a workaround, install untiy tools and add:
"vstuc.refreshOnSave": true,
to your settings.json
if you don't already know how to code then you're going to struggle even harder following random tutorials like this than you would by just doing the pathways on the unity learn site
it seems the actual reason you are struggling so much is because you don't want to put in the work to actually learn and you just want to skip to the part where you already know how to do things so you keep trying to find different tutorials. just stick with the pathways on the learn site
well tbf alot of tutorials kind of suck..
yes, which is why they need to stick with the ones that don't suck
theres very few that "dont suck"
and if youre new, its hard to recognize which ones "dont suck"
here's a fun fact: the ones that i have been suggesting to them don't. the ones they are literally giving up in favor of ones that do.
nice
I dont have faith in the Unity Learn tutorials so far, cause I'm still on square one of not getting it
wtf u trying to learn thoo?
they need to learn the basics. not focus on learning specific concepts yet
for example...
most "tutorials" on how to draw a boundary around sprites "SUCK"
What's the basics beyond editor controls tho after I know all the editor buttons
ok then how about you start learning plain c#
no
like if you want to hover your mouse over a sprite, and want to draw an outline around the sprite
to indicate you are hover it
you cant find a good tutorial for it online i had to figure it out myself 😭
@woeful torrent have you made a game before?
The 30 day one looks impossible idk how people do all that
most "tutorials" are garbage
wdym 30 days
just focus on what i am saying for a sec
inb4 "you're on a long journey" and "use ai"
the dumb ass thing is that once you figure out the BEST way to do something...
its easy to find references to it
but until you find the best way to do it, you will have to shift through thousands of garbage
haha
Old middle school things on game maker, but no
who is rushing you to learn c# in 30 days, it will take at least a few months to understand the basics and some advanced c#
well that's good
I don't use AI I don't get the journey part
are you uh, doing CS?
in so many words
when you used gamemaker did you program?
or only use visual tools
dude, don't learn the language... learn the data structures and logic
No I make arcade cabinets and I have to teach myself a game engine or else I'm not actually a game designer just a woodworker
just give the data structure/logic to the AI and have IT write the code in the chosen language 😛
because once you know the logic, everything else is syntax
your just saving time looking up the logic itself...
ofc you want to double check the ai's output and make sure the code its pooping out is fitting the logic you gave it
but its faster, and takes less time
The problem isn't usually learning C# itself, but the engine specifics around it.
I don't like how I was able to teach myself so much, but not this
Ah just tangenting now
Just gotta learn to make a cylinder walk across a plane without hurting my head
They are new. They cannot check if the code fits the logic.
have you seen https://github.com/freezy/VisualPinball.Engine ?
i actually know a lot about pinball haha
focus on what i am saying
Yeah pinball
just focus on chatting here for 3 minutes
are you familiar with vpx?
the virtualized pinball stuff?
Some virtual pinball system, the pinball heads generally don't like them
Where it's half screen and some guff on the table above it
I remember playing with that Universal Fighting Engine plugin, shit was cash
okay. so i think these things are very useful. it's true that you have to program to make many kinds of experiences. but it might make more sense to start with an engine / tooling that does exactly what you want to do already
Probably, I still gotta learn to assemble it all tho
there is a lot of information on screen and you'll get used to seeing it / reading it better soon enough
Also a bit cooked from years of starting and flopping on game programming, so everything is on edge for me
It's okay, I succeeded! Thank you everyone for your help.
hi, my first player controller's jump doesn't work, once I press the space KeyCode, it doesn't jump https://paste.ofcode.org/fhBW2pf9JD7j4vuRSGMgFk
guys in Unity how do i make an object grabable, is it just through using building blocks or should I use unity openXR gameobjects(i tried htis way and couldnt get it working)
i appreciate any help
Is isGrounded ever true?
just added a debug to log its value and it first was true then false and now the jumping works again, it's weird sometimes it works and sometimes it doesn't, yesterday it didn't work,I had to change the jumping value(probably not what was wrong) and it suddenly worked, and now it works after adding a debug
it's weird, but I think the bool is always false
I'm debugging in the update and once I enter playmode, it debugs true and then false all the time$
That would be your actual problem then. Look at what you assign it to and see if it's doing what you want it to do
No vc on this server nvm
I was thinking tomorrow I do that little 3 minute video, spend rest of the week learning how to do that while chatting
Or like live streaming me trying
Just focusing on the Learn classes is incredibly difficult and I need to be in an environment with others
Say if I do want to do make a large world in Unity, would the editor still fall into those floating precision issues?
What's the idea then
Do I offset my origin as I add elements to the scene? heh
Normally, you'd occasionally shift things closer to the center before you get too far
like a treadmill
I just don't understand how offseting the origin even blends nicely with gameplay. I'd imagine moving a ton of transforms in a frame would cause some stutters
But I guess I wouldnt have everything loaded
if ur moving the camera along w/ everything else how would u see stutters?
its like if u were walking thru a house and u moved the entire house
mostly a processing thing of moving the hierarchy
If the entire world has one common parent you only need to move the parent. An object's world position is calculated anyway as parent's world position + own local position.
You could get clever about it and shift things whenever you have a moment to disguise it. Player opens a menu? Recenter the world. Player goes through a door? Recenter the world. This would limit the times you have to do it because they get too far out
aye.. thats cheeky... i never thought of having (1) big master container
Static objects would be an issue I'd imagine
I was researching a bit and looking into unreal for the double precision, but even then it's fake. A lot of your hardware expects those floating values so you end up having to appease your GPU anyway
Especially I wanted to do some water simulation with CPU async readback
But also the world can be very big before you run into floating point issues. GTA V's map coordinates range from about -4000 to +4000
Yeah that's not too bad, but I am expecting oceans worth of water
this is what Gaia does, in my experience, i don't see glitches going "kilometers" away from the origin, if you are doing anything advanced, nowadays, maybe use DOTS
wouldnt it be better to then split it up?
even the largest open world games typically segment the playable area in some capacity
oh yeah absolutely, easy too since landmasses would be islands
i'm not sure how much it matters nowadays. it's different if you're doing a space simulation, and you are modeling real coordinates
the problem is unity physics
and BRP
that's another thing too, even if you move the world wouldn't that also screw with Unity's physics
maybe if you stuck to only uses forces I guess
Well I guess rigidbodies does provide some utility for teleporting the player
haha well physics is supposed to be the same everywhere under every reference frame, that's general relativity
which of course unity physics implements
if you move the frame of reference literally nothing should change 🙂
this is quite literally true i think in unity physics, because PhysX 3.x or whatever that they use, models momentum
but you don't have to move at all
i really don't htink this is an issue
yeah makes sense naturally but rigidbodies don't always like to be moved when in motion
the problems come from glitchy optimizations
may just do a custom CC in that case
if you move a rigidbody in the correct place, it will retain its momentum and behave correctly
springs and joints are hacks
it really depends what features you use
hiiiiiiiii
im back
good afternoon, how should i go about putting a volume component to work only on UI objects and nothing else?
unity 6 HDRP
im making a fnaf game
do you need any help with something?
because this is a help channel
yes but it says talk channle
there is no general or off topic channel here
read the description.
but i do want some working
Do volumes work on the UI? If so then there's options to cull layers on it which should probably work
yes they do and layers seem to apply to everything
but i do want some workers*
for me at least, not sure what i've done wrong
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Well, if they dont work then that only implies the UI is being rasterized with the final rendering and then the volume is being applied
so what can i do ? there is no way unity doesnt have a way to create ui only volumes
I know how to do full screen shaders with the UI, but never really toyed with Unity's native effects with it
post processing normally wont affect UI so wtf are you trying to do 😆
cus i havea world space canvas and my retro style volumes affect, it text is completely unreadable, so i wanna have a volume component that i will use to tone down the effects on the ui only
it does affect ui
*overlay ui
I feel like you can maybe do something crude like a secondary camera and world canvas then applyin g it
i have world space not overlay
then post processing will affect it
yeah, secondary camera idea
yes but i want two different post processing, one only for UI and one only for evrything else
as you can see the retro filter is covering the ui makes text completely unreadable
ah ive done that before, are you sure this is the only solution though? i also read that this tanks performance
if you're just rendering the UI, no
reminder that portal game rendered your scene twice
Does each camera get its own post processing pass then?
what ? why ? 😭
it had to
oh wait
for the portals
i know why lol
but to be fair
yes
portal also deliberately had very basic geometry
think so
for probably that exact reason
when portal 2 came around they basically got to show off a bit more
Im not 100% but render graph post processing can be executed at varying points: https://docs.unity3d.com/6000.2/Documentation/Manual/urp/customize/custom-pass-injection-points.html
it has culling mask right
I'm not entirely sure about the volumes, but full screen shaders would work with this idea
volumes just change what post processing is applied so it would work the same
it doesnt change how post processing works
the camera trick didnt work unfortunately
how about using the render objects pass to render world UI after post processing? https://docs.unity3d.com/6000.2/Documentation/Manual/urp/renderer-features/renderer-feature-render-objects.html
that could work
lets see
https://www.youtube.com/watch?v=OmCjPctKkjw
Pretty sure they are doing split post-processing there
In this video we're going to take a look at Camera Stacking with the Universal Render Pipeline, in short URP, using Unity! Using Camera Stacking you can layer game UI in Unity very quickly, and author high quality user experience.
Download the Cockpit demo, along with other URP example projects here!
https://on.unity.com/3jUFeQm
More info on...
Hey does anyone know what is the solution to shrinking the view because I can just see the endless void. Not I'm not getting what I want on google
Far clipping plane on the camera?
I was trying to do that but it's stuck at 1000 and I can't see the option on my cinemachine
thats urp
im using hdrp
not relevant to your issue but can i just ask why youre using hdrp for what looks to be a very stylized heavily filtered game 🤔
And handcrafted occlusion portal brushing
hi everyone
well its a photorealistic horror, just that were playing through the lens of a damaged go pro
it looks very nice without the retro filter
idk in my opinion if youre already going to filter it like that hdrp seems like overkill
without
partially the reason as to why i decided to go with a retro filter, i am using ai generated models
oh
hi can you guys give me you idea about my game
im not gonna say anything
😔
it's not so much retro but vhs filtering
it is an open world with turn base battle
actually i will say something, real artists rule
and I think the light scattering from hdrp volumetric does help it
well it is intended haha
maybe ill make it an optional toggle
idea?
it is an open world with turn base battle
this is a questions channel
if you want feedback #1180170818983051344 is probably more appropriate
here a small video
Anyone know why "Far" is stuck at 1000?
what do you mean stuck?
Probably set by another component like a Cinemachine virtual camera
like you cant go past 1000? pretty sure thats an intentional cap
can't shrink or increase
yeah I was thinking that but I can't find anywhere I can change the render distance
Do you have a Cinemachine camera?
yeah
So change the far clip plane there
aaaaaa no wait I see, I didn't notice this guy here, there was a dropdown 😛
thank you!
GUYS MY Unity is broken
It cannot import animations damn
Sh*t for 2 weeks I'm like this
I tried everything
Import constraints, custom properties animated
Blender check, the same
It doesn't import!
i feel like you know there's an animation channel
Ok reply there
I do not follow the animation channel because I do not deal with animations
Do you want all 20,000 people to all individually reply "I dunno"
Also I just checked the channel and I don't see a post from you there in a while
Xd sorry
I'm making an openworld VR demo and looking for game art on the Unity Asset Store. I have some, not huge, budget. I'm looking for URP environments, probably nature or cyberpunk. Does anyone recommend one asset over another? I'm hoping for it to have a fully fleshed out demo world, rather than be an asset pack that I need to build myself.
Maybe max $200-$300?
try fab
also TurboSquid
https://assetstore.unity.com/packages/package/264733
Will be off by 70% to 95% in the next few days
So far they released two packs at 95%
Hry question where do I download gtag movement at?
How can Shadow map on point lights that are set to, Every frame its needed. lag? theres 6 lights and it lags the res is on medium and my pc can run cod on max so thats not my pcs power
Is there a game developer here ?
odds are yes
no
No game devs here!
Why would you even assume something so outrageous?
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the juxtaposition here is incredible
Hello everyone, maybe someone can help me with how I can get rid of the light reflection from the mirror so that the mirror doesn't interact with the light
read the message literally directly above yours
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• ** Collaboration & Jobs**
Lol I tested if message will be deleted by default so only moderators can delete it
yeah thats just how discord bots work
how are you rendering the mirror? nvm i see the component now. you should be able to get away with using an unlit shader
@worldly cave does UNITY tag mean you are from Unity team or any one can use it?
means im fly
it's the server tag, unity staff have a specific role
yo wsp im trying to become an indie game developer im new to all of this. anyone got any tips or smth?
!learn 👇 start by learning the basics. the pathways on the unity learn site are a good place to start with that
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Over 750 hours of free live and on-demand learning content for all levels of experience!
gotchu
Yeah, he mass posted it in a bunch of channels
I dont think the gods have noticed yet
how do i copy were the Selector is it's a prefab that part is at 0,0,0 i want to move a pivot but it puts it up here i tried copying the world pos it did not work
Hey there, new to Game Development.
Recently I have seen some games going popular in social media specially "Chilla's Art Studio" games.
I was wondering if its possible to make that kind off games in Unity, and how much time would it take to learn the engine?
Thanks.
Game example
Parasocial, The Radio Station, The Convenience Store, The Karoke.
you can make pretty much anything in unity
that goes for most engines
unity, unreal godot etc
skys the limit really
How much time would it really take to learn Unity?
I have no experience.
well
you never stop learning
lol
there isnt a cut off point where you have "learnt" it
thats true, it took me 3 days to figure out how to make playermovements
but the sooner you start the sooner you will get to making the kind of games you want
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Seems fine for unity yeah. Unreal is nice if you do really want that realistic factor, but these all have a bunch of filtering which would work fine with unity
i have maybe well over 300 hours in unity and im still learning new things
If I'm not wrong these are called PS1 Themed games.
the term is PSX
My bad.
i mean
the problem is
with psx people just associate like
pixelated low poly models
but its a bit more nuanced
What is the limitation in Unity?
Is there no limit to creation?
comes down to preference between engines
and time and money and a lot of other things
unity vs unreal is entirely preference
You can do the same things in both right?
I'd head over to itchio and check out those games. Most are Unity/Godot but you can find Unreal once in a while
but they all have that similar vibe
Btw, Why is the size so big? I just have a 3MB house, Easy3D Roads and PlayerMovement.
because thats your entire engine
if you want to see your individual projects file size
How do I know my Game Size?
It is my project sized at 1.8GB
your project folder is just \unity?
are you positive lol?
it doesnt look like this for example?
¯_(ツ)_/¯
Are you running Windows 11?
A project is not your final program size. It contains a lot of cache, intermediate files, raw assets, etc..
Alright. Can you tell me some good basic youtube channels for learning
is there any way i can group multiple objects together without "parenting" them and messing up the transform component like empty game objects do?
I'd recommend the beginner pathways on Unity learn.
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
What do you imply by grouping? Moving them together? Or just logical grouping like in a folder?
logical grouping, i cant find a way to do it in the app
There isn't really a way to do it in unity by default. People use empty game objects for that usually.
damn
What do you mean by "messing up the transform component" though?
mainly during rotations (2d games), usually i can rotate on the z axis and its a regular rotation, but then if i parent lets say a rectangle to something and then try rotating it again, it turns into a parallelogram for some reason and distorts, doesnt look like its rotating on the same axis as it is non parented
That just means that the parent had non uniformly scaled transform. If you're gonna be using an empty for grouping, make sure it's positioned at 000, has 000 rotation and 111 scale.
How do I move my terrain to the plane area?
oh thanks
A plane and a terrain have different pivots. You'll need to offset one or the other manually.
Fixed it,
But facing another issue why is it blending into it?
or is it supposed to be like that?
and should I be using any different software for building terrains and stuff?
It's not blending. It's overlapping. And that's normal when you have 2 object's overlapping.
Not entirely sure what the purpose of that plane..?
How long can I expect a 260k vertex asset to take importing into unity
not that long
It’s been 25 minutes
260k vertices and 500m triangles
Does it seem like it's doing something? Check the task manager and unity progress bar.
Unity progress bar has been white the whole time
Sounds like a freeze then.
It’s the second time it happens
what's the file size of it
368mb
shouldnt be too long. I guess probably corrupt
Hey i have a question where do I import textures?
Corrupt??
try exporting it / downloading it again
In the editor
That took so long too😭😭
You can just drag and drpp them into your project
if you downloaded it then open it up in blender and try exporting it yourself again
I exported it from blender
sounds like a blender export issue then
I would not need the plane? just the terrain works?
Yes. Why would you need a plane in addition to a terrain?
Alright, Thanks man.
what are these called? this doesn't look 3D
it's a method of rendering thigs that are far away
I could use them in my game?
like close
if that's the visual style you want, sure
Thanks. Do you know how to make it?
you dont need anything fancy. just intersect 2 quads and slap a texture onto them
Alright, Time to learn that.
learn what
to do that ;-;
It's called billboarding
theres no real learning required here as long as you know how to add a texture to an object
Oh okay
billboards imply that they always look at the camera. these are just forms of impostors
and im new to unity. do I need any other softwares thats gonna essentially help me get good at unity? like building stuff, etc
nothing other than unity will help you "get good" at unity. you can choose to learn 3d modelling in other programs if that's what you want to do, but there are plenty of premade assets that you can use online
Okay, Do you know any good assests to build roads?
there are lots on the asset store
downloaded a model it looks like this for some reason
i believe you can enable alpha clipping on the material and that should be enough
you might need to make it transparent too
man you are a genius
You should just go over the basics properly.
i dont think this is the proper way of doing it even though it works. i remember that there is a different method but i cant remember what it is. you should look into this more.
what fundamentals do you think he's missing? this isnt a super basic issue
hi
The basics of working with the editor, terrain, materials, importing assets, etc...
It's all covered in the beginner pathways.
i mean, he already did everything on his own so far. the only thing he needed help with was knowing how to cull the black parts of the texture.
And then they're gonna ask about the next trivial thing that is already covered in the pathways or the documentation.
This discord is not a free tutoring hub. They should learn at least some stuff themselves.
as someone with years of experience myself, i didnt know how to fix this until i asked about it in this discord recently. this isnt trivial by any means
Maybe because you didn't learn the basics properly yourself, so you have gaps in your knowledge. 🤷♂️
again, what part of this is basic? the reason i asked about it here in the past is because i didnt know what to even look up so that i could find a solution.
Why so hostile in a “community” discord?
i dont blame him for doing the same
This is my first time using a Game Engine, I came here to learn about the fundementals through people rather than in a video.
What part of it? If it's the alpha clipping, you learn about it when learning about materials, shaders and textures.
i went through the basics years ago, lots of which i never used until years later. even if i had learned it, i wouldve surely forgotten something as small as this
you cannot possibly expect me to remember what one button does and how it solves these edge cases
especially using it years later for the first time
I was stuck on some stuff that I couldn't find on YouTube or any Reddit post. I tried fixing the terrain from 11PM. It's 10:30AM now.
Again, this we don't provide private tutor services here. People are being paid money for stuff like that. You should put some effort into learning the basics on your own. There is a dedicated resource for that. And many third party resources online.
Remind me not to ask for any help in here 😂
No, but I expect you to go over tutorials again when you're starting working on something you don't remember. I do it all the time.
i refuse to sift through potentially dozens of tutorials (since i dont exactly know what my problem is even called) just to find simple solutions that i have forgotten. if i knew what it was called, that's a completely different story
To me it looks like you're just trying stuff randomly until it works. Your question about terrain and plane indicates that.
You don't need to. You can look at the documentation quickly. If you did go over the basics, you should at least know where to start looking.
please show me how i should "look through the docs quickly" to find a solution. like i said, i literally would not know where to start looking OR what to even call this
Both of yall chill, it’s all good! Agree to disagree and spend your time helping me instead LOL
- Analyze the problem.
- Realize that it's related to how the object is rendered.
- Realize that it's related to a material, since that's what decides how an object is rendered.
- Open the docs, go to render or material related sections.
- Read the page overview quickly or the descriptions of the categories.
- find the page related to the standard shader/material you're using. Read through its properties.
did you ask a question?
Nah but I’m one day into this game dev journey so yes, there will be plenty of questions to come.
"Realize that it's related to a material, since that's what decides how an object is rendered."
i did something completely different. I thought this was an issue with the texture import settings, which is why i asked here after messing around with them to no avail
Umm, maybe not here......
now look at this through the lens of a beginner. they have little clue how objects are rendered, even after doing tutorials. this stuff comes with experience, and even then, my experience bit me in the ass
@tight walrus @waxen patrol dont let this discourage the both of you. it's a simple disagreement from two different perspectives. you will not be shamed for making mistakes or lacking knowledge. if you are shamed, ignore it.
Hello, if I may ask how do I hollow stuff?
hi, trying to install a unity version and im getting this error every time, third time ive tried. I reset my PC a couple of hrs ago since I was running low on storage and all so this is where im at, but not sure how to even check any error logs. The first one I installed, 6.2 installed just fine, but the one im trying to isnt (6.0.34f).
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
what do you mean by hollow

Like hollow like the outside is still there but the inside isnt like a donut!
you're trying to remove vertices from a mesh?
Huh? Im just trying to make a pit.....
Uuh like a circle one
A quick guide to how and why you'd cut holes in a standard terrain. We'll cut a hole and then build a quick cave from a collection of meshes to get things a little more 3d and let us break out of the terrain! This quick Unity terrain tutorial has you covered for making everything from a cave to tunnel in your game.
In the video I'm using a hand...

what is enum
That's close but not what im looking for just trying to hollow out a simple cylinder...
Whats happening?
what are some super complex c# things for 2d games

depends on your experience and what you consider complex tbh
show me urs
as a beginner inheritance might seem complex for doing tiles ig
or if you're not super experienced with math, then even typical vector math might seem daunting
how does inheritance work
ngl quaternions and rotations arent my thing
oh yeah definitely this
Definitely not a beginner topic lol
they asked
why would we do inheritance instead of copy and paste codes what if we inherit stuff we dont want or need
is this ragebait ?
Can I get simple help now ooor..... cause all im trying to do is to make a cylinder hollow
im a beginner
changes can propagate instead of applying the same change 50 times
you can use the supertype as a common entry point
sounds like a 3d graphics engine thing, not necessarily unity
u can in unity, but might as well just use blender or maya
you know, things specifically made for making 3d stuff
How can I do it in blender than?
if you're asking modifying a mesh, you'll have to ask in a space for blender or whatever tool you're using
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
idk blender so
manual install boss
what do {get; private set;} do
from what i see
instead of just a blue box next to it with .net installed
it just becomes a wrench
what does it do different
what difference does that make
from my understanding, those set the get/set of a variable. So anyone with access to the class can get the variable value specifically, but makes its setter private
idk, i meant to attach this, didnt work ig. But it looks like things are moving now
it can also be connected with dots right?
yes, thats what the getter does
but not the setter. Since its private, only inside the class can you modify the value
what does a setter do
sets the value...
that's an auto-implemented property with a getter and a private setter
to another variable or function?
to that variable specifically
to an automatically generated "backing field", in this case
a property is basically some methods acting like fields
what does adding abstract before class do
would be much more productive for you
why would people do encapsulation instead of making it public
properties can't store values, fields do
you need a "backing field" to actually store the value
in this case, the backing field is automatically generated
dude, you can google this stuff
i thought i could ask here tho
wrong
there will be well-written, time-tested answers that explain it better than we can
you can, but it will be better, faster, and easier for you to just research this yourself
if you've already researched and don't understand a specific part, or if something's not working as expected, that's when you'd come here for help
do u have experience with VR chris ?
being able to find information in the internet is a crucial skill that you will have to learn
please don't ask specific people for help. if you have a question just ask in the appropriate channel
!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
can you call animation without strings?
lmaoo bruhh is blocked by this server ??
could be that no-one knows, no-one's free, or you didn't provide enough info
yes, unnecessary spam is blocked
r u a mod ?
no
gotchu
yes
you can use hashes of the parameters/state names
it still involves a string to get the hash though
least u learned something new! :D
strings are fine tbh
oh ok
strings cause performance issues when calling certain parameters or functions right?
hashing the strings is what those methods are doing internally, so if you hash it once and reuse that hash instead of using a string every time it's ever so slightly better (same with tags)
not issues, no.
sometimes it's less performant, but it's not to the point of perf issues
is it a good idea to make all function variables class level variables?
no
Wdym "class level"
that's what a field is
stuff specific to methods should stay local, only if they need to persist or are relevant to other methods should they be members
ye, like ur public question up above
instead of lets say
private void Hi()
{
int i = 0;
}
you do:
private int i;
private void Hi()
{
i = 0;
}
U can just say global
wouldnt global be considered public?
that's not global
c# doesn't have globals
exposed!!!
no, that's a different concept
is it a good idea to serialize every private variable you have?
if u wanna see it in the editor, sure
only the ones that need to be serialized
public/private is an access level, who is allowed to access something
global is a scope, where something lives
you can use the debug inspector for that. you should only serialize the ones that need to be serialized
i thought thats what serializefield does
Serializing takes time and disk space. A small amount, but why take up that space unnecessarily? Only serialize it if you need to.
whats serialized then
saving the value into the scene/prefab
is it a good idea to nonserialize public variables u dont need to see then
if it's a trasient state like movement or whatever, you wouldn't serialize them
You can view any property, serialized or not, with the debug inspector.
you can't, unity serializes any public fields
even dictionaries??? O:
you can nonserialize it
If its public it's gonna be serialized. You can hide it but that doesn't stop it from being serialized.
only things that can be serialized
exposed!!
Ok my bad. I got mixed up with C++. But ain't static considered global?
no
i dont think so
not really, but it's about as close as you'd get in c#
No, they're static. They belong to a class still, they're not just floating in the aether. C# is strictly OOP, everything is a member of something that extends object
i don't remember the behavior here actually, i don't use NonSerialized
Even if that thing is a Type
it just hides public variables from inspector
no, that would be HideInInspector
u can also use [NonSerialize]
not just hiding from the inspector, it tells unity not to serialize it. it's effectively the opposite of SerializeField
they do different things
NonSerialized makes it actually not serialized then i guess
HideInInspector just makes it not show up in the inspector
hm, does stuff marked HideInInspector show up in the debug inspector
yea isnt nonserialize just hiding it in inspector too?
no
probably, HideInInspector variables are still serialized
what does serialized mean??
serialization is saving the value to the scene or a prefab
the only time ived used it is to show private variables in inspector
i answered you already
try opening the scene file in a text editor and searching for the name of a serialized field
still updating :C
you don't need to have unity open to do that
what does overloading do
https://www.humblebundle.com/software/leartes-black-friday-mega-game-dev-bundle-software
Apparently a new humblebundle from the same studio. They seem to really want to make a sale apparently
why dont we just use lists instead of arrays
what expensive
they take up slightly more memory and take marginally longer to access
lists use arrays inside anyways
I cut the model down from 520k tris to 298k tris which halved its Mb size but my unity is still struggling with no progress (3 minutes so far)
Try the mesh cleanup options. I'd even test using some decimate modifier and reduce it a ton and try importing that
I'd try importing it in a new empty project to make sure it's not an issue with your project.
Unity does freak out a bit if your topology is bad
but usually it'll resolve it eventually and you may be presented with a disfigured mesh
im going to import it as a very minimal cockpit (trying to import an aircraft)
it took a lot less time exporting so lets hope this works
i have a feeling it is the canopy of the aircraft
probably a ton of non-manifold edges
where you can toggle the statistics you can usually enable highlighting of edges/faces that can be problematic
n-gons can be problematic too if blender unity can't figure out how to triangulate them
Hey i just re opened unity and all my work is gone.....
Did you open your scene
same thing happened to me last night but im back at where i left off sadly
My scene?
I want to create and develop a vr game. But I don't know about anything. How can I do that?
I am actually doing that rn
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
start there ^
stuff in unity exists in scenes
you might not have one open, thus not seeing anything
Oh that's good. Could you please give to advise?
Def use blender
Where can I find that at?
But I use the Unity
wherever you saved the scene
in the project view
I don't use blender the project
@clear hearth start here.
Idk where that is
you don't know where you saved your files?
Yerp
did you even save
yes yes
Okay. Thanks for everything.
No but I left the tab open when I got back it wasn't open
thanks yes there is a problem with the size. We are making something like social in Unity. The image on the server is only 165 KB but when Unity loads it the size becomes 4.4 MB in memory. We have many posts so this big size causes issues and I am trying to reduce it
on mobile with out compression it's take 2 gb from memory
vs with compression it's take 700 mb
thanks yes there is a problem with the size. We are making something like social in Unity. The image on the server is only 165 KB but when Unity loads it the size becomes 4.4 MB in memory. We have many posts so this big size causes issues and I am trying to reduce it
on mobile with out compression it's take 2 gb from memory
vs with compression it's take 700 mb
sounds like a good lesson to save often then
please don't spam.
sending it once is fine.
you may have a scene in the /Temp folder, though it's been a while since anyone's brought that up, your work may just be lost
or if you think you might have a save,
in the project tab, there's a search bar. try searching t:Scene there.
