#💻┃unity-talk

1 messages · Page 31 of 1

viral hill
#

Can't you simply get away with using doubles instead of floats so that you don't have to deal with this

slim cradle
#

🫠

viral hill
#

Nothing is stopping you

slim cradle
# viral hill I don't see the correlation

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

viral hill
#

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?

slim cradle
#

"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

viral hill
#

Then just don't use floats...

brave ridge
#

you'd be in for a big surprise when you look at what unity uses for pretty much every number

viral hill
#

You can easily manually cast it to something else

slim cradle
brave ridge
#

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

viral hill
#

I see. I had assumed we were talking about manually declared variables rather than the declared variables in the built in components

slim cradle
#

That doesnt really fix the issue anyways

brave ridge
#

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

slim cradle
#

it fixes the "movement fuck up" but it still breaks slope/stairs movement

lapis gate
#

I think I've seen the auto-jump with KCC on one of its controllers

lapis gate
#

I'd double check on the settings that some of these custom controllers give you

slim cradle
#

i only use the KCC motor script

lapis gate
#

Well, there's obviously something in the motor that's doing it then

slim cradle
#

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)

glad zenith
#

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

echo ruin
#

Hello I was wondering if anyone had a youtube tutorial to learn unity they would highly reccomend? Thank you

potent geyser
#

!learn

vagrant rootBOT
echo ruin
#

Thank you so much

#

Sorry if that's an annoying question that gets asked a lot

viral hill
vague kernel
#

tem brasileiros aq ?

potent geyser
iron shoal
#

oi oi oi

#

hi twins

somber flower
#

How do I rig

plush nebula
#

hi guys how do i grab objects in unity openXR

#

i am having a lot of problems with it in MR setting

stuck flower
#

!collab

vagrant rootBOT
# stuck flower !collab

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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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brazen oasis
#

anyone good with animations? im having a little issue and i cant seem to find what im doing wrong

digital parcel
#

how can i make unity only use directx11?

glad zenith
#

Im just starting out here, is Visual Studio the right choice for a free windows IDE or is there a better option

charred fog
#

It is. Rider has more features and customization but can be overwhelming to deal with in the beginning.

silent mica
#

Worth noting that Rider's free plan does not allow commercial projects.

mighty hinge
#

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 ???/

charred fog
weak citrus
#

Hello

signal herald
#

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!

ocean pumice
chrome scaffold
#

This sounds like an excellent candidate for the GPU Occlusion Culling in Unity 6 👀

signal herald
#

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

signal herald
chrome scaffold
ocean pumice
signal herald
#

Ah I am on default RP unfortunately

#

SRP Batching would probably help too. But moving over to URP will be quite the task..

ocean pumice
#

Is the game already released or still in testing phase?

signal herald
#

It's in early access right now

#

why does it matter?

ocean pumice
#

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

chrome scaffold
#

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.

ocean pumice
#

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

signal herald
#

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?

ocean pumice
#

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?

signal herald
#

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?

ocean pumice
#

In that case, I think URP would be more than enough. But again, depends on your graphical style still.

signal herald
ocean pumice
signal herald
#

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

chrome scaffold
#

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.

signal herald
#

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?

ocean pumice
#

That looks like URP should do the job. Its not hyper realistic and you are cutting off a lot of people when forcing HDRP.

signal herald
#

Is it days, weeks or months? 😄

signal herald
#

that can handle HDRP

ocean pumice
#

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

chrome scaffold
signal herald
ocean pumice
signal herald
#

thanks for the help guys, much appreciated!

neon haven
#

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

lost rock
#

anyone else getting these after updating the hub?

plain dagger
#

read more to learn more

stark wharf
#

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

lapis gate
#

no

stark wharf
#

okay

#

anyone else?

maiden junco
#

hello, how can I apply to become affiliate, I send many email, but there are no reply , thank you

hot acorn
#

who had the issue when character sometimes gets pushed back

#

while running into a wall

#

like on fifth second

brazen oasis
#

any one familier or wanna help me out with a combo\script and gettting the animations to work

vagrant rootBOT
# storm patio !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

storm patio
#

no-one's gonna commit to helping you specifically without even knowing what the issue is

brazen oasis
#

guess ill just figure it out myself because someone already tried helping me

storm patio
#

if you've asked before, then mention it

#

we aren't psychic

brazen oasis
#

idk i give up

#

something happened in my code it deleted everything

storm patio
#

just quick sanity check, do you have a scene open, and did you save previously

jaunty niche
#

damnn i forgot to upload my game to github so i could program in school gg

signal herald
#

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

chrome scaffold
safe garden
#

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?

plain dagger
#

You can use multiple colliders in one rigid body

hexed path
glass kraken
ionic berry
#

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

vivid cedar
ionic berry
#

when moving the player object looks blurry

vivid cedar
#

Can you show a video or something?

ionic berry
#

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 :)*
daring dock
#

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 🙏

vagrant rootBOT
hushed hamlet
brave ridge
#

really looks to be an AI generated question

fierce latch
#

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. 🏐

bright plank
#

Well, Very Well

#

Hello Guys

hushed hamlet
#

That being said, making your own will give you a lot more control and youll learn a lot

vivid cedar
brave ridge
#

at most you should really just fake it

fierce latch
fierce latch
brave ridge
#

a ball sliding or bouncing around at a reasonable speed would be a fine case. A realistic golfing game is not a fine case

hushed hamlet
#

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

fierce latch
#

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

chrome scaffold
# daring dock Hi everyone, I have a mobile game where users upload images (feeds/news). The o...

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

gray frigate
#

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

slow mauve
#

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

stable sky
#

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

kind halo
#

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

vivid cedar
kind halo
vivid cedar
#

No

kind halo
#

okey

vivid cedar
bold elm
#

the reason you ask here is so that others can also learn from it, and so that multiple people can answer

kind halo
bold elm
stuck flower
#

Well, assuming there's any actual code

#

This is all just animations

kind halo
kind halo
viral hill
# kind halo

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

kind halo
#

its the new state

#

idle is just an animation which the door do not move default state

slow mauve
# kind halo

delete the new state, make it again, then right click it, and press "set to default state" kinda button

plain dagger
#

Stick to one channel @kind halo

azure pond
#

it is basically Unity 2

pearl oyster
fierce latch
potent geyser
#

!collab

vagrant rootBOT
# potent geyser !collab

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tardy sand
azure pond
#

with "custom" physics

#

he actually decoupled it more from DOTS

fierce latch
storm patio
hollow kettle
#

heyy i was looking at the Sora 2 AI...

storm patio
#

if you have a question, you can just lead with it

#

but honestly you can just discard anything from genAI

hollow kettle
#

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

storm patio
#

if you can imagine it, it's possible

#

but it's not gonna be very good

hollow kettle
#

Sora can animate pretty crazy stuff rn though

#

that looks realistic

storm patio
#

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.

hollow kettle
#

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...

storm patio
#

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

hollow kettle
#

idk, i have trouble distinguishing some of the AI generated videos from real videos these days

#

on youtube

storm patio
#

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 🤷

storm patio
#

and that's pretty obvious, yes.

hollow kettle
#

ohh, its not obvious to me AT ALL lol

storm patio
#

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

hollow kettle
#

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

storm patio
#

sure man, whatever you say

#

i do not care about your struggles with distinguishing reality, tbh

potent geyser
#

Please use the AI thread, we don't need this leaking out here.

brave ridge
#

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

dense juniper
#

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.

pearl oyster
#

How are you making them chase the player?

stuck flower
dense juniper
dense juniper
pearl oyster
#

Sure, but which one? Is that the name of a package? Or do you have a navmesh? Or custom pathfinding?

vivid cedar
#

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

storm patio
#

!code

vagrant rootBOT
dense juniper
stuck flower
# dense juniper

What about the child objects? Both of them have children, do any of the children have colliders?

storm patio
#

also make sure your objects aren't tiny, that would hit the early return

dense juniper
stuck flower
stuck flower
# dense juniper

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

dense juniper
#

'''cs

dense juniper
# stuck flower So, I think you want to make that distance a bit smaller. Or just take the minor...
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;
    }
}
stuck flower
tawny quail
#
  1. 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.
  2. You shouldn't be using transform.position += for rigidbodies. Use rb.MovePosition instead.
craggy pollen
#

or even better velocity

dense juniper
#
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

stuck flower
#

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 cliff
#

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?

balmy kettle
#

!collab

vagrant rootBOT
# balmy kettle !collab

:loudspeaker: Collaborating and Job Posting

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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

dense cliff
#

thank you

woeful torrent
#

working up the courage to try this tutorial on the new movement system

misty veldt
#

can anyone help when i try to add a c# in a folder it dosent show up

vivid cedar
#

what do you mean by "add a C# in a folder"? What exactly are you doing and what happens?

woeful torrent
#

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

misty veldt
#

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#

woeful torrent
#

if i was in a physical class doing this i'd probably do everything asked of me

balmy kettle
vivid cedar
#

MonoBehaviour script

misty veldt
#

do i press that?

vivid cedar
#

It's better than staring at it wistfully

misty veldt
#

it worked

#

ty guys so much

woeful torrent
#

what's a good 3d platformer tutorial?

balmy kettle
#

!learn 👇 do the pathways on the unity learn site

vagrant rootBOT
woeful torrent
#

idk why i'm not learning from any of the Unity Learn things tho, i just follow the steps and can't absorb it

balmy kettle
#

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

woeful torrent
#

idk just wish i wasn't dumb at this

#

i'm sorry i couldn't get it

balmy kettle
#

oh well. they've been complaining like this for days now

dense cliff
woeful torrent
#

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"

balmy kettle
#

are you doing the pathways or just picking random courses from the catalog because those are two very different things

woeful torrent
#

got thru like part 1 of programming and the engine

dense cliff
#

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

woeful torrent
dense cliff
#

I believe in you

woeful torrent
balmy kettle
#

then consider seeking a mental health professional

dense cliff
#

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

woeful torrent
#

whats enum

#

its all a lot ugh

tawny quail
#

An enum is just a number wearing a nametag

mild radish
dense juniper
# tawny quail 1. The hunter's visual isn't offset right? The rotation and way it moves makes i...
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);
    }
}

woeful torrent
#

Wish I could learn this in person again 😓

craggy pollen
#

if you really want to, you will learn

dense juniper
#

honestly i dont understand why that doesnt work arghh

tawny quail
#

Did you check the first thing I said

woeful torrent
#

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

azure pond
mild radish
#

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

azure pond
#

don't send me a screenshot

#

just say what is supposed to be in that slot

woeful torrent
dense juniper
azure pond
stuck flower
azure pond
#

the position of the player is not what you think it is

#

that's the whole story here

tawny quail
#

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

azure pond
#

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.

mild radish
#

the center of their capsule is also at 3.71 on the X... not sure if thats an issue

dense juniper
#

Guys, I don't understand, everything is in its place yet

copper gust
#

if its not in its place its not in its place

tawny quail
#

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.

gray pier
#

Heya, anyone have a way for unity to recompile code the moment i save on vscode instead of on alt-tab?

mild radish
#

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

bold elm
balmy kettle
#

shader questions belong in the rendering channel

bold elm
#

alright thank you, didnt know if that was changed due to how i was creating the shader

mild radish
#

Hot-reload tools or assets perhaps

balmy kettle
#

rider and visual studio can do it automatically. vs code probably requires an extension for it

tawny quail
#

Since I use Hot Reload it JustWorks ™ for the asset auto refresh when unfocused LUL (with vsc)

woeful torrent
#

Do recompilings take longer the more complex each scene gets?

#

Like 10 minutes long

mild radish
#

restarting the editor can speed it up if it starts getting slow..

balmy kettle
#

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

woeful torrent
#

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 ...

▶ Play video
hollow kettle
#

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

woeful torrent
#

The new input system threw me off seeing it for the first time

balmy kettle
gray pier
balmy kettle
#

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

hollow kettle
balmy kettle
#

yes, which is why they need to stick with the ones that don't suck

hollow kettle
#

theres very few that "dont suck"

#

and if youre new, its hard to recognize which ones "dont suck"

balmy kettle
#

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.

hollow kettle
#

nice

woeful torrent
#

I dont have faith in the Unity Learn tutorials so far, cause I'm still on square one of not getting it

hollow kettle
#

wtf u trying to learn thoo?

balmy kettle
#

they need to learn the basics. not focus on learning specific concepts yet

hollow kettle
#

for example...
most "tutorials" on how to draw a boundary around sprites "SUCK"

woeful torrent
#

What's the basics beyond editor controls tho after I know all the editor buttons

craggy pollen
azure pond
hollow kettle
#

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 😭

azure pond
#

@woeful torrent have you made a game before?

woeful torrent
hollow kettle
#

most "tutorials" are garbage

craggy pollen
#

wdym 30 days

azure pond
balmy kettle
#

inb4 "you're on a long journey" and "use ai"

hollow kettle
#

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

woeful torrent
craggy pollen
#

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#

azure pond
woeful torrent
#

I don't use AI I don't get the journey part

azure pond
#

are you uh, doing CS?

#

in so many words

#

when you used gamemaker did you program?

#

or only use visual tools

hollow kettle
#

dude, don't learn the language... learn the data structures and logic

woeful torrent
#

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

hollow kettle
#

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

hushed hamlet
#

The problem isn't usually learning C# itself, but the engine specifics around it.

woeful torrent
#

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

copper gust
azure pond
#

i actually know a lot about pinball haha

woeful torrent
#

Yeah pinball

azure pond
#

just focus on chatting here for 3 minutes

#

are you familiar with vpx?

#

the virtualized pinball stuff?

woeful torrent
#

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

azure pond
woeful torrent
#

Probably, I still gotta learn to assemble it all tho

azure pond
woeful torrent
#

Also a bit cooked from years of starting and flopping on game programming, so everything is on edge for me

dense juniper
#

It's okay, I succeeded! Thank you everyone for your help.

glass kraken
plush nebula
#

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

glass kraken
# stuck flower 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$

stuck flower
woeful torrent
#

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

lapis gate
#

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

stuck flower
#

Normally, you'd occasionally shift things closer to the center before you get too far

mild radish
#

like a treadmill

lapis gate
#

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

mild radish
#

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

lapis gate
#

mostly a processing thing of moving the hierarchy

pearl oyster
#

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.

stuck flower
#

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

mild radish
pearl oyster
#

Static objects would be an issue I'd imagine

lapis gate
#

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

pearl oyster
#

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

lapis gate
#

Yeah that's not too bad, but I am expecting oceans worth of water

azure pond
worldly cave
#

even the largest open world games typically segment the playable area in some capacity

lapis gate
#

oh yeah absolutely, easy too since landmasses would be islands

azure pond
#

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

lapis gate
#

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

azure pond
#

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

lapis gate
#

yeah makes sense naturally but rigidbodies don't always like to be moved when in motion

azure pond
#

the problems come from glitchy optimizations

lapis gate
#

may just do a custom CC in that case

azure pond
#

springs and joints are hacks

#

it really depends what features you use

hollow venture
#

hiiiiiiiii

hollow venture
#

im back

left bobcat
#

good afternoon, how should i go about putting a volume component to work only on UI objects and nothing else?
unity 6 HDRP

hollow venture
#

im making a fnaf game

worldly cave
#

because this is a help channel

hollow venture
worldly cave
#

read the description.

hollow venture
#

but i do want some working

lapis gate
left bobcat
hollow venture
#

but i do want some workers*

left bobcat
#

for me at least, not sure what i've done wrong

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**

lapis gate
left bobcat
#

so what can i do ? there is no way unity doesnt have a way to create ui only volumes

lapis gate
#

I know how to do full screen shaders with the UI, but never really toyed with Unity's native effects with it

left bobcat
#

dang

#

thats annoying

#

i dont wanna write a whole shader rn 😭

plain dagger
#

post processing normally wont affect UI so wtf are you trying to do 😆

left bobcat
#

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

plain dagger
#

*overlay ui

lapis gate
#

I feel like you can maybe do something crude like a secondary camera and world canvas then applyin g it

left bobcat
plain dagger
#

then post processing will affect it

lapis gate
#

yeah, secondary camera idea

left bobcat
left bobcat
lapis gate
#

if you're just rendering the UI, no

#

reminder that portal game rendered your scene twice

plain dagger
#

Does each camera get its own post processing pass then?

left bobcat
worldly cave
#

it had to

left bobcat
#

oh wait

worldly cave
#

for the portals

left bobcat
#

i know why lol

worldly cave
#

but to be fair

left bobcat
#

yes

worldly cave
#

portal also deliberately had very basic geometry

worldly cave
#

for probably that exact reason

#

when portal 2 came around they basically got to show off a bit more

left bobcat
plain dagger
left bobcat
#

it has culling mask right

lapis gate
plain dagger
#

volumes just change what post processing is applied so it would work the same

#

it doesnt change how post processing works

left bobcat
#

the camera trick didnt work unfortunately

plain dagger
lapis gate
#

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...

▶ Play video
stray oxide
#

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

lapis gate
#

Far clipping plane on the camera?

stray oxide
#

I was trying to do that but it's stuck at 1000 and I can't see the option on my cinemachine

worldly cave
# left bobcat 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 🤔

copper gust
royal geode
#

hi everyone

left bobcat
#

it looks very nice without the retro filter

worldly cave
#

idk in my opinion if youre already going to filter it like that hdrp seems like overkill

left bobcat
#

without

#

partially the reason as to why i decided to go with a retro filter, i am using ai generated models

worldly cave
#

oh

royal geode
#

hi can you guys give me you idea about my game

worldly cave
#

im not gonna say anything

copper gust
#

😔

lapis gate
#

it's not so much retro but vhs filtering

royal geode
#

it is an open world with turn base battle

worldly cave
#

actually i will say something, real artists rule

lapis gate
#

and I think the light scattering from hdrp volumetric does help it

left bobcat
#

maybe ill make it an optional toggle

worldly cave
royal geode
#

it is an open world with turn base battle

worldly cave
#

this is a questions channel

royal geode
stray oxide
#

Anyone know why "Far" is stuck at 1000?

worldly cave
#

what do you mean stuck?

stuck flower
worldly cave
#

like you cant go past 1000? pretty sure thats an intentional cap

stray oxide
stray oxide
stuck flower
stray oxide
stuck flower
stray oxide
#

aaaaaa no wait I see, I didn't notice this guy here, there was a dropdown 😛

#

thank you!

south summit
#

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!

copper gust
#

i feel like you know there's an animation channel

south summit
#

Ok reply there

copper gust
#

I do not follow the animation channel because I do not deal with animations

stuck flower
#

Also I just checked the channel and I don't see a post from you there in a while

hexed path
#

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?

worldly cave
#

try fab

half ridge
#

also TurboSquid

lapis gate
#

So far they released two packs at 95%

proud lion
#

Hry question where do I download gtag movement at?

gusty abyss
#

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

quick sage
#

Is there a game developer here ?

worldly cave
#

odds are yes

lapis gate
#

no

vivid cedar
#

No game devs here!

slow dirge
potent geyser
#

!collab

vagrant rootBOT
# potent geyser !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**

worldly cave
#

the juxtaposition here is incredible

tender imp
#

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

balmy kettle
#

read the message literally directly above yours

vagrant rootBOT
#

: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**

dense reef
#

Lol I tested if message will be deleted by default so only moderators can delete it

worldly cave
#

yeah thats just how discord bots work

viral hill
dense reef
#

@worldly cave does UNITY tag mean you are from Unity team or any one can use it?

worldly cave
#

means im fly

balmy kettle
turbid zephyr
#

yo wsp im trying to become an indie game developer im new to all of this. anyone got any tips or smth?

balmy kettle
#

!learn 👇 start by learning the basics. the pathways on the unity learn site are a good place to start with that

vagrant rootBOT
hushed hamlet
#

I dont think the gods have noticed yet

gusty abyss
#

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

woeful spear
#

Where to ask version control question?

#

I'm using Github

tight walrus
#

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.

lapis gate
#

Game example

tight walrus
worldly cave
#

you can make pretty much anything in unity

#

that goes for most engines

#

unity, unreal godot etc

#

skys the limit really

tight walrus
#

How much time would it really take to learn Unity?
I have no experience.

worldly cave
#

well

#

you never stop learning

#

lol

#

there isnt a cut off point where you have "learnt" it

tight walrus
#

thats true, it took me 3 days to figure out how to make playermovements

worldly cave
#

but the sooner you start the sooner you will get to making the kind of games you want

vagrant rootBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

lapis gate
#

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

worldly cave
tight walrus
worldly cave
#

the term is PSX

tight walrus
lapis gate
#

depends, there's a lot more going on here than simple PSX

#

lighting specifically

worldly cave
#

i mean

#

the problem is

#

with psx people just associate like

#

pixelated low poly models

#

but its a bit more nuanced

tight walrus
#

What is the limitation in Unity?
Is there no limit to creation?

worldly cave
#

pretty much no limit

#

the limit really is your imagination

lapis gate
#

comes down to preference between engines

worldly cave
#

and time and money and a lot of other things

#

unity vs unreal is entirely preference

tight walrus
#

You can do the same things in both right?

worldly cave
#

yes

#

its just the workflows that are different

lapis gate
#

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

tight walrus
#

Btw, Why is the size so big? I just have a 3MB house, Easy3D Roads and PlayerMovement.

worldly cave
#

because thats your entire engine

#

if you want to see your individual projects file size

tight walrus
worldly cave
#

find the projects folder

#

and look at it

tight walrus
worldly cave
#

your project folder is just \unity?

#

are you positive lol?

#

it doesnt look like this for example?

worldly cave
#

¯_(ツ)_/¯

tight walrus
tight walrus
slow dirge
tight walrus
fleet crescent
#

is there any way i can group multiple objects together without "parenting" them and messing up the transform component like empty game objects do?

slow dirge
#

!learn

vagrant rootBOT
slow dirge
fleet crescent
slow dirge
#

There isn't really a way to do it in unity by default. People use empty game objects for that usually.

fleet crescent
#

damn

slow dirge
fleet crescent
# slow dirge 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

slow dirge
tight walrus
#

How do I move my terrain to the plane area?

slow dirge
tight walrus
#

or is it supposed to be like that?

#

and should I be using any different software for building terrains and stuff?

slow dirge
noble locust
#

How long can I expect a 260k vertex asset to take importing into unity

copper gust
#

not that long

noble locust
#

It’s been 25 minutes

lapis gate
#

260k vertices and 500m triangles

slow dirge
noble locust
slow dirge
noble locust
#

It’s the second time it happens

lapis gate
#

what's the file size of it

noble locust
lapis gate
#

shouldnt be too long. I guess probably corrupt

noble locust
proud lion
#

Hey i have a question where do I import textures?

noble locust
#

Corrupt??

lapis gate
#

try exporting it / downloading it again

slow dirge
noble locust
worldly cave
lapis gate
noble locust
#

I exported it from blender

lapis gate
#

sounds like a blender export issue then

tight walrus
slow dirge
tight walrus
#

what are these called? this doesn't look 3D

viral hill
tight walrus
#

like close

viral hill
#

if that's the visual style you want, sure

tight walrus
#

Thanks. Do you know how to make it?

viral hill
#

you dont need anything fancy. just intersect 2 quads and slap a texture onto them

tight walrus
viral hill
tight walrus
copper gust
#

It's called billboarding

viral hill
viral hill
tight walrus
#

and im new to unity. do I need any other softwares thats gonna essentially help me get good at unity? like building stuff, etc

viral hill
#

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

tight walrus
viral hill
#

there are lots on the asset store

tight walrus
#

downloaded a model it looks like this for some reason

viral hill
#

i believe you can enable alpha clipping on the material and that should be enough

#

you might need to make it transparent too

slow dirge
#

You should just go over the basics properly.

viral hill
# tight walrus man you are a genius

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.

viral hill
hollow venture
#

hi

slow dirge
viral hill
#

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.

slow dirge
#

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.

viral hill
#

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

slow dirge
#

Maybe because you didn't learn the basics properly yourself, so you have gaps in your knowledge. 🤷‍♂️

viral hill
#

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.

waxen patrol
viral hill
tight walrus
slow dirge
viral hill
viral hill
#

especially using it years later for the first time

tight walrus
#

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.

slow dirge
waxen patrol
#

Remind me not to ask for any help in here 😂

slow dirge
viral hill
slow dirge
slow dirge
viral hill
#

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

waxen patrol
#

Both of yall chill, it’s all good! Agree to disagree and spend your time helping me instead LOL

slow dirge
# viral hill please show me how i should "look through the docs quickly" to find a solution. ...
  • 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.
waxen patrol
#

Nah but I’m one day into this game dev journey so yes, there will be plenty of questions to come.

viral hill
viral hill
#

@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.

proud lion
#

Hello, if I may ask how do I hollow stuff?

sonic ferry
#

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).

vagrant rootBOT
# viral hill !install
When Unity fails to install checklist
  • 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.
viral hill
sonic ferry
proud lion
viral hill
#

you're trying to remove vertices from a mesh?

proud lion
#

Huh? Im just trying to make a pit.....

sonic ferry
#

u could try adding planes in this way aPES_giggle

#

ez pit

proud lion
#

Uuh like a circle one

sonic ferry
sleek forum
#

what is enum

sonic ferry
proud lion
lapis gate
#
#

oh too slow

sonic ferry
#

hahah

#

nerd

proud lion
#

Whats happening?

sleek forum
#

what are some super complex c# things for 2d games

sonic ferry
storm patio
storm patio
#

as a beginner inheritance might seem complex for doing tiles ig

sonic ferry
#

NETWORKING

#

try that. Make an online game

storm patio
#

or if you're not super experienced with math, then even typical vector math might seem daunting

sleek forum
sonic ferry
#

ngl quaternions and rotations arent my thing

storm patio
sonic ferry
#

good. Go

#

oh wrong dude

storm patio
#

Definitely not a beginner topic lol

sonic ferry
#

they asked

sleek forum
#

why would we do inheritance instead of copy and paste codes what if we inherit stuff we dont want or need

sonic ferry
#

is this ragebait ?

proud lion
#

Can I get simple help now ooor..... cause all im trying to do is to make a cylinder hollow

sleek forum
storm patio
#

you can use the supertype as a common entry point

sonic ferry
#

u can in unity, but might as well just use blender or maya

sonic ferry
#

you know, things specifically made for making 3d stuff

proud lion
sonic ferry
storm patio
#

if you're asking modifying a mesh, you'll have to ask in a space for blender or whatever tool you're using

#

!blender

vagrant rootBOT
sonic ferry
#

idk blender so

sonic ferry
sleek forum
#

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

viral hill
sonic ferry
#

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

sonic ferry
sleek forum
sonic ferry
#

yes, thats what the getter does

#

but not the setter. Since its private, only inside the class can you modify the value

sleek forum
#

what does a setter do

sonic ferry
#

sets the value...

storm patio
sleek forum
#

to another variable or function?

sonic ferry
#

to that variable specifically

storm patio
sonic ferry
#

oh

#

what that mean

storm patio
#

a property is basically some methods acting like fields

sleek forum
#

what does adding abstract before class do

storm patio
#

it makes them abstract

#

these are things you can google tbh

storm patio
#

would be much more productive for you

sleek forum
#

why would people do encapsulation instead of making it public

storm patio
# sonic ferry what that mean

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

sleek forum
sonic ferry
#

wrong

storm patio
#

there will be well-written, time-tested answers that explain it better than we can

storm patio
#

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

sonic ferry
storm patio
#

being able to find information in the internet is a crucial skill that you will have to learn

sonic ferry
#

sadge

#

no one wants to help me there anymore :/

storm patio
#

!ask

vagrant rootBOT
# storm patio !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

sleek forum
#

can you call animation without strings?

sonic ferry
#

lmaoo bruhh is blocked by this server ??

storm patio
storm patio
sonic ferry
#

r u a mod ?

storm patio
#

no

sonic ferry
#

gotchu

storm patio
sleek forum
#

anim.setBool(animation, true);

storm patio
#

you can use hashes of the parameters/state names

sleek forum
#

oh i never heard of that before

#

i only use strings

storm patio
#

it still involves a string to get the hash though

sonic ferry
#

least u learned something new! :D

storm patio
#

strings are fine tbh

sleek forum
#

oh ok

#

strings cause performance issues when calling certain parameters or functions right?

balmy kettle
#

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)

storm patio
#

sometimes it's less performant, but it's not to the point of perf issues

sleek forum
#

is it a good idea to make all function variables class level variables?

storm patio
#

no

sweet charm
#

Wdym "class level"

balmy kettle
#

that's what a field is

storm patio
#

stuff specific to methods should stay local, only if they need to persist or are relevant to other methods should they be members

sonic ferry
#

ye, like ur public question up above

sleek forum
sweet charm
#

U can just say global

sleek forum
balmy kettle
#

that's not global

storm patio
#

c# doesn't have globals

sonic ferry
#

exposed!!!

storm patio
sleek forum
#

is it a good idea to serialize every private variable you have?

sonic ferry
#

if u wanna see it in the editor, sure

balmy kettle
#

only the ones that need to be serialized

storm patio
#

public/private is an access level, who is allowed to access something
global is a scope, where something lives

storm patio
sonic ferry
#

i thought thats what serializefield does

stuck flower
sonic ferry
#

whats serialized then

storm patio
sleek forum
storm patio
#

if it's a trasient state like movement or whatever, you wouldn't serialize them

stuck flower
storm patio
sonic ferry
sleek forum
stuck flower
balmy kettle
sonic ferry
#

exposed!!

sweet charm
balmy kettle
stuck flower
storm patio
stuck flower
#

Even if that thing is a Type

sleek forum
storm patio
#

no, that would be HideInInspector

sleek forum
balmy kettle
#

not just hiding from the inspector, it tells unity not to serialize it. it's effectively the opposite of SerializeField

storm patio
#

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

sleek forum
storm patio
#

no

balmy kettle
sonic ferry
#

what does serialized mean??

storm patio
sonic ferry
#

the only time ived used it is to show private variables in inspector

storm patio
sonic ferry
#

wdym saved

#

like instead of overriding the default value ?

#

from the inspector

storm patio
#

try opening the scene file in a text editor and searching for the name of a serialized field

sonic ferry
#

still updating :C

balmy kettle
#

you don't need to have unity open to do that

storm patio
#

do you have existing projects

#

you can just use a scene file from any project

sleek forum
#

what does overloading do

lapis gate
sleek forum
#

why dont we just use lists instead of arrays

storm patio
#

you could

#

they're more expensive

#

but only slightly in the grand scheme of things

sleek forum
storm patio
#

they take up slightly more memory and take marginally longer to access

#

lists use arrays inside anyways

noble locust
lapis gate
#

Try the mesh cleanup options. I'd even test using some decimate modifier and reduce it a ton and try importing that

slow dirge
lapis gate
#

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

noble locust
#

it took a lot less time exporting so lets hope this works

#

i have a feeling it is the canopy of the aircraft

lapis gate
#

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

proud lion
#

Hey i just re opened unity and all my work is gone.....

stuck flower
#

Did you open your scene

brazen oasis
clear hearth
#

Hello everyone

#

I need your help

proud lion
clear hearth
#

I want to create and develop a vr game. But I don't know about anything. How can I do that?

vagrant rootBOT
storm patio
#

start there ^

storm patio
#

you might not have one open, thus not seeing anything

clear hearth
proud lion
proud lion
clear hearth
#

But I use the Unity

storm patio
#

in the project view

clear hearth
proud lion
storm patio
#

you don't know where you saved your files?

proud lion
storm patio
#

did you even save

daring dock
clear hearth
proud lion
daring dock
daring dock
# neat finch Great.

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

storm patio
#

sounds like a good lesson to save often then

storm patio
#

sending it once is fine.

storm patio
#

or if you think you might have a save,
in the project tab, there's a search bar. try searching t:Scene there.