#๐ปโunity-talk
1 messages ยท Page 32 of 1
How do I save
ctrl+s, like you do in every other computer program ever
Ok
hi I want to ask if anyone has experienced a bug about this INVALID_POINTER_READ_c0000005_D3D12Core.dll!CLayeredObject_CBackingCommandAllocator_::CContainedObject::QueryInterface
did you get an error message
no error message in console
where'd you get this, exactly?
crash dmp file
unity editor crashing, or a build crashing?
editor sir
Hey! Unity 6 doesn't support Visual Studio 2026 for PC Builds yet?
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
well its for a meta vr game so probs that
Ah ok
ill share, prob doesnt matter but just in case ๐
i thought i found the channel but wheres the collab channel????
my dumbass got warned because i thought i was in the right channel ๐
there is no collab channel. it's a separate website
you can find it in #๐โcode-of-conduct
n00b q - is there a way to reset transforms so you if you scaled an object it will reset the axis to world origin, rather than scaling at angle?
EDIT: If I set transformation from center to global, it will work for move/rotate, but scale remains based on an angle if I have rotated the object, I just want to reset the scale axes to default
Scaling is always local so global scaling wouldn't really work
one other q - is there a reliable way to find meshes that might be under or hidden by other meshes, i.e. if you have grass duplicates that might be under a rock, anyway to find objects hidden under others?
search for it in the scene search bar
well, to highlight stuff under other objects, but figuring out meshes that are on top of each other (exactly duplicated) I don't believe there's any utility for that
trying to create Ragdoll in Unity 6.0 version and my character humanoid mesh is from mixamo and i have no idea how do i setup.
Hey, I have a very unspecific quesiton. I created a game (you can see it in dev lgos HWTC) and it crashes for some players. It crashes in completely random moments - from pressing a button in the menu up to some minutes after playing in the main scene. None of my friends and play testers have experienced it, however when I installed the game on my father's computer it happened.
The crash not only closed his game but completely restarted his computer. The logs do not show anything that could cause it. What should I check? Any ideas?
The game is pretty simple - from extra assets it uses DOTween and Text Animator. It also uses Navmesh and Splines.
Could that be related to me building the game on Windows 11 and them using Windows 10? Or may it be Directx version incompatibility?
I'm using a piskel to create 2d character but when I create the sprite sheet the character becomes really blurry. Any suggestions?
i change render setting to directx11 no crash, i think unity 6.2 still have crash issue with directx12
Amazing, thank you so much! I will check that out!
for pixelart, always use:
- filter: point
- compression: none
and an appropriate ppu
completely restarted his computer.
with a bluescreen, or how exactly?
Nope, no blue screen - just a restart
does the game crash first and then restart, or does it just restart directly
It restarts directly.
terrifying
-# i wouldn't be able to answer, just thought this would be useful info to someone who can
I have this log, but I don't see there anything that could cause crash.
The DOTween issue is already fixed and it's not what caused it unfortuantely
FYI: I just went through some posts in different places and it in deed looks like problem with DirectX12! Thank you for help! :)
can you link a mesh's material to a duplicate of it with no material apply? i.e. one rock with material applied, grab 8 of its duplicates that have no material, just select them, select original rock and 'copy to selected', kinda like Blender
is it valid to call destroy on an object and then still use it during the same frame?
yes, Destroy will actually do the destruction at the end of the frame
Actual object destruction is always delayed until after the current Update loop, but always happens before rendering.
I'd still avoid using it after calling destroy. Sounds like a good way to get yourself a memory leak of the managed shell.
can someone tell me what is a good assests for road if they know.
you mean in the asset store?
yes
why not search there? look at the reviews
Hey guys, have you tried playing immortal Conquer?
I only found Easy3D Roads
I just found something weird: When I changed Shaders of a Material, Unitys VCS does not pick it up as changes?
I wanted to ask something more like guidance
I found a neat asset that took me 2 weeks to understand the basics of how it is done but not enough to modify something I found really cool
I tried to learn more about the codes this project has
Part of the code includes two things I found curious to learn better
A .shader file that extracts the top view with a black and white texture(like a height map, mountain top white and base being black)
The other is a bunch of
CommandBuffer cmd
cmd.SetviewProjectionMatrices
cmd.SetRenderTarget
cmd.ClearRenderTarget
cmd.Clear()
//repeat
context.ExecuteCommandBuffer(cmd)
then calling A computer shader to handle GPU Math.
Would anyone know of an easy project that uses command buffers that I can try creating to learn how it feels using them?
which channel can I discuss crash logs in?
Here is fine
I'm struggling to determine the cause of this crash. Doesn't seem to be anything code related
looks like something on the graphical side
the guy playing did say their laptop was on the weaker side
The crash reason is not in the logs, because Unity doesn't notice the DXGI device is removed until the next call (which is creating a buffer in this case, but it's already crashed).
Ask the user to update their graphics drivers, they're quite outdated.
can you update graphics drivers for intel integrated graphics like that? I didn't know lol
Yep, and seems like they never did. That driver is as old as the GPU is
yikes ๐ญ I'll let them know, thank you for your analysis!
Side note, Unity 6.2 might not be entirely stable.
you think so? I'm trying to keep on the recommended version
6.3 LTS should be out soon, it'll get fixed over time.
Would advice sticking to the LTS when shipping
6.0 is the current LTS, but 6.3 is out any moment now
I like the new platform toolkit.
What they say:
Platform Toolkit - simplifies multi-platform deployment with a single workflow that integrates SDKs, automates certification checks, and reduces time-to-launch across devices.
The cert checks are mostly useful for console, but they also provide a common API for things like achievements
oh nice
The Unity Hub is stuck on this screen all of a sudden, and none of the buttons actually do anything.
Checking the log, it's unable to establish a connection to the licensing client.
I can't access any of my projects, I've tried reinstalling, disabling my firewall, the works.
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
โข
Visual Studio (Installed via Unity Hub)
โข
Visual Studio (Installed manually)
โข
VS Code
โข
JetBrains Rider
โข :question: Other/None
to the more experienced environment artists here, quick q - if you have 2 material transitions, say grass going into a ramp for a harbour or stone bridge for example, what is the best way to break these up so you don't have such a harsh transition? i.e. grass straight into stone, can be a bit jarring
I have Visual Studio selected as my external script editor and it mostly works but the Photon class/namespace does not load automatically. I have to press "Load all Projects" to stop it from erroring and give me the syntax. Does anyone know how to solve this? I have tried re-generating the project files and it works on a buddy's computer that has the same project.
Can you show?
stuff like this where you can see a distinctive line between the ground and asset, I can always try cover up some of the line with assets like rocks etc. but you're supposed to be able to walk up it as well
I just don't deal with this at all 
Some people use shaders like this, when working with terrain:
https://assetstore.unity.com/packages/tools/terrain/microsplat-terrain-blending-97364
yea I may have to look at a custom shader, ideally one that is blending terrain with toon aesthetic - unfortunately I'm a complete n00b when it comes to shader work so I would have to try learn as I go, but I will take a look on store ty
hi guys, my friend and I have decided to give unity a go to make a mobile game as a challenge, we are trying to set up version control but having problems with getting it set up does anyone know the best place to find help on this i seem to be going around in circles! I greatly appreciate any help
what repo software are you using, sourcetree, fork etc?
we're just using the unity version control on the editor in the unity cloud dev ops it shows* the repo but im honestly not sure, sorry im a complete noob haha!
you want to use world uvs then, or the more expanded shader called triplanar
we can both check in and update workspace but its not including changes to the ui(possibly other stuff) in the hierarchy
I can't fully advise on this as someone else on our team handles it, but I heard diversion is good
ahh i see, ill look into that thanks
Diversion or Fork is what I've used recently
Did you check, if you have like local scene overrides to your UI? With UI you mean the canvas system of unity?
how do i check that? yes sorry i mean the canvas
Is your canvas a prefab?
its not, should it be?
No no, but that could have been an indicator. So if you make changes and commit your scene file, its not updating the canvas in the scene?
where is the best place to make 2d characters
A cosy office can help
The speedtree10 discussions section could benefit from attention... this year preferably, its a wall of zero responses and unresolved. Some offical clarity on this would be appreciated, especially since its a paid for product with currently no customer support it seems.
yeah so if i make a change inside the canvas then check in my friend then updates workspace but it doesnt show the ui changes
And you are sure, you are both in the same .scene file and updating it correctly?
we only just started it there is only one scene currently about updating it correctly im not 100% sure to be honest
Hello guys, I have a question in regards to creating an in game VOD review for a battle royale I am trying to make. I am speaking as to similar functionality as the Marvel Rivals history logs where you are able to review past footage of games that way I can create a good enough foundation to implement this later with other people I can have help with my game.
ok ask a question
Hey guys, I come from unreal where all blueprints (prefabs) open in their own windows, so you can easily edit multiple things at once
How do you get around having to jump back and fourth into different prefabs?
Especially in UI that tends to have TONS of nested prefab windows/buttons/etc?
aren't blueprints in unreal just scripts in unity
No they're essentially prefabs
but when you open it, it opens in it's own dedicated editor
Kind of like the unity shader graph
while prefabs all just replace each other in the editor ๐
you can edit prefabs in context iirc, to not quite replace, more like focus
another option is just to edit it in the context and then apply the relevant changes to the prefab afterwards
Right but then you're working in a giant hierarchy, and not just in that prefab right?
well, if you have nested prefabs, you could open one of the inner ones to not have a massive hierarchy, no?
but yeah the second option doesn't work directly in the prefab
Yeah, problem is if I open this UpgradeButton0 in it's prefab
then poof the menu is gone lol
gotta go back and open it all, then back into the button, etc
lots of back and fourth
right, you'd be working inside UpgradeButton0
wdym by this?
when you exit prefab mode?
i don't recall having this issue. have you tried locking the hierarchy?
Yeah like you're constantly going into and out of prefabs
instead of just opening them in new windows
In that case, is there any optimal way to handle large UI?
Should each window be it's own prefab that's loaded at runtime?
i mean, that is what i do too
Or all put in the same menu and just enabled/disabled
composing smaller elements into cohesive menus
Do you load them at runtime or have them all sitting in the bigger menu?
yeah i don't seem to have this issue
You know, that you have prefab modes, that still show the context of your prefab inside another nested prefab/scene?
Yeah I know, to me it feels like a web browser that can only have 1 tab, so you're constantly going back and fourth between all your websites
exiting out of the prefab returns to the hierarchy as it was, with the same object selected
instead of having them open on different tabs
just trying to get into the right mindset on how to use that properly
So just wondering if it's smarter to keep menu items seperate and load them in at runtime for simplicity
or have em all in 1 giant menu prefab
If you have to create a prefab for every button right now, you might wanna think about not doing prefabs but assigning the values via code. I usually separate the prefabs for UI by their function. So in game language PauseMenu, MainManu and so on. And inside those prefabs, you could handle sub context like Settings or what not. Form there I am usually using button prefabs for different types of buttons but the context and their usage is being directed by a script, where I extended the UI.Button from Unity to achieve this
Yup I'm doing all this
Specifically just wondering about the editor itself
I find my eyes glazing over when looking at this massive UI hierarchy of nested objects lol
Just imagine you want to change stuff on the settings menu, while someone else would work on the main menu. having only one prefab would kill the collaboration. So I am usually having one UIManager loading and unloading all menu prefabs.
Ah okay, so you load em at runtime right?
Don't have them sitting in your UI manager inactive?
yes, 100%, otherwise it will just get too cluttered up for more complex things.
Perfect that's what I was looking for
Nope, they get loaded once and then they are referenced. But not having them in my core prefab just from the start cleans up things a lot
i have them all in the scene, just not active
im still not sure what you were referring to with this. this isn't a thing that happens as far as i know
My setup is a bit too complex to keep everything in, that I might not need. But thats jsut my projects which are not game based most of the time
Yeah I made a game in unity and then moved to unreal engine, vowing to never return to unity again, specifically because of that lol
i don't see how it's an issue tbh
I'll pop open unreal and show ya what I mean
Just one of those really nice quality of life things
That you come to miss when it's gone
One potential issue I would see here is the settings prefab, that does not have the menu applied to it. So if I were to get into your project and wanna use the settings prefab, id had at least one extra setp/question to understand the setup of your scene.
settings isn't a prefab, it's a prefab instance
How does that relate to my issue I pointed out?
Every 'prefab' opens in it's own editor window
So you can tab em together, put em on your other screen, keep all relevant prefabs open and edit/save em all really quick
Well, it is what it is.
you never need to exit any to change another
Yeah, just something to get used to ๐
i don't see what issue you're trying to point out
@rancid lake Hey, I have texted you personally. Can you help me with something? Please?
please do not pester random people for help
!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 #๐โfind-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 #๐ฑโstart-here
i don't have a settings prefab. it's just an instance of the overlay menu prefab
that's why it has overrides
there's only one settings menu, it's in a scene that is never unloaded
alrighty, I am not here to prove anything. If you dont see the issue of collaboration, thats cool. Was just my 5 cents about prefabs can be an issue
there's no settings prefab to reuse, it's just the settings gameobject, is what im saying
@rancid lake please do also note that we'd prefer to provide help here if it's related to unity. community servers exist for a reason
I thought my question was related to unity?
im referring to whatever riishiiikaaa was talking about
In short, there is no other way yet for you to open a second editor for that project. Opening multiple scene views does also not help, as they share teh same prefab scope.
Yeah for sure
i don't use any, personally, though i have seen some that seem useful (i just haven't gotten around to looking into installing them lol)
I found vHierarchy, vInspector, etc lets you bookmark prefabs
which is nice to swap between em quickly
Not using any either. If I need something specific, Ill code it most of the time, to avoid 3rd party reliance and missing updates from those ๐
imo it should be standard in the editor
doesn't it have some.. issues
If you dont have any, get this -- reloading in-game is a life changer lol
mightve been a different one
Yeah there's a cheaper one that's a total mess lol
under the same/similar name?
This one is pretty tight, though sometimes is
does still need a full script reload, can't get around it
https://assetstore.unity.com/packages/package/239351
Yeah this one is pretty messy/broken
that would explain it
That sounds promising. Will look into it.
Yeah, I think it needs a full reload for changing public vars (anything inspector related), but gameplay logic you can code an entire boss fight or something while the game is running, pretty nutty.
I can see the benefit in stuff, that is being loaded dynamically fetched by external services for multiplayer positioning and what not. Ill look into it when i get time ๐
Yo I have no clue how to code๐ฅ๐ฅ
Compiling aint that bad, unless you are mid testing and your game is filled with stuff like dictionaries
and it forces you to think about your code more while waiting ๐
there are beginner resources pinned in #๐ปโcode-beginner
I love saving waiting then right when it finishes i go wait no i gotta change this and then wait another ~20 seconds
The killer is stopping the entire play session to fix/change something and then having to get back to that same spot, like mid-boss fight
eventually all those seconds add up ๐
exactly ๐
but to be fair compiling is a good way to catch up on youtubes hehe
I usually try to build test scenarios for specific features instead of playing the entire game/app loop again.
How long of a compile time you got?
lol, the dreaded "changed one thing while it was compiling so now it has to compile again right after"
I'm talking about something like the second stage of a boss fight, having to add a bunch of debug stuff to trigger it, wait for the correct attack to test it, close the playmode to compile, start, run your debugs to get to stage 2, wait for the boss to use that attack to see how it looks now
now if you're making 50 1-line changes, that really adds up
Why not create a method that runs that attack directly?
Just a lot of overhead, I'm not trying to argue anything, it's just nice to have mid-game editing. ๐
Can easily do without if not needed ๐
true true, if you could just change everything on the go, that would be awesome. I am just scared of the states that might get messed up by those scripts. But not gonna argue against it before I tested it ๐
what game are you creating?
any thoughts on why calling Move on a CharacterController would zoom up a ramp or a hill? I'm zero-ing the y-component that I'm passing into Move.
What do you mean by zoom up?
the movement just accelerates a lot faster than on a flat plane.
prob just looks that way
horizontal movement is constant, but should slow down up a ramp
Classic Pareto principle killing me here... I'm 80% there and it feels so close, but the last 20% is going to take a loooong time.
What does your Character Controller component setup look like?
I'm going to say the code is the most important thing here
!code
๐ Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
๐ Inline Code
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.
moved to CGD
think i deleted all my tutorial progress
well i didn't like how the programming path was just "copypaste this code"
I have a jump animation that consists of 4 frames for different jump positions. What should I use in the animator to hook 4 of them together to make it work ?
depends on what exactly you mean by "different jump positions" i guess, but blend trees or just separate states could work
Actually the entire jump is divided into 4 frames ( 4 different animation clips ), each frame is a loop of one single jump pose ( like jumping up , then in mid air , and last is falling down)
i think you have the wrong idea of what "frame" means
or, i might be misunderstanding you
could you just show what the 4 animation clips are
okay today i'm gonna try the junion programming pathway again
only somewhat terrified
i wish i could stream this to stay focused
Hello guys. I have a question about old unity game called "metal cavalry". It's pretty old game and I wanted to play it but I can't find it anywhere of course. If somebody have a code or any knowledge of it please send me dm
hey can someone help me put pants on my vrc avatar
I was only at it for 20 minutes and I'm already too panicked to continue wtf is wrong with me
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
this is a dev server. this server doesnt offer support for existing games
Metal Cavalry is sadly no longer available to play online, and since it's source was never officially released as a Unity demo project, there's little chance to get it back.
Was at it for not even 30 minutes and I mentally exhausted myself on the easy baby mode tutorial
I think I need to quit trying this and driving myself insane, this way is not working
what are you getting stuck at
I just get really nerve rattled and too distressed from my past failed attempts to make a game that I think trying again is gonna end up the same
I'm trying the junior programmer pathway learning
Instead of coming here to post your minute-by-minute progress, you could just go through the tutorials again
You don't have to do it in one go
Yes
I was doing tutorials and its exhausting
perhaps try different ones
then come back later
don't the beginner paths kind of assume absolute beginner?
part of the exhaustion might be going through stuff you already know
you can just skip those parts
there's no need to go through the entire thing if it's not going to give you more understanding
then take a break. learning takes time and there isn't an alternative. If this is what you want to do, find a way to do it without burning out
I haven't learned in so long, that's what's killing me. Makes me think I can't learn anymore, well maybe after a certain age
well, that's definitely not true
Each person has their own way to study efficiently. U just have to find yours
Taking notes, doing projects, watching tutorials...
Sometimes u have to learn how to learn
Can agree, i've learnt that i cant learn from reading i just cant focus but if im explained it (ie a teacher), or i write it down i will hardly forget it
Idk how it's not true I feel like I havent learned to do anything news since pre covid
if it's something you enjoy and have the time to learn, then nothings stopping you. If you just aren't enjoying it, or nothings sticking after weeks of real effort, then maybe you'd need a reality check and reconsider this hobby.
I'm all for "you can do anything!" but thats often not reality
I keep dropping Unity but something keeps dragging me back in idk why
It's the allure of doing it ig
making a game is not easy to jump into. there's a reason people spend years learning to code and still suck ass at it
In school I remember almost never having to study, it just all came to me
you might be pressuring yourself to understand everything the first time as you mightve done previously
but that won't always happen
some things will just take time to click
For me, there were not many distractions in school. But college and hustle were very tough
don't forget to give yourself some space to breathe
Half of it's me traumatizing myself just using the program lol
There's other aspects of designing a game I know. But without the code all you gots assets and design documents no?
without the code, you basically just have an idea
I figured long ago nobody's gonna want to read design docs and look at pictures, they wanna see a moving game
yeah, you'll have to learn it eventually if you want to make something
I don't think I can learn this on my own after all this time, I just need to drop it and pick up something else
i suggest starting with c# alone if the code is the big bad scary thing stopping you. there's tons of resources out there and websites with problems you can solve to at least get some dopamine back. Flailing around not understanding the unity api while not knowing how to write c# is like a double whammy
c# outside unity could be your indicator if you should jump into programming for a game at all. it'll be a much quicker learning cycle too
good morning!
hi, this isn't a social space https://nohello.net
if you have a question, please just lead with that
so i have an question about making interactive grass?.. how does it work? does it uses vertex to detect?
and whats the best way to do so?
hm, sounds like something you could google, to start
i see then ima turn to google , thx
there are lots of different methods. the "best" method is based off of your implementation of grass in the first place
so the implementation would be to make it move , can be burned ,cut , ok ok thx again!
that would be the behaviors
i see so i make an script which consists of three enums? normal , cut and burn?
the implementation would be as in - triggers? distance checks? etc
not saying those are good impls, just the examples i could think of off the top of my head
if that's what you want, sure
(pedantically, those would be enum members within the same enum)
tbh my goal isn't even a full game, i just wanted to build a prototype of a game design concept i had to see if the gameplay would work
thats sounds interesting, whats the concept?
hey everyone, Numeric field expressions don't work on overlay canvas ?
for instance L(-10,10) when I select multiple game object doesn't seem to work
Maybe i should focus more on that, playing with asset shop stuff, making it clear its not my work, but a proof of concept
I chose the parent folder of my unity project for github repository, but it seems like it created a new folder by same name inside that folder:
So I guess it's not supposed to be like this?
im not aware of anything that would make them not work
did you actually choose the parent folder or the root folder
here, the parent folder is Unity3D, the root of project is the one that contains Assets/Library/etc
General question, why can't I find 2023.2 in Unity Hub? No matter where I look I only find 2022 and 6+
I can find it on the website and install it from there, I was wondering why its not in Hub though
If I repeat same steps again, I think I did this:
2023.2 doesn't exist. unity dropped the yearly naming convention in unity 6.
2023 was only for the alpha/beta versions, it was released as unity 6
that's wrong, yeah
that creates a new repo inside that folder
Oh
Ahh okay, so 6 IS 2023, I see 
I was looking for it to get Canvas shader graphs
im not aware of anything that would make
But how did it get its name?
you should Add existing repo, choose your project root, github desktop will say it's not a repo, you can create a repo at that location
Oh
iirc if you choose the actual parent (Unity3D) it'll say the folder already exists
presumably you told it
But looks like that's not intended like you said
So I delete that nested folder now?
It's empty:
it isn't empty, but if you haven't done anything in it then you can delete it, sure
pretty sure it just wasn't LTS and thats why. It is on the website archive
Couple of files
woah wtf, im misinformed then
i thought there weren't any 2023.x.xf versions, mb
yeah those are metadata for the repo
if you create the repo in the right place, they will be siblings of Assets/Library/etc
I was wondering ever since morning why it's showing no update even when I was working lol
the .git folder marks the root of the repo, you didn't have any changes inside the actual repo lol
Generally u want to keep all those files in your root project folder (Stones Greybox)
I get it now, I indeed gave that name manually. And yeah it looks like it only asks for parent folder name, not main project folder.
Yes fixing now
@woeful spear also don't forget to set the unity gitignore
What's a good template asset for a 3D third person combat game?
This is right way now?
Also, regarding gitignore, I used the previous files. It seems to have accepted them.
!code
๐ Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
๐ Inline Code
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.
guys who know how to imitate slope handling like in roblox engine
like you cant run up but also cant slide down
only jump up
and stand on a slope
use a box collider for your player
i think that should achieve the same effect
actually you right thanks
but im using sphere cast to check
if i grounded
is it okay or should i use box cast
im not sure if any type of cast would work as intended without making the cast radius itself too large
maybe handle that in OnColliderEnter/Stay/Exit instead
why
yeah why do you need the angle
hmm wait
well idk cuz i did this
for sliding
now i wanna getrid of sliding
so idk
๐ญ
okay thanks
i'll try change collider
Guys, I made a weapon, Proto-Rifle
Thanks for inform me
i am currently experiencing an issue which i can't really solve, I have made certain animator states, but i can't seem to be able to save them. whenever i save them, they revert back
after pressing ctrl + s, it turns from this
to this
i have absolutely no idea as to why this is happening. i faced this same problem last day, where i thought if i were to shut unity down and then open later on, it would fix itself up, but it's not happening
exactly
Try restarting Unity, then making the changes again
just saying this before i do it, i started unity after two days or smth, it was happening the previous day too...
If it's still doing it after restarting you could also try deleting the Library folder while it's closed and see if that helps
although, i see this popping up, is this an issue i need to be worried about or smth?
Unity is trying to import an aseprite project file
not sure if you're intending for that to happen or not
said file is what i am currently using in the animator
Are you using the aseprite importer package?
If not, then it's not what you're using in the animator, you probably exported the images separately
i imported these ones...i just saved them directly into this folder
and these ones are the only things i am currently using...
will it delete any stuff?
No, it'll be re-generated on start up. But if you're getting an error message about the exact file you're trying to use that's probably more likely and should probably have been mentioned from the start
i saw this after the restart...
the path at the bottom of the animator pane seems to indicate you're trying to modify the auto-generated animator from the aseprite file?
also, said file is working perfectly in the asesprite
i don't think you can do that
oh rly
you should be getting animation clips that you can use in your own animator
this here is the clip
there's the looper animation clip there that you can use in your own animator
that's what i am using though...
are those all just stills
you aren't using your own animator
or rather animator controller, mb
wait...so i don't use the one which was autogenerated in the folder
you can use them, but you can't modify them
ofc it's read only
if you don't want what the generated animator controller gives, you have to create a separate one that you can modify
the path at the bottom of the animator pane indicates you're trying to modify the generated one
i mean...it's what i want, it does not loop, but i thought i could just play that animation clip over and over again when i need it to
you would not do that, no
you would have the animation clip itself loop
i don't remember if that's an import setting you can configure, or if it pulls from the tag data in the aseprite file
you can configure it to loop or not while exporting by changing between 0 and 1
like when you first make the animation and then save it, while exporting, you can set the animation to loop or not to loop
there's a difference between saving and exporting
you haven't exported anything
(and you don't need to)
or if you have exported, you aren't using the exported file
you are currently using the source file. nothing about export options will affect it
i was saving a .webp previously, had to change the formats and stuff
cool, that doesn't affect the aseprite file at all.
to be blunt - that simply just doesn't matter
it's going to be one of these.
there u go , these are the clips. There is one more , the 4th one. But how to use them actually ?
you would have several animation states that transition into each other upon certain conditions
Hey guys, how do I move my camera in unity? For some reason its not working
you might have "jumping" -> "hovering" -> "falling"
where the first transition is upon "yvel < 0.5" and the second one is upon "yvel < -0.5" for example
gonna need more info to go off of than that
I'm literally just trying to move my camera up and down ๐
as in my camera to look at the project
I'm trying to make a cylinder to put my scene camera on, but with the way my camera is currently, I can't actually see where the cylinder is
or just the normal movement
got it fixed. you were right, it is a read only file which i can't change thx
Normal movement
pretty sure it's hold rightclick to rotate
How do I get more game ideas?
or if you select the cylinder from the hierarchy, you can press F to focus it
Not working
Think more
i created a sub state machine and added the 4 animations into it and used a trigger for it to happen , but the entire thing was too slow , like each animation (among those 4) is getting played for too long
explore (the internet, other games, irl, etc) and let your mind wander
find inspiration
or just think up stupid stuff like i am doing
might be the exit time on the transitions being too long, or the triggers not triggering fast enough
it is called scene camera, hold right mouse button and WASD
you can control the speed too you got the scene view settings for that
I really really really want to make a horse game, however I am so stuck on where to start
I would start with the horse
first youยดd learn some of the basics of c#
I know basics of coding but I've done more websites and javascript
that is cool than you already have some programming experience
a good starting point would be the movement of the horse, first without any animations. iยดd highly recommend you do it right and use physics based movement for proper collision detection and stuff
i have a MSc in Equitation Science so I have knowledge of biomechanics
What would be the best platform to make it on?
what do you mean with What would be the best platform to make it on?
as in Blender or an alternative?
that is your own choice and taste, use whatever 3d modeling you want. Blender is fine.
and if you want you can get tons of free or paid 3d models online, even horses
I have a question about how to do something in code. is this channel where to ask it?
thanks
whichever you want to make
i wanna make a shooting game at first make my own assets and audio and players ui etc... can u tell me if u could what should i start with first cus idk
and what softwares should i use for that
yo is c# a hard language to learn?
Id suggest starting with blender and youtube videos or a udemy class
I would mark it 5/10. Assuming like assembly and scratch are on the far ends. Easier for most than C++, but some aspects take time to understand. There is a difference though between learning C# and learning Unitys deep integrations and such.
alr so not that hard got it
Yeah, I mean id plan a good 10 or 15mins at least.
20 if you're planning an MMO ๐
html and css aren't programming languages btw, they won't help much
the js and python will
yea honestly they are so easy i dont really consider them languages lol
A good amount from JS will transfer over
they are languages, just not programming languages.
i hate this back not getting lit spot light ahh thing
how in the hell dose that not light up the cornor
Thatโs the typa stuff that pmo
how is the cornor not lit
i need updating shodows eatch frame
i cant use point lights
they lag
the corner has ambient occlusion maybe?
a what
how is this not working
it looks bad as hell
celling is even worse
hi is there any way to mirror a sprites direction (ie from facing left to facing right) in unity or is it better to just make 2 sprites for each direction
Sprite renderer has a flipX and flipY
the spriterenderer component has a tick box on it to flip it IIRC
oh okay thanks 
hey guys
tryna add my friends to a project and all their projects are empty/
can someone try to fix this?
far easier than c++
Good to know
Im getting an error regarding not finding the Android SDK path, and google''s telling me to find the "Android Section" in the path that the unity warning window gives me (Edit > Preferences > External Tools), but there is none. It seems its supposed to be there automatically, or am I supposed to manually add it? Im not sure how it works entirely. Using Unity 6.0.34f
Yeah when you install the editor, it has checkmarks to enable for those. Not everyone installs them - I have ~40 or so editor versions installed. And half the time they managed the android runtimes miserably (not wntirely their fault as the SDKs have changed a lot). And if you, say, use Android Studio day to day, then you dont need 40 installs of their same SDK etc.
That being all said, yes, normally that is installed with the editor.
Also, that isnt the path to the SDKs. That looks like its for git merging
Down lower that's what you should be looking for. (Same window just scrolled down)
is that section present if you've not got Android as the selected platform?
Oh ur right. Its currently on windows, and Android is grayed out... I did reset my PC, which is where im getting all these new issues. Also, dont know how much of an affect not having Microsoft Visual Studio downloaded first might have affected things, when I installed Unity it did have a checkbox of Android SDK stuff tho (and automatically downloading VS so not sure on that)... Ill look into this new info stuff, clarified a little bit. Thanks!
not having VS downloaded or installed makes no difference to anything
hi chat
Helloooooo. I was having trouble with setting up some controls. I'm using the Input System but I can't get my button input to only return true on the frame I start hitting the button. I've read a lot of documentation, but nothing seems to work.
Same for when I release the button.
I'm trying to figure out 2d platformer movement and most platformers I see have it so holding the button doesn't buffer, only pressing.
You'd have to show the code you tried as well as how you configured the action
Thanks. I'll go in there.
deep profiling fighting for its life trying to record my bullshit
this is pretty rough right
Anybody knows how to put post-processes (volumes) in the UIs ?
Say I want white text in the UI to glow a little using bloom, make color corrections depending on game states, etc.
there are dedicated UI rooms, such as #๐งฐโui-toolkit and #๐ฒโui-ux , also #๐ฅโpost-processing
just curious, why does changing my model's width to 0 cause this the white circle? not important at all just curious bc it's... not what I expected at all
What white circle? you mean the glow? and what is your "models width"?
is there a way to get more performance out of skinned mesh renderers and blendshaps?
its a rendering NaN (not a number) situation..
i don't know the specifics.. but it breaks the UVs, or normals or something to do w/ the renderering..
just make it 0.001 or something
What does it look like when its not scaled to 0?
it's just a lil spade
appreciate the suggestion but I wasn't having issues at all I just thought it looked funny lmao and was curious, don't actually want it flat :p
ok yeah that makes sense
ty for explaining!
im glad you dont wnat it flat it looks so much better raised like that than if it was flush with the ground.
the cherry's dice heart and 7 would look way better if you did the same
Does anyone know why this wont work
and configure your ide
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
โข
Visual Studio (Installed via Unity Hub)
โข
Visual Studio (Installed manually)
โข
VS Code
โข
JetBrains Rider
โข :question: Other/None
you also have not said how it's not working
they're stickers so... not sure how that would work ^^"
make sure that the script is attached to an object on the scene and that it is enabled. The script will not work without a gameobject
Add some post processing smh
wait the script isn't even saved lmao
bro unknowingly just triggered 80% of the server with this photo
Does anyone know if the 25/day limit still applies with the new Diagnostics?
huh
Hey uhh, is this a place where I could ask for help..? I'm really stuck on a game after doing everything like in the tutorial I watched, but mine doesn't work and I have only a few weeks to finish this so I can graduate
!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 #๐โfind-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 #๐ฑโstart-here
Okay, I just couldn't find any appropriate channel in the search because it seems to be bugged, but if I can ask here I'll ask
The tutorial switched to using states, and as it got into attack states, mine just doesn't work anymore, my character freezes in place and never gets out of the attack or even move at all..
Does anyone know anything that could help? Do I provide just code or something else?
It could be a code issue, it could be an animation state issue. What did you change. if its code, go to #๐ปโcode-beginner , if its something in your animationstate. go to #๐โanimation
I think it's code, I'll go there sorry
Does anyone still have the download for Unity's Adam demo? The official one seems to (very unfortunately) have been removed: https://unity.com/adam-standalone
https://github.com/unity-technologies
check around the git maybe you can find it
The character is up on the asset store but I don't think they ever released the actual project
https://assetstore.unity.com/packages/3d/characters/adam-character-pack-adam-guard-lu-74842
Also no commercial use
Those demos were always made with custom engine versions so they never released them.
Thank you for the help
hi everyone
I download an image from a url
how can I know the memory size of that image (kb/mb) after itโs downloaded ?? any way without. convert it to Texture
thanks
Hello eevryone
I have a question
How to download Unity Hub in Arch Linux?
And Unity 6.2 Editor
DuckDuckGo. Privacy, Simplified.
Wolfos are you a pro
Double click the source image field.
Anybody wanna help a newbie out
Maybe if you provide some info on your issue.
Just ask the question
first of all https://dontasktoask.com/ it's annoying, and help depends on the problem if you want someone to join you then no but if it's specific then ask
They're crossposting! Alarm!
@slow dirge Unity does NOT show file size in the Inspector for textures created at runtime ๐
No. You're confusing me with someone.
Or Ubuntu?
Did you try clicking it at runtime when it's still alive?
jesus if you cant use google give up it's right there when you search unity hub install and click on unity's link
I'm gonna need a "duckduckgo intensifies" emoji at this rate ๐
Hmm... It should be showing from my experience.
Possibly because it's a sprite. Can't you use a raw image with a texture?
I was thinking the same way as you hehehe
quick question, is there a way to change the folder icons in Unity's Project menu?
these ones
not by default i don't think(?)
rip
is there a need to?
just for visual clarity
anything related to making navigation in the assets window somewhat ok doesn't exist because unity sucksss
i can manage without if it's not possible/worth it, but it seems like a nifty feature to have
you can set custom icons for monobehaviours and scriptableobjects though which is the like 1 thing
oh i didn't know that actually
pretty hidden, on the monoscript you can pick one here
Relatable
i dont suppose anyone knows how to hook up a* pathfinding to a steering behaviour? currently doing uni work and ive hit a huge roadblock trying to convert the path made by A* to the seek steering behaviour to have an agent move along it.
I have an interesting problem - need to store an upgrade tree (ideally in scriptable objects). Ignoring the issue of like "actuvating upgrades" as thats a future issue, how can I store it? I want to be able to have
- Split paths
- Nodes
- Only being able to upgrade 1 path, or upgrade N paths to a nth degree
and ideally I want to serialize it all
Could have something like:
public class SkillTreeBranch: ScriptableObject
{
public Skill[] Skills;
public SkillTreeBranch[] Branches;
public SkillTreeBranch[] ExclusiveWith;
}
And go recursively
Yeah was considering that
I would like it all to be editable in 1 SO though
But i suppose I can serialize SOs inside other ones
[Serializable]
public struct SkillTreeBranch
{
public int id;
public Skill[] Skills;
public SkillTreeBranch[] Branches;
public int[] ExclusiveWith;
}
public class SkillTree: ScriptableObject
{
public SkillTreeBranch[] Branches;
}
This would be recursive in the editor, but no safety on references
You could also use sub-assets to store everything in one place
Then maybe with some custom inspector (UI toolkit or Odin) to edit all the data
Thanks for everything
I would never have thought that creating a simple minesweeper would be so difficult. I've been working on it for 2 months, and it's a nightmare.
well, I'm making this minesweeper right now, and I'm not sure if it's a big project, but it's my first project.
In terms of production size, I worked on a certain AAA shooter I won't name.
In terms of actual downloads, I made a mobile game for pre-schoolers that was probably more popular ๐
Curious now what made you more money
And which was more enjoyable to work on
In my opinion, working remotely in a team spread across the world isn't an ideal working situation. I prefer to know my coworkers.
Won 17th place in a game jam once
If by big you mean sucessful
And not literally big
i just mean popular games
niceeee
fortnite and angry birds?
wait no
CSGO?
are you russian
or valorant
Don't guess ๐
not hired in industry yet but i got a mod w/ 11mil downloads
ooh
minecraft?
lethal
lethal company?
Oh yeah i had a half life 2 mod be semi succesful
wait i thinkik ur mod
I also contributed some 3d assets to a map that got added temporarily to csgo
bigger lobby?
yooo
naurr lethallevelloader
Nothing crazy, just 2 models i did as a favour, never asked for credit
It was a wingman map and i even helped playtest it back when the source engine discord wasnt read only
thats a w
how long ago?
bett
can't post mods on this server i don't think but ๐
@sinful salmon There's no off-topic on the server. Did you resolve your problem?
whoops
yes sir
Unity just spitted a random error at me and one inspector doesn't work, any channel where I can get a quick tip?
Unity 6.2?
If itโs code related you can definitely post that in #๐ปโcode-beginner
Can you post the error?
wa
we both know thats too much work
re-launching unity didn't help me but
once you asked me to post the error I went to the inspector and it works normally now
anyway it was that
Would need the whole stacktrace to draw a conclusion
Itโs nothing related to your projects assets. I think thatโs just the unity inbuilt render system
Nah ui elements so just a normal unity bug not their fault
"normal" "bug" 
if there aren't any issues then there isn't any work done, obvs
Lets be honest if it's working fine it aint working
Thatโs me when my vs suddenly decided to stop showing errors.
But yeah if it works then something is not right, too good.
It doesn't bother me much (so I ll skip the fixing part) because it occasionally works normally but it's kinda cursed
guys is unity 6 stable at all now? it used to crash every 5 minutes 2 months ago
what are you trying to do exactly?
this is a unity discord
this is unity Tool
are you trying to extract assets from an existing game or something
I try to change game sound but I can't
so you're trying to mod a game?
yes
we don't support that #๐โcode-of-conduct
try finding a support server or similar for whatever tool you're using
i keep forgetting how long probuilder meshes take to initialize on instansiation
I tried to create a basic inventory system.
What unity 6 version
Been using it for the last year with little crashes
Hello how to jump in unity
@high osprey Easy all you have to do is this
playerRb.AddForce(Vector3.up * jumpSpeed * Time.deltaTime, ForceMode.Impulse) ```thats rigidbody based jumping
Do not multiply deltaTime
Yes right
That would make your jump stronger or weaker depending on your framerate
Would be an interesting mechanic in an esports game
Instead of people lowering the resolution for max framerates everyone's running the crappiest PC's they can find to gain an advantage
@storm patio I said something wrong? I mean there is a way to creating rigidbody based movement, jumping etc and there is also a way to create it via transform no like transform based movement and jumping and all of these stuff no?
I don't think it's helpful to do this kind of spoon feeding. Doesn't really teach anything
the deltatime
you did acknowledge that it was wrong, yes - but sometimes that followup message can be missed, so since you didn't edit it, i reacted as somewhat of an indicator that it wasn't correct (at least, that was the intent)
(i do agree that spoonfeeding isn't great, but that wasn't the point of the ๐)
But guys what do you think is the problem here??
missing parent... hmm... probably an orphan
Material variant but parent material was deleted
I mean I have tried to build the project files only and it works but when I build and run it didn't maybe thats because I haven't built the project files previously
Its my first build on this project I am making
With build and run there was a problem but now I have to build the files only and it works
Check
But for one reason it takes so much
to do the compiling
It does, yes
Yes, shader compilation only runs once (until you update Unity or change the shaders)
More CPU cores speeds it up
My CPU has 6 cores old one
Even on my 16 core machine it takes a while
Bro that requirements with Content Creation really stress me out
(Even in triple a games shader compilation can take 5-15min)
That's different
Bro its all about productivity
To have as a programmer a second monitor for example
like having high end PC
it has many requirements to have the best possible equipment
This is HLSL > DXIL, the in-game compilation is DXIL > your GPU's specific ISA
Make smaller games ๐
Bro on my college they wants us to build a game on Unreal Engine as well we have many projects right now + my personal project that I am building in Unity and its really complicated how my PC is going to Run Unreal Engine project that we will have to create with blueprints?
Hey guys, I was wondering if any of you guys know for the avatar definision (Where you set up skeleton) can you increase the amount of bones it selects? Its refusing to select my hair bones on the the head which is weird as I never had this issue before?
No, the "humanoid" rig is standardized and doesn't have a hair bone
Personally I would not be in Unreal for free but it is a pretty major engine in the industry
For free?
wdym?
I assume your college is not paying you
No I mean (Recognize) the bones (IE) you select the (head) bone in it and it highlights all the child that will be affected by animation.
Unreal Engine jobs are the highest paying ones
right now I think
But really Unity is used more from devs
I have see statistics
No diss but thatโs an objectively meaningless statement as it entirely depends on where you live / have access to
My college not paying me? No it doesn't I pay the college
In Greece we have this thing we pay colleges they arent free
Universities here are free
Hence your having to work in unreal for free, I agree that sucks
I would only be in unreal if i was paid good money ๐
Bro its college they wont pay us we are building portfolio and skills haha
I have heard that many people are using Roblox Studio as well right now
One of my friends is crazy with Roblox Studio haha
imagine releasing a game on Roblox and making money like do you know how many kids are playing roblox haha
Its very popular
my little brother always buys 10 euros robux card
50 seconds of my life beg to differ begginer 3d tutorial
not always but sometimes
mp4 lol
Double check that "Strip Unused Variants" is enabled under Graphics -> URP Global Settings. If you've upgraded from an older Unity version or Built-In Render Pipeline, it could be that it's not ticked.
Are there any plans on improving ui toolkit? More styles better rendering, shader.. ?
Shadows, animations .. etc.
Go read 6.3 changes (beta is released) and the roadmap
Hijacking this... ๐ i just moved from Built in RP to URP. Is there any other important things I need to toggle on/off that you can think off?
probably on the rp asset
ill take a look ๐ ty!
Thereโs a free HBAO implementation on the asset store if you want something that doesnโt look like a failed outline shader
hi does anyone have any advice what laptop to buy from game development that can support unity and unreal engine my price pool is like 1.5-2k euro max
thanks
Hey guys, working on grass for a game which is very stylized meshes, is there a good way to do a subtle wind effect? just something that is very gently moving the blades of grass, they're gonna be quite chunky
you can achive that with shaders #1390346776804069396
Where can I see that ?
Building off our GDC 2025 talk, join us for the next canโt-miss session exploring the latest advancements in the Unity Editor and Engine. In just one hour, weโll dive into the innovations shaping Unity 6โour current generational releaseโincluding upgrades to graphics performance, expanded platform support, industry-leading tools, and mor...
Ah wow thanks
My tool settings with local and global positions and pivot and center things is gone
i did reset all layouts already
๐ฅถ
when I put a button ( even does it on the name computer ) in my game the player hits it when it 5 feet away
in my vr game
@silent mica
thx
sorry
stop that Beanie
trolling and pinging mods for no reason
Is there a reason you pinged a moderator for that
i dont know who to ping around here for help because its urgent bc we need to release a beta today
sorry wont happen again
You ping no one
You ask a question
then wait for someone to decide to answer it
i mean they have not even asked a question just random quote and ping
Is there an asset available that culls individual triangles when it's not in the viewport of the camera?
step 1. download unity
step 2. tear your hair out because nothing works right ๐ซ
I believe this happens right out of the box. It might only be able to cull entire meshes though
step 3. realize what you were doing wrong instead of blaming your tools
dude
That's what I want to avoid. On my platform, every triangle counts.
Yeah, looks like by default it will only cull an entire mesh or sub-mesh if the whole thing is off screen. While looking though, I found this blog post that looks like exactly what you need, but it does seem fairly complicated to implement:
https://www.alexisbacot.com/blog/per-triangle-occlusion-on-the-gpu-in-1ms-with-unity
Is the scene very detailed? Theres plenty of other ways to improve performance
depending on your scene you might also want occlusion culling
I'm curious about the model. Some models could have 100k tris, while some 10. LOD might be something to suggest depending on the model
hi, I've always used regular cameras and would want to use cinemachine cameras now especially to add a hiding system in my game with blending with a first person controller, I've watched some tutorials but very a few of them show what I'm looking for, most of the FP person controllers setup I have are simple Character Controller and a child camera, how could I achieve what I want simply?
best to ask #๐ฅโcinemachine
if I cut pre made animations from unity will it break the animation and cause it to freeze in it's last frame because that's the only thing I could think of that I did wrong man ๐ซ
like is it too short of something I don't think it's even that short
Any animation will stop at the last frame unless you toggle "loop"
it's an attack animation that has an exit time so it's supposed to stop and return to idle do I just turn on the looping then?
the video I watch didn't tell me to
I'll try that when I get home but I don't think it'll help I've been stuck on this for 3 days and I can't find anything on Google ๐ญ
if the attack is only supposed to play once, then no you dont make it loop. You can either use code to blend the attack to idle, blend trees, or transitions in the animator controller
#๐โanimation look here I have a video I'm pretty sure everything is correct but idk maybe I missed something I'm not noticing
Do you have code playing that animation?
seems to be inactive
maybe at the moment.. but its still the better place to ask
patience is a virtue
I should I copied the guys code from the YT video I linked
ye
not sure where this should go but can I make buttons and stuff that can be used inside the inspector like @tool scripts in godot (also hello I'm new to this server I am fine at C# coding but I come from python and godot so keep that in mind!)
Can you show the code in a paste link
not home currently so not rn no
what you are referring to is called "editor extensions". there are lots of tutorials on this concept and there is an #โ๏ธโeditor-extensions channel
ok ๐ thanks!
Me when im told to stop being a dev cause i dont like game jams due to them being too time restrictive for my taste -_-
my character is standing on the mesh collider of this ground object and it looks it running in the air. Turning off the mush collider makes it pass through it. Is there a way to fix this ?
create a 3D plane object from your hierarchy. stretch it to the size you need. disable the mesh renderer on it. now you have a perfectly soft floor
if the terrain is super uneven, you can try removing that mesh collider component then adding one again
i see, do u mean i disable the mesh collider on this object and place one plane just below it and disable the mesh renderer on that plane. So that the character can stand on that plane instead of this object ?
What i meant with the plane is it has a collider on it which will act as a floor. Disabling the mesh renderer will hide the material (white) so its invisible and you end up with a invisible floor that you can walk on
if a smooth/flat floor works for you then you can remove the mesh colliders off of the other terrain pieces
That might actually work , thanks for the idea ๐
i usually use a big box collider w/ a height of like .25 and move to so the top matches to the plane
either works. i do use boxes in some places, it makes it easy to see where you are placing a collider
does anyone else have issues with Cinemachine? HDRP? Or is there a better way to do cinematics than use that
There is always a better way, but it works for most things
yall download unity???
ive been using it wrong this entire time
Well, to be fair, it is one of the toughest industries to break into. And as a gamejam is only as long as you make it and scope it, I would say approaching it cautiously may be wise.
Also, not everyones into jams, which is AOK. I havent liked the last few ive done (ggj etc) just because I havent enjoyed the theme.
Yeah me too
The one thing ill add is you usually keep your cinematics in the same render pipeline as your game, you usually use them with active characters in the 3D space. So if you use HDRP you probably want to keep the game in HDRP (assuming you arent rendering out or something)
I mean yeah and dont get me wrong, I've made/make games but my problem is i am slow with asset creating but I mainly do programming but since I work alone I have to do everything and 7 days isnt enough time when you add on things like school to it
also to clarify he said the words "Then quit now" when i said i didn't like game jams
Youโll learn to work better with time constraints later
thx so much for your reply! yeah i dont know i keep getting this weird cinemachine error whenever i import it into project. not sure what it is
No worries I went back to change my wording because I didn't want to feel unsupportive. Everyone's lives are unique :).
This game is going to run on Switch 1
It's open world
Considering how Breath of the Wild barely hit 30fps most of the time, I think doing such a thing in Unity is a bit ambitious
Honestly 30fps is fine by me
Yeah but this was a specialized engine
Not on Switch
Yes, I would consider that quite hard
I donโt know what kind of occlusion culling techniques were used there. Probably something cheap and baked
Not an expensive thing trying to cull every triangle. That sounds very unlikely to work
If I were to get a Unity genie, one of my wishes would be to port a Nanite like system.
Triangle culling is a decent alternative though
Anyone wanna work together on a game im working on?
!collab
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Okay okay didnt know
hello
hey all, when loading this custom shader in amplify for some reason it makes the texture pink - is there a way to fix this? I was advised to switch shader type to Universal/Lit but it only gives option for surface
What pipeline are you using?
i mean if the shader itself isnt made for urp
its gonna be pink
so you need to use the urp template
if thats a thing that you can choose with amplify
just checked project settings, apparently our default project settings is set to none, dafuq
switch Shader Type to URP->Lit (in the image)
"I was advised to switch shader type to Universal/Lit but it only gives option for surface"
Oh just saw that, my bad. Are you sure you're on URP? I booted up a project using amplify + urp (which took a while) and I didn't need to set anything up for it (latest amplify version). Kind of weird if there is only Surface though, since there should also be stuff for UI, BuiltIn, render textures, etc.
just checked our team project settings but apparently our default project settings are set to none rather than any pipeline, will have to check with the team tomorrow
I need to enter the equations answer but not able to enter the answer can some one please help
!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](#๐ปโunity-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.
Can you not spam and cross post?
is the equation dynamic or is it always that same question 7+6?
@exotic relic it is dynamic, it will change everytime you open a crate
how did you generate the equation?
because if you generated each number, why dont you just add the numbers together in code and check if their input is that number
this way i just added random equations so that whenever the player opens a crates different equations will appear
@lime furnace Please stop cross posting.
That code is the concept you need, whats the exact issue you are having - besides needing to call those functions
I just need to place the cursor in the answer field and then enter my answer for that equation, i just need to figure it how to enter the answer in that field
The picture of the game above, does that not let you type text into the box?
Yes exactly, it does not let me type into the box
is the cursor / mouse visible so you can click into the box?
yes cursor is visible
does the button let you click it?
i am trying to click in that white box, but that cursor is not being place in it
i know. im just asking if the button lets you click it in case something invisible is covering the ui
yes it does let me click it the white box, Since i am not able to enter the answer when i click on submite it shows TRY AGAIN
if you create a new input field next to it as a test, play and see if it lets you click that one. maybe you accidentally changed a setting disabling the current one
Hey question do yall know where i can get gtag movement code?
Ahhmm lemme try
unless its open source or just publically available i dont think you get it anywhere lol
hello, can someone help me with something?
just ask
It is open source i just don't know where to get it at
then check their github
https://github.com/Another-Axiom/GorillaLocomotion wow look at that one google search crazy
im trying tu make layers for some animations and characters that i made, but when i try to use the avatar, this happend, the character is upside down
Hmm.. this problem is killing me, can't move on :/

Ahh just my issue with the avatar not wanting to recognize all bones the in child. I posted it #animation as I dont want to spam across chat.
Hey fellas I need a quick aid
Im using pro builder to make a doorway out of a 0.1 by 4 by 4 cube, and I cant for the life of me figure out how to drag the newly made vertices UP on the Y axis to make the doorway in polyshape edit, after making the main polyshape
Well, I wasn't expecting to find a engine breaking bug lol https://streamable.com/xsby8l
If anyone else knows how to do what I want to do (prevent rendering triangles that are not visible to the camera), let me know.
Actually, let me draw up an example
unity already does this
