#💻┃unity-talk

1 messages · Page 33 of 1

junior path
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so I am literally just reinventing the wheel?

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Ok, this is what I want:
Yellow = Rendered
Red = Culled

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The sphere is slightly visable

copper gust
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@viral hill the thing in daily win is high tri because currently the terrain mesh doesn’t re-use verts and the generated building has no culling in any proper form, plus the grass being a gameobject mesh per shrub. All of this will change soon

copper gust
viral hill
# copper gust <@921832330144907294> the thing in daily win is high tri because currently the t...

oh. in this case you'd need to actually split apart the sphere into multiple smaller parts. unity is only capable of culling whole meshes at any given moment.

but think about it for a sec. if this was possible in a non-expensive manner, every existing game engine would do this. there is no practicality here when you are dealing with at least multiples of hundreds of tries on potentially multiple hundreds of meshes

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even if this was with only 1 obj, my instincts tell me that this would be crazy expensive

copper gust
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(Wrong reply i think)

junior path
viral hill
#

oops

viral hill
copper gust
#

If the entire sphere is behind the cube that’s easy enough to detect for the benefit of not drawing it

copper gust
#

Especially when up until recently occlusion culling was exclusively baked and not dynamic, where Unity would construct very primitive collision data in the scene for very quick checking

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In Unity 6+ there’s dynamic depth based culling which is cool but still not enough for partials

junior path
copper gust
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I do not know, apologies

viral hill
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no, those are completely different systems

viral hill
junior path
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lol

viral hill
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what's funny about that

copper gust
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As in it’s applied to things that are being rendereds

junior path
#

again, I want to cull triangles that are part of an object that is in front of a wall

viral hill
#

what's stopping you

sweet tartan
junior path
sweet tartan
#

if you need to reduce triangle count, the solution is not per-triangle culling but more aggressive lods

junior path
#

I guess another example I can give is this.
Before:

#

After:

sweet tartan
#

already happens on the gpu. Back-facing triangles are culled by default

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if you move the camera into the sphere, you'll see that nothing is rendered unless you're using a double sided material

junior path
sweet tartan
#

more like cull certain meshes because some precomputed data indicates that they could never be shaded, so uploading them to the gpu and then trying to shade them only to always discard their pixels is a waste of time. But that takes additional cpu time and is not always going to result in better performance because it depends on how your scene is laid out

junior path
raven delta
#

why does this damn program keep saving over top of all my files upon exiting even when i say DO NOT SAVE.

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I had several separate files for avatars. separate for a reason. and now they have been taken out once more by unity doing its own thing

south summit
#

GUys guys my models arent right oriented on unity and i tried fixing them on Blender and the same

raven delta
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yay unity

south summit
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I HATE YOU UNIT

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LMAO

raven delta
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im in the same boat

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saved multiple separate files. only to have it ignore me clicking do not save

solid hawk
#

hey im new in here and also new to streaming. still learning the ins and outs of it. was wondering if anyone would mind if i post in here whenever i go live?

charred fog
solid hawk
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ah i see lol

raven delta
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well is there any actual assistance in here or do we just vent?

#

serious question.

south summit
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me?

raven delta
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scroll up

charred fog
raven delta
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really....

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ok give a sec

charred fog
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There are a lot of guides for it.

raven delta
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I am working on an avatar and keep running into this. I have tried searching for this id to no avail. So how can i locate this problem?

vagrant rootBOT
south summit
charred fog
#

Very likely VRChat specific problem. Also Unity does not save anything unless you hit save.

raven delta
viral hill
raven delta
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found it. turns out to be a portal gun asset

junior path
#

You know, I always like to find videos like these that show behind the scenes of popular Unity games, just to look at how they configure their editors: https://www.youtube.com/watch?v=gu1Dc_9WyAg

On the one hand, a widely traveled guard; on the other, a highly skilled Wushou dancer.
Constantly on the move, his days are long, arduous, and full of challenges — yet his passion for Wushou Dance has never waned.
Let's take a look at how the Genshin Impact team brought Gaming to life!
Download FREE: https://hoyo.link/f5dgFBAL

#GenshinImpact...

▶ Play video
raven delta
#

says it is missing script

viral hill
#

remove whatever's missing and you should be good to go

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prefabs cant save with missing component references

raven delta
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yea that

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is what it said

junior path
raven delta
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there is an option for detach.?

viral hill
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you remove it the same way you would any normal component

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rmb > remove

raven delta
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ah gotcha remove component. im still fairly new to this

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thank you Zombie

copper gust
viral hill
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what the hell

junior path
copper gust
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cool as hell

raven delta
#

hmmm that's and interesting game

viral hill
junior path
raven delta
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heck im the pitfall gen

viral hill
charred fog
copper gust
#

Probably a few yeah, I don't know which of these apply fully but stuff that comes to mind

-Resolving collision related stuff (especially with projectiles)
-Not worrying about depth sorting/z layer related stuff
-Lighting & Post-Processing options available
-Certain rotational stuff can be done via transform instead of handmade animation (eg. table flipping)

charred fog
viral hill
viral hill
copper gust
viral hill
#

i would only think this was related to 3rd party packages if it was an error regarding specific classes not existing, not an entire missing component reference

copper gust
copper gust
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so if they have a prefab set up for vrchat and vrchat isn't installed correctly the prefab would be full of missing component refs

#

again its vibe based educational guessing but we get a lot of vrchat and gorilla tag stuff coming in here

viral hill
junior path
# junior path Yeah, too bad it's very obscure and unpopular

Also wait what, they are doing Dreams now: https://www.youtube.com/watch?v=SaTmCKw86j0

Learn to construct a complete Wonderland stage and master the basics of the Miliastra Sandbox in one hour.

Head on over to the official Miliastra Wonderland website to be the first to discover the hottest Wonderlands, the newest Cosmetics, Creation Events, Creator Tutorials and other fresh content. Master Miliastra Wonderland effortlessly!
Clic...

▶ Play video
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til

raven delta
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Hey all me again

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I looked at the portal gun and it had a warning that script was missing

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so i deleted it. going to see if i can upload now

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success

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upload complete.

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now i just need to find out what in the portal gun is missing. yay migraine tonight

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research on a topic i know little about

viral hill
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test it out and make sure it works first

raven delta
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it worked in play mode

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but would not upload

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ill try again.

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Thanks again Zombie for the assist

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You should be a mod

viral hill
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upload to where?

charred fog
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This is why we are redirecting to VRChat server, because most people here, including me, would have no idea about requirements. And it's just a user that didn't read SDK manual about what components they need and are missing.

viral hill
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do you not understand that this is a completely different issue now? if they are in fact talking about something that is specific to vrchat now, then i will tell them to ask there. the first error was a common issue that didnt require that.

#

this comes off as massive laziness on your part

charred fog
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The problem was a missing specific component required by SDK, which was the error posted.

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Not a vanilla Unity problem.

viral hill
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you cannot say for certain that it was a requirement. it is all too common for authors to forget to delete components from objects before deleting unneeded scripts

copper gust
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how often are the people running into that problem also dealing with exporting avatars in assetbundles

viral hill
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no clue. it's definitely a non zero chance. it also only took 1 message to figure that out hence why i find the immediate redirection to the vrchat server to be lazy

viral hill
#

!collab

vagrant rootBOT
# viral hill !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**

dusky forum
#

So, please tell me where to find the team and what to do
Other social apps or servers. There isn't any channel for collaboration on this server.

safe hamlet
safe hamlet
charred fog
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@safe hamlet Please remove the post as well, if you want to save it.

safe hamlet
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Although there is one question right now - Is it possible to create an open-world game on unity with a size of 10 by 10 kilometers, so that it works stably in terms of optimization and fps?

charred fog
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Subnautica map dimensions are -2000-2000

safe hamlet
charred fog
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There might be challenges with lighting and physics if the scale too small or too far away from center. Generally you want to shift the center to action.

safe hamlet
charred fog
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I don't have first hand experience dealing with open world challenges. I've just tested the limits at some point. There are people here who might weigh in on that.

safe hamlet
inner forge
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hi chat

near wigeon
inner forge
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ok

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anyone play dragon ball legends

sage crescent
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Does anyone have solation for the error "blueprint ID"

near wigeon
#

unity editor help questions

near wigeon
exotic relic
#

Maybe the games target audience could be blind people

near wigeon
#

get gud

exotic relic
#

You might have used all of your braincells but they have some you dont have yet... meaning... theres a missing piece to your game that you simply need to learn. Possibly, Baked Lighting, Post Processing, Proper Layer setup

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A interior room definitely isnt going to use the lighting out of the box. Good lighting will require you to set up point lights, area lights, and bake properly.

tall hearth
brazen oasis
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use pre rendered backgrounds

near wigeon
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<@&502884371011731486>

sage basin
#

?softban 1429681640661319703 bot spam

novel scarabBOT
#

dynoSuccess sparkling_kiwi_50345 was softbanned.

nimble vigil
#

any idea how to downscale a .gltf texture directly from the project library?.. textures too big

safe hamlet
copper gust
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i mean it will if it's done in a way that makes it work

sly lake
errant schooner
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I've updated to the new unity version a while back and tried to get back into working on my big project and it seems that a lot has broke in the migration like the directional lighting got really dark and adjusting any setting didn't do anything and there is a lot of lag that came from nowhere. the game used to run at 120fps now it barely gets 2fps in the main scene. What are the things I can optimise for the fps problem and how to reactivate in a way the directional lighting

slow dirge
errant schooner
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So the lighting I fixed I rotated it a bit and it started acting on the scene again for the fps I'm slowly going down the list I fixed a big chunk by disabling the rain particles and I'll optimise them later but I still have some stress for the render pipeline render loop

gaunt glacier
#

hey can anyone explain why these models/animations are "shimmering" or "jerking" when I slow the timescale to 0.001?

ocean pumice
gaunt glacier
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because i want cool cinematic super slow mo

gaunt glacier
#

Thing is - I have it working in another project (but with a different animation)

ocean pumice
# gaunt glacier because i want cool cinematic super slow mo

then you might play with the animation speed and too. But as dlich said, I think its just too small too just work with timescale and animationsystem out of the box. Maybe your other animation is just "different", other length, other range of movement and what not

gaunt glacier
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Thanks for the explanation i'll play with it

safe garden
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anyone with terrain experience - how do you change the amount of tiling on the texture? is it done through material or the terrain itself?

safe garden
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ah ty

sly lake
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Unless it's Microsplat, in which case it's on the... material? Unsure. It's different though.

latent oasis
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Hey does anyone know how to use Stochastic tiling?

chrome scaffold
latent oasis
sly lake
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If you're using URP, the stochastic shader add on is an older package for the old built-in render pipeline

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Which would be why it's pink

chrome scaffold
sly lake
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It's a bit old I guess

chrome scaffold
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@latent oasis , it does look like the Shader Graph isn't compiling properly. Maybe you could try clicking Regenerate up in the top right in the inspector? And if that doesn't help, there might be clues in the Console.

sly lake
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You'd also need to make a new material with the shader, I think, to assign textures

chrome scaffold
latent oasis
chrome scaffold
latent oasis
ocean pumice
chrome scaffold
chrome scaffold
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@latent oasis Check the Console tab for any error or warning messages related to your shader 🤔 Might tell us what's going wrong.

ocean pumice
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Yes, could be happen by a lot of reasons. He could also not be in urp but using shader graph urp or what not.

latent oasis
ocean pumice
latent oasis
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ah big questions big questions. Im not sure this is the default universal 3d template. the only things i have done is add the terrain the texture the cube and the add on for stochastic shaders

ocean pumice
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looks like your shader graph was made for HDRP but you are on URP

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Try add urp as active target and remove hd

latent oasis
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like this? urp wasnt showing as an option

ocean pumice
latent oasis
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Strange the main preview changed but the one in the inspector didnt

latent oasis
copper gust
mild radish
latent oasis
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AHASHAH IT CHANGED. ok can i apply it to my terrain now?

mild radish
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no ones going to stop you

tall hearth
shy geyser
#

hej I have problem with my assets being accepted on unity it says ''You have broken connections within your package. You must make sure all of your scripts are spell-checked and the prefabs have the correct material, texture, and .fbx or .obj connections before submitting to the Asset Store. We recommend importing your package into an empty project and testing all connections before submitting for review. This saves you time and our review team’s time in checking packages.'' I have opened the project and all prefabs have material attached to them, everything works

deft rock
shy geyser
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its really simple asset, pelts with material connected to them, prefabs work, asset is validated in validator, I was thinking maybe there is something like update redirectors like in unreal engine, what email should I write to, the message is on my publisher portal, without way/means to reply

deft rock
shy geyser
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yes they are all fine (transforms I mean), I try to make empty project and re-upload for validation. I remember I have dragged and dropped unrelated assets and then worked on that by reapplying new materials, old pelts I have already published, I did not do project from scratch

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so maybe that's why the software got confused I dunno, thx

stable sky
#

Hi! I’m making a full-body first-person controller in Unity and I’m getting a strange problem:

Issue

When I run and rotate the camera left/right quickly, the camera feels:
slightly jittery (“micro-stutter”),
sometimes it even feels like the player moves a bit faster than normal.
On a weak laptop (40 FPS) the camera rotation becomes sticky and sluggish, like mouse speed depends on FPS — even though I don’t multiply look input by deltaTime.

Setup (short)

New Input System (Process Events In Dynamic Update)
Reading look input in Update()
Applying camera rotation in LateUpdate()
Player movement in FixedUpdate() using Rigidbody:

vel.x = desiredVel.x;
vel.z = desiredVel.z;
rigidbody.linearVelocity = vel;

CameraRoot is parented to Chest_M bone (full-body FPS)
Camera position uses SmoothDamp() to follow CameraRoot

My questions

Is mixing Rigidbody movement in FixedUpdate + camera rotation in LateUpdate a source of jitter?
Should I rotate the character using Rigidbody.MoveRotation instead of transform.Rotate?
Can smooth-damping a camera to a chest bone cause micro jitter during fast turns?
Any tips to make mouse look truly FPS-independent?
If needed I can share the full controller script (it’s pretty clean). Thanks!

mild radish
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could be on to something

mild radish
mild radish
stable sky
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good thanks

mild radish
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check out cinemachine if u havent..

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it has 3 modes, Update, LateUpdate, and SmartUpdate... SmartUpdate seems to help

fossil smelt
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is there anyone of behaviour tree knowledge?

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and no i do not need anymore god damn tutorials

storm patio
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

fossil smelt
#

🤯

#

i've been everywhere and had 7 hour long convos with chatgpt

sly lake
#

Have you tried using drugs and asking the machine elves?

fossil smelt
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yeah that's the next step man

storm patio
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7 hour long echo chamber sessions, goddamn

fossil smelt
#

tutorials, forums, unity docs all of them, I am about to vomit

storm patio
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you haven't actually said what you need help with, mate

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no-one can help you until you do 😉

fossil smelt
storm patio
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then yes

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not saying it's me, but there's probably plenty of people here

sly lake
#

Yeah explain the question

storm patio
#

it wastes your time, it wastes our time.

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just ask your question

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unless your question was just "am i going insane, is behavior tree comprehensible to anyone"

deft rock
#

35 mins of wasted time

fossil smelt
#

In Unity’s Behavior Tree, how do I detect the player using a node (distance / raycast / trigger)? Do I need a custom node or is there a built-in solution?

storm patio
#

cool, that's a question we can work with

potent geyser
#

Wasn't the behaviour tree deprecated the moment it came out? 🤔

storm patio
#

i don't think so?

deft rock
#

Development stopped on it, don't think it was deprecated ?

storm patio
#

there was a name change

potent geyser
#

Right

storm patio
storm patio
storm patio
fossil smelt
#

The second option

storm patio
fossil smelt
#

If he has line of sight

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Is it even worth using the behaviour tree? our lecturer said it's easy to use

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but I can't even make the simplest player detection on it

deft rock
#

That's more of a lack of knowledge, than whether it's worth using or not

fossil smelt
#

I found a tutorial, I'll check that real quick

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Maybe it'll help.

storm patio
fossil smelt
#

I'm already struggling with coding

storm patio
#

a behavior tree won't replace all of it

deft rock
#

It looks like you'll have to code your player detection, and link the code with the behaviour tree to perform any actions

unreal hollow
#

When i move area lights with lighting turned on it keeps crashing the editor? Any tips or information?

storm patio
#

check logs

#

!logs

vagrant rootBOT
# storm patio !logs
📝 Logs

Documentation

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

fossil smelt
#

found a tutorial, but he's using a premade script, gonna yoink that and should be set

tall hearth
shy notch
lyric spade
#

I have made a small unity project for my college submission, but when my friends try to download the exe from the google drive, It shows an error, UnityPlayer.dll Not found... How do I fix this?

sly lake
#

Did you include the whole build output? Aside from the folders that say not to include them

lyric spade
#

I dont remember that, But the game runs perfectly when I open it from the path it was originally built to

sly lake
#

Well presumably it’s missing UnityPlayer.dll and maybe some other things too.

#

Need to include the entire build folder, with the exception of the two _DontShipThis folders you may have.

lyric spade
#

Actually I directly uploaded the exe

sly lake
#

Yeah. That’s just Unity’s runtime. Your entire game isn’t there 🙂

#

Need to zip the files and include everything

tender thicket
lyric spade
sly lake
#

I personally use Steam directly because it’s so much easier to get it on multiple devices that way

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But, you know, paid

glass kraken
#

hi did isEnabled change to is isActiveAndEnabled?

exotic relic
#

try it

glass kraken
shy notch
sly lake
#

Definitely easier to get people to run that

glass kraken
#

wait it is but it doesn't work

#

it's read only

#

mb the bool was enabled

clear hearth
#

Hello everyone

#

I need your help

#

I use Unity 6.2 Editor in Windows 11 Pro

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And I want to download the meta xr all in one sdk from asset store

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And Unity 6.2 editor was broken

viral hill
#

broken how?

clear hearth
viral hill
#

then how do you know its broken

clear hearth
#

And the Unity 6.2 editor crashed.

viral hill
#

check the !logs

#

!logs

vagrant rootBOT
# viral hill !logs
📝 Logs

Documentation

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

viscid badge
#

People I'm going through the Pathway Tutorial from Unity itself but I'm having trouble with the flythrough tutorial. It says hold right click and then use WASD keys but something weird is happening. It's probably because I'm on Azerty instead of Qwerty keyboard. And then Q is down and E is up I think. Can I fix this without turning my keyboard to Qwerty?

azure grove
#

on a qwerty wasd is like regular fps controls

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then q and e go up and down

#

would just bind to the equilvent keys position wise

viscid badge
#

Yeah I should probably just keybind those same keys but then simply whatever they are on azerty

viscid badge
azure grove
#

i forget where this window is on windows, thinking File or Edit menu, on mac is in the Unity menu

viscid badge
#

Edit >shortcuts fyi 😉

azure grove
#

this should hopfuly not clash with other things since it requires rmb to be held first

viscid badge
#

I tried it and it seems to work like intended 🫡

azure grove
#

guessing your shortcuts for the translate, rotate and scale tools are weird as well position wise

viscid badge
#

I might bump into that later yeah, at least now I know how to fix it, thank you

azure grove
#

depending on what you are doing a other nice way of moving the viewport is maya style navigation

#

f fill focus on the selected object then alt+lmb will rotate around it, alt+mmb will pan and alt+rmb will zoom

viscid badge
#

cool yeah that seems useful in a lot of situations

balmy kettle
#

!collab

vagrant rootBOT
# balmy kettle !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**

south summit
#

I wanna configure it though the unity import sooo I will no need to go file by file changing his rotation

#

Ahhhhh soooo harddd

#

And loss time

stuck flower
#

With the right blender settings you can export it with unity coordinates

ashen timber
#

Happy Thanksgiving to you all and your families all

south summit
#

If you can do that I thanksgiving you

stuck flower
clear hearth
#

And I have a other question

#

Is it possible to develop with unreal engine and blenderCan projects created and developed using Unreal Engine and Blender be transferred to the Unity 6.2 editor?

modest meteor
south summit
tepid shoal
#

someone can help me? I have problem to build and run the game

tepid shoal
plain dagger
# clear hearth Okay. Thanks for everything

You can import the same models, textures, audio and other general assets. You should be able to re export assets from unreal again if you lost the original. Be sure to check licenses for purchased things for unreal first.
Code cannot transfer so you would need to re code most things

raven delta
#

new guy again with a possibly dumb question.

#

I need to put a prefab on the avatars root...is that the hips?

near wigeon
#

Depends if it's humanoid

raven delta
#

it is

#

sorry if base line question

#

hate not knowing

south summit
#

no, seriously thank you 😉

proud lion
#

Hey yall how are you guys

south summit
fierce shuttle
#

how do you guys diagnose freezes from your playtesters? I asked them to send a log but it shows no errors or anything, so I'm a bit lost

viral hill
fierce shuttle
viral hill
#

in that case there's a lot of things that it could be. when you say they sent logs, what logs are you talking about? are they curated by you?

#

also, ask them to check the event viewer (or the equivalent for their OS). it might have some data about the freeze

fierce shuttle
viral hill
#

it shows application and general system logs

fierce shuttle
viral hill
#

it wont say the exact name of the application, but it should throw an error with a code that you can use to dig further

viral hill
#

the task manager should be looked at before all else

fierce shuttle
woeful spear
#

In the Scene view, with Object Selection enabled, select the wall.

#

What's an Object Selection tool?

#

Is it the move tool?

viral hill
wooden cove
#

Is there a way to disable the default comments when making a new script?

#

"// Start is called once before the first execution of Update after the MonoBehaviour is created"

tawny quail
south summit
#

problems here 😭 no animation and i edited from blender this

brittle lion
#

Hi Everyone

#

This is a scene but with 13 fps only

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So how can I optimize it

viral hill
#

use the profiler to find out what the problem is

brittle lion
blissful otter
#

Hey, so I built my game using my DualSense controller, but I realized it doesn't really work with Xbox controllers atm

copper gust
#

Yes, as mentioned you'll need to use the profiler

blissful otter
#

However, I didn't use the Dualsense-specific prompts when I made my input actions, I used the generic gamepad

#

I might try and add keyboard support and that stuff later but for now, I wanna focus on controller and making sure that works properly first

#

Wait nvm I just realized I made a DualSense scheme and made that the default on my character controller script and that's why it wasn't working 😭

#

Although would you guys recommend making separate controller schemes per controller type or just one general controller one and a keyboard one?

#

I may consider adding controller prompts and auto-switching to my game at some point

wheat pumice
#

why is the image background not transparent but white, im using png

viral hill
wheat pumice
near wigeon
viral hill
# wheat pumice

i believe it should be default instead of sprite so that you can change the alpha source

#

actually nvm you just need to expand "advanced"

wheat pumice
#

thank you guys

#

i added a collider but dont see it nowhere on the screen

viral hill
#

do you have gizmos on?

wheat pumice
#

what is even that

viral hill
#

it's what lets you see your collider

near wigeon
#

if its still not showing you're prob too zoomed in or too zoomed out

wheat pumice
#

ok

#

thx i see it now

lime furnace
#

Hello Everyone

I accidently deleted few files in my Unity which includes the Materials file which is supposed to give colors to the obects and now all the objects in the unity is appearing as pink, my project was done but this blunder was made accidently, can someone please help me to fix this

stuck flower
lime furnace
#

how do i do it?

viral hill
viral hill
viral hill
#

so just reassign them to the respective objects

stuck flower
viral hill
#

you cannot change the shader on a material that doesnt exist

#

if there is no material assigned to the mesh renderer, there is no material editable at all

copper gust
#

if there was no mat it would be invisible, not pink ?

viral hill
#

i assume it fellback to the default built in mat

stuck flower
#

It does have a material though. It reverts to a built in that is probably set to BIRP while the project is likely using URP

viral hill
#

you cannot edit that though

copper gust
lime furnace
#

this is how it look rn

stuck flower
viral hill
spring rampart
#

I am new to unity, this code is giving me this error and I don;t know why, can anyone please help?

vagrant rootBOT
# viral hill !input
How to Set Input

To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling

• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.

spring rampart
viral hill
#

read the bot message

spring rampart
#

ok

lime furnace
#

Can someone please help me implement Enemy Ai

near wigeon
#

if you don't provide a specific question on the problem, no one is going to help

lime furnace
#

Can you connect me through Anydesk or Teamviewer and help me? Please

near wigeon
#

"enemy ai" is vague as it gets, and ranges from basic to extremely complex.. realistically noone will do a holding hand thing

fallen magnet
# lime furnace Can someone please help me implement Enemy Ai

https://youtu.be/Ffz42LimEVA?si=9bc3NqgmlrlWaPqW is the video i watched testerday to make enemy ai, but i wouldnt recommend this as it dosnt cover everything but is good if you dont wanna waste time and do it instantly

In this tutorial, we'll explore Unity's updated NavMesh system to implement AI navigation in your projects. Starting from the basics, we'll guide you through:

Installing the new AI Navigation package via the Package Manager
Building a simple navigable environment
Setting up NavMesh surfaces and agents
Writing a script to control agent movement ...

▶ Play video
primal osprey
plucky oasis
#

Is it possible to create here your own group??? I'm looking for peope that can help me with a project

sly lake
#

Nope

#

!collab

vagrant rootBOT
# sly lake !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**

plucky oasis
#

Okay thank you 🙂

turbid vapor
#

👋
I have a critical problem with release by December 8th (Google Play requires fixing the vulnerability), and I'm asking for advice on a stable version 6000.x with working Terrain and IL2CPP.

Project: Unity 6000.2.13f1
Git-flow: not used (I do wrong)
Target: Android IL2CPP (due to code protection + Mono not suitable for Google Play)

I have scenes with Terrain (RCC wheels read the material under the wheel, trees, grass). I also plan to add an in-game map editor → Terrain is needed.

What to do?

2.0-2.12f1 - https://issuetracker.unity3d.com/issues/wheel-collider-does-not-interact-with-other-colliders-when-the-gameobject-is-destroyed-and-instantiated
2.13f1 - https://issuetracker.unity3d.com/issues/crash-on-detaildatabase-setuppreloadtextureatlasdata-when-building-a-specific-scene
2.14f1 - https://issuetracker.unity3d.com/issues/ios-android-external-library-generics-fail-during-il2cpp-build

storm patio
#

what are your questions exactly?

turbid vapor
# storm patio what are your questions exactly?

In 2.2-2.12f1 - wheel bug
In 2.13f1, I can't build cuz the terrain
In 2.14f1, I can't build cuz IL2CPP

I need terrain (EasyRoads3D Pro v3; RCC wheels, read the material under the wheel, trees, grass; I also plan to add an in-game map editor)

Deadline is 8 Dec

chrome scaffold
sly lake
turbid vapor
sly lake
#

🙂

#

In reality, new versions often have quite a few bugs that get remediated over a large number of patches.

#

And only LTS versions ever get enough patches to get somewhere near stable

#

So while it's fine to start new projects on these, you'll want to time it so you can ship on an LTS version.

turbid vapor
#

Devs are 🗿💪
So, many bugs, they already fixed the wheels - I really appreciate their work

#

@sly lake Thank you!

vivid river
storm patio
#

hi, do you have a question

#

that.. isn't exactly a toggle

bronze orbit
# vivid river

You can just set the parameter directly without any if else statements, like this

_toggleObject.SetActive(_Active);
dark finch
#

Guys, it it possible to integrate one project in UNiversal 3D to another one in VR, not only objects but the whole projects with all of its functions?

sage basin
#

?softban 1438945698039992452 bot spam

novel scarabBOT
#

dynoSuccess bubbly_guava_49595 was softbanned.

sly lake
#

Including project settings

dark finch
#

is there a manual showing how to work on the same project as a team simultaneously?

fallen magnet
vivid river
#

temporary ban

karmic warren
#

I’m trying to understand how Addressables handle memory.

If I have a large AssetBundle (around 100 MB) that contains many prefabs and textures, and I load one asset using (Addressables.LoadAssetAsync).

Does Unity load only the requested asset and its dependencies, or does it load the entire AssetBundle file into RAM first?

I’m looking for a technical explanation of how much data actually gets loaded into memory.

vivid river
#

You can't partially load only one asset at a time, the whole Assets/ is laoded

dark finch
tawny quail
# karmic warren I’m trying to understand how Addressables handle memory. If I have a large Asse...

Yes, the full bundle gets loaded. That part of the system should work identical to the original AssetBundle workflow. If you want to load anything from a bundle, the entire bundle (and any dependency bundles) needs to be loaded. If you have a desire to keep your memory footprint low you can set your Addressable Group to Pack Separately using the feature I talked about above. This will minimize the size of the bundles that need to be loaded a given time but keep in mind that doing so incurs the overhead of AssetBundle loading and unloaded for each of these.

worn furnace
#

I'm a little confused with something

#

I'm instantiating a copy of a prefab of an enemy

#

It has public float walkSpeed = 0.6f in the script, and the prefab has the walkSpeed set to 0.6f in the inspection window, but when it spawns it has 1.2f walkSpeed, which is the old value. The value isn't changed anywhere in the script

copper gust
#

default values in code only apply when the instance is first made

#

which in this case is when you added the component to the prefab

tawny quail
#

(or when Reset)

vivid river
copper gust
#

if you want to change it either change it in inspector, or change it in code in eg. awake, enable, start etc.

tawny quail
#

I still yearn for a reset per field mad

worn furnace
#

I have it changed in inspector to 0.6f though

#

and it just ignores that

copper gust
#

then either code is changing it or your not spawning one with 0.6f set on it

vivid river
worn furnace
#

I'm 100% certain code isnt changing it, which is why this is odd

copper gust
copper gust
worn furnace
#

The only references to the value are instantiating the variable, and an if check

copper gust
#

show the instansiation code

#

(in code-beginner)

cold sky
#

masking on particles
that's only for 2d things right?

south summit
#

problems importing the quake animations 😭

vivid river
#

How to pick this thing🥀

south summit
#

With a shovel 🙂

rigid silo
#

hi guys

#

should i download newest version of unity?

vivid river
#

yes

rigid silo
#

or its still bagged as f

rigid silo
storm patio
vivid river
fresh sand
#

I'm not sure if this is the right channel to ask this but, I'm new to this stuff and I'm following the resources given in the unity website to learn. Do you guys recommend any youtube series or something that I can learn through or will this be enough?

vivid river
#

and unity docs

night jasper
#

bro why when i start the game the charcter just move left and fall

storm patio
#

also does the terrain have a collider

sleek gazelle
#

what does it mean when the little cube icon on the left is a little less bright?

silver iron
#

hello, where i can ask a question on shader graph and trigger zone ?

sterile egret
#

Hello

deft rock
deft rock
vivid river
#

i think the colliders set to trigger

sleek gazelle
deft rock
#

no, gamebojects cannot disable themselves

viral hill
deft rock
#

no it is not

viral hill
viral hill
deft rock
#

the names are greyed out, see how they're not the same colour as the one that's enabled?

viral hill
#

no only the icon is greyed out. you can very clearly see the difference when the names are

boreal wave
#

can someone please help me, I've been stuck unable to create a new workspace for like 7 hours, I've tried using new accounts deleting my old account and even reinstalling the whole unity package. I'm so close to crashing out please save me 🙏

viral hill
#

if so, i can see there being conflict as a result

boreal wave
#

i dont know, I just created the account and the cloud server is this

#

i never set this up

#

and my location when creating this account is not in china

viral hill
#

im aware of how buggy and faulty uvcs can be at times. maybe try using a different vs?

boreal wave
#

what is a vs

#

sorry I am not familiar with the terms

viral hill
#

version control

boreal wave
#

how would I do that?

viral hill
#

by using different hosted sources, such as git

boreal wave
#

i dont think that would work

#

as I am using the workspace to create a group project

viral hill
#

do you mean that using uvcs is a requirement?

boreal wave
#

i think so?

#

i just wanted to make a group project where everyone can edit the project

viral hill
#

you can use git, or any other vs for that

#

you are not limited to uvcs

boreal wave
#

i see

#

but I am just kinda pissed

#

i dont know whats the problem

#

I was originally using the chinese version of unity without realising until today, so I deactivated my account and re-registered it today, so I thought the account should have no connection with the chinese servers?

#

but it just keeps creating problems

boreal wave
#

so there is a chinese version which is old af for some reason

#

and i downloaded it when I was in china

#

now when im back in japan

viral hill
boreal wave
#

i was still using the china version

#

my account is also created when i was in china

viral hill
boreal wave
#

no

#

i am using global unity hub with unity 6

viral hill
#

click licenses

boreal wave
viral hill
#

and at the top right of the hub, what email is being used? is it under a non chinese domain? also try clicking "all orgs" and see if there is anything else added

vivid river
viral hill
boreal wave
#

like this?

boreal wave
viral hill
boreal wave
#

oh

#

how is that causing problems?

#

i just created the account today

viral hill
#

you might be able to remove it after pressing manage orgs

vivid river
#

10:41here

boreal wave
viral hill
#

you might have to make a different one the default first

vivid river
#

root owner can;t be removed?

boreal wave
#

it just said default even after i created another one

viral hill
#

sorry, im not too familiar with this. ive never had to do this before. you might be able to find a solution on how to do this if you search online

boreal wave
#

i researched for like 3 hours already

#

no one had a solution nor they had this problem in the first place

#

:(

viral hill
#

i meant searching for how to make a different org the owner

boreal wave
#

nope non of that worked

#

its also stuck like this whenever I am trying to open a new project that uses vs

viral hill
#

it'd be much easier to just not use uvcs

boreal wave
#

fine

#

:(

autumn mauve
#

hey I'm usin unity for my alevel project, if I have any problems I guess this is the place to ask right?

vivid river
#

yes

forest otter
#

Hey so I heard CoreCLR is coming with 6.5, is that true?

vivid river
#

whats that

forest otter
#

CoreCLR is supposed to completely reduce compilation time

vivid river
#

Like HotReload?

forest otter
#

idk

vivid river
#

That would've so good

tame flower
#

and CoreCLR doesn't necessarily just reduce compilation time, it's about changing the underlying runtime from Mono to .NET
Which should provide improvements generally across every area especially considering how .NET is maintained and Mono is not

forest otter
tame flower
#

I'd imagine it's a POC for the CoreCLR changes

#

We won't really see anything until 6.7 onwards

sly lake
forest otter
#

So we'll eventually get CoreCLR in 6

#

I thought it was slated for 7+

tame flower
#

6.x could mean 6.100 so we don't really know when

balmy kettle
#

!collab

vagrant rootBOT
# balmy kettle !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**

spare lark
#

help the textures are not working

#

after 5 hours of coding i finaly made my player now the map anddd i got the assets but the textures are blank gray

umbral mantle
#

yo i would like some ideas for the possible artistic theme of my game. Were creating a boomer-shooter set on an alien desert landscape, but we arent hard set on if its gonna be cartooney, realistic, retro, or whatever. What do some of yall think would be interesting?

polar basalt
#

for something like vr hands im pretty sure there are already packages made out there, and you can integrate your scripts with it

for movement you could do either standing up always, or use hands to colide with the world

for basic AI search up on youtube NavMesh and look at tutorials, its pretty easy, the hardest thing is modeling and animating the AI tbh

Combat collision core logic shouldnt be really hard, but you can do that later on after you make the player system and networking

the world - work on that after networking and combat is done

spare lark
#

rq photo

vivid river
spare lark
#

leeme think

#

shader dropdown?

#

i never used that

vivid river
spare lark
#

and what i do with it

vivid river
#

reaply the texture

viral hill
# spare lark

You are using the default material which is uneditable since it is read-only. Create your own materials and apply them

viral hill
vivid river
viral hill
#

No, it wasn't

spare lark
#

so what i do

viral hill
#

I already told you what to do

viral hill
exotic relic
# spare lark so what i do

Right click the assets area and create a new Material.
You can then insert your texture image into the area that says Base Map

#

When you have your material, you can drag and drop that onto your 3d model in the scene

pearl grove
#

how to kill unity editor

#

it isnt on ps -A | grep unity

#

only unity hub

turbid vapor
tame breach
#

hello anyone here

balmy kettle
safe garden
#

does anyone know anything about Realtoon shader in Unity? I like the look but having issues with alpha sorting

pearl grove
#

also i xkilled gui

night jasper
storm patio
#

!code

vagrant rootBOT
storm patio
#

oh, also don't crosspost please

night jasper
#

what is that?

storm patio
night jasper
#

oh mb

junior path
#

heh, I managed to bring up all of the best gi assets...

short grove
#

Hey question does unity support lighting cubemaps the way that unreal engine does?

short grove
junior path
#

You could use a custom shader to implement it if you know how to do it. Otherwise, let me see if I can find an asset that does this

#

@short grove I found this, this should be what you are wanting https://www.youtube.com/watch?v=xWCZiksqCGA

Get the Shaders for this Video here ➜ https://github.com/Broxxar/ImageBasedLighting
Support me on Patreon ➜ https://www.patreon.com/DanMoran
Follow me on the Twittersphere ➜ https://twitter.com/DanielJMoran

Extra Links
Free PBR ➜ https://freepbr.com/
HDR Labs sIBL Acrhive ➜ http://www.hdrlabs.com/sibl/archive.html

Music:
Mass Effect ...

▶ Play video
tame breach
#

does anyone have a good idea for a game??

viral hill
tame breach
junior path
#

I have done MMOs in the past. They are pretty intense projects, but not in the way you think.
The biggest issue is that you need to have a healthy player count, so you need to advertise

near wigeon
short grove
junior path
short grove
# junior path What were you trying to do?

like im looking at other sources and people recommend using a reflection probe and it seems like I can put in custom data which is where I assume I can use my cubemap in

#

but I htink im getting the textures wrong

junior path
#

So you want to use a skybox as a reflection probe source?

short grove
junior path
#

It's this

#

(I think)

#

Oh also after changing it, regenerate the lights

#

As you can see, the sphere is lit by the sky

short grove
#

okay I think I managed to figure it out
we're using flat colors for our cube map but its gonna suck if we have to use that as the actual skybox also

junior path
#

After you generate lighting for that, you should just be able to replace the skybox and it should use the other cubemap

junior path
short grove
junior path
#

your welcome, sorry about that mix up earlier, I didn't realize Unity already had that feature.

#

To anyone who is using Linux, how do I fix this weird window glitch when you move a pop-up window.
It goes away when you hover over it, but it's very annoying.

dapper topaz
#

mkay

exotic relic
#

Doesnt look like a bug caused by unity

junior path
#

Why the hell would I use Windows?

tall hearth
#

someone here clearly hates windows 😅

plain dagger
#

people are always posting about weird bugs on linux, just how it is

junior path
#

Last good version was 7.

tall hearth
exotic relic
#

Mk well have fun with the pic you sent XD

tall hearth
#

and we both know all our data is already sold off so whats the point in worrying about that

plain dagger
#

its also using opengl 4.5 so that suggests old hardware?

#

or some voodoo lib /driver bullshit

junior path
#

meanwhile here is my system

plain dagger
#

¯_(ツ)_/¯

#

probably a "we only support 1 flavour of linux so sorry"

#

i know that other desktops or whatever they are called produce issues

tall hearth
#

judging from their unity install page i think its two debian and Ubuntu (though idk how many branch from them)

exotic relic
#

Have you seen the Steam OS survey. Interesting how more than 90% of gamers are using windows

#

Linux is at around 3%

plain dagger
#

Linux libs change and cause compatibility issues soo often that steam has their own "linux common runtime"

#

But thankfully proton fixes that issue ❤️

tall hearth
junior path
#

I might as well find a workaround

radiant crest
#

french ?

plain dagger
plain dagger
junior path
#

I could probably make an ugly hack that cycles through the interaction mode settings every second or so

plain dagger
#

guess it somehow doesnt draw properly sometimes, anyway probably due to the distro in use

#

hopefully you can work around it

junior path
#

Just force everything in the editor to this state

stuck canopy
#

Hello, how can I update the lineRenderer component (the purple line) to always extend/change position based on the movement of the two node connections
as you see moving the other gate does not update the position, as the function is only called once, how can I make it so that it updates with movement only.

lusty island
#

hello looking for a person to moddel me a monster with animations for my vr game im willing to pay you if so just dm me

hidden panther
#

does 3d light component have high tris and verts? it costing me a lot of performance, or maybe im doing something wrong

night jasper
#

does anyone know why i am getting stuck on the corner of the tile (you can see in pic if you zoom) plus i can bearly climb anything i am getting stuck on the collider btw im pretty sure there is a better way to use the collider the placeing it on each on but i could not figure it out so if you can help with too it will be helpfull (the collider is showen in the pic) and here is the movement script if it will help using UnityEngine;

public class playermovement2D : MonoBehaviour{
public CharacterController2D controller;
float horizontalMove = 0f;
public float runSpeed = 40f;
bool jump = false ;

// Start is called once before the first execution of Update after the MonoBehaviour is created

// Update is called once per frame
void Update()
{
    horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;

    if(Input.GetButtonDown("Jump"))
    {

        jump = true;

    }
}

void FixedUpdate()
{
 // move our character
controller.Move(horizontalMove * Time.fixedDeltaTime , false, jump);
jump = false;



}

}

plain dagger
storm wedge
#

Does anyone know their way around the profiler? My small game was running super fine and then out of nowhere it started mega lagging, dropping to like 15 fps or less and in the profiler, it says the 99.6% is the render loop (literally 1k ms) and all of it is in the "self ms" so I don't know where to go do investigate further. Any ideas?

stuck canopy
plain dagger
#

If thats too tricky you can give Node a reference to the parent class reference to notify via a function call

#

e.g. lineManager.OnNodeMoved(this);

stuck canopy
plain dagger
#

anyway hopefully the info was useful

stuck canopy
#

it was, plenty thanks

stuck canopy
# plain dagger e.g. ``lineManager.OnNodeMoved(this);``

wait quick question about the lineManager
now it's possible for one parent node to have many children, how can I make such that I can create multiple line renderers and update them with respect of all the children (given the parent is the one who moves)
The problem I currently have is I either end up using 1 line at a time, or creating a lot of lines with movement

#

something like this, how can I know which line goes to which child?

#

Hmm I can probably make up a class that has 3 members {LineRenderer line, Node One, Node two}? That way I can keep information about the connection?

amber patrol
#

Do people here help struggling noobies?

balmy kettle
#

!ask

vagrant rootBOT
# balmy kettle !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #🌱┃start-here

plain dagger
forest otter
#

Are facial bones required for the humanoid rig or just the main joint bones?

radiant crest
#

Se qui sont fr venez dm bs conseille

junior path
# junior path To anyone who is using Linux, how do I fix this weird window glitch when you mov...

I figured out a fix:

using System;
using System.Collections;
using Unity.EditorCoroutines.Editor;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using System.Reflection;

#if UNITY_EDITOR_LINUX
[InitializeOnLoad]
public class RefreshAll
{
    public static EditorWindow[] GetAllOpenEditorWindows()
    {
        return Resources.FindObjectsOfTypeAll<EditorWindow>();
    }

    static RefreshAll()
    {
        RefreshAll win = new RefreshAll();
        win.StartRepainting();
    }

    public void StartRepainting()
    {
        EditorCoroutineUtility.StartCoroutineOwnerless(RepaintEveryFrame());
    }

    static IEnumerator RepaintEveryFrame()
    {
        while (true)
        {
            foreach (EditorWindow win in GetAllOpenEditorWindows())
            {
                win.Repaint();
            }
            Type toolbarType = typeof(UnityEditor.Editor).Assembly.GetType("UnityEditor.Toolbar");
            object toolbarObj = toolbarType.GetField("get").GetValue(null);
            VisualElement _toolbarRoot = (VisualElement)toolbarType.GetField("m_Root",
                BindingFlags.Instance | BindingFlags.NonPublic)!.GetValue(toolbarObj);
            _toolbarRoot.MarkDirtyRepaint();
            
            Type statusType = typeof(UnityEditor.Editor).Assembly.GetType("UnityEditor.AppStatusBar");
            object statusObj = statusType.GetField("s_AppStatusBar", BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static).GetValue(null);
            MethodInfo method = statusType.GetMethod("DelayRepaint", BindingFlags.NonPublic | BindingFlags.Instance);
            method.Invoke(statusObj, new object[] { });
            yield return null;
        }
    }
}
#endif
#

Put this in a Editor folder and no more glitching. Honestly amazing that it works.

silver yacht
#

having a unity error, idk if it's with some sdk or postprocessing

vagrant rootBOT
# near wigeon !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #🌱┃start-here

silver yacht
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Library\PackageCache\com.unity.postprocessing@3.4.0\PostProcessing\Runtime\PostProcessRenderContext.cs(208,16): error CS0246: The type or namespace name 'TemporalAntialiasing' could not be found (are you missing a using directive or an assembly reference?)

near wigeon
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ar you using built-in renderer or URP/HDRP?

silver yacht
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what are these magical words you are speaking of

near wigeon
silver yacht
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I am as we speak, I must first find the package manager

woeful spear
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I want to snap the base of this cube to surface below it. I'm using Ctrl + Shift shortcut for this and drag the grey-square icon that appears when I hold those keys. But it snaps the center of cube, not the bottom face.

exotic relic
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Continue testing numbers like 1.25, 1.5 till it fits

woeful spear
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I remember I once managed to do it using same shortcut. I can't do it again.

exotic relic
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Ah, I see. Possibly through pro builder then. You could Google or check docs for that

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I’m seeing online a good bit of snap info

viral hill
woeful spear
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But it snaps the center of cube.

viral hill
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Change your pivot mode to center

woeful spear
viral hill
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It changed your pivot mode. Center takes the average position of the gameObj and all of its parents/children

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Pivot mode is a predefined position for the pivot

woeful spear
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I can see now if I select multiple object. The gizmo moves.

viral hill
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You'll have to select more than one object, like you've mentioned

zealous crystal
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My Unity -> Preferences -> External Tools is not detecting visual studio in external script editor resulting in me not seeing red squiggly lines when I have errors in my code. I verified I have all the correct installations from the VS Editor. I tried reinstalling VS but nothing has worked so far. Anyone experienced something similar and how to fix it? Thank you!

latent meadow
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so, you followed the guide already?

#

!vs

vagrant rootBOT
# latent meadow !vs
Visual Studio guide

If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:

Visual Studio (Installed via Unity Hub)
Visual Studio (Installed manually)

latent meadow
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@zealous crystal

zealous crystal
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I don't have a mac, and yes I followed that from finding similar issues in the chat history

latent meadow
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... what does that have to do with a mac?
anyhow. try regenerating your solution

zealous crystal
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oh wait that might apply i misread the sentence

viral hill
zealous crystal
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let me try, my bad 1 minute

latent meadow
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ok

zealous crystal
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updated but it did not seem to fix the error (shown on bottom on unity)

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oh looks like my pic didnt go through, very simple error of trying to use a decimal and it says cannot convert from double to float (following unity essentials tutorial)

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wait... the dropdown arrow finally shows visual studio 2022 as an option

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this might be it!

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the red squiggly is here!

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thank you for the help everyone, sorry to bother also I know you guys get this one often

tawdry fern
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i acccidentally closed the vs installer window before clicking install and now im not sure how to get it back up

viral hill
tawdry fern
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it was inside the hub thing

#

that wont help in this case

viral hill
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are you talking about an editor module?

tawdry fern
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i didnt hit install on the window

latent meadow
#

!vs

vagrant rootBOT
# latent meadow !vs
Visual Studio guide

If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:

Visual Studio (Installed via Unity Hub)
Visual Studio (Installed manually)

latent meadow
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see 'manually'

tawdry fern
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yeah i already was looking at that because i was installing via unity hub

latent meadow
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in the end, it is the same thing. the Hub just triggers a VS install. end product will be the same.
if it was not clear, the Installer that Za Zombie was trying to point you to has instructions in that link

proud lion
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Yo question how do I make the lights radius and brightness smaller?

exotic relic
proud lion
latent meadow
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can we get a swift kick in the butt to Unity for giving MS and Rider control of the plugins and locking us into their garbage instead of open source things ! Yay!

exotic relic
proud lion
exotic relic
proud lion
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Idk I just imported it

viral hill
proud lion
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I can send a Pic if yall want?

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Cause idk what to do

viral hill
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a pic of what

exotic relic
proud lion
exotic relic
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Would be better to export without the light and then in unity manage your whole environment lighting with the directional light

viral hill
viral hill
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!learn

vagrant rootBOT
proud lion
viral hill
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why

proud lion
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My autism cant comprehend it and I forget instantly

iron shoal
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im glad im not

exotic relic
proud lion
viral hill
proud lion
stuck flower
proud lion
stuck flower
proud lion
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I've been trying for 13 years

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13

viral hill
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then how do you learn anything

proud lion
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I have no idea

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I hyper fuzate and it clicks

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But when trying to learn on purpose

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Poof

stuck flower
proud lion
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Read the rest.....

stuck flower
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I don't know what you expect any of us to do about it

ember gate
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when's the last time they updated this?

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its still upto iphone 13 PM, galaxy s10+ and pixel 5

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(unity 6000.2.6f2 btw)

misty bear
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can anyone recommend me which database to use for Unity?

slow dirge
misty bear
slow dirge
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Hmm... I'm not sure databases help too much with integer compression. You could use smaller data type, like half(short? char? byte? Don't remember what we have in C#) in SOs if your integers have a small range of values.

tall hearth
misty bear
misty bear
tall hearth
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Just curious cause thats like billions of individual integers no?

misty bear
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correct

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actually yeah... i think this is dumb

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i will try think of something else

exotic relic
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The whole point of that feature is to show you what your game would look like on certain screen sizes, nothing to do with how it’ll run on the latest device

fair cove
# proud lion I've tried so may tutorials it just doesnt work I cant make my brain make my aut...

Its possible you learn differently than from video form, maybe finding blogs or books is better for you - I found whats helped me, is rewatching a video 3 times - the first is to get a general idea of the content without worrying about following along, the second is to pause and take notes, google things I dont understand and add it to my notes in a way that makes sense to my brain, then the third is to pause and follow along, intentionally make changes and note down what happened, then later I have my own notes I can Ctrl + F for reference when I am trying to understand or recall what I just learned about

The best thing to do is to first figure out how you actually learn best in general, and try to apply that method of learning in game dev, and that might require taking a break from everything and doing some deep thinking, maybe try watching psychology videos about memory and learning, they often talk about strategies or "tools" as they call it, that can help you figure out how you learn best

ember gate
exotic relic
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That pesky island tho lol. I made my game all pretty and went to test it on my phone totally forgetting about the island… couldn’t see my score

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Apple will actually deny your app from publishing if content is hidden under the island!

wraith coral
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Hyyy everyone
I want to learn unity for AR navigation
I am new to unity
Can anyone of plzz suggest me the path way?

woeful spear
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What's this blue icon (flash shaped)? Also what kind of object this "PlayerCapsule" is? How can I find out that? I know it's a prefab but I want to know what was it before prefab. Like is it an empty?

stiff quest
stiff quest
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its player input component i think

woeful spear
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blue on white circle

stiff quest
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ye player input component prob

#

you can turn it off from gizmo list

woeful spear
woeful spear
# stiff quest

Also how can I know what kind of object is this? The one I've selected. I can't judge by the inspector.

#

Could it be an empty?

stiff quest
woeful spear
# stiff quest I didnt understand what you mean

For example, I added a cube primitive. Then added two children primitive. Since I myself created these items, I know all of them are 3D items (primitives). Also I can confirm same by looking in Scene view which confirms they are 3D items.

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In the same way, I want to know what is "PlayerCapsule" item is in hierarchy. I can't see any visual output of same in Scene view. Only children are visible.

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Or maybe all gameobjects look same in Unity, it's just the components decide what kind of object it is?

stiff quest
woeful spear
stiff quest
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You can add mesh renderer to render capsule, sphere etc

#

It looks like just categorized

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Also do you use capsule collider in Capsule object?

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looks like your player has 2 capsule colliders

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character controller has own collider

woeful spear
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Got it. So, for example if I add an Audio source (1st photo), and then add an Empty (2nd photo) but also add an "Audio Source" component manually (3rd photo). Then both objects become exactly same things right? It's just different names in hierarchy.

woeful spear
woeful spear
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I don't know much I downloaded it from tutorial.

stiff quest
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you can add whatever you want or what ever objects you want to create

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Depend on your decisions

woeful spear
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Yeah of course unique, but both become audio objects after I add audio source component?

copper gust
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GameObject is just a thing that holds some core info (the name, tag, layer etc.) and a collection of Component's (one of which is a Transform component which will always exist)

#

"audio objects" is not a specific term someone can agree with you on

stiff quest
copper gust
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but they have and consist of the same functionality yes

woeful spear
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I confused it a little with Blender. In Blender, there's type of objects. Like mesh, camera, path etc.

copper gust
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GameObject's aren't types of objects, they consist of types of objects

woeful spear
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I get it now. Thanks.

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I removed that collider, it still seem to work as expected.

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It still collides with objects when I walk

misty bear
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where should i place my embedded datebase (sqlite)?

var dbPath = System.IO.Path.Combine(Application.persistentDataPath, _saveFileName);

is that a good place? what should i do, if i want it to work on android too?

slow dirge
misty bear
misty bear
misty bear
slow dirge
#

You could look at the other paths the application class provides.

misty bear
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tbh both seems similar

slow dirge
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On android at least.

misty bear
misty bear
pearl oyster
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Why would it?

misty bear
slow dirge
#

This is probably wrong as well. For streaming assets, like resources and stuff I guess.

misty bear
misty bear
pearl oyster
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Depends on what? That app updates delete the database?

misty bear
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my game kind of offline. you delete that the data is gone

spare lark
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sorry to bother but i clicked a button and some reason this is what i see

misty bear
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or maybe i can just say it the player fault?

misty bear
pearl oyster
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I mean if the players deliberately delete your game data then it's on them

misty bear
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aight thx

pearl oyster
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There isn't any place to put data on a user's device where you could prevent them from deleting it

spare lark
#

my finger sliped

craggy pollen
slow dirge
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And "app updates" implies when they update the app via the store. It's not the same as deleting the file from the app code.

spare lark
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whaay i do

pearl oyster
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On Android the app has full access to the persistentDataPath (including deletions)

spare lark
#

my finger slipery i click smt in the alfanumerikus keys

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heeeeeeeeeeeelp me

slow dirge
spare lark
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plz respond i might havea heart attack if i dont fix it in time

slow dirge
spare lark
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uhhh idk i nevber had this problem

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oh yeah

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it is

slow dirge
hexed path
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I'd like to host a .exe build of my demo on my github page. What steps do people take to make friends and colleagues feel more comfortable downloading and running your app?

The one I can think of is to jump through the hoops to code-sign the app. Are there others?

spare lark
#

still the same

slow dirge
slow dirge
# spare lark

What exactly is that screenshot supposed to depict..?

stiff quest
#

On your keyboard

sage basin
slow dirge
#

Oh right, I didn't notice the overlays in the screenshot...

spare lark
#

youy saved me from a heart attack

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oh yeah 1 more question

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wheres the camera icon

sage basin
#

No idea what you mean by camera icon

stiff quest
spare lark
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man thats what i was asking chat gpt how to turn it on but i was not sure where on god is that gizmo located(warning i no use chet gpt for game making)

sage basin
#

you have turned off the toolbar overlay for some godforsaken reason

spare lark
#

and wheres that?

sage basin
#

in your screenshot that I replied to

stiff quest
spare lark
#

now?

stiff quest
#

Turn on sphere icon right

sage basin
stiff quest
#

Thats gizmos

sage basin
#

Also, learn to hover things and read tooltips

spare lark
#

tank ypou

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see you soon

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and let me learn to wrete

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welcome

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now lastest question