#💻┃unity-talk
1 messages · Page 33 of 1
Ok, this is what I want:
Yellow = Rendered
Red = Culled
The sphere is slightly visable
@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
Generally afaik getting into specific culling like this tends to cost more to detect then to just render anyway
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
even if this was with only 1 obj, my instincts tell me that this would be crazy expensive
(Wrong reply i think)
Ok, then why does occlusion culling exist.
I'm sorry, I am not very familiar with advanced rendering.
That's the literal reason I used Unity, so that I don't have to worry about low-level rendering lol.
oops
@junior path ^ this was meant for u
Occlusion culling is for that just not in partials, it’s for complete blockings
If the entire sphere is behind the cube that’s easy enough to detect for the benefit of not drawing it
I see
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
In Unity 6+ there’s dynamic depth based culling which is cool but still not enough for partials
Is my idea of partial culling what Unreal does with Nanite?
I do not know, apologies
no, those are completely different systems
nanite is solely for reducing tri count. it has no culling features
wait so even if something is blocking, nanite still renders the unnecessary polys?
lol
what's funny about that
I don’t think that’s what that means
As in it’s applied to things that are being rendereds
this
again, I want to cull triangles that are part of an object that is in front of a wall
what's stopping you
why? if you're trying to improve performance, this is already happening via the zbuffer + front to back sorting for opaque materials
Yeah, I wanted to save the rendering cost for those triangles that are otherwise not visible. So this is already taken care of?
if you need to reduce triangle count, the solution is not per-triangle culling but more aggressive lods
already happens on the gpu. Back-facing triangles are culled by default
if you move the camera into the sphere, you'll see that nothing is rendered unless you're using a double sided material
Thank you! And how does occlusion culling fit into this? Does it just tells the GPU: Hey, skip over these vertices, it's not going to be rendered
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
Thank you so much, that makes more sense!
why does this damn program keep saving over top of all my files upon exiting even when i say DO NOT SAVE.
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
GUys guys my models arent right oriented on unity and i tried fixing them on Blender and the same
yay unity
im in the same boat
saved multiple separate files. only to have it ignore me clicking do not save
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?
There's no self-promotion on the server. Read #📖┃code-of-conduct
ah i see lol
scroll up
Without providing any information, this is just spam.
Make sure you are using correct import settings for Blender. Also on the model settings in Unity.
There are a lot of guides for it.
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?
!vrchat
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in blender, link or wiki fella?
Very likely VRChat specific problem. Also Unity does not save anything unless you hit save.
what script is it pointing to?
all i clicked was open scene and it saved. is there a setting that does that
also id's are project/object specific
let me look brb
found it. turns out to be a portal gun asset
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
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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!
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#GenshinImpact...
says it is missing script
remove whatever's missing and you should be good to go
prefabs cant save with missing component references
this is the clearest editor view I can find in the video; as you can tell, it's using an old unity version (which fits because apparently, miHoYo uses a modded 2017)
the one that always blows peoples minds is the fact gungeon is in 3d
what the hell
meanwhile, this is the best unblurred footage of Unity not in play mode
Oh my god
hmmm that's and interesting game
but like... why? are there any advantages to this? from my playthrough years ago, i cant think of any reason they would wanna do this
Yeah, too bad it's very obscure and unpopular
heck im the pitfall gen
what made you think this was a vrchat issue? did you even read the error?
Avatar and missing required components
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)
Also additional scripting framework that processes things.
i know that avatar's are a prominent term in vrchat, but i was asking why you thought it being vrchat was the problem. the errors also dont say anything about required components being missing
im not sure how collision plays into this. is 2d collision worse than 3d somehow?
It's going off vibes but generally missing scripts end up relating to third party packages not being installed correctly, that associated with avatar's and the fact the person is seemingly a beginner points towards vrchat
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
It's not worse but given how Gungeon works I could see it simplifying problems that would exist if you did it in 2d, eg in that screenshot theres that pillar that obstructs a 1x2 area but is 2 units tall. In 2d you'd need seperate visuals and collisions which isn't difficult but in 3d it's literally just a pillar so it is what it is
Nah if a prefab is meant to have a monobehaviour that doesn't exist in the project currently it will be a missing script
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
or the package author simply forgot to remove any unnecessary components before deleting unneeded scripts and exporting the package. this is the much more common thing to happen in my experience
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.
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Clic...
til
Hey all me again
I looked at the portal gun and it had a warning that script was missing
so i deleted it. going to see if i can upload now
success
upload complete.
now i just need to find out what in the portal gun is missing. yay migraine tonight
research on a topic i know little about
there's a chance it's not actually missing anything if you recieved the package that way
test it out and make sure it works first
it worked in play mode
but would not upload
ill try again.
Thanks again Zombie for the assist
You should be a mod
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.
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
The problem was a missing specific component required by SDK, which was the error posted.
Not a vanilla Unity problem.
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
how often are the people running into that problem also dealing with exporting avatars in assetbundles
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
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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.
Unfortunately or fortunately, no one needs me.
Accepted, I'm sorry, but I'll definitely come back to unity.
@safe hamlet Please remove the post as well, if you want to save it.
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?
Deleted it
Subnautica map dimensions are -2000-2000
In theory, it is possible to make a game on this scale. For context in terms of visuals and scale (Stalker)
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.
A chunk system like in Minecraft and camera-dependent rendering, plus LODs. Can it help with scaling, do you think?
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.
I think this is an interesting topic for unity, and I hope they will write about their experience with it in our chat.
hi chat
Does anyone have solation for the error "blueprint ID"
this isn't a casual chat
unity editor help questions
check the stacktrace . "error blueprint ID" is as vague as it gets , how you expect any help with that
sounds like a VRC error..
Maybe the games target audience could be blind people
get gud
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
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.
Assuming you have some sort of LOD i doubt the problem would be fps more so than it would be float point precision over 10,000 units
use pre rendered backgrounds
<@&502884371011731486>
?softban 1429681640661319703 bot spam
sparkling_kiwi_50345 was softbanned.
any idea how to downscale a .gltf texture directly from the project library?.. textures too big
It turns out that unity won't load itself on such a large scale if there are LODs and if there's a chunk system like in Minecraft
i mean it will if it's done in a way that makes it work
Duplicate it so it becomes a Unity-managed asset
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
You need to investigate what the source of the issues is.
For fps, use the profiler to understand the bottlenecks.
For lighting, investigate how the scene is lit: is it baked lighting? Real time? Are the shaders lit? Maybe look at the frame debugger. Etc, etc...
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
hey can anyone explain why these models/animations are "shimmering" or "jerking" when I slow the timescale to 0.001?
I guess, 0.001 is just too small for the animation system. Why not make it 0?
because i want cool cinematic super slow mo
Probably floating point error.
Thing is - I have it working in another project (but with a different animation)
Could it be the animation causing the issue?
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
Thanks for the explanation i'll play with it
anyone with terrain experience - how do you change the amount of tiling on the texture? is it done through material or the terrain itself?
On the terrain layer config
ah ty
Unless it's Microsplat, in which case it's on the... material? Unsure. It's different though.
Hey does anyone know how to use Stochastic tiling?
I'm sure there's quite a few of us here familiar with it. Any particular question you have? 👀
Its gonna be very dumb, very new to unity. I installed the Stochastic shader add on so that the below texture is less 'repeatable' and blends together better but i cant figure out how to use it - the option to add base colour map is just grayed out
If you're using URP, the stochastic shader add on is an older package for the old built-in render pipeline
Which would be why it's pink
It looks to be a Shader Graph though 🤔 I'm not too familiar with Shader Graph but I believe it should compile the shader for URP automatically?
It's a bit old I guess
@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.
You'd also need to make a new material with the shader, I think, to assign textures
That's a good point. Sometimes just re-assigning the shader in the material can fix serialization issues.
right, so is that basically just deleting the base map input and re adding my 2d texture?
In the top right here, right under the name of your material, you see the Shader dropdown. You'll want to select your stochastic shader there
genius. Ok so Im able to add the texture how do i apply it to the terrain?
Seems like your shader is not supported by your RP
You see in the preview that it's showing up magenta. That means it's failing to compile
Could be any number of issues. The fact that it's a shader graph makes it less likely to be related to the RP, no?
@latent oasis Check the Console tab for any error or warning messages related to your shader 🤔 Might tell us what's going wrong.
Yes, could be happen by a lot of reasons. He could also not be in urp but using shader graph urp or what not.
It appears the console tap is empty
Open your shader graph then. any errors? and what render pipeline are you using?
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
looks like your shader graph was made for HDRP but you are on URP
Try add urp as active target and remove hd
like this? urp wasnt showing as an option
save and see? 😄
Strange the main preview changed but the one in the inspector didnt
SAVE!
sorry like save the file? or something else
save the graph
AHASHAH IT CHANGED. ok can i apply it to my terrain now?
no ones going to stop you
Idk man i want him to wait it out till he can proccess such decisions on his own
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
reply to the email and ask for more specific information, no one here can really say what's wrong as we can't see your asset.
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
You reply to the email that you should have gotten to tell you about the rejection. If you haven't got that (and it's not in your junk).. no idea
Make sure all the prefabs (in the project window) all have their positions at 1,1,1 ; rotations at 0,0,0; and scales at 1,1,1
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
so maybe that's why the software got confused I dunno, thx
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!
best to eliminate anything that might be related..
i personally would use a completely fresh project and scene..
have some friends test it out w/ a unitypackage
could be on to something
smooth dampening or smoothing the camera can work in terms of the character..
but if u have other rigidbody movements in the world there could still be jitter that appears on those objects..
rigidbody and camera combo is one of the hardest things to get right imo.. 4 years and i still wrestle with it..
(cinemachine can help out alot tho) but sometimes not always perfect
Any tips to make mouse look truly FPS-independent?
the smoothest setup i've ever had was translating everything... but this comes with having to manually code all the movement..
-# this is just my personal 2cents tho
good thanks
check out cinemachine if u havent..
it has 3 modes, Update, LateUpdate, and SmartUpdate... SmartUpdate seems to help
is there anyone of behaviour tree knowledge?
and no i do not need anymore god damn tutorials
!ask
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Have you tried using drugs and asking the machine elves?
yeah that's the next step man
7 hour long echo chamber sessions, goddamn
tutorials, forums, unity docs all of them, I am about to vomit
you haven't actually said what you need help with, mate
no-one can help you until you do 😉
literally just needed a yes or no
Yeah explain the question
that's a very poor leading question though, this link explains why
it wastes your time, it wastes our time.
just ask your question
unless your question was just "am i going insane, is behavior tree comprehensible to anyone"
35 mins of wasted time
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?
cool, that's a question we can work with
Wasn't the behaviour tree deprecated the moment it came out? 🤔
i don't think so?
Development stopped on it, don't think it was deprecated ?
there was a name change
Right
are you trying to detect, like, "some collider in front of me", or something like "i know which object is the player, do i have line of sight"
I need to detect the player
well, actually doesn't seem like either of those have built-in nodes
yes, you said that in your initial question. im asking for clarification
The second option
the built-ins are listed here
https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/node-types.html
If he has line of sight
Is it even worth using the behaviour tree? our lecturer said it's easy to use
but I can't even make the simplest player detection on it
That's more of a lack of knowledge, than whether it's worth using or not
keep in mind that a behavior tree is not visual scripting
you program actual behaviors separately
the behavior tree lets you configure how behaviors relate to each other
I'm already struggling with coding
a behavior tree won't replace all of it
It looks like you'll have to code your player detection, and link the code with the behaviour tree to perform any actions
When i move area lights with lighting turned on it keeps crashing the editor? Any tips or information?
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
nah, maybe i will just do what he suggested
found a tutorial, but he's using a premade script, gonna yoink that and should be set
The rubber ducky on my desk is faster at giving answers
The Rubber Ducky is ever yet immortal to programmers.
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?
Did you include the whole build output? Aside from the folders that say not to include them
I dont remember that, But the game runs perfectly when I open it from the path it was originally built to
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.
Oh
Actually I directly uploaded the exe
Yeah. That’s just Unity’s runtime. Your entire game isn’t there 🙂
Need to zip the files and include everything
You might have an easier time using github
Thanks man
Google Drive is fine for builds.
I personally use Steam directly because it’s so much easier to get it on multiple devices that way
But, you know, paid
hi did isEnabled change to is isActiveAndEnabled?
aight
This is part of why I prefer WebGL for tiny game shipments.
Definitely easier to get people to run that
well no it's not even a bool
wait it is but it doesn't work
it's read only
mb the bool was enabled
Hello everyone
I need your help
I use Unity 6.2 Editor in Windows 11 Pro
And I want to download the meta xr all in one sdk from asset store
And Unity 6.2 editor was broken
broken how?
I don't know
then how do you know its broken
I want to download the Meta XR All-in-One SDK from the Asset Store.
The download is complete and the installation has been done.
And the Unity 6.2 editor crashed.
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
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?
can rebind the keys
on a qwerty wasd is like regular fps controls
then q and e go up and down
would just bind to the equilvent keys position wise
Yeah I should probably just keybind those same keys but then simply whatever they are on azerty
exactly, thx
i forget where this window is on windows, thinking File or Edit menu, on mac is in the Unity menu
Edit >shortcuts fyi 😉
this should hopfuly not clash with other things since it requires rmb to be held first
I tried it and it seems to work like intended 🫡
guessing your shortcuts for the translate, rotate and scale tools are weird as well position wise
I might bump into that later yeah, at least now I know how to fix it, thank you
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
cool yeah that seems useful in a lot of situations
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I don't think it's that
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
It is that
With the right blender settings you can export it with unity coordinates
Happy Thanksgiving to you all and your families all
Ok, thank you but can you send me the specific part of the wiki? In case of I'm wrong or is talking about unity but not what I'm looking at?
If you can do that I thanksgiving you
No images for 5.0 yet because it's so new but the options are probably the same, even if they're in different places
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?
blender models can be transferred into unity
unreal engine projects cannot be transfered into unity though
I need to change his values on the blender editor? Or simply the export and the settings and that's? 🙂
someone can help me? I have problem to build and run the game
" a problem "
i figure it out sorry, it was a problem in the script
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
new guy again with a possibly dumb question.
I need to put a prefab on the avatars root...is that the hips?
Normally
Depends if it's humanoid
thank you my love ❤️
no, seriously thank you 😉
Hey yall how are you guys
And with the sequences? The same from quake? They has wrong orientation and a scale of 0.01
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
do you know if it's an application freeze or an in game bug that makes it look like it's completely frozen?
I know it's an application freeze cus they say the screen goes white
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
they are just the unity logs that print the debug logs I believe. what does the event viewer show?
it shows application and general system logs
interesting, and my game will show up in there if it freezes?
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
also, are you sure that this isn't just a matter of resource intensity?
the task manager should be looked at before all else
it's probably this too. his laptop is quite old, I'll ask him to check this next time
In the Scene view, with Object Selection enabled, select the wall.
What's an Object Selection tool?
Is it the move tool?
the one that lets you select things, so yes, the move tool
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"
https://support.unity.com/hc/en-us/articles/210223733-How-to-customize-Unity-script-templates you can edit the templates
Symptoms:
When I create a new script, the Unity Editor generates its content. For C# scripts, it uses the file name as the class name.
Cause:
Script templates are stored in %EDITOR_PATH%\Data...
problems here 😭 no animation and i edited from blender this
use the profiler to find out what the problem is
I just need to help in optimizing my game.
Hey, so I built my game using my DualSense controller, but I realized it doesn't really work with Xbox controllers atm
Yes, as mentioned you'll need to use the profiler
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
why is the image background not transparent but white, im using png
check the texture settings
you probably didn't export with transparency bg
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"
okay i did it that helped
thank you guys
i added a collider but dont see it nowhere on the screen
do you have gizmos on?
what is even that
it's what lets you see your collider
if its still not showing you're prob too zoomed in or too zoomed out
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
Pink means shader error. Shader Error usually means incompatible materials. You probably need to select a shader that is compatible with your current render pipeline.
how do i do it?
your objects dont have materials so they are pink (cannot render properly). check your recycling bin and the deleted files should be there. if not, you'll have to remake them
please actually read what they said
i did restore them
so just reassign them to the respective objects
The solution is still the same. Change the shader.
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
if there was no mat it would be invisible, not pink ?
i assume it fellback to the default built in mat
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
you cannot edit that though
I do not think that's a thing but I could be mistaken
this is how it look rn
Choose a shader that is compatible with your current render pipeline
it is for specific file types iirc
I am new to unity, this code is giving me this error and I don;t know why, can anyone please help?
!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.
? wt does that mean
read the bot message
Can someone please help me implement Enemy Ai
navmesh, ai done
if you don't provide a specific question on the problem, no one is going to help
Can you connect me through Anydesk or Teamviewer and help me? Please
"enemy ai" is vague as it gets, and ranges from basic to extremely complex.. realistically noone will do a holding hand thing
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 ...
use render convert sir
Is it possible to create here your own group??? I'm looking for peope that can help me with a project
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Okay thank you 🙂
👋
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
How to reproduce:1. Open attached ‘ColliderBug.zip' project2. Open ‘Garage' scene3. Enter Play mode4. Press 'Click me!’ button5. Obs...
How to reproduce:1. Open the attached “IN-119244.zip” project2. Start the Standalone Player build3. Observe the Editor crash Reprodu...
How to reproduce:1. Open the “ReproProject.zip“ project2. Open the “SampleScene“3. Build for Android Expected result: Build successf...
this kind of sounds like several separate questions
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
There is a Patching Tool linked in Unity's blog post about the issue that lets you patch existing builds. You could continue building your app from your working Editor version until the bugs you mentioned are resolved, and manually patch them before uploading to Play Console.
https://unity.com/security/sept-2025-01/remediation
This may not help you now, but for the future, use a stable LTS version (something with more than a few patches) for projects with a close deadline.
Thank you, I will try.
Yeah, + Code Monkey should advertise Git & Git-flow for noobs
🙂
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.
Devs are 🗿💪
So, many bugs, they already fixed the wheels - I really appreciate their work
@sly lake Thank you!
You can just set the parameter directly without any if else statements, like this
_toggleObject.SetActive(_Active);
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?
?softban 1438945698039992452 bot spam
Yeah, you can export practically anything with asset packages https://docs.unity3d.com/2022.3/Documentation/Manual/AssetPackagesCreate.html
bubbly_guava_49595 was softbanned.
Including project settings
is there a manual showing how to work on the same project as a team simultaneously?
version control ig
what softban means
temporary ban
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.
You can't partially load only one asset at a time, the whole Assets/ is laoded
how do i open the project once i have the organization
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.
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
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
(or when Reset)
through unity hub ig mine is not loading
if you want to change it either change it in inspector, or change it in code in eg. awake, enable, start etc.
I still yearn for a reset per field 
then either code is changing it or your not spawning one with 0.6f set on it
maybe it gets changed somewhere in the runtime
I'm 100% certain code isnt changing it, which is why this is odd
feel free to post code in #💻┃code-beginner
then your either 100% wrong or your 100% sure the thing your spawning doesn't have it set to 0.6f 😛
The only references to the value are instantiating the variable, and an if check
masking on particles
that's only for 2d things right?
problems importing the quake animations 😭
How to pick this thing🥀
With a shovel 🙂
yes
or its still bagged as f
okie thx
if you're going to have a long term project, you should consider LTS
though i guess if you have to ask, you probably aren't at a point where you have to worry about that yet
new feature unlocked
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?
Brackeys the GOAT
and unity docs
bro why when i start the game the charcter just move left and fall
why is the collider tiny
also does the terrain have a collider
what does it mean when the little cube icon on the left is a little less bright?
hello, where i can ask a question on shader graph and trigger zone ?
Hello
those game objects are disabled
shader graph #1390346776804069396
I dunno what you mean by trigger zone
i think the colliders set to trigger
do object auto disable when i select a number of them en masse and move em about? they seem to disable themselves lol
no, gamebojects cannot disable themselves
thx
this is wrong
no it is not
it means that you pressed ctrl + x (cut) after selecting them
if they were disabled, the names would be greyed out, not just the icon
the names are greyed out, see how they're not the same colour as the one that's enabled?
no only the icon is greyed out. you can very clearly see the difference when the names are
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 🙏
does .cn mean that this email is under a Chinese domain?
if so, i can see there being conflict as a result
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
that's the org, not the server
im aware of how buggy and faulty uvcs can be at times. maybe try using a different vs?
version control
how would I do that?
by using different hosted sources, such as git
do you mean that using uvcs is a requirement?
i think so?
i just wanted to make a group project where everyone can edit the project
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
there's a chinese version?
yea
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
yes, it is different from the version everywhere else
so you're using the chinese version of unity right now?
click licenses
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
its 28nov here lol
its a gmail
it is the 29th in japan now
yea its 02:11
yeah, the "owner" one is causing problems
you might be able to remove it after pressing manage orgs
10:41here
you might have to make a different one the default first
root owner can;t be removed?
its not letting me
it just said default even after i created another one
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
i researched for like 3 hours already
no one had a solution nor they had this problem in the first place
:(
i meant searching for how to make a different org the owner
nope non of that worked
its also stuck like this whenever I am trying to open a new project that uses vs
it'd be much easier to just not use uvcs
hey I'm usin unity for my alevel project, if I have any problems I guess this is the place to ask right?
yes
Hey so I heard CoreCLR is coming with 6.5, is that true?
whats that
CoreCLR is supposed to completely reduce compilation time
Like HotReload?
idk
That would've so good
from unite
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
What does "Unity 6 proof of concept" mean? Unity 6 is already out
I'd imagine it's a POC for the CoreCLR changes
We won't really see anything until 6.7 onwards
Internal milestone is what it says. Guess the POC is for integrating CoreCLR with the Unity 6 branch
6.x could mean 6.100 so we don't really know when
!collab
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
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
Render Pipeline Converter.
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?
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
goto shader dropdown make sure it says Universal Render Pipeline/Lit
this
reaply the texture
You are using the default material which is uneditable since it is read-only. Create your own materials and apply them
You cannot edit that
it was
No, it wasn't
so what i do
I already told you what to do
This is only usable for magenta colored objects
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
Thank you, all working!
Devs of Unity are genius!
hello anyone here
does anyone know anything about Realtoon shader in Unity? I like the look but having issues with alpha sorting
someone know why is this code not working?
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 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.
oh, also don't crosspost please
what is that?
spamming the same question across multiple channels
oh mb
heh, I managed to bring up all of the best gi assets...
Hey question does unity support lighting cubemaps the way that unreal engine does?
I believe so, yes
any good tutorials on it cause I keep finding cube maps to change the skybox and not the lighting
Ok, I apologize, it's not a cubemap in Unity for light probes. It's a spheremap instead.
https://docs.unity3d.com/6000.2/Documentation/Manual/LightProbes.html
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
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Extra Links
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Music:
Mass Effect ...
does anyone have a good idea for a game??
mmo rpg
a new idea
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
Not really the server for this
This feels way more different than what I usually do uh
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
So you want to use a skybox as a reflection probe source?
Yeah if thats the term for it
Like I want to base it off this cube texture and base the lighting off it does unity geniunly do that through the skybox?
It's this
(I think)
Oh also after changing it, regenerate the lights
As you can see, the sphere is lit by the sky
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
After you generate lighting for that, you should just be able to replace the skybox and it should use the other cubemap
Oh fair enough
Like this
Yeah alright it works thanks
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.
mkay
You can try using windows and see if it works out for you
Doesnt look like a bug caused by unity
Not trying to sound dismissive, but that's like saying that you should switch to summer clothes in the middle of winter.
Why the hell would I use Windows?
someone here clearly hates windows 😅
people are always posting about weird bugs on linux, just how it is
Imagine using an operating system filled with ads, telemetry, and AI.
Last good version was 7.
right you say that yet i've never gotten an ad nor been forced with ai with all my years of using windows
Mk well have fun with the pic you sent XD
and we both know all our data is already sold off so whats the point in worrying about that
its also using opengl 4.5 so that suggests old hardware?
or some voodoo lib /driver bullshit
I have no clue why Unity is using that
meanwhile here is my system
¯_(ツ)_/¯
probably a "we only support 1 flavour of linux so sorry"
i know that other desktops or whatever they are called produce issues
#🐧┃linux is the place to ask more
judging from their unity install page i think its two debian and Ubuntu (though idk how many branch from them)
Have you seen the Steam OS survey. Interesting how more than 90% of gamers are using windows
Linux is at around 3%
Linux libs change and cause compatibility issues soo often that steam has their own "linux common runtime"
But thankfully proton fixes that issue ❤️
which Gentoo as far as a quick google search says isnt based off either so that's probably where the bugs come in it just runs differently and unity isnt built for it so either switch engine or switch OS
I might as well find a workaround
french ?
maybe changing the editor refresh interval/settings would help?
No. English only (see rules #📖┃code-of-conduct )
that actually helps somewhat (interaction); the windows instantly go back to normal, but the bug is still present.
I could probably make an ugly hack that cycles through the interaction mode settings every second or so
guess it somehow doesnt draw properly sometimes, anyway probably due to the distro in use
hopefully you can work around it
https://docs.unity3d.com/ScriptReference/Editor.RequiresConstantRepaint.html
I think this might fix it?
Just force everything in the editor to this state
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.
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
does 3d light component have high tris and verts? it costing me a lot of performance, or maybe im doing something wrong
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;
}
}
Either update the matching points in the line renderer each frame or have the "nodes" notify the parent when they move to update their point.
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?
its this lil thing btw
how can I make the notification?
I kinda solved it, as I attached a function to update the position while dragging the gates which solves it for the most part
how can I do something like an event when the node moves so that it can notify the parent?
Have some event on the node such as public event Action<Node> OnMove
Then the parent can subscribe to this and update the matching point for the node that was moved.
You can also use a UnityEvent but no benefit if subscribed in code
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);
yeah all nodes have references to both their parent and their children
Ideally in future you want to avoid such a design. using events is preferred
anyway hopefully the info was useful
it was, plenty thanks
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?
Do people here help struggling noobies?
!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
You would need multiple line renderers for separate lines so makes sense to keep it to just one render for 2 nodes based on the image
Are facial bones required for the humanoid rig or just the main joint bones?
Se qui sont fr venez dm bs conseille
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.
having a unity error, idk if it's with some sdk or postprocessing
: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
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?)
check if there are any updates in package manager
ar you using built-in renderer or URP/HDRP?
what are these magical words you are speaking of
this is basic unity stuff, if you don't know something look it up
I am as we speak, I must first find the package manager
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.
I don’t think Unity has that until Unity 7.
For now, to the right of the screen there’s a transform section. Enter something such as 1 in the Y field for position
Continue testing numbers like 1.25, 1.5 till it fits
I remember I once managed to do it using same shortcut. I can't do it again.
Ah, I see. Possibly through pro builder then. You could Google or check docs for that
I’m seeing online a good bit of snap info
Hold ctrl + shift
You'll see a square. Drag that square to where you need
Yes using same shortcut
But it snaps the center of cube.
Change your pivot mode to center
Worked. What it changed?
It changed your pivot mode. Center takes the average position of the gameObj and all of its parents/children
Pivot mode is a predefined position for the pivot
Can I visually see it in the object? If I switch both modes, I see the move/rotate/scale gizmo stay at same place. Is it something like origin of object thing?
I can see now if I select multiple object. The gizmo moves.
For your cube, the center and pivot mode positions are the same, so no
You'll have to select more than one object, like you've mentioned
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!
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)
@zealous crystal
I don't have a mac, and yes I followed that from finding similar issues in the chat history
... what does that have to do with a mac?
anyhow. try regenerating your solution
oh wait that might apply i misread the sentence
have you tried adding VS to that list manually?
let me try, my bad 1 minute
ok
updated but it did not seem to fix the error (shown on bottom on unity)
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)
wait... the dropdown arrow finally shows visual studio 2022 as an option
this might be it!
the red squiggly is here!
thank you for the help everyone, sorry to bother also I know you guys get this one often
i acccidentally closed the vs installer window before clicking install and now im not sure how to get it back up
you should be able to search for it using the windows search bar if you dont remember where you installed it
are you talking about an editor module?
!vs
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)
see 'manually'
yeah i already was looking at that because i was installing via unity hub
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
Yo question how do I make the lights radius and brightness smaller?
What type of light? if its a directional light, thats global, you can change the intensity in the inspector. Same for any, the intensity in the inspector is the brightness
Uuuuuhh I got the light from blender and imported it?
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!
It wont work that way. Place your model in the scene and use the Directional Light from the Hierarchy
via the inspector
why wouldnt it work
Ok
So a blender light will get added to your scene as a directional light?
Idk I just imported it
yes, it can. same with point lights and spot lights
a pic of what
Doesnt sound ideal. Placing models into the scene and more lights get added...
The light in inspector cause idk what to do
Would be better to export without the light and then in unity manage your whole environment lighting with the directional light
never said it was ideal. i was just mentioning that it was possible
you should go through the beginner tutorials
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Uuuh tutorials don't work for me....
why
My autism cant comprehend it and I forget instantly
omg same bro i thought i was the only one
im glad im not
Watch a couple youtube videos then? you can pause it and replay 🙂
No way
that's why it's made so that you can follow along. i have a learning disability so i know that it's difficult, but it's definitely possible
Still don't work any tutorials, hiw to vids ect just don't work
Then go back over it again. Nothing says you have to get it all in one go
My autism can comprehend it i forget even while pausing step by step....
You aren't going to make any progress if you just assume you can't
I've tried so may tutorials it just doesnt work I cant make my brain make my autism not to do that
I've been trying for 13 years
13
then how do you learn anything
I have no idea
I hyper fuzate and it clicks
But when trying to learn on purpose
Poof
So hyperfixate on this
Read the rest.....
I don't know what you expect any of us to do about it
when's the last time they updated this?
its still upto iphone 13 PM, galaxy s10+ and pixel 5
(unity 6000.2.6f2 btw)
can anyone recommend me which database to use for Unity?
Script able objects. 
i need something that can compress the data size too... it will be around like 20GB of interger
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.
What are you doing with 20gb of ints?
i see... thx... after googling seems like i will try sqlite...
it's hard... to explain. like lots of things? that will be my main data probably... honestly i still don't know if this even the right way
Just curious cause thats like billions of individual integers no?
It wouldn’t actually matter because all of the phone models they offer, at least iPhone that is… are already offering every possible screen size.
You can also enter a custom screen size if you like.
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
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
true but they should atleast add the 14 pro or above for the dYnAmIc IsLaNd.
Check package manager. It may have an update for it. When I tested I believe I was able to see the island somehow
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
Apple will actually deny your app from publishing if content is hidden under the island!
Hyyy everyone
I want to learn unity for AR navigation
I am new to unity
Can anyone of plzz suggest me the path way?
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?
Looks like a gizmo from movement script to check if player hits ground
Oh you mean flash icon one i thought u meant sphere shaped
its player input component i think
This basically
blue on white circle
I can now see same icon there on that component. But disabling component doesn't toggle it. Maybe cached. It doesn't bother me BTW currently. I was just curious
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?
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.
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.
Or maybe all gameobjects look same in Unity, it's just the components decide what kind of object it is?
Its parent for children and it doesnt have mesh renderer to render mesh its basically just an object holds component for behaviors
So it's like an empty in this case right?
its empty to render mesh yes its not empty for other stuffs like scripts
You can add mesh renderer to render capsule, sphere etc
It looks like just categorized
Also do you use capsule collider in Capsule object?
looks like your player has 2 capsule colliders
character controller has own collider
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.
Yes it's there.
All objects are unique
I don't know much I downloaded it from tutorial.
you can add whatever you want or what ever objects you want to create
Depend on your decisions
Yeah of course unique, but both become audio objects after I add audio source component?
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
you can remove that collider since character controller use its own collider
but they have and consist of the same functionality yes
I confused it a little with Blender. In Blender, there's type of objects. Like mesh, camera, path etc.
I'll try it.
the equivalent here would be a Component like the audiosource yeah
GameObject's aren't types of objects, they consist of types of objects
I get it now. Thanks.
I removed that collider, it still seem to work as expected.
It still collides with objects when I walk
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?
What do the docs say about that path?
docs?
i don't think the docs is connected to the unity case...
The files can only be erased by users directly and not by any app updates.
damn... do you know a better place to place my db?
You could look at the other paths the application class provides.
Application.dataPath and Application.streamingAssetsPath
i see that 2 as potential
how is Application.dataPath?
tbh both seems similar
Why is this a bad thing?
Data path is where the app installed AFAIK. Probably can't modify files there.
On android at least.
so... Application.streamingAssetsPath?
because game will broke?
Why would it?
yeah, i want it to run on android
This is probably wrong as well. For streaming assets, like resources and stuff I guess.

my game depend on that
Depends on what? That app updates delete the database?
my game kind of offline. you delete that the data is gone
sorry to bother but i clicked a button and some reason this is what i see
or maybe i can just say it the player fault?
why delete it in the first place?
I mean if the players deliberately delete your game data then it's on them
aight thx
There isn't any place to put data on a user's device where you could prevent them from deleting it
my finger sliped
probably 2D view
I think this is just poor wording. You should try it and see. "Deleted by user" includes deletes from the app side. The user might be prompted for permission though.
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.
whaay i do
On Android the app has full access to the persistentDataPath (including deletions)
Scene camera/viewport controls on the top right.
Is that in scene view?
Try enabling overlays
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?
If it's a professional environment(a software/game dev company), creating a release artifact on github is probably the best approach.
Their windows defender would ring a bell though, since your app is unsigned.
For proper release you'll need to publish on one of the large distributing platforms, like steam, itchio and such.
What exactly is that screenshot supposed to depict..?
Enable the toolbar overlay (second from the left iirc) and then turn off 2D mode.
Or press 2
Oh right, I didn't notice the overlays in the screenshot...
thanks you
youy saved me from a heart attack
oh yeah 1 more question
wheres the camera icon
No idea what you mean by camera icon
your gizmos is off
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)
you have turned off the toolbar overlay for some godforsaken reason
👆
and wheres that?
in your screenshot that I replied to
3 dots on right top of window Overlay Menu > Turn on View options
Turn on sphere icon right
Thats gizmos
Also, learn to hover things and read tooltips