#💻┃unity-talk
1 messages · Page 34 of 1
How do purchased assets relate to organizations? I have two organizations registered with Unity, but when I toggle the org on the asset store the "My Assets" list doesn't seem to change...
I want to download Meta XR All-in-One SDK at Universal 3D template in Unity 6.2 editor.
hello
hi
However, the download did not occur and the Unity Bug Reporter opened.
How can I solve the problem?
I'm new the Unity
Heyyyy,
I m new here, i m looking 4 help (sorry i m french)
i made rig arms to a FPS game (school project i m the 3D artist in Maya) and i rlly dont know how to import my hads moving animation (the very basic animation of hands slowly up and down)
Thx 4 ur help (u can come private if u want :)
Export as fbx and import in unity?
(please don't solicit DMs)
have you tried researching about importing it at all? are you stuck on specific issues? perhaps try #🔀┃art-asset-workflow or #🏃┃animation depending on the specific issue
and please don't crosspost. choose one channel to ask in, don't spam in all of them
indeed sorry
i saw videos but it s all about animations of characters like in the world, and mine is just hands moving attached to the camera
perhaps add some keywords to your search - "first person", etc
i tryed
there is nothing with Maya
most of videos r blender export
i was looking 4 someone who did it and can explain it to me in stream call lmao but it’s surely too much to ask ^^'
i will try somethings, i ll be back if it s not working
whoa really?
hi, do you guys know when the unity asset store sales end?
flash deals go on for another 5-6 days so I would base it on that
https://learn.unity.com/pathway/mobile-ar-development/unit/get-started-with-ar?version=
learn.unity.com/pathways
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
Thank you very much
From here shd i start with unity essentials?
would be good to start yes because it will familiarize you with the basics of the editor and such
if you want to do coding then sure, do a bit of the junior programmer and some traditional c# courses on the microsoft site like https://learn.microsoft.com/en-us/shows/csharp-fundamentals-for-absolute-beginners
Unity has visual scripting too but its generally messier / slower to put together something but can help those who like to visualize things more
up to you how you you wantt to learn and what goal you want to achieve.
do a bit of the junior programmer and some traditional c# courses on the microsoft site
Kk
you will need scripting regardless to do most functionalities
I have an npc prefab with an animator and some behaviours. I use them all over my game project, but at some spots I'd like them to be "posed" I can pose them "manually" if I assign them an empty animation controller and just have some animation rigging and programmed ik. And a related problem, even my animated npc which have an initial state of "idle", don't look idle in my scenes, in the scenes all my characters are t-posed, is there a way to have all characters at the first frame of their initial animator state in the scene view? (then I could "pose" sitting npc's bu giving them an initial sitting idle animation)
Ya
I wanna learn scripting and ui ux
And i also want to learn how to change sdk's
If there r some sdk's I am using I want to add some things to tht
I want to learn tht also
Will I be able to do it once I learn scripting?
ya sure if the SDK allows you to do that, they generally are created to interact with specific software / hardware . You will at least be able to understand the inner workings
Okk
Hello! Do we have any channels for job in this server?
nope.
!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**
if you want to find job postings you can find a dedicated channel in the game dev league discord
not here
Its not anymore a good place , u cant really find job there , its just gigs or scams
i have quick question that been bothering me, is there a specific turn on splashscreen right after unity logo show up
it should be developher logo or publisher logo first to show up?
has anyone found a fix for unity running as administrator? ive already tried the uac fix, it didnt work, i checked the properties and it isnt set to run as administrator, the only fix was to make a new user account for windows and make it standard but i want it to work on my main account
this error just keeps popping up
and the restart unity as standard user doesnt work
Hello, does anyone know a resource for in-depth explanations about everything configurable for URP 2D quality settings? Or should I just go setting by setting and look up individual keywords etc. 🙂
Can I bug someone for their opinion on designing a follow cam that mimics something like Wipeout or even FZero GX? https://www.youtube.com/watch?v=48I7rv7qaxU
Gameplay em 4K. Algumas corridas do game. Gravado no PS5.
Link do vídeo: https://youtu.be/48I7rv7qaxU
Canal: https://www.youtube.com/channel/UCLx0K5yWyCAsf93FODWZ0tQ
OBRIGADO PELA INSCRIÇÃO.
#ps5gameplay #wipeoutomegacollection #ps5share
I'm trying to think of how I would approach a follow camera that "stay to the left or right" - moreso with Cinemachine; but I guess I'm not familiar enough with Cinemachine to understand the best approach
Or if anyone just has some reading materials / videos that go over more advanced cinemachine use cases, that'd be nice too
to me it looks like the camera isnt directly parented to the racer but rather some point that follows the racer but is locked from moving horizontally?
Thats what my initial thought was, that its purely following their progress along the racetrack as oppose to the car itself
I wasnt sure if that was looking at it the wrong way or not
Man the ui toolkit is such an awesome system shame they are not pushing it farther strong - i mean its small stuff that bother's me like missing z-index, - key frame animations, etc etc
anyone know a fix for this?
im desperate
If it makes you feel better compared to a majority of the engine it’s getting quite a bit of special attention
yea i also saw the 6.3 road map - they are fixing bigger issues - the smaller things i believe will stay the same
Positional Composer has some specific settings where you can specify a deadzone in which the camera tries to stay fixated before adjusting. I believe the newer cinemachine has broken it down into Orbital Follower
I'd try fooling around with that and a Rotational Composer
if your normal account has administrator privileges, you're always going to see this
hey do you know by any chance how to fix that instead of having to make another pc profile and make it standard
any way to make it work on admin profile?
no, because the entire point is that you're running with elevated privileges
unity will complain because that's a bad idea
this is a bad idea in general
damn
!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**
I'm trying to create a 2D object to show some text/image. I used a Quad and used Unlit/Texture material for it. It works but it only renders from one side. Back side doesn't render when viewed from behind.
If you enable double-sided rendering the text will be rendered as a mirror image on the other side which I assume isn't what you want
The easiest way is to just duplicate the quad and rotate the copy 180 degrees
Oh that's also a concern
Where is this option BTW?
There is this Double Sided Global Illumination option but it doesn't seem to do anything
Material -> Surface Options -> Render Face
I'm using this shader actually. It doesn't have any custom options. What if I use the standard Unlit shader? It has more options including the Render Face. I'm just not sure which shader is better for this purpose.
I made a prototype for a game idea that I had, and I want feedback on the core game loop. Does this server provide a feedback on prototypes? A thread or chat.
So you want it to be mirrored on the other side?
you can post your build and request feedback in #1180170818983051344
No. When you mentioned this thing earlier, I decided the other approach would be better. That is, it should be readable on both sides. So I guess this is not possible with normal Unlit shader?
I guess I'd have to use the two lables approach. And flip and combine them.
Right, if you set the same quad to render on both faces then the other face will be mirrored
Yeah I tried, it's mirror from other side:
So I think I'll duplicate and flip it.
Wouldn't that create some artifacts?
Oh it shouldn't as it only renders on one side.
Just tried it and it works good.
any performance tips in doing something like that? (look at the bullet rain) (the game is called touhou, is something like space shooter)
i know i can use pooling manager. but looking at that amount i don't think that will be enough no?
Cheers, I'll look more into that
Shouldnt be a problem since its 2D. about as good as its going to get, if you notice the bottom it is barely on the 60fps mark.
Can alway implement pooling later but I'd just forgo it until you run into problems
Even if I placed 1000 3D objects, it would still do better than 60fps. That 2D scene on unity today is unlikely to be a problem.
i see... thx everyone
Just make sure they delete once they get off screen - you can add backup 3d colliders with a simple script that destroys any object that enters. Avoid scripts on the projectiles that use Update functions
if not update function then what should i use? subscription?
no, i don't think that will work tooo
how do you check if the bullet hit the player then?
Using trigger colliders. But depending on how fast the projectiles are shooting. If its fast then you will need to use Update and continue without worry unless you notice the FPS going below 60
also the bullet moving on itself is update function too
i don't think i can do that without update function
Alright no problem. Dont worry about it unless you notice an actual problem with FPS. Idk if you heard of a game called BTD6, its similar to what you showed, made in unity. Good performance until you place a ton of those in your pic and it will drop down to 5 FPS. There isnt too much you can do at that point. You could limit the amount of towers a player can place
yeah... but the problem is i want to make game like this. lots of bullets
Are there any issues right now or did you not start yet?
not yet
Alrighty. Go for it 🙂 Should work fine as is.
ok 🙂
can somebody explain why my characters i created have no shadow
Where's your light? What is its rotation?
Check your directional light
and what the hell is that
Hey devs
no bro i adjusted it to point to the ground
Show inspector
Of directional light
Small question, when searching in the project with the project searchbar its starting to get messy i.e one Something folder from Scripts/ another from Resources etc etc. How do you avoid this issue?
i have a problem. why i see the red dot is red but around it black filled? i want it transparent. help me guys please?
what is this problem
- Make sure your directional light is pointing toward the ground
- Make sure it also has shadows enabled (in inspector)
well you did not assing anything to player
also null is being explicitly assigned to player every single frame
== not =
you also probably don't want that silent exit
just let it fail fast
so you get an error message to fix
There's no command called
=.
hi guys
i dont understand
so you were checking, "if i have a player, don't do anything"?
instead of assigning the player we use a return, very smart
by any chance did you find that code in some tutorial?
so is the tutor
just learn unity for 4 days
I have a basic platform about Python, C++, and C#, so I think I can make a game right now
so to make it short just get rid of these 2 lines, #💻┃unity-talk message
my game keep showing this weird line, any help?
and you better use [SerializeField] GameObject player and assing the player via inspector then remove the line in the Start method
these do not appear on the scene tab
are you using a pixel perfect camera
oh wait, the camera is visible there
you aren't
you add a pixel perfect camera component to the camera gameobject and configure it
Make sure tiles have point filter and no compression, spritesheet can bleed in. Also exact pixel per unit settings corresponding Tilemap
the Pixel Perfect Camera component makes sure that each pixel in the art corresponds to a whole number of pixels on the screen
this will prevent the pixel art from getting distorted
Right, also camera is not in orthographic perspective so it would peek under weird angles
make it orthographic first, for sure (:
Can someone please tell me the steps of how I can make a AI simulated stick figure fight in unity 6 with a sword character go through every step like a game developer so I don't lose steps add components to and everything please also I am using visual studio code/c# for code also put the scripts on the steps so i know when to code them and there are no animator transitions and make this simulation like smash bros and your only move is hustle a turn based fighting and prediction game made by ivysly in to 2023
here are the sprites
the names ones of the left are idle, dash, move, crouch, slide ,jump, block left, block right, aerial slash which is 3 frames , large aerial slash which is also 3 frames , stagger, stagger air, die win, ones on the right which are all 3 frames Basic Slash, Large Slash, Up Slash, Pierce, Backslash
you're not going to get someone to write an entire game for you
perhaps you should start by figuring out how to move the character around and make the appropriate animations play
yes i know that i meant like teach me some steps
so i can do them
lemme rephrase my text
pls someone help me to add animition to my 2d game i dont know how
by itself?
What do you usually do when you don’t know something?
i googled it and its old stuff that didnt help/work i tried to add this like 3 hours went on youtube and stuff and nothing worked
There’s a chance that you need to learn piece by piece, no tutorial will explain it all. Try to learn how to play an animation from code. It is only one line.
what line?
animator.Play(“walk”); you just need to build the conditions
oh i think i got it thx ill try
Whatever you want to create, break it down into pieces. Learn how to do tiny things and you’ll be able to put it together
I’m trying to create a similar. top bar like in the picture, but it’s not really working.
Here’s what I’m doing:
• Creating a Canvas
• Adding a Background as a child
• Adding a SafeAreaRoot as a child (with the Safe Area script)
• Inside the Safe Area, I put my Top Bar
• LeftGroup → UI Panel with a Horizontal Layout Group (for the hearts)
• RightGroup → UI Panel with a Horizontal Layout Group (for the coins)
• Both groups have “Control Child Size” enabled
But it’s still not working correctly.
The hearts and coins don’t display or position properly, and on some phones the top has too much space while on others it looks normal.
Can someone tell me what I’m doing wrong?
make sure that the "Force Expand" boxes are unchecked
hey my game runs smoothly on my laptop but terrible on my android phone, its quite a simple game and my phone is pretty good
Use the profiler with a dev android build to see what the cause is
uuh whats that? do you mean like that i can build and run and then see the console on my laptop?
What if you disable the map and run the game, check the FPS. If it’s not that it’ll be your scripts. If it is that, you may need to reduce post processing, reduce texture resolution, etc.
When you make an android build, tick the "Development build" option
Then start reading about the profiler: https://docs.unity3d.com/6000.2/Documentation/Manual/profiler-introduction.html
ok thx gonna try that
You want to use that to see if its code thats taking to long or if its rendering. You can share some screenshots of the profiler if you need help figuring it out later.
ok
it could also be that you forgot to use deltatime when required. it can have huge inpact which makes you think it has to do with the performance
i used this code using UnityEngine;
public class walking : MonoBehaviour
{
public Animator animator;
void Update()
{
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.A))
{
animator.Play("Run");
}
else
{
animator.Play("idle");
}
}
}
and it didnt worked
explain how it didn't work exactly
did you use the excact same name cuz idle is with small letter and Run is capital
oh let me check
yes i did
Its probably continuously playing the animation causing it to start from the beginning.
public class walking : MonoBehaviour
{
public Animator animator;
private string currentState;
void Update()
{
bool isRunning = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D);
if (isRunning)
{
ChangeAnimationState("Run");
}
else
{
ChangeAnimationState("Idle");
}
}
void ChangeAnimationState(string newState)
{
if (currentState == newState) return;
animator.Play(newState);
currentState = newState;
}
}
tried adding animition and it did nothing
Add the script to your character, and make sure you drag/drop the character with the animator into the script fields
no its just not adding any stuff
ohh
just a sec
oh wait i did
if there are any errors, it may be since I accidentally put a capitol W on the script lol
Anyways, you may need to share more pics and how you setup the animator
Animator.GotoState: State could not be found
UnityEngine.Animator:Play (string)
walking:ChangeAnimationState (string) (at Assets/walking.cs:29)
walking:Update () (at Assets/walking.cs:16)
what that means?
you mistyped the state name
please don't spoonfeed, for future reference
its an error i fixed the error on the original
how i fix?
make the state name correct
though tbh if you use animator parameters, the code is much simpler
the controller would look like this
i know but i dont know how to do it
Dang. Well, theres always other hobbies, winter is here you can learn ice skating instead of research skills.
alr so helpfull. i just started its my first game you know that evreyone start somewhere right? you know you can help or not but dont act like this you know this right?
lol. im just saying, a quick youtube video can teach how to play a animation from code which will also teach you how to create the animator controller and animation
i cant install unity through setup huh
you can just say that but thx anyway ig
can someone help me with installing unity ive been looking for a solution for a while now
you tried click yes?
maybe it will work idk
it jst deletes everything and goes back to square one
and no?
it closes and doesnt download
bothsame same
it gives me this which doesnt even open
when i click on it
have you tried opening it from the start menu instead of a shortcut?
try a youtube video that explain
cant find a single one
theyre all about validating which isnt the problem im looking for
thats weird
why do my characters now take this pose from muscles & settings menu
The exorcism was left behind in the last scene
i deleted the map in my scene view and ctrl z isnt working what do i do?
you saved it?
problem solved, for very strange reason, because there was no animation occupying the hand bones it decided to curl up
Wait after you save smth ctrl z doesn't work anymore????
if u saved with the map then cant u relaod that save
Oh my days and can't I find that in the trash bin?
yeah
Am I cooked?
You've learnt the hard way a valuable lesson to always use version control
No I have a backup
And version control too
And I didn't change too much
So its fine
Ok so the problem was...?
Got a question. Is Git useful for a solo dev or should I just not bother?
sure, it is nice for version control and so much more
It's just not that quick as just ctrl z
Okay I thought it was only beneficial for teams, but I guess it's so that you can just pull it from a repo any time you delete the project folder
Also make mistakes and revert them
also to recover and go back to a certain point in your project if needed
yo is unity worth using
as in
i read something bad happened regarding it a year or so back and everyone who made something with it was in panic
yeah ig
It was resolved.
oh okay ty 🙏
i wanted to make animtions and they all work but crouching i mean i can crouch just fine but when i stand up is doing the crouch animation here is the movement code https://paste.mod.gg/qzyfrncsvmgq/0
A tool for sharing your source code with the world!
how does your crouch to idle/run transition look like?
what parameter is driving it
@worldly cave you can help me??
wait in line lol
have you debuged and ensured that "iscrouching" is getting changed when you uncrouch
ok bro
it might be getting stuck on "true"
thats why you are always crouched after crouching once
im not sure can you check on my code?
A tool for sharing your source code with the world!
oh its not stuck on true mb its just the animation
do yall know where i can sell my blender models?
you know how to help?
assest store i think
i mean like on discord bc idk asset store looks too complicated to me
oh maybe it have a discord server or somthing idk
but you know maybe how to help me?
wsp
i wanted to make animtions and they all work but crouching i mean i can crouch just fine but when i stand up is doing the crouch animation here is the movement code https://paste.mod.gg/qzyfrncsvmgq/0
A tool for sharing your source code with the world!
it might be your transition settings between crouch -> idle
ill show you what it says

sorry bro ur on ur own
oh ok ill send it there
Every time I import a png it becomes a video in unity for some reason so I can’t drag them around how do I fix it
thats not a video.
guys is it worth learning C Sharp to get into unity for making games?
just a quick question
your image is located within that "package"
well if you plan to get inot unity for making games, you have to learn c#
theres no viable alternative
no i mean is all the learning
or should i just focus on some other engine.
im doing it solely because i like to learn things, not for a job or something
would you recommend it or no?
youre going to have to learn every engine
are you asking me if i would recommend unity?
sure
alright thanks alot man
Unity changed the default sprite import to multiple for some unknown reason. Need to go to sprite settings and change to single if that’s what you want that arrow is meant for expanding the sprites within that asset
In projects? I done that many times nothing changed
click on the arrow
you should see an individual image pop up
thats your "image" you want to drag around
If you are dragging multiple sprites into the scene view or project hierarchy it will auto try to create an animation clip out of the sprites. Those play symbols are not videos. It’s an arrow that allows you to expand the asset which shows the sprites detected on that asset.
So how do I remove it it’s making it so I can’t drag it it just shows this
press the arrows...
they will expand and reveal the ones you can
like previously stated... twice.
Rule of thumb is to pack all your animation sprites into one file to reduce draw calls. Or else select all those individual assets and set to single on their sprite settings.
Sorry thought you were talking to someone else
My stuff is gonna all over the place this is mainly just a test project once I learn at least all the basics I’ll be more organised in my other works this is like day 2-3
Really confusing for beginners but I’ll try to push through
Unity has great documentation and learning resources so dont be afraid to go check it
Thx will do
Guys i'm having trouble to create apk for my AR project
It just dont create the apk, anyone knows how to fix?
Im going to presume the build errors out, you need to check the long gradle output message to find what actually went wrong
no error 😭
close and re open the editor to see if that message preventing you from starting a build goes away
hopefully you can read that and realise "Build" is disabled due to this
that is screen is io took when when trying to build the apk
is disable because of this
hardly understand what you just said
sorry i'm practincing my english too
you see is not disabled
thats good, press "Build" now and see if it starts and completes
!logs
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
why is unity called this in my task manager even though the project has been open for a while now?
it's been open for about 5 mins now after just having crashed
Well it's not going to be functioning normally after it has crashed
Does anyone have some alternatives to decal projector (or a tweak that will work with decals) ?
Im trying to project a decal on a moving game object 🙂
I was using decals for blood splatter, but I'm doing some cinematics, and the character moves while a wall is behind him, so I cant attach the projectors to the character either
look into texture painting
you could just make the depth be a small enough value so that this isnt an issue, no?
The character is squirming around the floor
The decals are just too big for depth to work, and making them smaller would look bad
i see. you could make use of rendering layer masks in this scenario
I didn't thought of that, I'm gonna give it a try right away. Thanks
turns out that I spent so much $$$ on black friday unity assets that I overdrawed
not by much though ($10)
Anyone messed around with 6.3 beta and have experienced any major bugs? I really want to start making some terrain shaders
What's the current state of AI code assistants for Unity? I hear some people use Github Copilot, not sure how good it is and what other options exist.
For coding, you definitely want to use one of the solid services, like github copilot, codex, Claude code, etc... Something with ide integration is ideal.
Unity's AI assistant is supposedly trained on up to date unity relevant data and docs, so there's less chance of it failing with api changes between versions(but in practice this is rarely an issue anyway), as well as having access to your project context though. It can read assets and other files in your project and perhaps the scene too. As a relatively experienced dev with unity I don't find it that much useful currently though.
From trying it a little bit in unity 6.3, it feels like a very lacking solution in terms of coding(like not being able to review it's diffs, drag and drop files into it), and the model itself seems to be lagging behind the SOTA models(maybe on level of gpt 4.1).
Also, might want to move any further questions to #1202574086115557446
Thanks. So real quick, you would say Unity's AI Assistant is weak, but the AI coding assistants are very recommended?
Yes, but only if you are not a beginner. It would hurt your growth as a developer and might hurt your project in the long run too.
Unless you don't have plans to pursue a gamedev carrier beyond this one task.
I would primarily want it to ask simple questions or help solve specific math/physics issues. Or to trouble shoot any issues I might have - if it can understand the context of my project
I have coding experience, and what I am working on is just for fun
I see. Well try and see for yourself. Most of the mentioned tools have free tiers.
Any particular one you recommend?
It's hard to find thorough answers online it seems
Something that can integrate right into Visual Studio, preferably 2022 if possible
I've been switching between github copilot with premium models and open AI codex. Github copilot has a robust integration with the ide and good tool set for the models. And they have all the sota models available. Codex is tailored for open Ai models(gpt 5.1 codex max is crazy good), so they perform better with it(though, they are trained on Linux commands, so Linux or WSL is recommended). It's less integrated with the ide, but they're improving it often.
For integration, I said IDEs, but I really meant VS code. Other ides have way less support. I'm not sure of the state of VS 2026(i heard there's a lot of improvement), but generally, I think you're limited to github copilot with VS. And in vs 2022 it was a pretty poor integration.
ahh
Yeah, but it's pretty amazing how far we got in a few years. Yesterday I had github copilot with gemini 3 recover videos from a corrupted SD card. It's an area I have totally no experience with. But it actually managed to recovers fragments of videos. I'm sure a human specializing in the field would do better and faster(maybe not faster), but the fact that someone without knowledge in that area can get such results is pretty amazing.
Hello everyone! Can I ask a question about Unity?
!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
is there a way to disable this pop-up / always ignore automatically?
yes, by following the instructions in the docs it mentions
a lot of the code isnt mine, so id rather not tamper with it.
no one here knows how the broken pieces are being created. once you know how to do that, destroying them is trivial. reach out to the asset author
thanks
do i need to learn 2d when i specialize in 3d
You don't have to. But it can be nice to know. You never know when you might need that knowledge. Besides, it's probably not gonna take that long to complete.
maybe i will need it later, right now i don't have much idea about it, besides by the end of next year i want to launch my first game product so i am in a bit of a hurry
I downloaded the web version but unity still doesn't recognize it?
have you restarted the project
Maybe not yet
what's up?
what do you need help with?
I'd rather not hop on vc
ok
can you screenshot it?
it's not a syntax error right?
i don't know what that means but google probably does, if I had to guess it's some enum error
ok ty bro
generally speaking if there's an error in the console there you can just copy-paste it into a search engine and there is probably a stack overflow post with the same issue and the solution
yeah somehow Unity is trying to build to an invalid platform
which is giving the error
\Library\Bee was the culprit for somebody
If your game uses cloud save and has servers how do you set this up when you're working on the game do you just pay for the usage but also like if youre like testing a gamemode like how would your editor authenticate like my editor never made an account doesn't have a playerid or whatever that you can retrieve data from cloud save from
how do you figure your editor isn’t authenticated?
in some important sense it must be, if unity cloud save is working
yeah that was kind of just an example but like i need to get the players stats and like how would i test certain data like if the player has level 5 selected maybe i could make an object that would set it in the inspector im not sure how that would work but then idk if it would work if im testing multiple players
Hello everyone. I'm new in unity, literally downloaded 2 days ago. And I need some help and guidance.
I got some strange bug with terrain tool
the reason you are paying for Unity Game Services is to be able to rely on its functionality without that kind of testing
is one POV. obviously if you want to test it you can, there are a bajillion ways to do that
i can test it without using like cloud save then just replace it with cloudsave that should work
When I try painting a texture, it appears far from the brush and randomly far. Who can help to solve it?
I looked up videos and AI and couldn't fix
Sorry im using my phone right now
So who knows what to do for brush to paint texture normally?
Can somebody help me resolve this issue?
@polar pilot
Update all packages to their latest versions and delete your Library folder
Can you look into my problem also?
Hi
Hi
please do not pester random people for help
get a proper screenshot and ask in the proper channel, #⛰️┃terrain-3d
How do I do allat? I'm sorry i'm quite new
In the package manager and your OS's file explorer, respectively
Done! now its showing me the red errors still in the pic
Look up clearing the package cache too
does unity have plans for making a new cloth/clothing system?
Ahh k
I wanna get into making games. someone tell me where to start. i just made my first amateur horror game for my school project
s there a simple line of code to get an input from actions and execute a line of code if it is pressed
Hello everyone
I need your help
I want to create a simple game for vr. And I use Universal 3D template
I have a problem
Okay
several, depends on how you want to receive input
playerControls.PlayerActions.AbiltyQ.performed += i => HandleABilityQ();
Where can I ask about TTS?
in unity?
Yes
have you tried researching that at all
Well, more or less
How I can use TTS offline for free in Unity and with a more or less normal female voice with a customizable tone?
you'd probably want to find some library for that
Well, something like that
google would be the place to start for that
Do you mean Google TTS?
no, google search
Oh, well, okay, thanks for the help.
i have a unity terrain attached to a road in my project for infinite road generation. but when the road is rotate the terrain doesnt. how do i fix this issue? the road is the terrain's parent but the terrain doesnt rotate along with it
im sorry to break the news but terrain doesn't rotate
you'd need to find some third party tool that could convert the terrain to a mesh
how can terrain be made transparent?
Custom shader
Though this sounds like a bad idea
If you want to fade it out, I’d consider dithering instead
Hey does anyone know how i can apply this shader to my terrain here? also maybe why it appears so dark in the bottem right view, it should look that same too that ground texture in my assets folder
Hey have anyone worked with XR Origin + Cesium? I need help with an issue where i am rendering a polygon on a map but when using my AR phone it renders on my location when its supporet to be the other side of the country. Can someone help? need it for my school assignment
you have it already on your terrain
I have that ground texture on the terrain but the shader is meant to break up the repetitive texture into something a bit more natural at a large scale just to use stochastic shaders for that
why is unity lagging so much? i dont have many things in the game, and this lagging issue never happened to me, i have 48gb of ram, and my whole pc only uses 37% of it. this is happening for 1-3 days, and idk how to fix it, maybe someone can help me?
yo
what's your cpu?
unity does not need a lot of ram, specially the kind of scene you are working on
the lagging might be caused by something else
Does anyone know what causes this sort of artefact in HDRP for sprites with a standard lit material?
also very W I D E
Is my gfx card going to explode or something?
in hdrp is there no need to bake lights?
i heard someone in a video say lighting is realtime
but my hdrp scenes look bad regardless of whether i bake lighting or use real time...
can someone help with finding right manual for creating a clickable UI image ?
check the profiler, start trimming down things step by step
idk, but everything worked. but in the last 2-3 days it started to lag, and idk why
and i got a new ssd yesterday, but it cant be bc of it, right?
What did you do 2-3 days ago, what have you changed?
you need to go step by step , use the unity profiler and debugging tools that unity provide
tbh, nothing. im doing the same thing for months. i always have spotify, blender, chrome and 2-3 other programs on, thats it
well if you want to find out what´s wrong wiht your game you would have to exclude everything that doesnt have to do with unity. generally speaking close all the other apps.
mhh.., okay, ill test it
thank you
this is how things work when you want to find out a problem
and after that #💻┃unity-talk message
👍
put button component or use the Ipointer interface
please remove the message from here, we got it (at least) double now
done
thanks
A way to bake your unity terrain trees into the nav mesh. Make sure your tree prefab has a collider, go to your tool bar and click the obstacle baker, This will spawn a capsule game object at every tree under a parent game object. Bake your nav mesh surface. Delete the Obstacle object. https://docs.google.com/document/d/1t54KxhAJBqhRR2uepQDLlf-fLZ2FEry2ETttMv2oJb8/edit?usp=sharing
using UnityEditor; using UnityEngine; using UnityEngine.AI; public class TreeObstacleBaker : EditorWindow { [MenuItem("Tools/Bake Trees With Temporary Capsules")] public static void ShowWindow() { GetWindow<TreeObstacleBaker>("Tree Obstacle Baker"); } private void On...
google docs links ?
why not do it properly by doing it via Github Gist
also #1179447338188673034
great news
please
some onme
am going insaine
il fix it tomorow then
am alr tierd
Going to need more details. If it's just your character collider that's not on your person, I'd start by deleting the collider and then add a new one
tmrw k?
well it spawn under the map idk what hapend i changed height from 2 to 1 and kaboom,
se ya tomorow
Which editor is recommended to download?
The LTS editor or the latest editor builds?
Normally I wouldn't ask this, but it's annoying seeing new versions everytime
LTS . for Long Term / Production projects
you can use the "latest" for testing new features
can anyone tell why the keyboard keys keep getting aligned like this? i'm pretty sure everything is set to top left in the inspector... maybe there's something wrong with my code?
how should we know if all we see is this image...
i'm getting there
Oh then definitely LTS
also I would check how it will look in your target aspect ratios, Free Aspect doesnt usually give a good feel to how it will look on users screen
oh didnt even think of that. but yeah i switched it to 16:9 and its the same
Worth noting it is aligned on the right side which feels like some accidental intentional choice
honestly Id use horizontal stack group and just put in the black keys relative to specific nots
working Unity UI is a pain tbh
yeah i hate it lol
Especially when messing with prefabs my lord
but yeah that initial offset looks like whats giving the right side the "spilling over"
did you set the anchor pivot point for the notes to be at top left?
yes
- Those many Find() and GetComponents could be improved
- Use layout groups to handle this work instead
Looks like you fight yourself by doing GetComponent everywhere for the same thing
yeah just serialize those
Or, get the main component once and use that reference instead of GameObject
Is your project stored in that SSD?
but would also go with a horizontal stack layoutgroup* like mentioned earlier, just need to a way to create the black notes as specific child of specific notes
How are we supposed to light an interior scene in HDRP
with..lights...
Should i bake lightmaps
Or keep it to realtime lights
How do i get realtime lights to do indirect lighting
You get better results with baked/mixed lights but less flexability at runtime
I tried ssgi but it looked like 💩
I saw a video showing realtime lights being realistic
maybe ?
sounds super specific to an asset
for most questions its gonna be did you RTFM?
I never get that result
I tried it too
Adam project i think. The one with bald guy.
Can I talk to you on a DM?
no just ask your question , with specific details on the problem
ok
I need ray tracing just to get decent lighting? I have rtx 3050 laptop it can't do ray tracing at playable frame rate. It can run ps4 era gamed well and cyberpunk too. I want to get decent lighting in unity using techniques used before ray tracing for games was introduced
I'm getting these two errors and I don't know how to fix them. These are the errors: SuperTiled2Unity version: 1.10.7, Unity version: 2021.3.4f1
Could not generate asset path for '../../../../plataformas/Archivos Videojuego/mosaico.tsx'
Missing tileset asset: ../../../../plataformas/Archivos Videojuego/mosaico.tsx
and:
SuperTiled2Unity version: 1.10.7, Unity version: 2021.3.4f1
Could not generate asset path for '../../../../plataformas/Archivos Videojuego/mosaico.tsx'
Missing tileset asset: ../../../../plataformas/Archivos Videojuego/mosaico.tsx
Do i need to bake lightmaps for that?
To get realtime indirect GI/lighting then special post processing techniques like ray traced GI need to be used
If your hardware doesnt support this then start with baked light and look at adaptive probe volumes
I always have this problem where i make a good looking scene in blender and it looks like crap in hdrp. Even eevee looks better
Baking takes sooo long
🤷♂️
this sounds super specific to the asset itself, could be a path issue or maybe not..
you could try asking https://github.com/Seanba/SuperTiled2Unity/issues
is there a reason to not just use Unity Tilemap system ? a lot has improved since 2014 when this asset was made.
what is your path project ? are you using special characters in it ?
maybe it doesn't like whitespace in the path.. or perhaps permission issue somehow ? its hard to tell
You can also try with non ray traced SSGI: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.4/manual/Override-Screen-Space-GI.html
If you took some time to read the documentation you would discover the many options
It looks bad bro. Like weird.
Bro, to be honest, I don't really like tilemaps in Unity, but I'll give it a try.
Have you tried creating a photorealistic scene (interior) in unity HDRP?
have you looked at the HDRP demo scene ? the interior looks pretty nice..
Yeah but when i start with an empty project its hard to get that look.
no shit..
Or a new scene
..this comes down to skill issue, you probably need to better learn how HDRP works and how important the setup is
its not gonna look fantastic out the box
Making photo realistic games is a very difficult task
certain materials need to be setup a certain way and so on
unity has tons of resources on HDRP workflows
they explain how they get that "look"
is there way in unity to check what takes the most CPU / GPU ?
ofc. Profiler
I am not making a game but a interactive demo to showcase my 3d scenes
are you sure you really need Hdrp?
Profiler?
where do I find that
in Unity editor lol
Making any game is difficult to be real
https://docs.unity3d.com/6000.2/Documentation/Manual/Profiler.html
https://www.youtube.com/watch?v=xjsqv8nj0cw @karmic saddle
In this video, we look at an overview of the Unity Profiler in Unity 2022 LTS.
You’ll learn more about profiling your game to identify bottlenecks, the Profiler’s interface, and how to identify issues that need fixing.
The Unity Profiler is a tool for creators who want to understand performance issues and how to address them.
Helpful re...
What else do i use
urp
I want photoreal graphics
well you can achive that with urp too
start with this
https://www.youtube.com/watch?v=yqCHiZrgKzs
In this video, you'll learn how to create AAA-quality visuals for current and next-gen games. We’ll also show you HDRP’s key rendering features and how to tune settings for anti-aliasing, lights, shadows, exposure, and more.
Speaker:
Pierre Yves Donzallaz (Senior Rendering & Lighting Artist)
Did you find this video useful? Room for improve...
and such
they have many topics like this you just gotta look and understand the pipeline better
I haven't tried urp just the demo scene that comes i played that
It was cool
its not a magic "make my shit realistic " flow out-the-box
What does out of the box good graphics even mean. People say unreal gives out of the box real graphics but unity requires hdrp setup
I have heard this a lot
urp or hdrp both require setup to get a certain look
tbh is it too many verts that drop my FPS or idk
I am trying to achive at least clean 144FPS
ok but this primitive stats window wont get you anywhere
Is there something better in unity?
uh the built in profilers ?
Never used
like the Frame Debugger etc
lets not talk about this
Guys, my friend called Blender a game engine
what do y'all think
1251 MS FROM PHYSICS???
this isn't a unity editor topic, therefore not important for this server
It used to have a game engine but it was removed. Its a 3d software not a game engine
also no off-topic so whocares what your friend thinks
Remember when blender had a game engine lmao
i hate blender (more offtopic sry nav)
Skill issue
In the editor? Impossible
The blender game engine is actually still being maintained as a community fork "UPBGE"
Profile builds, not the editor. Editor performance is worse.
Is there any reason to use it? Over unity
No
Or even godot
Blender recommends Godot
I think that says it all 
Or even Unity
🥱
I dont know godot
Nav mesh
Godot is an okay engine... Not common in the industry so would be tough to find jobs with it
Do you speak hindi rational rama? Your name sounds a bit indian.
Yes I do
Hindi, English, Punjabi, I took some french in uni years ago but I have forgotten most of that
Mon ami, tu est francaise?
non
yea....
editor taking 99% of the CPU in mainMenu is crazy
🤣
🍿
people trying to achieve solid 60 fps and this guy not happy with 120 fps
After a certain amount of effort my performance target is now "whatever happens, happens"
I'm looking for someone who would like to collaborate on a small first-person indie horror game that I’m planning to release on Steam. If someone is interested #🤝┃introductions
!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**
this is maximum number of layers or can I somehow have more?
Nope
Doesn't matter for bitwise. They're not treating it as an int, just a block of 32 bits 
yeah, ik... 😮💨
i.. don't think that really makes sense given the question?
for each object, it's a layer index, not a layermask
(not saying it's wrong, just not relevant to what was asked)
well, you never really create them, you just assign the existing indices
Pretty rare to run into this.
oh yea
how do I unlock FPS in editor since rn I am stuck at 144FPS no matter what I do
if you're going over the layer amount, you might have a design issue
Disable vsync
yea and where do I find that
Project settings > quality
And where you select resolution in the game view
but if I play on multiplayer Play Mode
the player 2 doesnt have locked FPS
it goes over 500FPS without issues
Check here too
Ok but why are we caring about playmode FPS again? 😅
since they directly impact the build no?
the more FPS in editor = optimised game no?
Not necessarily. Bottlenecks in editor may not exist in the build at all
I mean yea
its hard to optimise when editor is trolling
Not just that.
@sly lake can I somehow link profiler to build?
Yeah, it's a checkbox in the build menu
Debug builds can connect to the profiler automatically
Some things might show up as a big deal in editor profiler because they do extra work in the editor, but then in the build they don't do that extra work so they're suddenly 0.01ms or something
I guess this would be setup correctly?
Yep, should work
now lets wait 5mins for the build to get built
Yeah, I transferred the whole project to a portable Samsung SSD, then I brought back the project to the new SSD in my pc
how do i set up UDIM textures in unity?
Maybe try #🔀┃art-asset-workflow. UDIM is a bit obscure for this fast-moving channel.
THE GOLDEN QUESTION: Is it possible to create a selective object randomizer that will accept any random object except the one it previously received, in order to avoid spamming it visually?
Hello can anybody help me why i cant start a new project?
you described it successfully, so yes
don't put your projects in onedrive
no clue if that's the issue, but you shouldn't do it
Oh, yeah. That'll break your builds
where do i need to put my project then?
oke thank you (:
Hi guys
I want to edit one mod but idk how to do it
idk If this is good server to ask this question
but can someone help me how can I edit mod that is in .dll
format
No, we don't really deal with modding questions here. They tend to be fairly game-specific.
Sadly there is no tutorial for modding this specific game
Most of the people were propably using some tool or tutorial for modding unity games
ask the mod's creator or the game's community
modding scenes is dead and discord server
I only find tutorials to modding models and music
I didnt know that build hates debug logs until Now
Yea for some reason everytime debug log gets called the cpu usage skyrockets
For no reason
It writes the log to a file on your disk
Well now I Gotta make logs editor only
yeah you won´t have that in your built, but we already told you
Filip mentioned it happening in a build
It does write to a player log file in a built game too, right?
https://docs.unity3d.com/Manual/log-files.html
it still doesnt work
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
stil 8,5 gigabite
i did
wdym?
thats not much. you need more space
wdym how much u have?
what should i need
pc storage?
a project takes <2GB
yeah left
yeah, but if u add things, then you need more storage, i created a unity project, i only added a few things, and its already 7-8gb
that isn't the problem at hand
1.5tb..
but thats not necessary, i think 5-10gb is good
but i cant even start a project
So I saw in the 6.4 alpha they took out the built in render pipeline
My guess is that they are starting to simplify the pipelines
what is that?
they did state at some point that they're planning to merge everything into a single pipeline again
Yeah but I thought that would come with like 6.5 LTS or something like that
Or 6.7
So what will the simplified pipeline do? Will we still get features for high fidelity?
do i heard 677777?
nvm, when creating a project, there is an extra line which says "location". i put my projects here:
- C:\Users\yourUser\Documents\unity-games\GameName
or - C:\Users\yourUser\Documents\GameName
that shouldn't really matter much, just shouldn't be in a synced location
and should have perms, at least.
I just heard about the whole unity and epic deal, how does that affect me as a indie dev?
i only said where i put mine, so its an example 🙃
You can now make fortnite games in unity
So does anyone know how the Simplified RP will work? Will we get features from URP and HDRP in one pipeline?
Couldn't I sort of always do this?
I have only just found out that you can make content for fortnite at all.
I thought it was just a Battle Royale with a lot of skins
most likely yeah. the unified pipeline will be customizable or something
I'm just imagining it working like it did before Unity 5 but better
When selecting a gamemode, they are covered with peoples games, that no are not exactly fortnite. it just uses the character controller similar to unitys standard assets, but you can entirely create the game how you want.
Unreal engine is neat, comes with tons of tools, and multiplayer is already built with a couple of clicks. The thing I have against it is the blueprints & c++. I honestly enjoy C# so much more, and I believe that unity is way more organized. Creating a game in unity is significantly easier regardless of what tools unreal offers. Besides the fact that they now have AI to generate blueprints for you lol.
in which # do i ask a question?
if you cannot find another appropriate channel that covers the topic of your question, then yes. here is the last resort.
installed unity today, first image shows how it looks like in tutorial, second how looks at my locally, how to make it look like that i cant find an option
zoom slider in bottom right
ah sorry I was slow
hey guys, i am trying to create a piano roll interface for my piano game and i'm wondering what the best way to do it would be. i've got the keys at the top working but now i need to create a grid below it so the user can place notes under each key. but i need to be able to do it in a way that the number of columns is dynamic according to the number of octaves selected and how many keys there are per octave. i was thinking about tiling buttons and giving each of them an onclick event, but that would be a ton of objects if we're making a song that's a few minutes long. what are your guys thoughts?
you'd use prefab ui elements basically. As for the performance concerns you can try to make a recycler view style system
what is the best way to dynamically reference assets and data/scriptable objects? ie procedural generation, item drops, serialization/deserialization? According to google it's recommended to use either addressables or a scriptable objects "database". as opposed to my registry method
what specifically do you mean by "dynamically referencing"? if you procedurally generate the stuff, you can inject the references during that process.
I mean like creating a "chunk" (16x16 grid of tiles in a tilemap)
i want the chunk to have 50% "grass" tiles and 50% "rock" tiles
so I need to reference grass tiles or rock tiles
you reference them in the script that does the chunking
like inspector references?
i would assume thats what you've been talking about
I want something a little less manual
Right now I have several dictionarys with references to object instances etc. And I'm hitting that to get the info
and whats the problem with that?
I wasn't sure if it was an anti-pattern
Because my registry object will get progressively massive
in itself that doesnt give much information to judge what you have, but dependency injection is certainly not an antipattern
tileRegistry.Add("ground_stones", Resources.Load<TileData>("Tiles/ground_stones"));
and then like
TileBase dereferenced = registry.tileRegistry["ground_stones"].tile
if the data in that collection isn't redundant, then the size of it is natural, the data has to be somewhere
that looks like youre doing something very wrong
this has been what i suspected lol
i think you're missing or misunderdstanding something fundamental about unity here
but i can't pinpoint yet what that is
there is practically never a reason to use Resources.Load()
you could say Resources.Load() is something you would expect to use if your mental model of an engine has no proper editor tooling
in unity you generally can avoid path-references entirely, you reference the asset as a serialized pointer
@inland void
everything after the comma is foreign to me lol
Ik about SerializeField
That's about it
thats a serialized pointer when it references an asset
ok
But I guess I don't want to have to manually add the asset to the inspector for every class I make
registry.tileRegistry["tilename"] and poof. I have it
But idk if that's an anti-pattern and if it will hurt performance
you can automate the referecing by writing little scripts to run in the editor
but referencing stuff this way in unity is fundamental to its editor workflow
if you prefer to work mostly with code, you can make some global dictionaries of your assets and use these at runtime to address your assets. it would be easiest for those to be built from serialized references
That is basically what I am doing
edit: I guess without serialized references
if you use resource.load, you're largely ignoring the editor as a platform for custom tooling and authoring
Could ANYBODY help with this, I have been ripping my hair out over it for the past 5 hours
I mean for certain things I rely heavily on serialized references. I guess I'm just not understanding the unity way of doing what I want to be doing, and if I'm thinking about the problem incorrectly
maybe its just your distaste for manually referencing stuff that pushes you into a certain solution that might be improved
but tbh, its not wrong what you are doing on any absolute scale, its just not whats commonly done in unity
that sounds about right. I kind of don't like the serializeField flow. I don't understand how things are sewn together under the hood and it feels like black magic and hard to reason around lol
my model is based on minecraft which uses a registry for classes etc
i guess I'm more concerned about whether my way hurts performance. Ultimately it does load all the assets into memory I believe, which depending on how many I have may be a problem
unity is an engine that is very mature, this means it aims to give you tools to make your game fully data driven, as such the serialized fields (references and values) are supposed to be configuration for semi-generic/reusable/composable systems that operate on that configuration.
Quick question out of curiosity because I wanna put keyboard controls into my game as an option
What are typical keyboard controls for a fighting game?
like a street fighter?
or like souls
I have left, right, jump, crouch, block, high kick, low kick, high punch, low punch, and a projectile move
No like a Street Fighter
Does anyone know where I can buy realistic hair assets for Unity? The Unity store seems to only have stylized ones
JKLUIO + WASD
I have my game due on the 9th for my class and I have a laundry list of stuff I want and have to do
But I wanted to start with that because it's arguably the easiest thing to add
I think like
a,d left right
x crouch
cz low attacks
w jump
qe high attacks
f projectile
r block
JKL for punches UIO for kicks, WASD for movement, the rest are combinations
that is a 1:1 mapping with a dedidcated controller
Although after that I want to try and add actual controller prompts and switching and stuff, then make a menu, then fix animation and try to add to the combat system and everything
In order of easiest to hardest imo
Ok the WASD was a big thing because I knew some games also incorporate space for the jump
it depends on the subgenre you are copying, street fighter does use only 4+6 keys, that doesn't mean that you can't rebind some of them
WASD is not comfortable for a fighting game like SF
It's kinda weird, I'm trying to take from a bunch of different games
It's a rap-based fighting game
there are a lot of fighting game subgenres
Like maybe Def Jam but 2.5D
so not streetfighter then, more like tekken?
Nah def Street Fighter, they're not able to turn
whats the 2.5D about? just graphics?
Like Street Fighter, Mortal Kombat type is what I'm going for cause those are the fighting games I primarily play
Yeah
i still think the shield popup billboarding is being caused by that custom shader you are using
if this is the same game im thinking off
The one thing that makes it actually have some form of music to it and not just be a straight up fighting game is the projectile is chargable and when released, it comes out as a music note
Yes it is
The hardest part is trying to fix the combat issues and add to it
using UnityEngine;
public class playermovement2d : MonoBehaviour
{
public CharacterController2D controller;
float horizontalMove = 0f;
public float runSpeed = 40f;
bool jump = false;
// Update is called once per frame
void Update()
{
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
if (Input.GetButtonDown("Jump"))
{
jump = true;
}
}
void FixedUpdate()
{
controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump);
jump = false;
}
}
i used that code for jump why cant i jump?
!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.
also #💻┃code-beginner
What I was working on before was just the tutorial but there's not much I have to add to it for the actual game
probably because you are setting jump to false in fixedupdate
also horrid way to make a jump
Besides like a health system fs and some other things
also you are using bools where you should be using states/enums
also the better practice is to have a "grounded" bool rather than a jump one
in general
i tried to remove it but it didnt work
Rebinding's something I might wanna add later
I gotta try and make settings when I get to making the menu
add some debugs lines and see whats being called
add something like
Debug.Log("Jump pressed!");
under your input for the jump
i did alrady it worked
I'm hoping I can get to do everything on the list I want to and have a nice finished product before the due date since I don't have a crazy ton of time
Because I also have finals I gotta study for and stuff like that
kinda unrelated but trust me, use trello for to do lists like this
way more manageable
Yeah I usually use ToDoist for my assignments but for just this one thing I don't mind just making a doc for it atm
I mean it's the first game I'm ever making and it's for one of my classes so it's not gonna be anything professional but I want it to come out at least decent
Decent enough that it would look cool to put on my LinkedIn and resume
Actually scratch the 9th I have till the 12th now thank God I just got an email from my professor 😭 🙏
After I finish the keyboard stuff tho, first thing I wanna do is fix some issues I'm having with my projectile
does unity have plans for making a new cloth/clothing system?
I guess a followup is are there any widely used Unity Clothing Assets or is it more niche / DIY
Hi, I have an issue with my transitions, it gets stuck on Turn right and doesnt transition to the next state
You can just ask without declaring that every time
watch tutorials on the unity learn website
they have a VR pathway if I remember correctly
But I don't have any time
I need to know;
How do I add a ready room?
How do I arrange the room?
How do I connect to the player?
then how could you develop a game?
1 or 2 days
bro make pong or something
clearly you aint ready
what is with the monkey tag players or whatever coming here wanting to make the next big vr game without wanting to actually put in the effort towards making a game 🤔
Hey mate. Please calm down. I'm getting support from you here. Please don't misunderstand.
watch a tutorial on a simple VR game and maybe you could make it within a short amount of time
bruh why are you telling me to calm down it was just a question 💀
I thought he got angry when he saw the message I sent.
Colud you please share with me?
The link
I'm having issues with light baking but I'm not sure where to post those now since the lighting channel has been removed
I will head there, thank youu
Personally, I have not yet seen any game made to completion in under a week, let alone 1 or 2 days, there is a lot that goes into games that simply cannot be covered in just 2 days (and thats assuming you run into zero issues with debugging, programming and art and zero technical issues with Unity itself, the device your testing with and external software and source control), even game jams usually go longer than 2 days for that reason
Hello Guys, at a distance everything keeps disappearing, how can i fix this? Thank You
increase your far clipping planes value on the scene camera
How could I open multiple editor windows on linux? I want to test my multiplayer game.
you run multiple builds to do this, not multiple versions of the editor
Okay, thanks. I wanted to see it in the editor but builds will also work.
use ParrelSync
Unity Multiplayer Play Mode but don't think it works in linux
yea..nohttps://docs.unity3d.com/Packages/com.unity.multiplayer.playmode@2.0/manual/index.html#compatibility
ParrelSync should work fine though
https://github.com/VeriorPies/ParrelSync?tab=readme-ov-file#supported-platform
each copy does have a decent size, but works similar to Git, saved changes are automatically detected in other editors but sure as hell beats waiting a build each time / change
ParrelSync has worked great on macOS, at least
Yea its a good asset for sure, I do use multiplayer playmode now cause it doesnt require multiple unity editors to run or have a copy folder each instance , still a solid choice esp if still using unity pre-6
Not really a programming question, and im not sure if it falls under anything, but when trying to make a game that is extremely openly moddable, but you want it to be accessible, and not endanger clients w/ mods (a scripting language) whats the best way to actually load assets multiplayer cause i feel like its hard
thats up to developer to control and possibly sanitize the code that tries to reach the client
@hardy rose You can allow player use only available in game assets it will save you from add people to much freedom and create bad content
I am the developer
so then step2.
You can create in game editor mode and save system
Like in Warcraft for example it has editor that allow players create and script the maps
If you wanna allow players upload any asset you will need to moderate every upload from players
i fixed it
i clicked on an object and clicked f and it worked
Steam workshop?
Cause im tryna to make a sandboxy game
If it is already moderated you integrate it in your game
Fair enough
Hey I have an issue on unity when I am using easyroads or similar assets and I do shift click to place roads nods it just doesn’t work
Is this because I don’t have the good device, version,…?
Wow. Just realized that you can have material height and such in URP xD
After 5+ years of unity no less
I don't think the device has anything to do with it.
For a specific asset, you'll need to contact the author or report a bug. After making sure you've read the asset documentation and not making any mistakes on your end.
Or you could try debugging the asset yourself. Read it's code, learn how it works, use the debugger or logs to investigate the issue.
not likely
cant log in in unity hub
you outta be more specifc
here, when i click sign in this screen pops up, when i check it again nothing happens
so did you click link to login page
yes
nothing happens
try assigning a different browser as default
or try google "magnet links not working on [insert your browser]"
unless thats in hub then could be something else blocking app from opening links, you can check the hub logs
worked thanks
hey odd question, im trying to find someone who is in the steamworks partnership. if you're in it can you please hit up my dms 🙂
Someone can lend me a hand with the Animator? I´m a bit confused with how to make it work correctly
🫴 🖐️ 🫲
thanks

finished
now the project wont load 😭
its stuck
its probably still loading be patient
Where can I find people to playtest my multiplayer game on steam? I have keys I can give out, the game has not been released yet.