recorded this last week in class, how can i achieve this appearing effect in unity?
#💻┃unity-talk
1 messages · Page 35 of 1
emission map most likely
no for the ice part
shaders probably
hello, i am working on a minimap for my game, but noticed that it lacks any form of depth or something to show elevation. I was wondering how i could achieve a convincing enough effect where the player can discern heights of stuff on the map?
Currently my minimap is an ortho camera facing down upon the player. (and the player is the big grey box lmao)
Now that 2020 is almost over and the new year is upon us, here in the Northern Hemisphere it's getting pretty chilly. What better time to make an ice shader? In this video, learn how to read pixels that have already been rendered to the screen and use those to fake a refraction effect!
(I lied when I outlined my plans for December. Here's a bon...
that is not what i am looking for
it's like a noise texture is being used to drive the opacity
My guess is that there is a ramp (from black to white) that is used on a shader to determine how much of the material to show.
The texture probably has an alpha channel that references the current ramp's value to control the effect.
The ramp's value would be controlled programmatically.
I know how I can achieve it but I don’t know how in unity
Alright, so I'm not sure why, but my controls are working for Xbox and keyboard, but not my PS5 controller
Do I need to make separate maps for Dualshock and Dualsense or is the general Playstation controller one supposed to work?
Ok nvm I just tried it and it seems to be a problem with Playstation in general
Which is weird cause it was working before even when I added the Xbox controls
But as soon as I added keyboard it screwed with it
@inland river any ideas?
why is it not letting me drag materials on my avatar when i press the red record button on the animation window?
That's a lot of Tris
Tri Harder 🙂
where do i ask for help
depends what you need help for @brazen barn
avatar validation error
Animation avatar?
no 3d for vrchat
Idk
This is a Unity Discord. Not a VRChat Discord...
Looks cool 👍
Hola
Hi
I’m in need of assistance
I need to learn how to make a model copy the movements of my player
tyvm, im coming for that lethal money 😛
Would anyone know how to do that
I tried restarting Unity, same issue
It's so weird, I even unplugged my Dualsense and plugged my Xbox and it worked but switched back to Dualsense, nothing
I have all of the PS controller types in my scheme
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
Devlogs is estrict english or can talk anothe language?
this server in general is english only, sorry
makes it easier for moderation and community access that way
Okay, is it okay if I use a translator? I'd like to post something to dev-logs.
sure
How do I implement encryption in Addressables?
Ask #📦┃addressables . But if you want to prevent people from ripping assets it's not going to work
Guys anyone knows how flatout 2 graphics would be called? Its retro but its more of a radical retro style, i want to see if there are tutorials to making games with that cool old look
I've seen other games that look like that so i know it was a trend, like how ultra street fighter looked
Are there any tutorials on how to make roblox type vfx inside of unity
looks like ps2/ps3 era graphics
anyone has seen an issue wher preview window shows animations in one look but when u actualy play game that same mesh same animatin is different ?
i have this runing animation.. ii got from mixamo.. in mixamo preview it plays oke,, in unity preview it works okay but when its actualy in the scene the legs of character are way to close to eathc other .. and it looks like character has shit his pants or what not
Yea they gave me that too, but i wanted to know a label that is a little more specific, because ps2/ps3 will also get other styles like the old god of wars or shadow of the collosus that give a completely different vibe
Are you using it on a new character? Maybe the bones don’t line up.
If it’s the same character, you could try opening the controller and clicking on one of the animations and enabling IK Pass.
There’s some good clothing assets on the store if you need to change the pants
well yeah its same character, rig is from mixamo . i havnt seen this thing before..
and in mixamo preview the mesh defors okay and i npreview within unity as well but in actual gameplay mode it does not..
its not about the pants.. or clothes its about bones 😄
and i believe IK pas is enabled by default ?
here are 2 images one is from preview otheri s from play mode
ik pass does not do anything at this point
Figured it’s worth a try as it increases the accuracy. Without it the animation will skip lots of frames to save performance
Is the animation set to humanoid? Maybe some configuration is off
You can check under the Rig tab I believe
everything is as always i hanvt touched these things
its jsut strange as in preview its okay but in play mode its like that
yeah they are humanoid
Yes, should work
Can somebody help me with this?
How can i rotate the material on the building
it's upwards?
changing the tiling doesn't work and changing the offset has no impact aswell
You can't. It's the mesh uvs that are the problem. You could do a triplanar sampling shader if you want it to work in world space regardless of the mesh uvs. Otherwise, you'll need to modify the mesh uvs in blender or something.
ah
how do i report a scammer in my dms?
use @karmic maple
Hi
where do I go for help with DevOps?
you can ask here, if it's related to unity
okay, got it working
nevermind!
Kind of had a funny story from work today. Just sent the test build of a work project to one of our higher-ups the other day, and got a message saying "the build wasn't working".
I was like oh god because while back I ended up getting a critical error that messed up my Unity VR builds so badly, I had to completely remove unity and reinstall it from scratch. I was worried it somehow happened again (despite the build working on my end).
But no, as it turns out, the build worked fine, they just didn't like the placement of one of the characters and wanted me to move around a few other environmental objects 😅 Like thanks boss, almost had a heart attack lol. But thankfully it's all good now
-# that's a funny story but just fyi this isn't a place for offtopic
Oops, sorry! I thought it was Unity-related, I can can delete my post or move elsewhere if you would like
well, im not a mod, but considering it's not breaking any other rules, you can probably leave it (just that further discussion might be shut down)
bro i dont know why but every day after i work on my project its getting deleted i saved it every time and it happend a lot i dont know why pls help its not its deleted just theres nothing there
Are you sure its deleting or is the folder being lost by the unity hub? Like if you went and clicked the add existing project and looked at where your projects are stored in explorer is it there?
If so i would assume it's just unity removing it due to a sudden crash
i opend my project and there is no game
oh never mind i opend the worng project my bad
Oh well then are you opening the correct project? Do you save before you close it?
Yo sorry here but how do you actyually update an editor here?
you don't, you install a new version
Like new version of itself or do all these have the alert
cause I tried a re-install earlier to no luck
the security alert is tied to the version, the build of the editor, not your specific install
you would install a newer patch version that doesn't have the security alert
Any idea why objects/props with LODs don't appear in build and are invisible? The collisions are there, but the models are invisible. If I disable the LOD group, they show, but the LOD Group breaks it in build, what's going on?
I'm using Unity 6000.2.7f2.
does anyone know what this error means?
is there a way to cull a model (like using layers and setting the culling on the camera).. without getting rid of the shadow it casts?
it means the script its referring too is trying to use some "Type" that can't be found.. (doesn't exist).. its asking you if you are missing a using statement..
like for example i couldn't use Image
like: public Image myReferenceImage;
without using the using UnityEngine.UI
if thats not your script (could be an editor bug or corrupted or incomplete Library)
you can shut down Unity and go into the project folder and find the Library folder...
delete it.. and then restart the project in Unity
[It'll automatically rebuild the Library with everything it needs in reference to the project]
-# its something to do with the 2D Package / and/or Aesprite stuff i guess.. no clue tbh
should i restart the hub too?
@mild radish even after deleting the library, i'm still getting that error
iirc mesh renderers have a setting for rendering mode, and one should be "shadow only" (isn't layers but is an option)
can anyone help me with this?
cool ill check that out 👍
yup thats the ticket
ya thats the only "fix" i know for those issues
u could try updating or reimporting that package
when i'm using 6.2, i don't have those issues
but when i'm trying the 6.0 LTS, i have that
do you even use the Aesprite importer thingy?
i think thats what the issue is coming from
i want to use 6.0 LTS since i don't want to update whenever there's a new version
what's that again 😅
its originating from the 2D package... possibly that last package
try updating it and/or reimporting it
it might just be out of date.. or corrupted somehow
corrupted could be a possibility
since i moved the project files to the windows laptop i'm using rn from a macOS desktop
ohh yea.. i'd just remove the 2d package and then re-install it via the package manager
should fix it up 🤞
I'll try that
@mild radish OH YED
YESS
IT WORKED
Tysm
Is there anyone having issues regarding fetching Subscriptions using Unity IAP 5? Or can give me a quick explanation how to do that when we have a subscription with different active plans (like 1 month and 6 months)?
Please 🙏🏻
quick q - is there an easy way to make a mesh play a sound when you step on it? I'm thinking like giant piano keys
would it need scripting I guess?
scripting yes
Question did unity 6 have some sort of multiplayer stuff to allow multiple clients?
so i have a question i made a little game its not finished yet but it runs in unity everything is fine no errors im trying to build and run it cuz i need to check it from the client side and it literally just says failed and NOTHING else any suggestions?
should have errors in the console?
this is the WHOLE consol
it literally just says failed
ive had some problems before but it always told me what the heck it was😭
if that's really the only thing there, then try restarting the editor then attempt to build again
Today I was creating a simple 2D game in Unity 6.2 with the latest updates. Three times Unity froze dead at the start of an action, and other applications on the computer stopped responding. I had to kill the process in the Task Manager. I'm outraged! I can't remember the last time I had to kill an application process in the Task Manager using Windows 10, and I had to do this in the best game engine! It's good that the projects were empty. But what if the projects had a lot of content, with a lot of work going on? Tell me, does this happen in Unreal Engine or Godot? I can send you the error messages if I find the Unity logs. 
use any other editor version if its too heavy?
i have not used unity 6 much but i have had great personal experience with 2022 LTS and i have heard very rough stuff about 6.2
I had 2021.3.45f1 and unity 6.000 beacause 2021.2 had Security issue so i cam migrate to 6
Is unity more stable/better on linux or windows? Which version is most stable on ubuntu 24.04?
I am using 2022.6f21 on windows, but I think about installing ubuntu 24.04 on new machine.
Which game dev programs do I lose (or have unstable) on ubuntu 24.04 conparing to windows?
I've used unity 2022-(1).x on my other pc that had Debian running, i didn't had any problems, and since Linux is more resource friendly so it won't cause any performance issues
From my experience on both i had no any issues on both
In linux i sometimes get inspector bug that some fields dont show up if you dont re select object i dont get bothered
my pleasure 🫡
For console support, we had to juggle license files a bunch. You could launch the editor with a specific license by command line too... Not sure if they ever did anything to improve it - their licensing has always felt like a mess once you start getting into consoles and contracting tbh.
This is very specific regarding blender export to unity with animations, so not sure anyone here will know - but I am using the ACT plugin to texport a mesh with an animation attached, however in unity on every export it will add another action and another everytime the mesh is exported, is there a reason for this? I just want it to have one animation applied
Is there anyone here that has worked with cesium inside unity? I am trying to make a drivable rover on top a cesium moon terrain but im facing multiple problems. I am a beginner and was hoping for some assistance.
Hey folks. Not sure if this is the right channel. Im making a city builder game. So I took character (remy) from mixamo to test, then i copy paste around 1.5k of it to test. Each of em has animator controller for walk animations. However, suring play mode, i get around 15fps. Is it because the model has high poly or my animator is causing issue?
Tons of animators in the scene will eat away at your performance. There are custom assets out there that solve this issue.
But first, look at your tris and batches count to make sure that isn't also a massive problem.
Sorry, im new and trying to make basic city builder with 1k population..
With 1 model only, no trees, just terrain, its around 47k tris count more or less
47k tris isn't an issue. It's definitely the animators
I'd make sure it's the animator first off and not you calculating a path per character every frame
Am i reading it right? 1.5k game objects all with unique animators?
Yes, each game object of remy has its own animator controller
Though my animators, only have walking animation
15fps with over 1.5k animators is actually pretty good all things considered
I have like animator.SetBool("walk", true) on update. Not sure if you referring go this
But, that does not include my buildings yet 😅
Only villager models
https://stoyan3d.wordpress.com/2021/07/23/vertex-animation-texture-vat/
Consider looking into this idea. It's somewhat of an intermediate implementation but this would be the idea if you plan on using thousands of similar meshes/materials
VFX graph may offer some similar support
Anyways i have a video that might be useful to you
https://youtu.be/gnxnmw5ryhg?si=_WjVSek0JySEL519
Starting at 5:40
➤ PLAY THE MEGABONK DEMO HERE: https://store.steampowered.com/app/3405340/Megabonk/
➤ Discord: https://discord.com/invite/BGxud7HPEe
Hey guys! This is my game Megabonk, which is inspired by Vampire Survivors. I played Vampire Survivors for the first time this summer, and really liked it, so i decided to make something similar in 3D, with mo...
He had a similliar issue
Too many animators impacting performance
skinmeshrenders are hard to batch, yeah
Yeah i mean too many of one thing is gonna be a problem eventually for your scene
Could even expand on this idea by baking that mesh data at runtime by having a single skinmeshrender record frames then snapshotting it as mesh data
it works well in their game because they do have that low-fps animation style going on
Doesn't matter what the animation is
The component itself is intensive
I see. Alright will try animation bakin
tnx!
Oh sorry, i forgot to mention... I'm trying to use it on Android/iOS.
Actually, on iOS is kinda working well, but on Android, i'm having issues to get info about the active plans.
Hi, good afternoon. Can anyone help me with a movement issue my character is having? When i press Play , my character starts moving on its own backwards, but when i move my camera around the player moves with the camera. I checked and the camera is not the pone causing the problem, but i'm having second thoughts. Can anyone help me, or am I not making sense? Thanks.
Slight offtopic, is partner.steamgames.com legit? And the taxidentity thing it uses? Seems super phishingy
50% clear
its most likely code problem #💻┃code-beginner
but it could be the set-up in the hierarchy
You should probably provide further detail rather than wait for someone to first be interested.
@balmy kettle so yes, it’s legit?
I legit thought I was halfway through an incredibly orchestrated phishing scam
That’s the official site, yes.
I thought everything was steampowered.com not steamgames.com But some of the steampowered.com stuff links to the steamgames.com stuff
man thank you soo much
you helped me optimise the game soo much 😄
Valve owns both links
i was waiting for this comment
just look up the whois info for the domains 😉
Dont forget https://steamcommunity.com/ too
Steampowered.com and steamcommunity.com is registered to valve, but steamgames.com is registered to a like holding/privacy company
Name: MarkMonitor Inc.
Oh nvm I see it in whois
Thanks again yall
Glad to see I wasn’t actually phished
Can somebody help me with my scripts I have created a post for it
don't crosspost (yes, directing people to another channel where your question actually is counts as crossposting)
oh and collab requests aren't welcome here 😉
my bad
Always good to double check. A lot of it is just from the "old days" steam. Like stitched together services back before itch or anything else was a thing
They maintain it reasonably well but it means sometimes it shows its age compared to everything being all in one today
Yeah. Like they ask for a lot of information that could be used for fraud lol. Like i understand there are tax requirements etc so they actually need it, but giving my tax info is scary lol. That taxidentity site seems like a phishing site
I did get some good out of it, im in Canada, so we are tax exempt from US (for now). So the W8BEN they get you to sign, I have tk reuse with like 7 other distributors. And having steam as a reference really helped
Makes sense
hey guys, I need help finding some good tutorials or videos on learning about lighting and shaders on unity, if you have any send them my way. thanks
!learn 👇 there is an entire creative core pathway on the learn site that covers things like lighting and shaders
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Should also add that lighting and shaders are huge topics that would require you to learn beyond unity as well.
hi so im having an issue with unity version control saying that there's a missing file
i installed unity version control but theere isn't anything that pops up like file to make or anything
this error
Can you share more context about where you're seeing this and how you got here?
nvm figured it out basically i created a cloud project and there were missing files all i did is basically make a project in that folder and then there are no more errors about missing files
Looks like a scam
How do we know this is trustworthy
It says there's are 2 event systems in the scene. I added only one (the one in hierarchy):
It automatically added when I added Canvas. I don't know where's the 2nd one.
Well this is going to only be printing at runtime
So you'll need to look while the game is running
I assume it's probably either from:
- an additively loaded scene
- a prefab you instantiate
You can also check if there's another EventSystem component elsewhere in the scene by using that search bar in the hierarchy window - with t: EventSystem
Oh there is. It only shows on Runtime. I'm using a prebuilt script maybe that uses it. So I can just disable the one I created manually?
it looks like you're instantiating that UI prefab somewhere
Yeah
You can either remove the EventSystem from that prefab, or you can remove the one in the scene
For cursor
or you can have your code handle the conflict somehow more intelligently
I'd disable it for now
hey so i was wondering how should i go about creating rollback net code
by using a network library that supports it
im kinda new to this any resource that i can use to help
Photon has support for it, but if you're asking how to develop it then I'd be googling it for you
yk wut chat gpt to the rescue
Fishnet may have support. I know Unity's Netcode for Gameobject is still working on some of those modules
Netcode for Entities is a little ahead so they may provide some implementations
im gonna look into Unity GGPO
Also Fishnet is on sale right now in the asset store ;p
ok
There is no channel for such a specific topic. Here is fine.
okay
ty
i have maybe a stupid problem
i just solved it
dont worry bruh
Hello, i can't download editor in unity hub. First screenshot is what it told me first time and second screenshot - second time. Tried with vpn but didn't help
@lusty island I’m very sorry I think you were saying I’m such a person you called me
I don’t read that very well sorry man @lusty island
!install 👇
When Unity fails to install checklist
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
It is not fails to install but download
and yet the troubleshooting steps remain the same
Actually, i think some of unitys network is down
my editor is logged out, took quite a while to load the website and now that im logged in its unable to update the list of assets I own.
when i go to view someones asset on the store it throws an error
dang, now i cant view the assets on the webpage either. rip
boxfriend, you can attempt. but i dont think he is alone with that issue...
i never said that wasn't the issue, i clearly wan't aware of it. and the logs would have told them there was an issue with the connection, hence the steps for failing to download being identical for failing to install
For sure! im not blaming you at all, you did the right thing. I was just now being the one to update you
they may have fixed it - its taking a bit long to load some things to do with 'my assets' but it eventually loads now
Hello fine folks, I am getting this error message when I try to open my assets through the package manager:
[Package Manager Window] Error while getting product update details: 502 Bad Gateway. Something went wrong. Please try again later. [Error 502
UnityEditor.AsyncHTTPClient:Done (UnityEditor.AsyncHTTPClient/State,int)
Any clues how to fix it ?
there is some errors from logs. Third screenshot is errors after retrying to download. It's downloads only unity documentation, but other fails
as was established, unity is having network related issues at the moment
ah thanks a lot
Asset Store download failed.
Oh, and i can download files from links in the logs but somehow unity hub can't
!ban 1442472912920641538 scam
@vivacious_flamingo_35254 banned
Reason: scam
Duration: Permanent
A network error occurred (exception). The request will be retried.
{"cliErrorType":"NETWORK_ERROR","cliErrorMessage":"connect EACCES
Hi, im getting this error when trying to submit an android build on the meta quest dev hub for my VR app. The log just keeps repeating this error with my ip address and a file path but im not sure if this is a me error or maybe meta uploads are just down right now?? I wouldnt think meta would have issues, but ive also been building the same project the same way, I had just modified a few project settings for input bugs I was having, and it doesnt make sense to me how that would result in this issue. Google spit out ONE result: https://github.com/gethomepage/homepage/discussions/1898 but seems to be relevant to another software. Its just been infinitely loading for an hour. Ive restarted it a few times, ran as admin, no luck
Unity is currently having some networking issues, please wait a bit 🙂
Yep
cube is 1x1x1 meters
quad is 1x1
plane I think is 5 or 10 meters?
scale is just a multiplier
I think I have an idea of what I want to do next; it's a fairly unique idea:
Unity Machinimas.
Is there any option to solo an object? I could hide others with eye icon but that's tedious
Chat GPT says Alt + Click on eye icon but that doesn't work as intended
Make it a prefab, then you can go into the prefab and set it to only show its contents
OK. But would it be ideal? I mean I'd have to do that for every object I want to work as solo? Furhter, there would be objects inside prefab too.
https://docs.unity3d.com/6000.4/Documentation/Manual/EditingInPrefabMode.html
You can edit prefabs in isolation
If you're doing it for a lot of things, then maybe not, unless they're reuseable props.
I think I found it. Shift + H?
It seems what I was looking for
It hides everything else
Lol it's there already in right click menu
Is there anyone who i facing issue in accessing their unity publisher portal as when I am trying to access, it says that no account is connected to this email use another
unity servers are having some issues rn, cant access my assets
Is unity asset store down or something
Yeah same lol
Sadge
Yes it is
Down for a while today actually, sadly
When will it be restored
looks fine here. a little bit lot slower than usual, but still load
nevermind, same here too now
exactly. it gives you just enough hope... and then nope
It worked long enough for me to download the package I wanted 😭
lucky ive been trying on and off for the last hour
🥲
So I have some TextMeshPro text rendering over some images in the canvas. These images may change. I am wanting the text to automatically adjust between black/white colors (depending on the background image and text position relative to that) for adaptive readability. What would be the best way to do this?
Like the top area being black is fine, but for this background, the alternative icon texts should maybe be white instead
But the background can change, so I'm wanting to make this adaptive rather than hardcoded colors.
Read the pixels of your texture on that coordinates and adjust the color for example complementary. or you could try using a shader
same with me still cant acces my asset, no items to display
The problem was my ISP. I have two ISPs at home and I just switch to another and it's started downloading
Hey, guys! When trying to build and run my game, I am getting this error.
Trying to set shader on a Material Variant. UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()
Thank you
Like the error is saying, you are trying to set a shader on a material variant
My First Obby :3
What year are you living? 
13 💀
2568? in da future?
Huh?
hi yes different calendar systems exist.
is there any way to hide files like UnityCrashHandler to make it seem like its not a unity game
!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 wish unity hub didn't have constant issues with installing android tools, and sometimes even just editors
like, at this point, just let me run the commands myself and automatically detect if it's set up correctly or not
I don't want to have to wait x months to hopefully get a hub version where it's fixed it
What problems?
well, earlier it was trying to use the tar I have installed from git instead of the one in windows... for some reason? And because of that it failed to understand the paths correctly
so I replaced it with the windows version temporarily, and it started complaining the file already exists for whatever reason
so I made a custom wrapper that just ignored it so it would just let me install it, but that still doesn't work, and at that point I realize that it's seemingly trying to install the same files multiple times, and is failing because it can't delete the files that are currently in the process of being installed
So I'm just gonna give up and hope that all the files are there by now
is there a good way to find a mesh on the level that might have mesh renderer turned off but not necessarily hidden in hierachy? i.e. a sign post that has mesh renderer off but collision applied so you keep wondering into it, just tricky to find
usually for stuff with collision I would type t:collider in hierachy search, is there anything like that for hidden items?
GetComponent<>?
Trying to paint my terrain but nothing is happening, no matter what I do it just says the brush is read only. Anyone know how to fix this?
Try to create a new layer
it works on that one, how annoying
why not just deactivate the gameobject for those situations to avoid the ghost collider
i think you could use the search syntax to find them though
something like Renderer.enabled=false t:Collider? (untested though)
ah thanks guys!
can anyone help. whenever i build my android game i get this error. i never had it before so idk how to fix it
Navigate to Player Settings > Other Settings > Identification > Minimum API Level and set to API version 25
Thanks :D
Hey, does anyone know a decent autocompletion extension for vscode for shaderlab files?
can someone help me how to build 2d open world game
ShaderView2 doesn't give autocompletion and its formatting has lots of bugs
i mean i did the unity tutorial but i am not getting idea how to make world generation and all
any help will be great
it's an advanced topic. You might have to follow a longer tutorial that specifically targets world generation and covers the basics.
If you don't mind learning on your own, you can also fix one problem at a time and move forward this way
Do you have any recommendations where I can check and watch?
I am trying but am just confused how to make world so I can move forward I can make trees and other things just world generation
I mean idk how to randomly add tree everywhere tho
unfortunately not :( but does this sound good?
yeah this article I sent should cover them. You can skip past the parts you know or don't need to learn right away.
No need to inflate your messages, it's spammy. And use appropriate channel #🔀┃art-asset-workflow
okay, sorry
@terse prawn Don't post off-topic here
what does the suggestion say
im trying to add hdrp to vr/android with a special package and i have this wierd big now on the skybox
i do know that hdrp is not supported on android
sounds like you need to ask whoever is the author of that special package
oh alr then because i heard that u can js change something in the hdrp rendering settings
i just dont fully remember
So you are making a game for a specific os with a render pipeline that doesnt support that os? Why?
I recently switched to linux, is there any way to make color picker appear NOT on top left part of my screen
drag it to some where and then close it, then the new window will appear at that location
no it does not work
it resets it back
on Windows it was appearing under my mouse when changing image's color
here even if i drag or resize them, they reset, all of the windows
anyone would like to yap about C#?
F#
this isn't really a social/off-topic space, sorry
if you have something you'd like to ask about you're free to
my apologies, I'm used to busting into discord servers and ask peeps if they'd like to yap on things
it became my thing
I mean, it is my signaturething
oh wait...
I thought you were talking to me xD
i am
I want to ask for some history lesson
Why does unity use smoothness instead of roughness?
I tried looking in chat history and just found the already known fact it is one minus the other
oh okay then 🙂
I would still like to yap about c# though haha
although I'm still learning
well, if there's a specific topic you'd like to discuss, you're free to open a discussion
I've created a prefab for some UI. I did so because I have to use same UI at multiple places in same scene. Now, the problem is, when I want to use it in function of any script (as shown in inspector), it works only for one prefab object only. Others don't work. I guess it's because it's the same prefab no matter how many times I use it in my scene, so it counts it as only one thing? Is there any way to fix it or is it wrong approach for this purpose?
For example, I want to show/hide the prefab under "Food2", but it works only for "Food1"
are you assigning the instance of the prefab there or the prefab itself
(make sure you're assigning the instance)
what do you mean by "others don't work" anyways?
I basically drag it from hierarchy to that input field in inspector. I did it only for the instance under "Food2" but it doesn't seem to work.
I guess it's because it's the same prefab no matter how many times I use it in my scene, so it counts it as only one thing?
this isn't the case.
I thought it would automatically detect which one I dragged lol
how so?
it doesn't "detect" it, you assign the thing you drag as you expect.
It works for "Food1"
Let me show you
can someone please advise real quick, when working within a prefab is it possible to disable white flickering shading here? Almost use it like its in scene view but disable the white fade - I can't save in scene right now as someone is working in the scene so I have to make changes within the prefab, but the flickering makes my eyes bleed
The dark grey box you see is Food1 and similarly there is Food2 (2nd half of GIF). When I go close to Food1, you see a UI label pops up and goes away based on Trigger I've setup.
I've set up same logic for Food2 as well, but as you see, nothing happens.
So - it's not clear to me what kind of work you're trying to do but if the actual changes you're trying to make are within the prefab itself it's completely fine to work on in from the scene. As long as you apply all your overrides to the prefab all the changes will be only in the prefab asset file not the scene file.
Hey so with the new animation system that is coming in Unity 7, does anyone know if we will be getting animation notifies like in UE4/5?
Unity 7?
these are different objects, even if they have the same name
Yeah.... Unity 7? The version that comes after 6?
not sure what animation notifies are but the existing animation system already have animation events, and I'm sure any new system will have something similar
have you tried debugging at all? see if the trigger event is happening
see if the callbacks are present, i guess
Notifies in UE4/5 are just tags you can at certain points i.e when the humanoid has their foot on the ground and then in BP you can use that notify to play a footstep sound
that's what animation events are for in unity
Oh okay
yeah we already have this in Mecanim
@vivid cedar Oh it's working now actually. I think it was mandatory to drag instead of pick up the prefab in inspector. I dragged only for Food1 but picked from dropdown for Food2. So like Chris said, I think when picked up from dropdown, it selected the Prefab, not the instance.
So the only way to use them individually is to drag them?
they both have the same name so if you picked it from the dropdown it's hard to know which one you picked, or if you picked the prefabasset, or what
or pick them from the "scene" section if they show up there
Also, is there any way to differentiate each of them? It will become confusing for me with more instances. What if I rename them?
but yes, drag & drop is usually easier to work with
then rename them
When was it announced
the name of the prefab and the name of the gameobject based on that prefab are separate
OK. But they'd still be part of same prefab right?
To be honest this sort of referencing deep into a child object of a prefab is kind of an antipattern in my opinion. I would probably restructure all of this to avoid the need for such a reference
no, they'd be instances of the same prefab
I get it now.
Wait sorry actually looking at this now I'm confused why the Food object itself isn't a prefab?
Then you would only need to do this dragging one time, in the Food prefab.
Yeah, only the blue text ones are prefabs
I would make Food a prefab too
and then have two copies of that here
then you don't have to keep repeating this process
Actually, I'd change food items there, so both will be different foods.
(yes prefabs can contain other prefabs in their hiearchies)
That's fine. You can do that as a prefab override
or as prefab variants
you'd still benefit from making Food a prefab
so you could make prefab variants of those or just change the text/mesh or even set an SO
I haven't read about override thing yet.
I guess I'd read it at some point.
overrides are any changes you make in the scene to a prefab instance
and prefab variants are basically just prefabs derived from base prefabs with overrides.
The triggers would work individually? For both food items?
prefabs (the assets), like many things, represent blueprints or templates.
when you instantiate them, aka when you put them in a scene, you are using that blueprint to create a gameobject.
you can change aspects of the gameobject without changing the blueprint.
Right now there are two different triggers for each food as you can see in hierarchy
and they're separate gameobjects
But both have same logic
I'll try it
imagine you want to change the range of the detection, you'd have to change it for all of them individually
Yes that's a problem
if they're prefabs, you can just change the blueprint and the rest will follow, unless one specifically has a different value
I'm going to try this approach
It worked! Now I'd change the food item to see what happens
I'm not really sure what you mean by that. Each trigger is independent yes.
So you were right. I can change the items and the trigger logic still works!
But I still don't fully understand the "override" part here. So basically it's "overriding" the instance with custom objects I added. And if I press Apply, it would actually save it in the Prefab for both Food1 and Food2?
It means you have made changes to this instance of the prefab in the scene. So this instance differs from the original prefab in those ways.
Pressing Apply will save that difference to the actual prefab, yes. So it would make that change to all instances of the prefab everywhere (unless those instances have their own overrides for that field)
I get it. That dropdown naming is a bit confusing. I thought it's a list of multiple behaviors, including "Overrides". But it's actually a dropdown of instances that may have been overriden.
it's a dropdown of properties that have been overridden
it's a dropdown of properties, fields, components, and objects ON this instance that have been overridden
it's a dropdown of overrides, as the dropdown says
Thank you guys. I got the solution to an unknown problem.
Yeah
If I hadn't today, I guess sooner or later I'd have to dig into this as it would be tedious to update trigger functions manually for each trigger.
Is there any good books on unity alone? I have a few on c# and basic unity projects, but I am working with DOTS and would like a book on this
Did you start to learn standard C# or the tutorials from Unity on C#? I also have to learn C#. I'm not good in coding.
Hey, why does unity not have an internal editor like Godot or gamemaker and you need to use an external one like VScode ?
If the unity editor had one it would make compiling time a lot faster
it is what it is
how do you know it would be faster?
Compilation speed is dependent on code complexity even the inbuilt editor would just have edited the code files
I did both of them, I have books on standard c# up to advanced but nothing regarding the advanced unity specific language coding rules
meh, i prefer and assume im not alone having my ide as a seperate window / workspace..
working on a script within unity and having to dedicate more screen realestate seems wasteful/unnecessary
already have enough windows to manage 😄 (just my 2cents tho)
theres assets and plugins to be found to code inside unity.. they all look less than polished tho
then you should use the offline Documentation that comes with the editor or you can view online, it has everything you need to know about Unity specific classes , definitions namespaces methods etc
The editor has offline documentation to read?
it was in the modules of the install
I didn't see that, thank you
Your poor drive, 120mb free 😮
hi
atleast got my editors on it
thats soo insane..
wat u got there
windows
probably temporary garbage collected
ur OS is one jolt from catching on fire
u should always keep 20+ gigs avail on ur boot drive 👀
2 editor versions and unpushed/undeleted repos
Unity coding something to code . ME STRUGGLING TO CREATE A VR GAME PROJECT AND REALIZING TWO DAYS AFTER THAT I DON'T HAVE ENOUGH SPACE. it was 3 months ago but i still dumb
Have you tried Godot
Compiling code in unity and Godot is night and day difference
i have not but i dont think that this is the reason why it compiles faster
It’s not, no 🙂
IT uses GDscript rather than C# .net
You can try with Riderflow
After Unity crashed, I had to force quit the software via the Task Manager. Now, I can't open a project because my license has suddenly been deactivated and I can't reactivate it. I should mention that I'm using the free version of Unity.
If I'm not wrong, it's because it had to rebuild the project, while in Godot it will automatically compile just what you need to change
does windows really need that
that's insane
What's that ?
A Unity editor plugin that does various things. Including an integrated code editor.
Not that much, no
it's not necessarily 20+ gigs, but it's typically suggested to keep at least 15% free on your Windows drive
Though it might need some temp storage for updates
Are there any inconveniences?
I just logged out and back into the Unity Hub, but nothing has changed. I don't understand; even adding the license is impossible.
Well the whole Unity editor is non-interactive while it’s compiling so… Yeah, I’d rather not have it integrated.
ah, of course.
Add new license > Get a free Personal License
Makes sense
Btw is is it free?
Yeah, like you were doing some code cahgnes and did ctr+s and it got freeze
each of the three IDEs that unity supports have some sort of free tier, yes
I tried adding a new license, but it still refuses.
visual studio and vs code have the same license and are really the most "open"
and rider has a free license if you use it for non-commercial purposes
Theres also a get help option, try it and troubleshoot
VS can get properly expensive for a company 😅
I can't even run the Full IDE
Restart your computer
Had the same thing happen the other day after my student license ended tried restarting the hub multiple times it did nothing and only until after i restarted my computer shortly after did it give me the free license again
Thank you, that solved my problem, thank you.
not sure its mandatory.. but I'll crash out way too often when it gets that low..
photoshop, video editors and stuff could allocate / need much more than that solely on boot-up.. (scratch-disks) i would sometime need to lower the amounts just to do something right quick.. to play it safe I would do anything possible to keep mine atleast at 25.. it would be much more stable and i could multitask all that I needed..
I could never survive on a single 500gb, I only have this much space this time cause I just re-setup windows a week ago 😄
Relatable
you can never have enough space right
ive been doing very good about it since my 17tb HDD failed on me
knocked it off the table. and the universe stood still for a moment
I was thinking about building a small storage rack next to my router, those 4-8tb hdds come cheap these days, raspi to serve some media platforms and services next to it, guess that will be a new years project 😄
i'll probably replace my 17tb hdd with one of those
that K: drive is an SSD.. and personally i don't have too much faith at all in SSDs anymore
👋
Do I need another override? What happens if this one ends?
Mhh i cant complain, all 3 of my disks are ssds, everything that I 100% can't loose is backed up on 2 of my server locations, one in strasbourg the other in frankfurt 😄
After the last OVH datacenter burned down I doubled up on the security 😄 luckily only lost a not-so-important database in that fire
Hey guys, is it safe to open a project that was made with unity 6000.2.62f1 with unity 6000.2.63f1? I get a messege that this might break my game, but the versions looks the same to me
Yes its safe
- make a backup though
A version jump that small should not break anything, larger version jumps can break things but almost never into an unfixable statue
Are you using version control?
okay, should i rebuild librabry?
Yes
Usually it does that automatically on upgrade
But yeah as Praetor asked, do you use version control?
If so make sure everything is checked in
then you have nothing to worry about. Make a commit. Then upgrade, and make a new commit
if anything is broken, you can roll back
in general minor version upgrades are painless.
trying out HDRP for a project...
Wanted a dimly lit scene for this interior but the light is freaking out?? Not sure why its illuminating only half of the room.
Any clues why this is?
when I move the light around that line on the ground follows it.
try #1390346776804069396 perhaps
Will do.
i win
No games installed.. just projects 😭
I feel like even after deleting stuff.. space still gets taken up over time
enough for day to day stuff 😄
I have a dedicated 2TB SSD for Unreal Engine projects 😅
Which is about two projects
i bought a 1tb nvme just for blender and unity stuff
and its already like 80% full
I know! its a struggle, hope to grab a new pc soon with more storage lol. Not much you can really do when you need the backups and projects.. which are constantly increasing in size.
usually motherboards have free SATA slots, you can just stick a cheap SSD in for now
even 500gb more from amazon would go a long way i guess
What kind of data is filling most of that?
Character animations?
are you doing hyper-realistic blender renders?
no way you need 8k for unity
nor did i say i need it for unity
lol i assumed it might have been obvious but yeah
the 8k texture materials are in blender
ive seen things over the years... 😄
8k materials in unity 👀
and with megascans going full free for some time its been easier than ever
Hillo guys
im just 3D blender artist
and am have problem with exporting fron blender to unity , the normal object like map and items
explain what the problem is in #🔀┃art-asset-workflow
For larger models though, up to 16k could be needed. Rare case of course. I typically blend 2k and 4k
the guy in the tutorial pulls the sprite into the scene, it doesnt let me do it, why? i get disabled icon when pulling it in...
make sure you are grabbing the sprite itself and not the "asset" unity combines it into
if it has the little arrow on the right you have to expand it first
ah fkk, works now, thx
that isn't a sprite, that is a tile
make sure you are grabbing the actual tile
if you grab the sprite (or a single type texture2d, which delegates to the sprite or something) you'll get a disconnected spriterenderer that isn't part of the tilemap
first image is my unity, second one is tutorial, why dont i have color picker like he has? its not that im using unity4 so that its outdated, its literally maybe 2 versions, both are unity 6, dont get it how can it be so different, its becoming annoying
does it
that's the material you are seeing there which is separate from the actual SpriteRenderer component
i haven't done any more than the tutorial in Unity and i was wondering if 3d modelling is viable in unity or if i should use blender or smthing
unity is not a 3d modeling software, you need to use 3d modeling software like blender if you want to do 3d modeling
ohh ok, ty
if you want to do some basic like
block outs and stuff
you can use pro builder
but anything more advanced yeah you need a dedicated 3d modeling software
it's just that i saw something about probuilder but i asssume thats an addon
its an official addon
would it be good for prototyping and such?
it adds some basic 3d modeling in blender but its almost exclusively used to block out levels
sry but what is a block out?
probuilder is not really something you can use to do actual 3d modeling, you can quickly block out scenes with it but if want anything even mildly good looking you'd need actual 3d models
i also use it to quickly set up some models for testing purposes without having to use seperate software
think of it as like sketching out your level first
through simple squares and shapes to build up its geometry
like in the screenshot above, you can see just a very basic level that i built using pro builder for testing
thank you! that is exactly what i was looking for
theres also a dedicated channel here #🛠️┃probuilder
Does unity have visual scripting stuff similar to unreal blueprints?
yes
which channel does self-promo for a VR release go in?
#1180170818983051344 but make sure to read the guidelines in that channel
is it ok if I drop a Discord link to the thread on dev-logs in the VR channel?
crossposting is not allowed
Anyone know where I can get my hands on some good weapon sound effects for free?
Rifles.. Pistols.. Etc? Ones for a low poly game, y'know like the instant repeatable ones
opengameart is usually my goto for SFX/BGMs
Oh totally forgot about that site
itchio has some stuff but usually requiring to download it first which I can't be bothered with
Actually just found something really good on itch, thanks.
do a dev build and enable logging
are you sure this only appears on itchio? Make sure you test local host
other platforms is fine, I've only done web on itchio, idk if it's something to do with the player profile settings
I mean I just have everything on default, though gotta admit. When I was building my web build, I did get js execution pop up and I acidently pressed no cuz it popped right where my mouse was when I clicked
idk if it had anything to do with that to break anything
when building?
exporting/building
if it was a question prompt, that sounds like something that would show up when running, after the build finishes
where did it show up, and what did the prompt say exactly? if you managed to catch that
yeah that's what I would think
uhh, I think it was when the build was complete then it popped up, I just saw the js logo that's all
in a split second
if it was a permissions prompt from the browser, you could just enable the permission yourself after the fact
but most if not all modern webpages use js so afaik most modern browsers just won't ask
yeah no it wasn't when I was loading anything on browser either
it just randomly popped lol
no idea
where? was it a prompt from unity?
I don't know, like I said... it just finished building and then it came up
it probably is running in your browser if you pressed build and run
considering that blob tells us very little, I'd try the dev build idea and see if any errors pop up in the consoles, and you can also f12 at the start of loading to get more infromation in the dev console of the browser
Usually I try to figure out if it's either a logical problem, asset problem, or rendering
yeah I have read about but never actually used it so not sure what I am looking for, unless it's something pretty obvious
yo does anyone know how to save values inbetween scenes. In my game I want to save a couple variables, switch to another scene, switch back and save the variables.
https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html
Can you that to prevent a gameobject from destroying between scenes
Alternatively you can write to SOs which do persist between scenes, but little funky when doing that with an editor build
alright thank you 🙂
why does my object keep falling through the terrain?
the terrain has a collider and so does the object
is it falling completely through the terrain, or does it stop almost halfway through it?
completely
make sure the terrain's collider isn't set to be a trigger
you're also going to want to increase the size of your sphere collider on that object unless you want it to go partway through the terrain (the green wireframe sphere you see in that screenshot is the sphere collider)
theres no trigger
let me check
yeah the sphere collider goes all around it
i'm assuming you mean you have now changed it so that it does
yep
still falls completely through
then make sure that neither collider is being destroyed/disabled at runtime, the rigidbody remains dynamic, and that both objects are on layers that can collide with each other
this is not a showcase channel. use #1180170818983051344 to show off your work
nothing works
yeah i've made sure of all of these
sorry, my bad
time to turn to chatgpt ig

last resort cause i've got no clue what the hell is going on
disable ur tumbleweed script.. and test
i have already
it made no difference
if it stays above the terrain then its that script thats causing it to fall thru.. (if all the things boxfriend has mentioned have been checked)
oh ok
well it doesn't lol
i am really clueless
Tried creating a new rb sphere and seeing if that works with terrain?
i got nothing that boxfriend didnt mention
i was gonna suggest making the col radius bigger to test that.. but danny's mention is equivilent
it does

now add the tumbleweed script to it.. and watch it fall thru the terrain 😉 \nah, j/k but really.. i wonder 🤔 lol \
i am watching it not falling
now im really confused
well then just add the graphics and ur finished 🤣
atleast i know the tumbleweed script works lol
its a sphere
there's another script that manages the tumbleweeds
it is onlyattached to tumbleweeds that spawn not a brand new sphere
its probably due to that
check it out n see.. atleast u know its not the terrain lol
Hello everyone, Can I ask a question about Unity here? Or where else could I ask it?
oh wait im so fucking dumb
holy shit
i didn't set the terrain
😭
yes i stole the script btw
dont chek ur console?
Is it falling through or spawning below terrain?
Please excuse my English, I'm not very good at it. I have a question in Unity, when I place a prefab in the scene, it sticks to the ground, but when I place the paint trees, they float above the ground, as you can see in the image. Why is that?
falling through
Are you testing it with the new sphere you created?
the script works properly with the sphere
but not the tumbleweed?
must be the prefab then?
i should try using a different tumbleweed model maybe??
When the tumbleweed falls through the terrain does it keep falling forever or does it eventually stop
where's the actual collider for the tumbleweed?
i fixed it
what ended up being the issue
<@&502884371011731486> ^
?ban 1445004271228686469 spam
no clue
nelson5o89 was banned.
i changed the mesh of the sphere to the tumbleweed
and it fixed it
the tumbleweed prefab is cursed
hi guys i was wondering to make my game multiplayer because i want to make a game with the same visual style as baldi and I think it would be funner with friends but I think that is a pain in the ass so yeah what should i do?
how many games have you made
i have made like 1 game on unity before and that was like a year ago but my memory is still fresh
it was also a multiplayer game lmao
ok so what exactly is the question
if i should make my game multiplayer or not
only limitation is your time and capabilities
okay
how should we know?
That's a you question
if you think you want it do it
simple
what's the game idea
Anyone else having game performance issues on your build since Microsoft pushed that bad security update a couple weeks ago?
Yo
Unity be actin weird
is that linux?
noooo
got it only a few years ago
and yes im on Ubuntu this happens a bunch
its just linux then, which does not have a consistant os for a program to stay stable on
yea I get it
how do i pack this prefab? the usual drag into the project method isnt working for some reason
you have 3 windows open in a window open in a window open in linux
wut
😭 what
thats what i'm tryna figure out
tf is going on with YOUR unity bro

hello
Hi, What do you want to get help in?
are you getting an error or something? what happens when you drag it in
i figured it out, it's because i was missing scripts in my parent object
you got a point
excellent argument
I'm looking for another place to ask this question, as I don't think it fits this channel. I'm currently developing a game, but I'd like some advice on the planning stages. Where should I ask my question?
What do you need?
I'm working on game development with Unity and testing various technical implementations. While the technical implementation is well-prepared,
I have some concerns about the game's logic and planning stages. I'd like to hear your feedback on whether the game's design is sound and what needs to be improved.
However, I'm not sure if I can post this question on the Unity channel. If not, where should I post it?
This channel is fine. You can make the question a thread
can you give me name of some free design and art software?
oogle maybe
no bro google just advice me some trash app
GIMP is free and used by some people. Depends on what you need to do. If you expect Adobe level, there is no free alternative. Closest, that is cheaper is Affinity for example
I recommend Krita
There is no trash app. It's either you expected too much or you just "google" not good enough
While agreeing with the second, there are still "trash apps" for sure 😉
Well yeah if you don’t research and just use the top result of course it’s bad
Figma is also good
But again, it depends on what you need. Figma is vector based, Krita is for rasterized graphics, and so on.
Affinity
I'm not a huge fan of their bitmap editing (compared to Photoshop that is), but for vectors it's fantastic.
https://www.affinity.studio
I wanted to ask like unity has its own stuff like vfx graph to make cool mograph stuff but how can we use and import cinema 4d animations to it?
By cinema 4d animations i mean motion graphics animation not character or other usual 3d animations
can I use unity to feed my eternal craving of human flesh
Like VFX? I'd look into Houdini workflows and see if you can do something similar to export from Cinema4D. But generally authoring in VFX Graph or Shuriken will be easiest and most optimized.
hello does anyone know why my animaton resets back into its starting position instead of running continiously
i've heard its something with root motion maybe?
there is a dedicated #🏃┃animation room you can ask in
thanks
I assume adaptive light probes don't work in linux
Try restarting Unity?
Feels more like a corrupt installation/missing files
anyone know why
Not exactly vfx. More of Interactive motion graphics. Also Houdini is a bit too complicated
might be looking at the wrong instance, etc
what other instance could it be looking at
if this is a prefab variant, you might targetting the prefab instead of an instance, for example
this is your project, mate. i wouldn't know.
i'm not psychic.
lol
i have it privated
tho
doesnt that mean it can only look at the one instance
oh i do
if i have many different enemies
and i want them to use the same ai
i need to change each name
so check if one of them doesn't have an animator set
like HostileAI1, HostileAI3?
no, that's unrelated
aha
you might have multiple instances of HostileAI.
you're looking at one of them, which has the animator set
the error says one of them doesn't have the animator set
these may not be the same instance
yep
thanks
Does anyone know why the Vertical Layout Group component introduces an X offset in children and how to prevent it (other than just offsetting the parent)?
page doesnt exists
<:error:1413114584763596884> Command not found
There's no command called
!!.
check the padding, perhaps?
if they're 0, i think they shouldn't be offset. perhaps ask #📲┃ui-ux
All 0, but thanks, I will ask
i put the same script on 4 guns, it works on 2 and it doesnt work on 2, how does that make any sense
then there's something different between them
i mean i came to the same conclusion but i checked their pivot point and its bout the same, way to small for the issue thats happening
then it's either not that, or it's that And something else
how do i figure out what the problem is, if the code is the same, models have the same pivot and their parents are the same
i have no clue on how to figure out what the issue is
you compare everything, over and over .. next to each other
difficult to help because you haven't shown the issue, just said there is one
i have been doing that for 2 hours and im too dumb to find a difference
i made a grappling hook, and it rotates towards to what it is grappling
now 2 of the guns rotate
2 just fly around
(i followed danis tutorial btw if that helps)
it doesn't
well then ignore that info
If the grappling hook rotation isn't needed on the other weapons, it shouldn't be part of the script that is on them
it is needed on all of them, they are just different skins of the grappling hook
but it sounds like perhaps you've assigned something incorrectly, perhaps
thats what i tought of first but i went over it a hundret times and i cant find the issue
have a break, come back later and try it again
oki
If it works with one, then it's not a code issue. It's a setup issue.
Hello everyone
I need your help
I want to add a time screen and for the player follow the time at the game.
im making a city builder game. I cant figure out how cities skylines able to have 1million objects (as villagers)
How can I do it?
question, how do i fix this
cuz i legit just made a new script and this comes up
THe filename and classname doesnt match
it also should be derived of Monobehaviour
BUT LIKE
its a new script
ive done nothing to it yet
even when i use an empty script
try recompiling the scripts
actually i may know why
the unity i use at college has a bunch of stuff i dont have at home soo probs thats why
being new isn't relevant if you haven't met the requirements of creating the script
i even changed the class name to fit the script name, nothing
idk what ive done wrong
Has the code compiled?
its a new script, what is there to compile
its there i think
My entire Project is in resources [Resources/Scripts]😂
Nice of you to open source your code
there is 1 issue that keeps appearing tho and its bugging mee cuz idk how to fix
should i take it to the coding channeel since its a coding problem
uhhhh goys
i got random game idea
but idk how to code
😔
i mean i never even tried before but i just randomly got the idea now i want to make teh game
hmm yeah idk
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is it possible to change the capacity of a vfx system at runtime? suppose I have a bullet trail which I use for a slow gun and a very fast one. I'd have to crank the capacity up to make it work for the fast guns and but the slow ones wont even need a fraction of that.
Havent used vfx graphs in awhile but iirc they have variables that can be changed through code yeah
hallo
What idea
ok
I have waaay too many folders in my assets folder. Many of which I don’t use in the build. Is there a way to find all the folders that are not used at all in the build? There might be objects referencing a texture or materials for many of them, I would be too much work to check everything by hand
On asset store i think there is something
there it is
I’ll take a look! Thank you
👋
Do I need another game override?
I have one in total. What happens if this one ends?
anyone else's asset store not loading any products? None of the images seem to be loading
network issue maybe
network issue, still fine in my editor
Unity has been having some trouble with their system, it’s probably not you.
Here we go again... Unity is beginning a phased exit from the Multiplay Game Server Hosting service. What a let down.
What happened
hello everyone, I have a question. I have a picture of an character and Villain , I want to make a sprites sheet for them to make animations, does anyone know a tool to make it?
I was reading about this and I'm very confused about it. I just finished integrating Multiplay into my first multiplayer development project.
same haven't shipped yet but the entire framework is ready
I'm really hoping API and pricing models don't change.
if they do, that'd be a lot of work down the drain for me.
Rocket Science are AAA aiming at big studios, not indie friendly as I understand. They don't even publish their pricing
yep, looking at Playfab and Edgegap
I had everything hooked into Multiplay. Matchmaker, Lobbies, etc
I've heard good things about playfab.
Player Economy, Friends, CloudSave, Authentication....
I wonder if I'll have to redo all of that.
how can i remove the [DisallowMultipleComponent] from Selectable?
i know its bad to do this, but i need it removed a short time..
or will unity break
unity probably won't break, but your changes will be... in a weird state.
they won't be saved into your project, if you ever update or reset your library for any reason then they'll be reset
It's only the hosting that moves, the rest can stay the same
I have a very simple question about UI text size. Is it okay if I post the related question and images here?
but for temporary.. shenanigans, you could probably just remove it from the file in packagecache
though, you'll have to be careful to not break anything else along the way. chances are there's a good reason that attribute is there
once you're done with shenanigans you'll also have to make sure your project isn't in a weird invalid state that was allowed because the attribute wasn't there
#📲┃ui-ux maybe
so, unless you really know what you're doing, you shouldn't do it.
thx
ive done that by first having my script be a non selectable, adding it and then making it selectable
but now if i make it non selectable the script will lose data
why would you do that
to be able to add the script
without it saying that selectable is there
this sounds very much like a x/y problem
why are you trying to bypass this restriction to begin with
Guys please someone help me
any image manipulation software would do that, if you have each keyframe you can use sprite editor
Anyone know how I can get the end of this bone chain to stick to the top of this metal cylinder? Trying to make a backpack + cannon setup and I want the hose to move dynamically. But I can't have a constraint on the last bone because vrchat physbones disables it, and dynamic bones just stops working on that bone entirely when a constraint is active
The right shiny cylinder would be the cannon the player picks up
Im having a bit of a stretching issue with my hands in a VR project, and at first I thought it was an issue with the XRpluginmanager or project settings, etc, but it could also be performance from some of the research ive been looking up. I was curious though if this could possibly also be an issue with the skinned mesh renderer, and if anyone has experienced this as a "common" issue with skinned meshes or if it could possibly be some handtracking scripts. The stretching is prevalent when waving the hands very fast back and forth, but also just randomly (again, possible performance or xrplugin stuff)
