#💻┃unity-talk
1 messages · Page 36 of 1
clear flags? 😓
ignore that.. thats not what this is..
makes a similar effect tho.. (like the old solitaire win screen)
so basically the handtracking script could possible be not updating the finger bones correctly ?
whatever it is.. its b/c part of the bone is <------ and part of it -------->
could be ur hand-tracking yes
MS Paint
Literally unity does that with the multiple texture feature, google that or look for any 2d animation tutorial
its basically doing this..
u can use wire-frame mode.. and probably see that part of the mesh is stretched away from teh hands
oooooh, good debugging tip
not sure tbh.. thats all the advice i can give.. i dont do VR / hand tracking
just trying to steer u on course
all good, been helpful, thanks!
good luck
means a lot
also can pause the game and go thru the hiearchy of the hand.. and see what parts of it arent supposed to be where they should be.. (not sure where to go from there) looks like all the finger tips tho getting stretched
could somebody help me pls 🙏
Hello, I just wanted to ask if there is anywhere I can hire some people for a game I'm creating, I'm working on a FNAF AR Remake and I want to hire some developers for the project (I can't pay sadly but I just wanted to ask if any developers can help me)
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try #📲┃ui-ux
What is a good channel to ask for help with lighting in Unity3d 6?
how can i make the scrollview contents scroll underneath everything else?
Can you explain what that means? Maybe show a video or something?
this is what it looks like before i scroll down
you want the scrolled contents to be under the piano keys?
yes and everything else above it
is your scrollview's viewport not limited to the space under the keys?
the content should be masked to the viewport
i'm not sure what that means. how would i do that?
hm, then it should be masked. the mask component is there too
yeah that's what i thought
make sure the viewport isn't moving up when you scroll at runtime too i guess?
looks like it is
that's weird. could it be something to do with the layout package i'm using?
i'm using this flexible layout package called Flexalon
i would hope it doesn't change the core behavior of built-in stuff
but i guess it can't be ruled out
hi
yeah just confirmed, in my project, when scrolling, the content moves, the viewport does not
hmm is your scrollview inside the main canvas or it's own obect in the hierarcy? chatGPT said it could be because the scrollview is inside the main canvas and the rendering order is affecting it
but idk how i would put it outside of the main canvas without messing up the layout
Using ai to help is crazy work
that is how it is supposed to be.
it is a UI element. it has to be in a canvas.
This would just need you to mess with the order in hierarchy no?
yes, rendering order is part of the symptoms here. rendering order should not be affecting masking or behavior of the scroll rect
you really shouldn't
Is it?
it's just gonna waste your time and waste learning oppurtunities
note my wording - it's part of how the symptoms present, it's not part of the issue
the piano keys are showing under the content because it's overlapping and because the content is rendered over the piano keys, due to hierarchy rendering order.
the issue is that the viewport is moving at all - it shouldn't be moving, and it should mask the content so it wouldn't be rendering outside the viewport at all
do any of the parents of the scrollview have anything (like layout groups) that could affect its positioning? viewport shouldn't be moving.
Could they have messed with the scroll view component? And changed what the content reference is without mentioning
well, they did show it, and the references seem to be correct
(you're on the right path in terms of debugging though)
Yeah im on my phone hard to read the low res text
nope. i also just tried changing the Z Pos of everything else to 1 and the scrollview to 0
Is the rect transform of the content the correct size? Same with the one with the mask component (that one should be the size of where you want it to show not the size of the canvas)
that doesn't affect canvas rendering order afaik.
It doesn't
okay i'm starting to think it's this flexible layout thing i'm using
it uses a package called flexalon to create a flexible grid layout
so i'm starting to think it's flexalon messing with the rendering
Is this flexible grid layout maskable?
the rendering isn't the issue
the issue is the viewport moving
Can you share a video of this
technically no, but practically yes
and in performance, definitely
doesn't look like the viewport moved up. nothing you showed really confirms that
look in the scene view with the rect tool, and see if the viewport has moved
oh i forgot to switch to scene view one sec
that shows the viewport did not move
oh crap i guess i was focused on the yellow outlines. so that means the issue IS flexalon
it is not
your viewport is missing an Image, it seems?
your mask is also disabled
you've removed the 2 things making it work lmao
this is how the viewport is supposed to be set up
the image type is probably not important - you could just create a new scroll layout group and copy over the image in the viewport from there
oh shit okay it wasn't working before i removed the image. i wanted to be able to see the background gradient through the spacing of the grid i didn't realize you needed the image
!ask
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: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
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thanks
that seems like a pretty general question, have you tried googling it
any tips on unity? im new
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Anyone know how to fix a shadow issue in 2d unity.
- I setup a 2d spotlight (with shadow strength 1) and box (with shadow Caster 2D with properties sprite renderer;cast shadow)
o this setup works well
but i want to mask only the things inside the light area. and when i setup a mask using sprite mask (a triangular area) and then change the boxes "sprite renderer"s mask interaction property to inside the area.
issue: the shadows draw over the boxes.
tried sorting layer, didn't give a satisfactory result
thank you
What do you mean by this?
Practically, Materials are "shader instances" with different properties so maybe you mean that
editable in inspector
sorry im using unreal terms
thank you
Edit what about it?
thank you
make it a material variant
Are you looking at a read only material? Do you have a material at all?
You should be able to duplicate a readonly mat to make an editable copy
yes i do have a material and no its not a read only
i fixed it tho
3 dots > create material preset
guys if i want to create a building system like scrap mechanic alone is it even worth trying im a beginner or should i just give up on it, i find like 0 tutorials on it
start with simpler stuff
learn programming, learn unity and you get one step closer to do it
otherwise you're just going to hit a wall and get frustrated and quit
A functional enemy with AI or just a model?
itch
perfect solution: https://youtu.be/HAPILQXbG2s?si=DP-mpPPWFhQcu0F6
This is part 1 to my updated 'How to Make a Basic First Person Horror Game in Unity' tutorial series. Be sure to like, comment, and subscribe for part 2!
#Unity #Unity3D #GameDevelopment
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Bodhi 'n' Friends Demo:
https://omogoni...
Btw how can I remove modules that I installed in a Unity editor?
from unity hub
I was trying an asset demo but the all the materials are pink. I cant find a solution what should i do?
shaders made in another pipeline
Can try your luck at edit -> rendering -> material -> change/upgrade from pipeline
is it better to use the unity version control or would it be better to use github?
Github
alr, ty!
I imported the assets in blender but the materials wont appear. what did I do wrong
It doesn't work. But nvm I figured it out
The actual way to cancel it is by stopping the action in task manager
Huh?
Modules are things that are installed in the editor installation, like Android Build Support.
That's not something you can stop in the task manager. You must be thinking of something else
yeah i'm talking abt the modules
Then what you said doesn't make sense. Task Manager?
some of them were taking a while to install so i wanted to stop it, but didn't find any option in the hub
Ok you're talking about cancelling the installation that is currently happening
to remove existing modules you use the hub
stopping the action in task manager has stopped installing the modules for the editor
soubnds like your install got stuck
yes
Well you didn't say that in your original question, hence the confusion 🙏
PLEASE HELP THERE ARE NO MATERIALS WHEN I EXPORT THE SCENE IN BLENDER.
Hey, just want to hear some opinions about this, I understand its a very loose question and I'm not looking for a one for all solution, just wanna hear some thoughts:
Im playing around a bit with architecture of the base of a game and I want to look into these 2 options:
- Having a RootScene that additively loads scenes for whatever the phase the game is in (MainMenu, Level1, Level2)
- Having a RootScene that loads and unloads prefabs containing the phase of the game (MainMenu, Level1, Level2)
What are your thoughts about it or are there other approaches I could think about? Would appreciate any input 😄
Option 1
I am currently making a game where the player would move on the x axis constantly and I would want the cinemachine camera to only follow the x axis, but I couldn't figure out how. Please can I have some help on this?
You can hybrid it to have a LevelScene which itself just spawns in prefabs of levels. Depends on your game.
But for our game, we do Option 1 entirely
Well what im currently planing the levels will be generated in runtime anyways, so it might just be one level scene after all
Is there any benefits of it that stand out over option 2? Apart from automatically unloading anything that belongs to a scene when i unload it 😄
Not really. It's just cleaner in my opinion.
An idea would be to have an empty transform that follows your player on the X axis via script and you follow that instead
If its possible directly in cinemachine the folks in #🎥┃cinemachine should be better suited to answer
ah yes thank you
Alright, thanks for the input then!
Oh as you have practical experience with this, how do you handle Camera / Eventsystem? Just place them on the root or does every "phase" scene bring their own?
i do this too and i put that stuff in the root scene
i think spawn mightve also used this pattern? i don't remember
mostly just, anything that needs to be a singleton, it's in root
For our game the Root holds the camera and the levels have virtual cameras.
Virtual camera as in cinemachine camera?
If a scene (level or otherwise) needs additinK cameras for stacking, they'll have it in theirs.
Yep
Alright thanks, then my initial approach doesnt seem to have been that bad, I just hate that cinemachine cries for a brain all the time 😄
And UI autogenerates eventsystems all the time
yeah while I am in play mode it is
so not as bad, the UI thing is more annoying when i try to prototype some UI and it adds another event system cause it doesnt know the root has one
We have a custom window that we load our scenes for editing from, which loads the Root and other necessary scenes.
Oh through your comment I just remembered that you can actually additively load scenes in editor... yeah that solves that problem, thanks!
editor scene manager is the goat
Make it fancy and it's great.
I have an asset on the store for this too -
though not all pretty and custom to your game like that ;p
I like it simple, and unity 6.3 gave me just the tool for that 😄
Haha I should have looked first.
finally extendable toolbars
I'm also one to make some level editor gui and add easy play buttons but i cannot share any unfortunately
this is alright, but how do we load multiple scenes with it, at the same time at edit time?
its a custom function that runs when i select one of those, so you can do anything
at work we also have some nice toolbar tools and similar to the switcher im building now, though that is done via more of a hack that a library implements cause we are not on 6.3
That would actually be cool if unity had that built in
Hey i need help i have 2 Questions
- How can i make a text see trough a wall like X-ray
- What is an good way for making realisitc objects?
I am making a unity VR game and I see a lot of them seem to do alright. Does anyone have any tips on how to grow the game. In terms of getting more players etc
Your first question requires a shader, if your using TextMeshPro, there should be a "Distance" shader provided that does this (I believe its called Distance, havnt changed the shader in a while)
Your second question might need more context, what do you mean with "making realistic objects"? Do you mean in Blender? The poly count? PBR shaders for how light bounces off objects? Im guessing your making a hyper-realistic game?
- Idk
- Blender
I mean like idk GTA watchdogs and all the big games i tryed low poly but idk it looks so dead
So like yhis level of realism? https://discord.com/channels/489222168727519232/1180330435151147028
oh yes i looks great but a bit to hard to do i guess xD
Its all about blender. Work on making the model look realistic. Then work on textures. The higher resolution the better.
Okay i understand but as i import stuff from blender with nodes it dosent work in unity
You need to bake it all
urm i know the word but not the meaning
You will need to rewrite your shaders in Unity
Ohh okay
You can bake textures, but not shaders
Hey guys unity localization change fonts
I need to make it so that when I change the game language, the font also changes to match that language.
probably with https://docs.unity3d.com/Packages/com.unity.localization@1.5/api/UnityEngine.Localization.LocalizedFont.html?q=font ? I'm not sure how it works though
didn't understand anything
Is there a video showing how to do this?
I'm not sure how it works though
Perfect, if I load anything other than the root scene it just loads it additively to root and the extra play button loads root and then starts play mode 😄
where do i ask questions regarding materials, i dont see a channel for it
anyways how do i get the material to stop doing this
material used to be unlit but i needed lit for the light reflections and now idk why its like segmenting into this
This looks like shadow acne to me
How could I convert inches to "Unity Units"
Unity units are meters
so look up "inches to meters conversion rate"
(the conversion factor is ~0.0254)
k ty
Okay, thanks. I was trying to recreate a room for a game.
turned up depth bias and its pretty small but i cant do anything more because i can't have holes in my shadows with the normal bias up
is there a way to automate having a debug build which has certain gameobjects enabled that the release build doesn't? like certain UI objects in the scene
You'd have to write some code for it, but you can preprocess scenes during the build process to strip out objects you don't want included in specific kinds of builds. You'll have to check the docs for the specific interface or attribute
Though generally Unity prefers you do whatever debugging related stuff your doing in an editor exclusive scope that isn’t tied directly to the scene/build
does anyone else get a issue where unity doesn't import textures correctly?
cuz its like making my materials weird idk
i made a seperate project where its fine so i have to assume its like a texture missing
Ugh, is rotation snapping broken on 6.3b10? I hold control when rotating an object using the gizmo and it doesn't snap, instead it rotates like crazk like -136 degrees after a small mouse move
I have a problem when attaching animation to the character, I adjust the character size to make it bigger but when I add this avatar, it has a model error and becomes smaller, so how can I make this avatar bigger?
And 1 more problem is the location of the image. When I added it to the 3D capsule, it was not in the middle but on the left side, so it makes my model look ridiculous. How to change the image location?
idk bro but what is ts
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why is triple t there
On what
look at what the bot sent
it's tung tung tung sahur bro
i smell ai generated
just help me fix one of 2 problem
idk im not that skilled in unity
just was concerned in why triple t was there
What problem are you having
What problem are you having
you should try making a bug report, especially since it's a beta
here
cant say for sure but are you using your materials in the right render pipeline? URP/HDRP/BRP
no ig i didn't install one so im just doing that now
you dont have to install one
when you make the project you choose between URP (aka SRP), HDRP, or built in
this material is for urp as an example
yeah ik i had built in but the stuff im doing kinda requires the urp so im just installing that now
Sometimes using software and switching to another is like hell or heaven what's your thought on this
one of my friends are having an issue where they drag an image into their material and unity crashes
wtf am I looking at
Switching software is not usually a problem, though because Unity and Blender use different shortcuts for the same actions, it does sometimes confuse me for the first few minutes after spending like an hour in Blender
I have less brain cells so I suffer more than normal person
Hello everyone
I need your help
How can I create a countdown timer?
At the a cube
have you tried googling that
No
you should
Okay.
it's a pretty simple thing (relative to other things)
Thanks for everything
so you should be able to find plenty of resources for that
guys i could use some serious help with unity haha
i tried moving a project folder and something went really wrong lol
is there anybody who could take a look rn?
What
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
you gotta give some actual info about your problem
oh yeah sorry
so i moved my project because i was setting up a new folder structure. somewhere along the way something broke (i still can’t figure out what) and now every time i launch the project, even after deleting logs, the library folder and everything else, unity generates around 80 package files in the root of the project. that is the same directory where the library, assets and so on usually sit.
i tried deleting several cache folders, duplicating the project and letting unity regenerate the project solution file. but no matter what i do, unity keeps creating those package files and their .csproj files always end up in the root folder. when i open the project solution, it also always includes these roughly 80 .csproj package files. i will grab some screenshots in a second to show what i mean.
what files is it generating exactly?
the .csproj files of for example unity.2d.*
or unity.mathematics
but only csproj files
These shouldn't be in the root? Mine are
you sure you're looking at files and not solution?
but the next issue is that when i open a script it says none of these packages could befound
(no, they shouldn't be there)
These?
yeah, those shouldn't be there afaik
there should only be the ones you're using in your own project
yea
but it used to work every time until i moved the project or renamed a solution file or something but that also used to work before
i'd guess this could be a new vs bug/feature given that akgamerz also has that
actually, is it unity or vs that's generating those?
i assume its unity because theres an option to regenerate those files
yet if i do, it still does that in my root dir
Yeh, be sure to set the correct editor in external tools and than regenerate files. Close VS before doing so and also restart Unity and try again
yea it is set to vs 2022
This is the project, and when creating a new project it does the same, generating all these projects next to the main sln
what does "wird geladen" mean?
Being loaded
wait, this is in vscode?
why are the csprojs using the vs icon lmao
Its the default software you choose to open it
the fun thing is moving used to work before lol it mustve been the change of the solution file name or something? idek haha
my problem isnt even that its creating the files in the root (i dont really care about that) but the solution cant find the unity packages
my csprojs use this icon 
RSS Feed? 😉
either of these extension is doing that
im going crazy with this 😂
if you delete them, and then restart unity or use "regenerate project file" (with vs closed) do they come back?
yep! but in the root folder. and ONLY the csproj files
So are you on code or studio?
i also get this namespace / assembly warning
Did you rename the sln to cardriftsim?
(there's 2 different people showing the same symptoms here)
lmaoo
Ah god damn, thanks 😄
why do you have that namespace included to begin with
idek
I know why. Thats VS Studio/Code doing it, because it thinks, you wanted to use visual scripting. Are you using visual scripting? If not, you can remove it anyways from your packages
visualscripting loves to constantly automatically be added as a namespace
okay? i have no clue abt this haha
In VSCode you can turn off the autocomplete on file header. There should be an equivalent to studio
even if you were using visualscripting, you probably wouldn't be working in scripts anyways, so no reason to ever use VisualScripting unless you're making nodes or interfacing with visualscripting
it's probably just because Unity comes before UnityEngine tbh...
i mean, you could? you don't have to though, really
you can just ignore visualscripting exists
yeh, but thats the issue. Spacebar auto adds namespaces and always runs into visualscripting. Happened to me a lot of times before I turned it off. Its intellisense going crazy on namespaces random suggestions 😄
oh, ive forgotten space to accept suggestion was a default thing
Sadly yes 😄
i disabled that years ago lmao
wait wait so apparently deleting visualscripting made Light2D reappear...?
idk ill check lol
How much Ram does Vs code takes?
bruh what on earth
unity and vs crash due to insufficient ram
could be that it wasn't gone, it just had a conflicting class
well, it's an electron app...
Hey why is my shadow going throw the walls? any ideas
are they set to cast shadows?
like is this normal?
where and what?
meshrenderer
Pipeline Asset Settings on shadows, light settings and what not. You should checkout if unity learn has something about shadows to know how they work
!learn
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my vs code only use 110mb, Have you been using it for too long?
Fresh project
ive used Unity and The vs Studio IDE on my 4GB ram pc but on my laptop with 16gb it lags alot and crashes often
hi
vscode is a chromium app, which isnt exactly known for efficient memory usage
I'm using old unity, does anyone know how to fix these errors?
That's not old, that's ancient, there are some compilation errors, can you send code
do you know how to fix this?
I'm trying to make a decomp so I can port it to Linux
do you want me to send you the whole project?
jsut code
which code
Of what exactly?
slendrina the cellar
There is a variable is used in somewhere before its even declared
which code do you need?
the error scripts
using any code editor
so... what is the issue?
Discussing decompiled projects isn't allowed in this server, sorry
hi
hello
wsp
nothing, currently I'm TASing some old abandoned game
I just got an email saying 6.3 was out as LTS but its not. oof
wdym its not?
The download has been up for weeks
not through hub on my side:
same
its in beta still
f1 isn't listed but it's up if you have the link
I'd still wait though 😅
it was an email not long ago this morning
Yes
Probably an email campaign fired by accident 😄
unity version control and add members
Can someone explain for me why i can't adjust functions of each body part model
Hey guys I am new to unity, I need help making a dialogue system for my project. Its super simple but I have no clue how to do ANYTHING if someone can reach out to help me I will greatly appreciate it.
fyi I've been using AI for my scripts and im failing miserably. Im suppose to be done in 9 hours
hi, not really how this server works.
have you tried googling for tutorials about those? or if you have and you've encountered an issue, ask about that
though, not many people will be willing to help with AI-generated code
it's.. not fun to work with
i am rn
trust me i know
Surely you won't learn if you use AI
is there a help channel?
most of the channels here are help channels #🔎┃find-a-channel
is there a way to parent an object or prefab to a parent prefab with a hotkey? I usually would use shift P but don't want to change the original Prefab structure, just have the function like dragging a mesh into the prefab so I can override later
parent an object to its own parent?
anyone knows how do i make it so i move with wasd on unity?
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Over 750 hours of free live and on-demand learning content for all levels of experience!
there are also resources there ^
launcher?
the editor?
yes im sorry im not that good with wording
in scene view you can hold right click to use flythrough mode
(this is also something you can google.)
a hotkey for bringing an asset into the parent prefab like this ( can be seen with the "K_Pipe_12x6" asset
right now I'm having to scroll endlessly to find the right asset, just to drag it in to the prefab
If I try to use 'shift P' for parenting, I will get a cannot restructure prefab instance error
https://docs.unity3d.com/6000.0/Documentation/Manual/SceneViewNavigation.html scroll down to "flythrough mode"
so just.. normal parenting? im confused why you're calling it the "parent prefab"
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
normal parenting yea, but again if I use Shift P it will come up with the restructure prefab error
flythrough mode is using the arrow keys while im trying to have it change it wasd instead
that doesn't mention flythrough mode
flythrough mode uses WASD
maybe you've accidentally rebound them? doesn't seem like they're configurable, nvm
i can't even use arrow keys with flythrough mode, so not sure how you're doing that
im talking about this btw
where i can just fly to anything using wasd thats flightmode right?
in the scene view
if you mean in the scene view, that's flythrough, yes.
maybe it's just because i'm on an old version, but Shift+P doesn't seem to be bound to anything related to that by default for me
what's it bound to for you
OH MY GOD IM So stupid.... THE PROBEM was the OnClick() thingy!! GUYS I figured it out
those objects are siblings anyways. how would the keybind know what object you want it to parent to
maybe i should reset unity to default settings
I think they** are** configurable
ah. i searched flythrough so i missed them lmao
didn't work
how do i do this?
Edit > Shortcuts
tysm
CAn someone VC with me in 15 and help me with networking in my VR game. I have no idea what the fuck i have done to it and auth and everything is broken
no vc’s here
Its an game engine
You will find all the resources for making and using Unity for making games not specifically 3d modelling
but i cant find tutorial on 3d modeling
There are plenty of Yotube that teach blender and maya
Probuilder?
You don't model in Unity beyond basic things with Probuilder.
It's a game engine, not an advanced modelling program.
hi im needing help if anyone can provide it
!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
I'm trying to animate a door opening, old school resident evil style, but it seems to drag the mesh and distort it. This doesn't happen when rotating the door in the editor, just when I press play. Any ideas on how to fix this?
Fun fact, just checked license for claimed Megascans assets before they changed license approach for UE, they shifted from UE only to Standard license, so it can be used across multiple softwares including Blender and Unity.
If anyone has claimed all Megascans assets you can use it for production freely.
Before recent changes for licensing
You'll have to show how you're animating it. Preferably in #🏃┃animation (or in #💻┃code-beginner if it's done by code)
Megascans have always been allowed to use in any engine, it just required a subscription before.
Yes but im talking about those free with UE5.
If you claimed all assets available with UE5 before UE5 licence changes it shifted to standard license.
So essentially you can have most of Megascans library for free on standard license free to use anywhere
Hi! My adjacent terrains sometimes separate and create a gap between them, even though all settings and resolutions match, and their positions are aligned.
It looks like one terrain changes its border height by itself over time.
Why does this happen, and how can I prevent terrain seams from breaking apart?
The terrain neighbour thing should prevent this 🤔
I changed the Grouping ID to 1 and everything fixed itself
hi gents, quick question - we are building level blocks within a prefab. So dungeon.prefab, etc. the level itself is a prefab. When I go in and even do incremental transforms on a single mesh within that, I get a dialog for a split second or so coming up like this ^
Its fine for the most part but even when you want to do small changes it will update like that. Is there a way to disable that dialog while doing updates? Its not a massive hassle as its so quick but would be nice not to have it appear at all while working
in prefab context at the top of the scene theres a auto save toggle
sounds obvious but I'm guessing if you disable autosave you have to manually apply overrides after changes
you'd just have to save manually while in the prefavb
thanks!
do you know any solution for this. when i switched from 3d to urp the materials became pink
Pink means shader error which usually means you are using shaders not compatible with your current render pipeline
Window > Rendering > Render Pipeline Converter
im not sure whats happening but can someone please help
i did that but still pink
So you'll probably need to change the shaders manually
i have an assignment due in today😭
like shadergraph or shader programming?
Like, with the drop-down on the material
Hello can anyone help with extracting mobile game files
You'll need to pick one that is compatible with your pipeline
i wanted to see if i could extract files from old games
we don't support modding or decompilation here, sorry
would probably be specific to the game
am i mutted
your sent message does;nt seems like you are
can i get some help please then broski
If someone knows they will answer. Do you want 25,000 people to all individually reply "I dunno"?
https://gemini.google.com/share/2e1e05238933 i asked a technial question to ai . is that correct?
Yes looks correct
Your question was a bit odd
But I think it's kinda missing some context here.
You're probably wondering about coroutines, which are a feature of Unity that depends on IEnumerator
Without the unity context it just told you about their role in foreach
yeah
sorry i didnt know coroutine belongs to unity's libary
Coroutines are a feature of unity ythat depends on a feature in C# called iterator methods, which itself depends on IEnumerator.
Ask gemini about "iterator methods" in C# and how they work to make Unity coroutines work
it will give you a nice detailed answer
thank you
gemini has something no other ai has . there is a tool searchs everything ai said in the google and provides you a source
Yeah it's pretty good. I subscribed to the pro plan myself.
i am universty student i got it for free :D
nice!
but only for a year.... :(
Ah yeah I have a free trial for a year too, got it from buying my Google phone
google have phone?
Anyway I find it super helpful. I've started using Antigravity (their IDE) for Unity development as well
Arch btw
You know what else is capable of searching everything in google? google.
Don’t check my bio
it is possible for small text but i am not going to search every sentence 1 by 1 if ai gave me 5 page long essay
I already did lol And got scared by your profile pic 👍
I use Mint btw 🗿
I was gonna change it eventually
Your not gonna believe what I use
what is it Arch
I use Debian
Gulp
H e l p
Whats wrong in debian
no i had driver issues
Akgamerz
Not my fault
Arch comes preinstalled with nvidia drivers if you have it
Oh yeah
Sorry
Is anyone here familiar with
Arch
Yes
We should move to the Linux channel
Oh i see
I started Unity yesterday, by the way 
Atleast you aren’t weird and choose godot
You chose a goat engine
please stop asking about decompilation
Wrong server
I've been playing around with a bunch of engines recently, that one included. Now it's time for Unity. Which I'm really liking so far
i dont tolerate godot slander
I tolerate poodot slander
glazing unity after their greedy attempt at getting more money is crazy
Is school out early
70% market share of mobile games
It's a bit early in the month for the year to be over, isn't it?
Desktop does exist Yknow
so if i priced my game 80 bucks on mobile but 20 bucks on steam it's fine cuz "desktop does exist yknow"
this gotta be ragebait
Genshin is made with unity, desktop games does exists
i like unity as a engine but i dont like the people behind it bro 💔
Make UnUnitied Unity
Like how someone made UnGoogled Chrome
no
You get to control it
ungoogled chrome is just chromium bro
Never used it so I wouldn’t know
i've never used it but it's litterally in the name
Then is Google Chrome just chromium
no
google chrome is built on chromium
It’s in the name
Arch Linux is the full name
yes it does
Guess I’m stupid then
professional dumbass suits you 🥹 🙏
That’s why I put it there
is chromium like roblox studio and chrome , yandex , opera all the products made by that?
i do not understand the question
you can google this very easily, just the overview on google tells you this
Godot doesn't let you do multi threaded code, micromanage data, or switch the type of data types into persistent or temp
Your so limited on options I am surpised you can making anything but a phone game
i don't know what any of this means so i don't think it's really an issue
Your essentially playing with a bike stuck with 1 gear, while I can just add more gears to my bike
Or a car stuck in stick shift with no way to shift gears
i like unity and godot 
unity for bigger projects and godot for prototypes to see if game idea is fun
Honestly I am only using unity because it uses c# and has support for multi threaded burst with a pipeline into compiled c++
90% of unity users I have spoken to rarely use the features I only use lmao.
im still at 2021 🥀
Ehh finally LTS
I cant wait to get my hands on the multiplayer templates, I finally want to see how they unified gameobjects with the entities netcode 😄
Same
First of all there is 9mb left on my ssd, and my projects are on that 2021-22 version, ill first complete or do something about them then upgrade the full project to latest ones
The earlier you upgrade, the less stuff you have to update 😄
9mb left on your ssd is fucked
can it be possible to allow us to change the cover picture of our post in #1180170818983051344 please?
If you edit the post to have a different embed it might work
This 6.3 will remain for two years?
if not, that's a discord thing
Yes, until then they want to have 6.6/6.7 out as the next LTS
Hi! 👋
I have a question related to Unity WebGL, Next.js, and Auth.js, but I’m not sure which channel is the right one to post it in.
I’m trying to figure out how to link an anonymous token generated in Next.js with a Google account (Auth.js) for a Unity WebGL game. I’ve already opened a topic here:
https://discussions.unity.com/t/how-to-link-an-anonymous-token-generated-in-next-js-with-a-google-account-auth-js-for-a-unity-webgl-game/1698530
Could someone please tell me where I should post this question on the Discord to get the best help?
Thank you so much 🙏
So LTS versions don't update often as the other editors yeah?
you just edit the first post.. (it'll use the image that post uses)
They get stability updates, but new features usually go in 6.4 6.5 etc
hey guys i have a question how can we make our own game engine in 3d
how is that Unity-talk?
idk coz unity is game engine
But your own engine is not unity
lol
This is not even related to Unity
i dont have engine
Get Unity
can we use unity
Obviously
im soo lost
oh
Ok I tried but it only managed to delete the image I had and im not able to add a new one for the first message post anymore so now I end up with nothing 🙁
is unity easy
yes
i believe you had to edit the first post rather than delete it. you might need to make a new one
you made 3d multiplayer fps in it
you can upload ur image somewhere like one of ur github repo's or pages
edit: (may be just more worth-while to copy out the information and create a new one deleting the old one)
using w/e image you want.. (to be permanent)
and use a link to embed the image
like digi had mentioned
When unity updates does vs studio’s interactions with unity also get updated?
Ok I managed to simply insert my youtube video and now it use this as the picture, great!
cool, good stuff 👍
You can make anything with programming. Engines like unity just hand over all the tools you need typically for making games. But you can also do alot of other stuff in it.
Its an workshop with all the tools given
Yup.
i am new to this stuff i tried it 4 years ago gave up and now im back and im even more clueless
Yeah.. but think of it this way. The more of your time you spend on trying to learn it even if it seems like you’re not making any progress, as long as you do it repeatedly, you’ill only end up learning.
i also took a little break but when i came back everything was familiar
Yeah same. I felt alot more comfortable as well.
theres a phase where sometimes ur just following the motions..
they'll be a eureka or a "click" moment.. where it makes sense..
then u build off of what u learned...
rinse repeat
Watch a tutorial and try to follow it. Even learning the interface is a huge progress. At first you’ill only understand the most basic of things which is normal. You need to learn them
i see at that time i copied some tutorial made some 3d board game with mlapi i think and connected it to photon i might still have the exe for it and the android build but i kinda lost the files idk that was sketchy project later on i realised im js following it
!bug
🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.
📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!
💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.
For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting
you probably shouldn't start w/ multiplayer unless u like pain
the thing is it still works idk how and people could connect using the relay service of photon in it
best to learn the workflows.. the engine.. etc.. w/ very small and simple prototypes..
get the hang of the engine before even considering multiplayer
You’ill be following as long as you don’t understand the interface and the basics.
But tutorials help you learn the interface and the basica of programming. If you try, you can only gain, not lose
thanks for ur motivation i will now try to understand its fundamentals more
i would try to find a video or two of the game im talking about and send it in showcase too
tho its 4 year old but yea wtver
Goodluck. And remember, losing is never bad. It’s frustrating but that’s a part of programming for beginners. It feels like you can’t do anything.
the harder the thing the softer the result
idk what i said
but yea i gotchya
But you are already learning it. That’s the progress along the way or whatever metaphorical thing
People say
Yeah. Definitely. It’s so time consuming if you wanna make something remotely robust.
i saw there is some llm thing also now that uses claude opus or gemini idk to create prototypes
game dev is one of the most time consuming things, i have tried learning video editing, music production and a lot of things but game dev definitely frustrated me the most
do you want to make something yourself and learn or do you want to have some machine make a half-baked soulless version for you
Music creating and video editing can be just as time consuming but i suppose if you want to make a full on game, it would take the longest
But that’s if you include assets and such
Honestly somebody has probably made that.
in case of unity llm for now isn't that useful
i agree with that
Although i would never use it myself. I even turned off suggestions
If you want to create a dreamlike inconsistent mess that's not worth ever actually playing you can just close your eyes and pretend instead of using the power output of a small nation to churn out more slop onto the internet
a lot of fooking crazy stuff scripts shaders models systems that wont break a lot of testing and mechanics basically everything is totally a new skill set inside game dev
llm isn't really useful for much. definitely not as much as the marketing people want you to believe
It’s like combining pieces of code you asked chatgpt and combining them like a franken steins
It doesn’t teach you code structure and especially doesn’t do you good in learning and memory
That’s for sure
well i think you are right cause i tried it and it was trash for now
hey guys.. I made a gmae and when I published it. I saw THIS. LIKE... how do I fix this :(((
It’s not that it’s trash. It just does it for you.
And at that point you’re not programming. You’re just asking.
You're going to have to explain what "this" means.
whats the problem
i mean thats the most unproductive way of using ai because it can't handle files folders and doesn't have access to command line in the browser.
the first picture is OLD like I saw that when I published. but that is VERY VERY old...
I want it so when I push I see my MainMenu scene 🙁 NOT THIS OUTDATED BABY
i wonder that experienced developers could utilise ai in a more productive way than we all can ever imagine
What scenes are included in your build index
Okay, and when you load MainMenu and hit play, what do you see
dis
You could definitely use it for something you’re not learning like perhaps creating a plugin for a software that you’re using to save time. But never ever use it on a language you’re learning. Because you’ll start to delearn if that’s even a word, really quick.
So then your build settings are correct. Did you actually do the build and did it complete
the thing is that it is not even that good to rely on completely so i could nvr be dependent on it for this time atleast lol
i CANT build :<
I would personally never use it. It would be like asking a ai to draw the trace lines for me. And suddenly i can’t draw lines
thats unique
:> IK IT IS
agree with you totally, you are right
This isn't your active platform. You need to switch to it first
Then you can build it
Well, there's only three buttons
one of them you've tried
one of them is disabled
so what do you think is the next step
Switch platform
uhm... switch platform..?
i would have probably close the project at this point thinking its glitched
YIPIEEEEEEEEEE
That would probably be the button to click on if someone told you to switch to a platform
IM SORRY IM JST SICK AND I HAVE TOO MANY HEADACHES 🙁
BUT TRST I WIILLL LEARN FR
Sounds like a good time to pull out the sign
Just replace “Unreal” with “Unity”
uninstall unreal entirely 
that thing would probably blow my pc if i try to open it
Start using unity’s particle system today!
NUH UH DEADLINE IS TODAY plus im using UNITY 🤓 Not unreal 🤡
LIKE TWIN CMONNN
Dude you’re using unreal engine. You literally cook your files and fry em up.
No me using UNITY BOY
Great! You can download the unity particle system from the unity assets store today!
bruh fk i didn't know i said words in it
twin how much you getting paid..?
the bills cant be that high 😭
Nah dude. I’m like the average unity helper.
NOOO
YOU DIDN’’T
I coulda sworn school wasn't out for another few weeks what is up with today
AHHHHHHHHHHHHHHH WHY TAKE SO LONG!??!???!?!??
WHY SO QUEERIOUS MAN
WHYYYYYYYYYYYYYYYYYYYYYYY
😭 🙏
Chill with the spam.
okie papa 🙁
Different timezones or perhaps different regions?
If you don't have anything constructive to say, don't spam the channel. With emotes or otherwise.
@tawdry tulip
YES SIR 🫡
average build size: >1GB
GUYS IT WORKED 😄 THANK YALLL SMMMM
It lags on a good computer as well lol
SO GUYS... Can yall like YK Lmk HOW THE FLUCK yall are so good at unity 😭
practice
true dat
wat abt coding
practice
these are skills
you improve them like you would any other skill
with practice, experience, exposure, and research
yeah how did yall learn it?
there are beginner resources pinned in #💻┃code-beginner
School, then as a job, and also practice
Yotube & docs
Turns out schools teach stuff
OK WAIT Is it similar to python :3
Is what similar to python?
c#
Only in that they are both imperative programming languages
mainly documentation beacuse i was confortable in untiy and .net so the api was like easy
practice.
!collab
!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**
: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 almost added a triple kill to the pile
guys is c# similar to python 😭
but I was just barely slow enough that the others rolled in before I typed it
no

Wait I thought it was
It's easier to hop onto python if we learn C# yeah?
every language is easier if you learn another language first
your first language is always the hardest
nah
Oh that's a fair point 🤔
and i mean.. c# can be similar to python if you're comparing c#, python, and html. it's all relative
gdscript is more like python c# is a lot diff from that
probably lua scripting is also similar to python
c# similar to java
is it?
python is more of a scripting language
it's probably the closest pair of non-derivative languages
c#/java more the OOP - let's make everything a reference type of languages
have any of the existing editor bugs been fixed in 6.3?
https://assetstore.unity.com/packages/3d/vegetation/coast-dunes-environment-dynamic-nature-beach-sea-islands-dry-des-309456 When you get assets like these, do you get all the individual pieces like the little rocks and the materials to build scenes from them yourself?
usually yes, but you can check the package content on the asset store page or reach out to the asset creator to make sure
And whatever you need to do the little mountains and stuff
Ohh I see. Because I would love to build scenes like these without having to make everything myself
Is it possible to. Make actual apps instead of just games in unity??
games are actual apps, but yes
Is there a word or a simpler way of describing what I'm talking about?
modular pieces/separate models
Hello 👋
usually there are better tools to make non-game applications than unity
but yes, it is technically possible, though, again, there are better tools to do so
Android studio
Thank you 😁
Cinematics and movies are also made
Hello, I’m translating games so I can play them in my own language. I’ve now decided to start working inside this engine. Could someone help me with one thing? How can I extract files into a single file without breaking their format? If I do them one by one, it ends up being thousands. Is there a shortcut or method to do this? Anyone who knows could help?
modding third party games, asset ripping, and decompilation are topics that are off limits in this server #📖┃code-of-conduct
Oh, I'm sorry, I didn't know. I was just asking for a little help. Almost no game has our language.
Thanks for linking that! I’ve been looking for a European beachgrass model for months!
you probably gotta select a 2d template project, tho unity just fixes axis and removes skybox in it but its still better for app purposes since u will be using and creating mostly UI and backend so you won't require those additional 3d resources that unity provide. I would still suggest sticking to making games with unity, for app development stick to anything that provide you cross platform access such as flutter maybe with google dart. You can still try making apps in unity if you feel other things will be way more intense for you.
anyone know anything about VRM exporting? im using UniVRM and trying to export, everything works except it wipes my spring bones when i export, cant find any solution to this online
help i pressed something wrong . objects spanps and i can move them mostly anywhere instead of pivot point
maybe you set them to local/global
Not clear exactly what you mean, but the grid/snap settings and the pivot location settings are all here
i dont know what i have done it happened suddenly . probably missclick
Center/Pivot should almost always be on Pivot
Shouldn't be. If it's on pivot and the sprite renderer is using the default Square sprite it should be in the center I believe
Does the Platforms object have a weird scale or rotation or something?
i cant use rect tool because of this 😭
try rebooting unity?
probably because you parented them to the Platforms gameObject
impossbile 5 min ago it was fine
hmm ok

yooo
@sly lake do you do environment design?
it is actually called level design
Yes.
My style isn’t realistic but I can convert the plants to my style
How can I get into doing stuff like that? I love realistic nature environments like the ones from the Horizon games or Shadow of The Tomb Raider
🤯
That looks great
(I'm brand new. I started yesterday lol)
Study art and photography. Color theory, composition, etc. Very important.
Most of it’s just learning to see like an artist, I guess.
I wanted to put emphasis on the visual part. Because level design to me is more about gameplay 😅
Yes, they’re separate
That makes sense
I was asking more from the software side of things
But yes, this is probably the most important part lol
I've been eyeing a bunch of stylized terrains and I noticed that they seem to do a very heavy mesh workflow for cliffs and using the terrain as a guideline
Yeah, that’s what I do.
I wanted to try something similar. I guess it's time I go eye some rocks for a few hours
May just go grab some asset packs I guess
unity is already pushing it tbh
it does but unreal does it even more rn these are some complex engine bois
doesn't help that unreal enables all post-proccessing effects by default
sure love editing my scene with motion blur
lmao i can just imagine that stuff like that can really fk up ur pc coz in after effects turning on the motion blur quickly makes the software laggy and unreal is doing something similar but with 3 d elements and much more complex stuff lol by default
did you simplifed your objective and seperated into phases?
i guess this server focused on game devoplers rather than other type of users
i am a regular user like you brother
i dont know
i just made a suggestion
niche category... but you can get help/learn in generals// and apply that to robotics
i dabble with embed work and cross-platform unity IoT stuff
but theres no dedicated channels for such stuff however
plus Unity is Unity stuff.. for the actual hardware and sensors and whatever ur using on the robotics side.. thats actually not related to Unity...
you'd have better luck using the approprate resources for those things.. but u can learn enough of Unity to understand how to connect, read/write, with those accessories
Why do you guys prefer Unity over the competition? Just curious. I'm still in the process of choosing my tools
you can make a thread here..
Should I ask there? :O
yes, that conversation should take place in that thread and not here
you may also want to consider reading the information in the thread before just dumping your question there considering the entire point of it is to answer that specific question
and explain urself a bit better Dhruvi.. be specific when refering to robot's head.. receiving camera feed.. and so on.. if ur working with robotics and real-world systems try to be descriptive ~~explainative ~~enough to know what in Unity could we help with in regards
Oh ok. Thank you
The Godot community is so small. Unreal is like using a Tsar bomb for coal mining if you’re not making a large-scale game; even if you are making a large-scale game, they don't support 2D.
So, when you eliminate other engines and compare them to Unity in categories like community size, complexity, ease of use, and tools that make your life easier, your only real option becomes Unity
Hey, just saw this video:
https://www.youtube.com/watch?v=amTgA77p53Q
I'm interested in Platform Toolkit, but in the video she mentions that you'll need Unity Pro for platforms not in the core of the toolkit, so for platforms like Epic and GOG i would need to pay a Pro subscription for it, even tho it's not necessary at all to develop on those platforms and their docs/sdks are open?
Join Unity's own Adam Smith, Jason Mann and Tarrah Alexis for a discussion around what's new and exciting in the upcoming Unity 6.3 LTS release!

he making unity robotics
presumably they are referring to platforms that do require having a pro subscription, and not just platforms that aren't currently supported by the package
console as an example you need pro for it (for some reason)
Hope so
Cuz i have a game to port to epic/gog/xbox game pass and this would help a hell lot
pretty sure you'll need the pro sub for xbox game pass anyway
Game Pass has PC-only games too
Including some low-profile stuff, so not at rare exception or anything
make sense actully . imagine millions playing your game but technicly no one is bought it but you earning money
Now this will get pretty annoying, it would be nice to have a way of disabling those warnings
Greetings. Do you know how to fix intellisence for C# Unity project in Visual Studio 2026? It's new empty project to test.
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
did you tried to make Public
instead of public
capitals are important
common guys. be serious
@balmy kettle i tried my best 😭
correct capitalization is important, which is why you shouldn't be suggesting incorrect capitalization as a guess
public is C# keyword
tbh i never checked the way unity wrting the monobehaviours
@balmy kettle first time i saw JetBrains Rider do you know why its not popular?
i don't know why you are pinging me for that question. but it is popular. it's just not the default that unity installs for you, nor was it always Free*
-# *only for non-commercial use
Is there a way to change the thread icon in dev-logs?
i choosed you as my mega ultra mentor of information this is why i pinged you for that question
Does anyone know the docs to Platform toolkit? Cannot find it anywhere and there's just this custom windows to it, like, where do i define the platforms i wan't, specify the configs and so on?
don't ping people into your questions #📖┃code-of-conduct
Ty
Oh hey, that's my team's new feature, I hope you like it!
Man if it works as expected this will save me few weeks/months, thanks for this
Also, is there already support for GOG/EGS or it's planned? If not, can we implement custom stores?
what it do exactly?
There's no support for those stores yet, but you're not the only one to ask for them, so I hear you loud and clear, we will investigate. Custom implementations are not supported or recommended at this time I'm afriad.
you mean this thing?
A single async API that lets you manage users, make save files, unlock achievements etc across multiple platforms without writing custom code.
And trust me, it will save you A LOT of pain, look at this *** piece of junk i had to write 
Just to get achievements working on one platform is already a pain in the ***
In Epic for example you have to authenticate the user, create a separate dev auth, make a request to get achievement definitions, make another request to get achievements progress, get the achievements interface, and just then you can start checking/unlocking achievements
(and every step can fail in lots of different ways, some stores need custom callbacks/initialization steps and so on and so forth)
And after you think you got everything right you'll probably fail in their validation process couple times and have to fix things again
My fear became true, Unity Pro subscription needed not only for closed platforms but also for Steam and so on 
VSCode is working out of the box. Even with debugger. One more inconvenience with Visual Studio 2026(
For future readers. Visual Studio 2026 support is clanky at this moment. Use VS2022 or VSCode with Unity + C# plugins.
It works just fine
What did u do? Which components did you install?
Just installed it with default options for Unity (Desktop development with .NET and Desktop Development with Unity)
yes, preview image can change?
heh. same
The only issue i have with it is that some times it takes a while to initialize properly (specially the first time of the day), but still it's only some seconds
territory (
the preview image is not an icon lol, but yeah it's just pulling whatever's embedded from the first message.
you can edit your message to have a link with an embed if you want, but the cover image isn't directly modifiable
Try installing Visual C++ all in one, it's usually missing something in there that a newer version may use
Nah. It's unclever move for my perfect C++ dev environment.
i mean, vscode is also perfectly fine
I always had problems with it, their plugins that are necessary for autocompletion are not constantly updated and new features always have completion problems
(i use it all the time with non-compiled things and its great, just not with Unity)
