#💻┃unity-talk
1 messages · Page 37 of 1
sounds like it'd be related to splines
anyway @mental pulsar thx for feedback. At least someone succeed in this migration 🥲
i think i found a very weird bug in unity
setting Time.timescale in Awake works in editor
but doesnt work in build IL2CPP
make a development build and put a Debug.Log right before it, and see if it shows up in the logs
yep as you can see
Time Scale = 0 does get set in awake
anyone else getting issue with the 6.3 upgrade from 6.2 LTS project?
it is mostly on the rendering package
6.2 has URP 17.3 which is the standard for 6.3 however, it is giving issues
previous upgraded grom 6.x were flawless
You might have an execution order issue. The order that awakes happen isn't deterministic
I can just do it on start IG
but its weird
why is it weird? I assume you have other scripts setting timeScale which is why this appears, so I would consider this to be a code failure on your part
nope i removed other scripts to test it
oh...
ahahahahhaha
i made a script that would reset timescale on scene load
i forgot about that, and it was a donotdestroy instantiated
oops
😭
but why does it not change on editor tho thats weird
prob just code execution
light mode 💀
that is the notepad..
So I was wondering, how common is it among other devs to write docs on their code
I do it often
Hey, any idea on when the Cyberweek sale ends?
you don't have notepad++ ????
it's free you should get it
maybe later but i dont use notepad anyways
ok
Depends on the code, if its generic/reusable or for a framework/API or asset or for a project where a designer needs to understand some code or its for a specific client by request ill usually document, otherwise I usually try to document as little as possible (outside of functions that might be genuinely confusing like math formulas), I like the idea that code "comments itself" when it is written clear enough that a comment would just repeat the obvious in a way, but this assumes that either im the only one looking at my code, or I know the people who will be looking at it, all understand the syntax well enough that a comment wont help add context for them
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where can i find people who are interested in working on a project together?
One message above.
🔥
I have a multiplayer fps game literally so close to completion, I know it’ll probably get no players since I won’t release it on steam but how can I be motivated to release it and finally complete it
Hey guys I got a question. I am looking to make a relatively small horror game. At least 4 levels, 15-30 minutes of gameplay, and was wondering, would my game benefit from abstract systems, asset managers, static game manager, ui system, etc, or should I keep everything scene based with dontdestroyonload?
Probably both (early on). You want some reusable peices for input, dialogs, etc. But the scenes can be laid out individually.
I find environment, props, and the story is unique per scene, data loading, input, character, etc is often reusable
For a quick project
Its not uncommon to also have those props prefabs that are reused
So when you say reusable, do you just mean dontdestroyonload gameobjects that have scripts attached with singleton instances?
Not necessarily... I usually do one singleton (game manager) which may have children (i.e. audio controller) that it carries. But thats more for convenience. Another example is my persistent data loader.
I mean more like using inheritance if you are say doing something more than once. So if you want objects you csn carry, like a box, wood or a rock - having them inherit themselves from a base Interactable (or as a more abstract core script for all objects) means you can write it once and use it many times.
At the same time, I wouldnt make the entire scene something abstract, just the reusable parts
Yeah I just didn't know if I should add like... static factories and stuff that makes a new gameobject, but since the method is static, I can just call something like "AudioManager.Create()" in a initializer
And that would make a new GameObject with the AudioManager script that I could tie to a Game Manager static class
I think it just depends on the context. Like if its a space shooter with a lot of proc gen spaces and spawning enemies - having a factory makes sense. If its like a 2D platformer with specific enemies, its probably better to just use prefabs. Whatever is quickest for the workflow for the game you are making.
Well it's going to be a 3D first person horror game with about 4 levels, and each level is going to have a "section" that controls game flow. Subscribes to events, etc
The only thing I don't know how to do though is tie it in with a save/load system, because then I would have to coordinate a specific section with the player's load location and initialize everything for that specific section
That makes sense. Its kind of hard for me tk explain, but I made the templates for the team to use. One of the most used is the Step Manager, which essentially does (unityevents), waits for (genericevents) then does more (unityevents) before going to the next step.
So it could wait for a light switch or dialog to finish before continuing. Etc.
An example is:
- pre: turn on the light
- wait: for a Light Off event
- post: show dialog
- post: turn light back on
But you won't find your flow for that until you go through a few projects
But I built that for a project about 8yrs back and we've reused it in like 70 projects since. So was worth the time to make it i suppose
Yeah, I mean, and I know this isn't a code channel so I'm not asking for help, but let's say one scene loads, and I want a controller for that level that subscribes to events such as if a door opens, what should the game do, stuff like that. Maybe objectives the player should do in a sequential/random order to progress, etc
Yeah exactly, thats what I made our step manager to do. It basically controls the business logic or story.
It basically makes it really easy to wire up the entire scene without writing code.
I've been meaning to opensource it in case it helps others, but just been busy. A dialog controller is also a good one to make reusable, so you can easily kick off a dialog (i.e. DialogController.instance.ShowMessage("hello?...");)
But those are all also super helpful for your next game
Yeah that's what Mike Desjardins did for Bendy and the Ink Machine. And he reused the same for Dark Revival. If I recall correctly, he made a dictionary of a string constant (whatever dialogue line) and an audio clip, and then whatever line he gives it, play the corresponding dialogue
No wait, he did it where he fed it a certain audioclip with Resources.Load and then fed it a line from his book of string constants
Im not sure on their process, but yeah having a common caller is wise. The one thing I do recommend is running it through a translation as well. So it swaps text and audio clips on the fly from a dictionary, and defaults to English if it doesnt find it.
Yeah, they did that. They used I2Localization
I don't think they did audio dubs for other languages, just did subtitle dubs
playing over the english audio
One difference is ours loads from a google doc, which is just handy. As we have projects with 8/9 languages. But that could be done with a CSV super easy
Man, I love 95% flash sales.
I can't wait until the $2 sitewide sale starts again, I probably would go bankrupt just paying almost everything I can lol
agreed. but then stuff will randomly go to 50% and its a massive price difference.. rip someone who bought it a couple minutes too late
Guys my favorite thing to do in unity
Is to create my entire UI system
then notice the game is running
and lose all of it after instinctively hitting stop
🥲 🔫
<@&502884371011731486> can i dm one of you regarding a discord scam?
You can use the modmail and send a screenshot and user ID and we'll ban.
they arent a memebr of this server, but this is the only server that i am joined to
If they're not in this server, then there's nothing for us to do about it.
If you mean just to inform of a general scam, we're aware of most of them. But feel free to share via modmail.
Will there be any new features regarding terrain modeling in the new versions of Unity?
not in 6.3, its primarily a performance update
Im making my first game ever in unity and i need a pixel art floor plan ideally 16 32 bit any good links for a free itch . Io or similar?
pretty sure in itch io you can choose pixels and if it's going to be top down
it's easy to search from there
if you mean 2D go to unity asset store and search "platformer" or "platform"
this also
Just report the account as spam to discord
I keep trying to declare stuff with $💔
my first language was lua, python, and now c#
you really think DISCORD is gonna do sum about it
I went js / html basic then powershell to learning python and c#
I really love c# and powershell
Maybe not but it also gives you the option to block them, as they said this is the only server they are in and the spammer isnt in here so the mods of this server cant even do anything so pinging them was a waste of time
yea im building a new pc so i can speed up the damn compiling time for scripts
my cpu fan is getting here tomorrow
yea ik it was mainly a joke playing off of discords ass moderation
You made sure to budget for a good ssd yeah?
Too much of a wuss myself to acctually make it myself so i paid like 900 bucks for a 3050 prebuilt
So no... (oh nvm different person)
i5 2500
1tb hdd
4gb ram
256gb ssd
next big upgrade is getting 12 more gb of ram
Yo how do I enable the unity version controll so I can collab with people?
i'm kinda broke so no big games for me
Also no then
Good budget pc id say
What how?
yea im upgrading from ddr2
Maybe focus on upgrading ssd over others
maybe
my hdd is actually pretty fast though
An i5 2500 is over a decade old and 4GB of ram cant do crap anymore
i'm getting 12gb more before or on christmas
You are gaslighting yourself even the fastest hdd cant compare to the slowest ssd
it's just to make sure that my pc works cuz it's my first build
nah i just have low expectations because i know my budget ( 0 btw)
Honestly, id just buy a laptop at that rate
hell no
i left from a laptop im never going back
I get what you mean lol
Bros living in the ages of 2010 wtf
Yeah lmao
2010 was peak
Stop buying such old stuff even if it is cheap it'll never be worth it (unless you live somewhere that this is considered good then alright)
Might be time to save up another little bit before you splash a few hundreds on a pc
trust me it's worth it
No no its not
And a i5 2500 from 2011 isnt any better
I basically know nothing about pc's but yeah im with magic on this one
i mean i understand ur point but kinda hard to do anything if i don't have a job
See if you can get a cheap office pc that was thrown out
slowly but surely getting there
Cus if the w11 bug some companies throw stuff out
Better yet get a Steal from facebook market
I dont think right nows a good place for budget pc's cus of the ram price explosion
building pcs are easy asl especially if ur already tech knowledgeable
yea more price increases 💀
I think its more of an issue with prices tbh
prices were always ass but this is just horrible
Id say i could probably build one myself but yeah the prices have stopped it
yea just wait 1 or 2 years
In future ill try a pc with linux or smn aswell
i already built the pc it's just ny cooler doesn't work and it's at 98c 💀
linux is fun
unity on linux is worse than getting all ur limbs ripped off
Ive dualbooted fedora before but i think a whole new pc with linux would be cool
Whats the differnce?
compatibility mainly
but linux is good especially if you have a super low end pc it boosts performance for unity and stuff in general
Id hope theres like some wine integration maybe
i just optimize my win 10 though cuz now i have only 1 gb ram usage on idle
Holy
it's run through a emulator idk which though
Dawg if you brang your pc to a church id reckon itd combust atp
Whats leaving you with 1gb?
wdym
Why do u only have 1gb?
i optimized the pc a lot
chris titus
mem reduct
and low background proccesses
no witch spells i promise
ram is just an ssd thats built for speed instead of space
you can use ur ssd as ram but it's super slow
I know how a computer works i promise✅
At least i would hope so
i'm just excited to have sse 4.2
thats the main reason for my upgrade
so i can play cs2 and warframe (and better unity compile times)
yea im learning map building by making my own doom maps
once i get good enough im gonna build my own models and textures for my game
I was in the powershell server and i think there was an ex map maker there lol
Can you take this to DMs, this is off topic. Thanks.
😔
i gtg play with my bro anyways
nice talking with you though
Has anyone heard of components bugging out and becoming invisible on an object?
If I add script component to any prefab items, isn't that script (and functions I choose in inspector) supposed to work for each of its instances too?
the ones that are showing "No Function" are likely ones you applied from a scene object, yes? And if that is the case it likely referenced other objects from the scene but assets cannot reference scene objects so those references are broken when trying to apply them to the prefab asset
Oh actually I think I misunderstood the behavior. Actually the script component is showing in instance too. I thought I need to remove that as it's already added in prefab.
But if I add any additional functions to the instance for same script component in inspector, it won't affect the prefab functions right?
you should see this component attached to the prefab and the instances.
also yes, anything added to instances is not automatically transferred to the prefab (and then to other instances), you'd need to apply any changes to the prefab via the context menu
So it's basically like override.
Which happens with gameobjects
BTW, the additional functions I'm adding to instances need gameobjects that are only in the main scene and these can't be accessed in prefab. So it would be tedious to add them for each instance. Isn't there any workaround or better approach for it?
best way would be to do it in code, whatever spawns the prefabs can pass the object references to the prefab and it can subscribe to the events
https://unity.huh.how/references/prefabs-referencing-components
how my title screen look ❤️
Yall think this is bright enough
brighter.
You can use #1180170818983051344 to showcase your work.
Hey there! me and a friend are working on a unity project together (with him as the creator) and I cant check in my work
it just doesnt show up on his side
issue is very like that its calling my changes private but im not sure how to unprivate em
You're likely just looking at different repositories. 🤔
It's really hard to say anything without seeing more details.
heres what I cant check in
ive tried checking in a few times and it just keeps saying "no pending changes" his side
we figured it out:D
What was the issue?
i had an unresolved clash on importing one of his recent changes
you wrote entire script just for running the game on epic games?
what is good way to create a house with interior
i can create a house in blender but don't know about interior, and there are not many videos on that
Probuilder for prototypes
Learn how to maximize graphics performance on different platforms with Unity 6.3LTS. Leverage modern graphics APIs like DX12, Metal, and Vulkan, and utilize in-Editor level-of-detail generation. Discover multiple optimizations added since Unity 6, such as the new Renderer User Data for the SRP batcher and optimized post-processing effects. Get p...
You can see the new GI system at 53:38
Looks quite noisy and unstable still. Hope it scales beyond this potato quality. Designing an engine for the (already unsupported) GTX 1050 today is... one hell of a decision.
Hello
Wondering, if the performance on build is the same as in editor and how it might look on a higher end gpu
The performance in builds is much better than in the editor.
Though the GPU isn't affected very much
I go from 30 to 90fps in a CPU-bound scenario.
Yeh, most of the time, I am working on VR headsets, so I can really compare builds and editor on the same system. Gonna test, how it runs on different devices and if Metal is supporting it/supported
I don't think VR is really supported on Mac anymore, is it?
Nah, standalone VR, not desktop driven 🙂
Oh I forgot that Vision Pro thing existed 😅
But I doubt, quest will run it and AVP would only allow metal to use it, as I bet, there is no equivalent on RealityKit
Haha, yes, AVP is basically kept alive by industry cases, no consumer level at all 😄
Yeah, that makes sense
Can you help me, I'm new here?
!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
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There should be tutorials on building interiors in Blender, which part are you struggling with in the process?
Hi
like I can model the house but idk how to set up an interior that the player can actually enter and exit
ok I'll try that
For that probuilder is the best
yeah I found a tutorial
this will work i hope so
This tutorial shows you how to create prefabs with Probuilder, turn them in to prefabs and then be able to create any type of object quickly and easily, with the ability to position and shape each prefab as the object develops, again using Probuilder.
This is the standard method for creating scenes within Unity and Probuilder, which give you ...
thankyou
ok really quick question: is there a unity glitch where headings and feilds dont appear in the unity inspector mode that youve coded for?
Yes. It has been fixed in latest patches.
huh
Option #2: you've made a mistake in the code
Sometimes when it doesn't shows/reloads to show the fields or headers try to set it to debug mode
you are sure, there are no errors in your console?
only error I had was that something wasnt defined but that was becuase I didnt have it assigned in inspector becuase It wasnt coming up
So no errors now, when you open Unity? Maybe go over to #💻┃code-beginner and show your scripts
The sample count in the video was just at 2. So one can presume the system already looks better on more powerful hardware
yall saved me like an hour of tryung to brute force this
Maybe think about updating the editor, if it was fixed 🙂
yee i thought I was in latest version, guess im not
sweet
ah man, I might check out the error on code beginers becuase that didnt fix it
close Unity, reopen, check the console, if there are any warnings or errors and also paste your code in the code channel 🙂
you can reselect the object and it'll refresh the inspector to show those fields
might have to select some other object first
might not work if the inspector is locked, i don't remember
it's just a graphical bug (if you aren't getting any errors)
Seems that he had an error in code channel, that was stopping compilation
hey guys, I am trying to playtest a level with a custom stylized water material, but getting this error. Since I am a unity n00b not entirely sure how to fix. Is there a way for me to do this as I've never really coded
right, looks like the slider max for sample count is 32 or 16
why does the screen turn black when i enter playmode, i can only fix it by reloading the scene
It's just that every time they release a demo I'm left with the question "okay but how does this run on hardware people are actually using?" 😅
This isn't a common PC target. Performance level is somewhat close to handhelds but those are vastly more modern. So it raises questions.
We just have to trust
If it is the same technique as ea’s then it is a pretty good one so I trust it can scale
How can i add a user to my project? Like give it access and everything?
Version control
Add user in your organization
(Sorry if it's not the appropiate channel)
I have just updated to 6.3 and Unity is giving me this error:
pipelines.universal@d9aadd996b24\Editor\2D\Converter\Base2DMaterialUpgrader.cs(9,31): error CS0234: The type or namespace name 'Messaging' does not exist in the namespace 'System.Runtime.Remoting' (are you missing an assembly reference?)
It gets fixed if I change to .Net Framework, but I have always had .Net Standard, what do you recommend doing for now?
from..?
I can delete the using System.Runtime.Remoting.Messaging; safely from the package, without changing the .Net Standard tho
i have an organisation
omg i will try asap, i wish no lag in my laptop
I'm wondering if its available in the latest alpha out of the box
now add members, and give manager permission
try resetting your library
Already did that, I have removed the using line from the package and It has fixed the error, I have also filled a bug report
i'd guess it's just not up-to-date then
Quite strange tho
I don't know, but version 6.3 is already LTS and will have two years of dedicated support, consistent updates, a growing ecosystem of verified tools, and stable platform support.
better question why are you tilted
please dont add more problems onto my already long list
I've switched to unity 6.3, and it seems like android module (which I've installed) isn't detected. Anyone had this issue? I've already recreated the library folder, but haven't reinstalled yet
I can't switch platforms to android in editor, even though I CAN select android platform from within the unity hub on this project
I'm stuck on the linux platform
It says restart try that
I did, multiple times, even deleted library folder as I said before
besides it says restart to detect new modules, but I installed them together with the engine from the start
Anyone else noticing a large drop in fps when upgrading to unity 6.3?
Hello everyone, I just started GameDev and I bought some assets on the internet. With the packs, I got some files with the Aseprite extension and I don't know how to use them. I already searched on the internet but nothing I tried works. Can someone help me ?
They're for the application "aseprite" which is an image editing app
hi
Ohh ok 😭 Thanks, but i got some problems, my texture is blurred. I tried a lot of things but i hoped this extension can give me directly the good result, but no 😐 The creator tell that we have to put 48x48 so i tried but this give me that blurred result. (sorry i'm frech)
Hi !
Im not really familiar with pixel art but I think setting filtering to point should give it that crisp pixel feel
Ok ok i will continue ma rescherch thanks you !
Yeah, i made a abstraction and a factory depending on the platform (epic/steam/gog/microsoft), the factory works based on scripting definition symbols and there is a automatic github action that builds the game for windows/mac on each platform
my volumetrics stopped working once i baked lightmaps
anyone have any idea on how to fix it and why did so happen
you checked that right?
set PixelsPerUnit to 1 and scale the gameobject the image is on instead
anyone had similar issues? With existing unity 6.0 lts projects
Yes and I try the other option but it's blurred to.
I just tried but that do nothing the assets stay blurred
i'm on unity 6.2.14f1
I was responding to my own issue from earlier
idk about your issue
oh ok sorry 😂
np np
you should not do this
(cc @native glade ^)
for pixelart, set:
- filter: point
- compression: none
and an appropriate ppu
Oh sorry, should have clarified, as an experiment if it changes anything
is there a way to find a mesh that has collision in hierachy, but not necessarily mesh renderer is on? so you can't see if its hidden in hierachy
didn't you already ask this
If you select any parent object from that collider you will see it
i answered you the last time
Simply go down your root objects in the scene until you find it
I don't think so, was regarding something else 🤔 sorry if already answered
Btw guuys, having another problem with Unity 6.3, all my shadergraphs are pink 😅
The current fix which seems strange is to simply toggle "Use as template" on and off, but yeah very strange
Hi guys, do you have any name idea for a psychologically tense, PSX style game series?
a full reimport might be helpful
Got it!
or just reimport selected materials, if its just a few (rightclick -> reimport)
Ill do all just in case, seems like a good idea
ah mb sorry!
This helped!
Thanks for the idea of full reimport
If something fixes itself because you toggle something on and off without actually changing settings it suggests that the engine simply reloading it helped, so reload/reimport usually fixes it
Unity's asset system is supposed to avoid this kind of situation
but sometimes it either:
- Is not aware of a dependency
- Is aware of a dependency, but uhhhhh forgor
just in general, don't reask
check your previous post for suggestions, clarification requests, etc, and if unanswered, check how you can improve the question
Most game names are based on something about the game mechanics, the world/story or characters usually, you could also look at other game names in the same genre or with similar gameplay as yours or use a name generator, hopefully that can help your brainstorming
Yes Unity is supposed to do a lot of things, that certainly doesnt mean it does what it is supposed to do 😄
Currently my unity is bullying me
I change something in code, go into unity, ok no domain reload, press ctrl + r, no domain reload....
Ok so it must have finished in the background right?
Press play... Suprise domain reload!
will do
Probably just need to re-save the shader graphs so they recompile
My laptop (Fedora Linux 43 / Ryzen 5 5500) compiles the exact same project about twice as quickly than my desktop (Ubuntu 24.04.3 / Ryzen 7 9700X).
Just noticed this issue, what could cause my desktop to be so slow?
Is the project installed on a hdd or slower ssd on your desktop?
Should be 560/530 Mb/s (Samsung 870 EVO SSD) on my desktop
I should get a PCIE SSD yes
Thats quite slow in comparision to ssds nowadays
But there's no way it's slower than my midrange laptop
Well most midrange laptops are like 2500MB/s no?
At least that what my 700 cad laptop was
Maybe it's that then huh
I knew it was slow but I've been postponing this for a while
Does your motherboard not have any nvme slots?
Yes it does, I actually built this machine like 2 months ago
Fortunately right before the RAM disaster
But I just took the SSD from my old one
Yeah... 600 for 32GB of ddr4 is absurd
there is no option , you have to chose no filter for pixel art
Unity wanted to verify my free version ;-;
it's needed to confirm your Personal License
Unity Analytics doesn't send anything in production, even though I tested it in the Editor.
Game Performance - empty (production environment)
AdMob - barely.
People on mobile, with DNS/no internet? That project must have about 30 players.
However, you have to agree to analytics collection before the game starts.
What should I do?
The code is fine; there were events (Event Browser; testing environment).
public static void MissionComplete(int missionId, MissionType missionType, GameMode gameMode, float timeTaken, float reward, int vehicleId)
{
if (!_isInitialized) return;
CustomEvent missionCompleteEvent = new CustomEvent("mission_complete")
{
{ "mission_Id", missionId },
{ "mission_type", (int)missionType },
{ "game_mode", (int)gameMode },
{ "time_taken", Math.Round(timeTaken, 3) },
{ "reward", reward },
{ "vehicle_Id", vehicleId }
};
AnalyticsService.Instance.RecordEvent(missionCompleteEvent);
// AnalyticsService.Instance.Flush(); // dev only = arrives in a couple of minutes, drains the battery :skull:
}
Testing is used only in the Editor level (screenshot).
Use the Services Core initialization options to initialize your Unity Gaming Services in the development environment you want the player to experience. If unspecified, Unity Gaming Services will initialize in the default “production” environment.
hiii, where can i ask questions and find tips or smth?
!ask and #🔎┃find-a-channel
: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
ty
Where can I find more developers to help me work in a game?
!collab
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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've taken projects from 2021 to 6.2 with no issues
Idk man, just got back into working with on my desktop and the compilation speed has like quadrupled
I did absolutely nothing to it
Classic
Юнити какашка
These channels are english only
you're talking about the time taken to recompile scripts and do a Domain Reload, right?
not the time taken to build the entire player
I haven't closely profiled this before. I wonder how important disk speed (particularly random-access read speed) is
i see that was mentioned already
I'm getting crashed from Unity
even if you start a new project?
i need help, transparent objects/textures show as black in unity, how do i fix that?
first time i saw this . what i have done to Unity this time
you broke unity
could it be that something in your code is cuasing this, when did this happen?
there is no code i was testing prodcedual chain from a totourial
Any script is generating that procedural chain?
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This is a really fun Unity tutorial where we'll create swinging rope objects using 2 different methods:
-
- chaining multipl...
my internet slow i might respond late
Does it crash if you don't put any of this code in the project?
hello
Srry im new to unity and im trying to learn how to mod for blade and sorcery using it
modding discussions are not permitted here, you'd need to ask for help in the game's modding community
I want the Middle to automatically fill the space between the Top and Bottom sections.
But when I change the anchors or positions, the Middle section never looks the way I want.
On some devices (like the Samsung Galaxy Z Fold), the Middle area becomes stretched or either too big or too small.
What I want is a responsive layout that looks good on both tablets and mobile phones, with the correct proportions.
The picture in the Middle should always look the same on every device — just scaled a bit smaller or larger, both horizontally and vertically, so the visual proportions stay consistent everywhere.
can anyone here help me with a animation sampler in unity 6 ? i think its broken and it does not sample anything
I would prefer not to use unity 6 right away. It still contains a lot of bugs& glitches.
is unity 2022.1 good to make a psx style game on?
Unity version doesn't really have any effect on the game style
what ?:D its a stable version with latest security patch what do you mean not use it
for shaders and such
The security patch was provided for all supported versions
so u want to tell me that that thing is not working
if o swith to older version and it does not work what than ?
...what? I can't quite follow what you're saying
Personally, I'm creating a psx style game rn, it's working fine with no glitches. I think unity 2022 is more stable. Personally I love it.
Right away its been out for over a year now :/
You sure you've even used unity 6
Woah woah easy.
I'm only giving my opinion
im new to unity
Nah just saying i've used unity 6 since lts came out in october and haven't experienced any bug that wasnt already commonplace in unity 2022
im coming from unreal
I think 2022 would be more friendly for you.
Doesnt answer the question though you cant give an opinion when you havent used it or you used a non lts version
Could be. I feel comfortable with older versions
I've never said I haven't used it.
You dodged the question -_-
what is your opinion my friend?
Because I don't want to argue with you.
And I didn't appreciate your tone.
Unity 6 has more features and if you install an LTS version you shouldn't come across many bugs that dont just require a close the project and reopen
i have a question why when i import stuff dose it turn pink?
i have both 6 and 2022
It doesnt have material
Converting assets is an easy fix.
This or the material is of a different render pipeline
but it works in 2022
Pink means shader error which usually means the chosen shader is incompatible with your chosen render pipeline
you can show screenshot or screen record so people here can see the exact reason for it
In your 2022 project you are probably using a shader pipeline that the asset was made for
And then not doing that in other versions
What render pipeline is the project using, and what shader are those using
Also for the errors, you haven't installed TextMeshPro
ok its my render pipeline
i think i got it fixed
i will come back if any other errors happen
thanks!!!
neyther can i to what you are saying .. to actualky ask and maybe help you instantly blame Unity 😄
...when did I blame unity?
u just told not to use uni 6 😄
I think you have me confused for someone else
yeah oke i did
nwm
sorry
I opened up Unity Hub for the first time in quite a while & noticed that several of my engine installs now have a security alert. How do I fix these? I haven't been able to find out how to fix the engines themselves by googling because everything tells me to patch the game that was built with it. But I want to actually patch the engine. Please tell me how & thanks in advance.
Update
How do I update them? That's what google kept saying, but with no explanation as to how.
Install a newer version
Then open the project in that version
I've got several versions. So do I just delete the engines with the security alerts & reinstall them?
Install the patched versions. The same version will have the same vulnerability
That's what others said but no explanation as to how to do that
Question, does anybody knew what does ModMail does even do?
I... just said how to do that. You install the latest patch for the version you're using
then use that
mate just read
Where?
what does it say under the botname
How do I find the patched version? When I go to Unity Archive it wants to open them in Unity Hub, but the Hub never opens.
Uhm, ok thx ig?
Do you actually have the hub installed
And here I thought that I could actually get help with this issue, but I guess not.
And yes, I have the Hub installed.
So, open the hub. Go into the installs tab. Install the version you want.
It's the same way you'd install any other version.
If you have unity installed at all you already know how to update it
It's the part you cropped out
Where you install a new version
The thing you have demonstrably done at least twice based off of this screenshot
It was cropped from the first photo.
Go to archive and download from there
The versions that I have that have the security alert do NOT show up here.
Correct. Because they have the security alert.
And when I goto Archive & I select the version I want it tells me to open in Unity Hub, but never opens. I've gone around & arond on this for hours now.
Download the newer versions of them
The ones that don't have the vulnerability
The latest versions of 6.0 and 6.1
Have you possibly blocked opening links in applications? Maybe try a different browser
@harsh cosmos fyi, security alerts are tied to specific versions, not your specific install. you can't fix the security alert on that version, you just get a new version that doesn't have the security alert
Otherwise, it's possible to download editors directly through the website and add them to the hub afterwards
That's why I asked you earlier if I should uninstall them & reinstall them
you don't need to use the archive really
ah wait
didn't realize 6.0 is out of active LTS...
And I told you not to because "reinstall them" would mean reinstalling the versions that have the exploit
is it? i thought it still had one more year left of being LTS
It's honestly weird that they're still showing the 2022 LTS in the Hub and 6 is gone haha. Yes, 6 still has a year of LTS support
also i'm probably analogizing terms that don't make sense in unity 😅
(node.js has separate "active" and "maintenance" lts)
I think it's really just a matter of them only showing one LTS and one Supported version for the unity 6 group in the hub. 6.0 is still LTS, but 6.3 is the latest LTS so they're showing that. they really should update the hub to show all current LTS and Supported releases there tbh
didn't they use to do that
when 6.1 was out, 6.0, 2022, and 2021 were grouped together, weren't they?
(also, is 2021 out of lts now?)
even 2022 is out of LTS
isn't 2022 still in enterprise LTS
yeah but does that really count though because the hub probably won't show those enterprise only versions
holy shit 2022 got a backport fixing the serialized fields not showing up
but yeah 2021 is out of enterprise lts now afaik, it's last update was october
yeah, i shouldve been clearer - im including enterprise LTS (in this question specifically)
huh, why wasn't that blocked
#📖┃code-of-conduct
no reaction gifs
oh, it's an attachment
Anyone know of an outline shader that works with 6.3?
Is this a unity question
I’m sure the official toon shader still works
There are many generic outline post process effects for urp such as
https://github.com/CristianQiu/Unity-URP-Outline
does anyone know how to fix an image/material looking so low quality? i have point (no filter)
- Is this game view or scene view?
- If game view, is your game view scale at 1x?
- Does the image have compression?
set the filter to bilinear and set compression to none
- Scene view 2. i am not in game view, im gonna try looking into it soon. 3. yes it does.
why
why what
i got these errors, how do i fix them?
In scene view it's not gonna look great especially if it's at some random angle and zoom level and if the original image isn't super high quality to begin with
Update all your package versions and delete your Library folder
library folder? ive just made the project, added a bit of terrain stemps and added all my assets in, but then it appeared, so im guessing my package versions are all uptodate from importing them
can sombody teach me how to script
Go locate your project folder with explorer/your OS file browser. Delete the "Library" folder and then re open the project
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
useless
Nobody is going to be your personal tutor.
i was asking if sombody can help me script in a jumpscare for a game over screen
well now you have, before you basically asked for a personal teacher
No you weren't, you were asking if someone could teach you how to code.
why u gettting so pressed?
This is a learning community, if you have a question with a specific issue, feel free to ask in #💻┃code-beginner
But this isn't the place for someone to do it for you.
gng shut the hell up holy yapping
There's no need to throw a tantrum. Lots of people are willing to assist in issues, but you have to make an effort.
why are u still talking
what is going on...
jumpscare script is bare ez ill show u
To let you know that you can actually make some progress with whatever goal you're trying to achieve. If you're going to let your emotions cause a break down, then feel free to leave and come back when you're ready to learn.
people have devoted time and effort into making pre-made tutorials for people to easily learn without needing to rely on someone else's time
finally
ah okay, tyty
you should learn to utilize the available resources effectively, or you'll just end up being reliant on others to do stuff for you
yeah to teach me how to code the jump scare 😑
so are you trying to learn or trying to get someone to make it for you, exactly?
learn
unity learn is a good way to do that
if you don't like it, you can also google for tutorials
dont know how to use it
you don't know how to.. read articles?
"How to make a jump scare in Unity"
If you're going to keep this tantrum up, you'll be muted.
it's just a website with learning material
what part of that do you not know how to use
hey everyone can some one help out i added a component called Camera Machine to the player so it would track movements, but now when I play, the camera is black screen
how to make a volleyball game
nigga i dont care like the fuck
ima leave anyway
like you have a choice
!ban 1204905126217777203 Helping you leave. See ya, good luck on your game.
@gone_343 banned
Reason: Helping you leave. See ya, good luck on your game.
Duration: Permanent
👁️
There is no answer to such a vague question
that's a pretty vague question. you'll have to get more specific, though not necessarily to us - figure out the details of what you want to make, and then learn those
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
do you mean cinemachine
where can i find people that are willing to make games for others?
!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**
though.. just "willing to make games for others" is probably gonna be hard to come by lmao
you'd have to pay, or be really convincing. like, MLM level convincing.
Unless you're paying them, nobody is going to make a game for someone.
do they charge alot
depends on how much work you want from them
a game is.. significant work
don't forget, learning is free
If you want just any number I can tell you that you aint going out of that for less than $2000 for a game from 0 to publish, and thats talking about a mini game like doodle jump
is this just a unity issue or should i worry about it?
Probably just unity.
If you're not using pro builder, remove it. If you do, check if there are updates available.
Ah btw i didnt mention the 28 other warnings are the same error but for other packages like internal packages and tmp and so on, def just a unity bug
I upgraded unity to get away from a bug to go to another bug, yay
Il2cpp builds fail from time to time randomly, if i dont make any change, and press build again it finishes
With what error?
Yay :)
Finally figured out how to make really nice environment and materials with default renderer. No URP or HDRP at all!
What do you guys think? Perhaps anything could be improved
That ambient occlusion feels like darkness is seeping from your tank.
It would probably look horrible in an environment with more props.
K lemme adjust that
Is that better?
I'd recommend getting an actual realistic environment that you plan to use in your game and tweak the visuals there.
You might be missing a lot of stuff when judging an isolated asset.
If you have a specific idea you want to turn into a game, I would suggest going through the Unity Learn pathways and game design channels on YouTube, make a GDD (Game Design Document) or something similar to one that detail exactly how your game works from technical to gameplay, then you can figure out exactly how many people you need for your idea and what skills you need them to have - you can either practice those skills yourself or use free assets on the Asset Store to build a prototype, or you can try to pitch that idea to others and hope someone has the free time and interest in your project to stick around for the whole development (even if you find who your looking for, this introduces other skills that determine if such a project will get completed) - personally, I would suggest the former though as imo, learning is more fun when you have the time and can do it for free
Yess
<@&502884371011731486> obvious scam
!ban 1446123094602416172 scam/spam advertising
@thatsadweirdboy banned
Reason: scam/spam advertising
Duration: Permanent
with no error haha just a "build failed typical message" which shows nothing in it
thank you
how do i stop my move tool from moving an object in 0.5 unit steps
turn snapping off
https://docs.unity3d.com/6000.2/Documentation/Manual/GridSnapping.html
why is my camera blank
Can't really tell where the camera is in 3D space from a single image. Are you sure it's not somewhere far in the distance?
I'm pinning the camera here, but it seems like there's some error that's preventing it from loading the data.
Those position values seem a bit extreme for the scene, but I don't know how the scene is set up
Could copy position of the car or some other object in the scene to make sure your camera is not somewhere unexpected
Camera in the scene and the scene view camera exist in the same world, so it shouldn't have issues loading data to render unless the camera is specifically configured from defaults to not render something
I have been trying to work on a game with my buddy but I cant figure out how to load all of my changes to hid computer ( Im new to unity) anything helps
Did you already try to use some solution for this?
yes
Unity version control?
Not too familiar with Unity's version control solution, but did the project appear to your friend as something they can open in Unity Hub?
it appeared in the unity hub under repository but the assets wont load for him
Make sure he has one of the scenes open
I feel like im going crazy, how the heck do I increase the in-editor font size? I've seen like three different answers on google and none work
Unity can sometimes default to opening an empty scene
ill try
Does one of your models still have a camera on it
@silent mica Github could be an option for @tawny geyser
I've used that plenty
I prefer Git, but Unity's solution should also work here
the error is here but i don't know how to fix it
does anybody have any experience with collaborating on a project with someone else?
he is on the correct scene
Does he not see anything you have made or just changes you have made later? Note that you need to push changes and he needs to pull them
what do you mean push/pull changes?
~~https://git-scm.com/docs/user-manual~~ sorry thought you were using git
Anyone know how to do this? I'm squinting to read text in the editor right now haha
guessing this?
thats what google said to do too but....
its not there for me 😭
for some reason that UI Scaling category is only on Windows
So then how do I increase editor font size on macos?
probably something you can do within the OS, but whatever it is it's not something that's technically supported 🤷♂️
thats actually crazy lol
I feel this does not bode well for the unity macos experience lmao
Presumably other software is handling text fine for you? I imagine Unity is relying on some part of the UI framework/OS to handle this
Yeah maybe. Idk I've never used an application that made me mess with OS settings to change text size. Whatever it is they're doing its certainly not common practice
I would expect a bit more considering Unity's Apple roots, but I suppose that doesn't determine much at this point 😄
can someone help me with my project cause when my friend makes changes i cant see them
Does anyone know the extent of baking lightmaps? Like if I tried to do a city-sized map, would it be possible - even if it took days?
Hey there! ive tried coding this in two seperate ways so i think its a unity thing, when I try make my npc move backwards it keeps sinking into the ground, even though ive frozen the y position. is this a common thing when trying to code a flee script? tyy
If you don't show the exact setup you have , everything is just guess work
oh yeah sorry I always forget
I think the purple ones are somehow missing the texture but I could be wronh
can you show me the materials?
either that or the wrong shader.. built-in vs urp
but yeah whats really weird about my thing is I cant think of anything that would affect the y position of the player when it moves back
select one of them and check it's shader
and ur using URP i assume?
you'd chose a material from whichever pipeline ur using.. or use the [material convertor](#💻┃unity-talk message)
Lit (or whatever one that works for you and the project)
but if u use the convertor again.. it'll fix all those materials at once
using translate / transform movement will override anything you do with the rigidbody
oooh thats good to know, what would you suggest I use instead? tyy:))
@mild radish
that probably means you gotta go through and manually change em all
good catch
if you're doing enemy movement why not just use navmesh
it just works ™
doesnt nav mesh involve a ton of weird stuff with the ground planes?
what do you mean "weird stuff"
(its been awhile since ive used nav mesh but i remember it taking a full day to figure out 😭 )
you just put a navmesh surface on an empty gameobject, choose bake mode and bake.
then navmesh agent does the rest
oh daymn ok
then what would I change with the code so that the npc still moves backwards?
I suggest you go through these
https://www.youtube.com/watch?v=SMWxCpLvrcc
The AI navigation system in Unity allows non-player characters (NPCs) to move intelligently through a game environment by calculating and following optimal paths and avoiding obstacles.
In this video, you’ll learn how to get started by setting up a NavMesh surface and how to set up the AI Navigation system package in Unity 6.
More resources:...
ok thanks:))
its probably going in the ground cause you're using the Y positions in the direction you're giving it, there is probably a slight difference in that regard
you would need to set direction.y to the same y as the enemys
its moving diagonally so mabe i mixed up the x/z and y
hi there I need help with scripting Im having a project and im just now working on coding and making a small game but when ever im ready to do script or code the C# Script doesn't show only create empty and when i click on that one it takes me to visual studios but it doesn't show me the pre set up if this makes sense
Is anyone else having massive problems with Unity 6.3? As soon as Unity is open, it spams my taskbar with zombie windows that can't be closed, and there's even a strange overlay on the screen with a Unity6 icon that remains permanently visible even when I'm in other applications. This has never happened with other Unity versions.
hmm havent seen this one yet either, what happens if you open a new project?
Did you update this project from an old version?
Does reconverting them help
nope
i also tried to remove and re-install the URP and related packages ... no luck so far
no fancy shader either by the way, just standard URP
upgrading from 6->6.1->6.2 and small increaments never gave any issue
i was hoping this would be the same
it seems to be the IJobParallelForBatch
@tall hearth @tender thicket yeah its indeed an converted project from Unity 6.2, in a new project it seams to 🤔 have tested now in a new project and there it looks fine.
Yea converting things have always been wonk
Looks like I'll have to transfer all the assets manually now, but it's not that much. Thanks for pointing me in the right direction. 🎅🏻
what does this popup mean?
my code is fine, but whenever i click yes, i get a million errors
ususally happens if you copy paste code.
what kind of errors do you get when you press Yes
how can i avoid this? whenever i make new scenes, i reuse my previous code and make slight changes to suit the new scene
but that has nothing to do with the line endings.
show the whoe script Scene05Event.cs as code
i'm never clicking that
i think i see the error, your script is called Scene05Event but you forgot to rename the class
i did that dw
yeah whenever i ignore the popup, it is working fine
whenever i click yes, i get blasted with errors
yeah look you need to rename your class it is called Scene04Events
i've done that. wait i'll send code
yo
How do i add someone to my unity project
ive tried the
version control
and the other person im sharing it with
can join it
but they see nothing
no assets or anything
did you push your changes yet
i think?
How would i do that
im new btw
is there a way to remove / hide / group existing items in these menus that are integrated to the unity editor?
I would like to remove around 70% of this stuff
are you using uvc or git
I don't know
im using
version control
and add person
please use complete sentences
okay
probably uvc then, git doesn't have that concept
alright
(uvc is just unity version control, the one built into and hosted by unity)
yes i'm using that then
well, i wouldn't know how to use uvc, you can probably google tutorials on how to commit and push changes
okay whats the other option?
git?
yes
you have to figure out how to commit and push anyways
they have the same workflow, just different providers
okay thanks
though, git is industry standard, so it'll probably be easier to find tutorials.
but if you have uvc already set up, you could go with that
okay ill go with uvc, but if that doesnt work ill go with git
Thank you
hi im searching for a tutorials about netcode for gameobjects to make a multiplayer game
can anyone help me with the resources plzzz
#1390346492019212368 there are pinned messages too
@craggy pollen thank u bro
Hey guys, how do you debug your multiplayer steam games? I'm currently working with 2 Steam accounts on 2 computers, running the game in unity once and once just through steam. This is a rather big overhead to upload it everytime I want to test something. Is there a better way?
Cinemachine is so ahh rn
Cant wven change sensitivity
Why are they changing it when it was working well
Are you testing Steam specifics? Having an alternative path to Steam functionality speeds things up for general testing
It's a bit of a hassle. I tried making automatic runtime tests but I couldn't manage to get 2 clients running on the same unity version.
For manual testing I use ParrelSync which is free and it lets you make "clones" and open them in new unity editors and then run 2 versions at once.
If you're looking to test steam-sepcific features though, idk
“Hey, I’m a beginner. Can you help me with something?”
Why is it under " "
Refer to #🏃┃animation
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
i can't see why it wouldn't work. Have you assigned animator in the inspector?
Also why do you have walkSpeed and runSpeed in your PlayerAnimation class
how long did it take you to set up ParrelSync? I have never heard of it but sounds interesting
it didn't take too long tbh. I think the longest bit was (probably) it makes a new folder with a clone of the project in it (it uses some special file reference thingy so the files in the clone auto-update when you change the main project ones)
Definitely worth it, I used to have to make a build every time i wanted to test multiplayer
it runs a little slowly for me, but I have like a 8GB RAM laptop so even 1 instance of unity is too much for mine
oh so I need twice the projects size on the drive for this? my project is almost 300 GB ... thatll be a bummer.
Did you look into Multiplayer Play Mode that came with Unity 6?
Multiplayer Play Mode largely works the same way. I found it to be buggier than ParrelSync.
Note that neither of these solve any dependencies in your code when it comes to services.
"dependencies in your code when it comes to services"
what would an example of this be?
Having to auth and communicate with services you rely on
If you needed 2 accounts to test something, you would still need 2 accounts
ah ok yeah Ill have to figure that one out, im running the game through steam now and use the steam lobbies for matchmaking. guess that wont be possible if i do it like that
@vivid river yaa
Chatgpt gave me the script
🥲
well, does that class exist
Wdym? you can change the sensitivity. if your struggling ask here → https://discord.com/channels/489222168727519232/763497743976497222
#💻┃code-beginner also we need some more context here
where is the black border on the left side of the "noteGrid" scrollview coming from and how would i get rid of it? it's slightly affecting the alignment of the grid
not sure why the noteGrid scrollview has it but the keyGrid scrollview doesn't
use scene view and find the element that includes it where none of the children include it
(use the rect transform tool)
me and my friend are making a game and we cant see each other changes
You could send your game build to a friend who has steam and it’ll download spacewar(480) on their account.
That’s where git comes in
Hi
Is it possible for me to make a template that i can reuse for new scenes that I create?
Or do I always have to manually copy and paste my work?
yeah i did do that but none of the objects have anything black on them
well it's obviously coming from something
What form of version control are you using
did you even narrow down to see which object it's from
yes
and did you find it
nope
so you're saying all of your objects don't include that region
that's.. clearly not the case
no they dont include that color
not sure what you mean by that
what does your scroll view look like, in scene view, when selected with the rect transform tool
it all shows as yellow idk what to do the camera has the biggest z axis
is yellow the color of the background as set in your camera?
okay so it's coming from the scrollview object but there's no padding or margin on it so would there be a way to get rid of that extra space on the left?
the camera has the biggest z axis
what do you mean by this
from the scrollview itself? not from a child?
what?
positive Z is the "forwards" direction
the camera needs to have stuff in front of it to see it
💀
the thought was there
it should be -10 by default when you create a new camera
or i guess when you make a new scene
ohhh ok
if i change the color under the image component, it changes the color of that gap on the left
yes i dont want that "frame" at all. it's also on the bottom
it is when stopped but not in play mode
does that black region not show up outside of playmode?
it is there outside of playmode but the noteGrid object overlaps it
in play mode the noteGrid object does not overlap it
is it just noteGrid that gets moved when entering playmode, or do viewport and content also get moved 🤨
looks like Content gets moved but Viewport does not
alright, so noteGrid is probably just following Content, and the culprit is with Content
could you show what components it has and the transform before and after entering playmode?
Hey guys, do you know how to fix this problem? The problem is that if I create an object too low (closer to the floor), the object goes down, almost the same as the floor (closer to the wall), only it goes into the wall
I need to do what they did in Portal, so that when you shoot at the edge of a wall or floor, the object moves away from it a little, along the X-axis or Y-axis, so that it doesn't go inside or outside the boundaries of the ground
That's not an easy solve. You scenarios example is the most simple, what happens if there's three corners.
What you might do is use a sphere collider to detect the collision contact points and then construct an vector that is in the opposite direction. The magnitude of that vector might be calculated by how deep into the wall the portal is.
I think valve uses a different approach to clamp the potential portal placement onto the surface and then check if its valid.
learn more:
https://wiki.portal2.sr/Portal_Placement
https://wiki.portal2.sr/Portal_Placement_Tricks
Portal 2 has several techniques for placing portals in ways not intended by the developers. These tricks can create shortcuts by reaching portalable surfaces early, or even creating portals on surfaces not intended to support them. This page describes each trick, explains the trick's execution and mechanics, and lists currently-known places wher...
hey hey, how do you approach benchmarking burst / microoptimizations?
The profiler should be able to profile code that is burst compiled as well as burst jobs. Make sure its the timeline view to see jobs though.
guys i was testing vr development using open xr but when i was using my headset and press play in editorr it was streaming wonky and slow any ideas why? i was u sing airlink on wifi
been battling this error for awhile now can anyone help me?
if it's about addressables, perhaps try asking the folks in #📦┃addressables?
oh thanks didnt see that channel
Also see https://docs.unity3d.com/Packages/com.unity.burst@1.8/manual/debugging-profiling-tools.html#profiling-burst-compiled-code for ProfilerMarker usage
good stuff, thank you
it sucks that there is no good way to use BenchmarkDotNet in unity
Never tried BenchmarkDotNet, but maybe the performance test package gets you close to what you want https://docs.unity3d.com/Packages/com.unity.test-framework.performance@3.2/manual/index.html
I need to enable read/write on my mesh but it won't let me, why?
is a part of a prefab variant or whatever
How do I make it not
pretty sure you can just copy it out ?
i think 🤔
or is that only for animation clips
i cant remember
<@&502884371011731486> compromised accounts ^
@lapis cosmos 697231179622907964 handled
@vast hawk 1096378110246662185
@gloomy dagger 1071762992250748988
What do you mean I am compromised
What the
I dont even understand the message of this shit. Sending screenshots of crypto???
presumably it's advertising the account and website (which are scams, obviously)
You need to do it from model in assets
Its your model not mesh your model holds mesh datas
This guy
OH
you have to find your model in assets folder then you tap it it will show inspector of it
Idk really know what does that icon called lol
I just changed my password
please also delete #💻┃unity-talk message
also note that there's a lot more you should do to make sure your account is secure
check for malware on your devices, check your discord integrations, check your linked email, your recovery email, 2fa, etc
you could probably google what to do
Changing the password will fix it since it regenerates the token. Be sure to check on accounts for other stuff! Be careful what you click online
Important: Discord Staff will never contact users directly through the Discord app for support-related matters. If someone requests personal information, asks for payment, or urges you to change yo...
also check other stuff linked to your email
is there a reason why when i add a river to my canyon, the river is like stuttering in preview, can i change it so i still get good quality but my game preview doesnt stutter?
that's not much info to go off of
it essentially looks like my water is running at 2-3 fps
this is the river so far, but when its rippling and moving, its like it stop starts at a low fps
have you considered that your scene/game view might be lagging? 🤔 when you expand the stats tab what does it show when its running
Fixed, I think
the scene view doesnt update at normal fps rates, so it'll look choppy
but when i watch a video that im following, in his scene view, the rivers constantly flowing and not looking choppy 🤨
howd you get your unit looking like that?
this is a screenshot from google.
wait is this an issue only in the scene view?
it looks normal in game view?
yeah so when i click play the waters perfect, but in scene view its really choppy
and i cba always clickly play when i adjust something to see if it makes it look better or not, that'll add hrs of extra work that i believe isnt needed
"and i cba always clickly play when i adjust something to see if it makes it look better or not"
oh boy
well eventually you are going to have to be "assed" to do that
that's an old version of unity
because that might be the only way to verify certain things are working properly in your game
yeah i get that when i get to a stage that itll do that, but this is what ive got so far
so my scene view being choppy with just a bit of terrain, layers and an incomplete river is odd to me
for example, this is the video im following and his water is flowing perfectly in scene view, unless theres some project settings for graphics i havent sorted to get it right https://youtu.be/g1e-fftV1gE?t=197
Hi! :) This time I have prepared a video for you in which I will show you how to use free tools to create an area in less than 10 minutes. I tried to tell you in part how these tools work, but if you want a specific tutorial on any of them, let me know in the comments and I will try to prepare it:) Have a nice week:)
- My English is not very go...
yeah it seems to be only moving when my cursor is moving, it just seemed choppy
What's preventing me from working a lot on Unity via desktop at the moment is that most of the Unity assets I have are on a laptop ssd drive (which is not that good). I am really needing to build a NAS, but I need another hard drive first. Waiting for Christmas, hopefully I get it.
that doesnt seem to be working for me
nvm, found that the 'always refresh' feature wasnt ticked and now its actually previewing like in play mode
tyty, that discussions helped
who here could help me make a map for my game
!collab
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people download "hacks" for games -> steals stuff silently like discord token, passwords, and so on -> those logins get sold to bad people -> they can activate the bot that has the login to start sending those messages at any time they need it
to be fair an easy remedy is to a. periodically check your "active devices" and b. semi periodically update your passwords.
active devices has nothing to do with this tbh (it could be if they already have a bot dormant) but like, once they steal, they do not login or anything like that, they just have that log in info, and they will just sell it
they dont even need ot login to your discord acct to send the msg
i dont think thats quite right
they almost certainly need some way to actually access* your account
Hello everyone,
I’m new to Unity game development and I have a question.
I need sound effects for my games, but I want to make sure I can download and use them legally without running into copyright issues.
Does anyone know where I can find a good bundle of royalty-free sounds?
theres a lot of "sound packs" on the asset store that are free for commercial use
this
the discord account thing should probably be put in a thread, it's pretty off-topic
no point, its pretty much over
correct, theyve stolen a auth token which means it is automatically logged in without using the email/pass. just to send the msg, which is a bot sending it
you could probably google for them, you'd just have to read the licensing details
what he just said ^ google "no copyright game sounds" or "explosion sound no copyright" and similar stuff to that, youll find plenty of sites to download sound fx.
"no copyright" isn't going to be a thing with those kinds of resources
consider "public domain" or "no royalties"
Would model related stuff go into #💻┃code-beginner ?

