#💻┃unity-talk
1 messages · Page 38 of 1
No, only code stuff
Anybody know why the water looks so grainy?
so why not search "no royalties" for more relevant results
Looks like image compression artifacts to me
You mean my SS or a unity problem
Cuz it looks like that in unity too
then either a texture filtering or antialiasing thing
How do I do antialisaing
depends on which render pipeline you're using
in here, if you toggle off the post processing and set the anti-aliasing to none, does the pixelated error go away?
No
yes, just the token itself, put it into a bot or smth and thats all
Also anybody know what the weird glowinb pixels are on the brick?
Normal map
check the intensity
you also need to tone down that bloom man
if i saw that in my game, it would be time for bed I know the angels are coming. thats some tinkerbell dust
Kk
"You can notice that it is daytime by this small glare effect"
its kinda pretty tbh. i mean blinding.. but.. i like it
also your water being grainy might also be caused by a high intensity normal map if your water material uses one
Crazy shiny bricks that fully reflect the light will cause bloom if bloom is not well configured
I set the normal map a lot higher but made the material super rough instead
your water is good but in the scene there should be something to do with "GlobalVolume" which has post processing effects
What specifically?
Also I think imma switch up the skybox
If the surface is fully reflective (0 roughness and 1 metallic) then you cannot avoid this
i assumed hes talking about the sun being too bright
if this is not the case, your bloom is too sensitive
If its just the sun in general then its still their bloom settings
also you added tonemapping but kept it in neutral 
honestly ive only ever seen people use ACES
Neutral messes up the display on HDR screens
This lighting doesn't feel right for some reason. A bit too dark
Do yall know some good Unity tutorials? I tried to explore by myself but not really helped
Brackeys
What specifically do you need help with?
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
👆
Just basic engine guide and some scripting
Okay, thanks
@worldly cave This feels a bit dark would you know what to do
any channel but this one really
Yall i need a game engine suited for my dream game. Its supposed to be an extremely story driven game and visuals have to be good but not in the sense of AAA graphics. I need it to have fun mechsnics and it is a 3D game so uhh yessums and that. I dont like godot but maybe some of you can direct me to a different engine!
most engines can achieve this
yeah "fun mechanics" is entirely dependant on what you can create lol
because the content is up to you, not the engine
same goes for "good visuals"
also by the time you get to making your "dream game" you will probably be a lot more informed on what you need and what certain engines offer
Unity is likely going to be the best to learn on and is universal for creating this stuff
Ok one sec ima say it again. So like i can move around the engine more freely and uhh i acruallt do NOT know
that is entirely up to your skill
watch a quick youtube video on movement
all engines are capable of this
Thats what i mean
All engines are capable
But sticking to one is actually my problem
right, no-one can solve that for you
i dont want to be rude but the way you are talking about the engines and your dream game leads me to believe you dont really have much in terms of experience yes?
because you are focusing on the wrong problem way too early on
you just have to choose one and stick with it - if it's not working out, could consider switching
Ive been switching engines for a year dawg
just use unity, its the easiest lol
but the motivation to "stick with one" is entirely up to you
no-one can force you to stick with one
which one is easiest is entirely personal and depends on preference and experience
true, then ill add into my conditions... to begin with
have you considered that theres nothing your game has thats particularly difficult for any one game engine to handle though?
like if there was some ultra specific thing you really needed to have for your game that something like unity couldnt do then yeah there might be better choices
but nothing you said about your "dream game" sounds that specific
Not really. I need tips to stick out witb an engine
are you listening to anything we just said
Is my real problem
in the past 10 minutes
i think your problem is that you are completely missunderstanding how game development works on a fundmanetal level
no-one can help you with that, man
that's a mental block you have to clear
pick one and stick with it
the way you talk doesnt really put a lot of confidence that even if you picked an engine that you would be initially successful in making your "dream game" no offense, especially if its something as ambitious and vague as you previously described
I am like switching between five conversations like tony stark in that one scene
choice of game engine is not as important as you seem to think
That i do know. To stick with one my brain doesnt let me
ok, then maybe don't
come back to this when you have the mental capacity to focus on this
take a break
Okiky dokily
rest is important
could shelve this entirely and come back when you can find the motivation and dedication to put time into learning an engine, any engine
So I’m trying to set up my walls to snap together but they are all misaligned when snapping what’s the best way to fix this? My first thought would be to change the size of my wall in blender to fit the grid in unity better
you can customise the snap grid steps or use vertex snapping instead (with the translate gizmo active, hold V, move to the vert you want and click and drag to stap to another vert)
duplicating game scene and renaming the duplicate to Level2 literally deleted everything i had in my GameScene, how? how can i bring it back?
Well for one... are you not using version control?
This is a simple git checkout HEAD Assets/GameScene.unity
i just started using unity few days ago and following tutorial, still think its too early to do that considering its tutorials
for two - if you actually overwrote the file with something, no you can'[t get it back unless you have another copy somewhere or you are using version control
but the procedure you described would not have deleted anything in your scene
so im fuked, great, but how the fk does duplicating and saving deletes the gamescene?
My gues is you made a new scene, and saved the new scene as GameScene
it doesn't
But didn't you say you duplicated it? Level2 should have all your stuff in it
i didnt press any delete buttons on my gamescene so im wondering how this ahppened
meh
Again my guess is you created a new scene and overwrote GameScene with the new/empty scene
It's hard to say without seeing exactly what you did
i did control + d on gamescene it then asked me to save i pressed yes and it was gone, then i restarted unity to see if its bugged and still same
So does Level2 have your stuff or not
it doesnt
because i went again to duplicate game scene 1 and then i noticed both are empty
anyways will try to solve the problem somehow, nobody can help me here
Well again if you overwrote it, it's gone
I highly recommmend the use of version control if you're doing anything you care about not losing
guess its too late now
Too late for this project, not too late for your next
doesn't unity change the name to something like GameScene(1) if there's another with the same name?
This almost reminds me of a childhood memory... simply beautiful
my guess is they copied GameScene renamed it to Level2 all without saving the scene once and then opened Level2 and never saved leading to it deleting the cache of the GameScene
ah yes my favourite biome on earth Bricked Dunes
if you do ctrl+d on an asset it will add a number
Give me a ground material to use
I'll do it rn
Maybe some kind of grass
same with renaming it to the same name no?
Edit: yeah it gives a warning say it cannot rename as there's an asset with the same name and file type
@tall hearth
It sorta reminds me of that material in some jungle gyms that's like a hard plastic but also shiny/reflective
Hey guys, new to unity. Just installed the hub and it's been on the installation page for 20 mins, is that normal?
Because im curious. For those who have made their own rigidbody controller. When performing jumping on stairs. Do you stop all linervelocity and only apply it to the .y or do you do like im trying to get to work right everytime and apply it to the ground.normal using Mathf2 to get a proper trajectory?
depends on your specs i guess, but 20mins doesn't seem unusual
if it's been like, an hour and nothing's changed, perhaps check out below
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
(though iirc, if these issues are present, it'll show "Install failed" in red)
what do you guys do for version control?
ive only used Git on purely script based games nothing with unity or unreal
git
this though i think i do it oddly, where instead of using git ignore i just git the asset folder and if i want to get that project on another device i make a new project and replace the asset folder with the git one
but what about the other important parts of your projects? namely the Packages and Project Settings folders?
icl i did just mess up half of what i was working on and started from scratch
but it is what it is
i shouldve maybe backed up my work
uh idk let em be lost i guess i haven't made a project that's used packages so i didn't know they were stored elsewhere
and i assume since i didn't know that project settings were saved in the assets folder
Commit EVERYTHING
and use this git ignore https://github.com/github/gitignore/blob/main/Unity.gitignore
dont guess what you need and dont need
Having a gitignore file is helpful for Unity, but the bigger art files like textures, audio, models, they can eat up a lot of your storage fast, even with LFS, so maybe my workflow is also a little odd, using another cloud service like Box to upload just the relevant big files, then replace/delete them from Box once they are imported, but it can run into the problem where things get dereferenced if you open the project before importing all the big files (kinda wish Unity would just keep the path or GUID of the assets to relink them later)
if that becomes an issue then change to something different like SVN or p4
id never think such a jank system was acceptable
I haven even used unity before
yeah it looks like something in the installation failed
you see i would but i've got no clue how to install these "addons" (not sure if thats the right term) to git have tried in the past and failed so i gave up
Then you need to go over the basics of git then. Git repos support a .gitignore file that states rules for ignoring files
you don't "install" anything, a gitignore is just a file in your repository
we use it to exclude things that should not be comitted
If things are already comitted (technically its files that are already tracked) then changing gitignore wont help
P4 looks like its subscription-only, though out of curiosity, how does SVN differ from LFS/git? Does it just offer more storage for those bigger files or somehow compresses those bigger files or something?
im not sure i understand this correctly are you saying i just add a folder with the git ignore inside the folder that i commit and it'll just tell github to not commit somethings?
i'm saying you download that file that was linked directly to the root of your project. remove the "Unity" from its name (so that the entirety of its name is .gitignore) and that's it. creating a repository at the root of your project will then JustWork™ (assuming you didn't already have a repo there with files being tracked that shouldn't be)
ah yeah alright i see now thank you
guys, someone know how can i do better destructive props in my game?
SVN should handle large binary files better but I haven't looked into it for many years so don't believe me without research
P4 is server based, but you can host your own server yourself for free. Even on the same machine.
Not sure about svn, but it likely allows self hosting as well.
As for free Cloud services, github is probably the most convenient one.
Ah, I see, interesting
Can you not spam the same thing? You did it once in someone's Dev log and your also doing it here as well. I'm also assuming you've probably done it on other channels as well.
i cant drag and drop anything into unity can someone help
what happens when you try
Nothing
The res circle cursor thing comes up than nothing happens
what file type are you trying to drag in? where exactly are you trying to drag it to? have you tried restarting yet?
why is my character so 'dark'
If I'm building my game, how can I make it secure to download?
what do you mean by that?
How do I prevent this from happening?
OHH you need to be on the play store by going through the screenings so they can find and show your not some virus
How are some people sending files without this prompt?
by being on the playstore if your on the play store as long as your apk has the proper id it wont show
also wrong channel
i dont
the solution is helping me, and im not spamming, go take a look
i would consider this "spamming" as you pasted the same thing in 2 places within minutes and the first time was in someone else's Devlog
I have a question about upgrading between versions of unity - I had a project that was made in version 6000.1.13f1 (which for the life of me I can't figure out why), and I'm intending to upgrade it to 6000.3.0f1 for the LTS version.
To upgrade it, is it safe to just open the project in the new version?
Generally speaking, yes. Always back up with version control beforehand.
?Guys, can I make Unity load faster
For example, opening the project,
importing assets, and everything that
.loads while working
Thanks! I have the project stored on Github (for ease of switching between two devices) so that should be sorted.
No, you can't make it go faster, otherwise it would be going fast. Unity is working on upgrading everything to coreCLR and some other things to speed up the editor as a whole.
Is there much impact from computer specs on how fast Unity will load/run?
Sure, any software "runs better" with better specs.
Then presumably if unity is running terribly or you're desparate for more speed, your only option is to look into pc upgrades if at all possible
installing the app by USB debugging(build and run) might let you skip this prompt but yea #📱┃mobile should be able to help you better
You can use Unity Remote 5 for quick mobile testing and debug
Unity remote is only helpful for testing screen aspect ratio and ui layout and maybe input.
It streams the game from your PC, so you can't really test anything platform related, grapgics/rendering, performance, etc...
Nice work, but you don't need to send the same message twice
Nvm, gone now
oops, my bad
i thought video is deleted
so I send it again
sry
What method did you use in the end to get it working?
Offset + Edge detection
offset is optional setting btw
Rays are emitted from the center of the object in 8 directions in a circle, and if ray hits an edge closer than minEdgeDistance
the object is moved away from that edge toward the interior of the surface
It's not the best solution, but I did the best I could 
i want to make a drift car. when i reduce the stiffness of the back wheels of my car the car kinda drifts but they spins out if i add countersteer. how do i make a fun drifting car? as in what other values should i play with?
U need to specify the game object that u are calling GetComponent from, because the script is not a Mono script. Do it once somewhere and cache the component in a field. Also, ur IDE is not configured
!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
Go to #💻┃code-beginner next time
np
for the old unity auto geometry, if i go to unity 2021 would that allow me to have the old geometry
since the old auto geometry fits my needs
Not sure what u mean by that
unity has older versions, if i got to the 2021 unity version, would that corupt my project
i'm trying to get the old auto geometry from the skimming editor for a softbody
because rigid bodies suck
Take a backup before downgrading
hi
Hey im following a tutorial on how to make an fps and trying to add a gunfire sound when i click, following this vid - HOW TO MAKE AN FPS IN UNITY 6 - GAME TUTORIAL 04 HOW TO FIRE A GUN IN UNITY - can anyone see if ive done something wrong?
Have you assign any AudioClip to play on that AudioSource?
I believe so, in that Gunfire object on the left i have the audio - i dragged it over to the right side in that image above. In the handgun Fire (script)you can see the audio source that i have added
it must have a an sound file ie AudioClip assigned for Play(), alternatively can make a public AudioClip and assign a audiofile to it and then use playOneShot(_audioclip); method
thats strange, the tutorial Im following doesnt mention that. is it becuase im using a different version of unity?
the image is from old version the component is not changed
Im saying that there must be an reference of what .mp3 you are palying
yeah right, isnt my reference - [SerializeField] AudioSource Gunfire;
Thats source from where the sound will be played
right, so its telling it to look there not to play the actual audio?
what would i write out for it to do that? all i have rn is this - using UnityEngine;
public class HandgunFire : MonoBehaviour
{
[SerializeField] AudioSource Gunfire;
void Update()
{
if (Input.GetMouseButton(0))
{
Gunfire.Play();
}
}
}
Dont send plaintext codes 😭
If you want to keep playing the same clip then assign it in the inspector or change the clip variable in code.
If this confuses you then ignore what I said before 😄
yeah man ive never coded before, and im very new to unity would anyone be able to vc so i can share screen and maybe point me in the right direction?
Nope. Ask further code questions in the correct channels such as #💻┃code-beginner
is there a chat to get help with animations?
cheers
does physics.overlapSphere() take the collider of the object it's on into accout too? or only the colliders of other objects?
how would the method know what the current collider is
there is no "current collider" for physics calls unless it's passed as an argument
So by default, ‘layerMask’ includes all colliders, that also means the collider of the object u call the method from. But u can specify another layer if u want to exclude that
https://docs.unity3d.com/ScriptReference/Physics.OverlapSphere.html
uhh not really how layers work
by default all layers are considered, if you don't want to consider all layers you can pass a different layermask
but that is not the same as ignoring just the current collider
if the colliders you want to detect are on the same layer, layermasks won't help filtering out one of the colliders
to be clear - yes, that might be a good solution for the situation. but that's a bad explanation
hi. has anyone made an interaction system with playmaker add-on?
bro unity is taking up all 16gb of my ram then crashing
Do you have a friend among your friends who is interested in Unity mobile games in the field of game development? I have an email and password login system on my mobile device, either using the Firebase realtime database or Firebase. What I want to do is use the Google Play login system with the information in my game. However, as soon as I install the Google Play package, I start getting errors. Sometimes it doesn't recognize the packages, sometimes the problem doesn't occur at all. This time, it crashes during the build process or the email pass login system is disabled. Can someone who has developed a project on this issue contact me?
you cant do that without inheriting from monobehaviour
same
When you press play?
What are you actually asking? You open sounding like an ad, and end with requesting 1:1 help. If you're hiring someone to work for you this isn't the server.
No, I currently have a login system with Unity, and I control it through Firebase. Unfortunately, I can't install the Google Play package in Unity. I get an error when I install it. The error message doesn't work, or I can't get the build. Can someone with knowledge on this issue help me? Google packages always fail. I couldn't install the Google Ads package in the past either. I've started using Unity Ads Legacy. Can anyone with knowledge guide me or help me?
I use playmaker for studying unity, but I have a question about programming side.
Is it important to make a small delay when you go from one state to another, even if the delay is 0.01 seconds?
I don't use playmaker, but using manual delays to solve issues is usually a sign of bad architecture.
I just want to implement this system, the email and password part is very troublesome
Hey, guys! First time I saw an error about running out of memory, even if I have 32GB of RAM. I cannot understand why it says to close programs and I only have like 4 programs open
The system is running out of memory. Please close applications to free memory or free up space on the partition where the pagefile is located. Used paged memory: 97% (61219MB of 62499MB). Discarding profiler frames data.
It’s from profiler
U need to clear the old data before recording new one
The message is probably generic from mono so dont think about it too much
can anyone plzz help me damn it i don't understand this animation stufffffffffffffff😭
plzz sm1 help meeeeeeeeeeee with the error
the character only runs n not walk on press WSAD and also L-Shift+WSAD
Do you know programming?
That’s not going to be enough. I was going to offer switching from animator to code using Crossfade
Chatgpt can help me with anything. Just want sm1 to check and correct the mistakes
no
Is it in a fresh project?
no, the same project ive been using for a while with no issues
See what happens in the editor log
You are not allowed to execute this command.
Guys why is this grass has holy light? Didnt done anything by the way
Try a fresh project to rule out the editor.
what does "holy light" mean? the light looks very bright so whats not as expected?
No I did a fence model and nothing happened but i did a grass model and this light came out
At least don't hide the Inspector of the object in question
is there a channel in this server where I should ask about network related coding practices and starting out with that? or would it just be in #💻┃code-beginner
Ohh didn’t see that, maybe I collapsed the category it’s in, thank you
Ahh it was just a disabled channel, thank you
is there a way to select multiple components at once and copy paste them to another object?
hey, new to unity. How do i turn off backface culling for leaves, since in my case i'm seeing them from below, i don't see them actually.
isnt that your normals being inverted
check if your normals are fine in blender
i mean, yea, but no. It's a simple plane for the leaf texture. Since it's not a double sided object, i'm only seeing one side. If i were to add thickness to the leaves, it would double my vertex count
i could invert them yes, but then i wouldn't see them from above
would it look weird to duplicate the object and invert it?
also since it's only visible from one side, depending on the side you're looking from duplicating the object itself shouldn't have any performance loss
since the other side isn't rendered from the player's viewpoint
that's a fair point. I just thought there would be a simple option to turn it off for specific objects.
i wouldnt know about it since i rely on having differing normals if there was, but i believe unity purposefully hides those normals since the engine decides they aren't being "used"
maybe a plugin exists if you search up the question regarding the normals
fair enough. Does make sense. So i guess i'll have to duplicate the leaves
is there a specific channel for a shader question?
thanks
thank you, that did the trick
Hey guys, I tried to install any new unity version but it failed by unknown error (unity hub 3.15.2, C: 16,2 gb free, D: 67,5 gb free) what I can do?
The only way I know of is with an editor script, or locking a second inspector window and doing it by each component
that's a decent alternative i guess
thanks
Hi, I'm really new to unity and am currently attempting to at least start making a 3d PVE arena game with my friend, but we're already stuck on how to work on the same project together. I know he has access to the project and is on the project as well, but I cannot see any changes he makes (such as just adding a plain cube into the world) even after pressing the "update workspace" button. wondering if anyone could help or has a common sense solution I'm just missing?
Have he checked in the changes?
did you go to the right branch?
yeah tried all that already, just found out he was on the wrong scene lol
next 5 hours are gonna be rough😭
2 times, but nobody help me, so i will stop
is there somewhere i can post my game? I want another dev to work with me on it
!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**
hijacking someone else's thread is not the way to get help
Hi,I need help in unity to make a small character where is the channel i need to go to
Could someone please just mention (#) the channel
#1180170818983051344 for dev logs, but we don't really have a place for advertisement
what exactly do you need help with
A character i wanna make in unity for vr chat
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
but you should probably start with google if you don't have any solid questions
I want the help in unity not vr chat
vrchat has a lot of specific things that typical unity devs wouldn't be able to help with
I know abt unity alot but i have alot of issues and i dont have a base yk
Ok
Thank you so much
that doesn't change what i said
I can!
you can what
Read the reply 🙄
It
It's okay, I just said that to challenge the people that go !collab
there's a reason that command exists #📖┃code-of-conduct
You aren't challenging the people. You're challenging the server rules. They were informing the individual that collaboration posts aren't accepted on this discord server.
it's even stated in the bot message
We don’t accept job or collab posts on Discord.
the posts are not allowed here
Oh I thought the commands were done because people are too lazy to repost them
it's a lot easier and more convincing for the server bot to tell them about the rules than to have to retype an explanation every time
because surprisingly a lot of people don't read the rules
which seems to include you?
Nope, I didn't offer any collaboration myself, didn't ask for help, I just said "I can" to someone else
but I was just joking
!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**
Ok
"I want a dev to work on my game"
"I can"
how would you interpret that as anything other than offering collaboration
I said "I can" because I'm tired of seeing the bot message so I just wanted to be funny
But I get it, it's there because too many people want to ask
yeah, i'm tired of people not reading the rules too
<@&502884371011731486>
compromised account
554385031414677504
guys is their a help channel to get help with unity
so, i made a unity project and its super small. it's just a little guy and you collect a coin. basic test stuff. anyway, i turned it into a folder for a web build and for some reason it's 3GB (1.2GB zipped) that is not normal, what do i do? I already tried deleting the library folder
i think this is it
oh ok thanks :), anyone know why when im selecting a splash screen in project settings on the sprite selector thing i cant find my photo?
it might not be converted to sprite-2d UI
oh okay thank you
Guys, I have a problem with Netcode specifically regarding player movement synchronization between the client and host. I need help.
is this right?
yes
you should probably set it as sprite mode single, not multiple
i don't think that solved your issue tbh. you probably just had to refresh the selection window
no no it probably did, as a sprite thats set to multiple but not sliced isnt set up properly and wont show in the available sprites on this window
oh yeah i didn't consider that, i saw the inspector and thought it was sliced for some reason 😅
(to be pedantic, the file is a texture2d, and sprites can be generated from that)
would anybody be able to assist with this issue?
wdym turned it into a folder for a web build?
what do you mean you "turned it into a folder"
i put it in a folder, sorry
why would a build need library folder ?
why?
isnt that what you do? like the web build?
No
what exactly is "it"
idk i just did the same thing i always do to make a build of a game
what did you put in a folder
the build?
did you go to File > Build Profiles > Web or not cause if not then you did it wrong
it's sounding like you put the project in a folder
It makes a folder with index.html in root you mean?
so you just, selected a folder to build into?
yeah i did that
yeah
i didnt know that was a thing, lemme attempt that
even still, the game should NOT take up this much space, there's nothing there so i feel like there's something else wrong
where did you build to or more specifically whats in the build / zipped folder?
Probably. We dont know until you share further info
so i built it and it turned into this (ignore the other two files, they are unrelated)
did you make the build separate from your project folder
That looks like your project folder not the bundled files with web assembly
oh
building creates new files, it doesn't turn your project into the build
ii couldnt tell the difference but in hindsight that makes a lot of sense
Yes do the build screen they showed you for Web and build to desktop or something
or even a folder inside your project folder
alright one sec
i believe it chooses .../Builds by default? and that's ignored by the Unity .gitignore too
oh i have it set to a folder called "CS255" because its for a class
and i just keep it all together
anyway i got this
i misunderstood your instructions im sorry
your build should be there then
as it says make a new folder on your desktop and select that to build or place it somewhere else like your documents folder (and ideally a new folder in that) or your previously mentioned "CA255" folder)
well thats also where the project folder is so maybe there's something up with that?
anyway now that i know what the issue is i can work on it, thanks fellas :3
Hey! Hopefully I'm not bothering anybody. I'm working on a project and I might wanna work on it at home rather than only school since I need to do other things. This project was transferred from my school PC so it has all the assets and everything. I'm just wondering if there's a quick way to transfer the changes to the scene like if I added any assets from the ones already installed or added a script, just things like that if possible?
using any form of version control like github yeah
though it's not automatic, you'd need to commit (upload) and download the changes each time you make any
Okay, I'll look into that and try that, thank you!
<@&502884371011731486>
hey, i made a new project, and now every time i press play this pop up shows, is there any default setting that might make this pop up?
that's just the normal domain reload, no?
every time u press play?
Yes
it's a normal thing to occur
you can disable it, but you then have to implement stuff to handle that situation correctly
the domain reload serves to basically reset the state of everything to their initial states using serialized values
yes
if you disable it, you will have to write your scripts in a way that can deal with stuff not getting reset
that includes a lot of things, like managing event subscriptions, singleton initialization, static variables persisting, etc
Importing assets > compiling scripts> reloading domain > Editor.PlayMode
could also be that it was fast enough to not really notice and/or remember
could be any number of things, really
could be editor or package stuff changing, could be your hardware being different or degrading over time, could be what other stuff you have open, could be the ambient temperature of your room
honestly could be anything between having a fuller drive so read write is slower, a slower drive in general , a newer editor version just making it slower due to optimization
oof
im opening both projects right now and the old one which is 40GB takes less than a new project which has nothing inside
could prob be just library not having every baked in or smth
also its same editor version
could be some different project settings, i don't remember what would affect it
it could also even be that the new one has nothing and it's trying to find stuff so it's going through things that it wouldn't need to if there were stuff
not sure why a 5 second play time load is that big of a concern though
that's generally not how most stuff is designed
it adds up.
hmmm, i dont really know, i will work with it a for a little then see how things go
i didn't say it doesnt but at the same time it isnt going to be the largest time loss when testing
how would i make the cursor change design when you hover over an object with a specific component
would that have to be a separate script?
when i changed devices my domain reload time went from about 2 seconds to like, 0.5
it made it a lot easier cognitively to test and iterate stuff, and to stay focused
yeah guess that's fair if you are trying to stay on track of what you are doing having these 5 second pauses can be a huge distraction
they are tbh
guess i've just gotten too used to them since my game practically forces me to reset after any sort of change
Hi, does anyone has any idea on how to free up memory usage after unloading a scene? Unity just keeps the memory reserved forever and this is causing troubles with Microsoft's validation process (they are considering this as a memory leak, even tho it's not our fault, it happens on a empty project too, Unity just keeps the memory there forever)
I tried collecting GC, doing Resources.UnloadUnusedAssets, manually destroying objects, object pooling, using addressables and everything i can think of.
Lets say my game starts using 200MB at the main menu, then the game spawns lots of objects and it goes up to 2000MB memory usage, when i go back to the main menu it never decreases back....
Here is a example of this issue in a empty project:
Try a different editor?
Tried 3 different versions, same issue across all of them
In everywhere i researched they said that this is done on purpose, Unity pre-allocates memory that has been used and never free's them so it's faster to reuse in the future, but i REALLY need it to go back down.
When using frameworks like MonoGame this is not a issue, i can easily change scene and get memory clean, but Unity does not provide any way of doing it as far as i can tell.
Also, this is more visible when using building as IL2CPP, when using Mono it decreases (never gets close to the original but decreases a lot more)
I dont think unity has a way to clean that, in my experience its always taken up a lot of memory/storage. Rather than addressable you could use asset bundles. Although you said its a case in a blank project...
It's not about storage, it's about RAM memory usage
The same exact project built in Mono: (lot less memory used, still never gets back to the original usage)
https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Application.Unload.html this might be what you want depending on your use case. you haven't given much description on why exactly you want to do this, so i cant say for sure if this will help
This is for closing the game, i wan't to free up the memory usage while still on game... This game has a endless mode in which the player can go up to waves with lots of spawned enemies and troops, but when returning to the Main Menu the expected output is that it would free up memory usage from the unloaded scene and get close to the original (in this example MainMenu usage is 200MB and game usage goes up to 2000MB)
Reserved memory is just that - reserved memory. Unity would reuse it when it needs. You can't reduce it. And it shouldn't cause the Microsoft validation to fail.
Now, if it keeps on growing, that means that you have a memory leak, and that will fail the validation process.
But you're not gonna solve it by just looking at the reserved memory. You need to make captures at memory peaks(where reserved memory is reused entirely) several times to see if the peak grows and what contributes to it.
It's not a memory leak, it's a endless mode, depending on how far the player goes the more likely it is to increase the usage as there will be more enemies, that's the default computing behaviour. More objects alive = more memory used, but the memory should be released whenever those objects are not alive anymore, in this case the whole scene had been unloaded and the memory never goes back
If i do the same thing on MonoGame the memory usage will go back to the starting 200MB in this example, so it's not a C# issue
It is released. Or rather unused. That's how most game engines do it. Allocating memory from the system is expensive, so you keep it tracked in the app side allocator, because you'll likely need to use it again anyway.
On a game console this shouldn't be an issue. Many games/engines just reserve ALL available memory at the very start and that does not fail any validations.
if you go through the same sequence again, does the memory usage increase?
- if yes, that's a memory leak
- if no, then that's just the allocated memory being reused
Mono might be different as it's tapping into the dotnet ecosystem. I can't say anything about it.
And if an infinite increase in memory usage is "by design", then of course it would fail validations.
Its like saying well my app crashes due to OOM, but that's by design.
You need to have some limiters. Then test and confirm you actually have a max memory usage peak conforming to the target platform requirements and that you never go above it.
No, it stays the same
then that's just the allocated memory being reused
the memory is freed to the runtime, but not the OS
When writing .shader code in Visual Studio or VS Code (with Unity ext. installed), I get no proper code completion even for things like semantics (e.g. SV_TARGET), no info on hover, no nothing. Is it supposed to be like this or do I need to do a bit of configuration or install an extension (already tried a couple for vscode)?
<@&502884371011731486>
1442484994457997454 scam
i don't do shaders so might be off, but iirc it's HLSL and it needs separate extensions to support that
It's not purely HLSL; the .shader files you write (and get templated when creating it via the menu in the editor), called ShaderLab that wrap the HLSL along with some other things like property declarations and some configuration.
Writing this made me realise that I should probably try HLSL specific extensions or any IDE-like things as the .shader file can #include them
?ban 1442484994457997454 bot spam
tenacious_pony_60649 was banned.
Shader lab and hlsl are 2 separate things. You can get intellisense/autocompletion for each of them separately but not both at the same time sadly.
Unless you want to develop and extension that does it.
If you just need hlsl intellisense, a properly configured hlsl tools extension in vs code works great.
If you have personal recommendations for a specific one for vscode, I'm keen to try. Even a snippet of your configuration if you want to share.
You can create a config file for the extension manually, or use this unity plugin to do it for you:
https://github.com/hecomi/HLSLToolsForVisualStudioConfigGenerator
You basically need to remap the includes search path to that in your library folder.
thanks heaps
Just in case it's not clear. The extension name is "hlsl tools".
Does that imply that the issue is solved?
Then please don't add comments that can confuse like that.
Check the camera clear flags. Are they set to solid color?
my bad
its set to skybox
it took me a bit to find
Okay. Can you show the skybox settings in the lighting tab?
no
its universal 3d template
OK, I'd assume that it's something with the sky shader.
Does the default sky(box) shader work?
nah the same thing happened with that one too
OK, then the next thing to do is check the frame debugger.
Find the draw call where the yellow color is drawn and inspect it in details(share a screenshot too).
like this?
Hmm... So it's the clear color..?
That would imply that no skybox is rendered at all. At least not in this camera. Why do you have several cameras?
is something in unity down? Got a similar error when trying to upload a build to the meta quest dev hub a few days ago, and that was the case. Also, where would I go to confirm for myself instead of asking here, like an outage channel ?
Can you check the other top level items(cameras) in the frame debugger hierarchy? Do any of them render the skybox?
Seems to be 3 cameras here.
Do all of them have background type set to skybox?
that fixed it! one was set to uninitialized
thanks for the help
i appreciate it
What "similar error"?
A network error occurred (exception). The request will be retried.
{"cliErrorType":"NETWORK_ERROR","cliErrorMessage":"connect EACCES
A network error occurred (exception). The request will be retried.
{"cliErrorType":"NETWORK_ERROR","cliErrorMessage":"connect EACCES
its on the meta quest dev hub upload log thing
it just keeps looping this over and over, and the only other time ive encountered this issue was a few days ago when I was trying to test a build, turns out after asking here, someone responded with unity being down. Just wondering if Unity has some outage channel somewhere on their website or here or wherever so I can confirm this. Last time I spent like 45 minutes trying to figure out the upload issue but turned out it was on unity's end
it shows some temp log file path and ip address
Upload where? From where? If it's just uploading to a device I really doubt it has anything to do with unity services.
Does it not sya what kind of request that is?
nope, it just repeats that above ^ with the path and ip address I mentioend over and over
What path?
Long time ago I saw an asset something about organizing easier inside Unity does anyone know the name for something similar? I think you could color folders
You can Google "unity services status", but everything seems to be up right now.
And what do the logs say?
big chunk of gibberish, clicked a link tho, says error code 190 and an invalid token. Again, this same error popped up last time and apparently unity was down at the same time, so i figured there was some correlation there but with this it looks like some sort of account authentification error. Still looking into it
thanks for the outage link though
Yeah, this is likely unrelated to unity. Might want to figure out what that request is for and whether you handle credentials correctly.
anyone waann teach me how to use unity
!learn
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ah thanks
Thank you
Does anyone make VR games?
!collab
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Looks like you have been told this before #archived-code-general message
heck yea i have
#1180170818983051344 and #🏆┃daily-win are the feedback channels, you should post there instead
Any sharing of projects belong in #1180170818983051344 or for small things #🏆┃daily-win. If something gets missed, you're free to redirect people too, not whine.
But to be fair, yes @plucky gale please use the above mentioned channels if you're sharing anything. Thanks.
Oh okay! I wasn't sure, thank you <:3
Did you know that you are not entitled to people's time and posting in the incorrect channels means that you are less likely to receive the feedback you are requesting?
@placid marlin Move on already, or you'll be muted. Stop being so obnoxious.
!mute 937851746712186921 1d You can return tomorrow and give it another go.
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Reason: You can return tomorrow and give it another go.
Duration: 23 hours, 59 minutes and 52 seconds
Hello I'm looking for help with proc gen on 3d objects. I watched a few videos and while they discuss the high level stuff, I'm not sure how to implement them as code. Mainly how to use code to place assets into the world. I'm looking to create a proc gen dungeon and as I'm just starting out, I am fine with just getting to use any algorithm to place even the basic plane and wall to create something to look at. Any tutorial or resources would be appreciated, thank you.
!learn
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Any advice on what I should start with for my case?
On the learn platform, if you are totally new to Unity, just start from the beginners course and go through there. It will cover the basics on how to handle things in Unity
Hello I am new to unity...
I mean I just started about it...
I saw a video on youtube a guy was showing sample of tps ( Third person scene ) but I downloaded unity 6.3
How I start...?
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Tysm brother I will learn that but in unity 6.3 there is no tps sample available so which sample I use to build third person open world
You dont, thats the solution. You dont even know a thing about Unity itself yet, right? So you gotta learn the basics before you talk about a full game, especially with open world. Learn to do a simple game, fail at it, try again. Learn to research and read documentation, to help yourself and get good at problem solving by learning this. If you run into a way to complex game for a beginner, you will get frustrated quite easily and eventually stop making a game at all. So, go through the learn beginner tutorials and proceed from there. Imagine trying to become a race driver but dont know how to drive. You wont learn it faster driving a F1 car but most likely crash into a wall 😉
True sir
Now I got the way first I will learn to design small 2d easy games then after understanding problem solving I will try 3d
Thankyou so much 💓
you are very welcome and have fun making your own first little game in Unity. You will have fun testing around and getting new ideas while on the go 🙂
Yes yes this one I was looking
Ty
But I will now try easy games first
help, I'm making a game that has heavy use of the UI naviation since it uses game controller, I figured most of it out but now I'm running into a problem where:
UI navigation will randomly not work anymore for the whole project but will work fine in builds and also when I reopen the project.
Wasnt a big deal but now its happening constantly, making it really inconvinient to test the game as I develop it
So it is only happening in editor? Could it be, that you dont focus the UI and therefore it does not recognize the UI events but the rest is based on inputsystem and works with or without focus of gameview?
oh I havent tried focusing the game window, now it works even after unfocusing it and hitting play again, I'll assume that fixes it, thx!
You can set Play Focused in your Gameview to automatically focus that view when entering playmode, so that might fix it also for the future
i prefer keeping it windowed since I often check other windows as I check for stuff while testing, but I'll just remember to focus when it happens again
I guess you mean not using "Maximized" here, right? Focus is just, it will focus your gameview for inputs when playing. Its not maximizing it or whatever. Just to clarify we are talking about the same thing 😄
oh!
Not sure if you are on windows and if there is a difference, thats just macOS for me
Nah, should be the same 😄 https://docs.unity3d.com/6000.3/Documentation/Manual/GameView.html
where does those options show up?
ic ic, mine is already set to play focused, but I was talking about maximized this whole time
maximizing fixed the issue (i think)
At least it will force that window to be the active one, as there is no other active besides. But anyways, if the issue persists (maybe a bug) you know how to handle it now 🙂
when setting up a box collider is it possible to reposition it? right now seems to just spawn at the center or origin of a mesh and you can edit it, wasn't sure about moving though
3d box collider has a center property and 2d box collider has offset
quick question - how does Unity Tilemapping differ from using individual GameObjects?
tilemap offers additional features such as tile map layer composite colliders, tile painting tools and automatic layout
is it less memory intensive?
rn I'm using GameObjects as a temporary solution for tiles
because I can store them in arrays since I have a struct for Tiles
(i need data on them)
tilemap also uses gameobjects for each tile so there is no difference
for real?
entities would be the most optimal solution but still not great combining it with gameobjects
entities?
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Anyway tile data can be separate from the visual tile so you can keep it separate
how can it be separate?
easy
(also, why entities? I thought placing tiles by themselves was the only solution)
keep your Tile data array and then have an additional array for the "tile view"
ECS entities yields the best performance for many objects but is an alternate workflow to gameobjects + monobehaviours
I can show you the code I have so far; I'm using an array and having each element in the array be an individual value, then rendering them accordingly
I imagined something more like TileData[,]
as you said struct
public GameObject[] worldChunks;
public TileData[][] worldTiles;
public TileData[] rowTiles;
since this is what I have
yeah, it's something like that
You should use multi dimensional arrays [,] instead of an array of arrays
or [] and calculate the index from the vec2int
what's the difference anyways?
I'm using array[x][y]
instead of [,]
read more here: https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/builtin-types/arrays#multidimensional-arrays
(also I thought they were the same)
alternate workflow?
isn't this just what I'm doing?
as in, 2D arrays
I just didn't go with the [,]
let me try and find my script
An array of arrays is not as efficient as one big array/ 2d array
for (int x = 0; x < worldSize; x++)
{
for (int y = 0; y < worldSize; y++)
{
TileData t = worldTiles[x][y];
...
anyway read the page
alright
also, #1390346827005431951 and #💻┃code-beginner
mbmb, I thought it would be a quicker question
ah wait, I was using a jagged array
ohhhh
you learn something new everyday I suppose
How good is unity's version control?
I've only been using git but it has obvious downsides with large game assets and now that problems have become to big to ignore I am looking at alternatives
are people getting this on windows too? on linux, 6.3 no matter how many times i click accept, this will pop up again on next launch of a 6.3 project
imho, it might be easier with unity specific parts, but I still use git and vscode merge editor for scripts rather than let unity devops decide, what to merge. But I have been using both and there were not really many differences in the usage. Probably the branch view of devops is quite handy, but thats just compared to github cli or default desktop app. Id say, what you prefer and what you feel more comfortable with. Are you referring to having to use Git LFS for bigger assets > 100MB ?
this appears to be a licensing client mismatch issue. i suppose i simply have to wait for unity to realize windows lost and start putting linux first.
You might logout and login in Hub to see, if that helps.
is it me or people are always finding games where everything is super dark with some light to be more attractive?
not a bad idea, but no change
High contrast can up the immersion sometimes. Its just dramatic lighting that has been working well everywhere in media, movies and what not. Just imagine using a flashlight while shooting a photo vs. well lid images. Flashlight images always look flat and boring. Thats why there are principles like 3 light setups, to lighten up objects perfectly. But it really depends on the genre you gonna target. I cant think of super mario brothers being super dark all the time and being appealing to the target group 😉
Another idea would be to run hub and editor as admin and see, if that changes the behaviour.
I'm coding my own unity camera zoom system with the mouse wheel but i keep getting this popup everytime i stop running the game and it's pretty annoying.
that is most likely a bad idea. playing with permission like that on Linux is not generally useful or a good idea
i already own the folders and files it needs to change anyways
sudo will either fix or brick the entire system
Its Unity you are running, not a custom downloaded software from an unknown source. Just run as admin for the time of agreeing to the terms. After that, run is default user again
you are not a linux user i take it
[Licensing::Module] Trying to connect to existing licensing client channel...
[Licensing::IpcConnector] Successfully connected to: "LicenseClient-hunanbean" at "2025-12-08T13:49:55.9944Z"
[SignatureVerifier] Application signature verification not supported on this platform.
[Licensing::Client] Error: HandshakeResponse reported an error:
ResponseCode: 505
ResponseStatus: Unsupported protocol version '1.17.4'.
[Licensing::Module] Error: Failed to handshake to channel: "LicenseClient-hunanbean"
[Licensing::IpcConnector] LicenseClient-hunanbean channel disconnected successfully.
[Licensing::IpcConnector] Channel LicenseClient-hunanbean-6000.3.0 doesn't exist
[Licensing::Module] Successfully launched the LicensingClient (PId: 20414)
i don't think admin in windows and superuser in *nix are exactly the same thing
wait, did I misunderstand you there? I thought, you are having the issue on windows. Sorry, if I got that wrong
this says clearly "are people getting this on windows too?" ...
yes, because hunanbean isn't getting it on windows
the following sentence also clearly says "on linux"
guess that confused me 😄
all good
In that case, forget the admin workaround 😄 It was just a specific windows suggestion. Last suggestion I got is to check, if Hub has a newer version. as the "protocol unsupported" error might just being the Hub using an older version?
as far as what they are offering for Linux, it is updated. good thought though
also iirc you aren't supposed to run the hub as admin on windows either
^ in general, yep. not a good idea
i agree, that was just for the confirmation to probably work, if the windows platform was the case.
Did you try to revoke your license and receive again?
the license itself is fine, it is the connection to the versioning check that is being blocked. my money says that Unity simply needs to update their check, then it will work. it is really just a number mismatch on their end, not an actual technical limitation
also, on Linux, once the license is in place, you don't really want to mess with it 😅 things can get messy with KeyRing
Yeh, just thought the same. I guess nothing locally you could do right now, as you just send an "outdated" version. I guess they just forgot to update the Hub on Linux yet 😄
a quick q - we are currently trying out a water shader that creates a foam appearance on any mesh that embeds itself in the water mesh. The problem is very thin meshes like flora and plants will also get this and you'll get a weird white effect where they intersect. Is there a way to stop flora meshes like this receiving any contribution from the water material?
Did you write the shader yourself, so you know, whats going on?
no its a downloaded water shader
from the unity store
Then maybe there are docs about it that tell, if the shader supports something like a layer/tag exclusion etc.
If you tell us which assets you are using I could maybe take a quick look
<@&502884371011731486> ^
oh no
?ban 606101721982173205 bot spam
othmanekun was banned.
We devs are already broke, please don't scam us 
Btw this is a good regex for discord automod to block those messages:
(?:https://(?:media\.discordapp\.net|cdn\.discordapp\.com)/attachments/\d+/\d+/(?:[1234]|image|IMG[a-zA-Z0-9_-]*)\.(?:[a-zA-Z0-9]+|sc[1-4])(?:\?\S*)?\s*){4}
we have this active on a 120k member server and rarely have one go through
and not a single false positive yet
thereve been instances of the same images being posted directly rather than as links so it's not gonna be foolproof 😔
yeah those sadly go through, but 99% are image links instead of direct images
Btw are these for real scams or just annoying spams, because these are many, every now and then i get messages from compromised acocunt these and the mr beast scams? aren't these so common that some will eventually get phished into it?
eh, what's the difference
And our server gets bombarded a lot 😄
though, this specific one probably isn't phishing
yeah that one is just send your bitcoin to double
but gets posted from accounts that get compromised through other scams
i didn't even read it before it got removed w moderation
nigerian prince vibes
Be careful tho because you can get your discord token stolen just by clicking on a image (data hidden in it)
middle click directly opens the url💀
for images?
not if you click the preview on discord, no, thats a much-believed rumour
Its one of those "street legends" that goes around discord
there was once a bug where people hid injected script behind image links, that actually worked but was patched faster than you could blink 😄
just renaming a file to .png?
and then discord served the mimetype according to the file signature?
no it wasnt renaming stuff, it was manipulated message content
Well I didn’t get mine stolen from a image on discord, just saying be careful. Mine was stolen from opening a spam email, clicked on a image and next day a bot sent those messages with my acct
no way your token got grabbed without downloading something or entering your data
if you could token grab stuff from browser or even other apps just by clicking images in emails we would be in a LOT of trouble
it couldve just been the email itself
It did steal my browser stuff yea
No chance, that would be something the security community calls level 10 vulnurability 😄
And you would hear about it on every tech news outlet out there
Took a deep research on the virus that did it and it’s very much capable
Just by opening the email…
There was a whatsapp vulnerability, in which whatsapp ran python & php files without asking
I can guarantee you that is not possible, I'd bet my bank account on that
something like [https://media.discord.com/snowflake/image.png](javascript:...)? im confused
yeah something along that, idk how it worked internally
html emails can run arbitrary code, no?
ah well that seems pretty straightforward as to how it works then
what? no, unless you run shitty email provider 9000
the masked link generates an anchor element, and with a javascript scheme that runs arbitrary code
There was a short bug in the TLS encryption in emails that had a code injection issue but that was also fixed faster than you could blink
Fun fact: the university I went to found that vuln and reported it earning the prof behind it some prices
Just in general:
If it was as easy as sending an image via email to token grab somebody, people would be doing that with bank accounts / email accounts that can be used far more destructive than discord accounts and in no time the internet would be burning, even if it required you to click on said image
Well i did click in the email. That was a lot to clean up. took money instantly from fiverr, amazon, paypal etc
Im just saying... dont click on stuff... it happened to me and is that easy to get your stuff stolen...
ah I see - one sec its a bespoke asset from the team
I'll come back to you about the material, thanks for asking! for now I had one other q - is it possible to add a low poly collision mesh for all of these (not including the trampoline_collision mesh)
I figured there's a way to add one for the object as a whole, rather than one mesh collider each
sounds like you want a convex mesh collider? mesh colliders work by reading the data from the referenced model in the mesh filter component. if your model is split up into lots of smaller pieces, you'll have to add a mesh collider to each of them
(or since you said you wanted a low poly collider, you could just add a box collider or something to the root parent)
CaUsin an older version of unity here
Is 6000.0.53f1 is this fixabble cause alot of the results im getting are just saying to find another version
yep I did originally just make a really low poly mesh but I wanted it to encompass all of the elements of the group as opposed to be applied to only one element- I'll mess with it though thanks
Some list of questions:
Did you upgrade unity version?
Did you try upgrading the VR package?
Are you out of storage space?
im not sure what you mean by element in this context
the separate meshes that make up the whole group
have to use this version cause of an assignment?
im using XR recommendeds
no
ah, the children. yeah you'll need to apply a collider to each part of the object that has a mesh filter
In that case if you can (as you have the blender tag) I would create a low poly mesh in blender that is a composite of all meshes you got there
Otherwise you will have a headache with it and the physics simulation performance will also not like you
wait interaction toolkit didnt have a recommended version hold on
i thought about recommending this but it's just more work than giving each object it's own collider
nvm it just wasnt showing up not sure why recommended is 0.2 older than latest
yep that's what I was trying, but the only thing is that when applied as a mesh collider to the group in unity, it still allows me to pass through it, the collision doesn't seem to be working
I didn't want to apply the collider to every child in the group as that seems like it would be expensive
I guess I could just join them up so its one mesh and then apply the collider, I just wanted to see if there was efficient way to do it if they were split
show the inspector of what you tried
(trampoline collision is the block mesh you saw)
try making it convex
also try giving it a mesh filter
mesh filter shouldnt help there
nope still happening, hmmm
I'm applying it to the parent though, that should work right?
did you change the collision matrix in your project?
nope 🤔
and show us the object it should collide with 😄
parent or not, it should work no matter what
collision mesh on the right, it covers the trampoline mesh completely
No i mean the thing that should collide with it ingame 😄 and would be good to see the inspector of that
By curiosity, can we speak French in this community or not ?
no, this is an english-only server
sorry sorted it now, its all good! ty for your help
Youre using english right now tho.. 🤣 whats wrong
I'm french, and I'm not very comfortable speaking English 😭
If it is really hard for you to speak english I always see a lot of french people streaming unity on twitch, maybe you can find a french unity community there
I searched in ds to find a french community, but I didn't find any... Thanks for the tips 👌
Is there a fix for this?
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
What should be the installs location
anywhere you want.
preferably an ssd if you have the space
is unity ai available now?
i have a project where i was using bezi but i want to switch to unity ai
thx
Hello guys im new to unity i was asking do i have to know scripting or can i be specialized only in building?
Somebody's gonna need to code
You can probably be a member of a team that doesn't code things but solo is going to involve coding
where is supposed to be the ai button? i just installed unity 6.2
Follow the instructions: https://learn.unity.com/course/prototype-a-scene-with-unity-ai/tutorial/set-up-your-project-with-unity-ai?version=6.2#688a2d27edbc2a07e46c3871
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
Is there like people who hire?
!collab
:loudspeaker: Collaborating and Job Posting
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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Thank youu
is there a help channel
Literally this entire server. But you must have known that seeing as you've asked questions in this discord already.
oh when can I have some help with my lighting because im trying to get rid of it all so I can restart the lighting including the bake
I've been getting this strange warning upon starting up my project, does anyone know what it means? it doesn't seem to be doing anything evil but it does make me a bit nervous
did you try doing what it says?
There's an extra component that goes on URP cameras to work properly with the render pipeline. You can just add it to your camera, it doesn't have any settings to change.
It just needs to exist
guys how do I FULLY reset it so my lighting looks like a project that just been made because I ruined the lighting I made like a minute ago
clear the baked map
question where do I clear it
that seems to already be on it
Then you've probably got another camera that doesn't
Try searching t:Camera in the hierarchy
i think im getting this warning from a scene that was improperly deleted. i cant access the scene but it still seems to exist somewhere
because there is no other camera in this scene, there are like 8 objects total
where it says generate lighting you have a small drop down
wait that easy 😭
Hello guys
can you clarify what you mean by building?
if you mean level design then yeah absouletely there's always a dedicated level designer in larger projects
Yes i want to like design projects
Houses
Nature
Mainly designs
For like properties and stuff
if youre talking about visual stuff primarily then yeah but theres a distinction between level design and environment art
Well more of designing yes
a level designer typically plans gameplay, pacing, and player interaction within a game space, while an environment artist creates the visual assets and aesthetics that populate and bring that space to life.
they are 2 very different things, but do overlap
sure that works
you need someone to make the levels feel good and fun to play, and another person to make them good look
but youre sort of missusing the word design here
Whats the right word for it?
i guess uh visualizing?
How do I fix this
Do you do visualizing?
im a solo developer so i do a bit of everything lol
Thats very cool
we would need to actually see the code.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.VR;
using Photon.VR.Cosmetics;
public class ChangeHeadCosmetic : MonoBehaviour
{
public string Head;
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("HandTag"))
{
PhotonVRManager.SetCosmetic(CosmeticType.Head, Head);
}
}
}
📃 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.
Is there any chance that you can share with me some advices and teach me?
I tried to start on my own but i didnt understand anything
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
are you sure the "Cosmetics" namespace exists in that package?
There are plenty of tutorials to get you started with Unity.
how do I check if it is
I tried the think you download in unity tutorial
But i couldnt understand much
everything ive learned was through experimentation, but i did have prior coding and game development experience, if you want to actually learn unity properly you should follow their learning pathways
Will the videos actually help?
they are about the best way to learn unity as a beginner
I have experience in roblox studio if that counts
Looking for someone to program games with
i mean you included it in your code? So where did you get the idea from if you dont know if its a part of the Photon.VR package lol
!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**
Its a package
yes and do you have any documentation for said package?
i tried no one saying anything there
nope
well heres a good tip, dont bother using stuff you dont have any documentation for, because all its going to do is cause you headaches like this one
but also im pretty sure there has to be some documentation for photon vr lol
that doesnt change the fact that you shouldnt do it here lol
there’s a quick bit of docs in the repo
yea but where should i?
look elsewhere online ig
i am no one replay
maybe that means something...
You’re not allowed to do it here anyways. Doesn’t matter
bro are you fr
do you get an error if you just remove the "using Photon.VR.Cosmetics" from your codde?
no
then you dont need it...
ok
the documentation doesnt even mention it anywhere
it seems to all be a part of "Photon.VR"
ok
@silent bloom how much unity do you know? Or c#?
yea im asking where
!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**
Nothing

How are you going to make a VR game then
that’s like ultra hard
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
no one replay got a better place maybe?
why is it always a gorilla tag fan game in here
well not here
there not that hard all I gotta do is search it up
its simple its called "Monkey" 🙂
you want to make a "fan game", you need to know how to make a game
i know i didnt ask if here why you keep resaing it
believe it or not making a fan game is an order of magnitude harder
than just making any game you want
3D is already hard but VR is like wayyyyy out there
it’s not impossible you’ll likely get super frustrated before you have anything feasible
theres a word for it
because you need to learn the fundamentals
scope creep
and it sort of scales the less you are experienced
and the more ambitious your project is
youre like on the 2 extremes here with both lol
we’re not trying to put you off this game, but keep it at the back of your mind or write it somewhere and come back to it once you’re more confident with unity and coding
Hey, can someone tell me where can i send some help from this server?
!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
Sure, thx! 😄
so guys, how many of yall are doing the christmas jame gam and how do you feel about it?
gonna be my first game jam
Do you have terrain toolbox installed
Nope
No plugins/asssets that affect terrain are installed.
I would try installing it anyway as it does change up the editor a bit. Usually no reason not to have it installed anyway
oh but this is built-in? Not sure the availability of it then
why is my currentHp 0 not 100? is this a bug?
you most likelly changed the default after unity already serialized a value for this component instance
change it to 100 manually to fix
thx works
Its URP
Because you've created a variable in a script, then changed it in the inspector to 0
why is currentHp serialized
(max health and maybe initial hp should be serialized, but current hp, as a state, shouldn't)
actually i didnt even touch it
im learning and following tutorial
Changing it in the script after the fact does not update the inspector.
The inspector exists to override the script values, otherwise it wouldn't do anything at all.
The point is to use the value you've dialed in for this specific script, instead of whatever is in the code, so you can make different copies of this component do different things.
Hmm I've been researching the camera topic for a bit now and everything I've been seeing, everybody is using the free look camera instead of 3rd person camera for... 3rd person?!
Any reason for that? 😄
whats the difference between : rb.linearVelocity = new Vector2(xInput, rb.linear Velocity.y); and this rb.linearVelocity = net Vector2(xInput, rb.linear VelocitY);
i asked chat gpt and it said i will get errors, but i didnt get any errors and it works the same in both ways? so which one is correct? does it depend which unity version im using? is linearVelocity.y more suitable for unity 6.2? thx
don't listen to the spam bot. but they are effectively the exact same thing
thought so, its just i wanna ask copilot first before asking here, the problem is ists chat gpt model, not claude opus so yes, stupid answers
i think you should not ask ai at all
Perfect summation of why you don't consult the bullshit oracle
actually
consider reducing your AI intake altogether
use actual sources
its far easier to learn when you put in the effort to research why things are the way they are
Like I did. You can just check what properties Rigidbody2D has in the documentation
You don't have to ask the hallucination machine
Ai is right sometimes but will litterally hallucinate and lie to you so its not reliable
LLMs are only right by coincidence
use it in very limited amounts almost always after youve exhausted every other venue, and by exhausted i mean like page 4 of google search results and this discord lol
AIs can be right if they're designed to be right. like WolframAlpha
LLMs are not that kind of AI
i think thats just a matter of semantics
actually thinking about it, i don't know if wolframalpha actually uses AI in any part of generating output, or if it's just NLP for understanding the input
WolframAlpha can only be as right as the computational algorithms it uses
🤔 has that happened? ive never seen it be wrong based on the input
ive only ever seen it fail to parse input or fail to give an answer entirely
I'm saying you're less likely to be lied to your face using WolframAlpha than an LLM as it has distinct algorithms it will use
If you get bad output then it's mostly user error of bad input
im not seeing how your previous message relates to that tbh (not that i disagree)
but yeah, at least wolframalpha tells you how it's interpreting your input and gives options to change the interpretation sometimes too
It can be wrong, if the person programming WolframAlpha has made a mistake. In which case, since it's deterministic algorithms, someone can go fix it.
As opposed to an LLM which is frequently wrong and cannot be patched since it doesn't actually have an algorithm
bro ai currently dont have that good of a memory, atleast the ones i worked with doesn’t
Any layout group pros in the chat?
Working on building a stream overlay in unity, have two items in a Horizontal Layout group, both set to flexible width, which allows them to each grow to fill the space of the row. However, when I start adding children to one of its children, it grows, even though there's so much free space.
I thought I had a pretty good handle on Layout Groups but this just baffles me
Oh, I suppose this belongs in #📲┃ui-ux , my mistake
anyone wanna help me understand whats going on here in the profiler? Is UI stuff generally that expensive??
