#๐Ÿ’ปโ”ƒunity-talk

1 messages ยท Page 39 of 1

placid onyx
#

anyone know how to fix these errors

mystic abyss
sudden ruin
#

you disabled UI data

mystic abyss
#

They're VRChat specific errors

sonic ferry
# sudden ruin you disabled UI data

I did so because alongside all the other disabled ones, when checking them off/on the graph changes were barely bumping up, I essentially just kept the big ones (blue, green) that showed significant graph changes. Although yea, yikes Eyes , the UI section is not looking so hot

#

it looks like enabling "manual redraws only" helped a lot with some OVRoverlay canvases

slow dirge
#

What's the OVR overlay canvas script anyway? Doesn't sound like a default unity canvas.

sonic ferry
slow dirge
#

Yeah, googling it, it seems to be something provided by oculus/meta.
Thus, unity optimization common sense probably doesn't apply to it very much. You'll need to learn how that package works.

sonic ferry
#

ye, wish I had known about the profiler beforehand, but at the time it didnt seem to affect anything in the editor so I kinda just trusted it, but builds on the actual headset are clearly ass in performance. Guess the time is now ๐Ÿ˜…

sterile gust
#

Currently working with a vrc avatar and if anyone might be able to help with the issue I'm coming across that'd be great.

I changed the eye textures on the model(first image atleast it should be set as the first image)

But when i go into the gesture manager and use the gestures the eye texture changes to something else. (2nd image)

Ive looked through the blendshapes and all the eyes and pupils are turned off so im a little unsure how to go about changing and fixing this

copper gust
#

Your best bet is gonna be asking in a vrchat community

#

majority of the people here do not have experience with this kinda stuff

sterile gust
harsh ferry
#

Guys is the unity mcp tool good for beginners is it a viable tool to make a game?

slow dirge
#

No. Don't use AI as a beginner. At least don't use it to develop for you.

sonic ferry
#

whats the purpose of a clean build? I know it "rebuilds the library" folder but what does this help with exactly? Does deleting the library folder help fix any corruption? Can there be a negative impact to this? (aside from having to wait extra long for the build to finish ofc)

lapis gate
#

Beyond what's there I usually need to clean build to regen project files cause vscode plays dumb with me sometimes

ocean pumice
# sonic ferry whats the purpose of a clean build? I know it "rebuilds the library" folder but ...

Clean Build is building the entire build folder and is not using cached files, that could be reused, if nothing changed (at least for unity to detect) in your cached files. This can happen for example on iOS builds, where Unity reuses parts of the Xcode Project, even if things should have changed. this can cause the generated Project to fail on dependencies for example and let Xcode not build.

#

Rebuilding the library folder simply reimports your assets with its latest state on drive and therefore help get missed updates that could be caused by those cached files inside library.

sleek gazelle
#

yo does anyone know how to turn off this snapping effect? whenever i move a gameobject, it conforms to this very faint grid in the background

#

i already have grid and snap off so im so confused

#

thanks ๐Ÿ˜„

ocean pumice
sleek gazelle
#

well idk if this ic alled snapping to a grid

#

but it seems to be following that faint grid in the bckground

pearl oyster
sleek gazelle
#

thank you bro

vivid river
#

<@&502884371011731486> He's back

sage basin
#

?ban 1248548780173692932 bot spam

novel scarabBOT
#

dynoSuccess ngp_dream was banned.

tall hearth
#

Congrats i guess...

sleek gazelle
#

<@&502884371011731486>

sage basin
#

?ban 731618815879938127 bot spam

novel scarabBOT
#

dynoSuccess .soultrader was banned.

sleek gazelle
#

godspeed damn

sage basin
brisk rivet
#

Is there a reason Unity Editor Loop is taking 13.5ms/frame on my PC?

#

I profiled & "Others" are taking a shit ton of time. I checked what that is, and it turns out it's the Unity Editor mostly.

#

Checking the timeline, it appears to be true. Editor Loop is huge.

#

Yeah, why the fuck is Application.Tick so goddamn long?

outer light
#

Y'know when I finally actually make my game the first thing I'm going to do is make bullets go exactly where the gun is pointed (Except for rare cases like buckshot from a shotgun) and have the inaccuracy be due to recoil, no bullets going everywhere except where the gun is aimed or magically becoming more accurate when you crouch

#

Always disliked that in games

slow dirge
brisk rivet
#

Like what? I'm so confused.

slow dirge
brisk rivet
#

Even here

ocean pumice
#

What are those huge spikes? Usually those come from GC or something else blocking your mainthread.

brisk rivet
slow dirge
# brisk rivet

Is it being in background? Or maybe an inactive window?

#

Because it looks like you have profiler in a standalone mode and active.

ocean pumice
#

Oh yeh, you are somehow connected to some running instance, not your editor

brisk rivet
#

Okay, I think this should fix it.

#

This is editor while running the game

ocean pumice
#

You are still connected to an external service, not your playmode

brisk rivet
#

With the main culprit being Semaphore something

brisk rivet
#

Not the actual game.

slow dirge
# brisk rivet

Semaphore means waiting for a different thread(likely render thread)

ocean pumice
slow dirge
#

Switch to render thread

ocean pumice
#

But still Application.Idle taking up so much is not normal behaviour

brisk rivet
#

I'd be really surprised since Render Thread shows 0.3ms

cyan lion
ocean pumice
cyan lion
#

using hdrp

brisk rivet
#

What is this meant to mean?

cyan lion
#

i was expecting to get nice graphics with hdrp but its just a pain to setup everything and still get bad results

slow dirge
# brisk rivet

deep profiling or timeline mode might reveal more. But let me guess: you have both scene and game view open in playing mode?

ocean pumice
slow dirge
#

obviously that's not cheap

brisk rivet
#

Yeah, but that would be the Render Loop right?

#

Not the CPU loop

slow dirge
#

Rendering involves a lot of processing on cpu as well as the gpu

cyan lion
brisk rivet
cyan lion
#

its a game?

brisk rivet
#

Yes.

ocean pumice
# cyan lion using hdrp

I guess, your bake settings are just too low and before baking you did not have any lightmaps. Did you check the lighting settings and resolutions of your atlases?

brisk rivet
cyan lion
brisk rivet
#

It's a 2D game, very simple one at that.

ocean pumice
cyan lion
#

the bake takes too long is it normal

brisk rivet
ocean pumice
slow dirge
brisk rivet
#

Since that's what I though.

brisk rivet
#

It all changed when I imported Dotween

#

and then I removed it as well, but it didn't fix anything.

cyan lion
slow dirge
ocean pumice
cyan lion
#

it takes a lot of time and still crashes

ocean pumice
# cyan lion can i bake it using gpu?

Not sure about HDRP, but in URP, there is a scene tab in lighting window, where you have the lightmapper selection, there could be progressive GPU

cyan lion
#

i wish unity had lumen, nvm

#

i have it set to gpu already

brisk rivet
#

Technically, there are assets in Unity Asset Store that do just what Lumen does.

ocean pumice
# brisk rivet Deep profiled.

I read about vector images there. Are you using any heavy images/sprites as vector or do you update anything from script?

cyan lion
#

how do i look them up

ocean pumice
brisk rivet
cyan lion
brisk rivet
#

This is one of them.

#

But it's URP only from what I can tell.

balmy badge
#

the unity

#

is very unity

cyan lion
#

i think i should switch to urp. i choose hdrp cause i needed top tier graphics but it aint happening.

#

all i got is long loading screens and slow performance

#

is it really that difficult to setup a hdrp scene that is photoreal?

brisk rivet
#

It shouldn't be, no.

ocean pumice
#

Its harder than in unreal, but not impossible

brisk rivet
#

If you want, I can hop in a call with you to figure it out?

#

But it's really not that difficult in my experience.

cyan lion
#

i can stream you my screen but i wont talk much

#

where can i join their is any vc here in server?

brisk rivet
#

Not sure I understand what you mean by this

slow dirge
# brisk rivet Deep profiled.

Very weird data.
Perhaps the issue is not in the editor loop after all..? It seems to point to the game view rendering.

brisk rivet
ocean pumice
cyan lion
tall hearth
cyan lion
#

can i stream my screen in call?

brisk rivet
#

Sure, lets test.

#

All UI is disabled since it's all under Phone.

#

Including every script etc.

#

Still getting 14ms average of CPU pipeline going to editor.

ocean pumice
#

I would actually save the scene and remove the gameobject with the canvas entirely to be sure

cyan lion
slow dirge
brisk rivet
#

Everything removed except camera.

ocean pumice
#

GameManager doing nothing, right?

brisk rivet
#

It's empty object.

ocean pumice
#

Hm. As you are on .2, did you just try to update Unity? Remove library folder.. Like the default unity fixes that sometimes work ๐Ÿ˜„

torpid bone
#

hey can somone help me here hoe do i take out the texture and matrerial for my character

brisk rivet
#

well @slow dirge running just the game view is faster

torpid bone
ocean pumice
torpid bone
#

the materials and the texture for the character it dose not show

ocean pumice
#

The materials should be exported to the folder you select. Textures seem not to be included in your fbx file, they should be external somewhere

copper wyvern
#

Hello everyone, I hope to be able to find help here with a bit of luck. I currently have an issue with blenders and unity. Basically, I import an animated 3D model (a small character) with 4 animations but one of them has a problem that only appears on Unity, why does the head not stay in its place T-T, Why ????

torpid bone
ocean pumice
torpid bone
ocean pumice
#

Maybe somethings wrong with the udemy assets. You should contact the people, who created them probably. Or maybe describe more, what is not working exactly

torpid bone
ocean pumice
#

yes, paste it here

torpid bone
fleet bronze
#

Uhm so I just moved a project from 6.0 to 6.3 and it appears I can't move the scene camera with WASD anymore unless I disable "Camera Easing", has anyone else had this issue?

ocean pumice
# torpid bone

Where you got those files, I assume you maybe got another zip with textures to assign to the materials.

torpid bone
turbid owl
#

Where can I ask a question regarding Unity VR project?

ocean pumice
ocean pumice
torpid bone
storm patio
#

it's modding stuff, or stuff with dedicated communities that would be better served in the respective communities

storm patio
# torpid bone

the zip seems to have textures that you haven't extracted, have you tried those

storm patio
# torpid bone

also you should probably not have your entire unity project synced to icloud

storm patio
safe python
#

Hiii

storm patio
#

what part of that do you need clarification on

storm patio
velvet zodiac
#

Has anyone had any success in implementing offline acoustic echo cancellation in unity? i have an npc that im speaking with using the microphone but it detects its own speech if i'm not using a headset.

torpid bone
safe garden
#

what I would wish they would add to the UI for terrain or any toolset is a wheel or flyout where you hit a hotkey, and there's a wheel for terrain paint, smooth, raise or lower, that you can just flick to - then a hotkey for brush opacity/size, it would be faster than having to go back to the dialog constantly

brisk rivet
#

Is there a way to force an aspect ratio in Unity?

#

Like I want my game to always render in a specific aspect ratio and only allow resizing along that ratio from the corner.

fleet sedge
#

Hi guys, is unity 6.3.0 safe and recommended to use?

ocean pumice
ocean pumice
snow scaffold
#

You could use Camera.fieldOfView, but I don't recommend you force an aspect ratio on players

sly eagle
#

Hi, I need help.
In Unity 6.3 LTS, my Play Mode is stuck at exactly 30 FPS.
It never goes above 30 even in an empty scene (normally I get 400โ€“500 FPS).

VSync is off, Maximize On Play is on, Game view is focused.
Still locked at 30.

Is there a new setting in Unity 6 that caps Play Mode FPS?

ocean pumice
sly eagle
#

no, also tried to change target frame

ocean pumice
#

Did you upgrade from a previous version <6 or just from 6.2 or something?

sly eagle
#

Even if I clear everything on stage or try something else, it's still 30 fps static

#

No, I downloaded Unity 6.3 in a new clean project.

ocean pumice
#

Target platform is windows/mac?

pearl oyster
#

Vsync is off from where? There's a separate setting for it in the play mode

ocean pumice
#

Oh wait, isnt adaptive performance part of unity 6.3 now?

ocean pumice
sly eagle
#

its unchecked and vysnc is off on both setting

#

I'm connecting to a dedicated server as a client. Is there something like automatic FPS locking in the editor in this scenario? This is my first time working with a server.

#

There is no such problem in the build because it only occurs when I connect as a client from the editor

#

Okay, I understand. I left the send rate at 30, which is why it's locking the FPS in the editor. Thanks for the suggestions!

kind oxide
#

Soo- This may be dumb, but I'm trying to figure out how in the hell I get my Coroutine to work

storm patio
#

you probably need an input

#

and you probably need to not have 2 StartCoroutine calls

brisk rivet
#

Actually, it don't work at all.

opaque pond
#

Hi, I had a quick question about optimization. Is it optimal to set all walls, buildings, barriers, rocks, posts, etc., to static? Gemini explained a bit about optimizing his game, but I'd prefer to ask humans too x)

brisk rivet
#

@ocean pumice @slow dirge It apparently fixed itself kekw

#

I changed absolutely nothing.

brisk rivet
#

It's so the GPU can batch it and render it more efficiently.

opaque pond
brisk rivet
#

Yes

copper gust
main pagoda
tribal spindle
#

can someone help me...

my tools look like the first picture cause I accidentaly clicked something but I dont know what ๐Ÿ˜ญ
its supposed to look like the second picture

tribal spindle
#

the dubble arrow to the left is just minimizing it, the arrow to the right is minimizing the game object thing and the hamburger is hiding

#

I have no idea how I got it like this

storm patio
#

try dragging the hamburger

#

it is a handle

tribal spindle
#

I can get it like these but nothing else with dragging :c

brisk rivet
#

Anyone know how to force an aspect ratio in Unity?

#

I wish to force a 35 : 76 aspect ratio on desktop devices for my game.

opaque pond
#

Hey, quick question: how do I make the edges of the paint smooth and not jagged like a square?

tribal spindle
# brisk rivet I wish to force a 35 : 76 aspect ratio on desktop devices for my game.

u can use this script I think, just attach it to the main camera


public class ForceAspectRatio : MonoBehaviour
{
    public float targetAspectWidth = 35f;
    public float targetAspectHeight = 76f;

    void Start()
    {
        float targetAspect = targetAspectWidth / targetAspectHeight;
        float windowAspect = (float)Screen.width / (float)Screen.height;
        float scaleHeight = windowAspect / targetAspect;

        Camera cam = GetComponent<Camera>();

        if (scaleHeight < 1.0f)
        {
            // Add letterbox (horizontal bars)
            Rect rect = cam.rect;
            rect.width = 1.0f;
            rect.height = scaleHeight;
            rect.x = 0;
            rect.y = (1.0f - scaleHeight) / 2.0f;
            cam.rect = rect;
        }
        else
        {
            // Add pillarbox (vertical bars)
            float scaleWidth = 1.0f / scaleHeight;
            Rect rect = cam.rect;
            rect.width = scaleWidth;
            rect.height = 1.0f;
            rect.x = (1.0f - scaleWidth) / 2.0f;
            rect.y = 0;
            cam.rect = rect;
        }
    }
}
brisk rivet
#

Already tried that, doesn't work.

tall hearth
boreal river
#

Hey, guys! I have a problem with character controller, for one reason when the game starts the character controller is in the air instead of touching the ground.

tall hearth
boreal river
#

I am going to record

tall hearth
boreal river
#

yes it is on the ground before check it out

#

I have adjusted properly the floor collider

#

like there is nothing that blocks the way

#

I want it to touch the floor like this so you got the point but instead when the game starts after the loading its in the air

#
 {
     bool isGrounded = characterController.isGrounded;

     horizontalInput = Input.GetAxisRaw("Horizontal");
     verticalInput = Input.GetAxisRaw("Vertical");

     if (isGrounded && velocity.y < 0)
     {
         velocity.y = groundedVelocity;
     }
     else
     {
         velocity.y += gravity * Time.deltaTime;
     }

     Vector3 moveDirection = new Vector3(verticalInput, 0, horizontalInput).normalized;
     Vector3 finalMovement = moveDirection * moveSpeed;

     finalMovement.y = velocity.y;

     characterController.Move(finalMovement * Time.deltaTime);```

Thats what I do on my player controller
brisk rivet
#

Anyone know how to force an aspect ratio in Unity?

(The typical solution of changing Camera Rect and adding letterbox/pillarbox doesn't work since I use UI with Overlay Canvas).

storm patio
cyan lion
#

so in unity like if i have a level i am making and assets are not compleltely made or are subject to iteration, am i only supposed to bake lighting when i finish with placing assets in the scene or is it common to bake lightmaps while iterating to get the feel?'

#

like what do professional devs do like they bake once ? cause baking takes too much time and i cant even use my computer cause the moment i open something unity crashes (while baking)\

#

also i currently own a 3050 (4gb) laptop. how big of a jump will i see in baking performance if i say get a pc with 5070 or 5080 with a ryzen7/ultra7, will it still be this slow and unstable to bake lightmaps?

exotic relic
# cyan lion also i currently own a 3050 (4gb) laptop. how big of a jump will i see in baking...

If its a laptop, you probably shouldnt bake all the time, itll start burning up the cpu and degrade its performance since laptops dont have much cooling. baking does not require a super powerful gpu, but rather decent amount of vram and cooling.

When creating the scene, you do not need to constantly bake, in fact you should disable the auto baking feature in the lighting settings so that you dont have to wait everytime you open a scene, which will also prevent those crashes.

#

If you have objects as static, and point/spot lights set to baked mode.. simply assume the scene will have ugly lighting until you bake, yet continue to create it

cyan lion
exotic relic
#

Clear your lightmap and disable the auto baking, just do it when you get the new pc

cyan lion
exotic relic
#

ah, you plan to stick with that one?

cyan lion
#

should i not use my laptop while baking

exotic relic
#

you can try turning down the setting on baking but itll only help to an extent... a laptop is going to struggle

cyan lion
#

but for now all i have is a gaming laptop

exotic relic
#

I myself have a 3060 8gb vram laptop.. and baking has burnt up my cpu and my gpu has started to fail over time. I will be getting a new pc for baking

#

Its a simple fact that you are doing tons of light calculations so players dont have to do it at runtime

cyan lion
#

hooked to a screen, which reminds me of another question, does screen resolution effect performance? cause my laptop is 1080p and the monitor is 4k

exotic relic
cyan lion
exotic relic
#

itll just rundown your laptop

cyan lion
#

i havent even applied textures yet to my scene lol

#

just materials with parameters adjusted

cyan lion
#

mines a tuf

exotic relic
#

doesnt matter tho. baking is super heavy and should be done on a proper gpu

cyan lion
#

And i will never buy a gaming laptop ever again

exotic relic
#

that process is putting your pc through the stress so other peoples gpu doesnt have to work so hard

cyan lion
#

yeah right

exotic relic
#

you could watch a youtube video on how baking works, but still.. itll be much better on a pc so it has proper cooling

cyan lion
#

should i get a liquid cooled pc for baking

exotic relic
#

im in the same situation as you pretty much lol

cyan lion
#

your pc is aircooled?

exotic relic
#

a desktop pc has a lot more space to have larger fans, and usually the gpu has a fan as well

cyan lion
#

fair enough but still like is liquid cooling worth it for such tasks, i also do rendering in cycles and arnold (images)

exotic relic
cyan lion
exotic relic
tall hearth
brisk rivet
#

@cyan lion 4gb ram is not enough for HDRP anyways...

#

HDRP is ideally meant for the upper tier of stuff.

#

The way baking works is it iterates through every combination of light rays and camera angles, using which it creates a light map. That light map is then used at runtime. You increase compile time and memory requirement, while reducing runtime compuation cost.

tall hearth
#

Dont spread missinformation

brisk rivet
#

Indeed. CPUs don't degrade this way.

#

What can happen though is that if your laptop hasn't had its thermal paste reapplied on the CPU, most likely it may not distribute heat as well to cooling mechanisms, leading to overheating.

#

Which, in turn, will lead to thermal-throttling, and if it gets too hot, your CPU to turn off to protect itself.

exotic relic
brisk rivet
#

It's not abuse.

#

CPUs like when they're consistenly used.

tall hearth
stuck flower
brisk rivet
#

If anything, the temperature deltas are worst for the CPU.

exotic relic
tall hearth
#

Unless it was 150 plus degrees celsius and then it'd shut the computer way before and no damage would be done

brisk rivet
exotic relic
#

Gradually itโ€™s starting to feel slow and I get low fps on many games now

brisk rivet
#

Clean fans.

#

You're thermal throttling.

#

Not CPU degradation.

tall hearth
stuck flower
storm patio
stuck flower
#

Reinstalling your OS is usually enough to get a machine back up to its normal performance

brisk rivet
exotic relic
#

I mean itโ€™s alright, getting a desktop pc instead of a laptop would be ideal for development.

And same for the person above whoโ€™s using a 4gb GPU to bake

brisk rivet
#

You'll have to do same with desktop PC...

#

Laptop fans just get clogged more easily.

exotic relic
#

Sure youโ€™ll still have to bake, but the performance will be better

brisk rivet
#

Due to them being near human (creatures that generate waste).

#

(your body sheds dead skin cells which accumulate into dust)

brave ridge
exotic relic
#

So not applying paste is why Iโ€™d have a significant decrease in performance over time when baking?

brave ridge
#

The baking has nothing to do with it and they listed a few things on top of the thermal paste. Even just cleaning your fans could help

storm patio
stuck flower
#

Things with moving parts, specifically.

#

Fans, platter hard drives, etc.

exotic relic
#

Well, the main topic here is GPU

#

Having GPU with no fans

stuck flower
#

GPUs degrade because they usually have built in fans that can't be easily replaced.

exotic relic
#

Seems better to upgrade to a desktop

#

Wouldnโ€™t it

mild radish
storm patio
vivid river
brave ridge
tall hearth
mild radish
#

sometimes u just do what u gotta do lol

#

either that or buy the complete fan setup/ along with the shroud and all that.. n i didn't need all of that

#

it actually worked fine with 2/3 fans.. but i didn't wanna put stress on it

exotic relic
mild radish
#

i use a leaf-blower once every couple of months to clean out all the dust

exotic relic
#

I know I need the upgrade, my environments are a little graphic

mild radish
# tall hearth That feels over kill -_-

nope not at all... I used to clean it manually.. w/ alcohol, wipes, tooth brushes and all that crap..
but i noticed that the corners, cracks, nooks and crannies would still be dirty
now i just unplug the peripherals take it out to the back-deck... and w/ the covers off i just hit it with the leaf-blower..
easiest, simplest, and fastest way to clean it out..

after a minute or two.. all the fan blades, all the heatsinks, the radiator and everything is completely dust-free...
im sure i could do it once or twice a year.. but as soon as I see any dust in the vents I'll do the leaf-blower

brisk rivet
#

The whole idea behind fans is not just open the GPU up to air access.

#

But to ventilate the hot air away.

#

and to ventilate the cool air in

mild radish
#

yup a case helps to funnel the air thru...

#

with either a push or pull setup

tall hearth
mild radish
#

lol.. (aka space-heater)

brave ridge
brisk rivet
#

<@&502884371011731486>

brave ridge
#

<@&502884371011731486> scam post

mild radish
#

i've had to go back and plug in a connector i've blown off.. but nothing so bad so far lol

and i'v always done it from a distance.. (about 3 or 4 feet back)

mild radish
brisk rivet
tall hearth
#

we dont really help with just straigth up learning here, though if you have a specific question you can ask

mild radish
#

so far so good.. i'll keep an eye on them tho next time.. (the blower usually gets them spinning really good.. and then i'll take a towel or napkin.. and use that to slow them down..

#

(that knocks off most of the dust)

tall hearth
#

!learn

vagrant rootBOT
mild radish
# brisk rivet Indeed.

if i break a fan blade or something (as long as its a case-fan) im good.. ive gotten dozens of those laying around..
i just try to be careful with teh ram sticks..

potent geyser
#

This conversation isn't Unity related anymore. And @mild radish at some point you're going to get yourself banned for posting off topic images (which you were just given a final warning about a month ago)

mild radish
#

i've bent or knocked them with my hand once.. and almost couldn't get them to get a good connection afterwards.. (but since then i have)

potent geyser
#

If you want to discuss PC related things, at least make a thread.

mild radish
#

my bad.. fr tho

(BAWSI mentioned that he uses compressed air to clean and even that makes him cautious... I was only showing that the blower I was talking about In relation to cleaning and keeping the PC running cool was a small blower.. and thats how i keep my case clean and running optimized....

The discussion was going on for almost 2 hours before I started conversating about it as well. but i get singled out and pinged.. and told to make a thread.. it wasn't even My FUCKING discussion... I didn't start it.. I just logged into it... ๐Ÿ‘ˆ ๐Ÿ˜ฅ

potent geyser
#

A picture of a leaf blower? Ok.

thick rock
#

Hey everyone, does anyone know what the problem is? The player isn't moving at all, and the code is fine. When I press the right or left arrow, it prints to the console, but it just doesn't move at all and doesn't jump like you can see. Does anyone know what the problem is?

brisk rivet
#

Nevermind, I stand corrected.

storm patio
#

everyone learns differently

#

we can't really give you direct advice for that

#

we can point you to resources, but how you utilize them or which ones you use is kinda up to you

stuck flower
#

When you encounter something you don't understand - go seek the answer and the then remember it.
When you encounter something that you do understand - find out how to break it.
When you break something - find out how to put it back together.

Mess with things. Change stuff, see how it affects things. Devise experiments, pose hypotheses, test your assumptions. If you have a question on how something works, try it and see. Be curious. Wonder why stuff happens, then try to figure out how it does.

#

Ah, they deleted the post I was replying to

storm patio
sudden ruin
stuck flower
storm patio
#

how are you trying to move the character? have you checked its transform to make sure it's actually not moving, or if it's perhaps moving very little?

tall hearth
unique talon
#

Hey guys where can I get help with lighting?

brisk rivet
#

Uh, I thnk I'm getting too much FPS.

mild radish
#

cap it

vivid river
brisk rivet
#

Optimized like 3 shaders.

#

Went from 350 FPS -> 1.2K

#

kekw Life

tall hearth
# brisk rivet

Is this going to be a game like simulacra / sara is missing?

thick rock
# storm patio you haven't really given much info to help

The character doesn't move when I press the right or left arrow keys, but I wrote in the code that when I press them " Debug.Log" , a message should appear in the console where they're pressed so I can check and test the code. if it's works.

brisk rivet
#

Well, not really a psychological thriller

#

but more so a coming-of-age game.

#

Same concept though.

#

Visual Novel

bleak heron
#

hello, has anyone worked with Gaussian splats files in Unity? I'm working on a project and am having trouble getting .ply / .glb exports from World Labs AI to import into Unity properly, would really appreciate some tips

tall hearth
#

Ew ai ~_~

stuck flower
amber walrus
#

I have a love hate relationship with Unity.
Anyways can someone explain to me how the input map work and how I can implement the same input player map to other scripts?

amber walrus
#

Yeah bro. Thatโ€™s confusing

storm patio
#

it's part of the input system, you can specify actions mapped to bindings using it

#

there are plenty of guides and tutorials for input system

amber walrus
lavish needle
#

Hi! Total beginner here. ๐Ÿ‘‹

I'm looking for a Youtube channel appropriate for my skill level that could help me get started with mixed reality developing. I take any recommendations, thanks in advance!

vagrant rootBOT
thick rock
lavish needle
storm patio
#

so I don't think that's the problem.
don't stop at "i don't think", go verify that

thick rock
storm patio
#

and how are you actually moving the character

#

transform? rigidbody? etc

#

you're really not giving us much info to work with

sudden ruin
thick rock
storm patio
#

moving via the transform, via a rigidbody, via a charactercontroller, etc

storm patio
#

alright, via forces or setting the velocity

#

just show code at this point

#

!code

vagrant rootBOT
storm patio
lavish needle
#

Sorry if it's a stupid question, but why do so many members of this server have exclamation marks in their names? Are they all bots?

storm patio
lavish needle
vivid river
#

! is sorted first

vagrant rootBOT
storm patio
#

you'll probably see it in most large servers unless there's a rule and a bot removing hoisted names

lavish needle
potent geyser
#

We will remove any hoisted named (renamed or remove nickname) if they're using it to self promote.

lavish needle
#

Good to know

sudden ruin
potent geyser
#

Not sure, this was something we've done long since the Insiders role was made (just a few months ago)

#

We had no hand in making that role, that was a Unity decision.

lavish needle
#

I'm sure it's easier to moderate a few promotion channels than a whole list of users you have to check one by one

potent geyser
#

Personally, I'm all for just hiding the user list entirely. It will at least prevent DM spamming a bit for people doing it manually.

lavish needle
potent geyser
storm patio
storm patio
brisk rivet
#

noted

polar basalt
#

hey guys, i know that this is not directly unity related, but im trying to get git for unity, are these explorer functions important or does no one use them since there is github?

brisk rivet
#

Not sure what I'm doing wrong here. I've set this to limit FPS to the screen's refresh rate (in my case 144), yet my game still goes bonkers to 1.3k FPS.

plain dagger
#

platform ios is not a thing?

brisk rivet
polar basalt
#

visual studio code ig?

brisk rivet
plain dagger
polar basalt
#

for target framerate to work

plain dagger
brisk rivet
storm patio
plain dagger
#

you can change the target fps for mobile actually

polar basalt
storm patio
#

github is a platform to host git repos, nothing to do with actually creating them

brisk rivet
#

Please don't spread misinformation...

polar basalt
polar basalt
storm patio
brisk rivet
#

If you try to render unsync, it will crash.

storm patio
tawny quail
#

Never had that happen

plain dagger
#

on android you can alter the fps cap to not be 30

plain dagger
#

i know because ive done it many times look at my fancy icon i know my stuff

storm patio
# polar basalt that

oh, you don't need them, but you will need a git client. you could use those, you could use others.

polar basalt
tawny quail
#

I know mobile can be a bit weird with what it actually applies (since it tries to keep it in divisions of its refresh rate).

storm patio
vivid river
plain dagger
vivid river
#

that will open the Git cli terminal there

polar basalt
brisk rivet
#

You clearly do not.

polar basalt
#

and i never used git in my life, lol..

brisk rivet
#

Web, Android and iOS: Rendering is always limited by the maximum refresh rate of the display. Setting vSyncCount = 0 and targetFrameRate to an arbitrary high value will not exceed the display's native refresh rate, even if the rendering workload is sufficiently low.

plain dagger
#

when did i say you could do this

tawny quail
#

Rob just said you can make it not 30

plain dagger
#

i said you can change the target fps from the common default of 30 fps

storm patio
brisk rivet
#

and I'm talking about getting 1.4K FPS

brisk rivet
plain dagger
#

using target fps on windows is actually a bad idea so you should use vsync there instead

brisk rivet
#

1.4K FPS > any mobile device's refresh rate

storm patio
plain dagger
#

use target fps for mobile/console only

brisk rivet
polar basalt
#

and im telling you

#

just do vsync off

#

try that, and then set the target framerate

storm patio
brisk rivet
#

VSYNC is off.

polar basalt
storm patio
#

i don't think vsync is related to the discussion here tbh

brisk rivet
#

Bro, I've been making games for over 2 years. I know how to turn vsync off.

polar basalt
storm patio
#

that was not the discussion

polar basalt
brisk rivet
#

Desktop and Web: If QualitySettings.vSyncCount is set to 0, then Application.targetFrameRate chooses a target frame rate for the game. If vSyncCount != 0, then targetFrameRate is ignored.

plain dagger
#

game window also has its own vsync toggle

polar basalt
storm patio
polar basalt
#

thats what i said lol

brisk rivet
#

Please stop with the sanity checks lol. You don't need to log everything either. IDEs like Rider allow you to view this statically and through the debuggers.

storm patio
#

i mean. you didn't say you checked with the debuggers either

#

we tend to try to not make many assumptions

#

we aren't in your head

brisk rivet
#

If I say it is 144, just believe me because I've confirmed.

#

I found the issue anyways I think

#

It's related to Nvidia's control settings doing some bullshit.

storm patio
# brisk rivet If I say it is 144, just believe me because I've confirmed.

i would rather not, because it's a common beginner mistake to assume something is set when it isn't.

i don't know you personally, i haven't seen you around, i don't know if you're a beginner or not. so i'm not gonna assume either way

we deal with question from a wide range of expertise here, so even if something should be obvious, we don't know if it's obvious to the asker.

storm patio
brisk rivet
#

Fixed.

#

Fuck nvidia and its goated overrides.

exotic relic
brisk rivet
exotic relic
brisk rivet
#

XD

#

might make a dumb version of Flappy Bird lol

#

or Snake

vivid river
#

Doom

stiff quest
#

snake

#

or chess

stuck flower
# vivid river Doom

Give it a cow-themed boomer shooter with crunchy old school graphics called "Moo'd"

storm patio
#

just a break away from the rest of the game lmao

vivid river
#

!status

vagrant rootBOT
raven summit
#

I have a really simple question maybe someone can answer, I am trying to rebind a shortcut in the editor. I would like to change the redo from ctrl + y to ctrl + shift + z. How can I do this?

storm patio
#

or whatever the equivalent for this on windows is

raven summit
vivid river
storm patio
#

this is built into the editor

raven summit
#

Or I am just blined.... lol I found it....

#

I looked at it 3 times and did not see it XD

storm patio
#

i guess other than services/hide unity/hide others/show all, i think that's a mac thing

storm patio
#

oh, yeah no that's not editor

#

that's edit

#

that's a separate one for mac

raven summit
#

Ya this what I also have.

vivid river
#

i thought the tab was named Editor, its edit

storm patio
#

i wonder where the manage license equivalent is then. i guess in the hub?

#

my hub's menu bar doesn't have a "manage license" entry

storm patio
#

no

vivid river
#

then its on the hub ig

storm patio
#

that manages the account, not the license

#

oh "Manage License" just opens the hub to the licenses tab lmao

#

guess that's not really needed

raven summit
#

Not going to like having redo is a life saver now not sure how long I have not used it lol.

#

Thanks for the help!

#

Also on that note, anyone have some good sugesetions for shortcuts to bind or remember besides undo and redo? I started using them more and am just looking sugestions?

fast tree
#

I need to draw some paths/splines on the screen at runtime, and allow those to be clickable by the player. Does anyone know offhand whether there's support for this out of the box, such as via the splines package?

brisk rivet
#

You can always draw and then raycast.

fast tree
#

A raycast would need to hit something physical though, wouldn't it?

brisk rivet
#

Not really.

#

Loads of non-physical stuff in Unity is raycastable.

lunar sierra
#

I cannot update Unity. I keep downloading the Hub, and its the same version with the same security editor. Under installs, the new version does not appear in the list

balmy kettle
#

"Installs" shows the currently installed editors, you need to install a new version that has been patched

vivid river
#

Whats the latest it shows?

stuck flower
fast tree
lunar sierra
lunar sierra
raven summit
brisk rivet
#

I wish XCode Cloud Builds weren't slow af

worldly cave
exotic relic
brisk rivet
#

The fact that they have a 4GB memory GPU is pretty good

#

You could run Crysis

exotic relic
#

Yea! some of the new androids are great as well, ive played around with some 4k graphics on there. not that it would be ideal, but it is capable

charred ember
#

why is this going inverted? only happens during play mode

short grove
#

actually moving that to VR I feel like its an interaction issue mostly

zinc quiver
#

hi

gleaming fiber
zinc quiver
#

wha do i do here

next gazelle
#

Hii

lime steppe
#

Hey

next gazelle
lime steppe
storm patio
next gazelle
next gazelle
#

Sorry

storm patio
#

yeah please do not send off-topic stuff

#

and please don't dox yourself

next gazelle
storm patio
#

might want to remove that video

vivid river
#

or rainbolt would get that vid

storm patio
#

-# he doesn't need that vid, he already knows

vivid river
#

fax

next gazelle
leaden wren
#

hi

storm patio
sonic ferry
#

for static batching, does "movement" count as positional only? Or rotation (and scale?? ) as well?

sonic ferry
#

(โ•ฏยฐโ–กยฐ)โ•ฏ๏ธต โ”ปโ”โ”ป

copper gust
#

don't overthink statics too much

sonic ferry
#

I have to FestivePepeCry

copper gust
#

why's that

sonic ferry
#

dam u right

#

ive just been struggling in decyphering the profiler, or looking under the hood with project settings for optimization is all

#

also cant tell if occlusion culling has been helping at all, stats wise doesnt seem to offer anything significant so I cant tell

sturdy jacinth
#

sombody help me where do i find the probuilder window

#

๐Ÿ˜ญ

vivid river
vivid river
sturdy jacinth
#

Yeah, i still dont get it notlikethis

balmy kettle
sturdy jacinth
#

wait a second

#

i just restarted unity i found it !

lapis gate
fair cove
sonic ferry
# fair cove Which part of the profiler are you struggling to understand? I may have some sug...

well perfect example, when I maximize the profiler, it shows much better performance regarding the cpu/gpu usage (no red bars aside from the singular frame I highlighted), previously, the entire cpu would be one giant red bar so im assuming that has something to do with the editor being taken into account.

But to diagnose, It shows me to open the hierarchy (image 2), but when I do open the hierarchy there's this consistent issue, semaphore.waitforsignal... but like what am i supposed to do with that information? Its using 90%+ of whatever its using, so clearly probably THE problem to identify, but from this point (image 1), how do I continue to deep dive from there. Not even sure where to look

#

oops it cut off

fair cove
# sonic ferry well perfect example, when I maximize the profiler, it shows much better perform...

Try turning on "Deep Profile" and test again, maybe then you should be able to expand "semaphore" further, though I believe "Gfx" is GPU related, sometimes copying the whole line into google can explain the origin of some hardware calls like that, though I usually look at the "Hierarchy" mode when trying to find bottlenecks, the "total time" is a nice overview but imo it doesnt give enough info to do anything about it

lapis gate
#

looks like a cpu bottleneck

blissful otter
#

Hey, so I'm having some projectile issues and also something with my camera script

lapis gate
fair cove
# lapis gate looks like a cpu bottleneck

Ah your right, the "Gfx" part made me think it was graphics related, but searching it up myself, seems technically CPU related, but because of the GPU (where CPU work is ready and waiting for GPU work to finish)

sturdy jacinth
#

I think my unity app is broken.

#

What is going on notlikethis

blissful otter
lapis gate
blissful otter
#

Ah I did not have that in my channel list

sonic ferry
#

similar stats tbh. although, im starting to see things I can actually tell what they are

#

Render textures ? think

slow dirge
#

Semaphore is waiting for a different thread or the gpu to complete it's work, so you should check the background threads instead.

sonic ferry
#

Semaphore.waitforsignal > gfx.waitforgfxcommandsfrommainthread > standalone preset. I see some cameras im using for rendertextures

slow dirge
#

Ah, is that the render thread?

#

Should probably show the whole profiler window. That "calls" tab is not very helpful and adds a lot of confusion.

slow dirge
slow dirge
# sonic ferry sry

Yep, this is just waiting for the main thread. The bottleneck is there(at the very least not in the render thread).

sonic ferry
sturdy jacinth
#

is there places where i can sell my games ?

potent geyser
#

Yes, Steam.

#

Which, I'm surprised you would have to ask. ๐Ÿค”

sonic ferry
#

clapped

slow dirge
#

That's relatively fast, so I'm not sure why you're so focused on it.

sturdy jacinth
slow dirge
#

You should start by looking at the render loop time with deep profiling disabled.

stable perch
#

i think its like $100 to set up a page

sturdy jacinth
#

like for selling the game for sombody else to uplod to steam atwhatcost

storm patio
#

you mean like, publishing?

slow dirge
vivid river
#

That's publishing through studios

slow dirge
#

From the English language perspective I mean.

#

Really begs for a famous quote from pulp fiction...

sonic ferry
#

... its hierarchy doesnt show squat tho

sturdy jacinth
sonic ferry
#

119ms is a lot right ?

#

im bad at math

slow dirge
slow dirge
storm patio
sonic ferry
#

notlikethis that doesnt sound like a lot

#

i wanna cry

slow dirge
storm patio
#

oh, it's not actually 119 ms

slow dirge
#

It's total time...

storm patio
slow dirge
#

Yeah, I see now. There's absolutely nothing to gain from looking at the idle/wait time on background threads...

storm patio
#

the 119 figure there is accumulated

slow dirge
#

Your profiler data looks totally fine. No significant performance issues. At least half of the frame time is coming from the editor loop, so maybe profile a build instead..?

storm patio
#

did you actually have perf issues

slow dirge
#

I think they were trying to get 300 fps or something ๐Ÿ˜…

sonic ferry
#

figure out what its waiting for i guess. I dont see any correlation really from all this data, aside from the rendertexture thing I kept harping about previously, cuz its the only thing that as I dig deeper, its what shows up.

Seperately, I cant upload a build rn to the meta quest dev hub, im getting another error related to authentification issues, ive already contacted meta about it though, just waiting on a response.

Yes, I was having performance issues, it was so bad meta said they couldnt even test any other VRCs until I fix that alone. There was this one hiccup regarding some OVRoverlayCanvas for UI stuff, removing dynamic redraws and only keeping manually HELPED A TON, but the OVRperformance tool Ive been using for meta (when I was previously able to push builds when I wasnt getting authentification issues), showed a constant 30-40 fps on the headset. Need to keep it a constant 60

copper gust
sonic ferry
#

I wanna look into threads tho, and how that whole thing works. Unity's hosting a webinar thursday, but ive been bouncing around with understanding more about performanceand the profiler too

#

wait, build and run can work with the meta quest link app? ๐Ÿ˜…

lapis gate
#

best profiling for me is just deleting half the scene and making my way back up

sonic ferry
copper gust
sonic ferry
#

just starting a new project and dragging things in one by one

slow dirge
lapis gate
#

render textures do sound expensive for VR though if you're doing anything fancy

copper gust
sonic ferry
#

I KNEW IT

#

nope, just 60

#

im at 30 SAD

copper gust
#

Iโ€™m not saying cert passing wise, i mean more in terms of user expectations

sonic ferry
#

yeaa.... :/

slow dirge
#

Anyways, there's not much point in tinkering in the editor. Rendering on a vr headset is way too different.

sonic ferry
slow dirge
#

It might be fine for non rendering stuff.

sonic ferry
#

oh its Batby

copper gust
#

This link seems like good stuff too

copper wyvern
#

Hello everyone, I hope to be able to find help here with a bit of luck. I currently have an issue with blenders and unity. Basically, I import an animated 3D model (a small character) with 4 animations but one of them has a problem that only appears on Unity, why does the head not stay in its place T-T, Why ????

slow dirge
sonic ferry
#

dont quite understand the why, if its default, i usually keep it, id prefer not to touch the underhood stuff typically but yea

slow dirge
#

Because the rendering related calls you shared seem to be using the older render pass api, instead of a render graph.which should be a lot faster. Maybe it's some setting..? Did you upgrade this project from an older version?

sonic ferry
#

i did!

slow dirge
# sonic ferry i did!

I'd check the project settings. There should be a setting to enable the render graph. Not sure where it is.

#

In graphics at the bottom it seems. There's a "compatability mode" check that would disable it.

vivid river
#

Why did my Hub disappeared? I updated it to 3.13.5

near wigeon
#

cuz windows sucks ๐Ÿคทโ€โ™‚๏ธ

slow dirge
vivid river
#

it came back after explorer restart

#

Also what are the necessary files to backup to retain Project files and resources like Assets and editor settings and what packages are dependencies?

potent geyser
#

You use git and the git ignore file.

vivid river
#

That's useful for backups and backing up necessary files because i don't want to have full projects sitting there not actively worked upon, consuming disk space

potent geyser
#

What diskspace? Use git or gitlab.

vivid river
#

For localbackups

potent geyser
#

Delete local versions when you're not working on them so they don't consume your disk space.

vivid river
#

yes

near wigeon
maiden escarp
#

sorry not sure where to ask this but i legit can't even download the editor for some reason it just says this and wondering if anyone knows why

maiden escarp
astral heron
#

Hey folks, For developing a hand-tracking game in Unity, which solution is more suitable in terms of accuracy, performance and ease of integration: Mediapipe or MoveNet or anything else you can recommend?

brisk hornet
#

/bug

#

uhhhhhh why is this doing this??????

novel parcel
#

hey guys, how much time it takes to setup cloth and hair physics for a 3D character like the one i sent here?

lapis gate
#

relatively quick

novel parcel
#

so like few minutes?

lapis gate
#

could be done by now

novel parcel
#

what? I am asking theoreticlly for a mass colliders and cloth setup...

lapis gate
#

have you rigged a character before? It's the same deal, more bones and more weight painting

#

but if the character is rigged then you're usually just assigning what needs to deform

#

then an exclusion collider if you dont want self intersecting

placid marlin
novel parcel
#

thanks

lapis gate
#

Unity's cloth does provide some tools inside of the engine which is through a lattice if you don't want to use imported data

#

like you can do armature cloth, but if you want like full cloth physics usually you want to use the tool. There's plugins that provide more solutions

novel parcel
sturdy jacinth
#

Is there anywhere where people can sell unity games for other people to publish ?

fleet canopy
#

!collab

vagrant rootBOT
# fleet canopy !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:
โ€ข ** Collaboration & Jobs**

fleet canopy
#

probably

nimble vigil
#

Is there a way for unity to autocompress gltf files like fbx does?

cedar idol
#

Hello

left palm
#

Can I ask questions about game planning or ideas here? Just a quick question.

charred fog
left palm
#

ok

#

Please read this introduction

cedar idol
#

Student Project: Industrial Simulation in Unity

fallen dragon
#

I think it would have been better if instead of showing UI on every single object, it showed the layer only on top parent with same layer

ocean pumice
fallen dragon
#

Then you go to that gameObject, change the layer, and it will display that gameObject's layer because its different

#

currently if layes is set to Default it already hides it

#

so i dont see any issues with it being "not fast" or "taking time"

fallen dragon
#

For example if i change Weapon's layer to something else, it will show it, while the rest of the objects (like InGame, Pause or Map) will have their layer hidden because they have same layer as Canvas

#

new Hiearchy in Unity 6.3

copper gust
#

dreadful

ocean pumice
copper gust
#

i disagree with your suggestion though, dynamic showing/hiding this is too implicit imo

#

unideal solution to a real problem

fallen dragon
ocean pumice
fallen dragon
#

AND it shows when you hover over it

#

dont forget that

#

so all you need to do is just hover over it and it will show the selection

#

which it does already for default properties

ocean pumice
fallen dragon
#

The only reason i have those columns hidden is because how clogged they are

ocean pumice
fallen dragon
#

Unity already offers to change all children objects so i asume it makes sense

fallen dragon
ocean pumice
#

Oh okay, thanks for pointing to the setting. Ill revert it immediately ๐Ÿ˜„

#

That column coloring is not making things easier to read tbh. Its separating child objects from parents visually while they should still be part of the parent object.

twilit oracle
#

Hey people

wet hull
#

Hello could i have a small interview with somebody that has made a game for a school project!

safe garden
#

hey guys quick q about prefab overrides, I noticed if you have a giant prefab encompassing say the whole environment, you can just hit apply overrides and it will sort it. However if you made changes to prefabs within said uber prefab, they will still require overrides to be applied to update everything in general. Is there a way you can just apply overrides to a giant prefab as well as every prefab within it in one go?

ocean pumice
reef dome
#

Hmm I just took a look at the new shadergraph templates.... and this is what they call "basic"?

brisk rivet
#

IL2CPP is really cool

slow dirge
brisk rivet
reef dome
#

Yeah i figured this is the full configurable material that you get when you just create a material, nothing basic about that ๐Ÿ˜„

brisk rivet
#

Well it's the customization aspect that's very appealing to people anyways.

boreal river
#

Hello, guys! So, I have an issue with my camera and I think its because I have enabled occlusion culling on my main camera, because when I disable then it works as expected and I see the door properly. But occlusion culling must be on for performance optimization, so how to fix this issue I have?

#

This is my camera when I dont see the door it doesn't disappear but when I barely see the door through my camera like in the first image I have this weird look

mild radish
#

not sure why the door frame isn't visible in the first image... (maybe it has something to do with the scaling or parent transform)... maybe the pivot is offset.. TLDR: i'd check the bounds of the object and make sure it is what u expect it is

fair cove
# reef dome Hmm I just took a look at the new shadergraph templates.... and this is what the...

It probably is "basic" but I feel this is just a problem with visual scripting (at least in Unity, havnt compared many other visual scripting tools outside of the engine, Animator imo is worse), that they just look like a messy web of connections, even when they group nodes and add "comments" - would be nice if they could maybe introduce tabs or "classes/sub-classes" with the outputs instead of connecting nodes across groups, and "functions" (which I believe they do have, not sure why they arent using it here), turn the chain of "add-multiply" nodes into 1 custom node, would be cleaner to look at imo (and easier to look at everything "zoomed out")

copper gust
#

yeah subgraphs very much exist

mild radish
#

u work with shaders enough and you end up with lots of useful subgraphs u can just pull from

compact vigil
#

can anyone help me with particle strip its very choppy i need smooth ribbons

vivid river
#

<@&502884371011731486>this

charred fog
lean dune
#

Guys, do you think its better to be a full stack? Like learn modeling, animating and all

potent geyser
#

Having knowledge in all areas of game development is of course an advantage.

lean dune
#

i currently have experience in LUA, CSS, HTML, and JS (learning C# for a week)

potent geyser
#

Okay, so what's the Unity question exactly?

lean dune
potent geyser
#

Having knowledge in all areas of game development is an advantage.

fair cove
lean dune
karmic mantle
#

wy is it so after like 4 times playing the scene my character start to move/slide back (i dont press any thing) and if i quit my the editor and re load i get like 4 more times before it starts again

lean dune
potent geyser
#

If you get hired to do Unity at a company, it's to do Unity. Having knowledge in how all areas of development work within Unity is an advantage.

lean dune
#

Alright, I guess ill learn C# in unity for now and learn other stuff as i go

fair cove
# lean dune Well depends, as of now im doing this for my port but in the future i hope to wo...

Well if you are going to be working with others, then everyone is going to have a specialized role, depending on how you choose to work (for example, at a studio with a salary, youll have a job description, at a collab with people for fun youll "wear many hats") - so as Osteel said, knowing and understanding how other skills work is useful, especially if you as the programmer will be implementing for example, audio or art in a game, but that doesnt mean you as the programmer, also need to know how to make art and audio, in a team/company setting

fair cove
vivid river
#

You must be enough knowledgeable to utilize and know the editor not fully expert but for starting having known the workspace is good

lean dune
#

As of now im still confused with stuff, since i dont like watching tutorials ngl i just read shit from google, and since i started in roblox studio its kinda difficult for me. I have to make everything from scratch now but Its more fun ngl. Its like i achieve something great.

#

The only thing i was able to do without assistance was a movement system (im planning to implement wallrun to test out the raycast and such)

fair cove
#

Well movement can get pretty complex so being able to build that without any external resources is pretty good imo - if you dont like watching tutorials, maybe blog tutorials or books is a more preferred way for you to learn, outside of just experimenting in-engine, but your approach is not a bad way of learning, so if your having fun from it then keep at it, and choose to learn as much as youd like about the "make everything from scratch" part, to me it doesnt sound like one path or the other is a career decision for you atm

blissful otter
#

Is there a chance I could get some help in #1390355039272439868? Having some issues with my projectile stuff that I've been trying to fix since yesterday

karmic mantle
#

wy is my charakter moving backwards??? it does this when i play in the editor but for the first 4 times it worked like a charm but out of the blue it started to move back (i havent changed a thing in th playermovement script)

potent geyser
#

Nobody can even begin to guess with such vague information.

#

Either you flipped your character around and its facing backwards, or your code is actually moving it backwards.

karmic mantle
#

okay so i started made a player movement script then tested (worked 100% fine) then i added a level just some blocs and that stuff tested as i build then it just started to move back an it is just so weird

worldly cave
#

you gave literally no additional info thats actually useful...

#

lets start with some of your player controller scripts first

karmic mantle
#

ther just is no more info

worldly cave
#

the what is huh?

karmic mantle
#

same with asset packs

worldly cave
#

what do you mean theres no more info? UnityChanHuh

#

dawg youre supposed to supply the info

#

if you want us to help you

potent geyser
#

Make a video of it actually happening so there's a visual reference.

blissful otter
karmic mantle
#

ok

pale coyote
#

guys im using ray tracing for one of my volumes and depth of field however faraway things have a bit of jitter which is really annoying, for that i switched camera AA to TAA for now but are there any other methods? also when i play in editor, the screen is fine however in the build profile the whole screen vibrates and jitters making the game unplayable.

karmic mantle
#

u need more info??

worldly cave
#

a video that actually embeds would be nice

#

and yeah your player controller code would be also great

karmic mantle
#

how do i get the video to embed???

#

is it to big?

#

it is like 3 min

worldly cave
#

it needs to be any other format other than .mkv, also we dont need 3 minutes....

#

like 15 seconds mask showing the issue happening

#

and for the 3rd time, your player controller code

karmic mantle
#

okay

#

how do i send the code??

#

i dont have nitro

vagrant rootBOT
vivid cedar
#

you definitely don't need nitro to share code

blissful otter
#

And he's trying to help you you don't gotta be passive-aggressive ๐Ÿ˜ญ

karmic mantle
#

'''cs

#

omd

vivid river
#

Same once happened to me, i set the picked up item too close to my playerrigidbody/collider and it started pushing it backwards, not sure if its same here

karmic mantle
worldly cave
#

im rarely happy

#

but let me see

worldly cave
karmic mantle
#

yes

#

i have colider and rigidbody is that bad?

worldly cave
#

no

karmic mantle
#

okay

worldly cave
#

i can see that when you start your scene your player falls down, are you debugging your isgrounded value anywhere to ensure the player is actually grounded

#

also ensure that the ground layer mask is actually set up properly on the player itself

karmic mantle
#

but i worked the like 5 times i played it and it works like 4 times after i reset the editor

worldly cave
#

also you should still debug your isgrounded value just to eliminate the posibility

lean dune
worldly cave
#

and tell me what the console says when you start the game.

karmic mantle
#

but if i press any other like wasd it works

#

but the when i dont press any of wasd it moves backwards

stuck flower
#

!code

vagrant rootBOT
stuck flower
#

How are you moving the character? Show the controller code

worldly cave
#

he already sent it...

#

we are discussing it

stuck flower
worldly cave
worldly cave
ivory moat
ivory moat
# karmic mantle

sent it as a file actually so unless we download the file there's lines unavailable (too big)

stuck flower
ivory moat
#

it would be easier with a paste bin link

karmic mantle
#

Grounded: True
UnityEngine.Debug:Log (object)
PlayerController:CheckGroundStatus () (at Assets/Scripts/PlayerController.cs:83)
PlayerController:Update () (at Assets/Scripts/PlayerController.cs:49)

worldly cave
worldly cave
karmic mantle
worldly cave
# karmic mantle no idea thing it completely eliminated
horizontalInput = Input.GetAxis("Horizontal");
verticalInput = Input.GetAxis("Vertical");
    
    if (horizontalInput != 0 || verticalInput != 0)
    {
        Debug.Log("H: " + horizontalInput + " V: " + verticalInput);
    }

add this to your update

#

then what does your console say when you start the game but dont move on your own.

ivory moat
#

Also, can you send a screenshot of how both your horizontal and vertical input actions in the project settings window (where you would have initially set them up)? @karmic mantle

karmic mantle
#

H: 0 V: -1
UnityEngine.Debug:Log (object)
PlayerController:Update () (at Assets/Scripts/PlayerController.cs:47)

ivory moat
#

There's your issue

ivory moat
#

Something is causing your vertical input to be permanantly negative

#

There's a good chance something is misconfigured in the input system setup, either that or something is wrong with your keyboard

karmic mantle
#

give me one sek

#

i found it

#

i think

ivory moat
#

What was the issue?

karmic mantle
#

it is my stering wheel

#

or a controler

ivory moat
#

You've got a steering wheel attached? In future that's an important thing to mention

worldly cave
#

you know i was assuming you had a gamepad with really bad drift at first

#

but i didnt want to assume you would not make that known

karmic mantle
#

im so sorry for wasting you time

worldly cave
#

guess i was wrong

ivory moat
#

You can't expect a mechanic to fix your car if you walk in without the car lol

karmic mantle
#

Connected joysticks: 1

ivory moat
karmic mantle
#

Joystick 0: G923 Racing Wheel for Xbox One and PC
UnityEngine.Debug:Log (object)
InputDebugger:Update () (at Assets/Scripts/InputDebugger.cs:20)

#

wy it that do?

ivory moat
#

Why does what do what part exactly

karmic mantle
worldly cave
#

how about you unplug it completely

#

then try

#

and see if the backwards movement still happens

#

also im pretty sure the 0 is some kind of index

karmic mantle
#

guess what

#

it was the problem

ivory moat
#

Hopefully now you know how to debug code for future

worldly cave
ivory moat
#

You can often just spam debug.log until you find a value that's meant to be something else

karmic mantle
#

but thank you so much for all the help

#

still weird it worked the like first 6 times

ivory moat
ivory moat
#

It's a hardware issue not a unity issue

karmic mantle
stark trench
#

hey do you know if there is a discord channel or server where i can get some help and guidance? as a newbie?

fallen dragon
#

Where did the / separator go between folder names???
isnt it meant to be Assets/MyScenes/

vivid cedar