#๐ปโunity-talk
1 messages ยท Page 39 of 1
Best to ask in a VRChat server, this is a Unity server
you disabled UI data
They're VRChat specific errors
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
, the UI section is not looking so hot
it looks like enabling "manual redraws only" helped a lot with some OVRoverlay canvases
What's the OVR overlay canvas script anyway? Doesn't sound like a default unity canvas.
so the project was originally using some 2021 version, updated to 6 recently, and I noticed afterward the UI stuff had a "Upgrade to OverlayCanvas" which from google looks like its a more optimized way of replacing the "world space" method of previous VR in-world UI. Im fairly certain its from some sort of meta VR package
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.
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 ๐
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
Your best bet is gonna be asking in a vrchat community
majority of the people here do not have experience with this kinda stuff
awesome ill give it a try! thank you!
Guys is the unity mcp tool good for beginners is it a viable tool to make a game?
Yes
No. Don't use AI as a beginner. At least don't use it to develop for you.
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)
Beyond what's there I usually need to clean build to regen project files cause vscode plays dumb with me sometimes
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.
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 ๐
It does not really look like its snapping to a grid on your screenshot, as the pivot is in between ๐
it is tho ;-;
well idk if this ic alled snapping to a grid
but it seems to be following that faint grid in the bckground
This disables the snap controls, not the snap itself. You have to enable this and then disable the snapping from the controls that show up
ur the goat, this fixed it
thank you bro
<@&502884371011731486> He's back
?ban 1248548780173692932 bot spam
ngp_dream was banned.
Congrats i guess...
<@&502884371011731486>
?ban 731618815879938127 bot spam
.soultrader was banned.
godspeed damn
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?
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
It depends. Use the profiler to investigate it.
According to the profiler, most is Application.Idle
Like what? I'm so confused.
Well, of course it's idle. You selected a frame where nothing is going on
What are those huge spikes? Usually those come from GC or something else blocking your mainthread.
Nothing. Nothing is happening. This is just the editor window with nothing changing.
Is it being in background? Or maybe an inactive window?
Because it looks like you have profiler in a standalone mode and active.
Oh yeh, you are somehow connected to some running instance, not your editor
You are still connected to an external service, not your playmode
With the main culprit being Semaphore something
Yeah I'm connected to the editor.
Not the actual game.
Semaphore means waiting for a different thread(likely render thread)
Ah, connected to Edit Mode, got it
Switch to render thread
But still Application.Idle taking up so much is not normal behaviour
I'd be really surprised since Render Thread shows 0.3ms
my lightmaps look very bad, it looked better before baking
using hdrp
i was expecting to get nice graphics with hdrp but its just a pain to setup everything and still get bad results
deep profiling or timeline mode might reveal more. But let me guess: you have both scene and game view open in playing mode?
Yes.
Something is happening in your editor in background, if your idle/tick take up almost 100% of your cpu
Well, then think if it as if your game needs to render the scene twice
obviously that's not cheap
Rendering involves a lot of processing on cpu as well as the gpu
are you making an app in unity?
No.
its a game?
Yes.
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?
Yeah, but given the game is taking itself less than 1ms on the CPU/GPU, it shouldn't be the culrpit even if it has to do it twice.
which exact setting? i tried upping light map resolution and bounces, it crashed my pc during bake
It's a 2D game, very simple one at that.
Well, maybe up it just a little and observe the changes.
the bake takes too long is it normal
Baking takes a while usually yeah.
Did you restart your pc and unity. I am wondering, if some background asset import or whatver is idling around or got stuck.
I did.
Well, the editor also needs to render all it's windows and stuff. The overlays too.
Anyways, you seem to be having more than 60 fps with both windows open, so I'd avoid worrying about it just yet.
Since that's what I though.
I used to have 300...
It all changed when I imported Dotween
and then I removed it as well, but it didn't fix anything.
which exact parameter needs tweaking lightmap resolution or max lightmap size? or both?
If you want to dive deeper, you'll need to profile with deep profiling
There are some tutorials out there about hdrp and lighting setup. Id rather check them out first, so you know all params in that setup and what they do ๐ But also, upping the atlas size is already helping, but it takes time to bake depending on your cpu
can i bake it using gpu?
Deep profiled.
it takes a lot of time and still crashes
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
Technically, there are assets in Unity Asset Store that do just what Lumen does.
I read about vector images there. Are you using any heavy images/sprites as vector or do you update anything from script?
at that scale? you dont mean i am an asset away from achieving unreal engine 5 graphics?
how do i look them up
You wont get Unreal Graphics easily from Unity. thats jsut the way it is.
i just want unreal engine 4 graphics that is more than sufficient
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?
It shouldn't be, no.
Its harder than in unreal, but not impossible
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.
i can stream you my screen but i wont talk much
where can i join their is any vc here in server?
Depends..?
Not sure I understand what you mean by this
Very weird data.
Perhaps the issue is not in the editor loop after all..? It seems to point to the game view rendering.
Yeah, and I don't quite understand at all.
If you remove the entire UI for testing. Does it still do that, guess not, right?
ok lets try to solve it together
There is none no
can i stream my screen in call?
Like all the UI Sprites?
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.
I would actually save the scene and remove the gameobject with the canvas entirely to be sure
okay i am calling you i have never done it before in discord so i am just testing it rn
I'd start with testing with only either scene view or game view tab visible.
Everything removed except camera.
GameManager doing nothing, right?
Hm. As you are on .2, did you just try to update Unity? Remove library folder.. Like the default unity fixes that sometimes work ๐
No, updated ages ago.
hey can somone help me here hoe do i take out the texture and matrerial for my character
Extract Materials Button?
well @slow dirge running just the game view is faster
extraxt materials i do butt it still dont come out
What do you mean with dont come out?
the materials and the texture for the character it dose not show
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
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 ????
when i download character from zipfile the character get downloaded butt not the texture and when i do it sepretly it say the character allrady have texture
We cant really help as we dont know, where you got those assets from. But you should be able to assign the textures downloaded separately to the materials extracted in Unity
i buy cours from udemy.com i did not have this problem with my other courses
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
can i show you with screenshoot?
yes, paste it here
oki
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?
Where you got those files, I assume you maybe got another zip with textures to assign to the materials.
i downloaded from the udemy cours to my mac and then to unity
Where can I ask a question regarding Unity VR project?
But thats where our help here ends. W ecant help with assets from another source, as this server is about Unity only. So you rather ask at udemy or check the files again you got as download from there.
uhhh no not really
not really, what? How about you dont just react with "no" ๐
oo oki thats bad im rally stuck here ๐
we definitely can help with third party stuff if we're capable
it's modding stuff, or stuff with dedicated communities that would be better served in the respective communities
Feel free then
the zip seems to have textures that you haven't extracted, have you tried those
also you should probably not have your entire unity project synced to icloud
what do you mean brother
the zip has textures. you haven't extracted them
Hiii
what part of that do you need clarification on
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.
i got it chris thank you ๐
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
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.
Hi guys, is unity 6.3.0 safe and recommended to use?
ah ty
Setting a resolution manually should force that aspect ratio, I think
No, it doesn't.
Fullscreen Windowed and deafult native res turned off, it should
You could use Camera.fieldOfView, but I don't recommend you force an aspect ratio on players
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 400โ500 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?
Do you set targetFrame anyway in your scripts?
no, also tried to change target frame
Did you upgrade from a previous version <6 or just from 6.2 or something?
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.
Target platform is windows/mac?
Vsync is off from where? There's a separate setting for it in the play mode
Oh wait, isnt adaptive performance part of unity 6.3 now?
Try unchecking adaptive performance in player settings
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!
Soo- This may be dumb, but I'm trying to figure out how in the hell I get my Coroutine to work
This doesn't work if the default height is bigger than the native screen height.
Actually, it don't work at all.
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)
Anything in your game that isn't moving or planning to move should be static.
It's so the GPU can batch it and render it more efficiently.
So technically it will be more optimized?
Yes
And in scene by default they will combine meshes on build too
I found using the unity 6 scene template a great starting point to get better lighting/graphics. I think you go under File, new scene and choose a template.
can someone help me...
my tools look like the first picture cause I accidentaly clicked something but I dont know what ๐ญ
its supposed to look like the second picture
it's probably one of these three
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
I can get it like these but nothing else with dragging :c
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.
Hey, quick question: how do I make the edges of the paint smooth and not jagged like a square?
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;
}
}
}
Already tried that, doesn't work.
You'd have to up the texture size
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.
If you are using unity's terrain im not sure how you'd do that
I am going to record
Is it on the ground before you start?
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
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).
charactercontroller.isgrounded checks if it hit the ground during the last move
this will start out false
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?
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
i have it disabled, it crashes while baking when i hit generate lighting
When baking, do not tab out of unity. And a laptop with 4gb vram is definitely going to keep lagging and crashing when baking larger scenes
Clear your lightmap and disable the auto baking, just do it when you get the new pc
but bro like its my main pc i dont have anything else
ah, you plan to stick with that one?
should i not use my laptop while baking
you can try turning down the setting on baking but itll only help to an extent... a laptop is going to struggle
i am about to build a proper pc in a month or two
but for now all i have is a gaming laptop
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
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
It wont affect performance. the resolution of your textures make the difference which is a setting when you click on them
should i stop baking till i get a new pc then?
Ideally wait
itll just rundown your laptop
i havent even applied textures yet to my scene lol
just materials with parameters adjusted
can i know, which laptop did you own exactly
mines a tuf
MSI
doesnt matter tho. baking is super heavy and should be done on a proper gpu
And i will never buy a gaming laptop ever again
that process is putting your pc through the stress so other peoples gpu doesnt have to work so hard
yeah right
you could watch a youtube video on how baking works, but still.. itll be much better on a pc so it has proper cooling
should i get a liquid cooled pc for baking
im in the same situation as you pretty much lol
your pc is aircooled?
doesnt need to be liquid cooled, anything is better.
a desktop pc has a lot more space to have larger fans, and usually the gpu has a fan as well
fair enough but still like is liquid cooling worth it for such tasks, i also do rendering in cycles and arnold (images)
it shouldnt make a huge difference, its personal preference
ok thanks for answering my questions
No problem! good luck! be sure the gpu comes with more than 4gb!
Unless he's unless a top of the line intel cpu and over clocking it, it really wont be that big of a difference
@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.
Cpu's dont degrade this way at all
Dont spread missinformation
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.
Consistently abusing the cpu from baking?
Will not degrade the CPU at all.
It's not abuse.
CPUs like when they're consistenly used.
Yes a cpu isnt a mechanical device heat wont make it just a worse cpu from there on
Computer parts don't get worse at their job when used
If anything, the temperature deltas are worst for the CPU.
Idk, Iโve been using it for 5 years
Unless it was 150 plus degrees celsius and then it'd shut the computer way before and no damage would be done
Closer to 100 degrees for most.
Gradually itโs starting to feel slow and I get low fps on many games now
Reapply thermal paste.
Clean fans.
You're thermal throttling.
Not CPU degradation.
Well i was giving a value that'd actually ruin the silicone not when it shuts off but yeah
Because OS bloat and game updates generally make things run worse over time.
also check for malware every once in a while
Reinstalling your OS is usually enough to get a machine back up to its normal performance
It's most likely he hasn't cleaned fans and reapplied thermal paste once in 5 years.
I mean itโs alright, getting a desktop pc instead of a laptop would be ideal for development.
And same for the person above whoโs using a 4gb GPU to bake
Sure youโll still have to bake, but the performance will be better
Due to them being near human (creatures that generate waste).
(your body sheds dead skin cells which accumulate into dust)
yes, a better device would run better. That doesnt change what people are telling you about CPUs
So not applying paste is why Iโd have a significant decrease in performance over time when baking?
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
some things can get worse over time. the people above are saying cpus are not one of those
GPUs degrade because they usually have built in fans that can't be easily replaced.
i have 2 out of 3 of my fans working..
i ziptied a regular pc fan in place of the 3rd one ๐ซ
๐ค i mean you said baking would burn up and degrade the cpu. people were debating that
You can improve it by removing backpanel
and no one said anything to contradict this
Lol my brother did the same ages ago with his 970 but both fans brok so he 2 just tied around it
it works.. ๐
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
I feel like it could damage the parts a bit if itโs being maxed out until it crashes all the time, and overheating.
If he only has a 4gb GPU in a laptop Iโm assuming he doesnโt have the best cpu
i use a leaf-blower once every couple of months to clean out all the dust
That feels over kill -_-
I know I need the upgrade, my environments are a little graphic
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
This isn't ideal either and will still cause thermal throttling.
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
You see this is why my computer is tucked tightly into the corner of my room enclosed on all sides /s
Though my computer does only have the front and back for ventilation as the top has my laptop sitting on it blocking the 3 fans and the sides as wedged between my bed and wall
lol.. (aka space-heater)
even with compressed air im pretty cautious lol, couldnt imagine using a leaf blower
Yeah, the fan blades in computers are rather easily broken.
<@&502884371011731486>
<@&502884371011731486> scam post
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)
you mean case-fans?
Indeed.
we dont really help with just straigth up learning here, though if you have a specific question you can ask
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)
I would recommend this v otherwise
!learn
:teacher: Unity Learn โ
Over 750 hours of free live and on-demand learning content for all levels of experience!
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..
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)
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)
If you want to discuss PC related things, at least make a thread.
im aware of that.. but i didn't consider that off-topic.. since everyone was talkin about optimization and heatsinc stuff
**for an hour and a half longer than i just came in.... **
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... ๐ ๐ฅ
A picture of a leaf blower? Ok.
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?
Nevermind, I stand corrected.
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
there are beginner resources pinned in #๐ปโcode-beginner
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
guys ๐ญ
you haven't really given much info to help
looks like the character is moving but the speed is just too low
You have to write code to make the object move
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?
They get scared away?
Hey guys where can I get help with lighting?
cap it
suffering from success
Is this going to be a game like simulacra / sara is missing?
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.
Yes
Well, not really a psychological thriller
but more so a coming-of-age game.
Same concept though.
Visual Novel
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
Ew ai ~_~
You have to write code to make the object move, it doesn't just do that on its own.
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?
the input actions map?
Yeah bro. Thatโs confusing
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
I made so many scripts that had built in inputs like โE to interactโ and other things. I just need to reference the same input map to those scripts
Hi! Total beginner here. ๐
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!
!learn start here ๐
:teacher: Unity Learn โ
Over 750 hours of free live and on-demand learning content for all levels of experience!
By pressing left arrow and right arrow , no i haven't checked, I just make a ground check , I set my speed move to 30, so I don't think that's the problem.
Cool, thanks!
no i haven't checked
then go check
so I don't think that's the problem.
don't stop at "i don't think", go verify that
yes , But I set the speed move to 30
how did you set it
and how are you actually moving the character
transform? rigidbody? etc
you're really not giving us much info to work with
that doesnt really mean anything
I write script for them
what actual code are you using
moving via the transform, via a rigidbody, via a charactercontroller, etc
via a rigidbody
๐ Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
๐ 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.
let's go to #๐ปโcode-beginner
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?
it's called hoisting, it's basically done to push their name to the top. usually just a benign nuisance, though sometimes there's advertisements using hoisting
Ah, thank you, that makes sense. I'll be cautious.
! is sorted first
There's no command called
is.
you'll probably see it in most large servers unless there's a rule and a bot removing hoisted names
It's the first time I see so many! I guess the other big servers I'm in use bots like this yes
We will remove any hoisted named (renamed or remove nickname) if they're using it to self promote.
Good to know
how is that different from the people with the "insiders" role? insiders even have their own channel where they can promote their content, so what's the difference between them and other people?
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.
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
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.
Can I ask a question? I just joined and I'm still a little lost in all the channels. I'm looking for some place with video resources that are not necessarily official like Unity Learn?
There are pins in some channels like #๐ปโcode-beginner that have tutorials. Otherwise, you can browse user created stuff in #1179447338188673034
i don't think insiders is something you can get yourself with no direct moderation oversight. hoisting is something you can do yourself by just setting a nickname/display name
(i'm guessing on the insiders part there, i don't know the flow to getting it, just going off the fact that there's not many and the role is made to be "special" in a way)
Awesome, thank you.
noted
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?
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.
git bash is useful but otherwise use the git gui client that you like (ide integration, github desktop, sourcetree, git fork ect)
platform ios is not a thing?
its UNITY_IOS
what?
okok, so ig use this?
visual studio code ig?
That has nothing to do with my question here.
then what platform is this not working with, editor?
vsync has to be off
for target framerate to work
this only affects when you make a commit via cli
It's on Desktop with 1.3K framerate. Mobile devices don't allow unsynchronized rendering anyways.
github is not a replacement for those
you can change the target fps for mobile actually
so go back and put them on?
github is a platform to host git repos, nothing to do with actually creating them
iOS will crash.
Please don't spread misinformation...
will i need those features as a basic user?
thats weird?
you'll need a client somewhere - could be git cli, could be github desktop, could be ide integration, etc
yes
Unity literally says mobile devices will only render synchronized in their documentation.
If you try to render unsync, it will crash.
actually, what do you mean by "those features" here
Never had that happen
on android you can alter the fps cap to not be 30
that
i know because ive done it many times look at my fancy icon i know my stuff
oh, you don't need them, but you will need a git client. you could use those, you could use others.
aghh u just made me go back and forth haha, okay thanks
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).
sorry, your reply made me think "those features" referred to "actually creating [git repos]" lol
thats for right click options
id just leave it at the defaults and stop over thinking it
that will open the Git cli terminal there
no because i had that on the old pc and it annoyed me to have soo many icons when i just wanna find where the buttons are
You clearly do not.
and i never used git in my life, lol..
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.
when did i say you could do this
Rob just said you can make it not 30
i said you can change the target fps from the common default of 30 fps
uhh where does that say ios will crash?
and I'm talking about getting 1.4K FPS
so why would you think it is ever a mobile platform...
using target fps on windows is actually a bad idea so you should use vsync there instead
1.4K FPS > any mobile device's refresh rate
and that isn't an issue
use target fps for mobile/console only
I've just explained it is...
bro, you had an issue
and im telling you
just do vsync off
try that, and then set the target framerate
what is the issue
the docs you linked just says it won't be exceeded
VSYNC is off.
do a debug log for vsync and for target framerate and see
i don't think vsync is related to the discussion here tbh
Bro, I've been making games for over 2 years. I know how to turn vsync off.
target framerate doesnt work when vsync is on
that was not the discussion
i know, but just try that
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.
game window also has its own vsync toggle
I'm well aware of this ^^
ah only desktop it is, and you do iphone, hmm
just as a sanity check, have you tried debugging to see if targetFrameRate from reading the refresh rate there is reading 144 as expected?
Yes I have.
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.
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
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.
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.
mb btw, i misunderstood the question myself ๐ฎโ๐จ
now make a game and install it on the game phone
It is already installed on my phone.
i meant a game inside of a game
Doom
Give it a cow-themed boomer shooter with crunchy old school graphics called "Moo'd"
needs doodle jump
just a break away from the rest of the game lmao
!status
:gear: Unity Services Status โ
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?
like mentioned previously, you can view and change shortcuts through shortcuts window, accessible via unity > shortcuts
or whatever the equivalent for this on windows is
Tha't the issue then I must be missing a package then I don't have that window.
Editor > shortcuts on win
this isn't a package thing
this is built into the editor
Or I am just blined.... lol I found it....
I looked at it 3 times and did not see it XD
just for future reference, does it have all these entries (or equivalent)
i guess other than services/hide unity/hide others/show all, i think that's a mac thing
yes, probably more
Ya this what I also have.
i thought the tab was named Editor, its edit
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
this?
no
then its on the hub ig
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
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?
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?
You can always draw and then raycast.
A raycast would need to hit something physical though, wouldn't it?
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
"Installs" shows the currently installed editors, you need to install a new version that has been patched
Whats the latest it shows?
Did you click on "Install editor"
Interesting... I'll look into it further, thanks.
I'm dumb. Thank you.
What is "security editor"?
I meant error.
Also quick note if you need to download a spefic version, or are looking for the lateset and for some reason unity hub does not display it you can alloways check the archive:
https://unity.com/releases/editor/archive

just wait till you get to the approval process ๐
iPhone specs are kinda nice h tho
The fact that they have a 4GB memory GPU is pretty good
You could run Crysis
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
actually moving that to VR I feel like its an interaction issue mostly
hi
hi
wha do i do here
Hii
Hey
How are u bro
Fantastic thanks for asking!!! How are you doing ?
hi, fyi this is not a social space
https://nohello.net
I'm at school
Okay
might want to remove that video
or rainbolt would get that vid
-# he doesn't need that vid, he already knows
fax
I am a person who knows how to protect herself, no problem.
hi
for static batching, does "movement" count as positional only? Or rotation (and scale?? ) as well?
All of the above
(โฏยฐโกยฐ)โฏ๏ธต โปโโป
don't overthink statics too much
I have to 
why's that
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
its in Tools>Probuilder if you imported the project

Read the forums, its changed in 6 sadly 
Yeah, i still dont get it 
https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/whats-new.html
Removed the ProBuilder window. The ProBuilder tool context, used with the Scene view context menu, provides a more streamlined workflow for ProBuilder actions.
If you're using SRPs then static batching is not much of a thing any more for rendering beyond light map baking.
Which part of the profiler are you struggling to understand? I may have some suggestions as a baseline understanding to start with but it depends on how your trying to use the profiler to begin with (and the problem your trying to solve with it)
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
yikes
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
looks like a cpu bottleneck
Hey, so I'm having some projectile issues and also something with my camera script
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)
Not anything beginner
Ah I did not have that in my channel list
JESUS, is the deep profiler than performant?? Simply enabling it brings up the cpu problems again, even with it maximized.
similar stats tbh. although, im starting to see things I can actually tell what they are
Render textures ? 
There are scenarios where it can introduce tremendous overhead, yes. That's why it's a toggle.
Semaphore is waiting for a different thread or the gpu to complete it's work, so you should check the background threads instead.
Semaphore.waitforsignal > gfx.waitforgfxcommandsfrommainthread > standalone preset. I see some cameras im using for rendertextures
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.
u mean these ?
sry
I mean all threads that are not the main thread.
Yep, this is just waiting for the main thread. The bottleneck is there(at the very least not in the render thread).
on the main thread. Things keep pointing to these camera's at least, being the most expensive. Looks like finally something I can use. Ig I should look into optimizing rendertextures then possibly ?
is there places where i can sell my games ?
clapped
The render loop is just 13 ms - 1/3 of your total frame time. And the camera rendering is just half of that.
That's relatively fast, so I'm not sure why you're so focused on it.
no for other peoples use to post on steam
You should start by looking at the render loop time with deep profiling disabled.
you can post on steam
i think its like $100 to set up a page
like for selling the game for sombody else to uplod to steam 
you mean like, publishing?
This sentence makes absolutely no sense to me to be honest...
That's publishing through studios
From the English language perspective I mean.
Really begs for a famous quote from pulp fiction...
do the red circle items correlate to the green? On red, when I unclick "others", the graph shows an immediate jump in performance, and the second image shows the waitingfor inside the "Other threads". It might be a garbage collecting issue possibly? Actually the third image 
... its hierarchy doesnt show squat tho
The red circle is related to the graph on the right. It only shows main thread time.
The green one is related to the timeline to the right of it and shows various threads.
Waiting for signal on background threads is normal. It means that there is no work for them to do.
119 ms is 0.119 s
I don't see where you see that value.
oh, it's not actually 119 ms
It's total time...
it's in the third image of this message #๐ปโunity-talk message
Yeah, I see now. There's absolutely nothing to gain from looking at the idle/wait time on background threads...
at 60 fps, one frame is 1/60 s, about 0.016 s, or 16.67 ms
but yeah this is not the same thing
the 119 figure there is accumulated
What are you even trying to do?
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..?
did you actually have perf issues
I think they were trying to get 300 fps or something ๐
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
Can gobble up ram like crazy in some situations as a specific example
you can profile the game running on the quest for more accurate sampling btw https://developers.meta.com/horizon/documentation/unity/unity-profiler-tool/
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? ๐
best profiling for me is just deleting half the scene and making my way back up
thats what ive been thinking of doing too lmaooo
Thatโs preferable yeah
just starting a new project and dragging things in one by one
Threads don't define performance. The main thread does.
render textures do sound expensive for VR though if you're doing anything fancy
Also I could totally be mistaken but I thought quest titles are expected to run at 90+?
Iโm not saying cert passing wise, i mean more in terms of user expectations
yeaa.... :/
Anyways, there's not much point in tinkering in the editor. Rendering on a vr headset is way too different.
thanks team! Imma look at that, Batby
It might be fine for non rendering stuff.
oh its Batby
Actually if this is interactive you do seemingly actually need at least 72? https://developers.meta.com/horizon/documentation/unity/unity-perf/
Overview of performance requirements and recommendations for Meta Quest Unity apps.
This link seems like good stuff too
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 ????
One thing that I noticed is that you seem to be using an older urp version..? What Unity and urp versions are you using and why?
unity 6.34f
and urp 17?
dont quite understand the why, if its default, i usually keep it, id prefer not to touch the underhood stuff typically but yea
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?
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.
Why did my Hub disappeared? I updated it to 3.13.5
cuz windows sucks ๐คทโโ๏ธ
Sometimes it fcks up during update. Happened to me once.
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?
You use git and the git ignore file.
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
What diskspace? Use git or gitlab.
For localbackups
Delete local versions when you're not working on them so they don't consume your disk space.
yes
just like git never back up the library folder, thats bulk of disk space
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
Try restarting the computer
that worked ๐ guess i shouldve thought to try that. thanks
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?
hey guys, how much time it takes to setup cloth and hair physics for a 3D character like the one i sent here?
relatively quick
so like few minutes?
could be done by now
what? I am asking theoreticlly for a mass colliders and cloth setup...
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
For just a small hair movement maybe a few minutes but if u want it really realistic probably 50 minutes
thanks
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
yeah i know but i never used it and also I want to see what people with expirence are capable because I want to employ someone or some people for that.
Is there anywhere where people can sell unity games for other people to publish ?
!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:
โข ** Collaboration & Jobs**
probably
Is there a way for unity to autocompress gltf files like fbx does?
Hello
Can I ask questions about game planning or ideas here? Just a quick question.
Create a thread here if you do. As channel description says.
Student Project: Industrial Simulation in Unity
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
What if you want different layers in the children?
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"
what view is this from
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
dreadful
so you can never change the layer from that view, because you need to enter the inspector? I get, that its cleaner, if it showed it like a prefab override, but you also take away the possibility to change it in hierarchy directly. Not sure, whats better.
i disagree with your suggestion though, dynamic showing/hiding this is too implicit imo
unideal solution to a real problem
You still need to count that when layer is set to Default, its already hidden
And we still can include a setting to not hide them
Yeh, default is just, you dont care about layers at all imo. But how do you access that hierarchy at all? ๐ I still got my old one even on 6.3
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
ahh good point. Than you might be right. could be convenient to not clutter up the view at some point
The only reason i have those columns hidden is because how clogged they are
How do you even show them? Could not find any toggle or something to show them
Unity already offers to change all children objects so i asume it makes sense
Edit > Preferences > General > New Hiearchy
Then right click on top of hiearchy to select columns to show
Oh okay, thanks for pointing to the setting. Ill revert it immediately ๐
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.
Hey people
Hello could i have a small interview with somebody that has made a game for a school project!
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?
Short answer, no. If you have a prefab inside a prefab, that parent prefab can still have overrides for your child prefab, while your child prefab could have overrides on its own. Its up to you to handle your prefabs states organized and cleaned up.
ahhh makes sense now, ty
Hmm I just took a look at the new shadergraph templates.... and this is what they call "basic"?
IL2CPP is really cool
Heh. This is pretty normal for unreal engine material blueprints.
For shaders, it actually is.
Yeah i figured this is the full configurable material that you get when you just create a material, nothing basic about that ๐
Well it's the customization aspect that's very appealing to people anyways.
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
im pretty sure culling works by using the objects renderer bounds.... if any part of the bounding box is inside the camera it should render... if the entire boundnig box is outside it should cull..
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
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")
yeah subgraphs very much exist
u work with shaders enough and you end up with lots of useful subgraphs u can just pull from
can anyone help me with particle strip its very choppy i need smooth ribbons
<@&502884371011731486>
Ask the full question in #โจโvfx-and-particles Post the things you've tried showing related particle system properties and try illustrating what you want it to look like.
Guys, do you think its better to be a full stack? Like learn modeling, animating and all
Having knowledge in all areas of game development is of course an advantage.
But as of now i am focusing on learning multiple language (to know what i will take in college ofcourse, its like 5 years more before i go to college but im bored)
i currently have experience in LUA, CSS, HTML, and JS (learning C# for a week)
Okay, so what's the Unity question exactly?
If its better to focus on programming or learn everything
Having knowledge in all areas of game development is an advantage.
"better" in what way? Whats your goal with learning everything as opposed to just programming? Do you plan to work alone or with others?
How about for peopel planning to work on a company?
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
Well depends, as of now im doing this for my port but in the future i hope to work with others.
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.
Alright, I guess ill learn C# in unity for now and learn other stuff as i go
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
This approach sounds like a good way to start imo, be curios about other skills but if you know programming is what you want to do, then imo it makes sense to focus on that first - Unity Learn also has "Pathways" that does expand into the other skills, so it could be a structured way of learning "everything"
You must be enough knowledgeable to utilize and know the editor not fully expert but for starting having known the workspace is good
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)
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
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
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)
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.
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
you gave literally no additional info thats actually useful...
lets start with some of your player controller scripts first
ther just is no more info
the what is huh?
same with asset packs
what do you mean theres no more info? 
dawg youre supposed to supply the info
if you want us to help you
Make a video of it actually happening so there's a visual reference.
You could share the code for the controller, that would be the info
ok
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.
a video that actually embeds would be nice
and yeah your player controller code would be also great
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
happy?
๐ Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
๐ 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.
you definitely don't need nitro to share code
Yeah you just gotta use a pastebin bro
And he's trying to help you you don't gotta be passive-aggressive ๐ญ
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
happy?
is the ground in your scene set to the proper layer?
no
okay
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
but i worked the like 5 times i played it and it works like 4 times after i reset the editor
oh wow that looks amazing
what is the name of the layer you set your ground to
also you should still debug your isgrounded value just to eliminate the posibility
cave
are u clicking anything or is it just going backward
Debug.Log("Grounded: " + isGrounded);```
add this to your checkgroundstatus
and tell me what the console says when you start the game.
im not pressing any thing
but if i press any other like wasd it works
but the when i dont press any of wasd it moves backwards
!code
๐ Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
๐ 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.
How are you moving the character? Show the controller code
I don't see a link anywhere
anyways did you add the grounded debug?
he sent it as an inline
While you're pressing w, is the object fighting against you? (i.e. your forward velocity is more than the backwards force so you are moving forwards but less)
Or is the backwards force completely elminated while moving
sent it as a file actually so unless we download the file there's lines unavailable (too big)
I'm not going to download a text document to solve this
it would be easier with a paste bin link
Grounded: True
UnityEngine.Debug:Log (object)
PlayerController:CheckGroundStatus () (at Assets/Scripts/PlayerController.cs:83)
PlayerController:Update () (at Assets/Scripts/PlayerController.cs:49)
you dont have to, but believe me we barely got him to send that it would be a whole another battle for an actual link
ok so we can eliminate any issues with the isgrounded, thats some progress i guess
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.
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
H: 0 V: -1
UnityEngine.Debug:Log (object)
PlayerController:Update () (at Assets/Scripts/PlayerController.cs:47)
There's your issue
Send the screenshot of this please? @karmic mantle
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
What was the issue?
You've got a steering wheel attached? In future that's an important thing to mention
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
im so sorry for wasting you time
guess i was wrong
You can't expect a mechanic to fix your car if you walk in without the car lol
Connected joysticks: 1
That would most likely be it
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?
this saying my steering wheel is not giving any input
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
Hopefully now you know how to debug code for future
didnt have to guess, it was pretty obvious when you mentioned you had one plugged in the entire time.
You can often just spam debug.log until you find a value that's meant to be something else
but thank you so much for all the help
still weird it worked the like first 6 times
Yeah also don't try to solve input related stuff without making sure you know exactly what devices are connected lol
Most likely the wheel just turned at some point, or drift kicked in or something
It's a hardware issue not a unity issue
fair
hey do you know if there is a discord channel or server where i can get some help and guidance? as a newbie?
#๐โfind-a-channel as I already showed you in the other channel
Where did the / separator go between folder names???
isnt it meant to be Assets/MyScenes/
this is likely just an error in the documentation



