#💻┃unity-talk
1 messages · Page 40 of 1
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@celest fable Do you have a Unity related question?
https://github.com/search?q=unity+topic%3Agame&type=repositories although it's not going to be as useful as you'd think
Sounds more like "so I can submit it for school because I waited until the last minute" to me.
I believe Unity comes with some sample games
notably --
these are available in the 6.2 and 6.3 LTS releases, as well as in 2022.3.22f1
Cart Microgame?
Unity Learn should also have some projects.
And come with a course explaining how they work.
Am i tweaking its not on the scene
Hahahahaha
I don't understand what the problem is
Can't wait for them to submit Darkest Dungeon port.
insidious and slow killer
Appearently spawning like this causes gameObject to be in some kind of void? i cant find them
you should make sure that the code is actually running; throw a Debug.Log in there
no it is running
i fixed it
i placed DontDestroyOnLoad and it moved them to that scene
Are they actually spawning?
they are
Ah, yeah
You're not giving them any position, either.
DontDestroyOnLoad(Instantiate(AssetDatabase.LoadAssetAtPath<GameObject>("Assets/_Assets/StaticUI.prefab")));
DontDestroyOnLoad(Instantiate(AssetDatabase.LoadAssetAtPath<GameObject>("Assets/_Assets/CameraController.prefab")));
This fixed it but why were they not in the scene in the first place
You're inspecting a prefab, they're not going to show up in the hierarchy if that's what you're expecting. Leave that view so you can see the scene's hierarchy.
i sent a screenshot here that was in scene view
the Main Camera wasnt in any of loaded scenes until i placed DontDestroyOnLoad inside the spawn logic
Then they're not spawning, which means that code either isn't running or those assets don't exist.
this has a search , it wont show anything that doesn't match that search
Burnout was just confused that the camera was visible in the Scene View, but didn't appear in the Hierarchy
In inspector the name was Main Camera, so searching "Main" should show it
I don't recognize that Hierarchy UI. I see that you're in 6.3, so maybe that's brand-new
It is
remove the search, press F with the cursor over the hierachy.. it'll (should) ping and reveal the object
alright
it just zooms the object
I can tell its there, it did spawn, its just not showing in scene
If i try to ping it (inspector > 3 dots > ping) it does nothing
so inspector cant find it
it has to be a bug because it just cant exist outside of any scene
you didn't do something silly like assign the HideInInspector flag to the object, right?
okay and what about any components on the object that might be assigning to the hide flags? or whatever asset you're using that changes the hierarchy?
here is camera controller itself
its the only component
Created new scene, pressed play
Same issue
Sorry i misread.
I have no assets that modify hiearchy or any editor code.
I could try to recreate that on a fresh new project if you want
ah, nevermind i see that there's a setting for a "new hierarchy"
Okay i disabled new hierarchy, it was causing the issue
!bug 👇 report it
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alright
testing out the new hierarchy myself just now and it has some useful features, being able to see each object's tag at a glance is useful. but holy hell does it just take up so much space for everything now. also it removes things like the cinemachine brain icon
How do I save all my projects before factory resetting
git
backup on a hard drive
whats that
It's basically cloud storage with version history.
Guys, is there way to make sprite mask affect only selected sprite renderers?
All development projects should be using it, including Unity.
is their a tutorial on it?
Plenty, it's not a Unity specific thing.
Many
You can make a free account on gitlab.com and create a repo. Then you can find a tutorial on how to use git with Unity.
👍
👋
I would make children not show their layer unless mouse is hovered on, if parent has the same layer.
It clogs window too much
i've read this but i can't use sorting layers or order in layer because i use tilemaps and auto sprite sorting, is there any other way
sorry not unity related but any of you guys bought a tutorial or training on Gumroad? I bought a kit earlier and DL'd some of the videos, now came back to check my Gumroad library but the kit is not there 🤔 never received a confirmation email for it either, so its just disappeared into the ether 😄
oh wait that really what i need! Thanks a lot!
but How can I make sorting groups render sprites not as a single object?
I had an issue like this recently and it turned out to be because of a collider that was trigger the occlusion culling. I set that collider object which was for interaction purposes to not be occludee /occluder and that solved my problem.
Hello , can someone help me with my project ?
I want do simple „Mario kart” game , but i do somthing wrong
I can’t drive
Pretty straightforward
I don’t know why
The error is telling you exactly why
Your code is trying to use the old input system, but your project is set up to use the new one
Probably because new Unity projects are configured to use the new input system by default, and you're following an older tutorial
As it is hinting - you can change this setting in Player Settings
reading error messages can be really helpful sometimes
But I don’t know where I can find it
Edit -> Project Settings -> Player -> Active Input Handling
Oooo man thank u
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
Installed Unity6000.3
using while using
I noticed this new .slnx file..
- did a little research and it seems to maybe be replacing or accompanying the regular solution
slnfile.. and something something about it being experimental.. idk to be honest
before installing the new .NET sdk and (and trying to remove the old) I was wondering if there were alternatives? (I just noticed theres no .sln file anymore.. soo doubtful i could swap it [like disabling the .slnx one and using .sln])
- anyone done this yet or know more about whats going on:
if theres ways to revert back to the old sln one.. ,
if this is the correct solution (updating .NET.. im seeing .NET 10.0 as their current Download).. ,
if theres anything else i need to do.. ,
-# (i checked the plug-in in Unity, my External Tools settings, and all my extensions in
to make sure everything was up to date..)
tbh, the sources and threads i've found are all over the place..
and alot of em are Linux related
oh god, first thing i think of is it being a microsoft thing lmao
like with doc -> docx, ppt -> pptx, xls -> xlsx
i'm gonna work with 0.60 for a while until i learn enough bout this to be comfortable
.NET is on 10 now.. i've been snoozing 👀
new and improved 💪
oh my god it is that
lol
So they basically just made it xml instead of the weird custom format they had
seems that way.. + the less likely to cause merge conflicts
reading a bit more about it now.. but not in context of Unity.. just C# pages i found
Hello i am a new guys who using unity and i need help for programming. Someone can help me pls
!ask
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:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
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thanks
what do you need help with?
i use the tutorial for programming and i write down like the video say but the editor say there are a Error
what's the error
Yes bro check it out. If anyone can help guys.
we aren't psychic, we can't help you without sufficient info 😉
that's a syntax error
it means you made a mistake in the script and c# can't understand what you wrote
you probably forgot a closing brace somewhere
do you see the problems ?
!ide
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Can you show your code and the video's?
the problem is what was mentioned previously, yes
Where you’re at right now type }
you are missing a closing }
ok thanks you
but read the bot message, you have to fix your ide
Quick question: why do I need to re-set my building block every time I open my project?
did you ever check the bounds of the object? check its parent scaling, etc..
make sure the bounds arent where they're not supposed to be..
maybe this.. idk
Thanks , I got it bot my script is very bad
using UnityEngine;
public class MarioKartDriftController : MonoBehaviour
{
public float acceleration = 18f;
public float steering = 55f;
public float maxSpeed = 20f;
// Drift
public float normalDrift = 0.94f;
public float driftModeDrift = 0.80f;
public float driftSteeringMultiplier = 1.4f;
public float driftBoostForce = 6f;
private Rigidbody rb;
private bool isDrifting = false;
private float driftTimer = 0f;
void Start()
{
rb = GetComponent<Rigidbody>();
rb.centerOfMass = new Vector3(0, -0.4f, 0);
}
void FixedUpdate()
{
float forward = Input.GetAxis("Vertical");
float steeringInput = Input.GetAxis("Horizontal");
bool driftButton = Input.GetKey(KeyCode.LeftShift);
// Backwards limit
if (forward < 0 && rb.velocity.magnitude > 8f)
forward = 0;
// Speed limit
if (rb.velocity.magnitude < maxSpeed)
rb.AddForce(transform.forward * forward * acceleration, ForceMode.Acceleration);
// Drift check
if (driftButton && Mathf.Abs(steeringInput) > 0.1f)
{
isDrifting = true;
driftTimer += Time.fixedDeltaTime;
}
else
{
if (isDrifting && driftTimer > 0.4f)
rb.AddForce(transform.forward * driftBoostForce, ForceMode.Impulse);
isDrifting = false;
driftTimer = 0f;
}
// Steering
float currentSteering = steeringInput * steering * Time.fixedDeltaTime;
if (isDrifting)
currentSteering *= driftSteeringMultiplier;
rb.MoveRotation(rb.rotation * Quaternion.Euler(0f, currentSteering, 0f));
// Grip / Slide
Vector3 localVel = transform.InverseTransformDirection(rb.velocity);
localVel.x *= isDrifting ? driftModeDrift : normalDrift;
rb.velocity = transform.TransformDirection(localVel);
}
}
!code
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what's the issue
It’s drive to fast drift don’t work , and If I crash my car go into air
Btw sory for my bad english im only 14
👋
Hey I need help
Camera is set here before I hit play
The camera is a child of the player with no physics, but when I hit play this happens
well, something's controlling it
do you have any of your own scripts?
Yes I do
try checking its position - does it change when you press play
are any of them controlling the camera
have you tried commenting that out and see if the effect still persists
I've made a main menu for my main scene (which takes me to the main scene), and for some reason when it loads it, it's all dark
i'll send a screenshot 1 sec
(this is when I load the main scene (pic) from my menu scene)
that
yeah I just fixed it
I had to generate lighting
(No clue why it worked by itself)
Unity automatically sets up some basic lighting data for you in the editor
including the ambient light probe and environment reflection probe
these provide light to anything that doesn't get it from specific light probes or reflection probes
you might notice that changing your skybox causes ambient lighting to change outside of play mode after a short delay, but not when you're already in play mode
Ok, time for a discussion:
Which do you use more?
Feel (MMFeedbacks) or DoTween?
What I get from both is that Feel is a more batteries included solution, and DoTween is a little more customizable.
dont know what feel is
but any tweening solution works fine
oh i see what feel is yeah
yeah it seems kinda pointless, nothing here you couldnt accomplish with tweening
Whats the correct channel for questions about inverse kinematics in the animation rigging package?
Is there any problem making a Windows build on a Mac?
I think that would be restricted to mono only
and uwp would not work but no one uses that shit
I was going to say: "Although, I wonder if it's possible to develop a tool to call MMFeedbacks from DoTween instance."
But then, I checked the DoTween website...
In comparison:
Never had any issues making Mono builds
I'm on an ARM macbook
i've tested that i can build to Windows (my PC), Mac (duh), and Linux (via a Steam Deck)
can mac not build to linux?
ohh okay
mac can build to everything except UWP and maybe consoles
never had any issues with linux or windows
im almost a month into game dev and i want to mainly focus on 3d so before i waste my time is it better to start out on 2d and learn there first
will that make learning 3d easier?
no, most of the concepts you will learn are the same, except for when it comes to things like art. if you have no desire to do 2d, then don't go seeking specifically 2d tutorials to "make learning 3d easier"
they're both computationally similar, however there's some advantage to using 3D for rendering but not something to worry about
so no need to start out on 2d i can just go to 3d right off the bat
however, when trying to learn specific concepts don't also go out of your way to avoid 2d tutorials just because you're working in 3d, you need to learn the concepts not the geometry
noted
to me it feels like the opposite
is there a channel for tutorials on 3d? theres alot on youtube idk which to start with
it is the opposite. 2d is way easier than 3d
It mostly comes down to animation for me and even though you can vectorize 2D animations, it just seems to flow better with 3D
Can you use the unity AI in a script to have a chating bot?
no, you'd need to access some external API or run a local LLM
Oh ok i was wondering
i cant find any information, how often does Application.temporaryCachePath get cleaned?
Depends on the platform
some platforms regularly clean them up (android/ios), some don't do it until a user takes some action (windows/macos)
ah so its the OS that does it
hmm, so i should clean it then manually or should i leave it to the OS?
like should you write code in your game to clean it? Probably not.
i mean, in the place where i create it, because once i create it, i use it, and then i dont need it anymore
Hello everybody i am new to unity. i thought i would ask the pros on reasons my unity window will not open
i mean, if u want people to help you should show the problem but not make a message so that people will have to wait for you to send the picture and wtv
by unity window do you mean unity editor itself wont open?
or unity hub
unity editor
do you have any errors
this is what i mean
if you know you don't use it anymore you can certainly delete it.
use mp4 to embed a video in discord
Unity 6.3... can we do raytracing on OSX yet?
is there any easier way to rotate my builds without code
Saw this in the notes, sounds exciting
GI: Published the Unified Raytracing API, which provides an API for creating cross-platform ray tracing shaders.
If you mean on the engine/programming side, Unity Learn has "Pathways" that cover 3D development, they walk through a structured course then you can try some stuff on your own for practice, like moving a cube in the direction of the camera with input - if your specifically talking about modelling 3D assets, you can look up Blender tutorials, there is even a Blender discord, though in that regard id suggest starting with learning the software first (things like how to navigate and use the various tools) then try something specific like modeling a chair or other simple objects for practice, but theres no 1 specific channel that covers everything so its a good idea to look around and try many tutorials, maybe others explain the same thing in more understandable ways for you
What do you mean by "rotate my builds"? Rotation is usually related to transforms
like say i add a grey square
and i want to rotate it
ik how to
but it’s not a precise rotation
Not exactly sure where to post this, but does anyone know what could be the cause of the leg bones being twisted like this? I am trying to record an animation in the editor using the GameObjectRecorder and creating an animation file using it. The animation looks fine in the scene view, while the animation file itself has the legs broken like that, but the rest of the bones all animate correctly. I'm at my wits end
Wdym its not a precise rotation how would you get any more precise then code?
why would i have to rotate something with code
Also this explination isnt that good whats the use case
Please one message not 50
i have to rotate it all the way round
with the shitty rotate feature
wich doesn’t work very well as i cant get it exactly the same easily
You can hold ctrl to snap rotate
Or was it alt..? 🤔
Also you can set an actual number in the transform.
i was holding shift and control
thx
You could also type in the transform for values, but this guys explination sucks are you wanting to change the rotation during run time or in the editor
in editor
No
it mostly is
the term build has a defined meaning in development that is not what you we're using it for which might have confused people
You said "is there any easier way to rotate my builds without code" im going to assume if you were thinking of using code its be something that'd happen during runtime
once you get used to unity you won't feel that way 😛
building is a lot easier in roblox
we can't really read your mind
code can run in the editor too
this might be true (honestly unity's stuff is really rough considering how big it is) but i'd say give it abit more time before you fully decide this
roblox just more simple
You can yes but if your goal is to rotate an object for design (say placing a rock on the side of a cliff nicely) writing code to do so would never cross your mind normally since it'd be a uge waste of time
because Roblox isn't game engine. It's a game you can make content for.
doesn’t change the fact it’s easier
Simplicity comes with limitations
Simply laying face down and imagining your ideal video game is even easier than that
roblox you can create without limits
writing code to aid in doing editor stuff is not uncommon
Yeah no you cant -_-
dunno about this one
i managed to make a game with 20k ccu
How about selling a video game and actually keeping all the money
i mean no one is doing that
you can sell roblox games?
I didnt say it was :/
Effective Date: November 04, 2025Last Updated: November 04, 2025
IntroductionUSER TERMSCREATOR TERMSAppendix A (China)Appendix B (Japan)Appendix C (European Union/European Economic Area)Appendix...
Well there you go. Sounds like a limit to me
doesn’t matter
peopel do it anyways
your either giving steam 30% or praying itch actually pays you out lmaoo
and u can’t get banned for doing so
it directly contradicts what you said lmao
anyway this is a kinda weird convo tbh cuz unity's 3d iteration tools really do be ass
love unity but
a quick google disproves this
Ok making a popular game and a game that isnt bound by a whole bunch of limitations is 2 different things (assuming ccu means concurrent players and isnt some roblox term for the number of objects there are)
Unity isn't a 3D modeling software
kid believes everything he sees online
i never claimed it was
20k ccu as in concurrent and a max of 45 on update day
It's also quite ass at recording podcasts. You just wouldn't use it for that
i googled "i got banned roblox creator terms" and i got results of people claiming they got banned
why would one lie about htat
you can’t get banned for sellling a game like i never seen it happen
kid doesn't understand the second two words of the phrase "fuck around find out"
wah wah
i never said you could? are you confusing me for digi
Surely you didnt read what i said
respectfully you are way to smart for such a oddly silly take. 3d game engines have 3d greybox tooling. they are not opting out of providing the tooling as a design choice, they have a poor solution for it
i responded to your message "you can create without limitations" by linking the limitations
maybe take some time before jumping to insults then
you'll get better at reading when you're older I'm sure
make more than u and can’t read
insulting urself
what part of that is "insulting themselves"
because someone who apparently “can’t read” makes more than him
Unity kind of intentionally doesn't try to compete on that. Probuilder is a third-party solution they bought out, but they don't really expect anyone to be doing any modeling in-engine
cool, you just.. pulled that out of your ass, didn't you
anyways we don't really need this convo, it's not going to be anywhere close to productive
I mean, you can't even type out a three letter word. Doesn't bode well for the claim that you're capable of reading
(he's claiming that he's making more in spite of not reading)
I really disagree with you just merging greyboxing/general 3d iteration with modeling like that. I get technically they are the same but I think they have wildly different scopes, expectations and overall goals. People using Source Engine need to use outside tools for proper modeling but Hammer is still more than enough for general iteration
I'm not saying that I would be opposed to better modeling tools in Unity, just that it's not really something that is necessary for it to function as a game engine. It wasn't designed to do that, so the existing solutions are kind of band-aids on top of it, which is why they're kind of clunky.
I mean sure but i'd argue that it's neccasary for it to reasonably pass as a good game engine, hence why it's dissapointing that it's such a pain point in the engine
like 80% of what's in unity isn't "necessary"
Probuilder tries to fill that void, but it's still a round peg trying to fit in a square hole. It serves its purpose as quick prototyping tools which makes it less likely a better solution will ever come about. There's nothing more permanent than a temporary solution.
I have 2 indentical planes, I copied and pasted them directly and moved it by -1200, for some reason, they are misaligned on one side, anyone know why?
for reference, I need them to be perfectly aligned for my oceran shader
the shader is turned off in the screenshots
could be that the opposite edges weren't made ot be perfectly aligned?
or are they the builtin flat planes
its a normal plane duplicated that I made in blender, I'll try a unity plane
what exactly is misaligned
they're using the default plane mesh
it's a prefab asset, so i don't think so
why would that change anything
wait, lowkey
I think its my import settings
it aligns in blender, but it doesn't align in unity
cause the normal unity plane aligns
i don't think it's the default - and they did say themselves it's not the unity one
it wasn't an object created with the default plane, it's something imported, and the mesh wasn't overridden, so it can't be the default plane
oh i see
what import setting could be causing that?
what if you move it to the other side, +1200 instead, does that edge align? in case it's like, floating point issues
fyi i managed to articulate my line of thinking if you're curious #💻┃unity-talk message
wait
its the actual mesh yeah
Is there a way to subdivide/make more quads on the unity default plane?
is there a help channel
most of the channels here are help channels #🔎┃find-a-channel
ok
ok imma just ask here
i imported a model i am making and they yellow got overlayed like this how do i fix it
it's tough to tell where the yellow is coming from in this screenshot alone, but it looks like your materials are non double sided. try enabling that in your material inspector and see if that helps. if it doesnt, you'll need to share more info
ok is that enabled in blender or unity
unity
you might be able to enable it in blender too and have it carry over but im not sure
like here
yeah, change render face to both after you make a copy of the material. this one is read-only
ok
nooo what is this
why did they do this
the fix button
how can i make that button go away
go through settings and extensions, probably
I downloaded this first person character asset from Unity Store. It works fine but there's one issue. It can climb any height if there's even tiny slope. So it would climb any hill as hill is not at 90 degree angle. For example, this cube has some slope, so I can jump couple of times against it and it would climb on it. Can I prevent this behavior and put some limits without adding any code?
Character is on the slope in this image. Ideally, it should slip down or better, not even be able to jump on a slope.
There are some settings in Inspector but they didn't help.
what does the diagnostics system actually do?
it says its supposed to send me like crash reports and performance data but i've ran the game a couple times as well as some friends and none of that has been sent over
What kind of diagnostics system are you referring to?
Diagnostic Data
I was looking in the wrong place though, I found the data
just wanted a way to track crashes and stuff
Crash report system is included by default.
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could you be more specific
what are you opening from? unity or file explorer?
the "external script editor" setting in unity, correct?
that's odd
Guys quick question, if i were to make a gun system how can i make a view model work
i got this message when i opened the hub, is this a general notification or does it indicate that the hub thinks there's not enough ram?
i definitely have more than 512 MB free
Are there client sided scripts?
what do you mean by that
everything is for the player to see
what is the context
So example in roblox studio theres 2 type of scripts
server script and local script
I want to know if theres a way for the player to only see stuff (not the other people)
if local scripts didn't exist, the game wouldn't be able to run
like for multiplayer
Arent these server scripts?
Since its happening on the server
No im talking about the scripts
Unity isn't tied to a single networking framework the way Roblox is. Unity is a general purpose game engine. The details of "server" and "client" scripts etc are going to depend entirely on which networking framework you are using.
yes, if the scripts are only running on the server, the client won't see them
there needs to be something on the client so the client can see things
How can i do stuff like, lets say... Gun pickup
that's a very broad thing
I alread have a plan in mind
That's a complicated system involving a bunch of different pieces
But is parenting the gun to the camera will fix it?
not really something I can just answer in a few discord comments
i mean will not be visible to other people
depends on how it's set up
these aren't exactly simple, 1-rule things
these are flexible systems that can do what you want them to
nvm imma just try it
if you have a specific issue or question, you're gonna have to ask it with specificity
we cannot read your mind
you haven't given us any context or info to actually use to answer your question
its hard to explain
yeah
ill just do it
last question
what shader should i use to import texture
cuz
thres nothing here that shows textures thingy
im tryna attach a gun texture
Those words don't make sense. Shaders don't import anything.
You can always just use the default lit shader as a starting point, assuming whatever model you're using doesn't require something custom.
Do I need to turn on "Low res..." option?
When I selected 16:9 aspect ratio, the low res option was also checked. I disabled it and it made UI look better but also changed their placements a little.
do you "need to"? No, not unless you want to simulate low-res devices.
See explanation of what it is here: https://docs.unity3d.com/6000.3/Documentation/Manual/GameView.html
Okay. Also, when disabling low res checkbox, the UI (e.g., that orange+white bar item in corner), shifted a little towards center of screen. With low res, it was more towards corner. So I guess the low res was not real position but just emulated for low res devices?
So I guess I'd have to adjust UI again with low res option disabled.
Or maybe optimize for both
FIrst off make sure the scale slider wasn't changing
it may just be that the view was zoomed'
I'll check again
but if it's always set to 1, that means your UI isn't anchored properly.
When I check Low Res, the scale changes:
It sets to 1.3x. Can't change it to 1.0
yes, this is expected, because your game view is too large for the low resolution
generally you don't want to check this box
Okay, I'll read more on that.
Does anyone have any idea why the wall on the left appears darker than the right side wall when I generate lighting even though they're practically in the same lighting conditions? (URP)
Also, for the record, I'm only using real-time lighting. All the walls, windows, and other building pieces except for the door are marked as static.
Bad normals, different shaders? Try #1390346776804069396
Are you using any reflection probe by chance?
nope
than follow Maos suggestion to open a thread and check your meshs normals. Its nothing, that Unity just does on accident 😄
I think the normals seem okay - They're not triangulated but they're relatively simple so I assume unity can probably handle that, also thanks I'll take a look at #1390346776804069396
okie will do, thanks!
maybe you gotta check your import settings too, if Unity is creating something on import instead of importing the raw values, keep quads and what not
imma give keep quads a try
update: seems checking "keep quads" on the mesh's import settings and lowering the lightmap parameters' resolution preset fixed it for now
hey I dunno where a good place to ask this question would be but a lot of my unity projects are seemingly eating up my main storage on my pc and I wanna get like the most cost efficient option for any game related projects I work on. Would It be better to get SSD or HDD for stuff like unity projects. assumingly like SSD for active projects and HDD for like projects not typically opened yeah but would It hurt my HDD too much if I were to work actively on the HDD? bunch of questions for sure
I have never seen a hard drive die before I replaced it in the last decades 😉 So you should be good to go with a HDD for some kind of "archive". But if you want to work from an HDD and its not something fancy like a raid system, you might just have a bad time importing, opening and updating things, as HDD is just slower. But if you are organized in keeping active projects on your SSD and "older" ones on the HDD, thats not the worst setup to have. About your question of hurting your HDD, no, not really but it can hurt your patience, if you gotta wait for projects to open and what not. So I would never go back to a standard HDD for working on any kind of project.
alright, thank you!
storage is so expensive for a regular ol guy like me
and all my silly projects in blender and unity take up so much space
If its about money, I would def. go for an HDD and just try to be as much organized as I can, so you can buy a bigger HDD just to have the space and then just keep the active ones on SSD. I guess, you are not part of any github company account or something, where just deleting projects and keeping them in git with gitlfs be a thing, right?
So now with unity 6.3 HDRP and URP are combined?
have anyone never talk about Arknight Enfield? heard they are using heavily modified Unity, but some source say they still see the same unity structure in the source code decompile.
the game looks clean and beautiful though
what ever means "heavily modified Unity". Could also just be the editor being modified to fit their needs and what not. Modified could mean anything. Do you have any source to read? 🙂
https://automaton-media.com/en/news/arknights-endfield-devs-heavily-modified-unity-to-accommodate-the-games-100000-polygon-characters-models-and-massive-factory-systems/ old news though, the game already released
thats whats they claimed though~ but i'm not the one who dig inside unity code 😄
Unity has no hard limit on polygons as far as I know. It can do more than 100k poly
this doesn't sound like heavily modified unity, this just sounds like unity with a lot of their own systems added
yeah thats what i thought too... because ECS already in unity for long now lol
and the rendering thing, is that not just an SRP?
it's a lot of work, and it deviates from what unity does built-in, sure, but it's not modifying anything
But the AI overview thing is also not really 100% correct when its relying on the article 😄 In the article they say, they extended it, not implemented the ECS system...
Hard to tell without knowing, what exactly they did. But yeh, from the article, it sounds like they either extended systems or trashed them and used their own systems to get the features they wanted. But to vague to really conclude what they modified in the end
building on top of existing systems or replacing systems sounds much easier than modifying them
yeah. probably "heavily/maximize" use unity feature should be the agenda XD
Not sure what they did about the realtime shadows for example. Could be a modification or even a new system
is there a way to have a ton of real time shadows without performancing tanking
need to make a script far distance point lights will auto turn off shadows
does anyone know why the control panel is showing blue in vr in unity 3d
If its blue its compiling shaders...
do i have to wait or is there any fix
blue or
purple ?
you can see its purple
yeah but you said blue..anyway purple means a shader error / broken material
You probably have to conver the render pipeline
any fix for that you know
Need suggetion for how can I more optimize my webgl build and how to check what's taking so much space any leads would be helpful
how
if you dont show what exactly that material is supposed to be , how can one possibly offer anything .. You have to show the setup
right
do a Dev build and connect the profiler
https://docs.unity3d.com/2022.3/Documentation/Manual/profiler-profiling-applications.html#:~:text=WebGL
here is the complete video as it is showing default materials i dont understand why
what is your target platform set to?
it was windows now i shifted to android and its showing. thanks great idea.
does this server have support channel? I need to report one of the worst type of bots
!support
Take a look at #🔎┃find-a-channel
You can also access Discussions for questions!
:warning: This is not a channel for official support.
Please do not ping admins, moderators, or staff with Unity issues.
Access our Help Center for Unity Support.
thx, I already noticed the bio of the unity modmail so I sent it there
Report to Steam then, they have good moderation they will eventually swat the game dev
what's a unity server going to do about it ?
this is the FOURTH OR FIFTH TIME THIS HAPPENED
remove the game
discord bot using AI trying to be my friend just to get me to play the stupid game
there is no proof the discord bots are their business and I assume its been reported many times already because this happens alot on disocrd
btw this is very much not "one of the worst" kinda bots
the game would be gone already
Don't post off-topic on the server, please.
then report to Discord why exactly Unty game engine?
the fact it leads to an actual steam game probably makes it one of the better kinda bots tbh
I'm sorry, I did that to warn ppl
the bot was from here, nvm
This is a learning community about Unity
And you've reported it and it was removed. No need to spam in learning channels
i just installed unity on my laptop nd when i create a project it just disappears from the hub
loads for a bit then disappears
i cant find a fix
How does it looks like
Make sure project files location is local and in non system location
i made a seperate file for projects in my D drive
i cant screen record on my laptop for some reason
unity Hub has write access to that drive
!logs Check hub logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
what do i do with this
Check for errors why it was unable to create a project
No clue why it happens but what if you go to add then add from disk (think its called that) and add the project folder from your D drive
the project folder isnt even there for some reason
It should add the project back, though there may be a problem with your install for why they are getting removed so the project may not work
The logs should tell you exactly what's happening.
i cant find it😭
Copy related Hub logs path (in the bot message) in your file browser window and press enter.
Then open and read the latest log there
Where can i find the other examples? how can i add the NotificationListenerService ? i want to see other app's notifications
You want to read the other notifications a person has on their phone?
I would be shocked if this was even possible as that sounds like a huge security risk
yes that is possible
requires admin level kinda magic
!install You should do a clean reinstall following this. Including the Hub.
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
I mean sure on a code standpoint, but i mean on data accessibility which im not sure if the phone would give you that data
is 10gb on c enough? i thought i could install it on the d drive
If it's not in the correct location that doesn't follow that path, might not be even installed correctly.
idk thats why im here, i just want to show the user the notifications in an UI
im making an app for myself
my own phone is bad at showing notifications
unity editor is around 7gb [base]
You still need a lot of space on C drive as well.
sometimes it shows it on screen, sometimes it only vibrates :/
And new project itself requires several Gb in cached packages etc.
problem is i have around 100gb free on the d drive but only 10 on c thats why i want it to be on the d drive
It's barely enough just for temp files
Projects get huge my first one i spent 6 months on is only a 100MB build file but the project folder is 27GB -_-
You can reinstall and use D:
gonna do that rn
It installs a lot of required things on C anyway even when target location different.
and keep Unity Hub in the C only
so hub on C and editor and projects on D
Hub can be anywhere, it doesn't matter
Your project is not created likely because you ran out of temp files space on C drive
I think fogsight is saying that although you can use a seperate drive for the projects or editor versions the cached data while installing them goes to C and not D so you'll need the minimum space for that data on C to even install it
how much is that
No clue i dont have to worry about storage but im sure you'll need more than the 10GB you have
Heck im shocked windows lets you install stuff with that little amount it'd be actively killing the drive (at least if its a SSD)
im usually on my pc it runs fine im just using my laptop for the time being while im away
ah, i found something that works, it adds the permisions, but what does it mean by mymodulename
i dont exactly understand what module is uhhhhh
i just left it as yourModuleName haha but it works 🤷♂️
i see my app in "SpecialPermissions/AccessNotifications"
how do you guys usually measure optimization?
60fps on your targetted specs
or optimize it to hell, even if it takes longer
var hasStatChanges = AddStatChanges(nextLevelData, levelData);
hasStatChanges |= AddFeatureUnlocks(level, buildingModel);
View.SetStatusUpdatesActive(hasStatChanges);
Another day, another lesson taught by copilot 😄 I didnt know |= is usable outside of bit operations
-# i mean it still kinda is a bitwise operation, in a way
You can even use | for logical operations too (rather than ||).
Just note this code will be potentially less efficient than:
var hasStatChanges = AddStatChanges(nextLevelData, levelData) || AddFeatureUnlocks(level, buildingModel);```
because it can't short-circuit like `||` can
(til || is the spoiler tag in discord 😆 )
yeah but I dont want it to stop after AddStatChanges, cause both of them have sideeffects 😄
ah yeah if they have side effects that's fine
This would be logically equivalent:
var hasStatChanges = AddStatChanges(nextLevelData, levelData) | AddFeatureUnlocks(level, buildingModel);```
makes sense, good to know 😄
Profiler is the main tool for measuring performance
Standalone profiler prererably, deep profiling if needed
Also frame debugger and memory profiler
Hey, so after updating the Unity Hub last night I got this error message and it's not letting me try again or contact support. Tried adding a new personal license and signing out and back in too but that didn't work either. I really need to access my projects right now. Anyone else has this problem?
Refresh also does not work?
Tried it, doesn't work
<@&502884371011731486>
!ban 216991706145488897 scam
@iver_88 banned
Reason: scam
Duration: Permanent
?ban 217934909086367744 scam
mathelot was banned.
Is there a way for me to revert to another unity hub version?
Maybe the one before I updated last night
Because so far nothing in the docs is helping
I could imagine, there is something in the application support files or how they are called for your user, that do not fit with the new hub version. You could check on the download archive page
If I install the unity version again, will the hub be reverted too?
Ah dang, its only versions for the editor in the download page. The hub will stay what it was. But you could try remove it entirely if you did not already
https://docs.unity3d.com/hub/manual/InstallHub.html here are some versions as download
do the draw modes have hotkeys assigned or can you assign them? checked shortcuts but couldn't see them
I want to create a horror game but dont know where to start. If i start with the house where should i build it in unity or blender? Which would you recommend also should count collision. Should i use like house floor plans?
ahhh there ya go - thank you mate!
If you're starting off I would really recommend keeping it small scale and just doing a room or 2 to learn the process, etc. before taking on a whole house. Literally can be a cube with some props, light it in unity, focus on just doing a room and creating the horror ambience, its a lot easier and you can see how it turns out
I find it best to start of with the functionality, the mechanics. Break those down into a list and work on them.
Also, models are generally done in a modelling program, you could use pro-build but.. i think it takes more effort to do something good than blender
i cant create a sprite and dunno y
could you give some more context
what are you trying to do? import something? create something in code?
ok soo i made a simple reticle for a fps project
its an image file
and images for canvas require a sprite
i am trying to create a sprite object but it wont make one
I need like ideas what type of horror game to make
the default image importer settings give you a Texture, which is, indeed, not a kind of Sprite
sounds like you're conflating 2 things - "image" in the "image file" and "image for canvas" are unrelated
Switch the import of your texture from Default to UI/Sprite or how its called
select the image in the project window -> change the import settings to sprite in the dropdown
i see it
Lets say I make 1 room and how do I know if its big enougth, even after I build the walls can I still make the room bigger?
whats netx after that
have a lil think
wait got it
you should now have one or more Sprite assets imported from that image
it may default to Multiple, which can then wind up giving you zero sprites until you configure it properly, yeah.
.. play it and test it.
sorry, yes! Forgot about that, for some reason now that setting is 'multiple' by default
the trivial answer is "yes", because you can always make the room again
depending on how you made the room, it could be as simple as scaling up an object
or it could require modeling work
honestly not trying to be a douche or rude here, but I would highly recommend if you're new forget doing a house entirely unless you want to make it very primitive, its better to just do something like greyboxing where you keep it very simple and it gives you an idea of scale and how detailed you want to go with it. I would look into beginner's training on environments etc. before ever tackling a project like the one you mentioned as you could quickly find yourself overwhelmed, that would be my advice anyway
i've gotten hung up on how I designed my grayboxing assets 😭
"but what grid size should I use?"
The floor and walls are individual objects so you can space/size them
From how you phrase your questions, it sounds like you are quite new to the whole field of game dev. If you want to learn about creating/prototyping a game, you can always visit the learn platform for Unity. If you want to learn how to create assets, you are better at some blender server to ask and have tutorials to look at. But those can be both quite demanding tasks, so you should step back a bit and decide, what you are up to first. If its game dev, you are better off taking PhilMs advice for just blocking out the world and test. The simplest looking games can have the most complex mechanics behind it and the most beautiful games can have the worst experience for a player 😄 So you decide, whats your first small goal (which should be a small little game with a small amount of mechanics, maybe even one) and go from there. Also read about prototyping in gamedesign (not the art of games, but the concept of it) and learn how iteration can help you learn from failure.
This page isn’t working
login.unity.com redirected you too many times.
Try deleting your cookies.
ERR_TOO_MANY_REDIRECTS
does anyone know what to do with this
i deleted cookies and browsing data
Im new to c#
i just logged in fine, so it's not broken for everyone, at least 😉
try another browser, maybe?
could also be a browser extension doing something weird
and i got logged out 🥀
check out your browser.. (try another) like Fen mentioned..
b/c it is indeed working.. I signed in fine.. / my hub is fine.. / my license is fine..
so its most likely specific to you or rather your browser/connection
Would anyone recommend the Feel asset?
it looks really cool but I'm trying to figure out if it's more worth it to just make my own polish or to go for it
ive seen it used a lot.
personally i think you could manage to do most of that stuff yourself..
the asset just makes it a lot easier and faster
you can also do alot of it w/ a simple Tweening library..
Fair
I wonder how it handles stuff like screenshake - like does it work with cinemachine etc.
iTween, DoTween, LeanTween, PrimeTween
Yeah I already use DOTween and its very good
pretty sure it just shakes a Transform..
that Transform could be a cinemachine cam.. but i don't think its specific to cinemachine
and tbf it wouldn't be too hard to like make my own version of it with some base interface/class that u can add multiple to a scriptable object
and then just make my own effects
i've used this asset in the past.. (also just shakes a transform)..
but it has distance.. and strength built in..
is probably more worth it than buying the asset
so I liked that.. (bigger shakes for closer explosions, etc)
yeah that's pretty cool tbf
nah, like i said.. most of it is simple tweens..
the asset just makes it really easy
Yeah
but if u make something up yourself (thats modular)
u can build out ur own library of effects
I mean I looked at Feel and it looked just like a modular system with scriptable objects
that being said... 25 bux isn't a whole lot for an asset u can re-use like that
so I figured it wouldn't be that hard to make my own
also a good point yeah
I've never acc bought an asset before icl
So I was looking at popular ones like Feel and Odin inspector etc.
Odin is on my wishlist too.. (for 4 years now)
i've built alot of my own since then tho.. (i'd still like to check it out) lol
its a quality of life asset
Yeah
I think
Once my game gets past prototyping and into a more content-creating phase
then I might get it to make some inspector tools for said content-creation yk
why are there no voice channels here?
I love to hang out on other game dev / unreal servers, Unity is my main and favorite engine, I would love to just chill here 24/7.
VC also helps me stay focused and working on the project
how do I get a structuredbuffer into shader graph? I've found very few information on this so far and when I did they declared a buffer inside a custom node but when I do this I just get an uninitialized ressource error.
This isn't a social server. There's not really hanging out to be done here
there are like haundreds of people, what hard could a vc cause?
moderation would be a nightmare
I just finished my first game! Nobody would be interested in moving a circle to a finish line, but it works! How would I go about packaging it all up and sending to others to play. I plan on using this info for other projects as well. Can anyone give me a good link with instructions to follow?
There's like 45,000 people here actually.
build, send a zip! :)
https://www.youtube.com/watch?v=SdaxiltoPyA
In this Unity Tutorial, I will show you how you can build your Game with Unity. Basically, how to make an exe file with Unity. This build game, you can then share with your friends or even publish somewhere.
== HASHTAGS ==
#kaupenjoe #unitytutorial #unity
there's other Unity discords w/ VC if you look enough..
(although even there they don't seem to be really active)
just people sitting in them streaming their dev-work
UnityDeveloperCommunity being one..
its probably b/c this channel is Officially tied to the company..
the other one i mentioned is not
if you wanna get a little fancy throw it onto itch.io
exactly, so what do you mean by "There's not really hanging out to be done here" 😆
there is a lot of hanging out to be done
how do other servers put moderation on vc?
Unreal engine and game dev universe servers have like 24/7 people talking about the cool stuff they are building now with share screens all the time
but it's always godot and unreal.
Because you can't hang out with 45,000 people
thank you, I will check it out! please share more servers for that!
disboard or top.gg
Because you can't hang out with 45,000 people
imagine 1 of those 45,000 people say "Hi"
and then 44,999 other's respond "Hello" 👀 lol
-# Server Crash 💥
do you think 45,000 people are active now?
bro come on, there's max 50 people seeing this,
if we actually had vc I'm sure it won't get more than 10 users active max at any time
unless there's a Unite which would be awesome to hang around here with
People have multiple discords so technically no
im not on one side or the other.. thats just the way it is..
its been discussed and mentioned thousands of times.. soo much so they've put it in the
[Read before posting](#1180178376028327936 message)
unity dev community has 30,000+ users, 0 active in channels, last message 30 minutes ago.
unreal community has 125,000+ users and 5 people active right now in vc.
Just imagine how big and active this server can get if we had vc
sorry, I think this is a childish argument. whatever though
nevermind me
i'm not arguing.. just stating the facts.. and showing specific quoted statements of what the Moderators and Administrators have settled on.. -> https://discord.com/channels/489222168727519232/1180178376028327936
personally I don't care one way or the other.. but im nobody.
int importance = sbn.getNotification().getImportance() + 1;
^
symbol: method getImportance()
location: class Notification
Note: C:\Unity Projects\Simple Phone\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\java\com\marius\notifications\NotificationBridgeService.java uses or overrides a deprecated API.
im a little bit lost
how do i get the importance of notifications in android?
hey man please read the channel desc and delete this, thank you
Oh right i apologise. Is there an off topic?
also yeah i should have went to code but its a build error so ig this works
no
No.
Whats everyone's opinions on visual scripting?
goated in unreal tbh
"gross" - personal opinion
I'd say it's better to learn to code yourself. Ultimately more customization
It's a noob trap. It sounds easier but you have literal decades of resources on how to do things in code, and very little on how to do things in whatever specific visual scripting system you are using. Anyone who likely knows enough about the system to be of assistance is just using normal code.
You have more power over code
Exactly
The hard part of coding isn't the typing of the words, and that's all that visual scripting really makes easier
it always works out better for ya if you understand what the code is doing..
or in case of visual scripting to understand what the node is doing..
like digi said.. its a trap imo
All the hard parts are still there but now you've lost that knowledge bank
The amount of freedom and choices is what makes it daunting
there's always more than one path to the solution..
once you get there tho you can go back and find the best path to the solution..
knowing multiple paths to the solution is even better imo
eventually you could know most if not all the paths to the solution 😉
Thanks for everyone's opinions :)
who knows what path those visual nodes are taking..
if ur just not wanting to excel in code.. and ur an artist, or sound engineer or something else..
and it works for you to just code w/ visual stuff.. i wouldn't say anythings wrong with that
(in general) there's 3 major parts to programming:
- Language - The syntax, structure, and paradigm of each language
- Library - The interfaces and utilities that each environment or toolset provides
- Logic - The algorithms to do work at runtime
Logic is almost completely transferrable between each language and environment, you just have to learn the specific Language and Library that you're using
Language is also shared quite a bit between languagesof course, learning 1 part at a time is easier than learning everything at once, which is why tools like scratch or code.org are popular as coding courses for beginners, especially kids, because it only focuses on the Logic aspect
visual scripting doesn't make the actual programming, the logic part, easier. it just makes the Language aspect simpler, in exchange for less flexibility
flexibility vs simplicity is a tradeoff
you are very restricted and limited with visual scripting, especially solution unity provides. it is really weak compared to unreal engine´s blue print visual scrpting
in short terms, learn programming and do it right.
Unity doesn't uses java so no
unity does use java
if you make android games
oh
anyways i will just ask here since its just a short correct me question
NotificationManager nm = (NotificationManager) getSystemService(NOTIFICATION_SERVICE);
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O)
{
String channelId = sbn.getNotification().getChannelId();
if (channelId != null)
{
NotificationChannel channel = nm.getNotificationChannel(channelId);
if (channel != null)
{
importance = channel.getImportance();
hasSound = channel.getSound() != null;
hasVibrate = channel.shouldVibrate();
}
}
}
did i do something wrong?
i dont know exactly how to debug in java where it stopped, but none of these variables get set
and i do have a version bigger than 26, (i tested without the first if statement and everything is okay still same results)
Guys every single time I fully shut down my computer and open unity this is what happens when I open any project? If I just put it to sleep this won't happen
InvalidOperationException: [BeginRecording] This API cannot be called when Render Graph is active, please call it outside of
InvalidOperationException: [EndFrame] This API cannot be called when Render Graph is active, please call it outside of RecordRenderGraph().
Random editor error noise 
Yeah but it breaks the entire project lol I have to delete the library folder and fully reopen the project for it to start working
it gets annoying pretty quick
I can imagine
considering the library rebuild takes like 20-30m
yk anything that i can do to fix it
it didnt happen before when i had my unity 5
now that i use unity 6.2 it breaks all the time
try upgrading to a diff version?
perhaps but i dont wanna downgrade and i heard 6.3 has tons of bugs
Holy you got 100GB of library data?
no lol just about 15-20gb
And 20-30 minutes? You running off a hdd?
Im sure it has less than 6.2, also been using it myself on a new project and havent experienced any yet.
right now i am rebuilding it again
is there any way to get volumetric shadows and lighting on emissive materials while using adaptive probe volumes
okay ill give it a shot then
6.3 doesn't play well my VSCode on my machine.
had to drop back down to 6.0.6 until i get it figured out
slnx files n whatnot
Id finish rebuilding and make a copy of some form first
thats not very promising 😭
okay fairs making a copy before it corrupts is a good idea
the engine itself didn't have issues.. only my VSCode can't open the solution correctly b/c it uses slnx instead of the sln
its a user-error i just aint figured it out yet
ohh i see
definitely make a copy tho.. b4 u go about porting it from one version to anothe
Wait is that what this is? I did notice that the intellisense in visual studio community for unity 6.3 was really buggy but i wasnt certain if it was unity 6.3 or the vs 2026 that did this
hey anyone knows?
yeah thats smart, one time i didn't and it was a pretty big project took me ages to fix that mistake
#💻┃unity-talk message for me atleast.. I ran into this issue yesterday
you can see the screenshot of my vscode..
Also, anyone wanna give me some feedback about the graphics of my game? I'd appriciate it
Since things like [SerializeField] would try and put the varible inside the [] so i'd be like [SerializeField private int health = 100;]
none of my intellisense and stuff work anymore.. unless i upgrade to the newest .NET sdk i guess
thats neat 👀 lol
do that in #🏆┃daily-win or a #1180170818983051344
where else can i ask this
I'd also double up on brackets when writing functions so itd be void Thing(())
sounds like a #1390346776804069396 type of thing
can't post a full video of the game yet, it's a private project, would rather only a few select people see it
well, mine doesn't even recognize Monobehaviour anymore...
it realizes its a Unity object (but i think thats just b/c of the Unity VSCode Plugin)...
it can't open the slnx file.. so it wont load up my solution properly
oh and another question, is this server run by official unity technologies or is it just a community server?
so i'll have to upgrade my .NET sdk to 9.0.2 or higher..
my plug-in isnt doing it automatically.. soo i have to install it directly from the website.. and hopefully that will work.. on the website its .NET 10.0
but im not ready to change my SDK yet.. soo im just finishing up on 6000.0.60 before I move over to the 6.3 LTS
but i intend to..
its an Official Community channel.. so yea
theres a Unity Administrator -> active over there...
but the Moderators are volunteers I believe.. but vetted by Unity
its a community server tho all in all..
you can't get direct support from Unity
you still need to submit a Ticket for that
Hmm maybe vs 2026 uses .NET 10.0 so that may be why i didnt get this
ya, i imagine visual studio works without a hitch
i uninstalled it a while back for storage issues..
so i couldn't test that on my own
Well works is being too nice for what its doing to me :/
i wasn't even aware VS was on 2026.. last i remember it was still 2022
learn something new everyday 🌈 ⭐
Yeah its new like 2 weeks max
idk if its only me but i dont like what unity tries to do with ai and some other things in the newer unity versions, sure there are some feature now which seam to be very useful but i still prefer the older unity versions
i agree
i don't mess with the AI stuffs tho.. soo out of sight out of mind
its the way of the world tho... no avoiding it completely
i still see people make games with unity 2017- unity 5 even
i respect those still using Unity 5 💪 lmao
Sadly
hell yeah
yup, the best is yet to come 😏
in my option the unity 2022 versions are peak
i had a game i was originally developing in unity 6 but after some errors with the inspector where for some reason elements of a list were duplicating themselves i immediately switched back xD
wait i think i got a clip but idk
i reported the bug and even the support said that they acknowledged the bug but could find out why xD
its just perfect 🤌
yeah okay so I had a list of a custom dialog class in Unity. Each element had a string for the dialog text and a UnityEvent that fired when the dialog was used. When I added a new element, Unity duplicated the previous one as usual. But when I changed the dialog text in the new element, the text in the previous element also changed.
dont mind me using chatgpt, im a trrible writer
wtf
Ew light mode
is there a way to export terrain as an fbx or obj?
I tried FBX exporter but it just comes into Blender as an empty
FBX exporter doesn't support terrain:
I've written scripts to do this at least twice, haha
lemme go find one..
put this into an Editor folder
oh wait, this needs another script
This will generate a mesh asset in Assets/Generated/
(you can tell I tried to just write an FBX directly, given that I have using Autodesk.Fbx;, but I couldn't work out if that was doable)
Plug that mesh into a MeshFilter and you can then export the object to an FBX file
I used this to export a terrain into Blender for procedurally generating parts of a level
I'll try now thanks, bit of a n00b though never ran custom scripts like this
so will have to just take a look
Put both into Assets/Editor/ (make the folder if needed) and you should see a new Tools/Terrain to Mesh option in the menubar
it bakes the currently-selected terrain
ok will try that now
make a folder with that name inside of Assets
it did work but it has a .mesh file now
so I'm assuming you have to convert this to fbx somehow
you'll need to do this
you can create a Cube and then swap out the mesh its MeshFilter points at
oh I need to check for mesh filter ok 👍🏻
(MeshRenderer doesn't point at a mesh directly: it gets data from the MeshFilter)
you can then export that entire object
oh dude that's great thank you
do you know is there a way to import back the terrain mesh (the new generated one I mean) in exactly the same place as the original? so there's no difference effectively
I believe I set it up so that if you put the object at the same position as the terrain, it lines up
(that's how I checked that I did it right)
i also use it for emitting particles
although i should really use a decimated version for that, ha
Anyone having issues breaking URP upgrading from 6.2 to 6.3??? never had this issues upgrading from 6 to 6.2
there seems to be some Burst Compiler issues IJob and etc...
show the actual errors you're getting
(you may need to update packages after an editor version change)
(the arrows r different)
maybe stupid question but is unity decent at all for card game prototypes? or would it be better to use something else?
i think its because you arent dragging just the model but like the model asset group unity has created
expand this arrow
and see if there is a seperate mesh you can drag
Hey everyone! I am fairly new to unity, I’m trying to implement a right-click context menu for my stairs in Unity. The idea is that when I right click on a staircase, a UI menu should appear with options like “Go to First Floor” or “Go to Top Floor”. I already have dynamic ui with text but i just want the same thing but for when I right click said object to give me a list of options like a dropdown box or something.
Here’s my current setup:
I have a PlayerInteraction script handling clicks and hover tooltips.
I created a ContextMenuManager and buttonPrefab to show the options.
The ContextMenuManager is a child of my TooltipCanvas (parent).
The menu shows in the debug when I right click, but nothing happens in play mode, the buttons don’t appear or are hidden immediately.
I think it might be a reference issue, but I’ve assigned a buttonPrefab in the inspector.
Here’s what I’m using to trigger it in PlayerInteraction:
if (interact != null && interact.type == WorldInteract.InteractionType.Stairs)
{
int currentFloor = interact.manager.CurrentFloorIndex;
var options = WorldInteract.GetAvailableOptions(currentFloor);
ContextMenuManager.Instance.Show(options, hit.point, interact);
}
Any help would be amazing!
Never understood the point of this split. Nothing else uses the MeshFilter 😅
one is the shape and one is how that shape is rendered
oh, nvm not the same thing being discussed
Well, SkinnedMeshRenderer
SkinnedMeshRenderer doesn’t use it
Really? Well then
It just references the Mesh asset directly
Unity is a great option for card-games..
It's the other way around!
MeshRenderer can get data from things other than a MeshFilter
e.g. the legacy TextMesh component
as well as the non-UI TextMeshPro
well, actually, that one is just a hidden MeshFilter
yaknow
The Mesh of The.
all of this appears to be Evil Internal Magic
there is no "mesh provider" interface or base class
hidden components are fun surprises
Hey does anybody know a solution to this ?
In the editor the areas are dark but in the build it is bright for some reason. What can be the reason for this ? It is supposed to be dark like the editor
You need to access a hidden renderer with GetComponent<ParticleRenderer>() to change anything on the PS rendering tab via a script 😵💫
Always found that weird
Have you generated lighting in the Lighting window?
Right now the lights are realtime only, so I don't think so I have to generate lighting cuz that would just create black lightmaps
I am working on a unity project on two computers, on one it works, on the other things I made on one don't.
(I am using unity version control to push and pull things back and forth)
Is there a general cause to this?
You can turn off baked GI – but you still want to do this to make sure you have a valid ambient light probe
what does "works" mean here?
okay lemme give it a quick try
The editor does this for you if no lighting data has been generated, but this won't happen in the built game
I have a flag object (stores events by name if they have happened). As an example I press a button, it stores the flag in a dictionary, and when the object is seen by a listener in the dictionary, it opens a door. That stores "BlueDoor1" event as having happened.
On one computer where I got it to work, it works. I pushed it and tried to edit it on another computer and it doesn't do anything
Does it continue working on the first computer after closing and reopening the editor?
yes
maybe I have to restart the other editor?
I haven't done that after pulling from unity version control
lemme try
That should not be needed.
Restarting can catch some funny situations where your game only works because of something that did not get saved correctly
and that fixed it
well, go figure :p
idk bro unity has been doing some weird stuff to me
(I restarted unity on the computer it didn't work and now it does)
Welp eitherway thanks for the help
If your options are being logged, I would also log if your canvas is enabled and all the parents that your context is a part of, if it is hiding immediately, then something in your logic is controlling its state maybe when it should not be - if the issue were that you forgot to assign something, then you should be getting some kind of null reference exception, if your not getting any errors, then it sounds like a logical problem (where things dont behave as expected but no error is produced) and not a runtime problem (where an error is produced)
i made this water effect anybody like it?
Yo, is there a channel where we can show our work or smt? Just curious.
Look at the message directly above yours
My raycasts stopped working overnight. No project changes at all and now they don't function properly..
Code does not change over night.
Where would I sell my Unity game idk work like 500 usd ?
for publishers to upload
thats why I think some project setting got changed or something. It is extremely odd
Project settings don't change on their own, over night, either.
I know what you're driving at but it isn't very helpful as I genuinely haven't touched anything except the input manager old warning and I hit no.
What isn't helpful is not providing any information on how your project works. What the code is ( #💻┃code-beginner) or how you're expecting the raycasts to do.
Instead of trying to puzzle out why it broke, just accept it broke and start following the breadcrumbs as if you had changed something
So start with some information that can be useful to figure it out.
yeah that's what I'm doing but I don't exactly know where to start. I asked just to see if this is a common issue or not, it seems no. So I'll just keep digging I guess.
I mean, you mentioned the input manager. If that changed and you were using one method and switched to another, then it could very well be that it's not the raycasts not working but that your input to make them fire, isn't. That's assuming the raycasts you're mentioning are being triggered by input, which we can't know without additional information.
you should verify that anything is happening at all, yes
use Debug.DrawRay to visualize the raycast
something like Debug.DrawRay(origin, direction * maxLength, Color.red, 3f);
this will draw a red line that lives for 3 seconds
No problem has ever been solved by telling the computer that it shouldn't have stopped working 😉
you are missing the reasoning for my message but theres no point explaining. I just verified that raycasts are indeed firing and I'm not sure why they are being blocked. I'll keep cracking away at it. Thanks guys
visualize the actual raycast (like this) to verify that they're behaving the way you think they are
yeah it's on the right spot, just not seeing things
can you show me the code that performs the raycast?
just the line itself is sufficient
void OnDrawGizmos()
{
if (!Application.isPlaying) return;
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit))
// Draw a bright magenta line from camera
Gizmos.color = Color.magenta;
Gizmos.DrawLine(ray.origin, ray.origin + ray.direction * 100f);
// Draw a sphere at ray origin
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(ray.origin, 0.5f);
{
// Show exact hit point
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(hit.point, 0.1f);
// Show which tile it converts to
Vector2Int gridPos = GridManager.Instance.WorldToGrid(hit.point);
Vector3 tileCenter = GridManager.Instance.GridToWorld(gridPos);
tileCenter += new Vector3(0.5f, 0, 0.5f); // Center of tile
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(tileCenter, 0.15f);
// Draw line between them
Gizmos.color = Color.white;
Gizmos.DrawLine(hit.point, tileCenter);
}
}
note that the if (Physics.Raycast...) line only guards the following Gizmos.color = Color.magenta; line
you have an unrelated block statement a few lines later
also, putting this inside OnDrawGizmos is kind of weird
I took off all layer masks and it still won't hit anything even though there are obvious colliders. The only thing I can find from googling is if we are casting from within a collider it can mess it up. So I'm trying to verify that isn't happening.
I would sanity check if physics is...physicsing at all, like by doing a gigantic OverlapSphere query
Sorry I'm not sure what that means but I'm suspecting something is very wrong yes.
my phys was off and I have never once gone into that sub section of menus before. Just a heads up. Sometimes computers do weird stuff lol
Sorry, but no, they just don't.
As long as it's working now, however you want to justify it is up to you.
must have been elite hackers or something sure
you can have an ego on a random person in discord that's fine, but if you truly don't believe that computers just randomly do dumb shit sometimes then idk that's just not reality.
how to i make my shawdows more soft ?
how do i make skybox fog? yknow how in older games geometry used to just fade out into the skybox?
If you mean increase the quality, you can do so in the pipeline asset
Preferably provide an example
i dont really got a good one currently, its just exactly as i said, the fog matches 1:1 with the skybox so it looks as if the geometry fades into the skybox when its actually just fog, matched to the skybox.
Yeah I've got no clue what you're talking about
im brand new to unity, how much experience do i need to understand this?
are you new to graphical pipelines
just go to the environment in lighting tab and play around with the fog modes
yeah unity already has a bunch of things done for you
kinda, i used alot of unreal, and a little bit of godot, i would still probably call myself a noob even after almost 2 yrs
i probably wouldnt understand most of this
no clue why the fog is still in the lighting settings though. Better off in the volume imo
the old one had fog in PostProcessing
any case distance fog is basically taking the final rendering depth map, and for those with greater depth -> make pixel more foggier