#💻┃unity-talk

1 messages · Page 40 of 1

quaint delta
#

I’m looking for someone who has already created a simple/basic game and would be willing to share their file. It’s to help me understand how a game is structured, as I have a class assignment and would like to learn from a real example. Thank you in advance to anyone who can help!

charred fog
#

!collab

vagrant rootBOT
# charred fog !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

charred fog
#

@celest fable Do you have a Unity related question?

potent geyser
#

Sounds more like "so I can submit it for school because I waited until the last minute" to me.

gray frigate
#

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

vivid river
#

Cart Microgame?

gray frigate
#

Unity Learn should also have some projects.

charred fog
#

And come with a course explaining how they work.

fallen dragon
#

Am i tweaking its not on the scene

gray frigate
quaint delta
#

I prepare un project but mine is very very bad :/

#

Ok thx guys

charred fog
#

Can't wait for them to submit Darkest Dungeon port.

gray frigate
#

Overconfidence is

#

i forgor

charred fog
#

insidious and slow killer

fallen dragon
#

Appearently spawning like this causes gameObject to be in some kind of void? i cant find them

gray frigate
#

you should make sure that the code is actually running; throw a Debug.Log in there

fallen dragon
#

no it is running

#

i fixed it

#

i placed DontDestroyOnLoad and it moved them to that scene

potent geyser
#

Are they actually spawning?

fallen dragon
#

they are

gray frigate
#

Ah, yeah

potent geyser
#

You're not giving them any position, either.

fallen dragon
#
            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

potent geyser
#

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.

fallen dragon
#

the Main Camera wasnt in any of loaded scenes until i placed DontDestroyOnLoad inside the spawn logic

potent geyser
#

Then they're not spawning, which means that code either isn't running or those assets don't exist.

deft rock
gray frigate
#

Burnout was just confused that the camera was visible in the Scene View, but didn't appear in the Hierarchy

fallen dragon
gray frigate
#

I don't recognize that Hierarchy UI. I see that you're in 6.3, so maybe that's brand-new

fallen dragon
#

It is

deft rock
#

remove the search, press F with the cursor over the hierachy.. it'll (should) ping and reveal the object

fallen dragon
#

alright

#

it just zooms the object

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I can tell its there, it did spawn, its just not showing in scene

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If i try to ping it (inspector > 3 dots > ping) it does nothing

#

so inspector cant find it

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it has to be a bug because it just cant exist outside of any scene

balmy kettle
#

you didn't do something silly like assign the HideInInspector flag to the object, right?

fallen dragon
#

no

#

its literally getting GameObject and spawning it the moment it gets it

balmy kettle
#

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?

fallen dragon
#

its the only component

#

Created new scene, pressed play
Same issue

fallen dragon
balmy kettle
#

ah, nevermind i see that there's a setting for a "new hierarchy"

fallen dragon
#

Okay i disabled new hierarchy, it was causing the issue

balmy kettle
#

!bug 👇 report it

vagrant rootBOT
# balmy kettle !bug 👇 report it
Reporting bugs

🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.

📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!

💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.

For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting

fallen dragon
#

alright

balmy kettle
#

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

verbal valve
#

How do I save all my projects before factory resetting

vivid river
#

backup on a hard drive

verbal valve
potent geyser
#

It's basically cloud storage with version history.

versed sphinx
#

Guys, is there way to make sprite mask affect only selected sprite renderers?

potent geyser
#

All development projects should be using it, including Unity.

verbal valve
#

is their a tutorial on it?

potent geyser
#

Plenty, it's not a Unity specific thing.

vivid cedar
#

Many

potent geyser
#

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.

verbal valve
#

👍

river oak
#

👋

fallen dragon
versed sphinx
safe garden
#

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 😄

versed sphinx
#

but How can I make sorting groups render sprites not as a single object?

main pagoda
#

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.

novel flower
#

Hello , can someone help me with my project ?

#

I want do simple „Mario kart” game , but i do somthing wrong

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I can’t drive

craggy pollen
#

ask a particular question

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or explain your problem

novel flower
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I can’t do anything

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I have lots of problems

vivid cedar
novel flower
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I don’t know why

vivid cedar
#

The error is telling you exactly why

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Your code is trying to use the old input system, but your project is set up to use the new one

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Probably because new Unity projects are configured to use the new input system by default, and you're following an older tutorial

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As it is hinting - you can change this setting in Player Settings

craggy pollen
#

reading error messages can be really helpful sometimes

novel flower
vivid cedar
novel flower
#

Oooo man thank u

stuck flower
vagrant rootBOT
# stuck flower !input
How to Set 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.

craggy pollen
mild radish
#

Installed Unity6000.3 Unity using while using vscode I noticed this new .slnx file..

  • did a little research and it seems to maybe be replacing or accompanying the regular solution sln file.. 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 vscode 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

storm patio
#

oh god, first thing i think of is it being a microsoft thing lmao
like with doc -> docx, ppt -> pptx, xls -> xlsx

mild radish
#

i'm gonna work with 0.60 for a while until i learn enough bout this to be comfortable

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.NET is on 10 now.. i've been snoozing 👀

storm patio
#

oh my god it is that

mild radish
#

lol

tawny quail
#

So they basically just made it xml instead of the weird custom format they had

mild radish
#

seems that way.. + the less likely to cause merge conflicts

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reading a bit more about it now.. but not in context of Unity.. just C# pages i found

rigid jay
#

Hello i am a new guys who using unity and i need help for programming. Someone can help me pls

storm patio
#

!ask

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #🌱┃start-here

rigid jay
#

thanks

storm patio
#

what do you need help with?

rigid jay
#

i use the tutorial for programming and i write down like the video say but the editor say there are a Error

storm patio
#

what's the error

boreal river
storm patio
#

we aren't psychic, we can't help you without sufficient info 😉

rigid jay
#

this error

storm patio
#

that's a syntax error

#

it means you made a mistake in the script and c# can't understand what you wrote

exotic relic
storm patio
#

you probably forgot a closing brace somewhere

stuck flower
# rigid jay

Looks like on line 34 of Collectible.cs it expects a }

rigid jay
#

do you see the problems ?

storm patio
#

!ide

vagrant rootBOT
stuck flower
storm patio
exotic relic
craggy pollen
#

you are missing a closing }

rigid jay
#

ok thanks you

craggy pollen
#

but read the bot message, you have to fix your ide

lavish needle
#

Quick question: why do I need to re-set my building block every time I open my project?

mild radish
#

maybe this.. idk

novel flower
#

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);
}

}

vagrant rootBOT
storm patio
novel flower
#

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

river oak
#

👋

silent quest
#

Hey I need help

#

Camera is set here before I hit play

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The camera is a child of the player with no physics, but when I hit play this happens

storm patio
#

well, something's controlling it
do you have any of your own scripts?

silent quest
#

Yes I do

storm patio
#

try checking its position - does it change when you press play

storm patio
silent quest
#

Yes but it only changes its position in one line

#

and it doesn't set it to 0.2

storm patio
#

have you tried commenting that out and see if the effect still persists

naive cloud
#

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

storm patio
#

what is dark, exactly?

#

you need to provide more context

naive cloud
#

i'll send a screenshot 1 sec

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(this is when I load the main scene (pic) from my menu scene)

storm patio
#

and it isn't dark when you open the scene directly?

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or what exactly

naive cloud
#

yeah I just fixed it

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I had to generate lighting

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(No clue why it worked by itself)

gray frigate
#

Unity automatically sets up some basic lighting data for you in the editor

gray frigate
#

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

junior path
#

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.

worldly cave
#

dont know what feel is

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but any tweening solution works fine

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oh i see what feel is yeah

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yeah it seems kinda pointless, nothing here you couldnt accomplish with tweening

junior path
sacred pelican
#

Whats the correct channel for questions about inverse kinematics in the animation rigging package?

vestal vapor
#

Is there any problem making a Windows build on a Mac?

plain dagger
#

I think that would be restricted to mono only

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and uwp would not work but no one uses that shit

junior path
#

In comparison:

gray frigate
#

I'm on an ARM macbook

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i've tested that i can build to Windows (my PC), Mac (duh), and Linux (via a Steam Deck)

gray frigate
#

I mean that I tested it on those devices

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after building on Mac

polar basalt
#

ohh okay

fleet canopy
#

mac can build to everything except UWP and maybe consoles

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never had any issues with linux or windows

upper flame
#

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?

balmy kettle
#

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"

lapis gate
#

they're both computationally similar, however there's some advantage to using 3D for rendering but not something to worry about

upper flame
balmy kettle
#

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

lapis gate
#

also 3D assets are objectively easier to make ;)

#

which can be rasterized down to 2D!

upper flame
#

is there a channel for tutorials on 3d? theres alot on youtube idk which to start with

sudden ruin
lapis gate
#

It mostly comes down to animation for me and even though you can vectorize 2D animations, it just seems to flow better with 3D

viscid storm
#

Can you use the unity AI in a script to have a chating bot?

sudden ruin
viscid storm
#

Oh ok i was wondering

polar basalt
#

i cant find any information, how often does Application.temporaryCachePath get cleaned?

vivid cedar
#

some platforms regularly clean them up (android/ios), some don't do it until a user takes some action (windows/macos)

polar basalt
polar basalt
vivid cedar
polar basalt
ocean flicker
#

Hello everybody i am new to unity. i thought i would ask the pros on reasons my unity window will not open

polar basalt
#

by unity window do you mean unity editor itself wont open?

#

or unity hub

ocean flicker
#

unity editor

polar basalt
ocean flicker
vivid cedar
vivid cedar
ocean flicker
#

this is what i mean.

tight tundra
#

Unity 6.3... can we do raytracing on OSX yet?

gusty abyss
#

is there any easier way to rotate my builds without code

tight tundra
#

Saw this in the notes, sounds exciting

GI: Published the Unified Raytracing API, which provides an API for creating cross-platform ray tracing shaders.

fair cove
# upper flame is there a channel for tutorials on 3d? theres alot on youtube idk which to star...

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

fair cove
gusty abyss
#

like say i add a grey square

#

and i want to rotate it

#

ik how to

#

but it’s not a precise rotation

topaz mulch
#

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

tall hearth
gusty abyss
#

why would i have to rotate something with code

tall hearth
gusty abyss
#

okay

#

say i have

#

a path

#

and i want to flip it

tall hearth
#

Please one message not 50

gusty abyss
#

i have to rotate it all the way round

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with the shitty rotate feature

#

wich doesn’t work very well as i cant get it exactly the same easily

slow dirge
#

Or was it alt..? 🤔

#

Also you can set an actual number in the transform.

gusty abyss
#

i was holding shift and control

tall hearth
copper gust
#

in editor

gusty abyss
#

in the editor

#

is that not obvious

tall hearth
copper gust
#

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

tall hearth
#

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

gusty abyss
#

🤦‍♂️

#

i miss roblox developing

copper gust
#

once you get used to unity you won't feel that way 😛

gusty abyss
#

building is a lot easier in roblox

storm patio
storm patio
copper gust
gusty abyss
#

roblox just more simple

tall hearth
# storm patio code can run in the editor too

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

stuck flower
gusty abyss
stuck flower
#

Simplicity comes with limitations

stuck flower
gusty abyss
#

roblox you can create without limits

storm patio
tall hearth
copper gust
gusty abyss
stuck flower
copper gust
#

i mean no one is doing that

gusty abyss
tall hearth
storm patio
stuck flower
gusty abyss
#

peopel do it anyways

copper gust
#

your either giving steam 30% or praying itch actually pays you out lmaoo

gusty abyss
#

and u can’t get banned for doing so

storm patio
gusty abyss
#

i sold my roblox game

#

my account is not banned

copper gust
#

anyway this is a kinda weird convo tbh cuz unity's 3d iteration tools really do be ass

#

love unity but

storm patio
tall hearth
# gusty abyss i managed to make a game with 20k ccu

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)

stuck flower
gusty abyss
copper gust
gusty abyss
stuck flower
#

It's also quite ass at recording podcasts. You just wouldn't use it for that

storm patio
gusty abyss
stuck flower
storm patio
tall hearth
copper gust
storm patio
#

i responded to your message "you can create without limitations" by linking the limitations

gusty abyss
#

too many diff convos

#

can’t keep up

storm patio
#

maybe take some time before jumping to insults then

stuck flower
gusty abyss
#

insulting urself

storm patio
#

what part of that is "insulting themselves"

gusty abyss
stuck flower
storm patio
#

anyways we don't really need this convo, it's not going to be anywhere close to productive

stuck flower
storm patio
copper gust
stuck flower
copper gust
#

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"

stuck flower
#

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.

marble fiber
#

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

storm patio
#

could be that the opposite edges weren't made ot be perfectly aligned?

#

or are they the builtin flat planes

marble fiber
#

its a normal plane duplicated that I made in blender, I'll try a unity plane

sudden ruin
storm patio
sudden ruin
#

why would that change anything

marble fiber
#

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

storm patio
#

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

marble fiber
#

thats actually so strange

#

yeah, it works perfectly with the unity plane

marble fiber
#

what import setting could be causing that?

storm patio
storm patio
marble fiber
#

wait

#

its the actual mesh yeah

#

Is there a way to subdivide/make more quads on the unity default plane?

chilly dune
#

is there a help channel

storm patio
chilly dune
#

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

sudden ruin
chilly dune
sudden ruin
#

unity

#

you might be able to enable it in blender too and have it carry over but im not sure

chilly dune
sudden ruin
#

yeah, change render face to both after you make a copy of the material. this one is read-only

chilly dune
#

ok

polar basalt
#

nooo what is this

#

why did they do this

#

the fix button

#

how can i make that button go away

storm patio
woeful spear
#

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.

fierce shuttle
#

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

slow dirge
fierce shuttle
#

I was looking in the wrong place though, I found the data

#

just wanted a way to track crashes and stuff

slow dirge
potent geyser
#

!collab

vagrant rootBOT
# potent geyser !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

storm patio
#

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

lean dune
#

Guys quick question, if i were to make a gun system how can i make a view model work

storm patio
#

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

lean dune
#

Are there client sided scripts?

storm patio
#

what do you mean by that

lean dune
#

I cant say like?

#

Wikld

#

But its where only the player sees it

storm patio
#

everything is for the player to see

lean dune
#

nah like

#

other people wont see it

#

only the player

storm patio
#

what is the context

lean dune
#

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)

storm patio
#

if local scripts didn't exist, the game wouldn't be able to run

lean dune
#

like for multiplayer

lean dune
#

Since its happening on the server

storm patio
#

is the player on the server?

#

or is the player on their own device, the client?

lean dune
vivid cedar
storm patio
#

there needs to be something on the client so the client can see things

lean dune
storm patio
#

that's a very broad thing

lean dune
#

I alread have a plan in mind

vivid cedar
lean dune
#

But is parenting the gun to the camera will fix it?

vivid cedar
#

not really something I can just answer in a few discord comments

lean dune
#

i mean will not be visible to other people

storm patio
#

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

lean dune
#

nvm imma just try it

storm patio
#

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

lean dune
#

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

potent geyser
#

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.

woeful spear
#

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.

vivid cedar
woeful spear
#

So I guess I'd have to adjust UI again with low res option disabled.

#

Or maybe optimize for both

vivid cedar
#

it may just be that the view was zoomed'

woeful spear
#

I'll check again

vivid cedar
#

but if it's always set to 1, that means your UI isn't anchored properly.

woeful spear
#

It sets to 1.3x. Can't change it to 1.0

vivid cedar
#

generally you don't want to check this box

woeful spear
#

Okay, I'll read more on that.

zealous hornet
#

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.

lapis gate
ocean pumice
zealous hornet
ocean pumice
# zealous hornet nope

than follow Maos suggestion to open a thread and check your meshs normals. Its nothing, that Unity just does on accident 😄

zealous hornet
ocean pumice
zealous hornet
#

update: seems checking "keep quads" on the mesh's import settings and lowering the lightmap parameters' resolution preset fixed it for now

fathom stone
#

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

ocean pumice
# fathom stone hey I dunno where a good place to ask this question would be but a lot of my uni...

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.

fathom stone
#

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

ocean pumice
#

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?

nimble vigil
#

So now with unity 6.3 HDRP and URP are combined?

warm glacier
#

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

ocean pumice
warm glacier
# ocean pumice what ever means "heavily modified Unity". Could also just be the editor being mo...

Arknights: Endfield developer reveal details on how they tackled the (rather demanding) graphics of their first 3D title in the series.

#

thats whats they claimed though~ but i'm not the one who dig inside unity code 😄

nimble vigil
#

Unity has no hard limit on polygons as far as I know. It can do more than 100k poly

storm patio
#

this doesn't sound like heavily modified unity, this just sounds like unity with a lot of their own systems added

warm glacier
storm patio
#

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

ocean pumice
#

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

storm patio
#

building on top of existing systems or replacing systems sounds much easier than modifying them

warm glacier
#

yeah. probably "heavily/maximize" use unity feature should be the agenda XD

ocean pumice
#

Not sure what they did about the realtime shadows for example. Could be a modification or even a new system

jovial plover
#

is there a way to have a ton of real time shadows without performancing tanking

warm glacier
fickle rapids
vivid river
#

If its blue its compiling shaders...

fickle rapids
fickle rapids
near wigeon
vivid river
#

You probably have to conver the render pipeline

fickle rapids
livid blaze
#

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

fickle rapids
near wigeon
fickle rapids
near wigeon
fickle rapids
chilly locust
#

does this server have support channel? I need to report one of the worst type of bots

vagrant rootBOT
chilly locust
vivid river
#

Report to Steam then, they have good moderation they will eventually swat the game dev

deft rock
#

what's a unity server going to do about it ?

chilly locust
#

this is the FOURTH OR FIFTH TIME THIS HAPPENED

vivid river
#

remove the game

chilly locust
#

discord bot using AI trying to be my friend just to get me to play the stupid game

chilly locust
# vivid river remove the 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

copper gust
chilly locust
#

the game would be gone already

charred fog
#

Don't post off-topic on the server, please.

vivid river
#

then report to Discord why exactly Unty game engine?

copper gust
#

the fact it leads to an actual steam game probably makes it one of the better kinda bots tbh

chilly locust
chilly locust
charred fog
charred fog
upper flame
#

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

vivid river
#

How does it looks like

charred fog
upper flame
upper flame
vivid river
#

unity Hub has write access to that drive

charred fog
#

!logs Check hub logs

vagrant rootBOT
# charred fog !logs Check hub logs
📝 Logs

Documentation

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

upper flame
#

what do i do with this

vivid river
#

Check for errors why it was unable to create a project

tall hearth
upper flame
#

the project folder isnt even there for some reason

tall hearth
#

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

charred fog
#

The logs should tell you exactly what's happening.

upper flame
charred fog
#

Then open and read the latest log there

upper flame
#

i can open the editor one but not the hub

#

doesnt show up idk why

polar basalt
#

Where can i find the other examples? how can i add the NotificationListenerService ? i want to see other app's notifications

tall hearth
#

I would be shocked if this was even possible as that sounds like a huge security risk

polar basalt
#

requires admin level kinda magic

charred fog
vagrant rootBOT
# charred fog !install You should do a clean reinstall following this. Including the Hub.
When Unity fails to install checklist
  • 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.
tall hearth
upper flame
# vagrant root

is 10gb on c enough? i thought i could install it on the d drive

charred fog
#

If it's not in the correct location that doesn't follow that path, might not be even installed correctly.

polar basalt
#

im making an app for myself

#

my own phone is bad at showing notifications

vivid river
charred fog
polar basalt
#

sometimes it shows it on screen, sometimes it only vibrates :/

charred fog
#

And new project itself requires several Gb in cached packages etc.

upper flame
charred fog
#

It's barely enough just for temp files

tall hearth
vivid river
#

You can reinstall and use D:

upper flame
charred fog
#

It installs a lot of required things on C anyway even when target location different.

vivid river
#

and keep Unity Hub in the C only

upper flame
charred fog
#

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

tall hearth
# vivid river and keep Unity Hub in the C only

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

tall hearth
#

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)

upper flame
polar basalt
#

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"

keen jetty
#

how do you guys usually measure optimization?

#

60fps on your targetted specs

#

or optimize it to hell, even if it takes longer

reef dome
#
            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

storm patio
vivid cedar
#

(til || is the spoiler tag in discord 😆 )

reef dome
#

yeah but I dont want it to stop after AddStatChanges, cause both of them have sideeffects 😄

vivid cedar
#

ah yeah if they have side effects that's fine

#

This would be logically equivalent:

var hasStatChanges = AddStatChanges(nextLevelData, levelData) | AddFeatureUnlocks(level, buildingModel);```
reef dome
#

makes sense, good to know 😄

violet thunder
#

Standalone profiler prererably, deep profiling if needed

#

Also frame debugger and memory profiler

livid kraken
#

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?

livid kraken
#

Tried it, doesn't work

ocean pumice
#

<@&502884371011731486>

potent geyser
#

!ban 216991706145488897 scam

vagrant rootBOT
potent geyser
#

?ban 217934909086367744 scam

novel scarabBOT
#

dynoSuccess mathelot was banned.

livid kraken
#

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

ocean pumice
livid kraken
#

If I install the unity version again, will the hub be reverted too?

ocean pumice
#

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

livid kraken
#

Thanks!

#

Reinstalling the hub did it for me

#

Thank you so much 😭💖

safe garden
#

do the draw modes have hotkeys assigned or can you assign them? checked shortcuts but couldn't see them

potent reef
#

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?

safe garden
safe garden
deft rock
twilit crystal
#

i cant create a sprite and dunno y

storm patio
#

could you give some more context

#

what are you trying to do? import something? create something in code?

twilit crystal
#

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

potent reef
#

I need like ideas what type of horror game to make

gray frigate
#

the default image importer settings give you a Texture, which is, indeed, not a kind of Sprite

storm patio
ocean pumice
deft rock
twilit crystal
#

i see it

potent reef
deft rock
#

have a lil think

twilit crystal
#

wait got it

gray frigate
twilit crystal
#

changed it to a single sprite

#

and it works

#

thanks for the help :D

gray frigate
#

it may default to Multiple, which can then wind up giving you zero sprites until you configure it properly, yeah.

deft rock
gray frigate
#

or it could require modeling work

safe garden
# potent reef Lets say I make 1 room and how do I know if its big enougth, even after I build ...

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

gray frigate
#

"but what grid size should I use?"

vivid river
ocean pumice
# potent reef Lets say I make 1 room and how do I know if its big enougth, even after I build ...

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.

cunning zephyr
#

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

vivid stag
#

Im new to c#

gray frigate
#

i just logged in fine, so it's not broken for everyone, at least 😉

gray frigate
#

could also be a browser extension doing something weird

vivid river
mild radish
#

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

wise yacht
#

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

mild radish
#

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..

wise yacht
#

Fair

#

I wonder how it handles stuff like screenshake - like does it work with cinemachine etc.

mild radish
#

iTween, DoTween, LeanTween, PrimeTween

wise yacht
#

Yeah I already use DOTween and its very good

mild radish
#

that Transform could be a cinemachine cam.. but i don't think its specific to cinemachine

wise yacht
#

and then just make my own effects

mild radish
#

i've used this asset in the past.. (also just shakes a transform)..
but it has distance.. and strength built in..

wise yacht
#

is probably more worth it than buying the asset

mild radish
#

so I liked that.. (bigger shakes for closer explosions, etc)

wise yacht
mild radish
#

the asset just makes it really easy

wise yacht
#

Yeah

mild radish
#

but if u make something up yourself (thats modular)

#

u can build out ur own library of effects

wise yacht
#

I mean I looked at Feel and it looked just like a modular system with scriptable objects

mild radish
#

that being said... 25 bux isn't a whole lot for an asset u can re-use like that

wise yacht
#

so I figured it wouldn't be that hard to make my own

wise yacht
#

I've never acc bought an asset before icl

#

So I was looking at popular ones like Feel and Odin inspector etc.

mild radish
#

Odin is on my wishlist too.. (for 4 years now)

wise yacht
#

It was on sale I saw

#

Almost got it

mild radish
#

i've built alot of my own since then tho.. (i'd still like to check it out) lol

wise yacht
#

But I don't really need it afaik

#

For now lol

mild radish
#

its a quality of life asset

wise yacht
#

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

brisk anvil
#

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

strong fable
#

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.

stuck flower
brisk anvil
#

there are like haundreds of people, what hard could a vc cause?

mild radish
#

moderation would be a nightmare

queen raven
#

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?

stuck flower
brisk anvil
mild radish
#

its probably b/c this channel is Officially tied to the company..
the other one i mentioned is not

strong fable
brisk anvil
# stuck flower There's like 45,000 people here actually.

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.

stuck flower
brisk anvil
mild radish
#

thats the only one i know of.. (that im a part of)

#

wouldn't know any others.. srry

mild radish
#

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 💥

brisk anvil
mild radish
#

lol.. obviously not..

#

only half of em are online 😏

brisk anvil
#

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

harsh ferry
mild radish
#

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)

brisk anvil
#

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

brisk anvil
#

nevermind me

mild radish
polar basalt
#

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

undone monolith
polar basalt
#

also yeah i should have went to code but its a build error so ig this works

buoyant cave
#

Whats everyone's opinions on visual scripting?

strong fable
mild radish
#

"gross" - personal opinion

undone monolith
stuck flower
# buoyant cave Whats everyone's opinions on visual scripting?

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.

vivid river
#

You have more power over code

undone monolith
stuck flower
#

The hard part of coding isn't the typing of the words, and that's all that visual scripting really makes easier

mild radish
#

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

stuck flower
#

All the hard parts are still there but now you've lost that knowledge bank

undone monolith
mild radish
#

knowing multiple paths to the solution is even better imo

#

eventually you could know most if not all the paths to the solution 😉

buoyant cave
#

Thanks for everyone's opinions :)

mild radish
#

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

storm patio
# buoyant cave Whats everyone's opinions on visual scripting?

(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 languages

of 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

craggy pollen
#

in short terms, learn programming and do it right.

polar basalt
#

where can i ask questions about java

#

can i ask here

#

or is there any channel

vivid river
#

Unity doesn't uses java so no

polar basalt
#

if you make android games

vivid river
#

oh

polar basalt
#

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)

left bobcat
#

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().
sly lake
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Random editor error noise catshrug

left bobcat
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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

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it gets annoying pretty quick

sly lake
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I can imagine

left bobcat
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considering the library rebuild takes like 20-30m

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yk anything that i can do to fix it

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it didnt happen before when i had my unity 5

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now that i use unity 6.2 it breaks all the time

polar basalt
left bobcat
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perhaps but i dont wanna downgrade and i heard 6.3 has tons of bugs

tall hearth
left bobcat
tall hearth
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And 20-30 minutes? You running off a hdd?

left bobcat
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i got a samsung SSD

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lemme check the r/w speeds

tall hearth
left bobcat
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right now i am rebuilding it again

cyan lion
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is there any way to get volumetric shadows and lighting on emissive materials while using adaptive probe volumes

mild radish
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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

tall hearth
left bobcat
mild radish
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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

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its a user-error i just aint figured it out yet

mild radish
tall hearth
left bobcat
mild radish
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you can see the screenshot of my vscode..

left bobcat
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Also, anyone wanna give me some feedback about the graphics of my game? I'd appriciate it

tall hearth
mild radish
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none of my intellisense and stuff work anymore.. unless i upgrade to the newest .NET sdk i guess

tall hearth
mild radish
left bobcat
mild radish
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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

cyan lion
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oh and another question, is this server run by official unity technologies or is it just a community server?

mild radish
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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

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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

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but i intend to..

mild radish
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theres a Unity Administrator -> active over there...

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but the Moderators are volunteers I believe.. but vetted by Unity

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its a community server tho all in all..
you can't get direct support from Unity

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you still need to submit a Ticket for that

tall hearth
mild radish
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ya, i imagine visual studio works without a hitch

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i uninstalled it a while back for storage issues..

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so i couldn't test that on my own

tall hearth
mild radish
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learn something new everyday 🌈 ⭐

tall hearth
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Yeah its new like 2 weeks max

silk moth
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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

mild radish
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i agree

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i don't mess with the AI stuffs tho.. soo out of sight out of mind

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its the way of the world tho... no avoiding it completely

silk moth
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i still see people make games with unity 2017- unity 5 even

mild radish
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i respect those still using Unity 5 💪 lmao

silk moth
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hell yeah

mild radish
silk moth
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in my option the unity 2022 versions are peak

mild radish
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2022 were flawless

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(from my experience)

silk moth
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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

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wait i think i got a clip but idk

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i reported the bug and even the support said that they acknowledged the bug but could find out why xD

vivid river
silk moth
# silk moth wait i think i got a clip but idk

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.

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dont mind me using chatgpt, im a trrible writer

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wtf

tall hearth
safe garden
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is there a way to export terrain as an fbx or obj?

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I tried FBX exporter but it just comes into Blender as an empty

gray frigate
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lemme go find one..

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oh wait, this needs another script

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This will generate a mesh asset in Assets/Generated/

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(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)

gray frigate
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I used this to export a terrain into Blender for procedurally generating parts of a level

safe garden
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I'll try now thanks, bit of a n00b though never ran custom scripts like this

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so will have to just take a look

gray frigate
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Put both into Assets/Editor/ (make the folder if needed) and you should see a new Tools/Terrain to Mesh option in the menubar

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it bakes the currently-selected terrain

safe garden
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oh I see it! will try now

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😭

gray frigate
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it also might not work if you don't created a "Generated" folder

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yeah

safe garden
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ok will try that now

gray frigate
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make a folder with that name inside of Assets

safe garden
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it did work but it has a .mesh file now

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so I'm assuming you have to convert this to fbx somehow

gray frigate
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you can create a Cube and then swap out the mesh its MeshFilter points at

safe garden
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oh I need to check for mesh filter ok 👍🏻

gray frigate
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(MeshRenderer doesn't point at a mesh directly: it gets data from the MeshFilter)

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you can then export that entire object

safe garden
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oh dude that's great thank you

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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

gray frigate
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I believe I set it up so that if you put the object at the same position as the terrain, it lines up

safe garden
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sweet thanks!

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trying now

gray frigate
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(that's how I checked that I did it right)

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i also use it for emitting particles

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although i should really use a decimated version for that, ha

sage pewter
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Anyone having issues breaking URP upgrading from 6.2 to 6.3??? never had this issues upgrading from 6 to 6.2

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there seems to be some Burst Compiler issues IJob and etc...

gray frigate
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show the actual errors you're getting

gray frigate
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(you may need to update packages after an editor version change)

gray salmon
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(the arrows r different)

potent moss
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maybe stupid question but is unity decent at all for card game prototypes? or would it be better to use something else?

worldly cave
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expand this arrow

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and see if there is a seperate mesh you can drag

fresh cypress
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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!

sly lake
mild radish
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one is the shape and one is how that shape is rendered
oh, nvm not the same thing being discussed

stuck flower
sly lake
stuck flower
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Really? Well then

sly lake
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It just references the Mesh asset directly

mild radish
gray frigate
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MeshRenderer can get data from things other than a MeshFilter

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e.g. the legacy TextMesh component

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as well as the non-UI TextMeshPro

gray frigate
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yaknow

stuck flower
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The Mesh of The.

gray frigate
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all of this appears to be Evil Internal Magic

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there is no "mesh provider" interface or base class

gray frigate
rustic kettle
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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

violet thunder
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You need to access a hidden renderer with GetComponent<ParticleRenderer>() to change anything on the PS rendering tab via a script 😵‍💫

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Always found that weird

gray frigate
rustic kettle
naive cloud
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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)

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Is there a general cause to this?

gray frigate
rustic kettle
gray frigate
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The editor does this for you if no lighting data has been generated, but this won't happen in the built game

naive cloud
# gray frigate what does "works" mean here?

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

gray frigate
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Does it continue working on the first computer after closing and reopening the editor?

naive cloud
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maybe I have to restart the other editor?

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I haven't done that after pulling from unity version control

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lemme try

gray frigate
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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

naive cloud
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and that fixed it

gray frigate
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well, go figure :p

naive cloud
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idk bro unity has been doing some weird stuff to me

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(I restarted unity on the computer it didn't work and now it does)

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Welp eitherway thanks for the help

fair cove
# fresh cypress Hey everyone! I am fairly new to unity, I’m trying to implement a right-click co...

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)

viscid storm
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i made this water effect anybody like it?

worldly cave
dapper pollen
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Yo, is there a channel where we can show our work or smt? Just curious.

stuck flower
glossy thunder
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My raycasts stopped working overnight. No project changes at all and now they don't function properly..

potent geyser
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Code does not change over night.

sturdy jacinth
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Where would I sell my Unity game idk work like 500 usd ?

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for publishers to upload

glossy thunder
potent geyser
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Project settings don't change on their own, over night, either.

glossy thunder
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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.

potent geyser
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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.

stuck flower
potent geyser
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So start with some information that can be useful to figure it out.

glossy thunder
potent geyser
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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.

gray frigate
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you should verify that anything is happening at all, yes

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use Debug.DrawRay to visualize the raycast

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something like Debug.DrawRay(origin, direction * maxLength, Color.red, 3f);

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this will draw a red line that lives for 3 seconds

gray frigate
glossy thunder
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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

gray frigate
glossy thunder
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yeah it's on the right spot, just not seeing things

gray frigate
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can you show me the code that performs the raycast?

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just the line itself is sufficient

glossy thunder
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    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);
        }
    }
gray frigate
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note that the if (Physics.Raycast...) line only guards the following Gizmos.color = Color.magenta; line

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you have an unrelated block statement a few lines later

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also, putting this inside OnDrawGizmos is kind of weird

glossy thunder
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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.

gray frigate
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I would sanity check if physics is...physicsing at all, like by doing a gigantic OverlapSphere query

glossy thunder
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Sorry I'm not sure what that means but I'm suspecting something is very wrong yes.

glossy thunder
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would this be the issue?

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jfc

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that was it

glossy thunder
potent geyser
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Sorry, but no, they just don't.

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As long as it's working now, however you want to justify it is up to you.

glossy thunder
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must have been elite hackers or something sure

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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.

sturdy jacinth
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how to i make my shawdows more soft ?

torpid cave
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how do i make skybox fog? yknow how in older games geometry used to just fade out into the skybox?

sudden ruin
torpid cave
# sudden ruin 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.

sudden ruin
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Yeah I've got no clue what you're talking about

near wigeon
torpid cave
lapis gate
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are you new to graphical pipelines

near wigeon
lapis gate
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yeah unity already has a bunch of things done for you

torpid cave
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i probably wouldnt understand most of this

lapis gate
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no clue why the fog is still in the lighting settings though. Better off in the volume imo

near wigeon
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the old one had fog in PostProcessing

lapis gate
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any case distance fog is basically taking the final rendering depth map, and for those with greater depth -> make pixel more foggier