#💻┃unity-talk

1 messages · Page 41 of 1

torpid cave
#

so like, would it be the halo texture?

near wigeon
torpid cave
lapis gate
#

skybox doesnt have depth

#

rather it doesn't have the depth that you probably want

#

so the secret here is you need something to write depth to like a moving inward sphere

torpid cave
#

or that theres a setting for it somewhere lol

lapis gate
#

just make a sphere and enable rendering both faces and child it to the camera

torpid cave
#

idk how to explain

#

i like it fading into the fog

#

like, when fog covers something i like it to gradually do that

lapis gate
#

Well, try out the opaque sphere idea first and see how it goes. You can swap to a transparent sphere and write to depth but there's a few problems there (basically volumetric fog)

#

the sphere should be fine though. People usually suggest a box but you see more of that gradual change with something a bit more complex

dense timber
#

Hello,

Real quick question.. I am in Architecture and I really want to develop a video game. How do most people develop maps, is it in unity or an outside software? I am good with Revit, AutoCAD, and SKUP. Are there any good softwares similar to these?

steel wren
#

Maya also has direct integration with Unity, so exporting is easy, but I'm sure the other autodesk products have similar functionality

#

there's also Unity Terrain, but from what I've heard online it's kinda outdated and not super optimized.

#

feel free to correct me if I'm wrong tho

copper gust
#

probuilder is pretty rough

#

lot of people use blender

steel wren
#

even for larger maps?

#

I'm pretty bad with either LOL

tall hearth
#

Like no nice looking house, mountainy terrain, forest, city will be made with probuilder

lapis gate
#

Blender seems plentiful for what I need

#

maybe with some substance painter since texturing in blender is pretty weak

viscid storm
#

Do you know the black grainy stuff you see when you look in a corner in a unity project? If so how do i get rid of it

vivid river
#

What grainy stuff?

tall hearth
viscid storm
#

Oh well its called grain idk i want to get rid of it

#

I will just use ai

lapis gate
#

take a screenshot

tall hearth
#

please, we've got no clue what you're referring to

ocean pumice
warm glacier
tall hearth
#

beautiful UI update unity ❤️ (installed Odin Inspector to my unity 6.3 project and it's bugging)

vivid river
#

such a nice overhaul

tall hearth
#

i almost thought that i could get to read / edit my serialized variables

reef dome
tall hearth
reef dome
#

I am having 0 problems with odin in 6.3 though, what version are you using exactly?

tall hearth
#

3.3.1.13

#

i did notice they released version 4.0 but i havent tried it yet

#

mainly cause i was using the educational version and my unity educational plan ended 2 months ago and unity wont let me start it again

reef dome
#

Hm I am on Unity 6000.3.01f + Odin 4.0.1.0 and it works fine

#

not sure how well odin 3 works on 6.3 though

tall hearth
#

gives a bunch of errors too

reef dome
#

can you post one?

tall hearth
reef dome
#

first line, update your odin

tall hearth
reef dome
#

Oh i thought you could atleast update to patch versions

tall hearth
#

oh wait nvm it let me

#

i lied

reef dome
#

usually patch versions are included cause of security patches, just major/minor versions might not be

tall hearth
#

it wouldn't let me installed the newest stable so i assumed it wouldn't let me install the version 3.3.1.14 patch

#

though i also just tried to install the newest 4.0 non stable and that also worked so idk why it didn't let me insall it a short bit ago

reef dome
#

4.0 isnt that big of a deal unless you want to use their visual editor though

tall hearth
#

i cant use it as advanced as some of the stuff they show off though

reef dome
#

our artists/game designers love it though

tall hearth
#

lol could see that being the case

reef dome
#

one was raging a bit that he learned how to use odins attributes just to arrange his balancing config files and then odin releases 4.0 and he can do what he learned in the editor without code now 😄

tall hearth
#

curious what IDE do you use i've been having some bugs with vs 2026 and want to know if it's unity 6.3 thats doing it or vs 2026

ocean pumice
lapis gate
#

VS code works pretty well but the plugin has some bugs in it requiring me to regen files sometimes

#

files like to pretend they aren't part of the workspace and assemblies breaking

dapper current
#

Why is the new unity hub version constantly eating 7.5% of my CPU? even when in tray? Previous versions didnt consume anything

#

This is infuriating

#

Its not even doing anything

ocean pumice
dapper current
#

And i use i9-11900K

#

Its a good cpu

dapper current
#

This is sus

ocean pumice
boreal river
#

Hey, guys! I have a question. You know, I was wondering if I have to track all of my changes containing assets like models, audio files etc in github, because they are all large files and I have heard its not good practice to use version control for tracking anything except code files like text files. What do you think? I know about Git LFS maybe this is way to actually track both large files and small files in github?

ocean pumice
#

Someone else was having issues with licenses yesterday and reinstall fixed his issue. not sure, if there is some caching of things going on that the newer version handles differently or whatever.

dapper current
#

Are you sure your Hub is not doing that?

#

Causing CPU usage

#

U can check in task manager

ocean pumice
#

I am on macOS, so not really comparable, but my Hub is at 0.2% CPU usage

ocean pumice
dapper current
#

Alright thank you

sly lake
#

So if you have 16 cores it goes up to 1600% 😅

dapper current
#

Huh it stopped after i turned off unity (PROJECT) window
The hub must be doing something related to the project.. What is it though, unsure

ocean pumice
ocean pumice
stable galleon
#

hi

ocean needle
#

what is most fastest way to transfer a file to colleague

me and my friend joined a gamejam and thats a our biggest issue rn

vivid river
ocean needle
vivid river
tall hearth
ocean needle
ocean pumice
#

And its integrated into Unity, so you could basically push and pull from the Editor, if you want.

vivid river
ocean pumice
#

You can also have cross-project references and what not, but for a gamejam, you dont need that. Just set it up and use the basic features 🙂

ocean needle
#

how my teammate going to reach the project after this?

#

i clicked question marks and they opened a tab called unity cloud but dont know what to do next

cyan geode
#

how can i add textures to my models

vivid river
#

Add them to the Unity organization

cyan geode
#

and terrain

#

i looked in youtube stuff but all wanted plugins that are 3 gbs

#

so how can i actually do terrain asa beginner?

vivid river
#

There are built-in tools to shape and texture terrain

cyan geode
#

where can i find them?

vivid river
#

These ones, were you asking other ones?

tall hearth
sly lake
rich walrus
#

hello does anybody here know how to fix everytime i put textures on a cube everytime i stretch the cube it also streches the texture

#

it looks so goofy

#

pls send help

vivid river
#

adjust tilling

ocean needle
vivid river
#

that you cannot transfer more than 5 GB of data in any given hour? or something

quaint delta
#

hello i have a question about Unity versions

ocean needle
sly lake
#

But it basically means the first 5GB are free

#

Next month this is expanding to 25 I think

quaint delta
#

so i downloaded a different Unity version from a browser (not directly from Unity because it doesn't have the version i want) then installed it but when i try to make a project with the said version it dosen't work and it asks me to manage my license even tho i have in the Unity hub

ocean needle
sly lake
#

Starting next month, the first 25GB will be free

quaint delta
#

i also don't know where to get the packages of that version im kinda lost

sly lake
#

But I was paying them just cents each month

quaint delta
rich walrus
vivid river
vivid river
quaint delta
#

so i can download and install the version i want plus the other tools? but what about the license problem?

rich walrus
vivid river
rich walrus
gray salmon
quaint delta
#

the version i want is 6000.0.25f1

vivid river
lapis gate
gray salmon
gray salmon
#

do i need to fix smth in blender, or is it smth else

lapis gate
#

split by selection via blender

vivid river
gray salmon
lapis gate
#

Ya need to chunk out the mesh a bit

gray salmon
gray bloom
#

thats building looks like a cube why dont you use box collider

gray salmon
lapis gate
gray salmon
rich walrus
quaint delta
rich walrus
cyan geode
#

where😥

tall hearth
#

You know the place you create new objects

cyan geode
#

ohhh

#

thanks found it

#

now what

#

😭

quaint delta
cyan geode
#

i click but nothing happens

rich walrus
#

btw its not a big big game

#

its just a capstone game

tall hearth
vivid river
cyan geode
#

thanks

cyan geode
#

thanks

#

now idk hwo to make textures or anything so ill have to watch the vid

pulsar otter
#

I wrote an article about game dev and want to get feedback

#

should i send here

quaint delta
pulsar otter
#

or in a certain channe;?

vivid river
pulsar otter
tall hearth
#

!collab

vagrant rootBOT
# tall hearth !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**

vivid river
vivid river
stuck dune
#

hi
i did not used unity in 3 years, but now i downloaded it again and i cant see cameras fov visualization like this

#

instead of it, there is just this

#

can anyone help with it?

vivid river
#

turn this on

stuck dune
#

ow

#

thanks

lean dew
#

Hey all, got an annoying issue. When I stop playmode, the inspector selects a script/file/scriptableobject/random file usually from "packages". It does it everytime. It's done it since 6.0. Any ideas?

potent geyser
#

Nobody here works on the engine, so there's likely nothing anyone here can actually say in response.

#

If you think you've found a bug, you can submit it.

#

!bug

vagrant rootBOT
# potent geyser !bug
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

lean dew
flat breach
#

hi, where can I find the version control mode in the editor settings? I can't find anymore

flat breach
ocean pumice
flat breach
ocean pumice
ocean pumice
# flat breach ...it changed thank you lol

You can also get there by Assets / Unity Version Control / Show Pending Changes view and use the little gear icon in that window top right corner, just for the future

icy mica
#

Hi

dreamy snow
#

anyone here knows why in unity 6.2 sample animation does not work ?

proven obsidian
#

how do i fix this

agile arch
#

hello can where can I ask for collaboration

hidden dock
#

hi, im making a game and im having trouble exporting models from blockbench to unity, anyone knows how to do it? i am not able to find much information on the internet about this specific topic.

potent geyser
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**

potent geyser
echo rune
#

Hi i wonder if here is the right channel for a unity workflow topic?
The simple question is: database of prefabs or SO?

gray frigate
#

for example, for each character in my game, I have a ScriptableObject that includes some basic information about the character, as well as a reference to the prefab

#

(in the future, I may turn that into an addressable asset reference)

echo rune
#

I used to do only SO for everything. Items, skills, monsters. And have nested SOs for compound set of data

#

But a lot of these template project assets just do prefab based and.. i guess i dont see why not

#

Prefab variant is nice. I think SO variant got suggested and that'd make them on par, in the "variant" sense

obsidian river
#

How does current job market look like for unity developer? I will join it in a year, and I have some experience as a team lead, writer, designer and programmer, so I imagine i would be the upper 'class' junior or lower class mid, because last I checked 'junior' and 'mid' terms aren't about "working in the company for salary" experience, but just how reliable you are. Or is going into mid level at the start something that only lucky few have managed?
Also what's the actual 'minimum' level for junior dev, to have something to compare myself with. And I get the fact that it's different from company to company, but sure there is a general imagination after such a long time no?

lapis gate
#

prefab variants I've been sticking to for smaller projects

#

SOs are nice but like ughhhh so much setup

echo rune
# gray frigate use sciptable objects if you need to store information *about* each prefab

Like if the prefab has image, name, tooltip, etc
Sure in my past project i do 100% SO data. There's only 1 generic prefab for each data type (item, skill etc), and the categorization + compositions of those types are possible to be defined fully in data
And i'll be using Odin to manage them, and i guess odin can handle either approach just as well

But... i do sometimes like having to edit in the prefab view, with anything visual/gizmo related. Like, some can argue u can achieve all that in odin too if u still wanna go the path of 100% SO data (while still have the prefab scene viewer of the generic prefab type? I haven't personally tried this but sounds interesting if it's actually a thing)

gray frigate
lapis gate
#

it's good for inventory stuff when you don't want it on the scene that's for sure.

gray frigate
#

either way, both a prefab and a scriptable object are both just kinds of Unity objects

#

so they're going to feel very similar

lapis gate
#

The big, big problem with a strict SO workflow is that you do lose scene presence until that prefab reads the blueprint... but if this only happens at runtime then you lose out on that editor presence to get an idea what you're populating your scene with.

#

But if you were making like a card game, you don't really care for populating a scene with these prefabs anyway so they make a great single-prefab type of project

echo rune
# gray frigate I think an SO is appropriate if you frequently use the item **without** actually...

This is definitely a good point. I do believe tho there is a "middle way" ?
E.g Just data for the specific item's stats. But from the prefab variant side there'll also be a number of items for specific ItemPrefab variant prefabs?
Altho... again even with this argument, everything can still be achieveable with 100% data, even with composable, polymorphic parts

Maybe for the prefab side, is parts of an item with some specific unity objects (if spawned as object in gameplay, e.g it's press button to pickup, but a complementary prefab as child of the main item prefab with a "auto pickup on range behavior", or some other behavior that'd affect the prefab instance's object hierarchy)

flint latch
#

Unity ads mediation wont let me build tvos because the ad libraries get added to the build even though ads isn't supported in tvos notlikethis

lapis gate
#

SO workflow does really make object pooling really easy though

#

Just need to pool a single prefab and feed it blueprints

gray frigate
#

It's really easy to bikeshed yourself with this stuff, haha

#

I was working on a Soulslike game at one point; for it, I had:

  • Prefabs for each weapon model (e.g. a short sword)
  • ScriptableObjects for each distinct weapon (e.g. Dave's Cool Sword)
  • Plain old C# objects that reference an SO and store a list of modifications
echo rune
#

I just wanna try something new, or old but better, even tho i'll definitely not aiming to go fully no data. I noticed several pain points and maybe i'm not utilizing unity's own component/data types
But this really gets so game specific tho

echo rune
gray frigate
#

modifications are things like enchantments or upgrades

#

These are properties of a specific item

echo rune
#

Specific item as in, an instance of that item yes?

gray frigate
#

Yeah.

#

so an item in your inventory is:

  • an item SO reference
  • a quantity
  • anything you've done to customize the item
#

quantity is annoying lol

#

inventories are annoying!

echo rune
#

So i guess u'll have a wrapper data type for runtime, for an item

gray frigate
#

everything about inventories sucks

#

you have fundamentally different kinds of items (weapons, key items, consumables) sloshing around

echo rune
gray frigate
#

your inventory UI could simply collapse a list of many items into a single slot

#

but then you might wind up storing 50,000 copies of an item lmao

#

You could make consumables fundamentally different other kinds of items, of course

lapis gate
#

I've tried my luck at making this super polymorphic inventory with generics

gray frigate
#

I've gone in circles on this many times

safe garden
#

is there a quick way to 'reset' the collider on a mesh, for example if you duplicate a mesh, change the mesh itself through the filter but forget to update the collider?

gray frigate
lapis gate
#

then my next project I just type checked everything

#

f it

gray frigate
#

I'm pretty sure that looks for a mesh filter

#

(this may also just clear the mesh reference entirely; i don't remember)

safe garden
#

hmmm doesn't seem to do anything reset

violet thunder
#

Probably not that good if you use prefabs tho

safe garden
violet thunder
#

You can do it with multiple objects selected at once

#

It will look up the mesh for the collider per-object

#

That's the fastest way i know

gray frigate
#

i'm surprised that the Reset method isn't looking for the mesh filter

#

there must be some wacky internal code that does that

violet thunder
#

Yeah, i'd imagine they would call the same code as when adding the component

#

Apparently not

gray frigate
#

You should be able to script this if it's coming up a lot

#

My power just went out. I will not be able to write an example for a bit 🤣

honest oyster
#

guys i dont see a help channel

#

why do i not see + button in paint detail

potent geyser
#

This entire server is is a help channel, pick a relevant channel to your topic.

gray frigate
honest oyster
safe garden
#

sorry for the n00bishness, just out of curiosity what does the blue line on the left represent for an item in hierachy?

storm patio
#

it has prefab overrides

safe garden
#

ahh I see right

#

ty

storm patio
#

like the lines beside overridden fields in the inspector

gray frigate
#

You can view a list of overrides by selecting the object and opening the Overrides dropdown

safe garden
#

is it generally bad practice not to apply overrides on certain prefabs in the scene? stuff like if you're moving boxes or a gate, etc. and it gets the override symbol with the blue line

storm patio
#

if there's no reason to customize the specific instance, then there's just.. no reason to

#

that's not bad practice, no

#

the blue line is just an indicator, you shouldn't use it as a metric for whether something is good or bad

safe garden
#

ah got it, thanks

rancid lake
#

Is it just me or is there a 10% chance unity loads indefinitely anytime it pops up any sort of progress bar?

#

Reloading domain? Chance for infinite loading

#

Downloading files (through plugin), chance for infinite loading

#

etc

lapis gate
honest oyster
#

i need another help TT

honest oyster
#

why it say so i jut tapped once

sly lake
lapis gate
#

I've never seen that warning before. Heck, brush always paints way too many objects when I use it

sly lake
#

Yeah I have it set to 0.02 and I can bring it up to 1 without it coming up with any warning

honest oyster
ivory horizon
serene swift
#

Hi everyone, hoping someone can help me with this, still pretty new.
I am trying to create a pivot point in a prefab comprised of primitive objects. Research tells me that I should be able to just create a parent GameObject, position it where the pivot will go, and then add the object as a child of the pivot. However, what I am observing is it just immediately adopting the transform of the child object and making adjustments is the same as adjusting the child GameObject directly.

worldly cave
#

do you have local transform or pivot transform on?

serene swift
#

I have it set to global

gray frigate
#

the more interesting one is the "Center" / "Pivot" setting

#

Center is a hilarious prank 99% of the time

#

press X or check the dropdown in the top left corner

#

you usually want to have this set to Pivot

serene swift
#

Ah I see. I was worrying about the reference point, but I just needed to set it to pivot. Thanks @gray frigate and @worldly cave!

gray frigate
#

Center will position the handle in the center of the bounding box of the object and all of its children

#

this can be handy in a few situatinos (like rotating many objects around a central point all at once)

safe garden
#

last q for now, is there anyway to chop up a box collider like probuilder so that you can match the shape like this? red lines

gray frigate
#

No, you'd need to either use an exact mesh collider or make a low-poly mesh that roughly matches the object

safe garden
#

ah fair play - thanks!

worldly cave
#

you could also use multiple colliders and hack it

safe garden
#

but easier just to low poly it

gray frigate
#

A convex mesh collider may also be appropriate here

#

Although Unity refuses to bake them if you have more than 255 triangles

safe garden
#

what is the option for convex in colliders, just curious to know

#

is it just the way the normals are facing on the collider itself, or something else?

worldly cave
#

"convex"

worldly cave
#

not nescessarilylike shrinkwrapping but if your shape is simple enough its accurate

safe garden
#

ah ok

#

I read convex are the most efficient ones to go with

#

in terms of colliders

#

but in that case what instance would you want to use a non convex collider?

#

oh I think I see, convex colliders are just more efficient

gray frigate
#

a convex shape is one without any dents or holes in it, basically

#

it's much easier to reason about convex shapes

#

a line can never pass through a convex shape more than twice

burnt coral
#

are there any enterprise level projects made in unity whose source code is available. Im trying to learn what programming is like for AAA games

balmy kettle
#

😮‍💨 rip gigaya which would have basically been exactly that

worldly cave
#

oh you said unity specifically

#

probably not? but theres a lot of Triple AAA games with public or ||leaked|| source codes you can always look at

mint pilot
#

Hey, I'm not really sure Where to ask this... but is anyone getting on unity 6.3 that when you rotate something it starts rotating by 600+ degrees instead of the usual I only just noticed it when using the regular rotate thing ?

rotatetd it just slightly and it Spins and spins instead of the direct normal rate left before , Right after

worldly cave
#

you probably changed your rotate step amount

mint pilot
#

hmm, I haven't really touched either the snapping nor anything it just sort of Started happening

#

and in snapping its sitll set to 15

#

Curious, thanks tho 😄

gray frigate
#

It's a known issue

#

I ran into it as well

mint pilot
#

oh 😅

gray frigate
#

double tap X to swap between local and global handle modes to temporarily fix it

#

apparently the issue occurs after a recompile

mint pilot
#

its workable just a little annoying .

tall hearth
mental gale
#

I know that this discord is about Unity
But have some channel to talk about assets?
I need help with DOTween :/

worldly cave
#

ask

mental gale
#

I have a DOPath with some points

But how can I do a bezier movement?

I'm watching the tutorials, and the videos have a smooth curve
But when I try to reproduce the path, keeps this hard line

gray frigate
#

it looks like there's a PathType enum when constructing a DOPath

#

what does the rest of the inspector look like?

#

maybe there is an option

mighty matrix
#

plsss

modest meteor
#

the gorilla tag discord server

safe garden
#

time to stop monkeying arounhd

potent geyser
#

This is not a support server for games made with Unity, this is a server for game development with Unity. If you have an issue with a game, you need to reach out to the developers/go to their community and bring it up.

short flame
#

hi is there any chat to help with an issue in unity?

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

short flame
#

ah okey

worldly cave
stuck canopy
#

guys I opened the project today and it just did this? I'm in safe mode lmao there are a lot of errors likew this

#

last thing that happened was I pushed to a remote repo, didn't pull anything

potent geyser
#

You might have discard something. With Library folder errors like this, the fasted attempt at a fix is to close Unity and delete that folder so that it forces reimporting the packages when you open the project next.

polar basalt
#

you would be shocked for me to tell you

#

but yep it is possible to see

#

even system level hidden notifications

#

very cool tbh, and you can even cancel these notifications too

#

it was pretty easy to set up everything tbh

#

only like 44 builds.. done in a day..

tall hearth
polar basalt
#

you have add your own permisions

#

need to extend the xml

#

and once app is downloaded, need go in apps->special permisions->notification access and turn it on

tall hearth
#

notification permissions grants it permission to read other notifications?

#

wtf

polar basalt
tall hearth
#

that sounds like huge security flaw how is none of this mentioned to the end user when accepting such permissions

polar basalt
polar basalt
tall hearth
polar basalt
#

android.permission.BIND_NOTIFICATION_LISTENER_SERVICE

tall hearth
#

yeah probably not then

polar basalt
tall hearth
polar basalt
tall hearth
polar basalt
spare dome
#

hello everybody

#

unity 6000.3 LTS does not support for 16kb page size?

#

i installed unity 6000.3 LTS, but this error occured

gray frigate
#

ah, this is a new Android requirement

#

I would expect 6.3 to include this

untold gale
#

i just fixed a bug in my game im so great im the best i need to let the world know.

plain dagger
# spare dome

It is supported but old libraries/plugins may not be updated and thus trigger the issue

gray frigate
#

yeah, it sounds like an issue with a native plugin

#

oh, right, this is literally how you check if that's the problem 🤣

#

i misread

#

the thread does suggest that an out-of-date Burst package would cause this problem

naive cloud
#

I added a URP asset to make an asset work and not show up as purple, and everything else became purple instead

worldly cave
#

so your project was built in and you upgraded to urp for 1 asset to work?

#

i think you have to use the built in to urp tool to update the rest of the assets in your scene

plain dagger
#

Yea any shader that was for built in rendering now wont work

naive cloud
#

ok so I used the converter, now things are a bit laggy. Also the default material is now pink, is that normal?

#

(specifically when changing scenes)

plain dagger
#

Standard is no longer usable

#

the converter just changes materials from standard to urp lit for you

red stream
#

hey so i added this scroll view, with a content size fitter in its content, the scroll bar appears as soon as the text overflows... but not only does it not respond to any mouse input, manually adjusting the bar value to move it also doesn't scroll anything? i understood that it should respond to it by default, but it sounds like it's more broken than just mouse input not responding

gray frigate
#

Show the hierarchy for this scroll area

red stream
gray frigate
#

the missing mouse input is probably because the Log Box is eating all of the input events

#

you can use a Canvas Group to prevent Log Box (and anything attached to it) from blocking raycasts

#

that may help with that issue

#

is everything just a big block of text in Log Box, or are you adding more children?

red stream
#

hmm that should just be the default Content that gets created, renamed, with a text component added

plain dagger
#

That would only be if viewport overlaps the scroll bars

#

the default scroll view made is already setup correctly

gray frigate
red stream
#

and i imagine in that case manually changing the bar value should still scroll it right?

plain dagger
#

pointer events from content would be usable by scroll rect

red stream
dense timber
gray frigate
#

(or anything that implements IScrollHandler)

plain dagger
#

Yea event trigger eats any event used which is dumb

gray frigate
#

i was just digging around in my git repo trying to figure out where I fixed this, because it was a major headache

#

I swear I had a class whose sole job was to make a new scroll event and send it directly to the ScrollRect

#

but I can find no such evidence of this!

plain dagger
#

If you have a scroll rect in a scroll rect then yea weird work arounds are needed

gray frigate
#

I stopped using EventHandler a while ago, so I think that resolved the problem (i just didn't understand it at the time)

#

ironically, this fix may have used an Event Trigger 😉

plain dagger
#

It should be avoided unless you need to listen to a random event at runtime

red stream
#

ok i tried adding the scroll view to the tutorial project

#

seems clear that there it makes more sense for the input to be stolen for the camera etc, but moving the bar value is also doing nothing

solid bay
#

does anyone know why my UI buttons aren't working at all when timescale is set to 0?

#

i thought that was supposed to purely affect gameplay stuff

#

and its not working even though i have an animator on the UI stuff set to unscaled time

red stream
# red stream this is what i mean

(nvm ig i just tried in a blank 3d project where it generally works, and confirmed that changing the bar value doesn't make it scroll, so that's not a good indicator of anything)

worldly cave
#

specifically it affects the eventsystem

#

which buttons rely on

solid bay
#

oh

#

is there any way to exclude those buttons from the timescale changes?

gray salmon
#

why cant i see the texture in unity?

worldly cave
#

the event system needs an actual time scale

worldly cave
gray salmon
worldly cave
#

import the textures seperately, create a new material with the textures and assign the new material to the model

#

you can also just check the material unity created when you imported the model and see if it has everything assigned properly

#

also if your material is to any degree procedural inside of blender it also has to be either baked or recreated through unitys shader graph

glacial shuttle
#

I was so nervous to click this button for the last few days...

worldly cave
worldly cave
#

you can extract the materials and then assign the textures manually to the extracted materials

plain dagger
#

i think changing material creation mode lets you assign them in the importer

worldly cave
#

as well as verify the textures are assigned to the materials correctly

solid bay
plain dagger
mental pulsar
#

!log

vagrant rootBOT
# mental pulsar !log
<:error:1413114584763596884> No permissions

You are not allowed to execute this command.

mental pulsar
#

!logs

vagrant rootBOT
# mental pulsar !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

plain dagger
#

confirm the folder so it can do it 😐

#

read

solid bay
worldly cave
# gray salmon mmh

altough you can extract i can see none of your textures are assigned to your materials

#

so you will still need to assign them manually

#

also also thats way too many materials for an object like that

#

you can probably cram all of that into 1 if they are all just lit UnityChanHuh

plain dagger
plain dagger
worldly cave
#

its mostly because thats something youre fine to do in blender when creating individual props

#

so people assume it can carry over without issue

#

always bake them onto 1 giant uv

solid bay
#

the game manager object is in the same scene too

plain dagger
gray salmon
solid bay
worldly cave
#

pretty sure directly through this

gray salmon
#

im changing it

worldly cave
#

set it to copy

gray salmon
worldly cave
#

the what file

gray salmon
worldly cave
#

thats a folder not a file and thats what contains your embeded maps

#

so import that with the fbx into your unity project

gray salmon
plain dagger
#

the blender fbx exporter is not feature complete vs autodesk products

gusty abyss
verbal valve
#

Can someone teach me in vc how to save my projects before factory reset

copper gust
#

no

verbal valve
#

dam

gusty abyss
#

email file to urself

verbal valve
gusty abyss
#

compress?

#

email

#

reset

#

download

#

uncompress

#

open in unity

#

save

#

delete file

verbal valve
#

Is it possible to email 200gb?

mystic abyss
#

is the assets folder 200gb?

#

these folders wouldnt need to be backed up, and often those take up a lot of space

copper gust
#

emailing is a pretty horrific suggestion

worldly cave
gusty abyss
worldly cave
#

also ignore the person telling you to "email" yourself the project, that is not what you should do regardless of project size

gusty abyss
#

if it works it works

mystic abyss
#

that size, makes me wonder if they downloaded any packages. If thats the case, they wouldnt need to be backed up as they could be downloaded again in the future

copper gust
worldly cave
#

you can shave by pulling off your beard hair doesnt mean you should

#

also gmail uses your drive storage

#

which has a maximum capacity of 15gb on the free version

copper gust
#

at that point just put it on google drive, no?

gusty abyss
#

this was before he said the size btw

verbal valve
worldly cave
worldly cave
verbal valve
#

Im a vrc avatar creator so im trying to save stuff

worldly cave
#

thats about the only legitimate option you have for something of that size

blissful otter
#

Hey guys, I'm literally about to be done with my game and it's due at 11:59 but there's a couple snags I keep hitting. First, my projectiles literally keep coming out massive for either the player or the enemy. Second, for some reason, after a lil bit into the round, my player just stops being able to do attacks at all and can only do projectiles and blocking. Third, my buttons that come up after the match is done aren't working. I've been trying to figure this stuff out for a while now, I had a bunch of other issues crop up earlier that I was able to fix but these three just keep persisting

#

These are what I think could potentially be causing it

mystic abyss
#

external drive is always the way to go when dealing with significantly large size sets of files

gusty abyss
#

@verbal valve would dropbox work

copper gust
#

pay like $3 and you get 100gb on google drive

gusty abyss
#

or proton

copper gust
#

excluding library, logs folders etc. you might get under 100

gusty abyss
#

proton has no file size limit

#

back it up with that

mystic abyss
#

depending on your internet speed, it could take a very long time to upload all the stuff, then another long time to download it all again

verbal valve
#

With 4 MS

copper gust
#

no option is flawless

gusty abyss
#

or just delete it all

mystic abyss
#

internet speed aside, id say get a drive cause it never hurts to give yourself extra storage, and it's likely to be useful in the future

worldly cave
#

also external ssds are pretty cheap now

worldly cave
#

problem solved then UnityChanThumbsUp

gusty abyss
#

my laptop has 4tb of space tbf and i use 200gb

verbal valve
#

Im 8 gb free🙏🏼

blissful otter
#

@worldly cave any ideas?

#

You legitimately have saved me so much on this dumb ass project 😭

verbal valve
#

@worldly cave So I have a copy of it in my documents but its stuck syncing to onedrive

#

all my unity files

blissful otter
#

Or literally anyone I swear I just wanna be done already

hushed hamlet
#

But yeah, to the original subject, Unity processes the library with many many small files. You'll find an SSD can be a lot better for asset processing etc.

blissful otter
#

🥲

hushed hamlet
# blissful otter Hey guys, I'm literally about to be done with my game and it's due at 11:59 but ...

For #3, there are a few things to check. Im not seeing a Button component but a custom MenuButton, so im not sure if it is setup to listen properly to input. But if there is a full screen UI in front of it, it could be blocking clicking. Ensuring you have raycasting on the base canvas. That you have an EventSystem in place. And you may want to debug log the mouse clicks or put a breakpoint down to see what's happening.

To check for blocking ray casters, try disabling all the other UIs in front and see if clicking is working

Do other UI clicks work? Etc.

blissful otter
blissful otter
#

I was able to fix the attacks not working, I'm just still having the button issues and the projectile being MASSIVE

#

Oh great and now I just realized they aren't even working in my tutorial anymore

#

Ok, I reverted it to an older version and it's working again

#

I'm trying one more thing with the buttons, if it works then I'm done, if not I'm nixxing them and just having it go back to main menu

hushed hamlet
blissful otter
#

The buttons are fixed so all of the main game stuff is done, the only thing is I had some stuff crop up in my tutorial

sudden ruin
#

have they gotten rid of the button to hide the ai menu button from the preferences tab in 6.3? i cant find it anymore

tall hearth
#

it'll bring up a small ui menu that has one option "Hide"

sudden ruin
#

oh yeah thanks

ashen sinew
#

Hi! Anyone down for a quick VC? im kind of new to unity and im not understanding why my animation is not working at all

rancid whale
#

if you can provide more context, screenshots, I'm sure we can solve the issue

mystic oriole
#

is it normal have like at least 10k light probes per scene?

#

it feels dirty just spamming thousands of these things around every square inch of the map

ashen sinew
#

I'm trying to add a "jumping" animation to a piece on my game but its not jumping at all xd, on the inspector it seems to be working tho.

rancid whale
near wigeon
teal meadow
#

I'm having an extremely hard time installing a SDK to Unity. This is my first time using Unity and my project requires a certain SDK. I have it downloaded and unzipped. I googled my situation and I tried everything on how to get this SDK to work. I'm lost. Is there anyone who can help me get this working? Thank you for your response.

ashen sinew
ashen sinew
near wigeon
#

nvm exit time is on

#

in playmode select the object with the animator , keep animator tab open / docked

rancid whale
# ashen sinew Tyvm, ill try and explain more accurately :D

I'll surely be back on tomorrow. If we can understand more about the project, we can accelerate your learning/understanding
There's a YouTube video called "**Escaping Unity Animator Hell" **that may be useful to you,
But honestly, by asking very specific questions here we can save you hours of watching videos / Googling / experimenting

For example "I want my player-controlled flying wizard to jump 2 meters high when the player presses space bar" would be much more informative than what you've sent thus far (shed more light on the overall goal here)
hope this is helpful sorta depends on how deeply you want to understand game dev / unity

near wigeon
# ashen sinew

I told you how, you're selcting the mesh for some reason.. dock the animator tab so it says up then you can see the specific animator thats playing in playmode

ashen sinew
gilded blade
#

anyone wanna help/teach me make a game or make it with me

ashen sinew
rancid whale
gilded blade
#

i want a begener so im at the same stage as the other person

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**

gilded blade
#

whats that

potent geyser
#

Otherwise, you can ask specific questions in this server.

rancid whale
gilded blade
#

bet

#

tysm

teal meadow
copper gust
#

If that’s mod stuff then no we can’t help you, sorry

teal meadow
#

It’s to turn a FBX file into a knco or knpp file. So I can put it into the game as a placable object. This is allowed by the game developers and encouraged.

copper gust
#

I appreciate that but due to server rules and inexperience we still cannot help

#

You’d have to reach out to that relevant community

teal meadow
#

So you’re telling me you guys can not tell me how to install a SDK into unity rather it’s for a mod or not? Also due to my inexperience with the software y’all are unwilling to help?

#

Just trying to wrap my head around it.

#

Someone trying to use the software just needs help with said software.

copper gust
#

No, due to the inexperience if the members of the server. Even if it was allowed in the rules it’s very unlikely anyone is familiar with this SDK.

#

Mod related stuff is banned i believe due to mods being a grey area legally and this being the offical Unity server

wraith spade
#

why does unity 6.3 freeze up when i try to enter play mode?

#

its an LTS too lol

#

doesnt even say not responding on the window lol i went to the task manager to find out its not responding (probably just a stupid windows 11 thing)

teal meadow
#

I appreciate your responses, but I believe you’re miss understanding me. It’s crazy because if I didn’t include that link for the SDK then I would get the help. Thats crazy.

#

What a community!!!!

wraith spade
#

never mind it was infinitely looping cuz i forgot to set the bool that makes it stop looping

hushed hamlet
rustic relic
#

HI there I need help I made a small one level game but wheni run the full game exported it dosent work but in unity when making it does anyone know why?

sage basin
slender robin
#

does unity provide a free solution to record the game screen in builds?

inland umbra
#

In builds? No

obtuse rover
#

is there a simple way to convert this to the modern input system?

sage basin
obtuse rover
#

what is it under?

#

im still confused

solar crag
#

Anyone has an issue related to Move/Rotate/Scale Tools ?
None of them are showing on my Scene when I click on an object. But while playing, it's showing

Couldn't find a matching channel for this, sorry if it's wrong place

#

Left is when I'm not playing, right is when i'm in play mode.

keen sundial
#

Has anyone downloaded 6.3.1f and tested? Does it feel super weird?
for example, Each refresh or Editor.Repaint feels like the whole OS/mouse is lagging? Multiple loadings in short intervals after each small actions?

whole gyro
#

hi

fallen dragon
#

Is this a known bug? Inspector doesnt update lists/arrays properly

sly lake
#

What's a good way to do this?

private void ToggleDebugLights()
{
  var debugLight = GameObject.Find("Debug light");
  if (debugLight == null) return;

  debugLight.SetActive(debugLight.activeSelf == false);
}

SetActive doesn't find anything if inactive and I don't really want to deal with specific components 😅

pearl oyster
#

You mean Find doesn't find inactive objects

sly lake
#

Yes

pearl oyster
#

I'd just make the light a singleton

copper gust
#

Can’t you turn the component off

sly lake
#

There's multiple lights under it

copper gust
#

getcomponentsinchildren brother

sly lake
#

Just so I can see while editing, because unlit mode is hella dark

copper gust
#

Or have a monobehaviour on the lights with a reference to the light

#

Findbytype

#

if your afraid of committing to a monobehaviour for editor tooling but cbf going the whole way using tags probably fine too

sly lake
#

It's already tagged with EditorOnly

copper gust
#

Shit solution but jank question, do what your doing but move the light to a child

#

Toggle the child

sly lake
#

This entire thing is jank 🙂

strange moon
#

Is there an Unity version thats stable? Hows 6.3?

#

I see that 6.3 is not stable from reading here

sly lake
#

6.0 works okay enough

strange moon
#

Im on 6.0.56 now

sly lake
#

.60 doesn't crash very often

flat breach
#

Are you just trying to toggle lights one by one or ?

plain dagger
#

Remember there are overloads to find inactive objects too!

sly lake
#

Working on dungeons is very dark. I have “debug lights” in there for during editing.

sly lake
plain dagger
#

If this is editor only you could just cheat and find all gameobjects and find by name

sly lake
#

Solved it anyway

#

Just toggling any light with “EditorOnly” tag

#

Which is a useful tag that entirely omits objects from builds

thorny willow
#

Yo guys i use unity for a few months and am experienced. but i want to start a new project that requires better shaders and more. So i want to hop on Unreal Engine. but i do not know c++ that well but do yall think its fast learning and is it worthwhile?

flat breach
#

hello,I' ve a lighting settings asset and I'm basically trying to change my environment's lighting indirect intensity but when I'm changing its value and rebake the lighting, it doesn't do anything

sly lake
sly lake
#

It's not an engine programmers typically like, though.

flat breach
gusty abyss
#

Guys how could I simply add clothes to my characters? I made a seperate mesh that should fit my character, but using a skinnedmeshrenderer even with the same rig it doesn't work.

flat breach
hardy rover
#

Chat. I went and exported a facility using planes from blender to unity using fbx. Resized it and just fall straight trough amy fix?

fierce shuttle
#

is there a way to build my project on a server? i have a server in my home with a better cpu than my pc

#

can i send my project to it automatically somehow

sly lake
#

<@&502884371011731486>

potent geyser
#

?ban 1009751294354927688 bot

novel scarabBOT
#

dynoSuccess giorgietto_7765 was banned.

sly lake
brisk anvil
#

does anyone know any Unity servers with voice channels?
I joined a couple I found online but none have active vc.

fair cove
gusty abyss
vapid notch
#

Would anyone happen to know any good tutorials for making turn based strategy games? Had an idea that I had in my mind for a while now. Thought now might be the time to get to work on it.

vivid river
#

<@&502884371011731486> dual spam

potent geyser
#

?ban 430074908337242115 bot

novel scarabBOT
#

dynoSuccess .logson was banned.

potent geyser
#

?ban 226449157336989696 bot

novel scarabBOT
#

dynoSuccess fexyk was banned.

lavish gale
#

Sorry for asking this
But for a sound problem which channel should I go for asking my question ?

vivid river
lavish gale
#

Dang thanks you bud

#

it wasn't on my list of channel

#

mb

lament barn
#

Hi, I've not done any proper game Development for a couple years and when I did it was never anything high level.
Now a few years later and I'm working as a programmer I want to get back into it. I've found an idea for a game and brainstormed a bit but unsure where to go from here, I see there's educators and such in here, but I was wondering if anyone had any recourses with regards to game design and incorporating that into the game development loop.

charred fog
#

If you are looking for a game design theory, you can find those on YouTube from GMTK, Noclip, etc.
For practical examples you can lookup courses on Unity Learn that feature full games and walk you through them.

#

!learn

vagrant rootBOT
lament barn
charred fog
#

I think Unity provide consultant services, don't think they are cheap though.

worldly cave
#

you could always consult the game design discord regarding certain things

lament barn
flat breach
#

buddy ragebaiting lol

flat breach
storm patio
craggy pollen
#

lighting can be tricky that is why there are beter places to ask

flat breach
#

please don't spread misinformation..

storm patio
#

didn't seem like an active convo anymore to me

#

what part of that was misinformation lol

flat breach
charred fog
#

Don't need to continue with this.

sly lake
#

It was fine.

vivid river
#

<@&502884371011731486>

winter ginkgo
#

hi

charred fog
#

for game ideas discussion create a thread here

winter ginkgo
hot tundra
#

Hi! I want to make a simulator that contains a track and an autonomous car that only uses a camera as sensor. Do you have any advice on how should I simulate a camera in Unity? Also the simulator is in a 2D world.

plain dagger
#

that is very vague

warm river
plain dagger
#

I have the feeling they need a completely different solution

craggy pollen
#

camera as a sensor what does that even mean

gray frigate
#

sounds like a simulation of a line-following robot (or some similar idea)

#

if you want to genuinely simulate a camera input, then you can use a Camera that targets a render texture, yeah

#

you can then write code that takes the resulting image and makes decisions (just like you would for a real-world self-driving car)

cyan geode
#

hey i have a question why cant we use the words h m m

#

or other normal stuff

#

are they like an offense in some languages?

#

just asking

vivid river
#

as a variable names in coding?

cyan geode
#

no i mean in the server

#

i cant write it

cerulean bison
#

how would i fix this? im using version 2018.3.9f1

hot tundra
# plain dagger that is very vague

I have a render texture and the camera is already on the car, implemented, but I need a script that can use that render texture to track the right track line and the left track line, to be able to drift and let the car drive itself.

plain dagger
cerulean bison
#

uhh there is no package manager

slow dirge
plain dagger
plain dagger
pliant nacelle
#

I'm looking for a 2D RPG character bundle. Please recommend pixel character bundles featuring nature-inspired knights, archers, wizards, monsters, and more!

plain dagger
# cerulean bison what do i do with this..?

well it says to also use the package manager so if you dont have that then I have no idea
Perhaps you can delete and have unity regen your package manifest in this project to fix this? (make sure its backed up)

cerulean bison
#

how do i do that..?

#

nvm fixed it

pale furnace
#

Would it be very bad for performance to have something like creating shadow volumes each frame be done mostly via cpu and not gpu? Mainly because I'm just very bad at HLSL.

sly lake
#

Yes 🙂

#

You would struggle to reach interactive framerates with a setup like that. Especially in Unity.

pale furnace
#

Damn it 💔

#

HLSL needs to die in a fire

sly lake
#

I know lol

#

Slang is a breath of fresh air. But I’m not sure how much sense it makes to use that with Unity

pale furnace
#

Sucks that it's also so hard to find any help for coding in hlsl via discord as well.

gusty abyss
#

quick question does Unity properly support exporting APKs on Linux specifically VR ones cause I tried and Sidequest created an error I don't remember it but just wondering for later on

gusty abyss
#

now im on Ubuntu so hopefully like some of my other problems its OS dependent

dense reef
#

Hi any one know does UMA2 have discord public server?

vivid river
#

whos Uma2?

sly lake
pale furnace
#

Hey so what do you think would be more performance intensive, using HDRP's raytraced shadows while turning off every other effect from raytracing, or having a fairly poorly optimized and coded compute shader based shadow volume system that runs each frame?

Especially while using portals that have render textures which require scenes to be rendered twice. Since shadow volumes would only need to be generated once but raytracing would have to be run two or three times depending on the scene through the Portals.

worldly cave
dense reef
#

I'm thinking to use UMA2 it but I'm not sure if graphics will be good after few years of development, what do you think is it good idea to use UMA2 for RPG if I planning to find publisher or publishers won't like the characters that can be reused in other games?

#

@worldly cave Thanks!

gusty abyss
#

yea idk wtf uma is

worldly cave
#

seems to be what metahuman for unreal is but for unity i guess

#

just a decade behind though

gusty abyss
#

damn I thought it came out a few years ago

#

not a decade

dense reef
#

it is updated few months ago

worldly cave
#

its first release was 12 years ago

gusty abyss
worldly cave
#

it also doesnt look good....

vivid river
gusty abyss
#

just a smidge

dense reef
#

It is link on UMA there is UMA2 updated

worldly cave
#

pretty sure they share the repo

dense reef
#

I found it is UMA3 in development maybe I should wait for it

gusty abyss
#

why make 3 different versions if you still update the main one every few weeks

#

bake the 2 versions into the main one making it better than both

sly lake
gusty abyss
pale furnace
sly lake
junior path
#

the only missing thing from ue5 that is not in unity is nanite, but that will change soon

pale furnace
#

Just sayin. Had to use it for class and I used a similar concept as my current project. The raycast shadows hit performance hard when looking at a portal. I do understand they are fundamentally pretty different.

gusty abyss
slow dirge
flat breach
gusty abyss
#

heard games try to avoid it because its so intensive too

#

if they do use it theres a lot of noise

slow dirge
slow dirge
# gusty abyss isn't Lumen just global illumination

It is. But global illumination is not one specific thing. It's a concept of realistic lighting. And there are many ways to achieve it.
Lumen implements it with voxelization and stuff. Unity relies mostly on probes or baking lights.

gusty abyss
slow dirge
#

Pretty sure unity real-time GI relies on light probes.

#

Or hardware raycasting.

flat breach
# slow dirge I would advice using the engine you're most familiar with. You can get the same ...

I’m more familiar with Unity as that’s the only engine I’ve tried till now.But I really seem to be stuck with the visuals part as I’m not a good modeler and neither do I know a lot about lighting, and whenever I try to make a good looking environment my pc starts lagging,I’ve relatively a good pc btw, I know how to do most of the things but whenever I make a game this doesn’t look like it.

waxen sun
#

hey so like idk nothing about exporting/ building the games on unity and i tried it this is what happened. there is noting..

#

i meant nothing.

slow dirge
flat breach
gusty abyss
#

I never use realtime GI for VR cause it can lag the game

#

and unfortunately for me I cannot bake Adaptive Light Probes

#

unity forbids it I guess

pale furnace
#

OK maybe I should just use RT because I fed some pseudo code for a shadow volume system into an ai (I should clarify I don't ever use them for writing code, just critiquing pseudo code and I do generally avoid LLMs and am generally opposed to them) and it broke out of the ai sycophant polite persona and ripped into the code as some of the worst most unoptimized shit ever 💔 yeah I've gotta stay away from compute shaders

junior path
slow dirge
gray bloom
#

does this mean MovePosition is recommended for moving kinematic character? i used on dynamic body dont see any issue
saw some posts saying should avoid setting velocity directly too, what should i go for

balmy kettle
#

if you're moving a dynamic body then either move with forces or set velocity

polar basalt
#

hey guys, quick question, how do i get the data from clipboard if its a image?

storm patio
gray bloom
#

detect but ignore? i can still collide and stop

balmy kettle
#

that's likely just a coincidence. what's likely happening is that your rigidbody is depenetrating every physics update so it looks like MovePosition is actually colliding with objects

#

if you use MovePosition to move an object such that it would pass entirely through another collider in one move that collision would be ignored

mystic oriole
#

So I've just discovered the shadow limitation of 4 overlapping mixed lights.
Can I circumvent this by having having a baked light and realtime light for each "mixed" light in my scene? Is this gonna cause any issues?

knotty sky
#

so i tried to bake my occulison culling and it crashes unity does anyone know how to fix ????

balmy kettle
#

!logs 👇 check the editor logs to see what might be causing the crash

vagrant rootBOT
knotty sky
#

it let me rebake it after i cleared it

#

so what do i do now

balmy kettle
#

if it crashed again then look at the logs

nocturne sonnet
#

Im starting to lose my mind a little here, why is package manager ALWAYS grayed out?

#

Im using unity hub too, so idk

sweet tartan
#

are you selecting a file/dir that's part of a package in Packages/?

static pulsar
nocturne sonnet
#

Ahhh. So they switched it up

#

I just jumped from a like five year older version

#

I highly appreciate it

tall hearth
# nocturne sonnet

there should be an Asset store dropdown > My Assets just behind that, that opens it

cedar flare
#

how do i make an actually good game?

#

i feel like this isnt a thing thats really talked about

nocturne sonnet
#

The errors are shader errors btw

#

My other mesh combiner tool apparently has a limit, and I'[m trying to get probuilder to operate

potent geyser
#

The simple way would be to just use both input systems, which you can turn on in the Player Settings.

#

!input

vagrant rootBOT
# potent geyser !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.

obtuse rover
#

Thank you

#

Where is it?

#

I can't find Active input handling under player

#

Where?

plain dagger
#

try expanding one of the headings 😐

#

Its in other settings but try a bit more to locate things yourself

obtuse rover
#

i looked in all of them

plain dagger
obtuse rover
#

ok

nocturne sonnet
#

It requires me combining the meshes into one solid object otherwise

plain dagger
#

you can use the GLTF package to easily export many objects

nocturne sonnet
#

Will it retain its same space, size and rotation?

plain dagger
#

yea you can do a whole scene just fine with it. It will produce a gltf file which blender has support for

hushed hamlet
#

I mostly use Better FBX Exporter, but GLTF can be extremely handy

nocturne sonnet
#

Awesome, give me one second to try it

#

What if it prodcues like... one for every item?

#

When I went to export, it decided every small file needed a GLTF; not just one exported file

#

Ah wait, I see my issue

plain dagger
#

If you select many gameobjects at once it should include them all

nocturne sonnet
#

Yeah, I did it the opposite. Selecting them made it try to make seperate files, but just export at the top fixed it

#

Does it also export textures with it?

short grove
#

Question working using blender n unity for my assets
Is it better to just do shader maps in unity or does blender have some tools to port shaders into unity without much issue

#

Way more familiar with blender's shader maps n im not sure why but I'm having issues with unity's

inner jay
#

I want the gradient fade effect at the end of the arm so I use transparent on the material but when I do the fingers look seethrough. When I enable opaque it doesnt look good on the end of the arm but it fixes the issue. Im using URP lit

potent geyser
#

?ban 1381171211932794930 bot

novel scarabBOT
#

dynoSuccess onigallant was banned.

junior path
#

Me trying to think of new ways to make bank by implementing features that Unity should had already done

potent geyser
#

Templates were announced at Unite, so it's coming.

gusty abyss
#

Im light-probing it

thick rock
#

Guys, I named the game object same as the class name and tried to add it, but it's not working.

tall hearth
thick rock
tall hearth
stuck flower
tall hearth
polar basalt
#

guys is it safe to call directory to delete folder and recreate it line after line?

#

or would that create any problems

#

if the system is slow or smth

tall hearth
#

why would you need this? also line after line as in same frame or frame after frame

tall hearth
polar basalt
#

recreating folder

#

what else lol

tall hearth
polar basalt
#

deleting each file from inside will be worse that just the folder no?

tall hearth
#

im sure your idea would work though

warm locust
#

i made this wavy shader for a ui image but it doesn't apply in the scene tab and is just white in the game tab?

polar basalt
#

or does it first delete 100% then move on to next line?

#

i dont understand this exactly tbh

tall hearth
polar basalt
#

im just thinking it would call the system

#

and the system does it

#

and then the game just keeps going line by line while system is going

#

like async yk

tall hearth
#

yeah and the system isn't limited to one thing at a time if you make a folder with the same name as an old one it give it a new place in the system not the same as the last

thick rock
#

@tall hearth @stuck flower thank you + Does anyone know a simple idea for puzzle to implementation?

polar basalt
#

dont understand this wording sorry

tall hearth
#

if you want you could do an await Task.Run ( i think thats the one)

polar basalt
tall hearth
polar basalt
queen raven
#

How many hours per week does someone need to spend working/coding/ in unity to start trying to make it a career? Like how much time should someone spend on their own before trying to apply for a game dev position?

tall hearth
polar basalt
#

there was a table made by someone

#

difference between async, task and unitask

#

i just remember seeing it

tall hearth
#

again no clue never heard of unitask till now just said if you were worried you could use it to add a call back delay ensuring it was deleted

#

like what's done with jobs

eager tiger
#

hey guys is there like a channel to showcase your steam projects made in unity? D: i just see a showcase section for in-engine work, but what about finished games? or similar?

edgy vector
#

How do i code shaders🥲

junior path
potent geyser
warm locust
ashen dock
#

is there a channel i can message for help with a project i am working on

balmy kettle
#

!ask

vagrant rootBOT
# balmy kettle !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

ashen dock
#

not really helping

balmy kettle
#

try reading the entire bot message

cosmic shard
#

Hello, I just upgraded from 6.2 to 6.3LTS and everything is working exactly the same, except my build icon is just not applying. I tried changing from DX11 to 12, playing with code stripping, mono/il2cpp, toggling on/off that checkbox, deleting the library folder (and waiting 3 hours for shader compilation on the next build), etc. Nobody in this discord or on a search engine seems to have this problem except me so I'm very confused

(windows 10 x64)

sly solar
#

Quick question, in the past I got used to opening unity projects in the editor version I created them in. Is this no longer a thing? Unity hub is actively warning me not to use those versions

#

in the past it would say newer versions wouldn't work as well

balmy kettle
#

it's warning you because there are security vulnerabilities in those specific versions. you should still be able to open the projects though, but it is recommended to download versions without the vulnerability

sly solar
balmy kettle
#

what "backwards compatibility thing" are you referring to

sly solar
#

In the past if I wanted to open a project

#

in the latest version of the editor

#

it would say "you should open this in the version you made it in"

balmy kettle
#

you never bothered to actually read the message, did you?

sly solar
#

Uh..I mean there's no need to be rude. It was a quite a while ago but the message seemed to imply that the version mismatch might cause some breaking changes

#

but alright

noble locust
#

is there a reason why i can't edit the material?

#

i wanna change the object's material