#💻┃unity-talk
1 messages · Page 41 of 1
you don't need a texture for that, afaik is for the halo around lights ,there is a component for that
okay so what do i do to make the fog be a skybox instead?
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
yeah, i really cant code in C yet, ive barely learned GDscript, i was hoping theres a way to do it in the shader graph
or that theres a setting for it somewhere lol
just make a sphere and enable rendering both faces and child it to the camera
wont that cause a very hard fog depth?
idk how to explain
i like it fading into the fog
like, when fog covers something i like it to gradually do that
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
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?
I know that Unity has their own greyboxing plugin called ProBuilder (Free in the package manager). Ultrakill has used it for many of their maps and I'm sure other games have as well.
I'm not toooooo familiar with how robust its feature set is, but from what I've seen it's very capable
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there's also Unity Terrain, but from what I've heard online it's kinda outdated and not super optimized.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
For a larger map i feel like the only tool in unity you'd intentionally use is the terrain tool
Like no nice looking house, mountainy terrain, forest, city will be made with probuilder
Blender seems plentiful for what I need
maybe with some substance painter since texturing in blender is pretty weak
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
What grainy stuff?
no we dont you sure it's even a unity thing thats doing this
take a screenshot
please, we've got no clue what you're referring to
Sounds to me like low res ambient occlusion or baked lightmaps
I use sketchup. Unity direct support it
Here sample, all model mostly sketchup
beautiful UI update unity ❤️ (installed Odin Inspector to my unity 6.3 project and it's bugging)
such a nice overhaul
i almost thought that i could get to read / edit my serialized variables
That doesnt sound like a unity but rather odin issue 😄
well the issue only popped up after switching from unity 6.0 to 6.3 same odin version for both
I am having 0 problems with odin in 6.3 though, what version are you using exactly?
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
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
i just posted how it works :/ it doesnt
gives a bunch of errors too
can you post one?
saying i dont qualify for secondary, and i cant qualify for post-secondary since im in grade 12 which is secondary
first line, update your odin
well as i said i cant :/
Oh i thought you could atleast update to patch versions
usually patch versions are included cause of security patches, just major/minor versions might not be
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
4.0 isnt that big of a deal unless you want to use their visual editor though
yeah i doubt i'll use that, i mainly use it for the inspector stuff since seeing dictionaries is nice and keeping alot of stuff sectioned it nice too
i cant use it as advanced as some of the stuff they show off though
i mean 4.0 is amazing for that, you can organize stuff without code, but as a programmer its whatever 😄
our artists/game designers love it though
lol could see that being the case
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 😄
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
VS Code worked best for the last couple of years for me
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
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
Yeh, heard that from others, but I never had this issue. Not sure, if its a OS thing. I am on macOS
Did you try restarting it?
Are you sure, nothing is currently downloading or whatever? Also can you check, what the 6 processes are?
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?
Nothing is installing
Did you try to install an older version or reinstall Hub entirely?
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.
Are you sure your Hub is not doing that?
Causing CPU usage
U can check in task manager
I am on macOS, so not really comparable, but my Hub is at 0.2% CPU usage
Alright thank you
MacOS CPU usage is per core though
So if you have 16 cores it goes up to 1600% 😅
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
Per Core or thread? If I read this line correctly, it would be 0,1 * 41? 😄
ohhh, now I understand, my 100% is basically 1600% (16x 100% of one cpu) and that 0,1% is 0,1% of those 1600 so 0,00625 of the entire basically 😄 good call
hi
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
Use Unity Version control , or git
first time i heard Unity Version control how to use it
You can get more info about usage here
updating to Odin 4.0 did fix it btw so thank you
is that also transfer assets or only codes?
It transfers the entire project. Its just like git, you throw in the project, it will take whatever files you give it, without having to work around with git lfs or something.
And its integrated into Unity, so you could basically push and pull from the Editor, if you want.
everything is tracked together
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 🙂
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
how can i add textures to my models
Add them to the Unity organization
and terrain
i looked in youtube stuff but all wanted plugins that are 3 gbs
so how can i actually do terrain asa beginner?
There are built-in tools to shape and texture terrain
really?
where can i find them?
These ones, were you asking other ones?
right click in your hierarchy and under 3d object there's Terrain that's it
On the Unity cloud website you'll need to configure your organization and who's in it
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
adjust tilling
" 5 GB-hour of monthly data " whats that mean exactly
that you cannot transfer more than 5 GB of data in any given hour? or something
hello i have a question about Unity versions
it also say month in same quote , that confused me
There's an hourly rate per gigabyte, rather than a monthly rate.
But it basically means the first 5GB are free
Next month this is expanding to 25 I think
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
so next month i have to pay or they will give 25gb for free
Starting next month, the first 25GB will be free
i also don't know where to get the packages of that version im kinda lost
Even I don't exceed this 😅
But I was paying them just cents each month
did you mean modules?
android/ios support and other stuff
how? i just downloaded unity rn and everything is new for me:(
Its also there under component installer
A normal 3d cube when scaled just stretches the faces, you need to model the texture in blender or other
so i can download and install the version i want plus the other tools? but what about the license problem?
my pc cant handle the blender but thanks for helping:(
quick solution: adjust tilling
btw do you accept commisions?
is it normal that my mesh collider is "wrong"
the version i want is 6000.0.25f1
convex problems
read the warning
oh
thank you, i just saw it thanks to you :)
but how can i fix this?
do i need to fix smth in blender, or is it smth else
split by selection via blender
commissions?
why?
Ya need to chunk out the mesh a bit
idk what u mean, can u please explain it in more detail 
thats building looks like a cube why dont you use box collider
wait, i could make the grey object a seperate object. is that what u mean?
Big mesh too complex for mesh collider, multiple small meshes easier
ooh, alr. thank you 
yes like making a game for money?
how about you? do you accept commisions?
where😥
bro I'll have to learn Unity first 😢
i click but nothing happens
oh aight
btw its not a big big game
its just a capstone game
Now you go through this cause im not walking you through how to use the terrain editor https://learn.unity.com/project/introduction-to-terrain-editor
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
okok
set a height and go brrr
thanks
it workedd
thanks
now idk hwo to make textures or anything so ill have to watch the vid
brother pls help
or in a certain channe;?
alright i guess
If you are looking to work with someone this is the wrong place
!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**
reactive the license?
it has a You tube video about unity running in the background lol, i didn't muted the capture
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?
turn this on
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?
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
🪲 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
No worries, appreciate the reply, bless
hi, where can I find the version control mode in the editor settings? I can't find anymore
you mean the editor window?
yup to change the vc mode
Project Settings / version Control / Unity Version Control Settings?
...it changed thank you lol
yw 🙂
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
Hi
anyone here knows why in unity 6.2 sample animation does not work ?
how do i fix this
hello can where can I ask for collaboration
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.
!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**
I haven't used it, but I would assume you could export whatever model you have as an FBX and then it would be as simple as just dragging that FBX into Unity.
Hi i wonder if here is the right channel for a unity workflow topic?
The simple question is: database of prefabs or SO?
use sciptable objects if you need to store information about each prefab
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)
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
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?
prefab variants I've been sticking to for smaller projects
SOs are nice but like ughhhh so much setup
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)
I think an SO is appropriate if you frequently use the item without actually instantiating anything
it's good for inventory stuff when you don't want it on the scene that's for sure.
either way, both a prefab and a scriptable object are both just kinds of Unity objects
so they're going to feel very similar
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
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)
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 
SO workflow does really make object pooling really easy though
Just need to pool a single prefab and feed it blueprints
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
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
- So i recently discovered SpriteLibraryAsset. My game's 2.5D. So this is like ur weapon model equivalent
- The full data yes
- What's "list of modifications" like?
- I'll probably have prefab (and the variants) for "Fx" object and its possible components. Like the slash smear, particles, additional (animated) images idk, audio scatter type(??) idk
modifications are things like enchantments or upgrades
These are properties of a specific item
Specific item as in, an instance of that item yes?
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!
So i guess u'll have a wrapper data type for runtime, for an item
everything about inventories sucks
you have fundamentally different kinds of items (weapons, key items, consumables) sloshing around
Oh ya then stsackable. Then enchanting a stackable item is idk if worth the bother, etc
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
I've tried my luck at making this super polymorphic inventory with generics
I've gone in circles on this many times
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?
then you wind up with gross downcasting
right clicking the collider and hitting Reset may do it
I'm pretty sure that looks for a mesh filter
(this may also just clear the mesh reference entirely; i don't remember)
hmmm doesn't seem to do anything reset
You can remove the mesh collider and then re-add it
Probably not that good if you use prefabs tho
yea I just wondered if you could do that for multiple meshes as there's a few to go through
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
i'm surprised that the Reset method isn't looking for the mesh filter
there must be some wacky internal code that does that
Yeah, i'd imagine they would call the same code as when adding the component
Apparently not
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 🤣
This entire server is is a help channel, pick a relevant channel to your topic.
oh i asked here
Scroll down
oh i see now thanks
sorry for the n00bishness, just out of curiosity what does the blue line on the left represent for an item in hierachy?
it has prefab overrides
like the lines beside overridden fields in the inspector
You can view a list of overrides by selecting the object and opening the Overrides dropdown
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
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
ah got it, thanks
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
There's the blackbox addon if you want something stricter
https://discussions.unity.com/t/blackbox-improved-prefab-workflows/942946
Fitting name that's for sure lel
i need another help TT
Just you
why it say so i jut tapped once
Bad settings I guess 
I've never seen that warning before. Heck, brush always paints way too many objects when I use it
Yeah I have it set to 0.02 and I can bring it up to 1 without it coming up with any warning
i kept the density to even one once gave the same error
Anyone experience invoking firebase app distribution with fastlane from unity cloud build? https://discussions.unity.com/t/unity-cloud-build-push-to-firebase-app-distribution/1699820
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.
do you have local transform or pivot transform on?
I have it set to global
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
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!
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)
thanks!
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
No, you'd need to either use an exact mesh collider or make a low-poly mesh that roughly matches the object
ah fair play - thanks!
you could also use multiple colliders and hack it
yea I thought about maybe mixing a box and capsule collider to do it
but easier just to low poly it
A convex mesh collider may also be appropriate here
Although Unity refuses to bake them if you have more than 255 triangles
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?
"convex"
it creates a hull around it
not nescessarilylike shrinkwrapping but if your shape is simple enough its accurate
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
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
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
😮💨 rip gigaya which would have basically been exactly that
maybe but not for anything released past 2007
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
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
you probably changed your rotate step amount
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 😄
oh 😅
double tap X to swap between local and global handle modes to temporarily fix it
apparently the issue occurs after a recompile
thanks man! It was driving me nuts I thought i had broken something haha 😅
its workable just a little annoying .
Was reading that, oddly havent come across this bug yet myself (also on 6.3) but it may be that im in 2d and not 3d
I know that this discord is about Unity
But have some channel to talk about assets?
I need help with DOTween :/
ask
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
it looks like there's a PathType enum when constructing a DOPath
https://dotween.demigiant.com/documentation.php
see the "Path - no FROM" heading
DOTween is the evolution of HOTween, a Unity Tween Engine
what does the rest of the inspector look like?
maybe there is an option
plsss
the gorilla tag discord server
time to stop monkeying arounhd
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.
hi is there any chat to help with an issue in unity?
!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.
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ah okey
every chat here
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
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.
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..
is this something readily accessible to unity or was it a random sdk from a git repo type of thing?
made a java code
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
and also remove them the second they are made or later on based on what you do ig, as if the notification was never there, but being able to read it, get the id, get the package, name, text, importance and a lot more data
that sounds like huge security flaw how is none of this mentioned to the end user when accepting such permissions
it does? there is a big message that explains when u turn that one
also its not a pop up, you have to manually go here
we are refering to the same notifications permissions right?
probably not
android.permission.BIND_NOTIFICATION_LISTENER_SERVICE
yeah probably not then
yeah missed this one was thinking of the other popup that allows to send notifications
no thats just a simple permision
which is why i was so confused since i thought you were saying that it let all that happen :/
hahah no sorry for the confusion xd
hello everybody
unity 6000.3 LTS does not support for 16kb page size?
i installed unity 6000.3 LTS, but this error occured
i just fixed a bug in my game im so great im the best i need to let the world know.
It is supported but old libraries/plugins may not be updated and thus trigger the issue
yeah, it sounds like an issue with a native plugin
You can check if a warning appears here, though
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
I added a URP asset to make an asset work and not show up as purple, and everything else became purple instead
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
Yea any shader that was for built in rendering now wont work
yes pretty much
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)
Standard is no longer usable
the converter just changes materials from standard to urp lit for you
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
Show the hierarchy for this scroll area
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?
hmm that should just be the default Content that gets created, renamed, with a text component added
That would only be if viewport overlaps the scroll bars
the default scroll view made is already setup correctly
i mean an inability to use the scroll wheel while your mouse is over the content
and i imagine in that case manually changing the bar value should still scroll it right?
pointer events from content would be usable by scroll rect
as in, atm it's just doing this, so it doesn't seem input related
Goat ty
you can run into trouble if there's an Event Trigger anywhere in the hierarchy on the way to the scroll rect
(or anything that implements IScrollHandler)
Yea event trigger eats any event used which is dumb
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!
If you have a scroll rect in a scroll rect then yea weird work arounds are needed
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 😉
It should be avoided unless you need to listen to a random event at runtime
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
this is what i mean
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
(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)
pretty much everything inside of your scene is "gameplay stuff", including UI so yes timescale does affect it
specifically it affects the eventsystem
which buttons rely on
why cant i see the texture in unity?
your buttons need the event system to function
the event system needs an actual time scale
does your material in unity have the correct texture for the woods albedo?
uhm, idk. i exported the whole object from blender to unity, i thought its doing it automatically
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
I was so nervous to click this button for the last few days...

couldnt i change smth here?
you can extract the materials and then assign the textures manually to the extracted materials
i think changing material creation mode lets you assign them in the importer
as well as verify the textures are assigned to the materials correctly
how would that work code-wise in a universal game manager script/object?
If its animated in code then unscaled delta time should be used
setting an animator to unscaled time will work too
!log
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!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
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Linux: ~/.config/UnityHub/logs
mmh
both the ui object and the button have an animator component but its still frozen
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 
then check if you changed it correctly because it will work when changed to unscaled time mode
https://docs.unity3d.com/ScriptReference/AnimatorUpdateMode.html
the "use a new material to colour a face" beginner trick
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
i have the update mode on both the canvas and the button set to unscaled time
the game manager object is in the same scene too
Not sure how thats relevent. If this is a ugui button with the animator anim mode then i cant think why it wouldnt work
i only have one texture, and: cant i export everything as one fbx-file?
it has the script to change the timescale
you can embed textures into fbx files im pretty sure
pretty sure directly through this
set it to copy
what should i do wth the fbm file
the what file
thats a folder not a file and thats what contains your embeded maps
so import that with the fbx into your unity project
omg, thank you
the blender fbx exporter is not feature complete vs autodesk products
Can someone teach me in vc how to save my projects before factory reset
no
dam
save as
email file to urself
its 200 gb
compress?
reset
download
uncompress
open in unity
save
delete file
Is it possible to email 200gb?
is the assets folder 200gb?
these folders wouldnt need to be backed up, and often those take up a lot of space
emailing is a pretty horrific suggestion
if the project is 200gb then youre only legitimate option is to buy an external ssd
realy not
also ignore the person telling you to "email" yourself the project, that is not what you should do regardless of project size
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
isnt there like a 20mb limit or something lmao
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
at that point just put it on google drive, no?
this was before he said the size btw
All the projects combined
doesnt change the fact its a terrible suggestion when most projects are a few gb minimum
external ssd
Im a vrc avatar creator so im trying to save stuff
thats about the only legitimate option you have for something of that size
yet again resent matter

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
A tool for sharing your source code with the world!
These are what I think could potentially be causing it
external drive is always the way to go when dealing with significantly large size sets of files
@verbal valve would dropbox work
pay like $3 and you get 100gb on google drive
or proton
excluding library, logs folders etc. you might get under 100
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
I consistently get around 800 to 900 download and upload
With 4 MS
no option is flawless
or just delete it all
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
also external ssds are pretty cheap now
im getting one for christmas
problem solved then 
Im 8 gb free🙏🏼
I'm like literally 🤏 close to being done I've been working on ts all day like legitimately
@worldly cave any ideas?
You legitimately have saved me so much on this dumb ass project 😭
@worldly cave So I have a copy of it in my documents but its stuck syncing to onedrive
all my unity files
Or literally anyone I swear I just wanna be done already
Im at 22tbs, 9tb free still though. Future problem still 😄
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.
🥲
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.
I used it before for my main menu scene and it was working fine, but I'm trying to check for that rn to see if there's anything in front of it
Yeah id start with that
Yeah I mean the other panels had raycast blocks on them but I turned them off, still nothing
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
Dont forget, whatever your midnight deadline is - create a few builds as you go. So if things are messing up at the last minute, you have another known less ideal build to submit.
Yeah true
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
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
right click on the menu button
it'll bring up a small ui menu that has one option "Hide"
oh yeah thanks
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
sorry no VC but.. Does it work in the Inspector? Rig is set to Humanoid?
if you can provide more context, screenshots, I'm sure we can solve the issue
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
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.
Sorry it's a bit unclear what the goal is here, even more unclear what the issue could be
Perhaps if your question & included context is as clear as possible someone will be able to answer 
show transation from falling to armature
too new
for my project
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.
Should I add smt there? im new with this xd
Tyvm, ill try and explain more accurately :D
Condition is empty
nvm exit time is on
in playmode select the object with the animator , keep animator tab open / docked
How can i do that?
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
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
tyvm a lot, i will write the question with all the details as the example you provided 😊🙌
anyone wanna help/teach me make a game or make it with me
alrighty, ill try and see that
i hope someone will be down for that, but if not,
there's lots of easy to digest content on YouTube about how to make lots of types of games
and even courses that span multiple hours that show how to make a full game,
even from Unity themselves
idk who you are but u just motavated me
i want a begener so im at the same stage as the other person
!collab
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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**
whats that
Otherwise, you can ask specific questions in this server.
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
Can I get some advice on this please?
If that’s mod stuff then no we can’t help you, sorry
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.
I appreciate that but due to server rules and inexperience we still cannot help
You’d have to reach out to that relevant community
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.
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
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)
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!!!!
never mind it was infinitely looping cuz i forgot to set the bool that makes it stop looping
Its also just not something anyone in here uses. Youll need to contact whomever made the SDK.
The issue you are having (installationa and usage etc) we literally know nothing about. You gotta ask the folks who made it.
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?
Explain what "doesn't work" means
does unity provide a free solution to record the game screen in builds?
In builds? No
is there a simple way to convert this to the modern input system?
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.
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?
hi
Is this a known bug? Inspector doesnt update lists/arrays properly
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 😅
You mean Find doesn't find inactive objects
Yes
I'd just make the light a singleton
Can’t you turn the component off
There's multiple lights under it
getcomponentsinchildren brother
Just so I can see while editing, because unlit mode is hella dark
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
It's already tagged with EditorOnly
Shit solution but jank question, do what your doing but move the light to a child
Toggle the child
This entire thing is jank 🙂
Is there an Unity version thats stable? Hows 6.3?
I see that 6.3 is not stable from reading here
6.0 works okay enough
Im on 6.0.56 now
.60 doesn't crash very often
I don’t really understand what you’re trying to do right here but I’d make an array or a list variable for all the light game objects and then use a foreach loop to access their components
Are you just trying to toggle lights one by one or ?
Remember there are overloads to find inactive objects too!
Working on dungeons is very dark. I have “debug lights” in there for during editing.
Yeah only for the type-specific ones
If this is editor only you could just cheat and find all gameobjects and find by name
Solved it anyway
Just toggling any light with “EditorOnly” tag
Which is a useful tag that entirely omits objects from builds
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?
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
If HDRP, it's on a volume component
I'd always encourage trying multiple engines, but it takes a long time to get up to speed with Unreal, C++, and Unreal's insane C++ usage 😄
It's not an engine programmers typically like, though.
yes but doing this will be affected on the screen not the game itself right? I thought it had to be done through the lighting tab itself
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.
when I'm changing the intensity, it doesn't change anything but when I add a directional light, it works
Chat. I went and exported a facility using planes from blender to unity using fbx. Resized it and just fall straight trough amy fix?
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
anyone know?
<@&502884371011731486>
?ban 1009751294354927688 bot
giorgietto_7765 was banned.
The only way I know how to, is to include the clothes with the character in the same file.
does anyone know any Unity servers with voice channels?
I joined a couple I found online but none have active vc.
Your model will need colliders and a proper physics setup for collision to happen with those colliders and whatever shouldnt fall through it - you can check "Generate Colliders" in the import settings to use mesh colliders, which will give you base collision matching the geometry of your meshes, but there is a performance cost to using mesh colliders
well that's a shame but thanks
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.
<@&502884371011731486> dual spam
?ban 430074908337242115 bot
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?ban 226449157336989696 bot
fexyk was banned.
Sorry for asking this
But for a sound problem which channel should I go for asking my question ?
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.
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
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Thanks alot
That course they provide is perfect!
However as I'd potentially wanna learn a bit more case specific what to do and having a person with experience to talk to would greatly help with that, would you have any suggestions for that?
I think Unity provide consultant services, don't think they are cheap though.
you could always consult the game design discord regarding certain things
Oh there is one? I'll check that out, thanks!
@sly lake ...
It's pretty affordable
buddy ragebaiting lol
aight
Idk what that means.
please don't pester specific people to help.
lighting can be tricky that is why there are beter places to ask
as you said 1 month ago, you can with people that u initiated a conversation with which is the case there, are you hypocrite or talked without being aware?
please don't spread misinformation..
didn't seem like an active convo anymore to me
what part of that was misinformation lol
should've been more precise about the rules then since that's what you do
Don't need to continue with this.
It was fine.
<@&502884371011731486>
hi
for game ideas discussion create a thread here
Also feel free to give feedbacks :)
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.
that is very vague
if u use a render texture you can read data from that and use whatever ai u want
I have the feeling they need a completely different solution
you´d have to provide more infos
camera as a sensor what does that even mean
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)
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
as a variable names in coding?
how would i fix this? im using version 2018.3.9f1
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.
Re enable the ui package like it says (in the package manager)
uhh there is no package manager
To avoid short and meaningless messages that don't contribute to the conversation.
Was it added in 2019? there must be something then in project settings then 🤔
https://docs.unity3d.com/2018.4/Documentation/Manual/pack-build.html
it has a 2018 page
Ah thats a fair answer
Then you need to look at the pixels in front of the car and use it to adjust its angle in some way
I'm looking for a 2D RPG character bundle. Please recommend pixel character bundles featuring nature-inspired knights, archers, wizards, monsters, and more!
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)
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.
Yes 🙂
You would struggle to reach interactive framerates with a setup like that. Especially in Unity.
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
Sucks that it's also so hard to find any help for coding in hlsl via discord as well.
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
Yeah I think it does
cool just askin cause SideQuest failed to sideload said apk to my headset last time I tried on Mint
now im on Ubuntu so hopefully like some of my other problems its OS dependent
Hi any one know does UMA2 have discord public server?
whos Uma2?
Doesn’t look like it.
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.
https://github.com/umasteeringgroup/UMA they have some links here
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!
yea idk wtf uma is
seems to be what metahuman for unreal is but for unity i guess
just a decade behind though
it is updated few months ago
its first release was 12 years ago
bit longer than a few months ago
it also doesnt look good....
not that much
It is link on UMA there is UMA2 updated
pretty sure they share the repo
I found it is UMA3 in development maybe I should wait for it
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
Using ray traced shadows is not that performance intensive, but it means all shadow casters will need to be in the RTAS which can be a difficult problem to solve.
I thought shadows were one of the most intensive things to render
Really? I was using them in ue5 and they made a big impact. But that could just be because it was ue5. Does RTAS cull static shadows too or just dynamic?
Yeah that’s why replacing them with ray tracing isn’t that big of a hit 😅
imagine quoting ue5 in the unity discord
the only missing thing from ue5 that is not in unity is nanite, but that will change soon
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.
been working on one but its slow development
Lumen is pretty unique as well.
And I don't think we're gonna get nanite in unity. Meshlets at best. But I don't think I've seen that on the road map.
Would you advise me to switch to unreal engine? I’m trying to make PC games in Unity but the 3d modelling part seems to be much easier in unreal engine
isn't Lumen just global illumination
heard games try to avoid it because its so intensive too
if they do use it theres a lot of noise
I would advice using the engine you're most familiar with. You can get the same visual quality in both engines. Though UE makes artist workflow easier, as you don't need to author lods manually.
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.
I was thinking about Realtime GI
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.
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.
Though, it seens like Enlighten uses light maps instead. Honestly I'm not that familiar with high end rendering in unity. Was mostly dealing with it in other engines.
Whenever I watch tutorials I understand everything and everything’s easy to replicate but when I do it looks bad …
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
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
Yeah, there are assets like HTrace and AdaptiveGI that do realtime GI
Well, that's a very involved question. Maybe start a topic in #1390346776804069396 showing what you have and how it should look like according to the tutorial and someone might be able to explain the difference.
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
if you're moving a dynamic body then either move with forces or set velocity
hey guys, quick question, how do i get the data from clipboard if its a image?
a 3d rigidbody moved with MovePosition detects collisions but ignores them
detect but ignore? i can still collide and stop
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
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?
so i tried to bake my occulison culling and it crashes unity does anyone know how to fix ????
!logs 👇 check the editor logs to see what might be causing the crash
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
if it crashed again then look at the logs
Im starting to lose my mind a little here, why is package manager ALWAYS grayed out?
Im using unity hub too, so idk
are you selecting a file/dir that's part of a package in Packages/?
That is for opening a package you have currently selected in the package manager.
Just opening the package manager is Window -> Package Management -> Package Manager
Ahhh. So they switched it up
I just jumped from a like five year older version
I highly appreciate it
there should be an Asset store dropdown > My Assets just behind that, that opens it
how do i make an actually good game?
i feel like this isnt a thing thats really talked about
Round two of "please show me my stupidity." why is merge objects grey?
The errors are shader errors btw
My other mesh combiner tool apparently has a limit, and I'[m trying to get probuilder to operate
The simple way would be to just use both input systems, which you can turn on in the Player Settings.
!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.
Thank you
Where is it?
I can't find Active input handling under player
Where?
try expanding one of the headings 😐
Its in other settings but try a bit more to locate things yourself
i looked in all of them
Why do you want to combine these? this is a bad idea
ok
To export into Blender, as otherwise it just throw items everyhwere upon importing it
It requires me combining the meshes into one solid object otherwise
Will it retain its same space, size and rotation?
yea you can do a whole scene just fine with it. It will produce a gltf file which blender has support for
I mostly use Better FBX Exporter, but GLTF can be extremely handy
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
If you select many gameobjects at once it should include them all
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?
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
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
?ban 1381171211932794930 bot
onigallant was banned.
Me trying to think of new ways to make bank by implementing features that Unity should had already done
Templates were announced at Unite, so it's coming.
Im light-probing it
Guys, I named the game object same as the class name and tried to add it, but it's not working.
is there an error in the console?
yes 2 error's
fix them
Make sure that there are no compile errors and that the file name and class name match.
the file name and class name match
not sure if they are on it but unity 6 doesn't need this
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
It's what the error says
why would you need this? also line after line as in same frame or frame after frame
i see that but unity 6 doesn't need them to have the same name
same frame
recreating folder
what else lol
might've read the first thing wrong
is there a better way to delete everything from folder?
deleting each file from inside will be worse that just the folder no?
unsure really i haven't had a case where i need to
im sure your idea would work though
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?
yes it would but im scared on some devices it may not finish deleting before calling the create?
or does it first delete 100% then move on to next line?
i dont understand this exactly tbh
well does calling a function to do something do everything in that function before going to the next line?
yes youre right
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
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
@tall hearth @stuck flower thank you + Does anyone know a simple idea for puzzle to implementation?
im sorry but what
dont understand this wording sorry
basically saying i wouldn't worry
if you want you could do an await Task.Run ( i think thats the one)
is unitask better for that though?
dont know what that is
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?
maybe not sure, most i know async / await is limited to the system tick rate so it checks every ~16ms (though this is also dependent on the cpu), and well how to use it
yes but Task allocated im pretty sure
there was a table made by someone
difference between async, task and unitask
i just remember seeing it
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
bump
hlp pls
https://foxsterdev.medium.com/how-to-template-your-unity-project-cc021231e33e
So this will come as an official feature?
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?
How do i code shaders🥲
Shader graph
Presumably yes. They haven't said the specifics yet.
hlsl or shader graph
is there a channel i can message for help with a project i am working on
!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
not really helping
try reading the entire bot message
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)
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
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
is the whole backwards compatibility thing an non-isssue nowadays?
what "backwards compatibility thing" are you referring to
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"
you never bothered to actually read the message, did you?
