#💻┃unity-talk
1 messages · Page 42 of 1
is there a way to make it so that it's not built in?
i have multiple objects to replace materials for
read beyond the comma
i did but it doesnt make sense
why would copying the material allow me to suddenly change it
and where do i even change that material to begin with
unity has its own base copy of the material that you cannot edit
you have to make your own
it's like some of the objects in my fbx have materials and others don't for some reason
because the copy is not the built in one, it is simply a material with the exact same properties as the built in one.
and is this how i change that?
this is what 2700 packages looks like
Hello just switched to a new laptop but got a model that has to exported with a tool could anyone help it will be too late if I wait for unity assets download to finish
Does anyone know how to remove this line between Terrain?
Its not really a "backwards compatibility" thing, but different versions of the editor may have changed features or API that your project may depend on, so that warning is a fail-safe that "the chances of SOMETHING going wrong is non-zero", a caution that you should at least back up your project before trying to launch it in another version, the same is true if you want to change rendering pipelines in your project, this would be considered "upgrading" or "downgrading" your project - so unless theres a specific reason you need/want to change, I would suggest sticking to the version you made the project in
And each version that has the warning you saw, also has a "patch" version that should be completely safe to upgrade to (although I have heard some people report various strange issues with the editor itself breaking in strange ways, might be mostly Unity 6+ related or skill issue related)
It’s never completely safe
Unity makes breaking changes to the shader API even in minor versions
Oh, fun - sounds like another good reason to stick to a few specific versions during development just to avoid any potential problems (unless ofc, you actually need something in a minor or patch)
You've been told already, there's no promotion in here or off-topic.
I plan on creating a new game. my second game ever for that fact. does anyone have any good planning/idea development template/scaffold they follow to make every game. this is just gonna be a short game that i can fully finish and just publish. doesnt have to be super developed, just a fully finished game that functions and i can publish to itch or smth. I wanna start brainstorming ideas and creating a strong backstory and ideas, so i dont veer off course and over commit to this project.
- Market research - figure out whether a game in this genre, with your skills, is likely to make enough money to make it worthwhile. Don't count on it being a hit, look at how the middle class does in that genre. Games made with a production quality you can match.
- Prototyping - does this concept even work? Try to answer as many questions as possible, as cheaply as possible. Have other people playtest it. Do not reuse prototype code.
- Planning - try and figure out roughly how long production will take. You can also write a general outline for your story here. Now that you know how much your game can potentially earn, and how long it'll take, you'll know whether it's worth the time.
Alright, thanks for the advice! I terms of money and all, I don't realy care too much since this is simply just exploration into game dev and I am only in highschool. I mean it would be nice to make money, but its not my main goal. ill be sure to prototype and plan. THanks again!
I like normal maps
hey guys, can anybody help me with this issue? I'm trying to paint on the terrain with a default brush selected, but everytime I try to paint it gives me a marquee selection instead of a brush preview on hover and I can't figure out what setting this is. It worked before 😢
In addition to what Wolfos mentioned, if you do plan to release I think publishing will give you lots of experience, if you plan to publish to Steam there is an initial upfront cost (and lots of contracts and bank stuff to fill out), if you publish to itch io its free and less "paperwork"
I would also suggest looking to a GDD (Game Design Document) - you dont have to plan a traditional one it can be just a few pages but whats important is detailing all your game mechanics, how you want them to work and what assets you need for them (this can also be a "spec list" or "features list"), then maybe look into UML diagrams or some way you can visualize the code youll need to make each feature of your game, I personally like to look at what code patterns can help guide me through a specific feature - and make sure you have source control setup (and use it often) so you dont lose too much work if the worst happens (or you simply want to revert)
Hello everyone! I'm doing research on usage of AI in game development and as a part of that I made a survey that I would like to get as much people to fill out as possible. Is there anywhere in here I could post it?
Not really no
hi everyone, I am stuck on something weird, I dont normally work in URP so I have not experienced this before, but I have some weird film grain I cant get rid of, I tried to turn it off from from the graphics settings, camera settings, post processing, render settings, I cant get of this film grain to turn off:
its like I have a dirty lense
its much more visible on dark areas, because i am guessing the texture is white
also this effects both Editor camera and Game camera
I really hate this too
luckily I found a fix lemme grab it rq
thank you! I honestly spent 10 hours+ on it
Is this a feature? lol
In the renderer set it to this
thats what fixed it for me
thanks let me try that
love you man, there is still noise but its different, but much much better
I just found it by exploring honestly
I almost never use the documentation
that might be the only option I did not change for some reason haha
Let me get you a code for an asset 1 sec, as a thank you
I will DM you
hi! i made this model, each limb is a .obj file, and i have a small problem with that
like when i want to rotate the hand, its rotating from the middle, and i really dont know how to fix this. i tried to put the hand in an empty, but its still rotating from the middle
Create a empty gameobject at the shoulder and set it as pivot
lol yeah it's SSAO
er whoops forgot to scroll down
Funny thing is that SSAO is part of the rendering asset with URP, yet it's on the volume in HDRP
is mesh lod system able to cull an object compelety?
how do i make characters talk? (text to speech)
that's the idea
oh you mean like a final LOD that culls
pretty sure that's standard, no?
i didnt see any generated mesh lod culled itself compelety after max level
and it wasnt mentioned in unity 6 mesh lod docs
ah, I'm thinking of the Terrain tool. It does provide a distance for trees/grass
on top of the local LODs it may have
https://docs.unity3d.com/6000.3/Documentation/Manual/class-LODGroup.html
The docs does have a cull group
i know this but mesh lod works diffirently
it can be combined with lod groups for culling
So, after changing to URP, my game takes like 1 second to change from scene to scene
Is there a way to fix this?
You can use the profiler to check what precisely is taking so long
Certainly isn't normal
(it's an editor only thing, so I'm not sure if it actually happens in the real thing)
then profile the build?
Good morning, would anyone like to help me with my project? I have an error that I can't solve and I can't find the answer on the Internet, the situation is like this
I'm creating a racing game
- you have two cars to choose from in the menu
- when you select a car, it is moved to the track but the camera or the motion script do not work, which means there is nothing more you can do
In play mode or edit mode?
Edit mode scene load does have a bit of overhead but it's not a second
Course that depends on what's in the scene
!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
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
also use the code channel for code Qs
In play mode, but now that I figured out how to build the game into an exe too I noticed that the delay there is not noticeable at all when reloading the same scene, and slightly when changing scenes
(In the .exe)
when you load a scene tons of things can be created / initialized, especially if you have lots of GetComponents in Start / Awake
(If I am confusing), play mode in editor has some delay, .exe has none when reloading the same scene, and little when changing scenes
probably editor overhead
you can also try refreshing the Library . Cache
And I don’t know what I do wrong
Alright I'll try
how can anyone possible know a cause by just seeing this video ?
if we don't know the setup, everything else just a waste of time guesswork
Oh okey
URP. Quite happy with what I made
properly show everything in the setup, you might get useful help
screenshots, code etc.
Parenting an object to another empty object does nothing on its own
You'd need to move the object so that its pivot point aligns with the parent object's position
(Also, make sure that you're using the "Pivot" mode, not "Center" mode, in the scene view
has agent?
hey, so i have a script doing an action when it sees Mouse.current.leftButton.wasPressedThisFrame... but now i want to add buttons that when clicked don't also perform that action, and i'm not sure on how to change that check? i tried setting a flag in the On Click function, but the mouse check in an Update seems to execute before that
hello
i have just started a new project in unity and i don't know which is the best way to add the 8-directional movement for the character
it's 2d
there is no "best way" . everything is tailored to specific project / game
okay also i am having hard time with animations 😬 in a previous project
add buttons that when clicked don't also perform that action
can you elaborate more
what kinda buttons? thats pretty vague in terms of unity
you can use raycaster check or helper functions with event system, I believe there is also IsOverUI thing in event system but not sure how reliable it is
ty i'll look into that
https://discussions.unity.com/t/how-to-detect-if-mouse-is-over-ui/821330/3
im sure you can keep searching aside from this, its been covered plenty on this topic
what do you want us to do with that info lol
lol i am just saying my problems out loud
hey guys in Unity 6.3 LTS, is there an “Agent” feature that can automatically create code files, add objects to the sceneor edit them using AI?
🤮
I have a bunch of compile errors and I would like to export them to a text file, how to do that?
Ctrl A Ctrl C
doesnt editor logs do that already?
Thanks lol, sometimes need to ask dumb questions
Thanks
Yall i need opinions, in a 2d like deep sea diving game, kinda like the diving in dave the diver, what genre would be best to go for, like maybe a roguelike?
flappy birb but as sea diver
I have a basic issue with probuilder & progrids. When using the create polyshape tool, can I somehow lock/tell probuilder what plane I want to start the shape on?
start prototyping and find out
Hello
guys i have an issue during build
the shader variant takes too long
how i can shorten it
One message removed from a suspended account.
One message removed from a suspended account.
What does "gr-18" mean?
welcome to unity
One message removed from a suspended account.
Yo guys do y'all know how I can add a horse riding thing
but that thing wasnt happening till i upgraded the editor version to last, because the used one got unsafe
and now i have to wait 40 minutes to get the build finished
my bad i forgot wha tserver this is
a horse riding thing?
Ye
like just general horse mounting and riding?
I've been trying but I'm new to unity so it's a bit hard for me
step 1
Yep
I did but most of them are using HAP
I would start with breaking down exactly how you want your "horse riding thing" to work, then you can look up each part of that
Uh wait I'll show u I saw a video about a dude
Wair
Wait
and also for some reason editor crashes every time when i open lighting settings
Another snippet from a project made in the USC Interactive Media program.
Showcased is a horse riding system I programmed, featuring original art and animations.
Enjoy!
See like this
I already have a horse model with all the animations and also I have a player system that can move and all
thats a good start
now comes the game design portion of figuring out how to start off with what you want
I used the unity 3rd person movement system model
if i was you step one would be to create a system where you can use some kind of interact key in the proximity of the horse
for starters simply have print out a debug line of code
how much???????
The thing was I was a dev in Roblox so I used to code with lua and not c#
well i mean the syntax difference is the least important part here lol, if you had a lot of dev experience in roblox it should translate to unity
but i cant really help you how to "do that" because i cant get a good read on what your individual skill is
Ok
you said you created a 3rd person* player system that can move? yet your questioning how to add a simple proximity check and intercation key?
if i was you i would start with the unity pathway tutorials
to brush up your knowledge on programming and design
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
i was a roblox developer too, but i got tired of limited stuff and bad moderation, so ive decided to move to unity
and i was amazed of the possibilities in unity
and also i felt unchained
Yea
roblox is making the developers too lazy
they add the game ready features, and almost every game is succeed
even if you dont put much effort to it
Kuzmo can U help me to add a system where kinda like a Roblox proximity where if U press E U can get on the horses back. Forget about the movement for now
you can use ready assets
theres must be some in asset store
Yea there is one called hap
But it's 60 bucks
I'm not trying to spend any money for now
yea thats the thing
ill most likly start using too much
im trynna ignore it for now
!learn
well thats a good decision too
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
👆
its not that i dont want to help you, but you wont learn how to problem solve issues like this if i solve this for you, you have the entire internet as your resource, start by figuring out how to check for proximity, theres a couple of ways, once you do you will have a better idea on how to approach this challenge
good luck
and yes its a very smart decision to ignore AI, do not use it!
for some reason, i get the idea to solve the problem after asking for help
Because asking for help usually requires you to actually think through the problem so you can properly formalize it
A good start would be to learn how to use the Input System: https://docs.unity3d.com/Packages/com.unity.inputsystem@1.0/manual/HowDoI.html - I would also suggest "samyam" on YouTube if you prefer video tutorials, this will help you figure out the "press E to do event" part, once you can get an event happening on input, you can decide what that event should do - the Unity Learn tutorials linked here should help you with the "get on back" part since that involves positioning and parenting the object, 2 concepts youll have to get familiar with how Unity does things
I have solved so many problems with the "rubber duck" effect sometimes without even sending a message just typing it out helps a lot
you get the idea in random time
i personally take a walk and come back with a solution
like 99% of the time
just requires a change of environment imo and its a eureka moment every time
Thats a good approach too, any kind of fresh air or exercise can help the brain
and also write all the ideas to somewhere
so you can lighten the weight on your head
you can do a sphere cast and while player object is in the sphere cast when they press key perform an action
You can also make it show a ui when the player is in the sphere with setactive
Or you could do if the distance between the prompt object and the player is a certain distance then it also does it
there’s a lot of solutions
Hi everyone! I’m a new YouTuber 😊
Is it okay if I share my YouTube channel here so you can check it out?
this is not an advertising space
pretty sure self promo is not allowed
OK im sorry
you can only "promote" a game and only if you are showing it off in #1180170818983051344
thats about it
Thx
is there a way for me to export blender models to unity whitout having to manual apply the texture
also i need help on my vs code. yk when ur righting good like js or html there is suggestions when ur typing the words in vs code, its not there for c# or unitys language
!vscode
If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:
pretty sure fbx's can store materials and fbm folders allow auto assigning textures to materials
Hi, I’m researching common debugging problems faced by game developers.
Would love to ask 3 quick questions if you’re open.
i tried it and it worked for 1 model then it just stopped working
thanks
Better just ask. Although if it's code related, use one of the code channels
You can make a thread too
I build better than u?
huh
Hi, I’m researching common debugging problems faced by game developers.Would love to ask 3 quick qu
Valid Answer for custom category
guys what does this mean Assets\ShowPrompt.cs(20,9): error CS0201: Only assignment, call, increment, decrement, await, and new object expressions can be used as a statement
nvm i found the eror
!IDE 👇 make sure your IDE is configured so you see these kinds of errors while writing the code
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
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JetBrains Rider
• :question: Other/None
@worldly cave
look i added this
i detects wether the player is near the horse or nah
also if u are near the horse and u press e a debug.log happens that says u are now riding the horse
whats next
i feel as if I and 2 other people made it pretty clear that you wont get anywhere if we just lead you through the problem every step of the way...
deconstruct your problem further
into multiple challenges
but the thing is i dont know what to do next
solve those individually
youre going to have to figure it out otherwise you wont get anywhere as a developer, as harsh as it is
this is basic problem solving
alr bruh
im gonna say it again
deconstruct your problem
you already solved 1 part of it, figure out what the next parts are and go from there
u made the character, w/ the camera, n the movement
u walk up to horse and interact
u now need horse character, w/ camera, n the movement (if im thinking ur wanting him to ride the horse next)
that means theres (2) different states.. 2 different views, code etc
soo.. when u interact u just swap it all out..
basically the connecting part would just be the transition..
animation of the guy getting on the horse, moving the camera, switching controls
all that being ^ between ur two different character states (walking -> transition/mounting -> riding)
is the input system icon supposed to be visible in-game if the camera happens to be looking at it? i feel like i accidentally enabled some setting because the person i'm working with doesn't see it, along with the outline of some canvas
or is that a linux vs windows bug
I am upgrading a unity project from Unity 3.5.5 to 6. fixed some compile errors. When I enter a scene, it simply shows the 3d map. No menu, no nothing. How to fix this?
can you be more specific about what precisely you are referring to?
also, why go straight from a 13 year old version directly to 6 instead of upgrading incrementally? also why were you even using 3.5.5
So you tell me that upgrading in many steps is better?
for incredibly old versions, yeah it's definitely safer because you get fewer breaking changes per step than if you did it all in one step
The issue is that the menu that I am expecting simply does not show up and it shows the 3d map from home menu instead.
considering nobody here can read your mind, we can't possibly know what "the menu that i am expecting" actually means so nobody can really provide anything other than general advice and guessing
provide actual details and screenshots if necessary
Let me screenshot the cute 3d map
there you go
I have no idea how the camera stuff works. I just hope it works until it doesnt and I am lost
Just gotta get in there with a debugger
I would need to know what and how the menu gui is activated which I have no clue about
I would need to debug 3.5.5 in order to understand the working case. I dont even know how to attach debugger with that old version. The Editor throws git errors
we still don't even have any information about what "menu gui" you are referring to. but surely you know the specifics of your own project, no?
how you not know your own code / project 🤔
sounds sus
It is not my project. Do you guys only maintain your own project? As a software developer you spend 90% of the time debugging and working on other people‘s code
so, what, you were hired to work on something you don't even have any familiarity with?
or is this some third party project you downloaded from somewhere, or even asset ripped? because one of those things is definitely not allowed here, and the answer to the other would be "ask the original developer"
Not hired to work on it as well.
also a good developer would know how to debug and work their way back first
basic debugging go a long way
So then I am not a good developer, cool
take the steps to self-improve instead of "this no work why?"
Tbh I am not good with Unity so that is why I am asking
by some random project you ripped
how else would you not know the setups, fairly sure the original devs probably kept some sort log internally
I see its hard to answer if the question is vague. Usually I get good answers out of it anyways that helps me
debugging is a good answer?
"i have problem"
"debug"
"no"
If you can open a menu, do that, go check the components it has and go investigate references and users
Surely not. Of course I am debugging it
Thanks
Ide search, breakpoints, find references , theres even assets for this
Assets for debugging?
yes
it should be easier now to find all users of an asset in unity
should be a context menu option
Other programs but I mean also assets to find references and whats connected to what, some even in graph mode
but nothing you can't do yourself anyway
does anyone know what happened to that 2019 editor UI redesign concept?
was it scrapped?
Some of the terrain stuff made it in
Other than that, they probably laid off whoever was pushing it 
too busy putting AI slop
unity plz add icons to the hierachy natively
unity dont do that i already wasted money on vhiearchy2 😔
yes unity please do it better and also buy odin and integrate that too
You could have left the „but“ out
odin as an extension would be really nice but i kinda doubt the sirenix guys would ever get bought by unity
theres a lot of "disgustingly" priced assets on the asset store its almost criminal
not just in terms ofthe amount of money it costs but the way they charge for seats commercial lisences and different "content packs" for their assets behaviour designer
The best tip I can give a Junior is work with other people‘s code. If you only write your own hello world app, you will never ever be useful for any software developer team
how often are you giving tips to juniors 
Yeah look at all the updates TextMeshPro got after being bought
Quite a lot
no idea if this is sarcastic but they have updated it and there comes a point where you cant improve text rendering anymore
omg it's beautiful
i wonder what their inspiration is hmmm (its unity)
yeah pretty shameless too
It is time for you to actually give back to the world and work on the Linux Kernel. Guess what you will read a lot of code that is not yours
what sbox does is good but im not sure if there was a point working of source 2 anymore
i still dont know how their individual distribution plan is going to work when you account for source 2
I got to use sbox a lot back at the start (tfs2)
like if a developer wants to use s&box to develop a standalone game what are they expected get a lisence for source 2 from valve?
i used it during a game jam and its really good
imo its still leagues behind unity and godot but it does a couple of important things unity lacks
I really want to learn sandbox if and only if it gets ported to consoles

well i mostly stopped when tf s2 got taken down because well I had nothing to work on anymore 🤷♂️
anyway unity great
that's the reason i stick with unity. I treat it as a shortcut to not learning graphics apis. that would make me insane, especially if it's something like vulkan
Yeah
Valve decides whether you get to publish
And where
joo i need some help with the animator which channel do i turn to? (yes i read the directory)
yeah after hdtf i dont think thats ever happening
apart from like free to play non commercial titles
OH YEAH, don't get me started with AGC (the PS5 graphics api)
#🏃┃animation ...
mustve missed that, but thanks
#1180170818983051344 and #🏆┃daily-win for feedback
sorry
Hey guys,
i updated my unity hub on macos and since then i am unable to open unityHub, even after uninstalling it and deleting the files from applications support folder.
can anyone help me with this or experiencing the same issue?
Did you reboot?
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
it's not generating any logs either.
No, i'll try to reboot my system now and see.
if still not working try https://docs.unity3d.com/hub/manual/InstallHub.html#install-an-older-version-of-unity-hub
3.12.1 still the best hub so far
I can't believe this worked. 👀
Thank you so much.
hey can someone help me here i wrote this C# script attached it to a cube so when i click on it it deletes but nothing happens can someone help me - using UnityEngine;
public class clicktodel : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnMouseDown()
{
Destroy(gameObject);
}
}
Did you read the doc?
https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnMouseDown.html
what do u mean, im not sure what you mean by doc
The documentation page
It says that the object needs a Collider, does it have one?
yes it has a box collider
so you click on the cube and it gets destroyed?
thats whats ment to happen but nothing happens
This depends on the old input system btw.
are you using the new input system or the old one?
sorry im not sure what you mean and how to check im new to unity
also put a debug before the destroy to see if youre even actually clicking on the cube
youre probably on the new one
The documentation page i linked tells you how to check
you have to enable both in the settings if you want to do it like this
Docs are written by humans for humans
You should get used to reading it if you want to code
okay ill read it
Btw #💻┃code-beginner next time
oh okay thanks, quickly i read through it but still not rlly sure what it means and what to do to make it work
This new project is probably using the new input system
To support this callback in your project, change the Active Input Handling setting in Player settings to either Both or Input Manager (Old).
2 solutions exist:
- Change input handling to both or old
- Add event system to scene + physics raycaster to camera and use IPointerClickHandler interface
The settings window has a search bar
this isnt a rust support subreddit
and we cant help you
just because the game runs on unity does not mean we can solve issues regarding the game itself
contact facepunch support or look for help on their discord
ok i apologize chat gpt just told me to go here so mb
also pretty sure offering money as a reward for solving problems is very much against the rules
also you never mentioned you tried reinstalling rust, so unless you have done that you probably should.
oh nvm he gone
Hello!
I need some help, im trying to achieve this look for the atmosphere in my game, a green fog that isn't limited to game objects, and just shows everywhere, i tried to do this but im stuck, and I tried adding a cube and turning it huge, to then slap a skybox texture on it, not a single bit of the sky shows, just green fog covering the entire sky, so im stuck, does anyone know how this can be done?
this looks like simple depth mist
im positive you can just enable this inside of the enviroment tab in the lighting settings
The cube might not be visible because of the camera's far clip distance (max render distance).
I wouldn't crank it up just for that though
Window>Rendering>Lighting>Environment
it lets you just enable distance based fog you can tweak and adjust
as well as change its color to green
its way cheaper than volumetric fog and was used in older games for optimization purposes since it helped hide distant geometry you needed to occlude
hello, how are you guys doing?
Good idea 💡
did the enviromental fog do anything for you 
i did it before
however, i do have a probleme now, i dont know how i can add a 6 sided skybox onto one cube, and thats more of a skybox thing,
and i mean more of a skybox thing as in the skybox shader
is there any reason you have to do the skybox on a cube and not use the enviroment?
if you also needed a physical object for the skybox in the scene wouldnt a dome make more sense?
im using the fog too
also yea that does make sense
has anyone seen this bug before?
the lighting seems to be split at a 45 degree angle
it follows my camera around in the editor and in game
how can i make a free text mode for like questions
so that i have options which is string[]
and in each string there format is like this "obj1|obj2|obj3|obj4..." and that means obj1 OR obj2 OR obj3....
and i have to atleast have n number of tokens that match into the option
example:
["1", "2|3|4", "5", "6|7|8"]
needed n = 3
input = "1 2 3 4" - not pass
input = "1 2 5" - pass
input = "1 2 3 4 5 6 7 8" - pass
i tried making it but it doesnt work so i scrapped it and i wanna remake that system as it was getting too big :p
Are you thinking of regular expressions?
could use yeah but idk how exactly for this
quite easily
Or you can split the string yourself and perform many Contains() checks
ah not exactly
yea i am reading your example and it is a bit confusing, are these meant to be pools of characters and only 1 should exist of each?
anyway regex is quite powerful and can probably do this but id not recommend if you didnt know what regex was before now
wait, i think it was just one mistake in my code, give me a minute
also yes i do know what regex is and ive used it
this looks really bad
but if it will work then im fine 😭
i can optimise it later
it works...
ah also forgot to normalize input for that too
How can I animate a part of a weapon an animate the other side without making a seperate aniamtion
can you clarify?
you want 2 different animations on the same weapon to play at the same time?
you can do this using layers and generic avatars ig
ill send a video
So I have a Fortnite Sideways minigun model and it has several part on it in game and Im trying to get one piece on the right side and one piece on the left side to move away from each other at the same time
without making 10 different animations
Anybody know how to use the tank physics maker asset or know how to make tank physics either with real physics or simple raycast suspension for the wheels and then a visual models for the tracks
Anyone knows how to add tilemap lighting in a 3d project like baldi's basics plus?
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is there a reason why some of the lights on my object disappeared? (the sprite renderer is still enabled)
What are we supposed to be looking at? Are you sure that light is not inside the mesh?
Hey guys, anyone have experience in editing figma assets for their unity editor projects or have resources/tutorials on it?
is it smart to load scriptable objects via resources.load?
I am only loading around 20.
it's for a shop, I am saving each shop item as a scriptable object.
should I instead drag it as reference?
Should probably use a reference, unless there's a specific reason you need to load it manually.
awesome
guys how can this sscript after the debu.log is put up how can i move the player to a part
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have you tried any solutions between that time and now?
what th...
rider animation =))
Just saw this sorry. Yes I have made a really small game design document on a sticky note( Anything bigger and I will start wandering off). I plan on publishing on Itch, but I can't seem to figure out how to make the Itch page look good like others. I'll do the other stuff too, thanks!!
but character very cool
I am just starting a new project in unity 6. how do i get a good character controller/fps controller. i don't wanna make one
unity first person controller asset. ONLY use this if u dont have much time or sum urgent reason
Say I do have time/it is NOT urgent. What should I use then?
make one ur self
TT
:D'
is it really worth it? this is like my second game ever
lmao
i was trynna make a small game i can publish quickly for experience
then id recomend a simple 2d game like flappy bird or a plat former
https://assetstore.unity.com/search#q=character controller <-- lots to pick from
weeeeelllllll i could do thaat. or...
ty
hello, sorry
can you recommend the minimum laptop specs for running Unity? at least it can run smoothly and not lagging
im using a pretty bare bones laptop and it works fine on unity . heres my specs : 16gb ram
512 gb ssd
nvidia mx550
i7 12
ur ram and gpu is what matters most
i think 8 gigs will be fine too
and my gpu is really bad so
guys do u know where i can get a riding animation
like a basic riding idle animation for my player
when he is sitting on the horse
Try mixamo but m not sure u will find it there
Can anyone provide a good game design document?
guys im geting this error Assets\ShowPrompt.cs(8,12): error CS0246: The type or namespace name 'Cinemachine' could not be found (are you missing a using directive or an assembly reference?)
even tho i have cinemachine installed and i used it in the thirdperson controller
add using to the file where you use it
There are ton of examples. Even game design docs for bigger games. Just google it, first 5 results cover that. Game design documents use to change over the course of creating them. So you gotta look at some tutorials about the entire process of creating a game to know, where things change and what affect the game design doc.
Could you provide me one good link?
Nope, just google and research. its not rocket science to find them...
I cannot judge if the game design document is good or bad
If its from a AAA game like bioshock or gta, i guess it could be good
Thanks for the two names!
gross profile pic
its really dependent on who and where but generally nowadays a game design document is getting somewhat outdated as a concept
a lot of smaller projects just go straight into project iteration trying to figure out what they are looking for directly and a lot of bigger projects plan in ways that aren't confined to a single document
Hii 👋
I think people judge me a lot with that profile picture
considering it's an edit of someone accused of being a rapist and pedophile among many other things, yeah probably
it's not a great look
Thats insightful information. How do people document nowadays?
You are talking about the president of the United States. People voted for him.
Yes I am. It's not a good look for the people that voted for him either.
No political discussions allowed on this server, afaik.
sorry i dint get u
Not neccasarily trying to make it a political thing, just calling it out purely based on the explicit accusations
use the „using“ statement
Heavily dependent on the studio but places have drifted more towards wiki-style documenting which is abit more modular, expandable and easier to keep track of. There's not many (if any) public ones you could take a look at though
Thanks, I wanted to do it wiki like.
Also heavily dependent on the game itself I guess. If its just full of mechanics, it will differ a lot from a game like The Last of Us, which is more based on narrative game design, even if basic mechanics for a 3rd person game still apply.
and from my experience, game design docs/wikis will never be finished. They change on every iteration you make in prototyping for example.
But also, my experience is a bit outdated probably, as I am more into company visualisations right now and less in game dev
I wanted to use it to document high level features of the game, so people know in which direction the game goes and everyone is on the same page. I dont wanna go to deep in details with it
someone help me out bro
The depth of detail is up to you, so the game mechanics and loop and what not is clear to everyone who needs that information. But if you are talking about a smaller game, as IAmBatby said, its not necessary to cover as much information as a AAA game would.
Thanks for the information guys. I think I know what I am going to do about it
Are you sure, you installed it correctly?
uhm so i went to the package mangaer
and
installed cinemachinie
i used cionemachine before too in the third person unity asset it uses cinemachine
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
Your ide should show your unity errors
Yeh, maybe it installed it as a dependency. But if you did not install the package, the scripts with the namespace wont be available.
i thioud that but i went to package manager remoed cinemachine and then installed again
Oh, so it was installed? But yeh, at first install your IDE correctly
Also are you using the internal unity package or the outdated asset store one?
Does the ide work with Unity 2022 for example?
Oh yes Visual Studio 2022 is same year.
Hi, so I having some problems with the assets manager.
It doesn't work to import / remove assets from my project.
I started the conversation in the wrong discord channel: #💻┃code-beginner message
Hi, I have an end-of-year project for my school where I have to create the beginning of a video game, so I decided it would be an open world in third person set in Japan during the Edo period. The style is similar to Genshin Impact. Would anyone have any advice for me?
In your project folder, not in editor. There should be a packages cache folder inside your Library Folder. Check that for the identifier you are trying to import the package from
when you saying not in the editor, do you mean not in the code editor or not in the i unity editor
lmao
In your Windows Explorer / Mac Finder
Hmm, where should I look for it in the project?
nvm found it
should I just try to remove all files in PackageCache
Also could I try to remove all files in PackageManager?
I dont really want to remove anything that I shouldnt...
as I said, search for the bundle identifier of your package. In your packagemanager, there is something like this "com.unity.2d.sprites" thing. In PackageCache folder, there could be a folder fitting your packages identifier.
i can find any, but I mean, isnt it just all cache anyway, so shouldnt be bad to remove really?
no need to if its not in there tho. You could also remove the entirey library folder, which could reset stuff like editor layouts. But yeh, can be the last resort to reset Unity to the latest state. What asset are you trying to import? Maybe its not supported anymore?
My projects uses unity 6000.2.13f1, I want to install this:
And you are sure in console, you also did not untick "warnings" and "errors"?
making a much smaller game
nope, I havent, I have 2 warnings only:
Camera Main Camera does not contain an additional camera data component. Open the Game Object in the inspector to add additional camera data.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Camera Main Camera does not contain an additional camera data component. Open the Game Object in the inspector to add additional camera data.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
0 logs, 2 warnings, 0 erros
Hm, weird. Just for testing and after backing up your project, did you try to update the unity version?
I havent tried to update the unity version
should I do that?
maybe just creating a new unity game an transfering everyting
I think I will do that
I would try to update first
okey I will try with unity 6.3 then
define "AI"
no section for bug reports?
Symptoms:
I have found a bug in the Editor, and I need to report it.
I am experiencing a problem using the Hub and believe it may be a bug.
Cause:
If Unity is not working as you expect it to, o...
I updated the project, but the thing is that this is actually a problem on ALL my other projects to, can I reinstall unity in somehow?
Is it happening with every package or just that one?
its happning with every project, for every package
Where are you storing your projects?
C:\Users\wilme\Orimaies
Orimaies is my current project
Just for testing, try to place a new project inside your Documents folder inside your userfolder.
yeah, same problem with the new project
yooo why do they have this and the IPointerDrag? which is better use context for each
OnMouseDrag is used with the old input system (input manager). it's not triggered if you use the new input system
IPointerDrag is used with the UI system and is more flexible
Maybe remove Unity entirely and reinstall. Not sure, what could have happened there.
like a deprecated thing?
not exactly deprecated, no. that's a specific term
Okey, just use windows uninstall then?
aight the ipointer should excels every part then
@orchid kraken your project folder isn't synced to a drive, right?
bro you are SAYING this now
when I uninstalled everythbing...
😭
oh it can be a coroutine, dont know how this will help tho
i just got here...
we need a huh how page on the mouse messages vs event system pointer events
too many people to go to use the old ones in new projects
guys is it possible to customize unity
to make it look good
like themes and all
kinda like in vs code
Yeah you can change the color of different part of unity. I don't exacly know but i believe it is in edit->preferences. But if you want themes like a picture for tabs, no it doesn't have the option.
When it comes to making your itch page (or any storefront page) look good, for a second project I wouldnt worry about this until your pretty much done your game, but aside from looking at other pages that is similar to your kind of game, you could look into how Steam pages are marketed and apply the same advice, but marketing gets a bit involved and might require some art and editing in the process
how long until they look into my bug report
I need this fixed
i mean, you didn't say what the issue was
I did in the bug report
holy shmoly
yeah we don't have access to the bug report so we can't give any extra info
but if you say what the issue was, we could
- give alternatives
- say what you did wrong (if it wasn't a bug)
- point to an existing bug report (if it's a known bug)
- point to a known working version
etc
ok then
Using the /run command in Unity AI assistant is not working. When using /run and then typing (in this case "as") the cursor goes behind /run and types a random color code, which is the wrong input.
cant type anything at all without it auto color code input
and cursor moving
but only for /run
well that'd be the color tag for the rich text
that sounds like it'd be a known issue by now, though maybe not published yet if it's a new version
couldn't you like, just remove the color tag and go from there
no
I start typing it reoccurs
please do not pester random people for help
they can't even do anything about the bug, they aren't a dev
and no, that is not a signal to seek out specific devs for help
ok then
What should I use for 2D game?
one that has 2d in the name
What’s the best way to learn c#?
I mean what that Render pipeline is
What should I use
there's no "best", it varies for each person
there are beginner resources available in #💻┃code-beginner
Okay ty
either one will work
if you're starting out it won't really matter anyways
though if you're using some specific asset, consider which pipelines it's compatible with
Aah okay
this is not a space for off-topic
@little beacon You've been already pointed out #📖┃code-of-conduct you really should read it.
Is there a good way to have shared libraries between games? I have some standard libraries such as UI which I want to have in multiple games. I know I can make a package, but the kicker is I want it to be editable in any of the games but shared. In .net development you can put multiple projects in one solution to achieve this - that way any project can be run and you can instantly edit the shared lib. Is there anything like that in Unity?
The best idea I had was using git sub repos or symlinks. Neither is all that good IMO
Not the answer your looking for but so far I’ve just found the path of least resistance was just biting the bullet and having my package project solution open anytime i wanna edit it and pushing & updating whenever
Fair enough, I think that's not a bad solution but my machine is a little low spec. Is it fast to update the package across if you need to tweak something? I've never worked with my own packages before.
I think I will just make a monorepo and accept that git will be a little messy
I mean it’s never fast enough for me to be happy and my package commit names are horrific but at the end of the day it’s fine ish
Having it as a actual package is nice
What advantages have you found using a package? Versioning?
For me it’s probably reasons not as enticing but one is accessibility, just having all my handy stuff in a clean public repo i can plug into whatever whenever right into Unity. Also might be a bit of copium but the full separation of the package also puts me into a better mindset of making better concise decisions about my code design choices
Yep I think the mindset of designing a lib is quite different, less temptation to make spaghetti if you have a hard barrier..
Thanks for sharing your experience, I will look into it more 🙂
It is a pain in the ass when troubleshooting though 😭
Yeah I worked a lot as a .net dev with both mono repos and packages and found mono repos are so much easier if you can get away with it
is there a way to open files in unity from vs code? it would save me so much time reviewing pr's
You can just double click the scripts
other way around 😄
not fully sure, rider lets you show usages even inside of unity and you can open them from there, no idea if vs code supports that aswell
Not sure of vs code but i would assume its got a similar tool to vs, but look around for something along the lines of solution explorer (vs has it named that)
ok thank u
maybe I'll try rider
everything worked but these 2
try again only for the android it may work
i had that happen and just tried again
also try restart pc before doing that
I clicked retry like 7 times
no no like click exit
shouldn't matter too much but I am using Linux
i think that matters a lot
eh probably not
im pretty sure there was some bug with linux installing
check your unity hub version
I just reinstalled the editor alltogether without Android and then try to add it after
I see
I am on Debian
I just got the hub today
do you know how to check version?
I needed to reinstall it cause I recently updated my distro
isn't it like
unityhub --version
or something like that
im only saying this because u might be on the version that has that issue
so u need to update to latest, maybe package manager still has the old one
I got the hub just a few hours ago
i know i know
idk try asking in #🐧┃linux
if it doesnt work adding android try restarting pc it might help, if that doesnt help then i dont really know, ive faced this issue on my old laptop but i didnt really fix it tbh
and i also faced it here but just a restart made it work
where can i send notice for collaboration
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Yo, need some advice on blender workflow stuff
Is it better to export an entire grayboxxed level as one FBX or is it better to split everything in their own objects
not sure if theres an easy way to swap out models if its just one model when I have a non grayboxxed version
well
the ideal scenario is you greybox directly inside of unity using probuilder...
but since you already did in blender you should probably divide it into sizable chunks and export it like that
seperate the chunks logically
the reason you should greybox with probuilder is because it means you arent dealing with what are basically meshes and instead you can always make adjustments to individual pieces of your level as you go on, it also means when its time to actually do some enviroment art its very easy to iterate on
Ah
Aight then
Really depends, some people might prefer blender route to probuilder
especially if it involves more modular stuff and/or prefab related stuff
i mean theres like only a few things blender explicitly does better than probuilder for greyboxing
but the point is you can always adjust in unity directly
thats the main advantage
you can always quickly tweek the greyboxed level without having to seperate boot up blender and reimport a new mesh each time
I think my issue rn is I grayboxxed everything in blender, I exported everything as a single fbx in unity and now that I've finished one item I can't really update it easily without basically re-doing the whole level import
That isn’t a blender problem
That’s a making it a single thing problem
Which you shouldn’t do either probuilder either
Yeah twas my original question
even if he divided into multiple meshes he still needs to update each (changed) mesh manually when making changes in blender
which is the reason why probuilder is simply faster to use for greyboxing
Sometimes it is not simple nor faster, again really depends on the context of the game and the greyboxing
My issue isn't grayboxing. My issue is swappoing out finished assets one by one when I've built my stuff as one fbx export
I just messed up my substitution really
i mean do you have an example where blender would for any reason be more beneficial to use over probuilder in terms of grayboxing?
Personally I’ve had way too many instability issues with probuilder things that the iteration time it’s meant to save ends up getting lost
Man
Weird floating point corruption issues when dealing with rotations and occasions where probuilder meshes in prefab instances just kinda explode and die
I mean fair
its not perfect
but i meant more utility wise
anything probuilder cant accomplish for simple greyboxing that blender can 🤔
Depending on the context fairly considerable probuilder mesh initialisation at startup when using at scale
i havent seen any problems myself when using probuilder even with an almost fully blocked out level but i am not surprised that it would have issues, and I would be lying if the actual creation portion of meshes isnt faster in Blender
I just wanted to know the best way of going about replacing grayboxed objects with their proper models
but i think it just being built into unity and allowing me to make changes directly in Unity is what seals the deal for me (in terms of grayboxing)
start off slow, handle larger chunks of your level first
do it in multiple "passes"
i always personally start with the ground first because thats going to be the most impactful for gameplay itself so i like to get it out of the way
but basically start by replacing all your larger primitives with models first and then start dealing with more fine details
My original issue was that I exported the grayboxxed level from blender as a single FBX
I just wanted to know if it would have been better to have exported everything model by model to substitute the mesh easier later or if theres an easy way to just replace a single fbx model while keeping existing components/scripts on pre-existing parts
Im assuming with the whole chunk thing it woulda been better to do things bit by bit tho
i mean you could just place your models over your "level chunk" and go from there
but also ideally even when replacing a greybox with models you still want to use some of the graybox geometry for certain things
and that is going to get tricky when all of your level is 1 mesh
Ideally each different part would be separate yes
What should be separate is kinda a case by case basis but usually if you imagine what could be reasonably detatched and carried by a human or like a forklift it’s probably seperate
You could look at asset packs for reference on what that might look like in your case
Then since they are all seperate Unity just looks at that specific fbx file to find the right model per thing
So if you update eg. Barrel.fbx all the barrel prefabs are now looking at the new one
18 thousand million?? this cant be normal
thats million?????????
gosh
it stuck again
its one hour already
https://assetstore.unity.com/packages/tools/animation/motion-matching-for-unity-145624 anyone know what happened to this asset?
i gonna crash out if it returns the error
it was like the most popular motion matching solution and now suddenly all of the youtube videos have their comments disabled
the documentation links dont work
have the reviews are saying its abandoned
it was also like 80 bucks at one point and now its free?
🧐
i havent personally tried it but i need to find a solution for motion matching
yet most reviews are saying its not functional
so im asking in case anyone knows if theres some spiritual successor or if i should just stick with some other asset for motion matching
i need some tips of how i can speed up my game. i'm generating possibly thousands of tiles within this grid system. they are all UI objects. whenever i click on one in the hierarchy unity freezes up
so its only freezing up your editor?
or does it lag inside of the game view as well
because if you are "creating" a thousand something tiles at runtime then yeah its probably going to be very expensive
creating and destroying gameobjects is very expensive in general
Updating one UI element refreshes entire subcanvas. UI is not great for this. I'm guessing you're not pooling even those that are not on screen. and all elements are active.
Using actual Tilemap would be more performant. And you can split it on strips as well.
Hello
Is there somewhere I can go to get help with the Creative Core Pathway? I am on the "Post Processing" section, and the file it is asking me to download is for 6.3. I have downloaded and installed 6.3, but when I open this file, it is for a slightly different version of 6.3 and I am getting all kinds of errors. Previously, I was working through this pathway in 6.0 with no problems whatsoever. I cannot find a 6.0 version of the file needed for this tutorial anywhere. Can someone direct me for some help please?
it is pages and pages of this
I don't think it's a version problem.
The issue is that you're missing files, and I bet it's because you install it in the users folder.
So I should reinstall Unity 6.3
No, it's the path of the project that is the issue.
You shouldn't put your projects in the desktop or anywhere else in the users folder.
The editor is not the issue.
ok so I should move the project itself.
Yes
Sorry, I am a very beginning user.
I will try that, thank you. I was not having this issue with any other files for these tutorials.
"Could not find part of the path" usually means that the path is too long. There's a 260 character limit in Windows
Hi, where do I go to ask HDRP lighting related questions
so put the project somewhere earlier in the file tree and change the name to something shorter
so I made a new folder and will try here.
Thank you.
Is there a better place to ask these sorts of questions in the future?
for some reason, shader compiler stops at certain amount and its for hours. how do i fix it
Thank you
You guys fixed the problem, thank you.
Looking for game developers/artist to join my website. Its like fiver but niche to game dev to help find you freelance work :>)
is there a reason why when you select a different prefab in the inspector, the prefab updates but the mesh itself doesn't? 🤔 its hit or miss for me
sometimes works sometimes doesn't
referring to this - sometimes will change prefab via button to something else and looks like its updated in inspector, but mesh stays the same
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does anyone know why the camera isn't rotating here?
the delta value works fine
and the script is indeed attached to the camera
have you tried checking the sens value
cool, verify that
i did
this was working perfectly on a different computer
and when i transferred it to this pc it stopped
i havent changed anything in the code
is it just the camera that isn't rotating?
have you checked that that if is passing
it is
and yRotChange seems correct?
neither of the rotations are working, not just y axis
im new to unity. can someone tell me why the fonts are not generate corectly?
neither of the rotations of the camera? or is the player rotation also not working
player rotation also not working
could you be more specific? what's the issue
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and thats putting the part where it changes the position in lateupdate
but changing transform.position shouldnt have anything to do with rotation right?
that doesn't mean this would work
is it the same code between this device and the other device, both with position in LateUpdate?
thats the only thing thats different
but im pretty sure it didnt work when it was in update either
the only reason its in lateupdate is to fix jittery camera movement
check if the final values you're using for the rotation (PlayerPrefs.GetFloat("sens") * mouseDX and yRotChange) are as expected
ok yeah it seems that sens wasnt set correctly for whatever reason
ok got that fixed
now its a different issue where UI buttons dont work when timescale is set to 0
that was the first thing i told you to check
if they animate using scaled time, then yeah the animations won't work with timeScale 0
it hadn't been defined yet in any code so i assumed it would default to 1
which is what i have written down in the settings manager
and i told you to verify it...
.-.
try to make 0 assumptions when debugging, bugs come up because of those assumptions
you'll get better with time and experience, don't worry
so after I generating a font atlas and saving it, it comes with this block and {} bracket icon. I need it to come with blue F icon.btw Im not good at English do not mind it. i do not know how to explain if farther
i have an animator on each button set to unscaled time tho
does it necessarily need a controller to work
make sure you're creating with the tmp font asset creator, not the normal/legacy font asset creator
the button can have animations within itself, but those use scaled time i think
yep that was the problem. thank you
the problem is i cant even click the buttons at all
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does URP have built in volumetric clouds like HDRP?
no
urp is lacking in terms of volumetrics in general compared to hdrp
mind you that doesnt mean you cant have volumetric fog and clouds in urp theres just no built in solution iirc
any1 think when they drop the CoreCLR stuff in unity (Microsoft.Extensions.* stuff mostly) we'll be able to use nuget packages or am I living in a dream
so we could use the DependencyInjection Microsoft provide mayhaps
My apologies
The reason DI doesn’t really function in Unity is that MonoBehaviour and ScriptableObject can’t have constructors.
makes sense thanks
MonoBehaviour and ScriptableObject can’t have constructors.
Til, never knew this but i've also never tried to give them any
maybe we get mystical sourcegen and attributes with CoreCLR
unless u can do that with mono already
When making a game playable for all platforms how can I test if the game is playable on MacOS if I have a mac build ready but have no one else to test it and I don't have a Mac
you're gonna have to find a mac
L for me then
Can’t launch a game on a platform you don’t have
Virtual Machine, just boot up a MacOS iso
I didn't think apple shipped those
You can find them online
Okay, thank you so much!
Cant you use one of those virtual machines that let you use a mac or something on a windows
Or is that for windows only
What do u use
Linux
Im pretty aure virtual machine is available for linux too. Just download it and search up how to use mac on virtual machine
Then just load up ur mac buuld
You can install VirtualBox host for linux distributions
yes but im on linux
so I won't need it for linux
Yes, why would you require Windows on linux😆
to broaden the people who can play
if I let the 3 types of major OS's play thats a good thing
I don't play games that much, but Minecraft and all the stuff I use (games, Unity, etc) is Linux compatible, so I'm good.
I wouldn’t bother. The odds of this setup emulating an Apple GPU correctly is pretty much 0
Most likely your game will just crash because you don’t have MacOS graphics drivers
Does Unity have a quick duplicate option like in Unreal? In Unreal, you could press Alt + Drag and it would make a duplicated copy automatically.
Basically one step instead of two.
Ctrl + D
Ctrl + D
That's two steps still.
Ctrl+D
You can change shortcuts
When I upload a game to Multiplay Hosting in Unity, I get this error:
"Unable to create builds. Multiplay hosting is winding down. Please see the announcements for more information."
Is this because they are going to end the service and hand it over to Rocket Science Group on March 31, 2026?
Also, when they hand it over to Rocket Science Group, according to this message:
"Warning: We are winding down our direct support for the Unity Multiplay Game Server Hosting Service. Unity will support the Multiplay Game Server Hosting Service through March 31, 2026. To ensure continuity for live titles, we are licensing our Multiplay Game Server Hosting software to Rocket Science Group"
After March 31, 2026, how will we run the Game Server Hosting? Will it be through Rocket Science Group, or will we have to go to AWS?
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Is there another learning tutorials than texts?
im looking for something that offers visiual learning not just with texts or 8 seconds video because it takes forever to load
I was curious, are there any guides for implementing a PID, or any other controller in Unity, maybe on a car or drone?
Would probably be the same as outside unity.
Hello , i want to create a game who support community server with modding like fivem and gmod : Main language for mod : Lua , Intern networking ( in unity : fish networking ) , with This means the ability to create custom mods on both the server and client sides.
Just suggest some APIs to use for the client and the server, because I'm bound to forget some otherwise, like OnPlayerLeft, OnPlayerJoined
pretty sure theres a ton of unity tutorials on their website that are videos (more than 8 seconds)
altough for some reason they all force play at 4k and theres no way to buffer them so if you have bad internet its kinda annoying to watch for some people
all what i found so far is text and short vids
well the short videos are most likely part of a longer tutorial
Yeah no wonder it takes 2 mins to load
i couldnt tell you i didnt use youtube i used unitys website
but uh ig whatever has the most views is probably the safest bet?
altough i would avoid stuff like brackeys
oh sebastian lague is really good i know that
he has a lot of great tutorials for getting started with unity
can anyone help me understand this?
the physics gets called hundreds of times in some frames. Even though there were no stutters before. Why is this? is the profiler bugged?
alr will o
oo
will chekc him
thx
how many objects with FixedUpdate do you have in your scene?
What is your Fixed Delta Time set to?
not many
but the fixed update itself is running hundreds of times. not things inside it. which makes no sense.
fixed timestep is 0.02secs
What I'm seeing is 139 FixedUpdate calls
you will get one for each script instance in the scene with FixedUpdate
That doesn't imply 139 physics updates to me
it does
if u go inside u see the individual hook calls
which are now thousands
in other frames that gets called 1 time as it should
Actually, the way it is, I think it does.
What do you have your physics/fixed timestep set to?
Hello
hi, this isn't a social space https://nohello.net
if you have a question, feel free to ask
Oh ye, sorry, so i want to made a f1 car, but the tires is bug and fly away, i try many ways but it still bug
do you ever modify the fixed timestep? you can change it via scripting
Are you 100% sure? Can you take a screenshot?


