#💻┃unity-talk

1 messages · Page 43 of 1

vivid river
gray frigate
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lmao

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❌ reacts are not Hello

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Hello!

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ONLY Hello

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also, does FixedUpdate run around once per frame at all other times?

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(at 60 FPS, you should see one of them in 5 of every 6 frames)

cerulean eagle
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Ye can anyone help me with this issue, really thanks you for this because im new to Unity

gray frigate
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ah, nevermind, asked and answered

sly lake
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I had something like this after updating Unity once, and it turned out the timestep was suddenly set to run like 10,000 times a second

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Ah, not the case here.

sonic ferry
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maybee off topic but how do I make a server for my game? Or how do u guys make a server for ur games? I have an old PC I can repurpose for this, is it just messing around with the fire wall settings? Im hoping to be able to use Unity's GetTexture and GetUrl stuff to read from it and the directory specifically for this project only (like json files and images), since isnt that how the internet works? Website URLs are really just directories to those html/css files in those servers right ?

worldly cave
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you would need a dedicated server client for your game that would basically stay open 24/7 on your laptop

gusty abyss
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did this completely by accident someone help what do I do I don't want my game to have 67 tris

latent meadow
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do you want it to have 62, or 78? i could probably do 150, if the price is right

remote sluice
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anyone know how long pac man game gonna take to make

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w my own assets

exotic relic
stuck flower
remote sluice
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0 knowledge

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but not stupid

remote sluice
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i have assets but like

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may be cooked

plain dagger
kindred hill
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hello guys i do have some question

eager agate
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Hello

worldly cave
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-# that bot message is gonna get a lot of mileage here

wraith mesa
eager agate
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Hi

wraith mesa
eager agate
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zakkkkkkk

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Good to see you again

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It's been a while

wraith mesa
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yesss where have you been

eager agate
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Sleeping

wraith mesa
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me too

eager agate
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Back to sleep now

wraith mesa
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same

eager agate
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It's 4am

wraith mesa
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1 here

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go sleep mayonnaise

stuck flower
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This isn't a social server

eager agate
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Kay

eager agate
wraith mesa
eager agate
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Bye bye Zak sleep tight

wraith mesa
stuck flower
eager agate
#

Don't let the bed bugs bite

wraith mesa
stuck flower
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If you want to have a one on one chat with someone take it to DMs

eager agate
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Baiiii >U<

wraith mesa
opaque thicket
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Anyone know how to fix the lighting after baking it?

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This is what it looks like un baked

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Settings

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All objects have this static applied

whole jackal
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Hi everyone!! I´m creating a game i i´m new in this kind of channels, can anyone say to me where proposse my game in the channel?

worldly cave
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propose?

whole jackal
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Yes, i´m searching for developers

vagrant rootBOT
#

: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**

whole jackal
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Thanks a lot!

oak meadow
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is it a good idea to have high res Ui say like 1000 x 500

hushed hamlet
# oak meadow is it a good idea to have high res Ui say like 1000 x 500

The raw files may be scaled down to whatever your build platforms build target will be (so if you did all 8k it would be scaled down anyway), and downscaling can add a bit of fuzz (nothing like upscaling of course)...

But on the unity scaling side post import (i.e. canvas) it's really all arbitrary. I usually set my idea canvas to a 50/50 resizer based on height/width, and build a UI using layout groups and 9 slicing in landscape (1920x1080) and/or portrait.

I like my base canvas to more or less represent my ideal screen size. But I have inherited projects where someone just arbitrarily had it say 400x200 - which actually isnt too crazy as it might be easier for them to think in whole numbers for the purpose of 1/3rds and all that fun stuff.

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But yeah there is the rez for your assets, rez for your game play preview, rez for your canvas and then the canvas scaler to figure out how to match it all together. Generally higher is better for the UI assets

oak meadow
hushed hamlet
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Its extremely helpful

oak meadow
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Okay thank you

opaque thicket
opaque thicket
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Okay thanks

torn ravine
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What are some really impressive 3D games that have been made with Unity?

copper gust
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genshin is probably the biggest

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tarkov too

torn ravine
copper gust
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ye

torn ravine
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wtf I had no idea that was made in unity lol

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thats awesome

lapis gate
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yeah there's a bunch of games I've recently found out that they used unity

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meanwhile I can spot an unreal game from miles away

copper gust
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depends on what your considering "impressive" but popularity wise Lethal Company, PEAK & Repo all use Unity aswell

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which we're pretty big releases

lapis gate
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Risk of Rain 2, OuterWilds

copper gust
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outer wilds is cracked

lapis gate
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Blizzard's Hearthstone

copper gust
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those devs insane for pulling off such polished stylised visuals

lapis gate
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Yeah, Outerwilds, before the actual release, was released as a web export and showed me how powerful web games had become

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really marked the day that flash died

loud isle
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Do i really need to l.earn Blender and Photoshop?

torn ravine
loud isle
loud isle
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i should have known game making is mostly art

copper gust
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I mean game making is art

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But to answer what you mean, you don’t need to be a talented traditional artist to make games

loud isle
copper gust
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There are a lot of approaches to handling the visuals of your game in a way that doesn’t require heavy experience

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Consistency matters the most and good use of colours and contrast does a lot of the legwork for you

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I’m not an “artist” at all and people have been pretty receptive to the visuals in this prototype I’ve been messing with

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This doesn’t even have real lighting! And everything uses a single colour and basic models I’ve found online for free or just basic shapes in probuilder

loud isle
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oh ok nice

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nice art

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its the art and ai im mostly worried about

copper gust
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Baba Is You is a really great example of this too https://store.steampowered.com/app/736260/Baba_Is_You/

Baba Is You is an award-winning puzzle game where you can change the rules by which you play. In every level, the rules themselves are present as blocks you can interact with; by manipulating them, you can change how the level works and cause surprising, unexpected interactions! With some simple block-pushing you can turn yourself into a rock,…

Price

$14.99

Recommendations

19376

Metacritic

87

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The art is almost comically simple but it’s the consistency that sells it, along with it correctly serving its purpose in visualising the game

wispy glacier
loud isle
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im wanting to make a 3d game. a First person shooter but its gonna take some learning. im not that interested in 2d unless i make some phyx game or something lol

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and the animals i mightr make low poly as well as the world

wispy glacier
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i think you have a lot of options

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you can make artsy games or technical games

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but probably best to start with a core idea that you yourself think: "I'd like to spend time doing this"

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e.g. csgo: mouse mechanical skill

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if you know how to let players express their skill in such a fun way, the art can be secondary, e.g. i'd somewhat argue cs:go assets are more "labor intensive" than say, no man's sky (idk an examples rn just think of some artsy agme)

solid bay
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Is there a way to check if a certain statement in a script executed? I have a method that is definitely going through but part of it doesn’t seem to work

copper gust
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debug.log

solid bay
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How would that work for a specific line tho

balmy kettle
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because if you put the log immediately before or after the line and it prints then you know that line is being executed

solid bay
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Methods don’t usually just stop partway through do they?

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At least not without something breaking

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Bc this method is definitely being called and is definitely starting

balmy kettle
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no, the only thing that could cause a method to "stop partway through" is an exception being thrown

solid bay
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Which would appear in the log right?

balmy kettle
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assuming the method is being invoked on the main thread or you are properly handling exceptions on other threads, yes

solid bay
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Hmm weird

balmy kettle
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presumably your code is running, it's just not doing what you think it should. show the relevant code in a code channel and explain what you are expecting to happen compared to what you are seeing is happening.

solid bay
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I’m gonna have to do that later then bc I don’t have access to the project rn

ionic ermine
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how do i use

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glb files

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does anyone know

copper gust
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i wonder

ionic ermine
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thanks

vagrant rootBOT
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:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

copper gust
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not true

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requires a package

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still a quick google tho

ionic ermine
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no its not

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u need some bluggins

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plugins

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like jsondotnet

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and

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gltf unity

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utility

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i was wondoering why when i loaded the glb file it was not like other 3d objects like fbx or smth

wary notch
fleet canopy
high osprey
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Can someone tell me how to fix this

molten kernel
# sonic ferry maybee off topic but how do I make a server for my game? Or how do u guys make a...

A bit old but I happened to see your message. I've only worked with LAN servers for industrial simulation in Unity. If you have a well designed game, it's fairly simple to convert the game to multiplayer, all you need to do is interface with your game model and update it with the data from the server, and periodically send data from the client to the server. Then the server needs to collate all the data from the clients and calculate each next state.

Most of the gotchas for networking are related to anti-cheat and latency, if you are running LAN you don't need to worry about that. Once you get to the stage of running on the internet, basically everything is the same but connections are worse and users might be hackers - a good guide at this point is how the Source engine does networking, it's super simple and will probably work for most games unless they need less latency (ie time warping).

stable sky
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How to delete a commit in Unity DevOps Version Control?

hasty zinc
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hi yall

analog crane
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Random question, will a netstandard lib using C# 14's field keyword work with Unity?

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I could look at a compiled assembly to make sure but it'll probably be faster to ask than to remember where i left the app i use to peek into assemblies

hasty zinc
# analog crane Random question, will a netstandard lib using C# 14's field keyword work with Un...

Yes, but only if you do these 3 things

Set your .csproj to target netstandard2.1
(Unity reads this, not the <LangVersion> line)
Add this line at the very top of your .csproj
<LangVersion>preview</LangVersion>
Use the field keyword exactly like this (works 100% in Unity right now):

C#public partial class Player : MonoBehaviour
{
public required field float speed = 5f; // ← works

public required field Vector3 spawnPoint;   // ← works

void Start() => transform.position = spawnPoint;

}

hasty zinc
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im looking devs for my unity game

jolly copper
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is it possible to make the lower arms do the same action as the upper arms?

violet thunder
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But it's probably possible with some IK packages too (like Animation Rigging)

jolly copper
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How do you do that?

violet thunder
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Which one?

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At its simplest, the code wouldbe doing this for each pair of bones cs targetBone.localRotation = sourceBone.localRotation;
in LateUpdate

jolly copper
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using animation rigging

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oh

violet thunder
jolly copper
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ah ok

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Thank you

charred fog
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!collab

vagrant rootBOT
# charred fog !collab

:loudspeaker: Collaborating and Job Posting

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

charred fog
#

@shy bay Again, this is not a place to promote

shy bay
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from u

charred fog
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If you have a Unity related question then ask it.

copper gust
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if you are paying people, they should be paid what they are worth, if you cannot afford that, you cannot pay people

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hence the bot saying look for non-commcercial participation

stable sky
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How can I delete these last two saves in unity devops?

open locust
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Hmm anyone have a idea what to do?

versed tulip
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Is it possible to use an outline on TMP text? I've asked AI and it can't manage it, videos online have said there's workarounds for it. Is there not just a simple way to add outlines to text in Unity?

copper gust
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lmao ai can't do it?

versed tulip
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I asked chatgpt and it gives me all these settings to apply but they dont do anything

violet thunder
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What did it tell you to do?

versed tulip
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Go to the TMP material inspector, make sure the outline thickness is not at 0, I changed it and nothing happened

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Then it told me to add an outline component to the object and that did nothing

copper gust
charred fog
violet thunder
charred fog
copper gust
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whats the text look like?

versed tulip
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I just pressed update atlas texture and now it's messed up the entire font. It has an outline on every letter apart from 'e' which has just been left

copper gust
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you'll have to read up on the best way to import fonts using the tmp tool

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unfortunately it's not always magic button instant work, fonts can be a little finnicky

opal rock
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Hey. I'm having a hard time getting to work and setting up lights in my scene. Is anyone willing to help?

deft rock
# opal rock Hey. I'm having a hard time getting to work and setting up lights in my scene. I...

You're very unlikely to get help asking like that, you're basically asking for a tutor with that question.

To actually get replies and help, ask specific questions about what you're stuck with. But if you're just starting and not actually stuck yet, I'd suggest just googling 'unity light tutorial' but add in the RP you're using URP/HDRP.

They'll also be info on the unity learn site 👇

#

!learn

vagrant rootBOT
deft rock
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When you get to the point of having a specific question to ask, lighting questions go in #1390346776804069396

opal rock
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alright, fair

ionic ermine
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does anyone know how to add a swim system to this model

lapis gate
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code

balmy palm
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So yeah, code.

ionic ermine
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aight bet

hoary reef
#

Where do we feedback for ECS?

deft rock
hoary reef
#

Exactly. Could you help me for finding the feedback channel?

deft rock
#

There is no channel on discord for feedback on anything, this is a community place, Unity employees are rarely here.

You'll need to use the Unity forums (Discussion) and post in the relevant section on there

arctic portal
#

why is the line horizontal when im using -vector3.up?

        else
        {
            Debug.DrawLine(rayPoint.position, rayPoint.position + (wheelRadius + maxLength) * -rayPoint.up, Color.green);
        }

raypoint is a gameobject and its rotation is 0,0,0

jolly copper
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there are some timelines that I cannot hit record in
is there a way to fix it?

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figured out the issue

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I had the play button on

strong fable
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is there some sort a variable assets that behave like a RenderTexture asset does as in I can plug them into everything, they can be changed from everywhere and they act as a global value?

gentle shale
#

Or is it normal that he constantly moves like that?

strong fable
gentle shale
strong fable
# gentle shale

drag = movement gets reduced over time. therefore 0 drag = constant movement

copper gust
strong fable
steep garden
#

I'm getting random spikes on basically empty project, I need some help... I've spent 2 days now trying to figure it out and I can't seem to fix it in any way. I have a movement setup and when I walk around the camera snaps suddenly due to the spikes. I had other outputs from the spikes as well, such as GC.FInalizer or garbageCollector.

I tried V sync, limiting frames, on/off Graphics Jobs, switching between DX11/DX12, tried different Unity versions (2022.3.62f3 & 6.3.1f1), updated my drives, and I've even fully rebooted my PC, and still this persists...

I can provide further footage, video, other spikes screenshots, please someone help 😭 🙏

copper gust
#

profile builds

pearl oyster
#

Editor loop is only in the editor, it won't affect the build. If you want to find out what in the editor causes it, turn on editor profiling and Deep Profile

steep garden
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the issue does happen in the build for me as well, I tested it

pearl oyster
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You still have to profile the build to get rid of the editor overhead

slow dirge
#

So you'll need to profile the build.

steep garden
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I'm on it, get back to it in a sec

slow dirge
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Unless you want to troubleshoot the editor performance.

steep garden
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Right so this is from the build

gusty abyss
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Every time I restart the editor my preferences reset how can I stop this and make them save

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It seems random on when they save and when they reset

ionic ermine
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The camera and the box pick up thing

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It's so sick

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Guys can you recommend me somewhere to learn scripting

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Like in c#

little beacon
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I have a question

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Does SQL really necessary for data in Unity

vagrant rootBOT
potent geyser
potent geyser
little beacon
#

Huh

potent geyser
#

Sorry, do I need to say "Nope" in a different way?

little beacon
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So i dont need to learn database and sql right

ionic ermine
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alr thanks guys

potent geyser
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No, you don't

slow dirge
little beacon
#

Well In which areas of IT is SQL commonly used

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I wanna be a fullstack game dev

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So what things i must learn

potent geyser
#

Learn Unity 🤔

little beacon
#

No bro

potent geyser
#

GameDev is not IT

little beacon
#

I talk about backend

potent geyser
#

No, you were talking about Unity

#

Now you're talking about backend.

little beacon
#

So where the data about player,items put in

potent geyser
#

If you want to do server side stuff, then yes, of course some knowledge in databases would be necessary.

#

In a single player game, there is no need for any of that. Of course.

little beacon
#

Yeah i know

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I want to do both

steep garden
#

Even better here

little beacon
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Single and multi for extra money

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Nah so i just learn sql a little bits

steep garden
#

here's what it looks like in game, camera snapped on its own, and then I have a cctv camera moving towards the player, but it's snapping at times, that's when the spikes happen

little beacon
#

I really wasted my time already

potent geyser
#

Okay then sure, if what you're actually asking if is it necessary to understand databases for backend features in a game, then obviously the answer is yes. 🤔

ionic ermine
#

guys sums wrong with my unity , in my unity in the my assets are theres nothing but in the browser i got a whole lot of things

steep garden
slow dirge
steep garden
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unfortunetly I'm not sure what I'm looking at

#

Every time it's sudden jumps, snapping my camera if I'm moving around, or that CCTV camera rather then rotating towards player smoothly it jumps in time from the way it looks

slow dirge
slow dirge
steep garden
#

I'm not running any debug logs

slow dirge
# steep garden

Something about additional lights shadow caster.
A pkugin/asset perhaps?

steep garden
#

no plugins

gentle shale
steep garden
#

I mean, it does show up a lot of times with the RenderCameraStack and pointing at shadows

jolly copper
#

how do I fix this?

deft rock
jolly copper
steep garden
# jolly copper what do I do?

If you check your animator you will see that the frames are yellow for the mis-match parts, you have different naming on the rig

#

using wrong/different avatar maybe

ionic ermine
#

anyone know how to use gridbox textures

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on the ground

steep garden
#

Idk im giving up

ionic ermine
#

i wanna use this o n the ground

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do u know how to do this

storm patio
#

you haven't really given us much info to work with

ionic ermine
#

cuz it comes as one big texture

storm patio
#

what's the issue

ionic ermine
#

i want to use that texture on the ground

steep garden
#

3d, 2d?

ionic ermine
#

no like

gusty abyss
#

🙂

storm patio
#

so, 3d

stiff quest
storm patio
#

what's the issue you're encountering

steep garden
#

ok 3d then, make a material, apply the texture to the albedo and drag material on ground

ionic ermine
#

its not working like that

storm patio
#

you're gonna have to be more specific

gusty abyss
#

he guys from which country you all belong ?

ionic ermine
#

what should be the shader

storm patio
gusty abyss
#

ohh

gentle shale
# ionic ermine do u know how to do this

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gusty abyss
#

guys i am new in unity fron india i wanna know that which yt channel is best for a begineer

storm patio
#

there's no best

#

!learn

vagrant rootBOT
storm patio
#

start there ☝️

dusky narwhal
# steep garden

Can you guarantee that all your cycles are working correctly?

jolly copper
gusty abyss
#

thanks bruhh

steep garden
#

First I'm encountering this problem, but it's not going away now somehow wih new project, and different unity versions

#

really confused

steep garden
# jolly copper Is there any way to fix the model in unity?

When it comes to animation and rig mis-match I'm not sure if there is a qucik easy fix. You just have to make sure that your animations are consistent with the use of the same avatar, especially if you're getting them from mixamo or other source.

#

because I can imagine that if you start renaming the rig parts, might get fixed for one animation but break for other

dusky narwhal
steep garden
#

GeForce GTX 1080 (8GB), Intel i7-6700K, 16GB RAM

dusky narwhal
steep garden
#

2 days

dusky narwhal
slow dirge
# steep garden

This definitely says logs. It must be some urp related logs if it's not yours. Can you check the console log of the build and make sure there is no huge number of spammed messages?

steep garden
slow dirge
#

Perhaps it's a warning or error related to rendering. If it's spammed in huge numbers, that would cause a spike.

slow dirge
steep garden
#

yeah

#

well I have these errors but that's jsut not implemented inputs form the input system

dusky narwhal
# steep garden yeah

Have you tried running it and checking the console at the same time? I'm not sure, but for some reason after exiting your console may be cleared.

pale coyote
gusty abyss
#

@pale coyote okiee bruh

storm patio
#

that's definitely not the best way tbh

#

trial and error can only get you so far, and you need a foundation to do it well to begin with

gusty abyss
#

Ahh the Chris you tell me ?

storm patio
#

you need some base knowledge to experiment with

pale coyote
storm patio
#

start with tutorials, and experiment with the info you get from them

gusty abyss
#

Ohh

dusky narwhal
pale coyote
#

your cpu is stronger than your gpu causing limitation from using the full power of gpu

dusky narwhal
steep garden
#

how do I prevent the cpu from doing such a good job then lmao

pale coyote
#

get a better gpu

#

you cant change the cpu cuz its intel

dusky narwhal
steep garden
#

so downgrading the cpu might fix it potentially? cause I could just put my old one into my pc for now

slow dirge
dusky narwhal
steep garden
#

I'm just showing the spikes that I get when the lag/snapping happens in the game

slow dirge
pale coyote
#

can you please tell me your mother board model and the age of your pc?

pale coyote
#

or any ai

#

or research it up

dusky narwhal
dusky narwhal
steep garden
#

this one for a change affects both

pale coyote
# steep garden I'm just showing the spikes that I get when the lag/snapping happens in the game

Short summary for game development:

Main bottleneck: CPU (i7-6700)
Too few cores and old architecture. Causes slow compile times, shader/light builds, and editor lag in Unity, Unreal, and Godot.

Secondary bottleneck: RAM (16 GB)
Usable, but tight. Large scenes and multitasking will stutter. 32 GB is strongly recommended.

GPU status: GTX 1080 is still OK
Fine for editor viewports and testing at 1080p/1440p. Weak only for ray tracing (no RTX).

Storage matters:
If you’re not on an SSD/NVMe, that’s a major slowdown for project loading and asset imports.

Best fix:
Upgrade the CPU + motherboard, move to 6–8 cores, and increase RAM to 32 GB. The GTX 1080 can be kept for now.

Bottom line:
For game development, your system is CPU-limited first, RAM-limited second, GPU last

#

chatgpt gave this summary

flat breach
#

hi, how could I make a lookat transform system with cinemachine camera, the virtual camera should rotate and look at a specified transform during a specified time and then rotate back to its original rotation?

pale coyote
dusky narwhal
storm patio
#

we do not need to prolong this exchange

slow dirge
flat breach
slow dirge
lapis gate
#

The most versatile that's for sure

steep garden
storm patio
#

more of a stutter?

steep garden
#

Yeah its stuttering

#

Snaps

pale coyote
#

if you dont need any hardware changes then enable vsync, reduce fog, realtime lights, reflection probes, and just try to reduce unnecessary stuff

storm patio
#

aren't these intermittent

dusky narwhal
#

enable vsync
What?

storm patio
#

those broad optimizations would apply if this was a consistent lag, no?

flat breach
slow dirge
pale coyote
#

i meant disable it in the editor mb mb

slow dirge
dusky narwhal
steep garden
#

Would either of u @dusky narwhal @slow dirge be willing to vc to go over it?

storm patio
#

it's not a very effective means to give info in comparison

storm patio
#

there are no vc's here

steep garden
#

Add friend > vc

storm patio
#

that's even worse

#

voice is ephemeral
private is inaccessible

copper gust
#

There’s no vc’s here intentionally

lapis gate
#

My vc going rate is around $90 an hour

storm patio
#

these community spaces exist for a reason, and there's also a reason they're text-based

slow dirge
dusky forum
slow dirge
#

I'd also suggest to start a thread to keep the conversation organized

steep garden
#

Right I've got to cook some food, will follow it up after

drowsy salmon
#

it was this. we were setting fixed timescale to 0 sometimes. which is very bad. i fixed it! thank you!

steep garden
#

Thank you for trying to help tho

strong fable
#

does OnValidate need [ExecuteAlways] ?

storm patio
#

no

flat breach
storm patio
#

why what happens, exactly?

flat breach
#

look at the panel(canvas) and the text

storm patio
#

they both seem to disappear at the same time

flat breach
#

yes

#

but the canvas is still behind

#

I was wrong about the panel u right but the canvas

#

that's my first time seeing this

storm patio
#

is the panel just the black background

gusty abyss
flat breach
#

and that makes the text look a lot smaller on the screen gamescene

flat breach
gusty abyss
storm patio
brisk pewter
#

Hey; is anyone facing the issue of not being able to see the camera border in Unity 6 2d

flat breach
flat breach
storm patio
flat breach
#

ohhhhhh, welll seee I'm sorry

#

I thought this was the canvas lol

#

it's my first time seeing such a big frustum, that's weird

#

do you know how to hide it?

gusty abyss
junior path
#

https://www.youtube.com/watch?v=f56VlWoe3R4
I like how they don't mention gacha montization here lol

Discover how top mobile game studios have successfully implemented player-first monetization, blending in-app purchases (IAPs) and in-game ads to create thriving free-to-play experiences. In this session, Franco Spina and Zoé Meini (from the Game Design & Revenue team at Unity) share insights on designing engaging, player-centric hybrid monetiz...

▶ Play video
worldly cave
#

Player-first monetization

wonder why they dont mention the gambling machine™

ionic ermine
#

i want it to look like its one tile repeating

#

to acheive the other look

#

if i set it to standard it becomes pink

gentle shale
ionic ermine
#

oh

#

thanks

fierce shuttle
#

how could I invite someone to my game on steam while their game is off?

#

like how would I manage that when the game first opens?

#

is there a way to check that you opened the game via an invite and manage that

ionic ermine
#

yo anyone got free footstep sound

#

like for basic concrete or smth

#

i cant find a good one

stuck flower
half saffron
#

Hey guys. I'm kinda sick of

var pos = transform.position;
pos.x = 5;
transform.position = pos;

I'm currently working on a lib to add a syntax that goes:
transform.Easy().positionSet(Axis.X, 5);

how do you feel about that. Would you think that makes it only worse or is that something you would like to see?

storm patio
#

the Easy() step seems unnecessary

violet thunder
#

You could make an extension method

storm patio
#

i mean like, you've already made an extension method lmao

violet thunder
#

So you can "directly" call it on the transform

storm patio
#

ive considered something like that before, but imo, making it generalized makes it kinda clunky.
more often, you have a specific intent based on the context/design of your game
it's not hard to make your own extension, and making it customized like that means you can make it work nice for your specific usecase

violet thunder
storm patio
#

i don't think it makes it worse, i think it's an OK solution, but i think there are better, more specific solutions for each specific usecase

half saffron
#

The problem is that I also add functions like

positionAdd
positionSub
positionMul
positionDiv
positionDivSafe
positionDo

The same for local position, scale, local scale, rotation, local rotation
Adding it directly to transform bloats up the autocomplete like hell and prevents you from finding other usefull stuff

violet thunder
#

Thats a decent justification for having the Easy part IMO

half saffron
balmy kettle
#

but why
-# also fun fact, but this work you're doing will be obsolete once we get CoreCLR support because we'll finally be able to use with expressions

ionic ermine
stuck flower
ionic ermine
#

alr

#

sounds like good idea

storm patio
sly lake
storm patio
#

or even this

    public static Vector2 WithX(this Vector2 vec, float x) {
        vec.x = x;
        return vec;
    }
```i didn't implement an enum to choose x vs y, because in my usecase, i only need to modify the x axis
#

don't forget - more flexibility comes with more complexity

ionic ermine
worldly cave
#

well one is a pack of sounds

#

while what you linked is some kind of solutionfor playing the sounds themselves

#

you are still better off getting the actual sfx pack and not this

violet thunder
#

Lol I have 329 usages for this one in my codebase

public static Vector3 AddY(this Vector3 vec3, float add) => new Vector3(vec3.x, vec3.y + add, vec3.z);```
#

Mostly for offsetting stuff for debug drawing

mild radish
#

"lightweight" 😏

storm patio
#

why is add a keyword.

ah, event +=/-= bodies, akin to get/set

half saffron
storm patio
balmy kettle
#
public static class Vec3Extensions
{
  public static Vector3 With(this Vector3 v, float? X = null, float? Y = null, float? Z = null)
  {
    if(X.HasValue) v.x = X.Value;
    if(Y.HasValue) v.y = Y.Value;
    if(Z.HasValue) v.z = Z.Value;
    return v;
  }
}

something like this should work nicely. then you can do transform.position = transform.position.With(Z: 1); and the like to kind of mimic a proper with expression
-# (I will also note that this was not written with a compiler so if there are errors i blame my memory for what should actually work or not)

storm patio
#

all those functions is, tbh, excess

violet thunder
#

Excess?

storm patio
#

position/scale/eulerangles
multiplied by global/local
multiplied by, what, set/add/sub/mul/div/mod/pow/exp/log/min/max/clamp?
that's 72 functions to maintain

and you need some kind of overloading to support planar changes, so maybe 144

half saffron
storm patio
#

performance doesn't really matter on this scale

violet thunder
#

On what scale

sonic ferry
storm patio
hot tundra
#

Can someone please tell me if I can stop the Universe of the game I made. For example if I press R, I want for the time to stop, everything to freeze and then when I press C, I want everything to continue again, like it didn t even stop in the first place. Is here in Unity some Time Freeze Mechanic?

storm patio
#

you can always make one yourself

#

there's timescale that you can leverage to aid in creating it - it affects deltaTime, so if stuff relies on that, the change over time will be scaled

violet thunder
#

I want unity devs to be ambitious :p

#

Most of the code i wrote recently runs in hot loops so maybe im a bit out of touch

balmy kettle
# half saffron This looks bad for a general purpose lib regarding performance.

the only way that could have any meaningful impact on performance would be if you were doing it multiple thousands of times per frame, but at that point you would also likely have other bigger impacts on performance. and like Chris pointed out, if performance were that important you wouldn't be using these utilities anyway.
also this is going to be pointless in the next couple years anyway when we finally get to use with expressions and won't need these utility methods

storm patio
#

yeah, optimizing a utility method that just does some conditional assignment is definitely microoptimization territory

#

-# though, heh, sorting algorithms are just a bunch of conditional assignments...

half saffron
#

Okay, thanks for your input about that.

storm patio
torn ravine
#

I've recently been using Unity Learn. Should I keep on those? Or are there any other guides/tutorials/courses that anyone here would recommend over those?

lapis gate
#

and if you were doing it multiple thousands of times per frames, even then you'd have less of an issue with this than what is happening with the objects that are being applied to

storm patio
#

take advantage of all the resources you have as needed

#

if the specific learn tutorials aren't covering the topics you're interested in, try other resources, that kind of thing

worldly cave
#

you can only get so far through tutorials alone

#

if you have a basic understanding of unity and c# i say start working on something... anything really!

lapis gate
#

I'd find a tutorial that is similar to what you want to make and just follow that at a point

midnight stump
#

I have this list: public List<DialoguePack> _IntroDialogue;

public class DialoguePack
{
    public string _Line;
    public string _Name;
    public Sprite _Sprite;
}```

When I add more than 10 elements to the list in the Inspector, I get a bug where the data changes unexpectedly.
lapis gate
#

full script

midnight stump
storm patio
#

!code

vagrant rootBOT
midnight stump
#

I got the exact same problem with public LevelObjects[] LevelObjects; public List<LevelObjects> LevelObjectsList;

lapis gate
#

So it's a serialized class inside of a serialized class?

storm patio
#

what version of unity are you on

midnight stump
midnight stump
storm patio
#

the patch version is also significant in that question

midnight stump
storm patio
#

but whatever, it's >=6.2 <6.2.8 i think it was that had the list serialization issues

midnight stump
#

Is there a way to fix that ?

#

Or an alternative way to do that

balmy kettle
#

try updating to the latest patch

midnight stump
#

I try array and list but I got the same result

lapis gate
#

can't really make out the problem completely with the gif, but usually if you do have multiple serialized classes nested, serialization does tend to become displayed wrong in the editor. But doesn't look to be that issue

midnight stump
#

Is not a multiple serialized classes nested, it's only a List<MyClass>

lapis gate
#

Sounds like a bug in that case or some some validation script / editor is changing the values elsewhere then

slow dirge
#

Really looks like validation.

#

Share the code properly.

#

The whole script

midnight stump
#

ok

balmy palm
#

Guys. my entire project suddenly became empty?

#

after getting an error

balmy kettle
#

you don't have a scene opened

midnight stump
balmy palm
#

I do.

balmy kettle
#

that's literally an unsaved empty scene, i.e. your scene that you were working in is not open

violet thunder
#

Did you name your scene "Untitled*"?

balmy palm
#

i don't recall. every object is just gone tho..

balmy kettle
#

because your scene is not open

balmy kettle
#

by locating it in your Assets folder and double click it like you were opening any file

stuck flower
midnight stump
#

What Validation mean ?

balmy kettle
vagrant rootBOT
balmy palm
balmy kettle
#

to when i need to use it
you mean like . . . now?

balmy palm
#

Yeah which i now know

storm patio
balmy palm
#

that i just had to open the assets folder

storm patio
#

yes, this is a very basic thing that you shouldve learnt in your first 10 minutes of using unity

balmy kettle
storm patio
#

there are reasons why those courses exist, and why they're called "essentials"

#

for example - do you know how to use flythrough mode?

balmy palm
#

What's an, flythrough mode?

storm patio
#

yeah...

#

go learn essentials

#

there's a reason they're called essentials

balmy palm
#

Well, this is how i think about it. I feel like focusing on a programming languages library is more beneficial in the long run.

storm patio
#

ok, im going to be blunt

#

you are wrong

#

fundamentals are called that for a reason

#

you have been disproven quite clearly here, tbh. you were unable to execute maybe the simplest task in unity project management

balmy palm
#

Yes, but what if i move on from unity in the future? i would have more knowledge.

and i think i know a well admittedly okay amount of the basic stuff, still iffy about build profiles and such. and basically other stuff too probably that i dont even know about

storm patio
#

knowing how to drive a car is useless if you can't even turn the key

midnight stump
#

Sorry to ask again , but , waht Validation mean in my bug list context ?

balmy palm
#

But those i feel like are things you learn along the road.

storm patio
storm patio
balmy kettle
worldly cave
#

so knowing how unity works properly and in depth is not going to harm your understanding of other engines in the future

balmy kettle
#

learning how to use the editor is an essential part of your journey when trying to make games . . . in the editor.

balmy palm
#

Well i guess i'm starting to see your point. You guys are moreso imagining more about the workflow which is essential to programming, and if the workflow is disruptive and you don't know common things

#

it could be bumpy?

#

is that it?

worldly cave
#

yes

#

if you want to learn programming through unity you also need to learn how to do some basics with unity

gusty abyss
#

first reply decides what type of genre ill make a poor attempt at making

balmy palm
#

well- i just took it for granted i guess.

worldly cave
#

also learning unity as an editor now will actually make it easier for you to learn and adapt to other engines in the future.

balmy palm
#

but i see the point know, that i had time to think about it.

storm patio
# balmy palm Yes, but what if i move on from unity in the future? i would have more knowledge...

stuff used in unity is not specific to unity.
the 2d and 3d tools and controls in the scene view are pretty much universal.
the game view, a preview, is a core concept to creating anything visual.
the project view is based on files and folders.
the console view is.. a console, used ubiquitously in software
the hierarchy is a general concept used a ton, like in every single website for example
the inspector is a data file with nice UI. most if not all software creations involve config/data
the package manager is a common concept in software, each language or environment will have its own version of managing dependencies

and all of it is a typical UI.

if you take the time to learn all this stuff, and then you don't use unity, none of that knowledge or experience is wasted.
even just being proficient at navigating a UI, understanding where stuff is

worldly cave
#

it also takes a lot less effort to actually get a basic understanding of the unity editor than you think

#

you can do it in an afternoon and through work you will get very comfy with it

balmy palm
#

saves alot of time tho

storm patio
#

huh? i'm not talking about making UI in unity

#

im referring to navigating the unity editor's ui

balmy palm
#

ooo. Well, i'd imagine i'm pretty comfortable with everything that's supposedly essential?

storm patio
#

you just had issues opening a file

#

confidence is good, but there's a very fine line between that and overconfidence

#

you're definitely treading in overconfidence right now

balmy palm
#

Yes. because my project suddenly decided to blankslate me which had never happened

storm patio
#

it did, once

#

when you created it

balmy palm
storm patio
#

...the evidence provided really inclines me to not trust you on that

balmy palm
#

well, it's always easier to believe yourself rather then others.

storm patio
#

whatever makes you sleep at night, pal.

balmy palm
#

if your gut is telling you no. then sure.

storm patio
#

nope, this is years of experience of helping beginners

#

and also quite a few instances of helping you specifically

balmy palm
#

Well, when people typically have issues and can't solve it. there's a higher chance that it's something dumb they simply overlooked or a configuration error.

storm patio
#

you have decent experience and skill, but the skill ceiling is massive

balmy palm
#

Which i recall admittedly having but if those are considered skills i guess they could be considered a mental fortitude

#

then i cant argue

storm patio
#

they are debugging skills, yes

balmy palm
#

i didn't mean to make it come off as like a "i'm better'' but i did.

storm patio
#

oh, don't worry about that. it's... kinda a natural human response afaict, im used to it lol. ive been there before myself

#

i didn't see it as "i'm better" - rather as "i'm good", which, you are, but it's hard to see the journey ahead when you're still embarking.

storm patio
balmy palm
#

No. Like i might've tensed abit. Kinda embarrassing i know. But yeah. i don't wanna give off that vibe y'know but i did

balmy palm
#

But thank you twice for the compliment. I didn't expect that from a programming server, usually people are harsh and honest which filters unmotivated people for those that actually wanna learn

gusty abyss
#

does checkers but with drugs as a mechanic sound like a fun project for a beginner

storm patio
#

i mean, that is entirely up to the person making it

#

if it sounds fun to you then it'll probably at least somewhat fun to you

worldly cave
#

everytime someone asks "is X fun" or "can Y idea be fun to play" the answer is pretty much always prototype it

gusty abyss
#

long enough into a game its probably gonna start looking like that one gd level lol

clever quest
#

Is it true unity’s unit circle is off by 90 degrees

gusty abyss
#

imma start working on it after i finish my homework

storm patio
#

"unit circle" is just a mathematical concept

sly lake
#

Unity uses a left-handed, Y-up coordinate system

#

That covers all the specifics in that area.

#

And normals are also in Y+

jolly copper
#

What site would you guys recomend for getting free sound effets?

worldly cave
#

im a Z up purist

sly lake
#

Z up makes no sense

worldly cave
#

it makes so much sense

violet thunder
worldly cave
#

imagine youre looking at the cartesian coordinate system from the top downwards

sly lake
#

So you’re going to use an XZ Vector2 for screen space? 😅

worldly cave
#

well it changes for 2d

#

obviously

storm patio
violet thunder
worldly cave
#

its all about consistency and the most consistent solution would be to refactor everything using y up into z up 😈

storm patio
#

but yeah i agree with Y up, totally not for nostalgia reasons with minecraft in the cartesian plane, Y is clearly up, adding Z as depth instead of up makes more sense imo

worldly cave
#

the cartesian plane argument

#

depends on your perspective litterally

storm patio
#

why would you make me read that pun with my own 2 eyes

sly lake
worldly cave
#

if you imagine it as a wall with Y as up and your distance from the wall as Z sure

but if you imagine it as a floor and yourself looking down, then Z up is the height and your distance from the floor

sly lake
#

Unity is always Y up, in every coordinate space

storm patio
lapis gate
#

y up, z forward objectively best coordinate system

worldly cave
#

youre imagining them in a 3d space

violet thunder
#

If you made a 2D game on the XZ plane then you'd always have to be using Vector3's with an extra Y value dangling in between X and Z

worldly cave
#

i think im just used to Z being up in blender

storm patio
worldly cave
#

but there is 1 important argument

#

you guys are not really getting here

gusty abyss
#

what effects should i make the drugs have

worldly cave
#

have you considered that Z is simply a cooler of the 2 letters

storm patio
#

i have a better argument: minecraft

worldly cave
#

actually the correct solution is to replace it with I, J and K

#

the most chaotic neutral solution

worldly cave
worldly cave
lapis gate
#

like why make your game engines different thanwhat the majority of graphical APIs use

#

with that being said, there's still a argument of depth being negative or positive with some

worldly cave
#

not a graphical api but blender uses the z up standard and honestly now that i think of it i cant think of any other engine that does

#

pretty sure directx, vulkan and opengl all use Y as up

sly lake
#

Yeah, Unity matches DirectX

#

Y up, left handed

#

Though DX8 used Y- normal maps

storm patio
worldly cave
#

yeah so they decided on the Up standard but cant decide on the z and x axis?

#

so directx is left handed while opengl is right handed

lapis gate
#

unreal a little special

sly lake
#

Unreal is switching to Y up

storm patio
#

aw, beat me to it

lapis gate
#

yeah I've heard

worldly cave
#

also i seriously cant remember but im pretty sure source 2 uses Y up?

#

or at least s&box does

sly lake
#

Source also uses the Imperial system 😂

worldly cave
#

source uses hammer units

#

gross

lapis gate
worldly cave
#

dont worry guys 1 hammer unit is like one-onetwelth of half an inch

worldly cave
#

but unreals use would have been an inspiration more than anything

#

for source it makes a lot more sense since gldsource is just a fork of the quake engine

clever quest
#

Unreal really just tryna be different

sly lake
inland wharf
#

I don´t know if this is the place to ask for this but is there anyone who can help me with a proyect? I´m having trouble with the character input and the colliders interacting properly

vagrant rootBOT
# storm patio !aks
<:error:1413114584763596884> Command not found

There's no command called aks.

storm patio
#

whoops

#

!ask

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

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

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

storm patio
#

we can't help without some info about what you need help with

#

though, if you're looking for someone to work on your project directly, this isn't the place for that. we're here to help you fix your own project

azure pond
# lapis gate

haha what kind of manianc points up with their index finger

#

make a gun hand. that's the coordinate system

#

thumb is y, index is positive z, the side that the folded fingers are on is positive x

vivid cedar
azure pond
#

curled or pointed

#

your choice

#

it also makes it so much more clear how things are flipped / mirrored, and not rotated

inland wharf
storm patio
#

im referring to 2 things in that message

#

are you trying to get assistance or project partners?

inland wharf
#

Assistance

#

I didn't mean for it to sound like "I´m dumping you my project to fix it"

storm patio
#

ah no it didn't really sound like that, it was just ambiguous

storm patio
inland wharf
#

I explain more in detail here or is there a more appropriate channel?

storm patio
#

pick a channel that matches the topic of the issue, or if you can't find one or you're unsure, you can just post it (and you'll be redirected if there's a more appropriate place)

lyric osprey
#

Can anyone help me with an issue in my game. When I downlaod the APK on my VR it says package appears to be invalid. I haven't changed my company or project name since last APK make and haven't added anything to the game that shoukd affect it. It was working perfectly fine before

inland wharf
#

I´ll explain here then. It´s a project for schoolwork so some scripts were given to me.

-Player can´t jump and when falling doesn´t collide with the floor. It gets stuck on the falling animation.

I think the jumping is related to the layers/colliders but haven´t found a way to fix it.

-Enemy doesn´t move.

The enemy script has an editable line in the Unity Editor that is meant to indicate the area in which the enemy has to move but it´s stuck in it´s starting point.

Those are the most glaring I´ve found for now.

storm patio
#

let's go one at a time.
for that first one, sounds like you aren't detecting the ground appropriately. how are you doing the ground check?

gloomy canyon
#

Hi

vivid cedar
storm patio
#

!collab

vagrant rootBOT
# storm patio !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**

gloomy canyon
#

Oh ok ty

azure pond
#

if i were you and you are seeing a lot of issues with scripts it can be faster to implement them yourself, at the beginning learning level, and then trying to fix the bugs you observe

#

rather than trying to fix existing code written by another learner

inland wharf
inland wharf
azure pond
#

i mean to diagnose and fix a bug in someone else's code?

storm patio
azure pond
#

or you can change these scripts if needed?

#

i would change the scripts

inland wharf
#

I can show screenshots if needed.

azure pond
#

you're not going to be given bonus points for fixing that code

#

write new stuff

#

if the goal is learning and your end product will benefit from control here. otherwise use a package

storm patio
#

you also haven't said how the ground check is implemented, btw.

azure pond
#

🙏

#

focus on what i am saying

inland wharf
#

I guess it could work. The idea is to just make it work, not making a carbon copy. But it gets me a bit nervous redoing things at this point.

#

I´m trying to focus on fixing and correcting what I got instead of redoing

azure pond
#

one thing you will learn is, fixing bugs in stuff that is basically a bunch of traditions is as hard as writing it yourself from scratch

storm patio
#

there's a ton of ways to do a grounded check, so we can't say what you did wrong without knowing what you have so far

inland wharf
#

I would prefer to stick to corrections to make the project work. It seems that all I need to fix is making sure the character controller work properly and for the enemy to patrol and attack.

storm patio
#

oh, are you using a CharacterController?

storm patio
#

if they're relevant to how you're doing the grounded check, sure

#

share code as below 👇

#

!code

vagrant rootBOT
inland wharf
inland wharf
azure pond
#

you're delaying the inevitable

storm patio
azure pond
#

i know you'd prefer to stick to it, but you better start believing in rewriting code, because you're going to be doing a lot of it haha

inland wharf
storm patio
#

presumably, you'd be checking to see if you're on the ground before you jump, right?

inland wharf
storm patio
#

you can share multiple files in the same bin

#

that's missing a lot of context from the parent class

#

seems like you're jumping on line 43 there, but you have not shown Saltar

inland wharf
#

OK, I´m sharing the others one sec

azure pond
inland wharf
#
#

those are my scripts

storm patio
#

you only needed to share one of the links lol

#

anyways yeah in VIVO your Saltar method checks tocandoPiso on line 99

#

you can search for that throughout your project to see where it's being set

#

it's private, so it'd be set in VIVO, and it's not updated anywhere

#

so your character thinks it's never on the ground

#

so it's not really that it's broken, it's just that you just haven't made that

inland wharf
#

So I have to declare when the character is touching the floor in VIVO itself?

storm patio
#

technically not "declare", but yeah

#

"declare" is a specific term, it's when you say something exists, like bool tocandoPiso; is a field declaration

inland wharf
#

But I do have to make it so that the player detects when it´s touching the floor so that it can jump.

storm patio
#

you've already made the "jump if grounded" part, now you just have to figure out if you're touching the ground

azure pond
#

🥺

storm patio
#

there's quite a few ways to do so

#

you could use raycasts or collision messages for example

#

try researching grounded checks

inland wharf
#

Im guessing I have to do the groundcheck on the OnTriggerEnter2D at VIVO? Thats what I´m seeing from the results.

storm patio
#

if your colliders are set up for that, sure

inland wharf
#

Also, the way that i was told to do the GroundCheck and other tutorials say that it´s with an Empty object (I already have it) and scripting

gusty abyss
#

guys should I make a game

tall hearth
gusty abyss
#

alr

tall hearth
#

This is a help server to support people in using unity not to support those that cant make their own decisions

azure pond
#

there's also an Invoke(methodName: "Revivir", time: 2)

#

i think you are actually un-learning by using this code, not merely doing things a slow and inefficient way

#

@inland wharf another point of view is, do you know why math tests have time limits? there are a million slow ways to solve a math problem, the point is that you understand things better if you're forced to do them efficiently. it does matter for learning to do things the right way

gusty abyss
fierce shuttle
#

is there a way to try out invites while working with steam? like inviting yourself somehow lol

#

just to test the callback

fleet canopy
#

you'd probably have to check the steamworks documentation

exotic relic
#

Unfortunately there is no way to send one to yourself

fierce shuttle
exotic relic
#

basically just forward the steamID, roomID, and a int to know theyve gotten one

polar basalt
exotic relic
fierce shuttle
#

oh so ur doin it raw lmao

exotic relic
# fierce shuttle oh so ur doin it raw lmao

I personally find it cleaner that way, the code is really not that hard. the steam api already has all of the functions you need, all you are doing is telling another player some info

#

youve sent someone your roomid, and when they click it they join that roomid, using callback functions

sonic ferry
#

can i use bluehost for unity or is it strictly a domain/website hosting server thing? Not too familiar with bluehost or servers but from the menus and its website, looks to be mainly domain

#

btw not talking about multiplayer, just strictly file reading/writing like jsons and pngs

exotic relic
#

youll place your files in a folder on the webhost and using the domain you can link to it

sonic ferry
#

so have the website store these, and read them from there, while I guess keeping the site/page private/invisible ?

#

i see, smart

#

thx

exotic relic
sonic ferry
#

meta requires it alrdy, where I ended up looking into wordpress and bluehost yeaa :/

exotic relic
#

That is if you are unable to find any that have that example in unity already

sonic ferry
#

idk about php, but it sounds like php is the piece I didnt know I was missing, thx!

#

and yeaa, couldnt find any examples, which is why I came here

exotic relic
#

Makes sense. And that is because it is reaching outside of Unity. Take a look again im sure youll find something

#

Typically these web hosts come with a free MySQL database, you may want to make use of that. depending on what you are storing

hollow gyro
#

Anyone have any experience talking to opencv without the store plugin?

fierce shuttle
exotic relic
fierce shuttle
#

i see

#

maybe i have to push a build to test the changes

azure pond
azure pond
#

use s3

sonic ferry
#

I ended up looking into the bluehost thing and there were databases there! Since we got a website going alrdy, we'll probably be using that moving forward, looks snazzy. Thanks tho

#

Im sure ill be able to find better resources hooking up unity w/ a mysql database somewhere

#

than storing those on a website itself and retrieving it like that method

hollow gyro
#

@azure pond I meant the ocv plugin in the unity store, I want to at leas try to use my own cpp code fore paying the money.

azure pond
hollow gyro
#

@azure pond an ar project?

azure pond
azure pond
hollow gyro
#

@azure pond I think you're talking to the wrong dude. Qaric is using bluehost.

sonic ferry
#

no, its cuz we need a website due to meta requirements, and realized that it also has databases for us to use.

azure pond
hollow gyro
#

@azure pond object and human body tracking

azure pond
azure pond
sonic ferry
#

who tf r u

azure pond
#

like why? why opencv

sonic ferry
#

wt u mean

azure pond
#

i know a lot about AR.

#

just focus on answering my question

sonic ferry
#

im making a VR game

#

noob

azure pond
#

like what are you trying to do that AR Foundation doesn't provide?

hollow gyro
#

@azure pond I'm trying to make ar rock climbing wall. I want to track climbers and holds.

sonic ferry
#

honestly, looks like 6.3 has some building blocks for easy interactability like that, I think they have a wall climbing template alrdy

#

I think Valem Just posted a tutorial about it

azure pond
azure pond
#

or whatever

#

i mean it doesn't have to be a game

#

so far you haven't said anything that you can't do already with AR Foundation, which will work 100x better

hollow gyro
azure pond
#

so it's a stationary camera?

#

or it's a phone

hollow gyro
#

If AR foundation is better, I will gladly use it. I just have a lot more experience with python ocv

#

Stationary cam

azure pond
#

the wall is going to be fixed yes? you don't need a CV solution for the holds then

#

they will be in the same place "every time"

hollow gyro
#

Yes, but also no. They get switched up about once a month.

azure pond
#

that's fine

#

you should definitely, 100%, utterly unequivocally use AR Foundation

hollow gyro
#

Yeah, I'm not buying an iphone for the project

azure pond
hollow gyro
#

Or an android, probably

azure pond
#

is it okay if it doesn't work

hollow gyro
#

It has to work eventually

azure pond
#

then you better start believing in buying an iphone

#

or. if you really want to do this with opencv. do not use unity at all

#

it provides no benefits to you

#

you will be much, much better served making the experience inside the browser

#

#1 you will be able to vibe code it. #2 the opencv.js experience is robust.

hollow gyro
#

A browser app is an interesting idea. However I want powerful 3d graphics, therefore unity.

#

And re iphone, this has been done, without advanced 3d graphics, with a pc webcam and ocv several times.

azure pond
hollow gyro
#

I'm sorry?

copper gust
hollow gyro
#

@copper gust I also have this question, but I don't prioritize it

azure pond
#

something has been "done" but that doesn't mean it is good or works well

hollow gyro
#

@azure pond And yet, you didn't know that it has been done repeatedly the way you didn't want to do it. shrugemoji

azure pond
#

the nice thing about AR Foundation is that if you test it yourself in your own environment, you have greater confidence things will work when you put it in the installation

stuck flower
hollow gyro
#

@stuck flower This is also my instinct. But I like to give people a chance.

azure pond
#

if you try to do this yourself using opencv, you are pretty much guaranteed to need to build the installation and do all of your testing (and therefore programming) literally on site

#

unless it isn't important that it works / or is ready on time

#

that is true for a lot of people!

#

a lot of installations are delayed

hollow gyro
#

@azure pond No offense, how many projects have you completed?

copper gust
#

your kinda oddly not responding to people

stuck flower
#

Also, the most common XR platform available is Android. The Quest runs on Android.

hollow gyro
#

@azure pond and, there is no fixed timeframe rn

stuck flower
#

The new Valve headset will be linux at least if not also Android

hollow gyro
#

Yeah. Unless you give a specific number this is literally #trustmebro. Thanks for your "help"

azure pond
#

you can ignore my valuable advice. by all means, get bogged down trying to save $75 or whatever on an asset store asset, or $500 for a phone.

#

🥺

#

you have to look at what AR Foundation offers

copper gust
#

why are you being so weird about this 😭

azure pond
#

i'm recommending using it with the iphone (i.e. AR Kit) because it is very reliable

#

the human pose tracking is much better than anything you'll get out of opencv

hollow gyro
#

@azure pond To quote Jimmy Darmody, I wasn't going to but you sorta talked me into it.

azure pond
#

haha okay okay

#

i wouldn't recommend an android device because they don't have lidar, they don't have sensor fusion solutions

hollow gyro
#

@azure pond Bro you are literally trying to solve a software problem with hardware. Your response of "a lot" makes perfect sense now.

#

Have a good day.

azure pond
#

i wouldn't recommend opencv because it will be a pain in the ass to deal with compiling the contrib / nonfree modules. so even if you are okay with violating the license of the stuff that actually works in it, you will just be fucking around with nonsense to use it

hollow gyro
#

@azure pond What's that? You think software engineers shouldn't software engineer?

azure pond
#

a lot of commercial projects suddenly make way more sense for their budgets now

#

considering how good gemini is nowadays at making SPAs

#

i mean, they have become deliverable for their budgets and timelines. i don't know if they make sense - most IT projects and games make no sense haha

#

specifically regarding human body pose estimation, i just think people don't realize how bad / flickery / insuitable for games most solutions are

hollow gyro
#

Cool story bro

azure pond
#

especially optical, in an optically challenging environment like projecting over people

#

but what do i know.

hollow gyro
#

Aight, I'm out. I literally have cleaning to do.

#

PS - literally multiple fucking commercial solutions, which clearyly you have never contributed to.

azure pond
#

i mean most AR experiences are bad

#

i cannot wrap my mind around, let's use someone else's code, that is a painful to use dependency, rather than this other, much higher quality piece of code

potent geyser
#

This isn't a Unity conversation at this point. Make a thread.

stuck flower
hollow gyro
#

Sorry. Good night all.

hollow gyro
#

@stuck flower perfect no notes

azure pond
#

I can't believe ARDK 3 removed remote mode

azure pond
wary notch
#

Does Unity Learn have a separate support? I don't know where to write about the broken webinar link.

ocean pumice
potent topaz
#

It seems some asset store plugins just go into your code folders - often into some dumb folder like <nickname>/PluginName! with no control of location, while others get installed to packages like a pro add on. Is this dependant on developer or when released?

ocean pumice
lucid moat
#

Hello can anyone help me with this issue regarding bones and reparenting in unity/blender I have no idea what i am doing or if what i am doing is right or wrong

#

I am very new to blender and unity so I dont have any idea of what to do now ive already tried googling the problem but it didnt bring up any promising solutions

lucid moat
#

ah alright thank you

potent topaz
mystic vessel
#

Hi I want to apply for junior developer in unity can anyone guide me through what things are required and how do I schedule a online interview

ocean pumice
pale coyote
#

Guys I want to take images of my game however just taking the screenshot makes the quality so much worse. Is there a way in which I can capture an image from the game without losing any quality? Like rendering in blender.

ocean pumice
pale coyote
#

I'm taking screenshot from game view with prt sc and sent it to my phone it looked pixelated

ocean pumice
pale coyote
#

No

#

Idk what but it looks different in game

#

Better

ocean pumice
ocean pumice
pale coyote
#

So should I use Google drive or something?

vivid river
#

Use Discord, just send it to yourself, if you have it on phone too

ocean pumice
#

anything else than a social media / communication app. vast majority are reducing quality to keep the storage demand low

pale coyote
#

Oh k

vivid river
#

quick solution, use a USB

ocean pumice
#

If you check your cars trunk and the grass next ot it, you can see the compression happening

gray dirge
#

Anything that doesn't do lossy compression. There are a lot of tools to share files in local networks too

pale coyote
#

Alr

#

Once I get home ill try

#

Also another quick question. For realistic and complex scenes such as the one I sent. Which game engine is better for optimization. Unreal or unity?

ocean pumice
# pale coyote Also another quick question. For realistic and complex scenes such as the one I ...

If you want AAA graphics, Unreal makes it "easier" to achieve them out of the box. Optimization is partially up to you how you use the systems the engines provide. But you can have high quality visuals in both engines. If you dont know unreal yet, you gonna have to get a fair amount of time before even getting to the state you might be in unity right now. C++ instead of C#, different ways of managing stuff and just a steep learning curve from start on.

sly lake
#

Also terrain is just not good

#

Game relying heavily on terrain will favor Unreal

thorn spruce
#

hi,
Can anyone help me in Unity? When I import a 2D png, the image quality is not good. it looks all blurry. How can i fix this appear blurry, pixelated, or low-quality after import?
is there any asset I can buy from the Unity store or change anything from the settings

thanks

polar basalt
slow dirge
mystic vessel
ocean pumice
ocean pumice