#💻┃unity-talk
1 messages · Page 43 of 1
lmao
❌ reacts are not Hello
Hello!
ONLY Hello
also, does FixedUpdate run around once per frame at all other times?
(at 60 FPS, you should see one of them in 5 of every 6 frames)
Ye can anyone help me with this issue, really thanks you for this because im new to Unity
ah, nevermind, asked and answered
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
Ah, not the case here.
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 ?
you would need a dedicated server client for your game that would basically stay open 24/7 on your laptop
did this completely by accident someone help what do I do I don't want my game to have 67 tris
do you want it to have 62, or 78? i could probably do 150, if the price is right
Depends on how much you know. it could take someone a year or a day
Only way to know for sure is to do it
like off a youtube vid straight up
0 knowledge
but not stupid
ig
i have assets but like
may be cooked
If you have already been learning then take the first step out of tutorial hell!
hello guys i do have some question
Hello
-# that bot message is gonna get a lot of mileage here
hi
Hi
mayonnaiseee
yesss where have you been
Sleeping
me too
Back to sleep now
same
It's 4am
This isn't a social server
Kay
It's okay we're not harming anyone
goodnight sleep well
Bye bye Zak sleep tight
and?
You're filling the chat with pointless noise
Don't let the bed bugs bite
u too mayonnaise
If you want to have a one on one chat with someone take it to DMs
Baiiii >U<
bye bye!!
Anyone know how to fix the lighting after baking it?
This is what it looks like un baked
Settings
All objects have this static applied
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?
propose?
Yes, i´m searching for developers
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Thanks a lot!
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.
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
Well I have seen the splitting up into 9 slices for ui but i didnt know if i needed that I just want it to scale with screen size
I started using 9 slicing in the early mobile days, blackberry had a few more 9 slicing options iirc for tiling, fill, etc... but I 9 slice everything except for circle elements.
Its extremely helpful
Okay thank you
Sorry, just wanted to bump this
#1390346776804069396 try asking here
Okay thanks
What are some really impressive 3D games that have been made with Unity?
tarkov? like escape from tarkov?
ye
yeah there's a bunch of games I've recently found out that they used unity
meanwhile I can spot an unreal game from miles away
depends on what your considering "impressive" but popularity wise Lethal Company, PEAK & Repo all use Unity aswell
which we're pretty big releases
Risk of Rain 2, OuterWilds
outer wilds is cracked
Blizzard's Hearthstone
those devs insane for pulling off such polished stylised visuals
Yeah, Outerwilds, before the actual release, was released as a web export and showed me how powerful web games had become
really marked the day that flash died
Road 96, Pokemon Go, Among Us
Do i really need to l.earn Blender and Photoshop?
Depends on if you want to make 3D models and 2D art lol. If you do, you’ll need to learn some tool to make them.
thats so time consuming lol i should have stayed at art class then lol
i should have known game making is mostly art
I mean game making is art
But to answer what you mean, you don’t need to be a talented traditional artist to make games
thats what i mean by my comment lol
There are a lot of approaches to handling the visuals of your game in a way that doesn’t require heavy experience
Consistency matters the most and good use of colours and contrast does a lot of the legwork for you
I’m not an “artist” at all and people have been pretty receptive to the visuals in this prototype I’ve been messing with
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
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,…
$14.99
19376
87
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
dwarf fortress: am i a joke to you
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
and the animals i mightr make low poly as well as the world
i think you have a lot of options
you can make artsy games or technical games
but probably best to start with a core idea that you yourself think: "I'd like to spend time doing this"
e.g. csgo: mouse mechanical skill
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)
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
debug.log
How would that work for a specific line tho
because if you put the log immediately before or after the line and it prints then you know that line is being executed
Methods don’t usually just stop partway through do they?
At least not without something breaking
Bc this method is definitely being called and is definitely starting
no, the only thing that could cause a method to "stop partway through" is an exception being thrown
Which would appear in the log right?
assuming the method is being invoked on the main thread or you are properly handling exceptions on other threads, yes
Hmm weird
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.
I’m gonna have to do that later then bc I don’t have access to the project rn
i wonder
thanks
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no its not
u need some bluggins
plugins
like jsondotnet
and
gltf unity
utility
i was wondoering why when i loaded the glb file it was not like other 3d objects like fbx or smth
Is it just on my end, or webinar https://learn.unity.com/tutorial/master-multi-threading-in-unity doesn't open? Listed under Tutorials here: https://learn.unity.com/tutorials/
oh oop mb
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).
How to delete a commit in Unity DevOps Version Control?
hi yall
Random question, will a netstandard lib using C# 14's field keyword work with Unity?
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
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;
}
@analog crane
im looking devs for my unity game
is it possible to make the lower arms do the same action as the upper arms?
With code that would be relatively easy, just copy the rotation of each source bone's transform to the target bone's transform every frame in LateUpdate
But it's probably possible with some IK packages too (like Animation Rigging)
How do you do that?
Which one?
At its simplest, the code wouldbe doing this for each pair of bones cs targetBone.localRotation = sourceBone.localRotation;
in LateUpdate
I'm not very familiar with that but you can ask in #🏃┃animation
!collab
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@shy bay Again, this is not a place to promote
i was asking for help
from u
If you have a Unity related question then ask it.
if you are paying people, they should be paid what they are worth, if you cannot afford that, you cannot pay people
hence the bot saying look for non-commcercial participation
How can I delete these last two saves in unity devops?
Hmm anyone have a idea what to do?
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?
lmao ai can't do it?
I asked chatgpt and it gives me all these settings to apply but they dont do anything
What did it tell you to do?
Go to the TMP material inspector, make sure the outline thickness is not at 0, I changed it and nothing happened
Then it told me to add an outline component to the object and that did nothing
yeah for reference in this case it just lied to you
Read the error.
Show the TMP inspector and the material inspector
You can find a guide on how to use new Input System pinned in #🖱️┃input-system
whats the text look like?
Ty
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
you'll have to read up on the best way to import fonts using the tmp tool
unfortunately it's not always magic button instant work, fonts can be a little finnicky
Hey. I'm having a hard time getting to work and setting up lights in my scene. Is anyone willing to help?
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
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When you get to the point of having a specific question to ask, lighting questions go in #1390346776804069396
alright, fair
does anyone know how to add a swim system to this model
code
Add a swim state. Add a swim state movement script and adjust gravity and controls acordingly.
So yeah, code.
aight bet
Where do we feedback for ECS?
To give feedback on ECS?
Exactly. Could you help me for finding the feedback channel?
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
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
there are some timelines that I cannot hit record in
is there a way to fix it?
figured out the issue
I had the play button on
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?
Hey guys, does anybody know how to fix this?
Or is it normal that he constantly moves like that?
whats the drag on the rigidbody lookin like?
drag = movement gets reduced over time. therefore 0 drag = constant movement
scriptableobjects are probably what your looking for?
Thank you!
oh yea those exist lol. ty
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 😭 🙏
profile builds
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
the issue does happen in the build for me as well, I tested it
You still have to profile the build to get rid of the editor overhead
Well, it doesn't happen in the editor. Other than the editor loop nothing takes much time.
So you'll need to profile the build.
I'm on it, get back to it in a sec
Unless you want to troubleshoot the editor performance.
Right so this is from the build
Every time I restart the editor my preferences reset how can I stop this and make them save
It seems random on when they save and when they reset
Holy shit that looks so good
The camera and the box pick up thing
It's so sick
Guys can you recommend me somewhere to learn scripting
Like in c#
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
There are also tutorials pinned in #💻┃code-beginner
Nope
Huh
Sorry, do I need to say "Nope" in a different way?
So i dont need to learn database and sql right
alr thanks guys
No, you don't
This doesn't look normal. Maybe even not unity fault but your system's.
Well In which areas of IT is SQL commonly used
I wanna be a fullstack game dev
So what things i must learn
Learn Unity 🤔
No bro
GameDev is not IT
I talk about backend
So where the data about player,items put in
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.
Even better here
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
I really wasted my time already
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. 🤔
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
The thing is, I've been working on another game in which I've not had any of these issues, it's just with this new project I started making
This doesn't look like 640 sec lag.
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
You need to look at the time column, that you've hidden in the screenshot.
But generally this one points out that there are heavy logs. Debug logs maybe.
Something about additional lights shadow caster.
A pkugin/asset perhaps?
no plugins
I appreciate it)
I mean, it does show up a lot of times with the RenderCameraStack and pointing at shadows
how do I fix this?
read it and do what it says..
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
you haven't really given us much info to work with
cuz it comes as one big texture
what's the issue
i want to use that texture on the ground
3d, 2d?
🙂
so, 3d
just create material for it or drag the texture on ground it will auto create material for it
what's the issue you're encountering
ok 3d then, make a material, apply the texture to the albedo and drag material on ground
its not working like that
you're gonna have to be more specific
he guys from which country you all belong ?
what should be the shader
this is not a social space/space for off-topic, sorry
ohh
https://docs.unity3d.com/2019.3/Documentation/Manual/Materials.html
https://www.youtube.com/watch?v=aiTl7B2xTmA
In this video, learn the basics of adding materials to your projects in Unity. Learn everything from how to change an object's color to applying more complex image textures!
PBR MATERIAL GUIDE DOWNLOAD
http://www.theRealTimeEssentials.com/PBRMaterials
POLY HAVEN FREE MATERIALS
http://www.polyhaven.com
LINKS
UNITY ASSET STORE
http://www.therea...
guys i am new in unity fron india i wanna know that which yt channel is best for a begineer
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start there ☝️
Can you guarantee that all your cycles are working correctly?
Is there any way to fix the model in unity?
thanks bruhh
I tried it as well with empty scene with only cinemachine camera and it was still happening. It might be my pc, but then again, I don't have this issue on a different project. Difference is that this one is URP and the one that's fine is HDRP. Is it possible that URP has a bug that consists with my specs?
First I'm encountering this problem, but it's not going away now somehow wih new project, and different unity versions
really confused
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
Just out of interest, what is your PC configuration?
GeForce GTX 1080 (8GB), Intel i7-6700K, 16GB RAM
How long has this error been going on?
2 days
Have you updated your drivers or changed anything on your computer?
Tried many things
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?
Perhaps it's a warning or error related to rendering. If it's spammed in huge numbers, that would cause a spike.
Alright, thanks!
Is that the only thing?
yeah
well I have these errors but that's jsut not implemented inputs form the input system
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.
dont fall into the youtube tutorial trap. the best way is to learn it by experimenting. thats one of the most efficient way to learn. you automatically get a habit and sense of whats where and how to use stuff
@pale coyote okiee bruh
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
Ahh the Chris you tell me ?
you need some base knowledge to experiment with
CPU bottleneck
start with tutorials, and experiment with the info you get from them
Ohh
What?
your cpu is stronger than your gpu causing limitation from using the full power of gpu
You don't understand the essence of the problem.
how do I prevent the cpu from doing such a good job then lmao
Do you understand what you are talking about?
so downgrading the cpu might fix it potentially? cause I could just put my old one into my pc for now
This one doesn't even have an issue.
You need to reproduce the issue reliably. Each of your screenshots shows different things with only 1 of them actually being related.
Don't listen to him, he doesn't understand what he's talking about. 🤣
I'm just showing the spikes that I get when the lag/snapping happens in the game
The screenshot I referenced doesn't have a spike. It's almost 60 fps.
can you please tell me your mother board model and the age of your pc?
dont believe me then ask chat gpt
or any ai
or research it up
🤣
Well, I thought about it for a bit, and I don't think I can solve this problem; it's too deep and affects too many parts. It could be your PC or Unity.
this one for a change affects both
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
🤣
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?
nobody asked you bro shut up. your not funny
You do understand that a simple output + log entry can't create a "bottleneck" under normal conditions? And that you don't know what you're talking about?
we do not need to prolong this exchange
That's 258 sec long. Was there actually a freeze?
Please avoid providing AI answers. It's against the rules.
Well, lot of preferences for it, but usually Orbital/PositionalComposer + RotationalComposer is a good combo
The most versatile that's for sure
Eqch time its like a split second freeze
more of a stutter?
if you dont need any hardware changes then enable vsync, reduce fog, realtime lights, reflection probes, and just try to reduce unnecessary stuff
aren't these intermittent
enable vsync
What?
those broad optimizations would apply if this was a consistent lag, no?
okay,I'll take a look at these thank you,I didn't know about them
Then that's not it. It's more likely from making the window inactive.
i meant disable it in the editor mb mb
Please stop providing random advices without even understanding the issue.
Can you fully expand the branches in the profiler that are loading your CPU so heavily?
Would either of u @dusky narwhal @slow dirge be willing to vc to go over it?
it's not a very effective means to give info in comparison
No mic 😅
there are no vc's here
Add friend > vc
There’s no vc’s here intentionally
My vc going rate is around $90 an hour
these community spaces exist for a reason, and there's also a reason they're text-based
No. You need to identify the actual frames with the issue.
Dedicated one-on-one assistance is quite a burden. However, you're free to post your question with the necessary info here and would probably yield a few suggestions from the community.
I'd also suggest to start a thread to keep the conversation organized
Right I've got to cook some food, will follow it up after
it was this. we were setting fixed timescale to 0 sometimes. which is very bad. i fixed it! thank you!
Thank you for trying to help tho
Ha, that will do it
does OnValidate need [ExecuteAlways] ?
no
hi, do you guys know why this happens?
why what happens, exactly?
the text seems to be a lot forward
look at the panel(canvas) and the text
they both seem to disappear at the same time
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
is the panel just the black background
believe it or not if you move into an object at some point it will disappear
and that makes the text look a lot smaller on the screen gamescene
but it doesn't disappear, the canvas is still behind lol
what makes you say that
Hey; is anyone facing the issue of not being able to see the camera border in Unity 6 2d
the rectangle behind is the canvas no?
no shi
what rectangle behind? the camera frustum?
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?
then whats the issue here
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...
Player-first monetization
wonder why they dont mention the gambling machine™
no look here its like stretched into one big part
i want it to look like its one tile repeating
to acheive the other look
if i set it to standard it becomes pink
try changing tiling values
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
yo anyone got free footstep sound
like for basic concrete or smth
i cant find a good one
- Good
- Fast
- Cheap
Pick two
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?
the Easy() step seems unnecessary
You could make an extension method
i mean like, you've already made an extension method lmao
So you can "directly" call it on the transform
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
Or have the Easy part as middleman struct if thats the syntax you want
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
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
Thats a decent justification for having the Easy part IMO
Easy() returns a wrapper struct
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
free good
Go out and record it yourself to your exact specifications
like, i have something like this
void UpdateFacing(Transform transform) {
Vector3 scale = transform.localScale;
scale.x = facing.Value(); // modified for simplicity
transform.localScale = scale;
}
```because that makes sense for my specific usecase
that's much more ergonomic than `transform.scaleSet(Axis.X, facing.Value())`, it shows intent much more clearly
Search the asset store. There’s a free pack that’s really good
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
i found one better but thanks https://assetstore.unity.com/packages/tools/audio/footstepper-lightweight-footsteps-solution-326141
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
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
"lightweight" 😏
why is add a keyword.
ah, event +=/-= bodies, akin to get/set
To have that function is totally find, if it fits your project. My syntax would only change the internal of the function
your syntax wouldn't really add anything in this case
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)
all those functions is, tbh, excess
Excess?
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
This looks bad for a general purpose lib regarding performance.
performance doesn't really matter on this scale
On what scale
no not multiplayer, just a server for data storage. When I tried looking for something on YT, same thing lol, everyones talking about multiplayer too
this utility scale, no?
if perf mattered that much, you wouldn't be going through the utility methods to begin with
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?
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
Yeah I don't disagree with that generally
I first thought you meant something like 'indie game scale'
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
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
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...
Okay, thanks for your input about that.
you can reduce this a lot by just not having those add/sub/mul etc and taking a delegate, actually
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?
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
i wouldn't really recommend any X over Y unless Y is egregiously bad.
X should be considered as an alternative or a supplementary resource
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
after a certain point when learning you are better off experimenting and creating to progress further
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!
I'd find a tutorial that is similar to what you want to make and just follow that at a point
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.
full script
!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.
I got the exact same problem with public LevelObjects[] LevelObjects; public List<LevelObjects> LevelObjectsList;
So it's a serialized class inside of a serialized class?
what version of unity are you on
_IntroDialogue4 is just a list of a serialized class
6.0
the patch version is also significant in that question
but whatever, it's >=6.2 <6.2.8 i think it was that had the list serialization issues
try updating to the latest patch
I try array and list but I got the same result
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
Is not a multiple serialized classes nested, it's only a List<MyClass>
Sounds like a bug in that case or some some validation script / editor is changing the values elsewhere then
ok
you don't have a scene opened
A tool for sharing your source code with the world!
that's literally an unsaved empty scene, i.e. your scene that you were working in is not open
Did you name your scene "Untitled*"?
i don't recall. every object is just gone tho..
because your scene is not open
How do i open it?
by locating it in your Assets folder and double click it like you were opening any file
Double click it
oh my god. thank you so much
What Validation mean ?
!learn 👇 you should consider going through the unity essentials pathway on the learn site to learn how to properly use the editor
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
I would prefer to focus on more universal aspects of programming and keep the engine related knowledge to when i need to use it.
to when i need to use it
you mean like . . . now?
Yeah which i now know
you will always need to use essential knowledge. that's what essential means
that i just had to open the assets folder
yes, this is a very basic thing that you shouldve learnt in your first 10 minutes of using unity
so you learned one thing and you think you can skip learning the rest of the essential fundamental knowledge?
Then read the manual 🙂
there are reasons why those courses exist, and why they're called "essentials"
for example - do you know how to use flythrough mode?
What's an, flythrough mode?
Well, this is how i think about it. I feel like focusing on a programming languages library is more beneficial in the long run.
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
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
knowing how to drive a car is useless if you can't even turn the key
Sorry to ask again , but , waht Validation mean in my bug list context ?
But those i feel like are things you learn along the road.
and knowing how file systems work will be beneficial, yes
they're referring to a specific unity message OnValidate which runs when data in the inspector is changed, it can be used to modify data after changing it
they were suspecting that was the cause of the bug you showed
yes, you do learn those things along the road. but you're trying to skip that part of the road
too add to the car analogy nobody who drives the same type of car for years will suddenly have trouble switching to another
so knowing how unity works properly and in depth is not going to harm your understanding of other engines in the future
learning how to use the editor is an essential part of your journey when trying to make games . . . in the editor.
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?
yes
if you want to learn programming through unity you also need to learn how to do some basics with unity
first reply decides what type of genre ill make a poor attempt at making
well- i just took it for granted i guess.
also learning unity as an editor now will actually make it easier for you to learn and adapt to other engines in the future.
but i see the point know, that i had time to think about it.
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
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
oh yeah definitely with ui. i'm actually having a blast learning that. But unity does make it too simple with alot of common ui elements being inbuilt
saves alot of time tho
huh? i'm not talking about making UI in unity
im referring to navigating the unity editor's ui
ooo. Well, i'd imagine i'm pretty comfortable with everything that's supposedly essential?
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
Yes. because my project suddenly decided to blankslate me which had never happened
oh trust me, i know my lines and capability in terms of limits
...the evidence provided really inclines me to not trust you on that
well, it's always easier to believe yourself rather then others.
whatever makes you sleep at night, pal.
if your gut is telling you no. then sure.
nope, this is years of experience of helping beginners
and also quite a few instances of helping you specifically
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.
you have decent experience and skill, but the skill ceiling is massive
Which i recall admittedly having but if those are considered skills i guess they could be considered a mental fortitude
then i cant argue
and with experience, you learn to discard those assumptions and check thoroughly
they are debugging skills, yes
I revoke my statement, about the whole capability, thing. i was thinking i knew what i couldn't do. But you're right. A human can't truly know their limits and if that came off as insulting and arrogant i apologize.
i didn't mean to make it come off as like a "i'm better'' but i did.
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.
like i mentioned before ^, much more room to improve
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
Hope i'm atleast a decent beginner lol.
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
does checkers but with drugs as a mechanic sound like a fun project for a beginner
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

everytime someone asks "is X fun" or "can Y idea be fun to play" the answer is pretty much always prototype it
long enough into a game its probably gonna start looking like that one gd level lol
Is it true unity’s unit circle is off by 90 degrees
Sounds amazing
imma start working on it after i finish my homework
what do you mean by "unity's unit circle"
"unit circle" is just a mathematical concept
Unity uses a left-handed, Y-up coordinate system
That covers all the specifics in that area.
And normals are also in Y+
What site would you guys recomend for getting free sound effets?
sometimes i wish unity and some other engines didnt use the blatantly incorrect up axis standard
im a Z up purist
Z up makes no sense
it makes so much sense
It makes sense for a 2D-3D engine IMO
imagine youre looking at the cartesian coordinate system from the top downwards
So you’re going to use an XZ Vector2 for screen space? 😅
you could also make it top down to keep it XY
My point being that Y is "up" in both 2D and 3D
its all about consistency and the most consistent solution would be to refactor everything using y up into z up 😈
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
why would you make me read that pun with my own 2 eyes
So be inconsistent for no reason?
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
Unity is always Y up, in every coordinate space
but the "top" of your field of view still points to Y, and the depth of field of view (distance) is in Z
y up, z forward objectively best coordinate system
youre imagining them in a 3d space
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
i think im just used to Z being up in blender
you described it in a 3d space what are you talking about 😆
what effects should i make the drugs have
have you considered that Z is simply a cooler of the 2 letters
i have a better argument: minecraft
actually the correct solution is to replace it with I, J and K
the most chaotic neutral solution
physics already figured it out ages ago
nvm im learning that K and J are both used as up with no clear standard; burn it all down
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
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
there's a chart/diagram for it (well, several)
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
Unreal is switching to Y up
aw, beat me to it
yeah I've heard
also i seriously cant remember but im pretty sure source 2 uses Y up?
or at least s&box does
Source also uses the Imperial system 😂
dont worry guys 1 hammer unit is like one-onetwelth of half an inch
i think the quake engine used z up, so it could also be the same reason source uses z up
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
Unreal really just tryna be different
First time I made a 3D engine I specifically flipped coordinates. None of it made sense to me 😅
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
!aks
There's no command called
aks.
: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
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
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
But with your middle finger pointing straight out to the right instead of curled!
yes that can work too
curled or pointed
your choice
it also makes it so much more clear how things are flipped / mirrored, and not rotated
That's what I´m referring to. I´m stuck with my project and thought that here was a good place as any to ask.
im referring to 2 things in that message
are you trying to get assistance or project partners?
Assistance
I didn't mean for it to sound like "I´m dumping you my project to fix it"
ah no it didn't really sound like that, it was just ambiguous
anyways like mentioned before ^, gonna need some info about the issue to be able to help
I explain more in detail here or is there a more appropriate channel?
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)
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
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.
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?
Hi
There's a really decent chance all of these problems are caused by your grounded check not working.
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Oh ok ty
is your goal to learn the most?
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
It was given by our teacher
I have an Empty that is meant to work as the collider to detect the tilemap
the purpose of the exercise is to fix bugs?
i mean to diagnose and fix a bug in someone else's code?
well it's not an empty if it has a collider, but sure. you're checking OnCollisionEnter or something in the child?
The exercise was to create a project from the ground up during the semester but the teacher couldn´t explain to safe his life so now I have to find a way to make it work.
I can show screenshots if needed.
okay, well so what if the code was written by the teacher
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
you also haven't said how the ground check is implemented, btw.
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
well the learnings are the journey
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
well if you want help fixing what you currently have then you're going to have to give some info about it
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
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.
oh, are you using a CharacterController?
Do i send you screenshots?
if they're relevant to how you're doing the grounded check, sure
share code as below 👇
!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.
No, I meant it as controlling the character, not a CharacterController. The inputs for controllers are made on script.
Being honest I have no idea where the groundcheck is meant to be declared in my scripts. No warning or errors appear related to it, but I´m checking my scripts for something related.
And also, I wrote variables and annotations in spanish.
^ you made this choice haha
you're delaying the inevitable
do you know where you're jumping?
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
Yes
presumably, you'd be checking to see if you're on the ground before you jump, right?
https://paste.mod.gg/zcnlnqzbtvtv/0
I think this is how to share my script? I can share the rest.
A tool for sharing your source code with the world!
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
OK, I´m sharing the others one sec
i thin kyou will benefit IMMENSELY from writing this yourself
https://paste.mod.gg/pucflrmuukgk/0
https://paste.mod.gg/pucflrmuukgk/1
https://paste.mod.gg/pucflrmuukgk/2
https://paste.mod.gg/pucflrmuukgk/3
A tool for sharing your source code with the world!
A tool for sharing your source code with the world!
A tool for sharing your source code with the world!
A tool for sharing your source code with the world!
A tool for sharing your source code with the world!
those are my scripts
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
So I have to declare when the character is touching the floor in VIVO itself?
technically not "declare", but yeah
"declare" is a specific term, it's when you say something exists, like bool tocandoPiso; is a field declaration
But I do have to make it so that the player detects when it´s touching the floor so that it can jump.
you've already made the "jump if grounded" part, now you just have to figure out if you're touching the ground
🥺
there's quite a few ways to do so
you could use raycasts or collision messages for example
try researching grounded checks
Im guessing I have to do the groundcheck on the OnTriggerEnter2D at VIVO? Thats what I´m seeing from the results.
if your colliders are set up for that, sure
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
guys should I make a game
No
alr
This is a help server to support people in using unity not to support those that cant make their own decisions
i'm concerned you have code that is like
EnTriggerEnter
i assume VIVO calls EnTriggerEnter from OnTriggerEnter?
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
never heard of EnTriggerEnter
is there a way to try out invites while working with steam? like inviting yourself somehow lol
just to test the callback
you'd probably have to check the steamworks documentation
The only way it will work is if you have a custom ID for your game, then you can go ahead and send a invite to a friend. It will not work with the test 480
Unfortunately there is no way to send one to yourself
unfortunate. thank you
I totally agree. Which is why I created fallback indications, my networking system will notify the player of a invite
basically just forward the steamID, roomID, and a int to know theyve gotten one
spanish unity callback
are u using steamworks.net or facepunch?
steamworks api, not facepunch
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
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
if thats the case, then a web host would be fine. you can check out dreamhost too. one method would be to create a simple php site you can run request to and from
youll place your files in a folder on the webhost and using the domain you can link to it
so have the website store these, and read them from there, while I guess keeping the site/page private/invisible ?
i see, smart
thx
basically yes. you could also make use of it to have a website for your game.
meta requires it alrdy, where I ended up looking into wordpress and bluehost yeaa :/
This setup is very universal, unity C# is also .NET, therefor if you want to research a couple youtube tutorials on sending requests to php on a C# application, it will work in unity code.
That is if you are unable to find any that have that example in unity already
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
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
Anyone have any experience talking to opencv without the store plugin?
do you use rich presence at all? im struggling to get it to show up while im in the editor. or does it just not show up unless i build, you think?
I dont, but that should be something steam would automatically do after being published
what is your big picture goal?
if you need to store files to distribute to users, your best bet is AWS free tier.
use s3
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
@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.
right. what are you trying to do? what are you trying to use opencv for?
@azure pond an ar project?
are you using bluehost because it is "free"?
can you be more specific?
@azure pond I think you're talking to the wrong dude. Qaric is using bluehost.
no, its cuz we need a website due to meta requirements, and realized that it also has databases for us to use.
i know. i'm asking, can you be more specific about the ar project? what are you going to use opencv for exactly?
@azure pond object and human body tracking
are you serious about publishing a game?
can you be more specific haha
who tf r u
like why? why opencv
wt u mean
like what are you trying to do that AR Foundation doesn't provide?
@azure pond I'm trying to make ar rock climbing wall. I want to track climbers and holds.
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
okay, so someone points their phone at a wall. and you want to detect the holds and the climber's body pose. of the climber who isn't holding the phone obviously
and what's the game exactly
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
@azure pond no, I want to project interactive image on the wall. Like so; (https://www.valomotion.com/valoclimb)
cool
so it's a stationary camera?
or it's a phone
If AR foundation is better, I will gladly use it. I just have a lot more experience with python ocv
Stationary cam
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"
Yes, but also no. They get switched up about once a month.
an iphone will work a bajillion times better yes
that's fine
you should definitely, 100%, utterly unequivocally use AR Foundation
Yeah, I'm not buying an iphone for the project
haha okay well does your project have to work or
Or an android, probably
is it okay if it doesn't work
It has to work eventually
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.
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.
if you don't have the budget for a $500 phone you won't get much out of graphics in unity versus in the browser
I'm sorry?
why is the #1 selling point being discussed vibe coding 😭
@copper gust I also have this question, but I don't prioritize it
well let me reassure you by saying that i know a lot more about this than you haha
something has been "done" but that doesn't mean it is good or works well
@azure pond And yet, you didn't know that it has been done repeatedly the way you didn't want to do it. shrugemoji
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
AI and Javascript. If you're trying to make this actually seem appealing you're doing a pretty poor job of it
@stuck flower This is also my instinct. But I like to give people a chance.
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
@azure pond No offense, how many projects have you completed?
your kinda oddly not responding to people
Also, the most common XR platform available is Android. The Quest runs on Android.
@azure pond and, there is no fixed timeframe rn
a lot
The new Valve headset will be linux at least if not also Android
Yeah. Unless you give a specific number this is literally #trustmebro. Thanks for your "help"
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
why are you being so weird about this 😭
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
@azure pond To quote Jimmy Darmody, I wasn't going to but you sorta talked me into it.
haha okay okay
i wouldn't recommend an android device because they don't have lidar, they don't have sensor fusion solutions
@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.
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
@azure pond What's that? You think software engineers shouldn't software engineer?
haha
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
Cool story bro
especially optical, in an optically challenging environment like projecting over people
but what do i know.
Aight, I'm out. I literally have cleaning to do.
PS - literally multiple fucking commercial solutions, which clearyly you have never contributed to.
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
This isn't a Unity conversation at this point. Make a thread.
At this point I am now going to refuse to use AR Foundation for any AR projects I'm working on specifically to slight you
Sorry. Good night all.
haha
@stuck flower perfect no notes
ar foundation is really nice, the ar foundation remote asset is also excellent
I can't believe ARDK 3 removed remote mode
they also added object tracking to android a few weeks ago, which is great. although it would be nice if it worked for moving objects
Does Unity Learn have a separate support? I don't know where to write about the broken webinar link.
I guess "and more!" could cover this issue
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?
Packages through PackageManager always should go into your Packages Folder. If you install UnityPackage files tho, they will go into your asset folder into the specific Folder the Creator exported them from, to keep the hierarchy intact. This way, updates of the same package would not created duplicates on different locations by accident if you want to update.
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
#🏃┃animation might be the best place to ask
ah alright thank you
It is possible for asset store publishers to provide their packages to install to Packages folder now - not sure on how many do
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
At Unity or Junior Unity Developer at some company? Depends on the job description that should be up at the companies page.
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.
How are you taking screenshots and why should the resolution be worse than the actual game?
I'm taking screenshot from game view with prt sc and sent it to my phone it looked pixelated
Its a mobile game I assume?
you can use the unity built in function to take a screenshot: https://docs.unity3d.com/6000.3/Documentation/ScriptReference/ScreenCapture.CaptureScreenshot.html
But if you use print screen, how do you sent it to your phone?
Whatsapp is reducing images and videos...
So should I use Google drive or something?
Use Discord, just send it to yourself, if you have it on phone too
anything else than a social media / communication app. vast majority are reducing quality to keep the storage demand low
Oh k
quick solution, use a USB
If you check your cars trunk and the grass next ot it, you can see the compression happening
Anything that doesn't do lossy compression. There are a lot of tools to share files in local networks too
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?
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.
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
There is a website to download the image from your clipboard
https://www.paste.photos/
Texture max size + filtering settings.
At unity I found it on unity Elevate
Then the website should have an apoly form and requirements listed if there is an open position.
https://unity.com/careers/positions open positions