#💻┃unity-talk

1 messages · Page 44 of 1

solar panther
#

Wsup, guys?

pearl oyster
#

I think you've misunderstood what Elevate is. They don't post jobs there.

steep garden
#

I've been getting this debug about auto reduction of punctual light shadows telling me to increase shadow atlas, but it's default 4k. What can I do to resolve this?

#

Last point is mentioning reducing the number of shadow maps active in the same frame, but not sure what it's referring to

deft rock
#

I don't see anything there set to 4k...?

steep garden
#

Shadow Atlas Resolution at 2048p?

deft rock
#

so.. 2k

steep garden
#

or do I need to change the high tier?

deft rock
#

there's no 'p' on that either

steep garden
#

oh

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i though it's the width

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ok mb not 4k, but still unity default

deft rock
#

it's not a screen resolution

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default doesn't matter, if you're doing too much that can fit inside it.. then you're having a problem

steep garden
#

just a few point lights in the scene

deft rock
#

few is how many?

#

no directional light?

steep garden
#

5 point lights, no directional

deft rock
#

how many overlap and cause shadows on/from the same objects?

steep garden
#

3 per overlap

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I get it each time I run past them

deft rock
#

disable all but 1 and see if you still get it

#

I dunno the solution , just troubleshooting - though tbh, the answer will probably come up on google search

steep garden
#

yeah its not there with just one on

steep garden
deft rock
steep garden
#

you mean the per object limit? its 4

deft rock
#

yep

steep garden
#

the thing is, changing the shadow atlas resolution to 4096 makes it go away, but I'm not sure if I want to do that because it might be a hit on performance further on

deft rock
#

you need to profile it and see

#

you don't just do/don't do something on feels just in case.. you test to find out if your feels are warrented

finite fox
#

Unity 6000.3.1f1 Android IL2CPP build stuck at “Compiling Cpp for libil2cpp”

I am using Unity 6000.3.1f1 (Unity 6) on Windows and building for Android with IL2CPP.

The build freezes at:

Compiling Cpp for libil2cpp (arm32/arm64)

slow dirge
#

Did you check the editor logs for more info?

finite fox
#

limit time

slow dirge
finite fox
slow dirge
#

Android builds can take a while.

finite fox
slow dirge
#

Can you answer the question please?

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How much time did you give it before trying to stop?

finite fox
#

45ة

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45m

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Without the problem, it only takes me 11 minutes.

slow dirge
#

OK. That might not be enough.
I'd try to give it some more time.
Other than that, monitor the editor logs, or maybe even break with a debugger and inspect what all the threads are doing. Perhaps there's an infinite loop.

finite fox
#

Build completed with a result of 'Failed' in 185 seconds (184555 ms) [12/17/2025 3:48:24 PM -> 12/17/2025 3:51:28 PM, 3m 04s]
TaskCanceledException: A task was canceled.
UnityEditor.EditorApplication:Internal_CallDelayFunctions ()

TaskCanceledException: A task was canceled.
UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <653e87cf2eee46cba35f0658f2b1887c>:0)
UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <653e87cf2eee46cba35f0658f2b1887c>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at /home/bokken/build/output/unity/unity/PlatformDependent/AndroidPlayer/Editor/Managed/ExtensionModule.cs:401)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTarget target, System.Int32 subtarget, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <653e87cf2eee46cba35f0658f2b1887c>:0)
UnityEditor.EditorApplication:Internal_CallDelayFunctions()

slow dirge
pale coyote
#

184555 ms 💀💀💀

gusty abyss
#

guys how to publish our game ?

#

guys how to publish our game ?

potent geyser
#
  1. Make a build
  2. Upload it to the platform of your choice
mystic vessel
#

Is this for India also

potent geyser
polar basalt
mystic vessel
copper gust
#

then they are likely not hiring in india

strange moon
#

How to add a plugin(my own dll) to the Unity project?

potent geyser
mystic vessel
#

So is there any site on which I can apply

potent geyser
#

Google. Just google jobs. There is absolutely no need to hold your hand here.

pearl oyster
#

Sorry to be blunt but if you can't figure out how job listings work you're pretty much unemployable

mild radish
#

at least by majority of those using those types of platforms..
unemployable a bit harsh.. it all depends

copper gust
#

in the context of game dev positions not knowing how to find a open position probably does make you unemployable tho

#

considering the amount of competition

pearl oyster
#

First they were reading Unity's guide for job seekers and thought it was an ad for an open position at Unity. Then they can't spot the location of jobs from a list that literally has nothing else than the job title and the location of the job. I can't imagine how they could realistically get let alone hold a job doing anything with computers

fossil yoke
#

There's always nepotism, I guess...

whole mesa
#

can someone help me? i have an amd gpu and im trying to import some assets and none of them have textures that actually work

#

idk if its an amd thing or an asset store thing

vivid river
#

are they pink?

whole mesa
vivid river
#

Convert then using Render Pipeline converter, its not a amd specific thing

soft cobalt
#

how do I install android sdk for unity? It tells me to get it on unity hub but I can't find it anywhere

fossil yoke
soft cobalt
#

how?

vivid river
gaunt siren
#

whenever I try to create a new project I get hit with "Failed to load Mono. Please see Editor.log file for more information". All the stuff online abt this seems to be getting it when creating a build. Anyone know a fix ?

soft cobalt
#

tf

potent geyser
#

That means you didn't install that version of Unity via the Unity Hub.

soft cobalt
#

but i did

potent geyser
#

Can you show how you did?

soft cobalt
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with the install editor button and selecting this version

#

maybe i should try reinstalling

potent geyser
#

Maybe. Are you installing it in a weird location?

exotic relic
whole mesa
soft cobalt
#

even the remove from hub button isn't working to remove this version wtf

vivid river
#

use the uninstaller then..

soft cobalt
#

i just deleted all files manually

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is there anything wrong with doing that

vivid river
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I don't think

mild radish
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nope, its just more hassle

vivid river
soft cobalt
#

I installed it but I was missing a bunch of things

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the sdk and two other things I forgot the names of

vivid river
#

jdk

soft cobalt
#

and didnt have all of this

remote sluice
#

what is stopping my enemey from going to point 2 after point 1

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it genuinly just stops going

stuck flower
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Well, with the information provided, I can only assume it's ghosts

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Computer's haunted.

remote sluice
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even chatgbt cant fix the code

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and spent 20mins trying to

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cant find it

storm patio
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please don't recommend AI

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"chatgpt can't fix the code" is.. kinda meaningless

remote sluice
vivid river
#

By debugging, reading docs stackoverflow etc

storm patio
#

debug to find out what the issue stems from, and fix the root of the issue

rancid lake
#

yeah chatgpt generates small snippets

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but generally breaks things lol

remote sluice
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i mean its running my other points work

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but it just stops and runs on the spot at the first

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first spot

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point

storm patio
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so there's something different about that first spot, or how it's processed, maybe

rancid lake
#

log everything

vivid river
#

That's what it does, it would somehow give a working code once then it just stops working

storm patio
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is it still trying to run?

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or does it stop running

rancid lake
#

knowledge is power, log everything and you'll 100% find the problem

#

moneyback guarentee

vivid river
#

moneyback?

remote sluice
rancid lake
#

yeah, just a saying lol

remote sluice
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its an enemy thats ment to run back and forth on a platform

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but it runs to point 1 and stays there

storm patio
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see if it's running in place or just not running

remote sluice
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the x position dosent move

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it litro is just stayignt ehre

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staying there

vivid river
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is is constrained?

remote sluice
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na its not frozen

storm patio
#

do you have an animation for running

remote sluice
#

wait i see

remote sluice
storm patio
#

is that animation playing

remote sluice
#

its spawning on my point 1 for some reason

storm patio
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is it running in place, or just not running

remote sluice
#

running to poin2 and it dont know what to do after

remote sluice
copper gust
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it does know what to do after

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its doing it

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your telling it what to do

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what are you telling it

storm patio
storm patio
#

check the terrain in that area for protrusions, maybe even listen for a collision message and see what you're colliding with

stuck flower
# remote sluice even chatgbt cant fix the code

Why does everyone say "even ChatGPT can't fix it" like that's some indicator of how difficult the problem is instead of just the default state of ChatGPT.

"Guys my game is bugged and even my rice cooker can't solve it"

remote sluice
#

still cant figure it out

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may have to put the fries in the bag

remote sluice
#

following a video now im stuck

potent geyser
#

It is pretty sad that "even AI can't do it" is the throw the hands up moment for so many people.

But what's sadder is that among them is the belief that the problem and idea they have must be so unique and complicated that it must not have existed in any form prior to generative AI ... so anything from over 3 years ago. Yet one can literally just look at any game and know that's not true (obviously), yet zero critical thinking is involved to even come to that conclusion because "AI couldn't do it".

soft cobalt
#

at least use an AI that is actually good at coding like claude...

remote sluice
#

struck a nerve when i said that

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on the community

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god dayem

soft cobalt
#

you did

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vibe coding is too cringe

gusty abyss
#

it may or may not have a security alert on it

storm patio
#

technically it's not an issue with the install

gusty abyss
#

technically not

#

but that version

storm patio
#

they're probably well aware

gusty abyss
#

probably

#

I just like being a funny guy

balmy palm
dusky narwhal
#

How to motivate myself to write code?

balmy palm
#

Purpose.

vivid cedar
stuck flower
#

Then don't wait for it

storm patio
#

you kinda just... won't get anything done without some sort of motivation, either intrinsic or extrinsic

#

that applies to everything, not just programming or gamedev

dusky narwhal
#

I've figured out what I want to do, I'm thinking through the architecture for this idea, but when it comes to coding, I just can't do anything. notlikethis

storm patio
#

just kinda how life works

grave rock
#

@modern birch accept my friend req

storm patio
grave rock
#

ok

stuck flower
#

!collab

vagrant rootBOT
# stuck flower !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**

grave rock
#

whats the game idea

storm patio
#

this is not the place for that

stuck flower
grave rock
#

whats this place for then

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im confused

charred fog
placid grail
grave rock
#

are people not here to learn how to use unity

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or create games

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im so confused

placid grail
storm patio
grave rock
#

my dms r off

stuck flower
placid grail
#

oh

grave rock
#

i wanna hear it

storm patio
#

they were looking for collaboration
that isn't allowed here

stuck flower
grave rock
#

oh ok so these server channels are just heavily moderated?

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i understand

storm patio
#

we prefer to keep them on-topic, yes

strong fable
#

can someone explain numthreads and Dispatch sizes to me? why not always use numthreads(32x32x1) unless I need that extra dimension ofc) and keep the numbers on Dispatch low? on the contrary why not do numthreads(1x1x1) and dispatch with the full texture dimensions?

placid grail
grave rock
#

sure

placid grail
#

alr send a friend request

storm patio
#

welp, gonna see a case of the blind leading the blind here, aren't we

grave rock
storm patio
#

yikes, this isn't worth my time

faint heath
#

how to make a thread?

gentle shale
#

Hey guys, is there any way to add Box collider support for Cloth component?

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There I mean

stuck flower
gentle shale
#

interaction

faint heath
#

@balmy kettle thanks

stuck flower
faint heath
#

Input System problem (TRIGGER WARNING: I'M NEW)

gentle shale
stuck flower
#

Probably. I just assume anything with the physics engine is running purely on black magic and Zeus decided boxes don't count or something

#

#⚛️┃physics might know more, or someone with more knowledge of the cloth component might show up here

rapid halo
#

yo

strong fable
#

gurt be like👆

torn ravine
#

I'm trying to follow this unity learn tutorial https://learn.unity.com/course/tanks-make-a-battle-game-for-web-and-mobile/tutorial/scene-setup?version=6.3

and when I go to preview each of the level prefabs everything in each them is the like pink untextured color. Is there something I'm doing wrong here or is it a problem with the assets themselves or what?

Unity Learn

Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.

strong fable
#

ty

torn ravine
#

I dont see any errors

balmy kettle
#

are you certain you're using the built in render pipeline?

torn ravine
#

Yes I'm certain.

balmy kettle
#

what do you see in the Graphics settings in your project settings

torn ravine
balmy kettle
#

I selected universal 3d
so you were certain you were using BiRP even though you knew for sure you were using URP?

torn ravine
#

I dont even know what that means

balmy kettle
#

BiRP = Built In Render Pipeline
URP = Universal Render Pipeline aka "universal 3d"
urp is a scriptable render pipeline, not built in

torn ravine
#

Alright. I'm following the most basic unity learn tutorial lmao I don't have deep knowledge of the render pipelines. I assumed what the tutorial told me to select would work.

balmy kettle
#

okay and next time someone asks you if you are certain about something that you literally do not know, rather than making an assumption you could say something like "i'm not sure how do i check" instead of "yes i'm certain"

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but since you don't actually have a render pipeline asset assigned you technically are using built in even though your initial intention was to use URP

gray frigate
#

importantly, the tutorial expects you to have used the "Universal 3D" template in Unity 6.3

#

which will give you a project that has the graphics set up appropriately

torn ravine
#

I thought that universal 3D was a default render pipeline which is why I felt certain. I didn't know they were separate

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I'm on Unity 6.3, as the tutorial says I should be

balmy kettle
restive lava
#

hii

gray frigate
#

No, it absolutely will.

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You have either used the wrong template or accidentally messed with the graphics settings

torn ravine
#

I definitely didn't mess with the graphic setting and definitely selected universal 3D but okay

balmy kettle
#

or deleted the render pipeline asset that was assigned

gray frigate
#

that is also possible, yes

worldly cave
#

question since ive been thinking about it, "reloading a scene" and "loading another scene and then the first scene again" can have very different results right?

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i mean its obvious right or am i missing something?

gray frigate
#

there is one important difference if you've been modifying your assets at runtime

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when you switch to a different scene, any assets that were only used by the original scene are unloaded

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if you then go back to the first scene, those assets are loaded again

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any changes you made to these assets are lost

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most commonly: this happens if you've been modifying your ScriptableObjects

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Reloading the active scene means that the assets are never unloaded

green lynx
#

yo can someone help me fix this error? sorry if this is the wrong channel for this

worldly cave
#

well the thing is reloading my scene takes quite a long time

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so i started using my loading scene as a buffer

gray frigate
#

Similarly, repeatedly entering play mode will not cause assets to ever unload

worldly cave
#

makes sense

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actually i got a really good idea now

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for how i want to approach this

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thanks

robust quail
#

hello! can someone here help me with a problem im facing?

gray frigate
green lynx
balmy kettle
#

you probably need to reinstall it then

green lynx
vivid river
balmy kettle
#

yes

gray frigate
#

i'd just remove and reinstall unity, yeah

green lynx
green lynx
gray frigate
#

i'm not sure why it'd break, but it's easy enough to do that

balmy kettle
#

probably broken registry entries tbh

gray frigate
#

maybe Windows suddenly doesn't trust the executable

balmy kettle
#

well, non-existent rather than broken

gray frigate
#

"wtf is this thing?"

#

it might as well be on a thumb drive you found in the parking lot 😉

green lynx
#

Btw what is the best unity version for virtual reality games?

worldly cave
#

i dont think we are allowed to help you with that

worldly cave
green lynx
#

alr

robust quail
worldly cave
#

i think it fits under the umbrella of decompiling and moding so yeah

robust quail
#

oh im really sorry, im new here

worldly cave
#

youre good

#

but im sure theres other places you could find answers to your issues, so dont give up or whatever

robust quail
#

thanks, have a nice day!

green lynx
#

yo when i try installing unity 6 this shows up please help

balmy kettle
#

no permission to install in that location it seems like. make a folder on the D drive and install to that folder instead of to the root

balmy kettle
#

!install 👇 if you have further issues go through the check list

vagrant rootBOT
# balmy kettle !install 👇 if you have further issues go through the check list
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
vivid river
unique light
#

Hey everyone! Can u get some help please?

#

Can i*

#

Anyone?

#

@void wing

balmy kettle
#

!ask

vagrant rootBOT
# balmy kettle !ask

:thinking: Asking Questions

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

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

unique light
#

!ask

vagrant rootBOT
# unique light !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

balmy kettle
#

you're meant to read the bot message not parrot the command

graceful abyss
#

yo does any one want to help me create a gorilla tag fan game, hit me up

stuck flower
vagrant rootBOT
# stuck flower !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**

unique light
#

My bad

unique light
#

Its noth7ng hard

stuck flower
vagrant rootBOT
# stuck flower !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

unique light
balmy kettle
stuck flower
unique light
#

I tried already

unique light
#

Does anyone know how to fix unity editor being stuck on 99%

#

? People say its ez fix

graceful abyss
#

@stuck flower is that a yes

unique light
#

On yt nothing helps

balmy kettle
worldly cave
#

can you people read the bot messages jesus lol

worldly cave
stuck flower
#

Christ.

balmy kettle
#

if those children knew how to read they'd be so mad right now

unique light
balmy kettle
#

!install 👇

vagrant rootBOT
# balmy kettle !install 👇
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
vivid river
unique light
#

And my CPU shows no sign of anything downloading

vivid river
#

why would CPU show it?

worldly cave
#

maybe they meant installing?

unique light
#

Ok taskmaneger

worldly cave
#

your cpu wouldnt show anything when you downloading something

unique light
#

Yea it shows activity

worldly cave
#

not when you are downloading something

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the cpu has no part in that

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just your drives and your internet lol

unique light
#

Blud

stuck flower
unique light
#

I turned off real time protection

worldly cave
worldly cave
#

dude

unique light
#

But when unity was downloading it was showing 0.1

#

Ala

#

Aka

#

Not downloading

worldly cave
vivid river
unique light
#

And frozen at 99

stuck flower
unique light
#

It said

worldly cave
#

said what

unique light
#

Should I just get unity on the website not on the hub?

balmy kettle
#

no, you should ideally use the hub to manage your installs. you just need to stop ignoring the instructions that were provided

unique light
#

Idk what they are

#

I tried them

balmy kettle
#

then what did the logs say

unique light
#

Idk

#

Mbmn

balmy kettle
#

so you didn't try them

unique light
#

Idk how to

#

Okay

worldly cave
#

you were given instructions.

balmy kettle
#

gee, if only there were literally instructions that told you what you need to do

unique light
#

I dont get them

worldly cave
#

they are in this channel

#

directed at you

#

scroll up

unique light
#

Ik

#

Idk what it means when it says look through logs

balmy kettle
#

did you know that you are allowed to ask clarifying questions instead of just ignoring things you don't understand

worldly cave
#

alternatively view the pinned message directly

unique light
#

In what channel

worldly cave
#

it has the location for the logs a type of txt file

unique light
worldly cave
#

this one

worldly cave
unique light
#

Should I do it on pc im on ohone rn

#

Phone

worldly cave
#

you can litterally only do it on your pc

#

are you installing unity on your phone?

unique light
#

Ik as in discord on my phone

vivid river
#

Did you not install the Unity on your phone?

unique light
#

No!

worldly cave
unique light
#

Im getting on pc

worldly cave
#

on your computer

unique light
#

Ok so dc on pc

#

Ok

#

Also guys sorry for being stupid its my first time

unique light
#

so when i go to logs

#

is it unity hub logs or unity editor#

balmy kettle
#

considering you don't even have the editor installed, what do you think it is?

unique light
#

it just says a buncvhh of letters and numbers

#

on unity hub

#

logs

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csn i send a pic?

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thats it

worldly cave
#

do you not notice there is a whole lot of sentences on the far right?

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and that you can scroll towards them to read them

unique light
#

it shows the same thing top to bottom

worldly cave
cyan igloo
# unique light

send me the whole error log i could prolly help u w that, do ctrl a and copy and paste it to me

worldly cave
#

please

cyan igloo
#

js dm me ig

frank vigil
#

does anyone have this asset or can link it? If I remember correctly I think it was a free alien asset.

#

Ive looked and I cannot find it.\

#

May be deprecated

oak meadow
#

If i have an asset thats 256 x 2048 what do i set the pixel per unit at

light thorn
#

Hi

vivid cedar
worldly cave
#

found that too

#

it looks very generic though and probably very old

frank vigil
worldly cave
#

so chances are it simply doesnt exist anymore

light thorn
#

Where are the solo indie game developers learning everything from scratch

worldly cave
#

everywhere?

#

why

light thorn
#

Indeed

#

They are everywhere

#

But may also be nowhere

#

Where is where

vivid cedar
light thorn
#

Fair

#

bad games

#

Lmao

#

Why si harsh

worldly cave
#

this might get you somewhere

frank vigil
#

Thank you

light thorn
#

Cool art

#

Are u building an horror game

worldly cave
#

no

light thorn
#

Building anything at all?

worldly cave
light thorn
#

Interesting

stuck flower
frank vigil
worldly cave
#

@frank vigil im going down a huge rabbit hole here but this is hilarious

#

look at this

light thorn
#

Who here builds their own sprites and who just hunts them

frank vigil
#

Treacherous Insect

light thorn
#

Am studying sound design

#

It's harsh for me cus my ears suck

worldly cave
#

@frank vigil the earliest i can find the use of the model is 2016

#

so do "Before:2017" in your searches

#

cuts down on the amount of results

frank vigil
#

alright

#

Thank you

dusk walrus
#

how do you create a scene in unity and is there a way that on loading a scene it can take you straight to the next one?

vivid cedar
dusk walrus
#

Thank you!

#

does the script need to be a component of an object or is there a way to just have it running on its own

potent geyser
#

All scripts that run must be a mono behaviour, which needs to be attached to a game object.

dusk walrus
#

alright, thank you

strong fable
#
{
    UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
    
    if (resourceData.isActiveTargetBackBuffer)
        return;

    TextureHandle lightMapHandle = graph.ImportTexture(_lightMap);

    //1
    graph.AddBlitPass(lightMapHandle, resourceData.activeColorTexture, Vector2.one, Vector2.zero);
    //////////////////

    using IComputeRenderGraphBuilder builder = graph.AddComputePass("TestPass", out PassData data);
    data.cs = _computeShader;
    data.kernel = _kernel;
    data.lightMap = lightMapHandle;
    data.camNormal = resourceData.cameraNormalsTexture;

    builder.UseTexture(lightMapHandle, AccessFlags.Write);
    builder.UseTexture(resourceData.cameraNormalsTexture, AccessFlags.Read);

    builder.SetRenderFunc((PassData d, ComputeGraphContext ctx) =>
    {
        ctx.cmd.SetComputeTextureParam(d.cs, d.kernel, "_lightMap", d.lightMap);
        ctx.cmd.SetComputeTextureParam(d.cs, d.kernel, "_camNormal", d.camNormal);
        ctx.cmd.DispatchCompute(d.cs, d.kernel, Mathf.CeilToInt(width / 8), Mathf.CeilToInt(height / 8), 1);
    });

    //2
    graph.AddBlitPass(lightMapHandle, resourceData.activeColorTexture, Vector2.one, Vector2.zero);
    //////////////////
}```
does someone know why putting AddBlitPass at position 1 works just fine but at position 2 it throws ** [AddUnsafePass] This API cannot be called when Render Graph records a pass, please call it within SetRenderFunc() or outside of AddUnsafePass()/AddComputePass()/AddRasterRenderPass()** although I am not calling it inside any of those? (I think?) edit: obviously I want it at position 2 after the compute shader did its thing
vivid cedar
#

you need to explicitly do this:

using (IComputeRenderGraphBuilder builder = graph.AddComputePass("TestPass", out PassData data)) {
  // do all the stuff for the compute pass
}

graph.AddBlitPass(lightMapHandle, resourceData.activeColorTexture, Vector2.one, Vector2.zero);```
strong fable
#

are you sure the brackets after using are correct? I've managed to fix it myself and I basically put everything from using up until Blit into brackets and that worked

strong fable
# strong fable are you sure the brackets **after** using are correct? I've managed to fix it m...
{
    UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();

    if (resourceData.isActiveTargetBackBuffer)
        return;

    TextureHandle lightMapHandle = graph.ImportTexture(_lightMap);
    {
        using IComputeRenderGraphBuilder builder = graph.AddComputePass("TestPass", out PassData data);
        data.cs = _computeShader;
        data.kernel = _kernel;
        data.lightMap = lightMapHandle;
        data.camNormal = resourceData.cameraNormalsTexture;

        builder.UseTexture(lightMapHandle, AccessFlags.Write);
        builder.UseTexture(resourceData.cameraNormalsTexture, AccessFlags.Read);

        builder.SetRenderFunc((PassData d, ComputeGraphContext ctx) =>
        {
            ctx.cmd.SetComputeTextureParam(d.cs, d.kernel, "_lightMap", d.lightMap);
            ctx.cmd.SetComputeTextureParam(d.cs, d.kernel, "_camNormal", d.camNormal);
            ctx.cmd.DispatchCompute(d.cs, d.kernel, Mathf.CeilToInt(width / 8), Mathf.CeilToInt(height / 8), 1);
        });
    }

    //2
    graph.AddBlitPass(lightMapHandle, resourceData.activeColorTexture, Vector2.one, Vector2.zero);
    //////////////////
}```
like this. I've learned that using means Dispose needs to be called so I'm letting the builder run out of scope which doesnt happen with brackets after it
vivid cedar
vivid cedar
#

which is sort of awkward and weird

#

the using statement without brackets (the style you're using) goes until the end of whatever the current scope is. You can see an example of that under the "You can also use a using declaration that doesn't require braces:" section in the doc

#

both are valid, but it's good to understand the original syntax with brackets. The no-brackets way is newer.

#

for something like this where you have a very well defined scope you want to define for it, it's cleaner to use the brackets syntax

strong fable
vivid cedar
#

I think you probably didn't do your parentheses correctly

#

you can't do

using var x = xyz; {

}```
it's
```cs
using (var x = xyz) {

}```
strong fable
#

using IComputeRenderGraphBuilder builder = graph.AddComputePass("ScreenSpaceLightPass", out PassData data);
{ code } is what I am doing

vivid cedar
#

yeah that's not right

strong fable
#

ah its that semicolon isnt it

vivid cedar
#

you need the parentheses

#

and to get rid of the semicolon

#
using (IComputeRenderGraphBuilder builder = graph.AddComputePass("ScreenSpaceLightPass", out PassData data))
{ 
   // code 
}```
strong fable
#

ah I totally missed the () yea now it works just fine

#

ty :)

plain dagger
#

bonus fact, you can do use using but in the current scope

gray frigate
#

yeah, using var florp = whatever();

junior path
#

So I am making a custom Unity theme with uss style sheets, and I am wondering, is there anyway to know what these grey gui elements are called so I can reference them in my style sheet to change to blue?

neon nacelle
#

Where can I find newer learning material for Unity? These tutorials and articles are all at least 4 years old and use scripts from long-deleted pages. There is literally nothing new. I've tried finding Youtube videos on the topic of floating origins yet the scripts they link are always from the Unity wiki page that is now deleted, so that tutorial can't even help me. There are other things too.

stuck flower
#

Not much has changed code-wise. If it's not related to networking or render pipelines stuff from four years ago should still work fine

#

You might need to change out a property name here and there, and you'll need to switch to the old input system probably, but it should still work

neon nacelle
#

Honestly, I bit off more than I could chew trying to learn Unity at all

#

Maybe I'll figure it out eventually

#

But yeah, one of my problems was render pipline stuff earlier. It took me several hours, then finally coming across a single comment on a single reddit post to fix the problem.

fleet canopy
#

there's a good chance that it's using IMGUI in which case you might not be able to access them through uss

pale furnace
#

How do you guys name your C# scripts? I always feel like I should be more consistent but like I'm not quite sure how parts of the name should be ordered. Like for a script in the player would it be better to call it PlayerWeaponManager or Player_WeaponManager or WeaponManager_Player

copper gust
#

i def don't use underscores

#

personally I would reserve Manager for singleton related scripts that would only ever exist as 1 instance

which then moves that to PlayerWeaponController for me.

then i'd consider probably just reduce that down to WeaponController tbh, but perhaps in a /Player/ folder

#

I think either you could make what WeaponController does generic in a way that more than Player's could use it (therefor don't need to say Player) or that the code is so hyper-specific to the Player that the code makes it clear enough so you also don't need to say Player

pale furnace
#

Mmm makes sense. 🤔 Not using controller/Manager/Master interchangeably is also a big takeaway.

copper gust
#

yee, i don't know if everyone follows that but i've seen that followed pretty commonly

#

if my scripts tend to do something, they usually end up ending in Behaviour, Controller or Manager

gray frigate
junior path
regal sedge
#

Does anybody know how to toggle off the grid on top of my terrain...? It's hard to see sorry

topaz crescent
#

Look at the top bar of Scene view

#

There should be a button that looks like a grid

#

You can click it

regal sedge
#

This button turns off the scene grid. It does not toggle this grid pattern that is specific to the terrain

regal sedge
#

I also tried to change the texture. It doesnt seem to be a gizmo either

copper gust
#

pretty sure thats the collider gizmo

regal sedge
#

Yes you guys were right. I had to toggle "Selection Wire" in gizmos. For some reason it still remained when toggling all gizmos

#

Thank you

noble locust
#

is there a reason why everything in my animator is greyed out?

#

i cant seem to be able to do anything with it

balmy kettle
#

do you have the object you want to animate selected?

inner plume
#

does anyone know of some good tutorials to get more familiar with unity? (specifically 3D, and not unity learn)

#

i'm new to the engine but i also understand programming pretty well, as i've learned lua and gdscript

balmy kettle
#

you specify not unity learn, but that has some of the best tutorials that will help familiarize yourself with the editor

inner plume
#

i did some starter tutorials for unity learn, but from there couldnt really find anything else on the site

balmy kettle
#

well "how to go about creating mechanics for games" is not a unity-specific thing. but if you need to learn unity-specific stuff then the documentation and the learn site are the best options

topaz crescent
#

Before you start trying to make things, sit down for a moment and plan some simple things

#

What is your game about? How does the player interact with it? What is the objective? etc.

#

This makes it much easier to develop your ideas quickly

inner plume
#

yeah but then i terminally overthink everything and break my brain despair

copper gust
#

Which is fair but that's the problem you gotta get past

#

What are you overthinking

inner plume
#

i come up with a cool idea and then overthink it and i end up not wanting to make it anymore, and am back where i started

#

this probably has something to do with the fact i'm autistic

copper gust
#

While being autistic might play into it, worth noting a ton of the gamedev scene is neurodivergent

#

We can nitpick your problem further though

#

You asked for help getting familiar with Unity right?

#

If your getting stuck with that problem because your overthinking your own cool ideas, maybe don't use your own ideas

#

get comfortable remaking something that already exists

#

I personally think making a Calculator is a great way to get started in Unity since it's very basic but will get you comfortable with the basics of recieving user input, doing some code to handle values and using the ui to display the output

noble locust
#

im just trying to make something go up, but it's like turning sideways and then going up for some reason

#

it's kinda messy but the piece in the air is what im trying to rotate, yet for some reason it's like leaning sideways from a simple up rotation

#

from the looks of it the origin is messed up and for some reason there's no vertical axis??

marble fiber
#

Kind of strange question but lets say if my main mechanic of the game is riding on a boat, would it be in my best interest to use regular rigidbody or kinematic rigidbody? I feel like kinematic might be extra work to achieve that

noble locust
torn ravine
#

Why is it that when I create a new game object or drag a prefab into the scene hiearchy that its position coordinates are just seemingly random values often with a large trailing decimal?

junior path
#

Raise hands if you want to lick it

tired flame
#

i need to ask

#

im using unity 6000+

#

is the syntax for rb.velocity and rb.linearVelocity the same?

potent geyser
#

It's the same, yep

tired flame
#

well, that's good to know

solar panther
#

Gosh, I hate some errors...

#

I'm getting fr pissed off.

fading cypress
#

does unity's default meshes like cube/plane etc not actually work with light baking ?

#

so i have import my own meshes just to test it

whole mesa
#

question does anyone remember the name the of the thing you can do that starts out as an animation but then switches to physics (im trying to make dominos but cant remember the name of what to search up)

obtuse rover
#

Arrgh, collisions are killing me again. Anyone have an idea of how to fix this?

pearl oyster
#

logic is null

obtuse rover
#

ok, thanks. How do i fix that?

pearl oyster
#

Put something to that field

obtuse rover
#

in the editor?

pearl oyster
#

It's your code, I have no idea what object "logic" should be

obtuse rover
#

what should the type be?

pearl oyster
#

what

obtuse rover
pearl oyster
#

That would make it not null, yes

vagrant rootBOT
obtuse rover
storm patio
#

the screenshot shows you haven't

#

have you installed .net using the .net install tool?

pearl oyster
#

It's clearly configured

obtuse rover
pearl oyster
#

There isn't anything in the logic field for that object when the collision happens. You'll have to figure out why that is

obtuse rover
#

So the script isn't in the field when I collide, correct?

pearl oyster
#

It's not a script, it's a gameobject

#

Which object did you drag to the field?

obtuse rover
#

the gameobject that the logic manager is on

#

why

#

in here it's correct

#

on the gameobject for the player

#

but it says nothing in the script inspector

pearl oyster
#

What is the first screenshot? You cut out the script name

storm patio
storm patio
# obtuse rover What?

so sounds like you haven't completed configuring your ide
you'e installed the .net install extension, correct?

obtuse rover
storm patio
#

then you need to set the reference for that script yeah

storm patio
pearl oyster
#

That's just the editor's color scheme. Surely it wouldn't know about Unity messages if it wasn't configured

obtuse rover
#

I'm using VS code

storm patio
storm patio
#

!ide

vagrant rootBOT
pearl oyster
#

VSCode isn't very consistent with the colors

storm patio
#

it is, not sure where you're going there

obtuse rover
#

its setup properly

#

im fairly sure

storm patio
#

they also like. seem to not know what the .net install tool is, so sounds like they haven't configured it

pearl oyster
#

The plugin installs .net automatically

storm patio
#

in my experience installing it manually and restarting vscode solves a lot of unconfigured issues

#

ive seen it try to install automatically but the results seem to not be super consistent

pearl oyster
#

If you have issues. But you don't need to do that if it works the first go.

storm patio
#

well it clearly didn't lol

pearl oyster
#

Does it underline words in red if you make a typo in the code @obtuse rover ?

storm patio
#

well, let's see. @obtuse rover are you getting intellisense? as in suggestions when you start typing them, which aren't just suggesting words (indicated by an "abc" icon)

obtuse rover
#

yes

#

i'll work it out tommorow.

boreal river
#

Hey, guys! I know this has nothing to do with Unity but with Github. So, because I have a lot of assets on my Unity Project and I wanted to push them all on Github from Git, I have installed Git LFS on my Repo I have the specific .gitattributes file and its properly initialized. So, the problem is that I am getting this message after pushing. Does anybody know why this happens please answer because I really have to push all of my assets to my repository.

#

I am getting an error HTTP 500 and really dont know what this means.

storm patio
#

it means the server did something wrong

#

4xx means you're the issue, 5xx means they're the issue

#

maybe try again later? im not quite sure what the next steps would be

nimble vigil
#

how do u guys implement skinned mesh blood decals easily? been wondering for an easy way for the past 5 days

grave rock
#

bruh chris fk u bro u dont teach any1 anything and ur just putting us down

slow dirge
wise yacht
#

Am I right in thinking that unity is planning to update C# versions in the future

#

Think I saw it on the road map although I don't know when this is planned for

inland river
wise yacht
inland river
# wise yacht Ooh awesome, and will it speed up compile times

Nobody outside U can say what specifically it speeds up yet. In theory it could speed up time from project rescan to the first update in playmode. But a .NET update is not the primary bottleneck here. There are many inefficiencies in the domain reload that would still make it slow. U is working on these as a stated primary goal for the next versions (namely: ‘iteration speed’ across the board)

#

Note however that unity sees iteration as ‘from code/asset change to release build’ and ‘enter editor playmode after a code change’ is not really on their radar (yet).

wise yacht
#

Fair enough yeah

#

What inefficiencies are there in the domain reload?

inland river
#

I’ve heard though that in their own projects (survival kids) they have identified many issues in the editor workflow which ‘have been heard’ by the engine team.

inland river
wise yacht
#

Yeah I mean i use a couple asmdefs - am I right in thinking when I change stuff inside/outside the asmdef other bits don't reload

#

Or is that something different

inland river
#

It is theoretically possible that unity gets hot reload

wise yacht
#

True

#

I mean there are assets

inland river
wise yacht
#

They seem focused on making unity reload while play mode is on, but I'm looking for speeding up the loading bar part when I come from script writing back to unity

#

Like recompilation and domain reload

inland river
#

Yes, most everyone would love that to be quick

wise yacht
#

Yeah lol

#

Actually slows me down so much when I wait 1-2 minutes each time

copper gust
inland river
#

it’s one of the biggest issues unity has vs engines that use an interpreted scripting layer

wise yacht
#

I got rider which is really handy because I can like confidently write large chunks of code before reloading

wise yacht
inland river
#

Whether domain reload can be removed depends on how stable that actually is. The engine still needs to maintain a bridge between coreCLR and itself. Which can go wrong in all sorts of ways. But if the engine truly gets rewritten to map better to coreCLR, it might actually happen —> hot reload

copper gust
#

they said its gonna happen and they are usually pretty hesitant when they aren't sure

inland river
#

Do you have a reference for that, curious what specifically they promise currently.

copper gust
#

one min but its in the reddit 6.3 megathread

static pulsar
#

Apparently, the new concept is AssemblyLoadContext

inland river
#

Yes, that (assembly load context) is the segmented optimization. It’s still similar to domain reload, just locally bounded and more sophisticated regarding invalidation.

vapid ore
#

What do you think of CryEngine? Could it add a good modeling engine to Unity?

copper gust
#

what

inland river
static pulsar
#

CryEngine is a whole different engine

inland river
#

CryEngine is also unusable for small teams.

mint lake
#

lol

mint lake
vapid ore
#

Furthermore, the difficulty level should be medium, and not too high.

#

Unity cannot create and edit models, so I am looking for software that can.

#

I've tried Blender before, but it seems we're not a good match.

mild radish
#

all 3d software is pretty intimidating

#

Blender is the best/free option.. you get better at it the more u do it..
(you can get away w/ blocking out levels and doing simple geometry using something like probuilder) in the editor itself

inland river
mild radish
#

and even then... professional software isn't all that easier

#

if easier at all

#

i'd much rather use Blender than Maya. 3ds max, or any autodesk

inland river
#

If you go into paid, look at 3DCoat, Maya, ZBrush (these are the industry defaults) with plasticity and shapr the CSG alternatives inspired by CAD workflows.

mild radish
#

zbrush would be epic to have 😭

#

zbrush is more of a uv-editor/texture painter tho innit?

inland river
inland river
mild radish
#

yea yea.. the "juicy" stuff

inland river
#

For true sculpture: 3DCoat

#

ZBrush is ideal for what hifi AAA signaling needs: surface detail

mild radish
#

but all said.. Blender is just a gatekeeper type of software...
its an entirely different type of workflow.. but once u learn the basics of fundamentals
all 3d softwares hve the same tooling, and majority of the important features

#

-# none of them are a "pleasure" to use

inland river
#

you can expect that users who come from Maya-like workflows have a very hard time adapting to blender and vice versa

mild radish
#

extrude, scale, inset, rinse and repeat 😉

inland river
mild radish
charred fog
#

Keep it Unity related

mild radish
#

teh same can be said for Blender's hotkeys

anywho TLDR...

  • keep learning Blender (its worthwhile)
  • use probuilder (in Unity) to get familiar with 3d modelling -> swap to blender
strong fable
#

can anyone tell me how to get the screen dimensions in scene view? I'm currently using width = Camera.main.pixelWidth; height = Camera.main.pixelHeight; which works fine for Game view but not for Scene view

strong fable
copper gust
ocean pumice
strong fable
#

thanks you 2 :)

arctic portal
#

tires[i].transform.Rotate(Vector3.right, tireRotSpeed * VelocityRatio * Time.deltaTime, Space.Self); tireParentsFronts[i].transform.localEulerAngles = new Vector3(tireParentsFronts[i].transform.localEulerAngles.x, steeringAngle, tireParentsFronts[i].transform.localEulerAngles.z);

this is causing the tires to rotate in the z direction to -180 degrees for some reason. the rotate of tires keep glitching to -180 and back to 0 again even though the z is never touched

#

can someone help please?

vivid cedar
#

euler angles are not unique

#

The ones you're seeing in the inspector are equivalent to whatever you assigned

arctic portal
charred fog
#

!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**

arctic portal
# vivid cedar The ones you're seeing in the inspector are equivalent to whatever you assigned

tires[i].transform.Rotate(Vector3.right, tireRotSpeed * VelocityRatio * Time.deltaTime, Space.Self);
tireParentsFronts[i].transform.localRotation = Quaternion.Euler(tireParentsFronts[i].transform.localRotation.x, steeringAngle, tireParentsFronts[i].transform.localRotation.z);

i am using this code now and the transform.rotate part is not working anymore. what can i do about that?

charred fog
#

!ban 1233822400198742026 scam

vagrant rootBOT
vivid cedar
arctic portal
#

the rotation on the x axis of the wheels as in

#

it increments a tiny bit when i hold vertical key though

vivid cedar
arctic portal
# vivid cedar Debug.Log the rotation before that line and after that line of code. Also log wh...

actually i have that script for only the front wheels, for the back wheels i have only the transform.rotate part and it works perfectly.

        if (i < 2)
        {
            tires[i].transform.Rotate(Vector3.right, tireRotSpeed * VelocityRatio * Time.deltaTime, Space.Self);
            tireParentsFronts[i].transform.localRotation = Quaternion.Euler(tireParentsFronts[i].transform.localRotation.x, steeringAngle, tireParentsFronts[i].transform.localRotation.z);
        }

        else
        {
            tires[i].transform.Rotate(Vector3.right, tireRotSpeed * VelocityRatio * Time.deltaTime, Space.Self);
        }
#

if i remove the transform.localRotation statement for the front wheels it works normally, except it doesnt rotate while steering

vivid cedar
#

but yeah that's a clear sign the other code is simply overwriting whatever the first line is doing

arctic portal
vivid cedar
#

Also switching from .localEulerAngles = to .localRotation = Quaternion.Euler(...) doesn't actually change anything

#

those are functionally equivalent

arctic portal
vivid cedar
#

I don't know how your objects are set up

#

What the game is

#

or what this code should be doing

arctic portal
# vivid cedar I have no idea what you're trying to accomplish so it's really hard to say

well the transform.rotate statement managers the rotation of the wheel in the x axis, (for linear movement). it uses the tireRotSpeed which is constant and velocity ratio, which is current speed / maxspeed.

transform.localRotation manages the front two wheel's steering angle.

i already have a working car, im just trying to rotate the wheels for the visual effect.

arctic portal
vivid cedar
#

Making the following assumptions:

  • the tires objects are children of the tireParentsFronts objects
  • The tires should only rotate on the local x axis
  • The tire parents (wheels?) should only rotate on the local y axis

Then:
tireParentsFronts[i].transform.localRotation = Quaternion.Euler(tireParentsFronts[i].transform.localRotation.x, steeringAngle, tireParentsFronts[i].transform.localRotation.z);
is wrong.
It should be
tireParentsFronts[i].transform.localRotation = Quaternion.Euler(0, steeringAngle, 0);

#

And if those assumptions are not correct then you'd have to explain how everything is set up

arctic portal
vivid cedar
#

You should set up the herarchy like this:

Wheel
Tire (child of wheel)

Then you should rotate the Wheel object like: wheel.transform.localRotation = Quaternion.Euler(0, steeringAngle, 0);
and the tire object like: tire.Rotate(Vector3.right, tireRotSpeed * VelocityRatio * Time.deltaTime);

#

currently you're trying to rotate a single object in two different ways, one of which is an overwriting way.

#

It's much simpler to manage this multi-axis rotation by splitting things up into two separate objects.

arctic portal
vivid cedar
#

The names don't have to be "wheel" and "tire"

arctic portal
hot tundra
#

Guys, do u know if Unity's axis system from " Texture2D.GetPixel " has the (0, 0) in the lower left corner or in the upper left corner like most image processing cameras do?

pearl oyster
#

Have you checked the documentation for GetPixel?

azure grove
cobalt sequoia
#

hey what do i need to use if i want to fill a (stretched out) square sprite with an image that repeats itself and i can change the ppu

azure grove
#

might be better off just using a quad for that, then editing the offset and tiling paramaters in the material

#

@cobalt sequoia

cobalt sequoia
#

ok lemme look up what a quad is

azure grove
#

its in the create menu

#

3d objects

cobalt sequoia
#

ok im gonna try it out

hot tundra
mystic abyss
#

I've opened my project on my laptop, and I'm finding a coroutine I have isnt running the same way on here. I'm instancing tiles, but they only get created when I mouse over the inspector or select an object in the heirachy.

On the PC things just update without me needing to do anything

cobalt sequoia
#

How do I apply a repeating texture on a sprite?

vivid cedar
cobalt sequoia
ionic ermine
#

GUYS
im working on a game
and in the main menu
this is how it looks
Image
anyone know how to make it look better
i cant change the position of the dude
but the texts and logo i can

#

i cant change the background

#

or the d ude

#

only the text

#

and the logo

pure jackal
#

And with a random couple lines. A glimpse of hope for seeing CoreCLR has appeared in the patch notes for new Unity version.

nimble fog
#

Hello, Ive done a quick search and cant sem to find what im looking for. I have some low poly characters, and they have a mesh for their hair. I am looking for a hair texture. Im not animating hair, i just want to texture it to look like hair (preferrably black or very dark) anyone have a line on something like that? Picture is the figure in blender, but you can see the "hair" is just a blob

pure jackal
# copper gust not till 6.7 iirc

So yes, and no. This is from todays release patch notes.

So they are doing it incrementally. Today they pushed the start of the newer .net for editor and the build system. Which is still a huge step forward.

Than they got to to runtime .net 8 which should let us use newer API for more recent C#.
Today's update is a step forward with the compiler.

copper gust
#

<@&502884371011731486> ^ scam

pure jackal
#

Ah the lengths people go to for crypto scams.

charred fog
#

?ban 1446511460846014631 scam bot

novel scarabBOT
#

dynoSuccess hsiebbei_28488 was banned.

ionic ermine
stuck flower
ionic ermine
#

its a background image and i already have a picture

#

i cant change it cuz i gotta reimport the models and do it again

#

even i were to do it

#

what would u recomend

stuck flower
#

Just going with whatever you currently have

#

With a menu that looks like that I don't think it matters

#

Your time is better spent elsewhere

obsidian knoll
#

Unity domain reload can be so slow... Working on an inherited project so I can't add assembly definitions or anything like that

#

Not asking for advice, just a random vent

copper gust
#

eventually it will be gone

obsidian knoll
#

I change one line of code and it takes 60 seconds to load before I can test

obsidian knoll
#

Is there an update in the works or something?

copper gust
#

coreclr stuff

obsidian knoll
#

I will research what that means

outer light
#

Unity doesn't use it yet, it uses a different VM named Mono

#

There are plans to switch to it from Mono but no idea when

obsidian knoll
#

Oh

#

Goody good

#

Let's hope that comes soon

#

My mental health will literally improve just from that

chilly wraith
#

Does anyone know if there is a tool to paint colliders in 3D space kind of or would a lot of box colliders be better?

stuck flower
#

You could use a Mesh Collider with whatever mesh you want but in general making a composite of simple colliders is better

worldly cave
#

it doesnt require it but everything looks a lot better when your lighting is baked

#

you can also just keep it realtime

livid lagoon
#

I don't see how it can be baked if it's generated at runtime. In fact, it's grid-based, and I only plan to have about 10x10 cells visible at a time. It's like a grid-based dungeon crawler in first person view.

balmy kettle
#

yeah procedurally generated means you're going to lose out on the benefits of baked lighting. also can't use occlusion culling either since that requires baking the data too

livid lagoon
#

I heard Unreal's Lumen would work better.

worldly cave
#

you could theoretically

#

prebake the lighting if the individual pieces of your dungeon are big enough

livid lagoon
#

Okay.

worldly cave
#

i think their might be some solutions for baking at runtime but theres like a million caveats to it

livid lagoon
#

Sounds like a disaster waiting to happen.

worldly cave
#

the major downside is that it would still look kinda not good

#

but will be better than realtime lighting

proven obsidian
#

is this normal?

#

im building a game

#

started 4 hours ago

#

or 5

vivid cedar
#

How much stuff is in your game? I would say a 4 hour build is not normal but it's possible if you have a lot of assets

worldly cave
#

Yeah but 0% cpu usage while building?

#

something probably not working right

proven obsidian
#

im pretty sure it got crashed

vivid cedar
#

I would probably restart it

proven obsidian
#

maybe it still building

#

doing it for android btw

#

and this thing aint working too

junior path
timid holly
#

hello i need some help

#

with my unity game

craggy pollen
#

then ask

junior path
timid holly
#

well

#

i try to make a game like doom

junior path
worldly cave
#

more sentences plz

timid holly
#

and i use raycast

#

i have thedamage and enemy health but somehow there is no hit on the target

livid lagoon
junior path
#

just read the documentation

livid lagoon
#

Oh, didn't notice the extra video previews.

timid holly
#

i will send a video

stuck flower
#

!code

vagrant rootBOT
timid holly
#

yeah soemthing ike that

worldly cave
#

this doesnt help us at all

timid holly
#

i dont knwo if is the code or something

worldly cave
#

it probably is

#

thats why its imperative you share it

timid holly
#

using UnityEngine;

public class WeaponUIShoot : MonoBehaviour
{

public int damage = 20;
public float range = 10f;

public LayerMask enemigoLayer;
public GameObject shootEffect;
public float effectTime = 0.1f;
public Transform firePoint;

void Update()
{
    if (Input.GetMouseButtonDown(0))
    {
        Shoot();
    }
}

void Shoot()
{
    // Efecto visual
    if (shootEffect != null)
    {
        shootEffect.SetActive(true);
        Invoke(nameof(HideEffect), effectTime);
    }

     // Posición del mouse en world space
    Vector3 targetPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);

    // Dirección desde el firePoint hacia el mouse
    Vector3 origin = firePoint.position;
    Vector3 direction = (targetPosition - origin).normalized;

    // Raycast 2D
    RaycastHit2D hit = Physics2D.Raycast(origin, direction, range, enemigoLayer);

    // Debug para ver el raycast
    Debug.DrawRay(origin, direction * range, Color.red, 0.2f);

    

    if (hit.collider != null)
    {
        EnemyHealth enemy = hit.collider.GetComponent<EnemyHealth>();
        if (enemy != null)
        {
            enemy.TakeDamage(damage);

        }
    }

    // Para ver el raycast en la escena
    Debug.DrawRay(
        firePoint.position,
        firePoint.right * range,
        Color.red,
        0.2f
    );
}


void HideEffect()
{
    shootEffect.SetActive(false);
}

}

#

this is the code i using

worldly cave
#

not reading alat without inline or a pastebin

vagrant rootBOT
proven obsidian
#

should i disable antivirus while building?

#

ig its the reason

craggy pollen
timid holly
#
using UnityEngine;

public class WeaponUIShoot : MonoBehaviour
 {

    public int damage = 20;
    public float range = 10f;
  public LayerMask enemigoLayer;
    public GameObject shootEffect; 
    public float effectTime = 0.1f;
    public Transform firePoint;

    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Shoot();
        }
    }

    void Shoot()
    {
        // Efecto visual
        if (shootEffect != null)
        {
            shootEffect.SetActive(true);
            Invoke(nameof(HideEffect), effectTime);
        }

         // Posición del mouse en world space
        Vector3 targetPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);

        // Dirección desde el firePoint hacia el mouse
        Vector3 origin = firePoint.position;
        Vector3 direction = (targetPosition - origin).normalized;

        // Raycast 2D
        RaycastHit2D hit = Physics2D.Raycast(origin, direction, range, enemigoLayer);

        // Debug para ver el raycast
        Debug.DrawRay(origin, direction * range, Color.red, 0.2f);

        

        if (hit.collider != null)
        {
            EnemyHealth enemy = hit.collider.GetComponent<EnemyHealth>();
            if (enemy != null)
            {
                enemy.TakeDamage(damage);

            }
        }

        // Para ver el raycast en la escena
        Debug.DrawRay(
            firePoint.position,
            firePoint.right * range,
            Color.red,
            0.2f
        );
    }


    void HideEffect()
    {
        shootEffect.SetActive(false);
    }
}
timid holly
stuck flower
timid holly
#

yes?

worldly cave
#

do you know what 2d means

stuck flower
worldly cave
#

look at that simulated 2d shadow

timid holly
#

well is in a 3d world

worldly cave
#

and those 2d cubes

worldly cave
#

sorry to break it to you

#

so if you want your raycast to hit something at depth

#

it needs to have all 3 dimensions

stuck flower
worldly cave
#

the original doom was actually a 2d game

#

but yours isnt

#

regardless of the fact you want to make it a doom clone

timid holly
#

thsi siteh title of teh game

worldly cave
#

ok.

timid holly
#

the is christmas theme

stuck flower
stuck flower
timid holly
#
using UnityEngine;

public class EnemyHealth : MonoBehaviour
{
    public int maxHealth = 100;
    private int currentHealth;

    void Start()
    {
        currentHealth = maxHealth;
    }

    public void TakeDamage(int damage)
    {
        currentHealth -= damage;
        }

        public void TakeRaycastDamage(int damage)
    {
        currentHealth -= damage;

        Debug.Log("Enemy hit by raycast. Health: " + currentHealth);

        if (currentHealth <= 0)
        {
            Die();
        }
    }

    void Die()
    {
        Destroy(gameObject);
    }
}
#

this one is teh enemy health

azure pond
storm patio
#

how's that surprising

stuck flower
azure pond
#

i think the user is copying and pasting small pieces of individual questions in

#

to solve problems

worldly cave
#

i honestly wouldnt even blame the ai here, i think this guy probably convinced it he is making a 2d game

azure pond
#

can you click the little share button in the chat where it said "Physics2D..."

timid holly
#

*From each weapon's script, you reference the enemy's script, and upon contact with the shot's raycast, you lower the enemy's script's life variable
this is what i must do

azure pond
#

well what's your goal?

stuck flower
#

If you want your raycast to detect something you need to actually use the right physics engine

storm patio
#

have you tried just using the 3d raycast instead lol

azure pond
#

there's a lot to learn here haha

stuck flower
#

You are not making a 2D game

azure pond
#

it's not that bad

stuck flower
#

A 2D raycast will not work

storm patio
#

if you see stuff like X then X2D (like Physics vs Physics2D, or Rigidbody vs Rigidbody2D, etc) then the one without 2D is the 3d version

proven obsidian
#

dude how do i reduce this, its my 6th attempt now

timid holly
#

what i want to reah is make the gun hit the enemy

azure pond
worldly cave
azure pond
#

have you looked in the asset store for "boomer shooter" assets?

stuck flower
timid holly
worldly cave
#

your game is 3d

#

any kind of 2d raycast wont work

timid holly
#

okay..so i changed to 3d

storm patio
azure pond
worldly cave
#

yeah like not using it all

#

thats a start

timid holly
#

is tehre a way i could share my screen in livee?

worldly cave
#

no

#

there are no voice chat channels here

azure pond
worldly cave
#

dont

#

we have no reason to look at or critique machine written code

brave zenith
#

Is there no ability to only show decals only on certain layers (Not rendering layers)?

azure pond
#

in URP

#

you have to check some boxes.

timid holly
#

so any code that can help me?

azure pond
stuck flower
timid holly
storm patio
brave zenith
azure pond
# timid holly i dont plan to use chatgpt

hmm.... who authored this code?

        // Efecto visual
        if (shootEffect != null)
        {
            shootEffect.SetActive(true);
            Invoke(nameof(HideEffect), effectTime);
        }

         // Posición del mouse en world space
        Vector3 targetPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);

        // Dirección desde el firePoint hacia el mouse
        Vector3 origin = firePoint.position;
        Vector3 direction = (targetPosition - origin).normalized;

        // Raycast 2D
        RaycastHit2D hit = Physics2D.Raycast(origin, direction, range, enemigoLayer);

        // Debug para ver el raycast
        Debug.DrawRay(origin, direction * range, Color.red, 0.2f);
storm patio
#

then do so

stuck flower
# timid holly no

As mentioned multiple times, a 2D raycast will not work for your 3D game

azure pond
#

i'm not litigating whether or not it is LLM authored or whatever. it's just a question of using your tools correctly

stuck flower
#

So you need to change it to a 3D raycast

timid holly
worldly cave
#

pretty sure on hdrp materials you can disable decals or whatever

brave zenith
worldly cave
#

if it has something

#

if not then idk lol

brave zenith
worldly cave
#

where is this from?

livid lagoon
#

I did a quick comparison check on GPT.

timid holly
#
using UnityEngine;

public class WeaponUIShoot : MonoBehaviour
 {
    public int damage = 20;
    public float range = 50f;
    public LayerMask enemigoLayer;
    public GameObject shootEffect;
    public float effectTime = 0.1f;
    public Transform firePoint;

    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Shoot();
        }
    }

    void Shoot()
    {
        if (firePoint == null) return;

        if (shootEffect != null)
        {
            shootEffect.SetActive(true);
            Invoke(nameof(HideEffect), effectTime);
        }


        Ray ray = new Ray(firePoint.position, firePoint.forward);
        RaycastHit hit;

        Debug.DrawRay(firePoint.position, firePoint.forward * range, Color.red, 1f);

        if (Physics.Raycast(ray, out hit, range, enemigoLayer))
        {
            EnemyHealth enemy = hit.collider.GetComponent<EnemyHealth>();
            if (enemy != null)
            {
                enemy.TakeDamage(damage);
                Debug.Log("HIT A " + enemy.name);
            }
        }
    }

    void HideEffect()
    {
        if (shootEffect != null)
            shootEffect.SetActive(false);
    }
}
azure pond
# brave zenith Interesting, I am only seeing these options

okay, it's enabled, use rendering layers is checked.

first select the object you want the decal to stick to like your floor or whatever. go fin dthe mesh renderer component on it and open up additional settings. you gotta switch the rendering layer mask from default to something specific like layer 1. then go over to your actual decal projector object and find that same rendering layer mask setting. just make sure to uncheck everything else and only check that same layer you picked earlier so they match up.

#

you don't need a render feature

storm patio
#

alright, do you have issues now

timid holly
#

gonna test

brave zenith
storm patio
#

if you don't have issues, then no reason to

timid holly
#

still dont work

azure pond
storm patio
#

and what's the issue now