#💻┃unity-talk
1 messages · Page 45 of 1
are you getting errors, or what exactly
"doesn't work" doesn't give us any info to work with at all
make sure you've saved and recompiled btw
hmmm maybe is teh firepoint
I create my own semi-realistic sprites, which should blend in the 3d environment.
when i click teh left click to shoo, it appears me a message saying Hit A enemigo
are you creating them yourself, like drawing them?
They're rendered from 3d models.
yeah you shouldn't have that if (firePoint == null) check tbh
if it's null, let it fail-fast
did you model them?
i'm asking if you are a 3d artist
what is this a third degree lol
anyways, do some debugging to see what point in the code is being reached
I have some skill in Daz3D. I don't know if that makes me a 3d artist. I'm more of a programmer.
so i remove this if (firePoint == null)?
i think if you want to use chatgpt to answer questions like this you also need to improve the question you ask haha
it's totally valid to use it, but i can tell that you asked a bad question, because it's comparing a technology from Unreal to a technology to Unity
and its return. this won't solve the issue, but if the issue is that firePoint is null, it'll make the issue more obvious
adaptive GI is just a checkbox. you can see for yourself what it does. it's not a substitute for baked lighting
it's really an artistic question
so i must change the null?
do you have a screenshot of what things look like right now, from the correct camera angle?
if it's currently null, yes
have you written any code yet?
I don't wish to use baking for it, as it doesn't make much sense in this case.
i'm not sure if you know or don't know what to do yet haha
a screenshot will tell a big story
what you mean is, you have a standalone program right now that creates dungeons. but not in unity. correct?
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);
}
}
you gotta lead with whatever you're going to say instead of just spamming your code and expecting us to read your mind here, mate
Then it's hitting the enemy
yeah but the enemy dont die
What code is supposed to make the enemy die
is the enemy's health going down
well i think if the field is this open you have a lot of great approaches for making something really attractive
yes, each hit is 20 of damage and the enemy have 100 HP
it's probably a little premature to worry about lighting
show the inspector of this component
my suggestion is to first create a "reference frame" that shows the point of view, the style, etc. that you want to achieve
gotchya
also, no, that's an assumption. i asked you to check if the enemy's health is actually going down
So is the health going down
if you showed an artist what you have so far, they would probably suggest dungeon keeper with filters, which would be really attractive. like retro, a little new, and it would be capable of doing "dark"
so you have 10 damage, not 20
i think there's a large mix of chatbot-authored and you-authored code that is going to be really complicated for people here to disentangle
@timid holly we don't need this. actually check if the enemy's health is going down. use the 3 dots at the top of the inspector and change it to debug mode to see the private fields.
With this there's no baking. I guess that's why I want to make sure Unity can offer that too. Seems like AdaptiveGI might be a good option.
Hey can anyone recommend me pc hardware for smallteam/solo 3d game dev.
the lighting in the screenshot is what it is. the torches on the wall are not illuminating the walls
now it works
And when you call the function on EnemyHealth, does that function do anything
you can add point lights in unity and unreal, and things will just work
your hardware should be able to run the game you plan to create
and by run i mean run well
Yeah, that's a good way adding point lights.
but generally aim for a lot of ram and storage, as well as a good cpu
what exactly are you trying to build? is this the first time you are making an android build of your own game? someone else's game
first time
with a reference frame, everything will be much easier
you can ignore this warning
so my friend ask me thus:You have to call the script that the enemy carries, and lower its life variable
Nintendo publisher ends contract on you without warning
Ok then I will reapply as a solo dev
I did that game jam entry why not add it to my application
Waits almost a month
Result
Devs that only make NSFW games apparently are better material then me
I wanna stop living
is there a question in all of this
you can only publish to nintendo e-shop if you are working with a publisher
Actually yes, there is a question:
Nintendo, why.
this is the unity server
It's related, I wanna do Switch game development
We can't really do anything about that
complaining about nintendo is definitively not related to unity
@storm patio is there a way i can use a code for this or i can i¡add it to my code?
they are, believe it or not, 2 distinct entities
well, i gave you the answer
this is a channel for help with unity, specifically any help that doesnt fit into the other channels
please don't pester specific people for help. you haven't done the debugging i told you to do either.
what its not is a general chat
Is english your first language cause it's mine and im struggling to piece this sentence together
it's understandable
yeah it stinks, but whatever, I guess I will find another publisher
considering everything they said so far i would say that sentence is pretty understandable
my apologies and can you tell me the ebugging again?
#💻┃unity-talk message we asked you this 4 times...
Add Debug logs into the code where the function is called with relevant data such as the damage
i got it now
may i get help?
Cant really ask for hardware without a price
what double stinks was that there was an asset I was developing for the Asset Store for consoles, and now I can't really do anything with that until I get someone else interested rip
So it seems like it's been lowered
Or it started at 0
So it seems to be working
was it 0 to begin with, or after you hit it 10 times
i hit him 10 times
So it's working
now i must do to eliminate the enemy
yes
i think something like this is within your reach
so when the enemy reach 0 HP it must dissapear
so have you written something to make that happen
ai generated slop is within their reach?
hope not
you need to figure out how to do a tilt-shift camera lens effect, so that the wall lines always appear parallel. the full screen effects add a lot - dust, scratches, film grain. you only need a nice arm and torch asset, some nice VFX graph effects for the flames, and some point lights. a lot of the props can be assets since they can be desaturated and brought out of the scene
and is that code being reached
you've written it in a method that's never called
@livid lagoon but you don't have to do anything exotic to render. seven point lights and AO in hdrp is not an issue.
comrade you are seriously misunderstanding the purpose of this channel
this is not general chat
so i must make that part being called in the code so it can work
There's no off-topic here. Read #📖┃code-of-conduct And use #1180170818983051344 for devlogs.
heres my woke take, feeding screenshots of someone elses game through ai is not very nice.
hmm i didn't do that
look at what method you're currently calling to deal damage, and look at what method the logic to kill the enemy is in
where'd this image come from #💻┃unity-talk message
i wonder sooner believe you found that somewhere online than you perfectly prompting ai to create an almost 1:1 copy of someone elses work with major alternatives such as post processing without feeding the source image into the ai itself.
https://gemini.google.com/share/6885badc94df
honestly i think it's really useful to see how i do things haha
hmm can't find it online with reverse image search 
I see, my apologies, I wasn't aware of that rule
ok, so you're giving images plagiarized from several games?
there was a lot of precision in what i asked for and why i did the sequence of things that i did. if you wanted to work with an artist, you'd have to use these words and level of detail anyway.
Hey guys, is there any way to make light pass through a transparent object?
No-one cares. Enough with the off-topic
hmm well the guy was asking really precisely how to solve a lighting issue. in my experience, to do things like lighting, you need a reference
and he seemed pretty game
didn't really seem like your thread of convo was relevant to unity to me 
-# could say that for a lot...
It can be a difficult subject, you should ask in #1390346776804069396
i suppose i could suggest, the user creates a reference image to help them sort out art problems using unity's built in generative art tooling, i just want him to actually succeed haha
nothing says wanting someone to succeed than telling me to use ai art as references
No need to continue this.
Yeah, that's bad
Hello friends, can I ask you a question?
always
!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
If I wanted to develop a game similar to Cry of Fear, how long might it take?
how long is a piece of string
🫸 🫷
The length of my motivation
but yeah this massively depends on a lot of factors theres no 1 true answer
but if it helps you get a better perspective cry of fear took like 4 to 5 years to make
and they were a 5 person team iirc
A quick Google search says it took 4 years, and was done by more than one person. So there's your minimum. Good luck.
I had the idea to create a game similar to Cry of Fear, but with a different scenario. 😅
those are not the factors i was talking about.
😳
anyways you got the closest you can to an answer to a question like this
Thx 🙏
Wasn't that game made in GoldSrc?
And?
if anything making it in goldsrc probably saved them some time in the long run
I mean, I guess I can see that since you don't have to reinvent the wheel in terms of movement, weapons, etc.
But I sometimes wonder, what if x game was made in a different engine
I want to create a game using the Unity engine, similar to Cry of Fear, but with a different story and scenario. Although I don't know anything about the engine, I will learn and use the Unity Assist store. I would appreciate your encouragement ❤️
Not that I consider that a bad thing, just a fun thought experiment
thats a very ambitious project for a first game
i say keep that idea on a backburner and start with something smaller in scope
well you should actually start with learning how to use unity and make games first
thats kinda the priority here
Of course I will perform simple tasks, but I will master the aspect I aspire to.
Yes, I will do this.
is there a channel to ask about linux suppoort?
Hey, I got a warning in Unity and I’m new to Unity. Where can I ask for help with this?
what's the warning?
can i upload my screenshot here?
yes
Thank You..
hey yall
do you recommend any resources
if i wanna get into the nitty gritty of how animations work in unity?
i'm trying to fix some ui stutturing in one of my scenes
and for another scene i need to figure out another thing around how some values that we set affect a sprite
i cant find there is there any other solutions ?
make sure to read the entire page and actually pay attention to what it is telling you
i dont know what exactly it is i just began to learn unity like 2 days ago
well then it's a good thing that there is a webpage with explicit instructions on what you need to check for, it even includes a link to a script that does it for you
but the thing is, you have to actually read the information on that page
okayy ty
Stuttering happens usually when object being updated out of frame sync. Provide all relevant information in #🏃┃animation and video of the problem perhaps as well, so people can point out what else to show.
ohh kk
Clear your search bar
oh thanks
Was the "Hide AI Menu" option removed from 6000.3? The docs says it should be in the General section of the settings. (removing my search for "AI" made no difference to the general pane)
Never mind, if you right-click you can select hide:
quiestion how do i start up on a 2D game and how do I add a friend to help make the game????
because im kind stuck T^T
!vc for collaborating with others 👇
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
!learn for how to get started and actually work in the engine 👇
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
how would i make a game with others on the platform its self?
what do you mean by that
how would i be able to make a game with a friend on the same thing like we both work on the same
like pair programming?
ya
you use version control to work with others. game development is not a multiplayer game where you can work on the same thing at the same time and see live changes
pair programming just isn't really feasible with real projects
I dont think unity has a built in thing, but you can use MS teams or something else to have your friend control your screen. There's also likely a live code sharing extensions for your coding IDE
even with something like live share, you're better off just coding separately. otherwise you basically only have 1 person working and the other spectating
this is not a good solution, no
sorry didn't know you were the person who asked
im not
okay thank you
ik, you were being rude
i'm rude for saying that pair programming isn't a good way of collaboration?
did you know that a solution can still be bad even if you think it would solve what they are specifically asking?
remote access isn't even "working together", it's one person working and another person spectating
don't care, better than "no solution, sorry"!
i hate discord so much (plus reddit)
if you don't plan to actually read responses and instead prefer to just yell bad solutions to people, why use them in the first place?
fun fact, sometimes suggesting a bad solution is even worse than no solution at all
Yes I did, VCS is what they did not want, did you even read THEIR responses??
which message said that?
fun fact youre no fun at parties
it may not have been what they wanted, but it is still objectively the correct solution for what they are actually attempting.
what you suggested may have answered the actual content of the question, but it is still objectively a bad solution
are you trying to be helpful here or do you just want to feel helpful and deny any alternative answer
@sour jewel Please don't start off-topic arguments here
cool, that message doesn't say they don't want vcs. they want collaboration, and vcs is the closest thing that's actually feasible
Sidenote, pair-programming is not really accessing files at the same time, it is actually one person monitoring the work.
Huh. Til
huh, yeah, that makes more sense.
Sorry I freak out at who I feel are know-it-alls. I will disappear for a few months and think about my hot-headedness
so, remote access or screensharing would work for pair programming then? just not anything collaborative, just spectating like i mentioned
But to actually use Unity project at the same time it is problematic. There is a paid extension that does that though.
Normally you would use version control and separate work files
I see your frustration but you are judging the whole server on 1 person or 2
nope, again sorry
it was actually 3, smh
there's practically no benefit for it.
in fact, it's more like a negative because it gives an excuse to not learn the industry standard way of collaboration
i get too mad sorry Chris and boxfriend
imagine 30 people trying to work on a project at the same exact time
in realtime
absolute chaos
i imagine it'd go like that one image of a construction worker in a hole with like 29 others standing around said hole
I use VCS for everything, but sometimes when working with a co-worker at my day-job it's easier to just get control of their screen for a moment and show them
-or ping-pong ideas with a pair-programming session
oh definitely, even more so with physical control and/or pointing
MS teams lags, but when you're remote it's all you got
lord knows how many times ive screenshared and pointed at my own screen...
pvp enabled zone
same vibes as "i invited my discord server to help me write an essay"
"30 speedrunners share an inventory" and half of them are actively sabotaging the operation... at least there's teamwork
You've given me an idea for a youtube video
it already exists 😔
Randomizer Among Us. One person in the multiworld is the imposter and needs to hinder everyone's progress without being called out
that sounds hilarious
opening random .meta files and incrementing the guid
You know
There's no reason you couldn't just make all of your assets have sequential GUIDs
(ignoring zero; that's generally treated as a "null"/invalid guid)
I'm not sure Unity's IDs are even GUIDs, actually; they may just be completely random 128 bit values
(well, UUIDs, but whatever)
GUID is a better name; fight me
I thought thats what GUIDs are 🤔
there are many UUID versions, each of which is generated in a different way
a random integer is very unlikely to be a valid GUID, in the sense that the numbers didn't come from the correct place
i love how goofy this is
what even lmao
Lol
64+16+16+8*8?
ah
Ah
thanks i hate it
https://learn.microsoft.com/en-us/dotnet/api/system.guid.newguid?view=net-10.0
this is more relevant
it creates a v4 UUID, which is mostly random data
except for bits 6, 7, 12, 13, 14, and 15
-# bytes?
no, bits
huh, cool
yeah, I grabbed a random Unity GUID and it doesn't have a valid version
so i think these are just 128 random bits
er, those bits are parts of specific chunks of the GUID
that makes more sense now
a whole warzone will go on that person's screen 😭
I noticed that the Splines package has code for drawing handles for spline data
this stuff
however, it doesn't seem like it actually ever uses them
which is a bit weird!
The illusion of features
this would be handy for getting data aligned properly
Hey guys, I need opinions, if you decide to, of course. Would it be worth it to design a level in Blender for the SOLE purpose of just acting as a layout, so that when you export the pieces, you'll already know what fits where, scales, and whatnot?
That's called a blockout, and yes it could be useful.
you could also do it inside of unity with probuilder
if you want to be playable as well
Wow Unity ty for the newest updates. And C# 10 ftw!! Super stoked!
Where do you see 10?
yeah, c# 10 is not really supported
it's possible to get access to the syntactic sugar that c# 10 provides (even as far as some of what c# 14 provides) but it's not something that's actually supported and requires tweaking certain things to even get it working in the first place
Oh I saw something after upgrading to the latest Unity LTS version about C# 10.0 (not within the Unity itself), and I assumed it was this.
So we can now use like this:
$("Hello" + {sir}) or close with the $ to represent variables now. Thought this was 10.0 lol
string interpolation is old
https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/interpolated
Oh my gosh I never knew this! I knew it were popular for other languages. Omg lmao! Thank you for clarifying!
I am super happy I upgrade my project to the latest version of unity. It has been a hugely productive day yay
I had errors relating to interpolation is what made me upgrade actually. C# im sure it was.
string interpolation has been around since c# 6, which was released 10 years ago
and the syntax for it has not changed. so if you had errors, it was likely what you wrote and not interpolation itself
Makes sense. I do now remember using it before taking a break.
My project bugged out at the time very likely. Fixed now.
It were some older callbacks compared to newer version of Unity. Maybe not relating to the interpolation.
I read the docs and also use AI which may be confused with version calls
It has definitely fixed since updating
maybe you were trying to use raw strings? those are too new to use in Unity
i.e.
"""
wow
big
string
"""
I have now created an OS simulator game. It is perfect, but it is boring. It will be more hehe.
Full file / folder app structures for both Desktop and FileExplorer, TextEditor, Terminal etc 😉
Drag and drop and nesting and swapping everywhere. Fully works. Rename, create, delete etc.
Friends and family become bored so I never talk about it haha.
What are you all working on?
Stuck a little with vertical layout menu for UI if here is fine to ask.
verbatim string literals also exist https://learn.microsoft.com/en-us/dotnet/csharp/programming-guide/strings/#verbatim-string-literals
Anyone else ever run into an issue where baking occlusion data corrupts the scene and crashes the editor whenever said scene is loaded?
It's ~40mb of data, not the smallest scene but also not insanely huge either.
I've tried manually clearing caches/deleting the occlusion folders/yeeting the occlusion part of the scene file manually, but issue still persists.
nope, that's a new one
Maybe start from checking the crash report. Other than that, reverting the scene data to the last working version in version control.
Hello
Pretty much what I'm doing, more or less binary searching my own vcs atm. 😄
Just wondering if it was a known issue with 6
so I'm making a metroidvania
and I'm using additive scenes
and each room is a different scene
is this good practice?
or should I have a different way of handling rooms?
<@&502884371011731486> not sure about this one but it looks hella suspicous 😄
!warn 946576139651014657 do not post links to random sites without context
@captainamerica48551 warned
Reason: do not post links to random sites without context
Duration: Permanent
depends on the situation, the project requirements, design etc
loading and unloading scenes can cause some delay time..
additive loading can help, or just loading and unloading prefabs as rooms.. really depends.. different scenes means also factoring how to handle persistent player data, enemies and other gameplay elements
Hi, im trying to change the unity install location in unityhub, and it doesn't let me for any of the locations. i click the text box or folder, and it does nothing. it lets me select the text but not delete or edit it at all. im on arch based linux
Is there any way to make new gameobjects and stuff default to be positioned at 0,0,0 unless I explicitly drag it somewhere in the scene? It's so odd that everytime I add something its at some seemingly random coordinate position lmao
its based on your scene view camera
try edit -> preferences ->scene view create objects at origin tickbox
Ah that makes sense, I was wondering where it got those position values lol. I'll try that, thanks 🙂
Is it supposed to be here?
ohh try that dropdown I guess, which version of unity you at
oh yeah the drop down has a world origin option, duh, sorry I should have caught that haha. I'm on 6.3 LTS
ohh I guess it was changed since 6.0 
Hey there. I wanna make a 4v4 tag team fighting game and smash bros platform fighter and some mini games so. I wanna seperate 3 game modes in 1 project. This is my idea.
Call me kailo and nice to meet you all. Im 20 (Almost 21) year old guy who is a web developer in Visual Studio Code.
Did u find any issues on 6.3? Im thinking of switching to that but im scared of finding issues only like 5 months after..
I filed a prototype name of 4v4 tag team game namdd Project 4VT
So i call it a 4v4 tag team and smash bros project fighting game. So i will be making and designing 40 character slots and 20 Fighting Stages and 20 Smash Stages and then 20 Minigames.
Are you just sharing the idea or smth? Or introducing yourself here? There is no offtopic channel here its only help channels so idrk if this is the right place
uhhh i tried to update it and this happened, i reinstalled and its still like this.. im using the aur version "unityhub", i have arch not debian or ubuntu
it's an empty window with black text that appears to be some kinda ai prompt

Is this Unity? Or is this like a text editor that opens or smth? Im pretty sure Unity has nothing to do with perplexity, something is very weird
this is meant to be unityhub
unless unityhub on aur is a virus
though it was what i had installed prior
I have no idea what is aur sorry i dont use linux :(
arch user repository
Maybe try ask here? #🐧┃linux
Also try search there trough messages
You may find someone that had the same issue with aur or smth but i kinda doubt it tbh
Also try find if thats the best way to do it, idk how else but just saying
should be fine as long as its aquired from archlinux.org
i just used yay i assumed it was from aur
something isn't fine for sure
this isn't an issue with the collision, it is an issue with a variable not being assigned
https://unity.huh.how/runtime-exceptions/nullreferenceexception
I'm pretty new to unity so I don't really have a frame of reference for how the older version were
and where do you assign it
I'm following a unity learn tutorial and reached this step:
- Set Local Coordinates
With the FireTransform GameObject selected, open the Toggle Tool Handle Rotation dropdown located at the top of the Scene view and select Local.
But I don't see what it's talking about, what am I missing?
you've got the relevant overlay hidden
https://docs.unity3d.com/6000.3/Documentation/Manual/overlays.html
How do I unhide it
if only there were a link that gave you information about overlays
🙄 you dont have to be a prick. You were like this last time lmao. You can inform someone without being pretentious.
I'll check out that link, thanks
you can also click links before asking questions that would obviously be answered by the supplied link. i didn't just provide the link for shits and giggles, mate. it was obviously to help you figure out how to unhide it
How do i fix this "Assets\Scripts\Logic.cs(32,13): error CS1061: 'Flap' does not contain a definition for 'canFlap' and no accessible extension method 'canFlap' accepting a first argument of type 'Flap' could be found (are you missing a using directive or an assembly reference?)"
presumably you want to create that variable in the Flap class
i have
not according to that error. show the relevant code in a code channel (like #💻┃code-beginner )
oh ok, the actual script is called Bee, but because i renamed it, it only accepts the origional name
does that help?
what? this is about the class Flap that you are attempting to use the canFlap variable on
if you need further help with this, then show the code in a code channel.
annoying. misleading.
Can someone help me make my ai monster move. I've been struggling past 2 hours. I am unity noob. The player can walk, but not the monster for some reason.
you're going to need to provide more information, like your actual code. but do so in a code channel
how do i make this work properly?
CompareTag
and back to #💻┃code-beginner because that's where code questions belong
sorry
I've been dealing with a problem regarding my terrain. I have a large map. The width is 276,000. This entire map is divided into sections with Width = 92,000 and Length = 100,000. The white-and-grey checker pattern of the first terrain I placed at (0, 0, 0) does not vibrate. However, every other terrain does. This vibration occurs both in the scene and the game. It occurs with both the player camera and the scene camera. It only vibrates when the camera is moving either with WASD or when looking around while stationary. In addition, even near the world origin of (0, 0, 0), the other terrains still vibrate. The vibration does not occur when the camera is not moving. I tried a floating origin script and it did not fix anything. I can tell it is not the camera itself that is vibrating because nearby referencing points are still.
that sounds more like the camera is stuttering and not an issue with the terrain.
how are you actually moving the camera
with WASD. This is the scene camera for one so the default way. It isn't the camera, as all surrounding reference points remain stationary.
and it's only withing a 4 meter radius of th camera
with WASD
yeah i meant how in the code, the buttons you press to move it are irrelevant
Well I don't know what to tell you bro. This is the scene camera. Whatever Unity decided.
Also, in the game, the starter pack FPS controller.
100k units per chunk? Floating point precision issues start to be visible at a few thousand units
In addition, even near the world origin of (0, 0, 0), the other terrains still vibrate.
With this you mean the camera is at 0, 0, 0? Or the terrain?
Both. So, of course, (0, 0, 0) is connected to 4 different terrains. One of the terrain's transformation things says (0, 0, 0). Another one is (0, 0, -100,000). Even though I am standing on 0,0,0 If I look over, the terrain jitters. But if I turn around, the terrain of that original terrain is not jittering.
Gg, I’m making a game based sea travel and the sea extends to like 5000
Also I should add that I am not getting a floating point error with any of them right now
Your chunks are simply too large/too far apart
You should either scale everything down or split it into way smaller chunks
And probably implement floating origin in any case
What type of game is it if it needs this kind of scale?
Just a silly little war simulator on a large-scale map lol
Thanks, I'll go ahead and learn about chunks and stuff. I'll also try the floating origin thing again. I'm new to all of this and I've been learning as I go for the past week and a half.
You are a lifesaver. Turning one of the chunks into 64 worked. Thank you. Time to create another 704 chunks
Thank you
Hello, sorry I'm new there (and french), I would like to find an official Unity discord (or chan) dedicated to the coding Unity + C# + Android + Smartphone, I create an app for android in 2D. Could you help me please?
Sorry to sound sudden but is there any moders for unity games ? Because i dont trust fiverr cause they all look sus with 5 stars and no examples of past work
double whammy
do yall use collision detection or raycasting to detect whether a player is grounded?
whats the better choice here
That’s fair :T
I honestly might learn it so I do it myself
raycast is better, that only check when u need (when u click space) , raycast detection collider exactly than collider (because collider collision check in physic update can missing collision event
is there an OnEnabled type method for outside runtime? when I pull an object with the script into the scene this fires once basically.
can anyone help me with setting up a fullscreen UI canvas in a 2d project? im lost, i want it to cover the whole screen and treat bottom left as cords 0,0. But currently it seems to be behaving like a standard camera
I don't know what you mean by standard camera but screen space canvas is always full screen. The scene view doesn't show it that way, you have to look in the game view
The joystick's anchor is wrong
if you want it always in the bottom left corner it should be anchored there
what you're saying is the canvas is in fact covering the full screen but I need to anchor the stuff I put inside it?
Yes
ok thanks that makes sense
If you haven't changed the anchor then it's placed in relation to the center of the canvas instead of the corners
can child objects be placed normally if the parent is anchored?
whats "normally" in your mind?
regular transform with set positions
in UGUI? not really
you can still set position/localPosition in code if you want
Otherwise you need to correctly set anchors because their anchored position is relative to them
cuz this isnt working
Anchors are relative to the parent, so perhaps the parent rect transform is also not setup correctly
can you tell if rect transform is not setup correctly from the screenshots
I am guessing you want it elsewhere but its easier if you read the docs and learn how these work yourself
Then you can set it as you want
The anchor is still wrong. It should be "bottom left". I don't even know where the "custom" comes from
its custom when you move the anchors yourself
i'll just read, i didnt search up any documentation of this because I assumed its gonna be super simple to get UI working
UI is usually complex because we need systems to handle different screen sizes and aspect ratios
thats why these features exist
yeah but im not even trying to handle diffrent screens yet I just want the joystick to appear in the bottom left corner of the screen
Then all anchors want to be bottom left BUT its parent also needs to be set correctly
If its parent is your canvas then thats not an issue
this doesnt work, i'm sure there's something wrong with the canvas, not my positioning
are we sure its always fullscreen
Show what you have in the joystick's inspector now
if i pause and resize the canvas the anchor behaves as it should
Again you have to look at the game view
everything is the exact same in game view
You have set the joystick to be 214 and 215 pixels from the bottom left corner
If you want it to be exactly in the bottom left corner those should be 0
are you ai
wat
this is completely irrelevant and intentional
What is?
So what's the problem then?
it isnt meant to be in the center of the screen
...then move it to where you want it?
(they are trying)
compiling c++ sfml to mobile seems easier than this
forget how you wanna set this up but iirc generally you want that slider to be on the right
and scale with height rather than width
dunno if that's your problem specifically here but that canvas rect in the scene looks a little odd
yea thats my problem
and it renders exactly the same as it looks in the scene instead of being fullscreen
make that slider 1 and post a screenshot of the gameview w/ gizmos turned on
Is there a reason behind your reference pixels per unit being 200 rather than 100?
i was just changing it trying to see if it helps fix anything
how is it even possible that a canvas fails to do the one thing its meant to do, which is render at fullscreen??
haven't seen this particular issue happen before tbh
little strange
does making a new one work?
guys im working on a timeline
in unity
for a storycutsene intro sort
how can i add a fade in and out
for the texts
Hello Guys i need your help in something ,
i would like to know how to make a TAG (variable) turned ON (true) when an Object A is in the front of Object B (sensor : limit switch)
i did some test with the help of chat gpt but it doesnt work
what have you tried to google
specify what object A being in front of object B means
object A is the gray Big cube , when it comes in front of the small blue 3D Sensor it should turn ON a Variable
what isn't working
i cant see the tag switch from 0 to 1 or 1 to 0 in the console
that means hit never doesnt equal laststate
You haven't provided code that would log 0 or 1 into the console, we'd need to see the whole context
im noob could you please clarify things to me 🙏
learn how to code before using unity
What in here would log 0 or 1?
my goal is not to creat a game or something , just creating a simple simulation lab to test my Industrial Programmable Logic Controller Logic and program for my personalized process
[Header("Sensor -> PLC (DB100 inputs)")]
[Tooltip("PLC address to write the limit switch state (object present = true).")]
public string limitSwitchAddress = "DB100.DBX0.4";
[Tooltip("Log when the limit switch write changes.")]
public bool logSensorWrites = true;
What in what you are showing me would log 0 or 1 in the console
Hi! I'm having an awful time trying to implement the outline in my game. I tried various approaches and tutorials, every single one didn't work or had many errors. The last one I'm trying to implement uses the inverted hull, and I'm trying to implement it in the simplest way possible:
ask more in #1391720450752516147
UI doesn't need to use colliders.
What components are on 'Joy' and 'Stick' ?
You shouldn't be changing the scale of UI elements, they're best left at 1,1,1 and you use height/ width to set the size. Changing the scale is just asking for trouble (not with alignment, it's just an aside)
im using the colliders for input detection and storing circle radiuses
they only have transform and sprite renderer components (scale 100 in transform)
is it fine if parent has scale 1,1,1?
also this isnt even relevant to my problem, the canvas itself is broken, not the ui elements
sprite renderers are for game objects, not UI - that is why you can't align it correctly
re-do them with UI Image
wait holy shit image works thank you so much
it was the elements after all
only took 1,5 hours of raging
so much wasted time
yeah, couldn't be the canvas.. it's a screenspace one
how exactly is sprite renderer and image diffrent?
one is for UI (image) and one isn't (SpriteRenderer)
how do they function diffrently
is switching from sprite renderer to image gonna break my joystick code?
at least i can stop wasting my time now so idm if it breaks
it didnt break lets gooo
Also sorry for being mean earlier, I was really angry because of this
hello, I have a PBR texture, how can I make a material for this? the only available slots are those, there is not metallic, roughness, ambient occlusion, opacity,
for (int i = 0; i < _count; i++)
dist = min(dist, distance(worldPos, _posBuffer[i]));
Result[id.xy] = max(0, 1 - dist);```
can someone explain to me why this darker line between 2 positions happens?
I get that this is the line where the distances to both center points are equal but min(0.5, 0.5) is still 0.5 or not?
Because there's light?
any reasons why Touchscreen.current would be null even when I run my game on phone? I have new input system enabled
UA CHATS??
This is an English speaking community
Whats ua?
Only English?
Ukraine
hey sup is there a channel based on help with shadergraph i can't find it
What kind of UI editor is being used in this video, and how can I enable the same, please?
https://www.youtube.com/watch?v=vm95z0PwGD4
hello, i have a question; is it possible to set the background type of the environment in the camera to transparent ?
any answer would be extremely appreciated ive been trying to find a solution for a very long time
solid colour no opacity?
It's probably an asset bought from the store. Unity doesn't have anything like this for you to enable
first thing i tried ... did not work, it showed the color instead
please help I tried some solutions from forums and they didnt work
There is no darker line. It is very common visual illution that happens in many similar situations. If you zoom closer to it or use a color picker feature, it will reveal to you how there's no line, it's just the two gradients meeting and our brains misinterpreting it. Problem solved?
what will be showing if the camera skybox is transparent?
another cameras skybox
want them to reply and be clear, because they haven't said
@strong fable Just to prove it to you, here's the same picture you sent me bit modified. I cut the image somewhere from the left side and mirrored it around the X axis in GIMP. You can still see the line (though maybe little dimmer due to the contrast change). If it still bothers you, I'm sure there are ways to blend the gradients more smoothly but it certainly isn't a bug in your code, rather in our eyes
Looks lil sus I agree
yea after I zoomed in I realized its my caveman brain making things up. I've applied some smoothing to get rid of it
In some sense there is a line though. The closer you get to the middle, the color gets darker from both sides and reaches the darkest point at the middle where there is clear discontinuity in the rate of change of the gradient. Smoothing of some kind is the only way to get rid of it (I assume dithering wouldn't do much for this kind of lines). I have seen this effect many times before and many times I have thought my shader is bugged, if somebody knows a name for this effect, I would be insterested
Could someone help me? I'm having an issue with the unity play mode
For some reason, I can't exit play mode
if you can't do anything in the editor, force-quit and restart. likely causes: infinite (or long running ) loop in your code, some sort of async function that runs on the main thread but doesn't complete (deadlock maybe), debugger breakpoint.
I can. It's something weird that happens. Sometimes, the profiler and the package manager pops up, and when that happens I can't exit play mode
how do i fix this
Fix what?
i mean how i can fix the read only thing, it prevents me from building apk
We're not even sure what is read only. You cropped the shit out of that message.
oh wait
You should provide some more context.
We're not psychics here.
do i need to move sdk folder to somewhere else?
google the problem
When do you get this? Where? Is there more info to it? Did you try making the folder non read-only in the explorer?
i did but didnt found the solution
yeah i tried
but it sets automatically to true
what did you find
What about my other questions? And share links to whatever you found online.
tried to change the api levels
Error: Could not find or load main class com.google.prefab.cli.AppKt
Caused by: java.lang.ClassNotFoundException: com.google.prefab.cli.AppKt
i need to install android studio?
📃 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.
Can someone explain why placing a camera as a child of an object like binds the sprite, ui and camera on the same plane?
what do you mean by that?
what sprite? What UI?
So I have an object
I have a canvas/UI nested beneath it
I have a sprite beneath it
I have a camera beneath it
The renderering worked before I put the camera beneath the root of the object
When you say "beneath it" you mean as children in the hierarchy?
yeah
It's not rendering the sprite
Where is the sprite and where is the camera?
Their positions matter
And not just the x/y positions. Z too.
I can't move the camera relative to the sprite
They stay on the same Z no matter what I do
Are you using cinemachine
or a camera script
Show some screenshots of what you're doing
and what are the things you are trying?
I tried changing Z values, nothing happened.
I rotated the camera and could see a cross-section which indicates is a clipping issue because they are on the same plane
im using the default camera?
Again can you show some screenshots please
When you say "nothing happened" what does that mean? Did the numbers just not change? Or what
the numbers change but the position of the camera relative to the sprite doesn't change
Ok I think you're just confused by the fact you have your tool handle position set to CEnter
Press Z or click this to change it to Pivot
didn't do anything
still can't see the sprite in the scene
He's there lol, just hiding on the plane
Hello, I'm a complete beginner with Unity. I'm trying to work on a project, but unfortunately, I'm stuck on shaders and materials. The problem isn't so much the code itself, but Unity's logic. If someone could come and help me in pm, I would be very grateful. (I don't think I'm that far from figuring it out.)
just looks like something is in front of him
that's the UI
indeed
But the ui is attached to the camera, it's not in the scene
I mean it looks like we found him, so is your problem solved or not
I'm confused
I saw him here too
He isn't rendering in the game
You haven't shown the game view yet
I also can't see his z position here, but x and y are 10 and -8, might not be in the camera view
he's probably just behind some of this other stuff
he. is. on. the. camera. plane
What sorting layer and order in layer is everything on?
2D sorting works on that stuff before physical distance
They are all on default
You also cropped out his z position here
well that's a problem
you'll want to have the characters on a higher layer
so they draw in front
try disabling all those other objects for a second I bet he appears
nope
he's getting culled by the camera
i figured it out, I just set the clipping plane to -1
does anyone know why cursor.lockstate and cursor.visible aren't working in my unpause method? i have a print statement to check that the method is indeed getting to that point but those two particular statements arent working (to lock the cursor and set it invisible) but the cursor movement statement does work
whats weird is that setting both of those to unlocked and true respectively in the pause method works fine
and it only reapplies when i click the window again
Hello, I need help setting the font and interface scale in Unity.
How can I manually change the interface scale in Unity? There are only presets and system settings. But 125% is too small for me, and the system setting of 135% is too large.
Can I change the font and interface scale separately in the editor?
If I set the system font in Unity's settings, the font doesn't look like my Windows font; it's too wide. Can I change the system font or add my own font?
i want to use the memory profiler to capture states in a scene when the garbage collector spins up
but how do i isolate the snapshot to that point in time?
https://assetstore.unity.com/packages/3d/environments/landscapes/low-poly-simple-nature-pack-162153
i found this asset pack with low poly models and LOD groups. any chance i can use these assets in blender to model whatever i need and get it back in unity with the LOD groups?
Models are just fbx files which can be opened and overridden externally, sure.
so i'll have to download the asset, put it unity, covert to fbx using a package, then put it into blender or is there an easier way?
No?
The models will already be FBX.
Unity doesn't use any special file format for models in the engine.
oh btw one ting
how do yall merge unity ui files?
what's the standard practice around this?
By not. One person works in the prefab and commits it. If there's conflicts, the one person makes the changes themselves.
im dumb, i got it... thanks a lot!
oh kk
so i guess the takeaway from that then is that you have to be very careful about logging the changes that you made
so that you dont end up missing something later
(which generally is good practice anyway ofc)
ok and there's no sense in trying to only commit specific parts of a unity scene file?
if you make 1 change you commit the entire thing in?
the commit knows what has changed... and updates accordingly..
thats the purpose of it.. so its not a full read and write each time
it keps up w/ changes.. diff
Hi all. I'm still on unity 2022. I was on 2021 but I think the only reason to upgrade back then was bcoz an asset required using FindObjectsByType
Anyways, i'm about to get Microsplat URP for 2022 but since MS is per unity version, i'm considering checking out 2023 or even 6
My game's 2.5D (3D environment, character is pixel art sprites)
Might go multiplayer (using photon fusion)
Might lock in to use microsplat
Anyways, the safer question is, is 2023 LTS stable enough and recommended over 2022 LTS nowadays?
Or to my surprise, could unity 6 be good? I saw their hybrid 3D/2D lighting and it might be relevant for us, and auto LOD, etc, but it's too new...
there is no 2023 LTS, Unity 6 was the LTS version that came from the 2023 version (because it was renamed before being released as LTS)
Ah yes i'm seeing something unusual about that in the download archive
And wth is this? They put versions behind paywall now?
there's nothing unusual. the version that was originally called 2023 was renamed to Unity 6 before it released as an LTS version. there is no version called 2023 that was ever LTS
are cameraNormal and cameraDepth available before opaques are drawn?
this has pretty much always been the case. after the 2 year LTS period only enterprise and industry licenses get bug fixes for that version
keeping stuff maintained is an added cost. LTS is basically keeping an old version up-to-date with bug or security patches. at some point they restrict their releases to paying customers
(other than the critical security patches)
almost 3 years old, yes. it released as LTS in 2023
no
I'm just joking
joking about the versioning being "kinda off"?
because that's what i was saying no to
Anyways this project's not in production yet so thinking about choosing a newer unity version. But just not sure which one
just go with the latest LTS if you haven't even started production yet
Is it not? Then maybe my time perception is the one that's off, bcoz of covid
in what way do you think it was "kinda off"? if you're referring to the fact that the LTS versions released in the year following the year that the version implies, that's because the versions were named for the year they were created, but they go through several iterations of tech stream releases before being released as LTS
Oh this is what i meant. Unity 2023 is what's around for 2023 and 2024. There was no unity 2024
Unity 6 was out on 2025
Oh also ya 2025 is this year
2023 literally became unity 6. they were the same version, it was just a rename because they are going back to the old naming scheme
and 6 released over a year ago, it did not release this year
first full release april 29th 2024
Oh ya
if you're looking in the archive, make sure you've selected "all versions", not "supported"
I think i'm the one that's off
Security alert?
Ok so that'd be 6000.3 kinda
not "kinda", that's just.. what the latest LTS minor version is currently
Any 2.5D devs know anything cool n worthy features in 6000.3 ?
it just released as an LTS version a couple weeks ago so you've got nearly 2 full years of bug fixes to look forward to, as opposed to 6.0 which is the previous LTS which has less than a year of bug fixes left
Well... 6000.3.2f1. The 2f1 is such a low number that i don't trust that as much as ... 6000.0.64f1 for example
that's really silly reasoning
I like my LTS to have high version number
just because it has had fewer patches doesn't mean it has more bugs. it's newer and obviously includes patches that were made for previous versions, it's not like it didn't get any of those
The later major (6.3, the .3 is major i think?) means more "new features"
And these new features are what i'm wary about
Either the whole version can get messed to have this new feature, or me having too high expectation to insist on using those said new features only to be disappointed by how early it still is
It's no guarantee, but in general, more mature LTS versions definitely skew more stable.
technically the .3 part is the minor version, but it seems like they are being treated as major versions now which is . . . odd
the semantic versioning is major.minor.patch
help please
Sometimes i see people set these states in Update to be very sure (some particular clicks can cause the state to be in limbo depending on platform)
And to be sure, make sure u check ref of this visible/lockstate to make sure and triple make sure that no other code sets this elsewhere
though there's the extra fx/bx/ax bits that aren't part of semver...
what do those x versions mean anyways?
why couldn't they just increment the patch number
is there some syncing between like f and b releases that this solves 
Alpha Beta Final
im not sure f is final
(but that's not what my message was about, in case you misread)
i only have the two methods that set it, as well as in the start method of the camera script but that only occurs once
and the methods are only called through the escape key atm
the rest of them work, its just the cursor states
apparently there used to be p versions too, that's interesting
P for "probably"
IIRC escape key also messes up cursor lock state innately? CMIIW
is that also a thing outside of webgl?
i think it actually is supposed to be final.
and they usually don't increment those numbers unless there's some reason they decide they need to reissue a patch. like the security vulnerability, they technically made no other changes besides removing that vulnerability so they probably reasoned it didn't need a patch version increment since they were basically reissuing the same patch
fair enough
that does also bring up the issue ive been having where my ui buttons completely freeze after i pause
like they dont even change when i hover over them
and i cant click a single one
it sounds like you might not be undoing what you did when you pause completely
are you setting time scale to 0 and using animations? because that would do it if your animations use scaled time
im just using the base unity buttons atm
the x means how many rc's it went through before being released to public
whatever animations are built in is whats there
Well it ultimately depend on what are the things u do in the pause
in an internal process?
yes
and does it get set back to what it should be normally when you unpause?
yeah
have you verified that through debugging or anything else in the scene that uses scaled time
yes, when i press escape again the game goes back to normal
i have debug statements at the end of each method and both go off when they are supposed to
also just to be clear, you are clicking back into the game window after closing the pause menu/pressing escape, right? if you press escape it releases the cursor from the game view so in game the cursor can be locked, but because the editor released focus from the game view when you pressed escape that means you can see the cursor
oh
will it be like that when the game is an independent app
like is that function only in place for the editor
no, that's just how the editor works
it might work like that on web builds too, but that might depend on what the browser is doing
so yes to this
yes, that is what i said.
to be clear, you're referring to UI buttons within your game, right
how are you pointing at ui buttons if your cursor is locked
Hi, my game size does not exceed 600 MB, but some players say they cannot enter the game scene until more than 5 minutes pass.
On my device, it takes less than two minutes and I’m already inside the game.
I tried to find solutions but couldn’t.
I modified the scene loading code, but they still say the same thing.
I also uploaded the vehicles to GitHub to reduce the game size, and the size became smaller, but they still have the same problem.
So what is the solution?
the issue isn't necessarily loading assets, it could also be initialization, stuff inside Awake in your scenes for example
I also uploaded the vehicles to GitHub to reduce the game size, and the size became smaller
this.. doesn't make sense. this just isn't how stuff works
What is your advice?
in regards to what?
the pause method unlocks it
to fix the problem >>
do profiling to figure out where the issue actually is, rather than guessing
oh so you're referring to UI buttons in your pause menu?
well if timescale is 0 while paused then those buttons won't animate if they're using scaled time, obviously
and they dont change when hovering over
i have animators on both the buttons and the pause menu itself set to unscaled time
oh this is a different story then
do you have an event system with the proper input module
are buttons anywhere else working?
the title screen ones are but thats in a different scene
and have you confirmed they do work when timescale is 1?
are there any other buttons in the scene where you're pausing?
oh my god im stupid
it's sounding like the issue is this
i didnt have the event system set to dontdestroyonload
Does anyone know where I can find this specific asset <pack>? I know it **may **be a **deprecated **unity asset pack with fantasy creatures. Possibly hand painted textures<?>
Anyways, this first asset was called Either Clawbug or Claw Bug.
It came with more creatures such as the Elemental, a rock golem type of creature.
There was also a raptor and wasp, and possibly a plant<?> creature too.
May have been part of a larger pack.
what's with the weird use of <> throughout that msg
if you've purchased in the past you can still download deprecated packages you own..
- otherwise: you'd need to find the publisher's info.. and see if they've also posted it in other marketplaces.. or publically via a github or something
If Im not sure about something
this menu looks really bland
can someone give me some tips
to make it look better
you should probably make a thread for this
but also a very good idea is just to look at references from games you think have good menus and go from there
Wait, is floating point origin basically a must making anything relatively large scale? I measured and 1000 units doesn't seem like a lot
How would you even tackle floating point origin in multiplayer? Localized Origin points basically but then how would you sync the positions of objects together?
1000 units isnt a lot
anything past that is already murky territory though
and you will see noticably bigger issues at like 10k or more, even games that do floating point origins have issues at large scales
rust is a good example, its a pretty optimizied game for its size but at the far edges of the map you can see a lot of "artifacts"
hi, i have a climbing system similiar to that of dying light 2. i wanted to add support for moving objects, so that the player moves along with the object they are holding onto. at first i tried to just set the player's parent to the object they are holding, but i realized it may cause some problems and there might be a more elegant way. do you guys have any ideas? i think about using position constraint, but i'm afraid it might collide with transform.DOMove() (dotween) which i use to smoothly move the player towards the ledge.
You could track the moving objects position delta each frame and add it to the players position in LateUpdate this stacks on top of DOTween rather than fighting it.
oh, right, that's another thing i thought of. thanks, i'll try that.
@balmy kettle sorry for being a bit snappy yesterday, I do appreciate the help.
how do i stop buttons from making extra eventsystems?
im trying to make them switch between menus but every time i do that i get an error about there being 2 event systems in the scene
even though before the press there was only the one
are you certain the issue isn't that one of those menus has an event system that you've made DDOL? because that DDOL event system won't be destroyed, and if you aren't checking if one already exists and destroying extras then each time you go into that scene that has the DDOL event system you get another one
i did make the one that existed before pressing anything DDOL because thats what fixed the button issue
how do i check and stop it then
right, and each time you enter that scene you get a new one that also gets made DDOL. so you can either put an event system into each scene that needs it manually, or you can use whatever component you are making it DDOL with to check if there is already an event system active, and if so destroy the new object
do i just find by name?
hint: look at the documentation for EventSystem
the scripting api page?
How do I make lights not blast objects with pure white? (Like adding a limit or something)
Lower their intensity?
That makes everything darker, just objects that get closer.
i did the manual thing, but is there any way to get all the objects that exist in DDOL?
like to avoid duplicates between scenes
what do you mean "i did the manual thing"?
and why are you making so many objects DDOL in the first place that you need to be able to get all of them?
i just put an eventsystem in both the scenes and took it out of DDOL (i only have the 2 for now), and i just need all the UIs to be in DDOL so i can switch between which one is active at a certain moment
i have them all within one object that i can easily call a method on
and how are you referencing it to call a method on it?
basically just this
i didn't ask what the method you were calling was, i was asking how you are referencing the object to call the method in the first place
this method is in the gamemanager script, and escmenus (the object that contains all the UIs) is in DDOL
the gamemanager is in DDOL as well
so how do other objects reference that
it has a public method that the DDOL menus call via button presses
again, that is not what i asked
i am asking how other objects are referencing the game manager
not what they are doing with it, but how they communicate with it in the first place
by... calling a method from it??
thats the only part that references the gamemanager atm
how do they reference it to call that method. you can't call a method on something you don't have a reference to
so nothing else references the GameManager anywhere at all?
specifically in your code
and, again, i am asking about other objects that are not DDOL
only to use getter methods
and its just in the camera script to check that the camera should be active basically
what the hell does that even mean
i reference it once to check the state of the game in my camera script
so your camera has a reference to the GameManager? if yes, how does it reference it
by finding it via name and then getting the script
since its in the other scene
i dont see what this has to do with the problem tho
whats happening is that every time the title scene is reloaded, the objects that are in DDOL get duplicated because they are a part of said scene
you're literally asking how to get objects that are DDOL. congrats, you've found a way to get an object that is DDOL.
finding by name is incredibly inefficient tho
i am aware of that. i am not saying that is the only way, i am trying to make you realize that is one way you are doing it already
i'm done with this conversation though. if you need further help post the relevant code and context in a code channel so someone else can help you.
not necessarily, find by name works with anything that has that name
im trying to find a way to specifically return all the objects that exist within the DDOL context
but you probably shouldn't be using that for most purposes
no, since it would return stuff like the player and camera too
I would try asking in #1390346776804069396 and if your using a render pipeline, then you may have more options to work with, either with the lightsource itself, or with the renderer thats "very close" to the source
are those DDOL?
no
then you're looking in the wrong scene
DDOL is pretty much just an entirely separate scene that doesn't get unloaded
Is this a normal percentage distribution? This is my first release so I don't know
ahhhh ok
but this seems like the wrong way to go about things if you're trying to get references through this
so i get all the objects from that, and delete anything matching that in the original scene?
mm yeah no this is not the way to do it
what would be
they effectively want to use the singleton pattern, yes.
i think so?
not the eventsystem thing i already fixed that
unless going for the singleton thing would make it more efficient than just having one eventsystem in each scene
Hello guys
I was wondering what tool do you use for managing projects as a game dev
I heard people recommending milanote, clickup
I need some with a generous free plan
the eventsystem is already basically a singleton
i just use obsidian.md and a kanban board 🤷♂️
google docs for long-term planning, trello/github for planning work and just a discord channel/message for jotting down ideas
they would have seen that if they'd bothered to check the docs like i suggested over half an hour ago
yeah i saw that message and i checked and that was the first thing i saw too
i personally love trello
but my current go to is a custom website i run on github pages
trello is good, but didn't they recently cut down their free tier by quite a bit?
or am i thinking of another of the many sites that offer the same service
hmm, no clue, haven't checked on it in quite a while
i do recall getting an email from atlassian about bitbucket though
Wdym?
MilaNote is a good one, I heard good things about Notion, I think even Github/Atlasian have tools though I dont know how "free" all of them are - I personally keep it simple and use Trello and Google Docs with templates - are there specific features you need for managing your projects that are a "must" for you?
maybe it's in the same vein as that (or if you're misremembering, you might be thinking of that)
i mean exactly what i said. which part do you want clarification on
yeah github and other git hosts offer project management stuff now. pretty useful tbh
https://docs.github.com/en/issues/planning-and-tracking-with-projects/learning-about-projects/about-projects
i think ultimately it depends how precise and deep you want your "management" to be
Nah i just need a tool that doesn't have a steep learning curve, and have support for kanban board
trello then ig
obisidian is just markdown and there are plugins for kanban, or github projects if you want it directly connected to your repository
trello is atlassian's
kanban is pretty simple, most platforms for kanban have pretty much the same learning curve
Oh nice, I remember looking into a bunch of Atlassian before and they had a lot of different products
actually to be precise, trello was bought by atlassian, it wasn't created by atlassian
Okay so i guess i gotta try trello
I’m a bit confused on wha exactly a singleton is
And also how an event system is one
"singleton" is a pattern in OOP contexts when some class can only really have 1 valid instance.
in unity, this is somewhat shifted for components that are supposed to have 1 active instance. EventSystem and AudioListener are these "singleton" components for example. EventSystem exposes the current active instance via its static current prop.
Is that enforced theough the message about there being multiple of that component active?
no, the message is a warning of the violation of the singleton constraint
how does the singleton part of it work then
not sure what you're asking there
the "singleton part" is an assumption in the way it's designed, a design choice
the .current property is just a manifestation of that design choice
does that property allow me to get rid of duplicates?
not directly, but it can help
but imo you could also just try to not have duplicates to begin with
how would i do that
like having a separate additive scene instead of using DDOL
though, if you're using DDOL a lot already, this would kinda change how the project/scenes are structured, so maybe it's not such a good suggestion in that case
atm its only the UI elements and managers that are in DDOL, and the only times scenes change is via the buttons
so maybe it could work, im just not too sure how to do it
actually wait not really
bc my "back to title screen" button unloads the gameplay scene
what option is there to remove duplicates then
if im still using ddol
the option is writing code!
note that DontDestroyOnLoad is basically just an additive scene that Unity makes it easy to create, move things into, and keep around
so it's a very similar idea
(although, I guess, the difference is that you're not sending things to the additive scene here, right?)
okay, yes, so there is a difference. please laugh at me
If you're looking for an easy way to make sure a scene gets loaded when the game starts, RuntimeInitializeOnLoadMethodAttribute is extremely helpful
It lets you run a method as the game starts up
idk if thats needed
basically my problem is that when the game starts, i put the managers and UIs into DDOL, and then when i go back into the title screen scene, those objects get loaded again and go into DDOL again
random question, why does a cylinder have a capsule collider and not a cylinder collider?
are capsules easier for the collision?
Capsule is a simpler shape mathematically and it has its own primitive collider type, CapsuleCollider.
Cylinder is more complex so it would need to use a MeshCollider with a cylinder mesh.
Maybe they wanted to stick to primitive colliders for the basic 3D objects
Performance reasons, who knowws
You need extra logic to check if an instance already exists
if yes, destroy the new one
If you load a scene again, it loads everything
private static MyType instance;
if(instance != null)
{
Destroy(gameObject);
}
else instance = this;