#💻┃unity-talk

1 messages · Page 45 of 1

timid holly
#

same as the video i send

storm patio
#

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

timid holly
#

hmmm maybe is teh firepoint

livid lagoon
#

I create my own semi-realistic sprites, which should blend in the 3d environment.

timid holly
#

when i click teh left click to shoo, it appears me a message saying Hit A enemigo

azure pond
livid lagoon
#

They're rendered from 3d models.

storm patio
#

yeah you shouldn't have that if (firePoint == null) check tbh

#

if it's null, let it fail-fast

azure pond
#

i'm asking if you are a 3d artist

worldly cave
#

what is this a third degree lol

storm patio
#

anyways, do some debugging to see what point in the code is being reached

livid lagoon
#

I have some skill in Daz3D. I don't know if that makes me a 3d artist. I'm more of a programmer.

timid holly
#

so i remove this if (firePoint == null)?

azure pond
#

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

storm patio
azure pond
#

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

azure pond
#

do you have a screenshot of what things look like right now, from the correct camera angle?

storm patio
azure pond
#

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?

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);
    }
}
storm patio
timid holly
stuck flower
storm patio
azure pond
#

well i think if the field is this open you have a lot of great approaches for making something really attractive

timid holly
#

yes, each hit is 20 of damage and the enemy have 100 HP

azure pond
#

it's probably a little premature to worry about lighting

storm patio
azure pond
#

my suggestion is to first create a "reference frame" that shows the point of view, the style, etc. that you want to achieve

#

gotchya

storm patio
azure pond
#

so how do you want things to look

#

this looks nice

stuck flower
timid holly
#

Thi is from the gun

azure pond
#

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"

storm patio
timid holly
#

and this from the enemy

#

oh wait i forgot to show the health window

azure pond
timid holly
storm patio
#

@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.

livid lagoon
#

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.

restive elk
#

Hey can anyone recommend me pc hardware for smallteam/solo 3d game dev.

proven obsidian
#

what now

#

i just fixed the 18B shader variants

azure pond
proven obsidian
timid holly
#

now it works

stuck flower
# timid holly

And when you call the function on EnemyHealth, does that function do anything

azure pond
#

you can add point lights in unity and unreal, and things will just work

worldly cave
#

and by run i mean run well

livid lagoon
#

Yeah, that's a good way adding point lights.

worldly cave
#

but generally aim for a lot of ram and storage, as well as a good cpu

azure pond
# proven obsidian

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

azure pond
proven obsidian
#

dunno wich version of api i should set to

#

wait

#

Probably SDK is read only

azure pond
proven obsidian
timid holly
#

so my friend ask me thus:You have to call the script that the enemy carries, and lower its life variable

junior path
#

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

worldly cave
azure pond
junior path
storm patio
#

this is the unity server

junior path
stuck flower
#

We can't really do anything about that

storm patio
#

complaining about nintendo is definitively not related to unity

timid holly
storm patio
#

they are, believe it or not, 2 distinct entities

azure pond
worldly cave
storm patio
worldly cave
#

what its not is a general chat

tall hearth
storm patio
#

it's understandable

junior path
worldly cave
timid holly
storm patio
tall hearth
timid holly
#

i got it now

proven obsidian
tall hearth
timid holly
#

so now the current health is on 0

junior path
stuck flower
#

Or it started at 0

#

So it seems to be working

storm patio
timid holly
stuck flower
timid holly
#

now i must do to eliminate the enemy

timid holly
azure pond
#

i think something like this is within your reach

timid holly
#

so when the enemy reach 0 HP it must dissapear

storm patio
#

so have you written something to make that happen

worldly cave
#

hope not

azure pond
#

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

timid holly
#

i have the destroy(gameObject)

#

in my enemy health scripts

storm patio
#

you've written it in a method that's never called

azure pond
#

@livid lagoon but you don't have to do anything exotic to render. seven point lights and AO in hdrp is not an issue.

worldly cave
#

comrade you are seriously misunderstanding the purpose of this channel

#

this is not general chat

timid holly
charred fog
azure pond
#

but you need a reference frame

#

if you want to do this.

charred fog
#

@azure pond Stop posting slop already

#

It doesn't illustrate anything

worldly cave
#

heres my woke take, feeding screenshots of someone elses game through ai is not very nice.

storm patio
storm patio
worldly cave
#

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.

azure pond
storm patio
#

hmm can't find it online with reverse image search thinkies

junior path
storm patio
azure pond
gentle shale
charred fog
azure pond
#

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

storm patio
#

didn't really seem like your thread of convo was relevant to unity to me thinkies
-# could say that for a lot...

charred fog
azure pond
#

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

worldly cave
#

nothing says wanting someone to succeed than telling me to use ai art as references

charred fog
#

No need to continue this.

ember lark
#

Hello friends, can I ask you a question?

worldly cave
#

always

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

ember lark
#

If I wanted to develop a game similar to Cry of Fear, how long might it take?

balmy kettle
#

how long is a piece of string

worldly cave
junior path
worldly cave
#

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

potent geyser
ember lark
worldly cave
#

those are not the factors i was talking about.

worldly cave
#

anyways you got the closest you can to an answer to a question like this

junior path
potent geyser
#

And?

worldly cave
#

if anything making it in goldsrc probably saved them some time in the long run

junior path
#

But I sometimes wonder, what if x game was made in a different engine

ember lark
#

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 ❤️

junior path
#

Not that I consider that a bad thing, just a fun thought experiment

worldly cave
#

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

ember lark
grand nacelle
#

is there a channel to ask about linux suppoort?

potent geyser
vale pulsar
#

Hey, I got a warning in Unity and I’m new to Unity. Where can I ask for help with this?

storm patio
#

what's the warning?

vale pulsar
#

can i upload my screenshot here?

storm patio
#

yes

vale pulsar
#

this is the one

vale pulsar
#

Thank You..

ripe sphinx
#

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

vale pulsar
balmy kettle
#

make sure to read the entire page and actually pay attention to what it is telling you

vale pulsar
balmy kettle
#

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

vale pulsar
#

okayy ty

charred fog
gusty abyss
#

Why is my scene view white

#

in game its normal

stuck flower
gusty abyss
sour jewel
#

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:

dense bone
#

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

balmy kettle
#

!vc for collaborating with others 👇

vagrant rootBOT
balmy kettle
#

!learn for how to get started and actually work in the engine 👇

vagrant rootBOT
dense bone
balmy kettle
#

what do you mean by that

dense bone
#

how would i be able to make a game with a friend on the same thing like we both work on the same

dense bone
#

ya

balmy kettle
#

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

storm patio
#

pair programming just isn't really feasible with real projects

sour jewel
#

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

storm patio
#

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

storm patio
sour jewel
storm patio
#

im not

dense bone
#

okay thank you

sour jewel
storm patio
#

i'm rude for saying that pair programming isn't a good way of collaboration?

balmy kettle
storm patio
#

remote access isn't even "working together", it's one person working and another person spectating

sour jewel
storm patio
#

we did give solutions though

#

that's what vcs is

sour jewel
#

i hate discord so much (plus reddit)

balmy kettle
storm patio
sour jewel
storm patio
#

which message said that?

sour jewel
balmy kettle
storm patio
charred fog
#

@sour jewel Please don't start off-topic arguments here

storm patio
#

cool, that message doesn't say they don't want vcs. they want collaboration, and vcs is the closest thing that's actually feasible

charred fog
#

Sidenote, pair-programming is not really accessing files at the same time, it is actually one person monitoring the work.

storm patio
#

huh, yeah, that makes more sense.

sour jewel
storm patio
#

so, remote access or screensharing would work for pair programming then? just not anything collaborative, just spectating like i mentioned

charred fog
#

But to actually use Unity project at the same time it is problematic. There is a paid extension that does that though.

worldly cave
#

also i couldnt imagine anything worse

#

like whats the benefit lol

charred fog
#

Normally you would use version control and separate work files

violet thunder
storm patio
#

it was actually 3, smh

balmy kettle
sour jewel
worldly cave
#

in realtime

balmy kettle
#

absolute chaos

storm patio
#

i imagine it'd go like that one image of a construction worker in a hole with like 29 others standing around said hole

sour jewel
#

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

storm patio
#

oh definitely, even more so with physical control and/or pointing

sour jewel
#

MS teams lags, but when you're remote it's all you got

storm patio
#

lord knows how many times ive screenshared and pointed at my own screen...

worldly cave
#

could be a fun challenge though

#

thats about it

gray frigate
#

same vibes as "i invited my discord server to help me write an essay"

storm patio
#

"30 speedrunners share an inventory" and half of them are actively sabotaging the operation... at least there's teamwork

stuck flower
storm patio
#

it already exists 😔

stuck flower
#

Randomizer Among Us. One person in the multiworld is the imposter and needs to hinder everyone's progress without being called out

storm patio
#

that sounds hilarious

gray frigate
#

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

violet thunder
gray frigate
#

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

storm patio
#

what even lmao

violet thunder
#

Lol

storm patio
#

huh, 20 bytes?

#

thought UUID/GUID was 16 usually

violet thunder
#

64+16+16+8*8?

gray frigate
#

this is from Win32

#

so long is 32 bits

#

trolled again

storm patio
#

ah

violet thunder
#

Ah

storm patio
#

thanks i hate it

gray frigate
#

it creates a v4 UUID, which is mostly random data

#

except for bits 6, 7, 12, 13, 14, and 15

storm patio
#

-# bytes?

gray frigate
#

no, bits

storm patio
#

huh, cool

gray frigate
#

yeah, I grabbed a random Unity GUID and it doesn't have a valid version

#

so i think these are just 128 random bits

gray frigate
#

that makes more sense now

polar basalt
gray frigate
#

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!

tawny quail
#

The illusion of features

gray frigate
#

this would be handy for getting data aligned properly

forest otter
#

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?

potent geyser
#

That's called a blockout, and yes it could be useful.

worldly cave
#

you could also do it inside of unity with probuilder

#

if you want to be playable as well

lyric schooner
#

Wow Unity ty for the newest updates. And C# 10 ftw!! Super stoked!

tawny quail
#

Where do you see 10?

balmy kettle
#

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

lyric schooner
#

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

balmy kettle
lyric schooner
#

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

lyric schooner
balmy kettle
#

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

lyric schooner
#

Makes sense. I do now remember using it before taking a break.

#

My project bugged out at the time very likely. Fixed now.

lyric schooner
#

It has definitely fixed since updating

gray frigate
#

maybe you were trying to use raw strings? those are too new to use in Unity

#

i.e.

"""
wow
big
string
"""
lyric schooner
#

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.

plain dagger
young rapids
#

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.

gray frigate
#

nope, that's a new one

slow dirge
#

Maybe start from checking the crash report. Other than that, reverting the scene data to the last working version in version control.

chilly crypt
#

Hello

young rapids
#

Just wondering if it was a known issue with 6

primal nimbus
#

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?

reef dome
#

<@&502884371011731486> not sure about this one but it looks hella suspicous 😄

sage basin
#

!warn 946576139651014657 do not post links to random sites without context

vagrant rootBOT
near wigeon
#

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

coral prairie
#

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

torn ravine
#

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

near wigeon
#

try edit -> preferences ->scene view create objects at origin tickbox

torn ravine
#

Ah that makes sense, I was wondering where it got those position values lol. I'll try that, thanks 🙂

torn ravine
near wigeon
torn ravine
near wigeon
crystal jay
#

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.

polar basalt
crystal jay
#

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.

polar basalt
coral prairie
#

it's an empty window with black text that appears to be some kinda ai prompt

polar basalt
coral prairie
#

unless unityhub on aur is a virus

#

though it was what i had installed prior

polar basalt
#

I have no idea what is aur sorry i dont use linux :(

coral prairie
#

arch user repository

polar basalt
#

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

near wigeon
coral prairie
#

i just used yay i assumed it was from aur

coral prairie
obtuse rover
balmy kettle
obtuse rover
torn ravine
balmy kettle
obtuse rover
#

whoopsie

#

i did not do that

torn ravine
#

I'm following a unity learn tutorial and reached this step:

  1. 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?

balmy kettle
torn ravine
#

How do I unhide it

balmy kettle
#

if only there were a link that gave you information about overlays

torn ravine
#

🙄 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

balmy kettle
#

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

obtuse rover
#

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?)"

balmy kettle
#

presumably you want to create that variable in the Flap class

obtuse rover
#

i have

balmy kettle
obtuse rover
#

oh ok, the actual script is called Bee, but because i renamed it, it only accepts the origional name

#

does that help?

balmy kettle
#

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.

latent meadow
#

annoying. misleading.

neat tinsel
#

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.

balmy kettle
#

you're going to need to provide more information, like your actual code. but do so in a code channel

obtuse rover
#

how do i make this work properly?

tawny quail
#

CompareTag

balmy kettle
neon nacelle
#

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.

balmy kettle
#

that sounds more like the camera is stuttering and not an issue with the terrain.
how are you actually moving the camera

neon nacelle
#

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

balmy kettle
#

with WASD
yeah i meant how in the code, the buttons you press to move it are irrelevant

neon nacelle
#

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.

violet thunder
#

100k units per chunk? Floating point precision issues start to be visible at a few thousand units

violet thunder
marble fiber
#

At what position does floating point become an issue?

#

Like > 10,000?

violet thunder
#

The wobbles creep in

neon nacelle
#

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.

marble fiber
#

Gg, I’m making a game based sea travel and the sea extends to like 5000

neon nacelle
#

Also I should add that I am not getting a floating point error with any of them right now

violet thunder
#

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?

neon nacelle
#

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.

neon nacelle
#

Thank you

stark copper
#

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?

pearl oyster
chilly crypt
#

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

copper gust
#

no paid work here and no modding here

#

sorry

pearl oyster
#

double whammy

tired flame
#

do yall use collision detection or raycasting to detect whether a player is grounded?

#

whats the better choice here

chilly crypt
#

I honestly might learn it so I do it myself

vague trail
# tired flame whats the better choice here

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

strong fable
#

is there an OnEnabled type method for outside runtime? when I pull an object with the script into the scene this fires once basically.

soft cobalt
#

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

pearl oyster
#

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

soft cobalt
#

in game view it appears just like in the scene view

pearl oyster
#

The joystick's anchor is wrong

#

if you want it always in the bottom left corner it should be anchored there

soft cobalt
#

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?

pearl oyster
#

Yes

soft cobalt
#

ok thanks that makes sense

pearl oyster
#

If you haven't changed the anchor then it's placed in relation to the center of the canvas instead of the corners

soft cobalt
#

can child objects be placed normally if the parent is anchored?

plain dagger
#

whats "normally" in your mind?

soft cobalt
#

regular transform with set positions

plain dagger
#

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

soft cobalt
#

cuz this isnt working

plain dagger
#

Anchors are relative to the parent, so perhaps the parent rect transform is also not setup correctly

soft cobalt
#

can you tell if rect transform is not setup correctly from the screenshots

plain dagger
#

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

pearl oyster
#

The anchor is still wrong. It should be "bottom left". I don't even know where the "custom" comes from

plain dagger
#

its custom when you move the anchors yourself

soft cobalt
#

i'll just read, i didnt search up any documentation of this because I assumed its gonna be super simple to get UI working

plain dagger
#

UI is usually complex because we need systems to handle different screen sizes and aspect ratios

#

thats why these features exist

soft cobalt
#

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

plain dagger
#

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

soft cobalt
#

this doesnt work, i'm sure there's something wrong with the canvas, not my positioning

#

are we sure its always fullscreen

pearl oyster
#

Show what you have in the joystick's inspector now

soft cobalt
#

if i pause and resize the canvas the anchor behaves as it should

pearl oyster
#

Again you have to look at the game view

soft cobalt
#

everything is the exact same in game view

pearl oyster
#

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

soft cobalt
pearl oyster
#

wat

soft cobalt
#

this is completely irrelevant and intentional

pearl oyster
#

What is?

soft cobalt
#

joystick being at 214 215

#

its rendering in the center of the screen

pearl oyster
#

So what's the problem then?

soft cobalt
#

it isnt meant to be in the center of the screen

pearl oyster
#

...then move it to where you want it?

copper gust
#

(they are trying)

soft cobalt
#

compiling c++ sfml to mobile seems easier than this

copper gust
#

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

soft cobalt
#

and it renders exactly the same as it looks in the scene instead of being fullscreen

copper gust
#

make that slider 1 and post a screenshot of the gameview w/ gizmos turned on

soft cobalt
#

nothing changed

copper gust
#

Is there a reason behind your reference pixels per unit being 200 rather than 100?

soft cobalt
#

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??

copper gust
#

haven't seen this particular issue happen before tbh

#

little strange

#

does making a new one work?

soft cobalt
#

no it creates this one every time

#

is unity 2d just garbage?

ionic ermine
#

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

cedar idol
#

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

copper gust
#

what have you tried to google

cedar idol
soft cobalt
cedar idol
# cedar idol

object A is the gray Big cube , when it comes in front of the small blue 3D Sensor it should turn ON a Variable

soft cobalt
#

you just modify transform.tag variable

#

thats it

copper gust
#

what isn't working

cedar idol
#

i cant see the tag switch from 0 to 1 or 1 to 0 in the console

soft cobalt
#

that means hit never doesnt equal laststate

copper gust
#

You haven't provided code that would log 0 or 1 into the console, we'd need to see the whole context

cedar idol
#

im noob could you please clarify things to me 🙏

soft cobalt
#

learn how to code before using unity

copper gust
#

What in here would log 0 or 1?

cedar idol
cedar idol
#

[Tooltip("Log when the limit switch write changes.")]
public bool logSensorWrites = true;

copper gust
#

those don't do anything

#

they are things

cedar idol
copper gust
#

What in what you are showing me would log 0 or 1 in the console

buoyant igloo
#

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:

plain dagger
deft rock
# soft cobalt

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)

soft cobalt
#

also this isnt even relevant to my problem, the canvas itself is broken, not the ui elements

deft rock
#

sprite renderers are for game objects, not UI - that is why you can't align it correctly

#

re-do them with UI Image

soft cobalt
#

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

deft rock
#

yeah, couldn't be the canvas.. it's a screenspace one

soft cobalt
#

how exactly is sprite renderer and image diffrent?

deft rock
#

one is for UI (image) and one isn't (SpriteRenderer)

soft cobalt
#

how do they function diffrently

copper gust
#

one is built for the UI Canvas system

#

one is built for more isolated, general usage

soft cobalt
#

is switching from sprite renderer to image gonna break my joystick code?

copper gust
#

probablyyy not but

#

depends

soft cobalt
#

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

flat breach
#

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,

strong fable
#
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?

potent geyser
#

Because there's light?

soft cobalt
#

any reasons why Touchscreen.current would be null even when I run my game on phone? I have new input system enabled

sand spade
#

UA CHATS??

charred fog
vivid river
#

Whats ua?

sand spade
sand spade
strong breach
#

hey sup is there a channel based on help with shadergraph i can't find it

quaint dove
vast arch
#

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

copper gust
#

solid colour no opacity?

deft rock
vast arch
copper gust
#

oh

#

unitialized

soft cobalt
gray dirge
deft rock
copper gust
#

another cameras skybox

deft rock
#

want them to reply and be clear, because they haven't said

gray dirge
#

@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

strong fable
gray dirge
# strong fable yea after I zoomed in I realized its my caveman brain making things up. I've app...

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

neat minnow
#

Could someone help me? I'm having an issue with the unity play mode

#

For some reason, I can't exit play mode

inland river
# neat minnow 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.

neat minnow
proven obsidian
#

how do i fix this

slow dirge
#

Fix what?

proven obsidian
#

i mean how i can fix the read only thing, it prevents me from building apk

slow dirge
#

We're not even sure what is read only. You cropped the shit out of that message.

proven obsidian
#

oh wait

slow dirge
#

You should provide some more context.

proven obsidian
slow dirge
#

We're not psychics here.

copper gust
#

those are not errors apparently

#

there's couple threads online

proven obsidian
#

do i need to move sdk folder to somewhere else?

copper gust
#

google the problem

slow dirge
# proven obsidian

When do you get this? Where? Is there more info to it? Did you try making the folder non read-only in the explorer?

proven obsidian
proven obsidian
#

but it sets automatically to true

copper gust
#

what did you find

slow dirge
copper gust
#

this thread has stuff to read

proven obsidian
#

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?

slow dirge
#

Share the whole error

#

Share it following the code sharing guidelines:

#

!code

vagrant rootBOT
slow dirge
#

Also, for future reference, it should be in the #📱┃mobile channel.

tropic oyster
#

Can someone explain why placing a camera as a child of an object like binds the sprite, ui and camera on the same plane?

vivid cedar
#

what sprite? What UI?

tropic oyster
# vivid cedar what do you mean by that?

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

vivid cedar
vivid cedar
#

Ok so what's the confusion exactly?

#

Are you moving the parent object?

tropic oyster
#

It's not rendering the sprite

vivid cedar
#

Where is the sprite and where is the camera?

#

Their positions matter

#

And not just the x/y positions. Z too.

tropic oyster
#

I can't move the camera relative to the sprite

vivid cedar
#

WDYM by that

#

how are you trying to move it and what happens when you try?

tropic oyster
#

They stay on the same Z no matter what I do

vivid cedar
#

Are you using cinemachine

#

or a camera script

#

Show some screenshots of what you're doing

vivid cedar
tropic oyster
tropic oyster
vivid cedar
#

Again can you show some screenshots please

tropic oyster
vivid cedar
tropic oyster
#

the numbers change but the position of the camera relative to the sprite doesn't change

vivid cedar
#

Press Z or click this to change it to Pivot

tropic oyster
#

didn't do anything

#

still can't see the sprite in the scene

#

He's there lol, just hiding on the plane

granite garden
#

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.)

vivid cedar
tropic oyster
vivid cedar
tropic oyster
#

But the ui is attached to the camera, it's not in the scene

vivid cedar
# tropic oyster

I mean it looks like we found him, so is your problem solved or not

#

I'm confused

#

I saw him here too

tropic oyster
#

He isn't rendering in the game

vivid cedar
#

You haven't shown the game view yet

tropic oyster
vivid cedar
# tropic oyster

I also can't see his z position here, but x and y are 10 and -8, might not be in the camera view

vivid cedar
tropic oyster
vivid cedar
#

2D sorting works on that stuff before physical distance

tropic oyster
#

They are all on default

vivid cedar
vivid cedar
#

you'll want to have the characters on a higher layer

#

so they draw in front

tropic oyster
#

oh

#

it's on 10

vivid cedar
#

try disabling all those other objects for a second I bet he appears

tropic oyster
#

nope

#

he's getting culled by the camera

#

i figured it out, I just set the clipping plane to -1

solid bay
#

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

old ember
#

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?

ripe sphinx
#

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?

arctic portal
potent geyser
#

Models are just fbx files which can be opened and overridden externally, sure.

arctic portal
potent geyser
#

No?

#

The models will already be FBX.

#

Unity doesn't use any special file format for models in the engine.

ripe sphinx
#

oh btw one ting

#

how do yall merge unity ui files?

#

what's the standard practice around this?

potent geyser
#

By not. One person works in the prefab and commits it. If there's conflicts, the one person makes the changes themselves.

arctic portal
ripe sphinx
#

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?

mild radish
#

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

echo rune
#

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...

balmy kettle
#

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)

echo rune
#

Ah yes i'm seeing something unusual about that in the download archive

#

And wth is this? They put versions behind paywall now?

balmy kettle
#

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

strong fable
#

are cameraNormal and cameraDepth available before opaques are drawn?

balmy kettle
storm patio
#

(other than the critical security patches)

echo rune
#

Right ok

#

I mean wow 2022 is 3(4?) years ago already by now

balmy kettle
#

almost 3 years old, yes. it released as LTS in 2023

echo rune
#

I felt like the versioning for 2021 onwards were kinda off

#

Maybe bcoz covid

balmy kettle
#

no

echo rune
#

I'm just joking

balmy kettle
#

joking about the versioning being "kinda off"?

#

because that's what i was saying no to

echo rune
#

Anyways this project's not in production yet so thinking about choosing a newer unity version. But just not sure which one

balmy kettle
#

just go with the latest LTS if you haven't even started production yet

echo rune
balmy kettle
#

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

echo rune
#

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

balmy kettle
#

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

storm patio
#

first full release april 29th 2024

echo rune
#

Oh ya

storm patio
#

if you're looking in the archive, make sure you've selected "all versions", not "supported"

echo rune
#

I think i'm the one that's off

vivid river
storm patio
#

the old versions are out of support of course

echo rune
storm patio
#

not "kinda", that's just.. what the latest LTS minor version is currently

echo rune
#

Any 2.5D devs know anything cool n worthy features in 6000.3 ?

balmy kettle
# echo rune Ok so that'd be 6000.3 kinda

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

echo rune
balmy kettle
#

that's really silly reasoning

sly lake
#

Not really

#

It typically gets more stable over time

echo rune
#

I like my LTS to have high version number

balmy kettle
#

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

echo rune
#

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

sly lake
balmy kettle
#

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

echo rune
storm patio
#

is there some syncing between like f and b releases that this solves thonk

echo rune
#

Alpha Beta Final

storm patio
#

im not sure f is final

#

(but that's not what my message was about, in case you misread)

solid bay
#

and the methods are only called through the escape key atm

#

the rest of them work, its just the cursor states

storm patio
#

apparently there used to be p versions too, that's interesting

echo rune
#

P for "probably"

echo rune
storm patio
#

is that also a thing outside of webgl?

balmy kettle
# storm patio im not sure f is final

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

storm patio
#

fair enough

solid bay
#

like they dont even change when i hover over them

#

and i cant click a single one

storm patio
#

it sounds like you might not be undoing what you did when you pause completely

balmy kettle
#

are you setting time scale to 0 and using animations? because that would do it if your animations use scaled time

solid bay
deft rock
solid bay
#

whatever animations are built in is whats there

echo rune
solid bay
#

but yes timescale does get set to 0

#

but thats about it

storm patio
deft rock
#

yes

storm patio
solid bay
#

yeah

storm patio
#

have you verified that through debugging or anything else in the scene that uses scaled time

solid bay
#

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

balmy kettle
#

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

solid bay
#

will it be like that when the game is an independent app

#

like is that function only in place for the editor

balmy kettle
#

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

solid bay
balmy kettle
#

yes, that is what i said.

solid bay
#

alr

#

whats going on with the ui buttons then

storm patio
#

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

finite fox
#

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?

storm patio
#

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

storm patio
#

in regards to what?

solid bay
finite fox
#

to fix the problem >>

storm patio
#

do profiling to figure out where the issue actually is, rather than guessing

storm patio
solid bay
#

yes

#

when timescale is 0 the buttons dont do their onclick thing

storm patio
#

well if timescale is 0 while paused then those buttons won't animate if they're using scaled time, obviously

solid bay
#

and they dont change when hovering over

solid bay
storm patio
#

do you have an event system with the proper input module

#

are buttons anywhere else working?

solid bay
#

the title screen ones are but thats in a different scene

balmy kettle
storm patio
#

are there any other buttons in the scene where you're pausing?

solid bay
#

oh my god im stupid

storm patio
solid bay
#

i didnt have the event system set to dontdestroyonload

frank vigil
#

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.

deft rock
#

what's with the weird use of <> throughout that msg

mild radish
#

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
frank vigil
ionic ermine
#

this menu looks really bland

#

can someone give me some tips

#

to make it look better

worldly cave
#

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

marble fiber
#

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?

worldly cave
#

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"

primal creek
#

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.

worldly cave
primal creek
torn ravine
#

@balmy kettle sorry for being a bit snappy yesterday, I do appreciate the help.

solid bay
#

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

balmy kettle
#

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

solid bay
#

how do i check and stop it then

balmy kettle
#

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

solid bay
#

do i just find by name?

balmy kettle
#

hint: look at the documentation for EventSystem

solid bay
versed tulip
#

How do I make lights not blast objects with pure white? (Like adding a limit or something)

potent geyser
#

Lower their intensity?

versed tulip
#

That makes everything darker, just objects that get closer.

solid bay
#

like to avoid duplicates between scenes

balmy kettle
#

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?

solid bay
#

i have them all within one object that i can easily call a method on

balmy kettle
#

and how are you referencing it to call a method on it?

solid bay
#

basically just this

balmy kettle
#

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

solid bay
#

this method is in the gamemanager script, and escmenus (the object that contains all the UIs) is in DDOL

solid bay
balmy kettle
#

so how do other objects reference that

solid bay
balmy kettle
#

again, that is not what i asked

solid bay
#

im confused then

#

what are you asking

balmy kettle
#

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

solid bay
#

by... calling a method from it??

#

thats the only part that references the gamemanager atm

balmy kettle
#

how do they reference it to call that method. you can't call a method on something you don't have a reference to

solid bay
#

this ig

balmy kettle
#

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

solid bay
#

only to use getter methods

#

and its just in the camera script to check that the camera should be active basically

balmy kettle
#

what the hell does that even mean

solid bay
balmy kettle
#

so your camera has a reference to the GameManager? if yes, how does it reference it

solid bay
#

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

balmy kettle
#

you're literally asking how to get objects that are DDOL. congrats, you've found a way to get an object that is DDOL.

solid bay
balmy kettle
#

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.

solid bay
#

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

storm patio
#

but you probably shouldn't be using that for most purposes

solid bay
fair cove
storm patio
solid bay
storm patio
#

then you're looking in the wrong scene

#

DDOL is pretty much just an entirely separate scene that doesn't get unloaded

tranquil briar
#

Is this a normal percentage distribution? This is my first release so I don't know

storm patio
#

but this seems like the wrong way to go about things if you're trying to get references through this

solid bay
#

so i get all the objects from that, and delete anything matching that in the original scene?

storm patio
#

mm yeah no this is not the way to do it

solid bay
storm patio
#

what is this about, a singleton?

#

the eventsystem singleton?

balmy kettle
#

they effectively want to use the singleton pattern, yes.

solid bay
#

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

tall imp
#

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

storm patio
#

the eventsystem is already basically a singleton

balmy kettle
storm patio
balmy kettle
#

they would have seen that if they'd bothered to check the docs like i suggested over half an hour ago

storm patio
#

yeah i saw that message and i checked and that was the first thing i saw too

worldly cave
#

but my current go to is a custom website i run on github pages

balmy kettle
#

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

storm patio
#

hmm, no clue, haven't checked on it in quite a while

#

i do recall getting an email from atlassian about bitbucket though

fair cove
storm patio
storm patio
worldly cave
#

i think ultimately it depends how precise and deep you want your "management" to be

tall imp
worldly cave
#

trello then ig

balmy kettle
#

obisidian is just markdown and there are plugins for kanban, or github projects if you want it directly connected to your repository

storm patio
fair cove
storm patio
#

actually to be precise, trello was bought by atlassian, it wasn't created by atlassian

tall imp
#

Okay so i guess i gotta try trello

solid bay
#

And also how an event system is one

storm patio
#

"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.

solid bay
storm patio
solid bay
#

how does the singleton part of it work then

storm patio
#

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

solid bay
#

does that property allow me to get rid of duplicates?

storm patio
#

not directly, but it can help

#

but imo you could also just try to not have duplicates to begin with

storm patio
#

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

solid bay
#

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

solid bay
#

if im still using ddol

plain dagger
#

the option is writing code!

gray frigate
#

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

gray frigate
#

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

solid bay
#

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

split egret
#

random question, why does a cylinder have a capsule collider and not a cylinder collider?
are capsules easier for the collision?

violet thunder
#

Maybe they wanted to stick to primitive colliders for the basic 3D objects

#

Performance reasons, who knowws

plain dagger
#

If you load a scene again, it loads everything

#
private static MyType instance;

if(instance != null)
{
  Destroy(gameObject);
}
else instance = this;