#💻┃unity-talk
1 messages · Page 46 of 1
@split egret You can always swap the capsule to a meshcollider and assign the unity default cylinder mesh to it though
check above
a cylinder is just a radius and a height so I thought that might be easier mathematically than a capsule, tho idk what the calculation is for a capsule
yes, you don't need to have it in some other scene to begin with
with DDOL - you need to have singletons in every scene if you want to test starting from that scene, this creates complications when changing scenes
with an additive scene, you can just add that scene to any other in the editor
would i have to make a script with that and put it on every single parent item within the scene?
A cylinder also has hard edges unlike a capsule. Solving collisions/normals is a lot more complex
learn more here: https://unity.huh.how/references/singletons
What i wrote is an example of the logic needed.
A capsule is basically a line with an evenly distributed radius
yeah, this kind of thing is very annoying
so would it be better to additive load the gameplay scene but normal load the title scene?
oh... I didn't think about that xD
if you're working with additive scenes, you load everything additively and unload stuff manually
@split egret For example, to check if a point is inside a capsule, you'd jsut check the distance from the point to the closest point between the capsule's start and end points. Very simple math
Under the hood i mean
you would have singletons scene loaded always, and load/unload specific scenes as needed (title scene, level scenes, etc)
singletons scene as in the scene that has my current ddol objects?
by "between", you mean like physically between rather than "between the choice of X or Y", right?
Physically between
no, you would create a new scene basically replacing DDOL
the stuff that's DDOL would be separated into their own scene
you'd additively load this scene as the game starts up
Long boi spheres
so basically the same thing with the benefit of being able to reference the scene via the built in stuff in unity?
no, that was never the goal
you get to manage the lifetime of singletons easily, and from there, accessing singletons is more reliable/easier for testing individual scenes in the editor
The point is to avoid needing to handle the issue of the same object + script being made again when a scene is loaded again in future
DDOL just moves that copy to that other scene
if you unload and reload the scene then everything is re made thus producing a duplicate
capsules always have at least 1 point touching the ground rather than a whole face like a cylinder
so that helps with something
ok so what youre saying is put all the objects that i have as DDOL rn into a separate scene, and have both that and the title loaded in at the same time, while changing the overall mode to additive?
Also a good point
That's a lot of triangles
let me tell you a secret, its all triangles!
that's my suggestion, yes
how do i handle going back to my title screen then
since i need to unload the gameplay
i know 😔
sometimes i hate creating perfect quad topology in blender knowing its pretty pointless when imported into unity
its only ever useful when youre actually modeling
I wonder why Unity went with fan-triangulation instead of some other form (which would save 1 vertex and have less pinching triangles)
3d software is kind and lets you use faces of varing sizes but its still rendered with triangles
Maybe for better symmetry
yeah its easier to work with quads
honestly ive only ever seen the left one
"poked face" or something
thinking about this mathematically - isn't it easier to check whether a point is in a cylinder? maybe i'm missing some shortcut.
for a capsule:
- project point onto axis
- clamp to capsule bounds
- get distance from point to projected point, check against radius
for a cylinder: - project point onto axis
- if outside axis bounds, discard
- get distance from point to projected point, check against radius
seems like that clamping step would be significantly more work to me. or is it not significant enough to outweigh other benefits?
yes, you unload the gameplay and load the title screen
anyhow this could be a #🔀┃art-asset-workflow question but im not too sure, is that like fake depth trick very heavy on performance? the one where you use a scene depth node and subtract it with a screen position node 🤔
im trying to create this volume effect i made in blender through the shader graph, so i gotta know
ive only ever seen it used to simulate like water depth or something so im not too sure how it would work multiplied 30x
Yeah I realized that point-in-shape check isn't a great example, it was just easiest to explain 😅
A better example would be anything that would need normals
oh with dealing with the faces of the cylinder?
Yeah, not sure how efficient that can be made mathematically
makes sense
i guess since a capsule can be thought of as an extended sphere, it comes with a few benefits of spheres
hi everyone i am new to coding and design i have recently started to use unity to atempt my 1st project for a mobile game however i am not sure if i am able to use the assets in unity freely or if there are copyrights that i need to be aware of if anyone could me just assist me please
Indeed
what do i do with the camera situation
Apparently Havok and Bullet both have some sort of Cylinder collider
i have no clue what you mean by the camera situation
assets come with licenses that specify what you can and cannot do with them
i have a camera in both the intro and gameplay scenes and if im loading additively that makes multiple cameras
or should i put a camera in the third scene
well you can deal with that or put the camera in the singletons scene, depends on how you're controlling the camera, depends on what the cameras might not have in common, etc
@storm patio ok il go back into unity and just double check them thank you
the camera in the title scene is just for viewing the UI but the other one does reference the player object
i highly doubt you can see them inside of unity?
assets typically let you know their license when you download/purchase them
i dont know where to check thats why i am asking for a lil help
where did you get the assets from?
if you bought them from the asset store, licensing info will be available on the asset store page
well if you bought assets on the asset store theres a 99% chance you have a commercial license for them but you should still check
and as for the free assets if they are unity's own then yeah you should be able to use them
but just because an asset is free does not mean it has a free commercial license
can i ask where i can also find assets if possible to use freely that wont have any copyrights etc id like to avoid any issues once i finnish up my project
can you clarify what you mean by "assets"
because "asset" is a very vague umbrella term
that wont have any copyrights
this is not how copyright works
everything you create has copyright, unless you died a long time ago, or it's so simple as to not really be your creation
you need to check the licensing to see if you can legally use stuff
Is there a way to reduce near clipping for the camera in the inspector? mine is quite wide and it's hard to get a close look on objects
the most open licensing is CC0, dedicating a work to the public domain. you can use something licensed CC0 as if it were your own work
the most restrictive license is no license - you have no permission to use that work at all
every other license is somewhere in between, having different restrictions (eg personal use, commercial use, etc) and requirements (eg requiring credits, no modification, etc)
so this is what ive taken free and used and some i purchased Animations
Characters Environments Props
Vegetation
Vehicles
oh okay now i get it
well explained thanks chris
well for stuff like characters, enviroments and props you can use sites like sketchfab to find free assets with a commercial license
you can use the sites filters
by vehicles if you mean models of cars then same thing
just note that does not mean your game can contain trademarked brands of cars
yea no ive used no trade mark stuff at all im doing like the most basic bad graphics game just to get use to unity etc and understand it better no crazy advanced type of stuff
so its like just a practice project
i mean, if you aren't going to publish it, you can just use any assets you find, tbh. most will allow personal use, and the ones that don't, well.. no-one's going to come after you if you don't publish it
you have to start worrying about the law when you publish stuff, especially in a commercial capacity
i used minecraft assets in a gamejam and i had to replace them all because the gamejam has monetary prizes, and being conservative, that probably falls under commercial use
is there maybe a info site i can go read up on these things if you might know of 1
but if i was just making a project to practice, i could use all the minecraft assets i wanted, since
- i wouldn't be gaining anything from the inclusion of microsoft's property
- people wouldn't be seeing it, especially microsoft
- i wouldn't have any money to give microsoft even if they sued me
also even if you decided to publish it so long as you replace all "incompatible" assets youre in the clear
In the scene view*, not inspector
Look for a camera button, it opens a popup with scene view camera settings
is there a reason why normals on a mesh become corrupted in unity? This was working before but seems in engine they have been softened now giving a weird gradient. Is there a way to fix this on a mesh in engine?
I can export it fix it in Blender and bring it back into engine but just wondering why it happened while working, if something was enabled in engine, etc
@balmy palm You can also select an object and click F (with your cursor on scene view) to focus on it, it should adjust the clipping planes accordingly
thanks you appreciate the info both of you have been a big help for now il focus on my skill and do some research as time passes on the stuff to avoid
Thanks alot!
If you change the model import settings for unity to calculate normals instead, does the issue go away?
If yes then its the exported normals
It changes zoom. I’m guessing this is a quick way of fixing it.
It changes a couple of things yeah. It's a toggle too so you can press F again
how do i wait until a scene is loaded to set it as active?
my code is giving me an error that a scene isn't loaded but i have a setactive statement after a statement to load that specific scene
if you load it async you need to await the load (async/coroutine/callback)
the docs should have examples
if you use the synchronous method, it blocks, you can set it immediately
if you use the asynchronous method, check if it's done via its AsyncOperation, then set it
if you have existing code and an error, it would help to show them
have you read the docs for the LoadScene method?
ooh, i'm wrong
not really, it was working before but i switched to the singleton + additive scenes to fix some issues and that broke this
you should read docs
hint: read the docs for the LoadScene method 😉
right, that's not how you do it
that is an infinite loop
if you want to wait between parts of a method, you need a coroutine or similar
📖 the unity docs have great examples, please do actually go read them for these scene load functions
i tried the one in loadsceneasync which said that it would fix potential lag but im getting the same error
you have to use them correctly for them to work correctly
your scoping is wrong there
the unity docs give examples, don't they?
reading hard i guess
all this one gives is this
setting the active scene here does not wait for the coroutine. as mentioned before, you have to use coroutines for stuff to wait
and this shows the fix for one of the issues (though there's an issue before that, so it's not manifesting - and it's an issue that won't always manifest)
this is the first time im using coroutines in ANY coding project so i have no idea how they work
alright, take a break from the current task at hand to go learn coroutines
not sure thats much of an option as this is a project due today
this is among the last issues i need to fix
you changed a core system on a project with a tight deadline?
i smell uni assignment
Due today? Is this a school project?
yeah
it was one of those things where one problem that should have been easy to fix spawned another one
and it was like a chain
Answer is 42 though
refactoring does take time, which is why i mentioned this lmao #💻┃unity-talk message
easy to bandaid fix sure, but my suggestion was refactoring an entire system 
main point is, is there some kind of statement that i can use to wait in the method while that completes
Interested in what school would make you do unity projects
otherwise a different object spawns stuff in the wrong scene
game dev class
you need to use coroutines (or similar) to wait in the middle of a method, as ive said before. yield statements mark where to wait, and the value yielded specify how long to wait
i think ive seen like 30 people here in the past week all with "unity assignments"
and like 29 of them started doing them a day or 2 before the deadline
The question is if this is a hello world unity app or using existing app to build upon?
you generally read docs to see what's available
LoadSceneAsync gives an AsyncOperation that you can yield
other common options include: null (waits one frame), WaitForSeconds, WaitForSecondsRealtime, WaitUntil, WaitWhile
just yield the asyncoperation
you aren't waiting for the loading to complete before you set the scene as the active scene
you're waiting already, yes
you aren't doing anything after you wait
the stuff after StartCoroutine does not wait
so i should set the active thing in the coroutine
and everything else
I just started with unity, my canvas disappeared after I moved around the scene, does someone know why and how to fix it? like the canvas is still there but I cant see it on the scene
What happens if you press f inside the sceen view with the canvas selected?
it zooms in but I dont see anything
I only slightly panned around too so I don't know how I could've moved it away from the view
i mean its an empty canvas no? what are you supposed to be seeing?
what happens if you add like a text child or something to it
I saw something that looked like a hollow rectangle before
how do I do that 😭 sry I just started unity so I'm not really sure how a lot of it works
so I see the text but no rectangle around it
are gizmos enabled
this button in the top right of the scene view
oh wait it's laid out differently
I opened up the game img and it looks like the whole scene is the canvas? is that how it's supposed to be
mmmm some icons seem to be different in unity 6 as well. im not sure which button it is, i only have 2022 installed
it's because you focused it before
(that's what pressing F does)
can some one help me pls i am making a unity project a gorilla tag fan game for vr an i tried to buid it but it didnt work the first time when i tried it worked with this error You are making an Android IL2CPP build, but it does not have native 64-bit support.
It is recommended to enable ARM64 in Player Settings: Target Architecture in to natively support 64-bit devices.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
and now when i ty to build it it says this Build completed with a result of 'Failed' in 1 seconds (1200 ms)
Building Player failed
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
have you tried doing the thing that the error recommends
check out unity essentials in unity learn for that
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though you'll probably still have to figure out turning gizmos back on
im trying to build my project but i keep getting this error, what does it mean
google isnt much help
You cannot use anything in the UnityEditor namespace in any file included in your build
why are you using shadergraph in a camera script anyways 
idk why it was there
i dont think i had anything referencing it
mightve been from an old version where something else was going on in there
if you need to use it for some editor stuff, you need to add some directives to make the code only exist in the editor
ok for some reason the built version is broken
everything works fine in the editor but the build version just cannot load the scenes properly
perhaps check what your initial scene is
and that all your scenes are added to the build, not sure if you can load scenes by name if they aren't
thats just the ones that are loaded in the editor right?
no, it's the one with build index 0 in your build settings
how do i check and/or change that
open your build settings and see which scene is at the top of the list
it's the menu you pressed "build" from
ok yeah for some reason not a single scene was added to that
anyoine think they can help me out with this issue? my faces look like they got good normals in blender, but in unity some dont render? I did merge by distanace too and that didnt work
that straight up looks like you are missing those faces
try going to edit mode
and then select all by trait
and select non manifold, lose geometry and see if any of those faces pop up
also always apply all transforms before exporting
ill try that out rq
left is unity right is blender
is the select non manifold thing an addon because i cant find it
can anyone help, im trying to follow a tutorial to add an animation but it looks really jittery for some reason
ive tested it outside unity and it shouldnt look like that, and its moving parts of the animation it shouldnt be (like the blue glow at the bottom)
when i select by non manifold the faces dont show up
it dont select them
<@&502884371011731486> ^
?ban 1447532264761200732 bot
fiery_eagle_50859 was banned.
i am making flappy bird on unity my first game
does Unity 6000.2.14f1 support word space rendering ?
Depends on what you mean by that. Sounds just like regular rendering to me..?
all i wanted to do is set Label Text above dragon which is questionText and four options buttons above player
So rendering UI in world space? Sure, that was possible even before 6.2.
Just use a world space canvas
so UI Toolkit is not necessary for certain task ?
No. Canvas UI is still supported(and is gonna be supported for a long time). And I think you can mix the two as well.
That being said, UI toolkit seems to have world space rendering as well now:
https://docs.unity3d.com/6000.2/Documentation/Manual/ui-systems/create-world-space-ui.html
i heard it is experimental
Doesn't seem so.
Anyone used Antigravity with Unity? I gave it a try but without the C# and Unity extensions it was pretty bad, I tried to manually install them from teh VSC marketplace but they won't run
Yeah. Many extensions wouldn't work with vs code forks, which antigravity is.
And to be honest I didn't find that much better than open Ai codex.
If at all
Yep, MS blocks forks which sucks
Antigravity is really good at non-coding tasks at least!
I don't know. I found its planning features being a bit naive in gamedev context.
Without being able to test any agent is limited. Definitely more geared towards web dev since it has chrome integration
Hey folks, how’s everything going?
i m a programmer coming from the otserver community, and i d like to know what you all think about whether it s worth investing time in Unity if i m aiming for job opportunities
Any game engine, do your research on where you want to sell
There are definitely Unity-related jobs. But depends on what u want to do
I've worked with Unity professionally and know a dozen companies nearby me who use it. None in game dev by the way. If you are just looking for job obs then react or angular will probably open more doors
Whatcha been using it for? I've seen a bunch of military contractors taking a liking to it lately
Industrial simulation, some overlap with military contracts, I know a few military contractors using it - eg the new nuclear submarines in Australia.
Unity is really popular in industrial simulation, some people use Unreal eg the US army corp of engineers, but I think Unity dominates industrial simulation
In my experience they are all small teams though, so for jobs the volume of jobs is probably insiginfiicant compared to games dev companies that might have dozens or hundreds of devs
Same could be said for Unity game dev. Lot of studios are made up of very few people, but there's a few that do have some sizable teams. Still, I'd try my luck with Unreal for that AA/AAA experience
But with the current climate I estimate AAA studios to die out soon considering how a few ex-ubisoft devs kinda annihilated this years game awards and sales.
Well, if I was purely looking for dev jobs and didn't care, then game devs are 20% of jobs while web dev is 60%. Just by odds learning JS will get you further.
Oh yeah totally. But web dev is bore ;p
Trying to figure out why it looks fine in 3 browsers but not on 4 others is hell 😅
hook me up with a australian submarine job surely
I'm not involved but ASC has been recruiting for Unity devs for their simulators at HMAS Stirling
They are the prime and they are handling the simulation inhouse unlike the landing craft program
neat
So they are building their own dev team? Most I've seen are outsources
Yep, they have already hired a bunch, might still be looking for more. Usually most primes outsource simulation as far as I know, since it's kind of specialist, but perhaps because it's so long term they don't want to split their profit with a sub prime
the top of the texture is transparent but on unity it comes out black how do i gix that
Import options -> Black is Alpha
wheres that
Click the texture
i dont see that option
Actually change Gray Scale to the input texture
that didn't do anything
Ok wait, you're probably using some opaque texture but you're wanting to use a transparent texture. But, ideally you do want alpha cut instead I would expect
On the material click alpha clip
try that, assuming you've actually have those alpha values
Hey im here to pitch a vr survival game idea where can i pitch it?
@slow dirge Hii, i did it!
Hello guys
Im buying a pc so i can start using unity but idk if this pc is good for 3d games
more than enough
Ai told me to upgrade the ssd
very beneficial if you do but it can still process, run and do everything you need perfectly
if you can you should
Alr thank you bro
600w with that gpu could be too less
SSD with a minimum of 500 GB and PSU with a minimum of 700 Watt would be my recommendation
500GB is a luxury these days
guys which language pack should I pick
New to Unity, does "Custorm" actually mean anything or is it a genuine misspelling?
I think that's a typo
It means custom
wait I just read it fully
yea looks like a typo
🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.
📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!
💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.
For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting
Alr thanks bro
600 watt is plenty for that GPU
Nvidia recommends 550, and that already includes quite a bit of overhead.
id get a later generation gpu if possible (nvidia or amd)
It's not the fastest but the Ampère featureset will remain relevant for quite some time. You get ray tracing, bindless, etc. Only thing you really miss for development is the VRAM. 6 gigs isn't great.
yall why is windows flagging my build and every previous build that was not flagged earlier?
this doesn´t look like windows defender, is it norton
I dont know what it is but this is just from windows
here is translation - may be easier to understand
and I just dont know where it came from
Hello guys i had a question if someone can answer it , I am making a simple 2d shooter hypercasual game so when i rotate the gun it jitters any solutions to it to like how to sort it out
is it normal for my scene to just... self destruct ?
i don't have source control, so i suppose i need to redo it from scratch ?
Why are you opening a Unity file in visual studio?
because i wondered why it could not open my scene, now i know
What actually happens if you open your scene normally?
welp in unity it just errored and said there was an error oppening the scene, when i looked, it was just filled with "NULLs"
Im going to buy this pc and upgrade the SSD but someone told me to upgrade the psu and gpu too
And idk if i should bcz i dont know much about pcs
to do unity i suppose ?
yes
i mean, its fine, my laptop run it well already, got like a R7 6800 and RTX 3050
so its like, more than enough
What's the actual error in Unity?
uhh something ilike this i think, didn't screenshotted and over wrote it since
"Could not open filepath: There was an error loading the scene"
should be fins in specs imo, i got 16gb of ram too, got 1tb of disk, but should be fine
https://discussions.unity.com/t/unknown-error-occured-while-loading-scene/891779 this topics is the type of error i got
If it's what they're saying, then it seems that without VC, you're going to be remaking it.
not enough storage imo, i had a bad time with having 256GB storage
idk about the cpu but thats a important thing so remember that
i didn't make much, but still pain, wonder how it happend
i see this thing normally if you try to move something from a hidden folder like AppData/LocalLow/Company/Game or open something from there, maybe you made the build there or smth?
Closing or crashing while it was saving I suppose
I made the build on the other disc but even when I move folder with build into a folder that is in the same folder as build than it also appears
also like a week ago there wasnt any warning
where is the build folder?
like, the location
is it just an empty drive
yes
or is it like a system drive
empty drive
shouldnt have any issues thats weird
ikr
if you put smth there like any other game do you see that warning?
Does anyone know why my editor is blurry but the game rendering isn't, and how I could remove the blur?
wait let me check
other game also does that
yeah its not a unity issue then thats weird
what OS do you have?
it feels like there was some update with windows defender and it just flags unity games
nono im saying try put a real game there not unity made
Im upgrading it to 500gb
I pasted btd6 and there is no warning
so its only unity problem
but I guess it shoudn't be a big deal if the warning is only for me
trying to build a water cave,
so far it comes out really ugly, I would really love suggestions on how to make this look better
looks better without all the details too
I would add stalagmites and some rocks
it would make the cave feel less empty
nice good idea
any idea to what can cause this wierd line (my file is fine)
what are we looking at
this looks like a 6 faces skybox where only half of the faces has a texture
its an HDRI panorame file i got
Oh boy my whole project disappeared is this safe mode’s fault?
you sure you openned the right project ?
you just don't have a scene open
yes, your scene is just a temporary scene, you need to Open SampleScene
I made a bunch of a objects
open sample scene
congrats. open your scene. you have literally no scene open right now, hence why you see nothing in the scene
lol
np
Hi new
i was upset at unity 6.3, now i have something to smile at XD
!learn 👇 start by learning how to use the editor then. the unity essentials pathway covers incredibly basic stuff like that
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I just panicked bc I had to change to both input system bc there’s no tutorials on the new one
lol
there are many tutorials bro
but you prolly need a sample
The one I found on YouTube just told me to change it to the old one lol
get the starter assets package from the asset store, it uses new input system and is pretty well done
lol
unity did a series on the input system
I’ll read that when I get tired of these tutorials then
lol
this is the input system series, and i think it's pretty neat
no it should be up to date, nothing much has changed really,
i mean the basics will be the same, and once you know that you prolly won't need tutorials, you will need the doc
although i am saying basics, 90% should be the same, and the playlist covers almost about everything needed, not sure if it covers local multiplayer
i can move this to #💻┃code-beginner if its better suited there
do that or open a thread in #1390346827005431951
okay
Hellooooooo. For some reason my Player Input component for my main player character keeps disabling itself in the editor. I have no idea why, but this only started recently. Anyone have any suggestions or reasons why this might be happening?
presumably something is disabling it
Yeah, I just don't know how it could disable it in the editor
I have to reenable it manually to fix the issue
how to start in unity hub i am new one
!learn
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code can run in the editor, yes
flappy bird, snake, doodle jump, pong, breakout, minesweeper, etc
huh? you open unity hub and select/make a project to open
braah
My game got a character with a terrifying stare lol
i'm having a bit of issue trying to optimize my unity app.
Hello guys. I’m new to Unity. Look forward to being part of the community. 😊
the machine reads in data it gets via bluetooth and then serializes it
the app seems to slow down during this section
working with the profiler it looks like there's a lot of gc allocations in this function
You'll have to show the function and preferably the profiler results if you want someone to help with it. #1390346827005431951
how i can fix the table collision, so items could be under it
use multiple colliders
it is fine if theres multiple tables in the same place?
i will make it as prefab
colliders can overlap.. as long as they each dont have a rigidbody..
if its a rigidbody.. u can put it on the root object (the main object) and have each box collider or w/e u chose to use as children
they'll act as a composite collider and all be connected basically
hey guys
is there a standard practice around taking the output of a unity build and bundling the folder into a single exe?
i made a 2d player locomotion and put it on itch, where i can i promote it?
this server isn't really for advertisements, you can use #1180170818983051344 for dev logs or #🏆┃daily-win to share the achievement though
do you know any servers i can?
do you not get an exe when building for windows?
most servers don't allow advertisements, it usually ends up being a writeonly space
Guys Im making some random movement system and I only want fishes to move in water so I made something like this.
Vector3 position = transform.position + transform.forward * RandomNum.RandomFloat(-1F, 1F) + transform.right * RandomNum.RandomFloat(-1F, 1F);
bool withinWater = Physics.CheckSphere(
position,
obstacleCheckRadius,
waterMask
);
It works for the most part but randomly it breaks and infinitely checks, never being able to find water even if some of the positions are valid.
I dont know if its due to checksphere or something
perhaps do some debugging to see if the positions are where you expect
i do but the exe is in a folder with a bunch of dlls and subfolders
I have like a visual debug thing and they are, that's why i'm very confused.
It may happen that it is one of those what i'd say are valid positions but keeps returning false on withinWater
make sure your waterMask is correct and the objects in question do have the right layer, i guess
(also just as a sanity check - make sure you're debugging the right positions/radii as well)
It sometimes does return true tho, sometimes false but when it returns false sometimes this stuff happens where it breaks.
what do you mean by radii?
radii is the plural of radius
ohh
kinda my bad on using that, it's.. not really commonly used lol
its alr but I just draw this and it should be a 1:1 replica of where the checksphere is
Gizmos.DrawWireSphere(pos, obstacleCheckRadius);
pos being the position set here
here's a semi decent screenshot, it is literally touching the green collider outline (small red circle) and it returns false that frame.
Hi,
You need a proof of concept, a demonstrator, a simulator, or a software solution?
I can make it happen!
Let's turn your ideas into reality.
Check out my work: https://www.malt.fr/profile/jeromechapoul
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thanks 🙂
hello, what's the difference between the levels of Project settings<Quality and the default render pipeline in the Project settings<Graphics
Could someone help me? i was trying to mess around with my shaders in unity until suddently my shader became bright cyan and now i cant fix it. i've checked every shading setting and it's not doing anything
iirc that's basically highlighting with some menu option. not sure which though
oh actually, going through some message history, seems like it's compiling?
cyan means that it's currently compiling, yes
what does "mess around with my shaders" mean?
Do you see a "Shader Compilation" or similiar progress bar in the bottom right?
Basically the graphics setting and environmental lighting setting are those
that i have touched
Or anywhere
show us what you actually changed
nah it's a form of tint
you guys are five to help someone but can't help me with a simpler question ...
hello, what's the difference between the levels of Project settings<Quality and the default render pipeline in the Project settings<Graphics
oh my god it fixed itself, but only went i clicked "Reset"
you're right...
oh, so you changed your post-processing settings
i didn't answer that because i don't know and i don't have the background knowledge to be confident in any answer i find online
I'm trying to learn all the graphics settings within HDRP and I'm kinda lost because there is the default render pipeline asset, the level quality asset and also the same fields in the Camera component
Ah, is that what it is called.
now that i mention it, it does sound like something that mightve been asked before, have you tried googling?
ohh okay my bad man, sorry
I Did but couldn't find an appropriate answer, I'll try again on reddit
Every Quality level can have an SRP asset
If you don't specify one, Unity checks if you provided a default SRP asset
ohhh so if I assign one in the levels, then everything done in the default won't change anything? Okay thank you so much it makes sense now
Yeah, if every quality level has an asset assigned, the default asset should never matter
and do you know with the Camera component too please, if I assign let's say a Quality level asset and I set the lit shader mode to forward and then enable anti aliasing, do I need to do it with the Camera too?
my thought was it initially takes the quality level asset references and overrides it and I can change it if I want different effects on diffferent cameras but my fields were different
so I don't know whether I should change the references on the Camera component too or just let it like this and do everything in the quality asset, if I have to change, why would be the SRP Asset be needed?
I'm not aware of a way to assign a quality asset to a specific camera. Are you takling about the Frame Settings Overrides section?
I'm talking about the rendering section on the Camera component
not assigning but there's the anti aliasing and such things that are also present in the quality asset
I don't believe you can select an anti-aliasing mode in the quality asset.
Frame Settings are also included in the quality asset.
If the camera has a frame setting override, it will ignore whatever the quality asset asks for
you can enable or disable it
ohhh okayy I get it, the SRP just is for the modes and ways to render it
and I can decide whether to use it or not with the Camera
The SRP asset (which each quality level uses) decides which features exist at all
check out the Rendering Debugger (Window > Analysis > Rendering Debugger)
notably, in the Camera section, it can show you which frame settings are actually supported by the current HDPR asset
for example, I have enabled Water support in my HDRP assets, but I don't currently use it on this camera
(I should probably just disable that – I stopped using it!)
no need to possibly include a bunch of extra shaders
ohhh okay, thank you so much man for your help, I didn't know about all of these
I found it really confusing at first
i'd just turn things on in the default asset as well
fr lol
I'm unsure why there is even a default asset, really
is anyone else doing genies avatar sdk jam
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• ** Collaboration & Jobs**
sure
Yo can anyone help me
!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
Do. I just do that command
Are you unable to read the message?
Dayum bro why everyone at unity mean asl😭😭
Are you upset because you're embarrassed or? It's a simple guide to ask a proper question so people can actually help you.
If you can't read that, nobody will make the effort to help of you won't be able to even read their messages.
Sorry to break the flow here, but I had a question of my own. The Input channel is pretty dead so figured I would try here.
For some reason I'm not able to assign an Input Action Reference to a ScriptableObject asset. Any idea what the reason could be?
It shows the available options, but when I select one the field remains empty
Ok so you didn't read it. I'll summarize it for you:
Ask an actual question people can answer.
Like rn?
Ion wana get banned
My unity editor application is just stuck on 99 and we build support is. Too
Do u know what to do
And yes I've read logs.
And yes. I've deleted and re installer
D'
I even factory reseted my pc
Anyone know what to do?
Hello
Anyone please
Uh oh
Kuzmo I'm sorry
I feel like you are just trolling at this point man
Everytime I gotta question u pack me up
I swear to god I'm not I'm just tying to get a degree in programing
But I can't start when unity doesn't woek
Work
oh nvm i remember you
I really wana start like u guys
you were the person with the logs
Yea I'm sorry
For being stupid
I'm really tying here man
I even factory reset my pc
if people had to apologize for being stupid this whole server would be a non stop spam of apologies.
Anyways we cant really help you any more than we actually did
Oh ok
and you really didnt have to factory reset your pc
I know
i feel like that is a step way too drastic
I was just stuck
But it still didn't work
Like why is it me
Like rn I'm just staring at unity editor 99 we support 99
For like 20 mins
Web support
i hate semicolon :/
Try double-clicking the option, or pressing enter when selected to see if that changes anything. I've noticed that sometimes when clicking something, it randomly doesn't "assign" it, or if you double click it too fast after opening the popup it doesn't realize what you did.
thanks for the suggestion. Just tried, but got the same result
I am beginning to question if you simply arent allowed to assign input action reference to scriptable objects
So no one know what to do?
I can assign just fine on a monobehavior on a gameobject in the scene view
Does dragging it from the asset assign it? (foldout of the action map asset in the project window, or just from the gui of the input actions itself iirc)
You need to ask your question.
yeah tried that along with everything else I can think of and it still refuses
Unity 6.3 btw
idk if this is a bug or simply weird intended behavior
My unity stuck on 99% I asked if u scroll. Up mb
Just full stuck
I tried using. !ask
I even factory reset my pc
I think it is a bug actually. I know this worked in 2022 
Just tested in 6.3 and yeah it doesn't assign it
when u get around to re-trying the install.. try doing just the editor... u can add all the modules and stuff later.. and Documentation is always avail online.. unless u need it for offline reading
So.. it seems to be stuck at after downloading. You would likely need to go through the install process with some windows prompt that should have popped up
So what should I do cancel this download
i would personally
OK then just the editor
yup..
isolate the problem..
imo it works for some people just 1 download. and 1 install to contend w/
better chances to go thu.. and watch out for any firewall or windows UAC window that pops up asking permission..
like dalphat mentiond
👍
To make changes
it mighta just hung up
lol well great to know. I went ahead and made a custom editor to handle it which seems to work for now
glad to have confirmation though
i always would give it a little longer than 5 min and then i'd just re-attempt
- its better to know if it consistently happens
OK I'll lyk what happens thanks for trying to help me
goodluck
Yea this is my 4th time trying
!install in case u havent seen this embed yet
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
oh in that case you probably have seen this
Yes sir
Yea it's still stuck and taskmamger shows no intall
Install
Idk what to do know
Now
what kind of pc do you have
what are your specs
ram, cpu and what kind of storage are you using
cpu?
Ryzen 3
When I installed editor on browser everything ran fine but when I went to install vr
That wouldn't work either
So nothing installs on my hub
did unity ever add this?
https://discussions.unity.com/t/mobile-notifications-custom-sound/763340/8
i dont see any Sound option anywhere
but damn its been 6 years??
maybe your av is blocking it?
I disabled real-time and all the others
try making the hub an exception
whats your os?
Windows
which one
try posting your logs here through a paste service
OK sure
because the last time we asked you to this you decided you would rather do it in dms with some other random individual.
so we couldnt help you there at all
Yea sorry ab that
you dont have to apologize, you only affected yourself lol
"paste service"
📃 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.
im not downloading a txt just to look at your logs, sorry
you gotta learn to be at least a little self sufficient
is there no custom notification sound for android? i try search on google but its been as a "TODO" for 6 years
please just look at the bot message
like actually read it
and notice theres multiple links to different paste services that you can use
share the URL man
Download: 6000.3.2f1-x86_64, Exiting from State: Downloading, Event: REMOVE
something is interrupting your downloads
it might be your network
"net::ERR_NETWORK_IO_SUSPENDED"
shouod i unplug ethjernet
how do you plan on downloading something without your internet?
bro idk how im so stupid
maybe some of those services are blocked in your country?
if anything you should be using ethernet and not wifi as its less prone to network drops
im in the uk
also im seeing here that the installer is only using about 3gb of your 8gb ram
so some other processes might be running at the same time as the install and throttling your ram
nothing elses was
ok. close unity hub completely, delete any folders in "C:\Users\vikto\AppData\Local\Temp" that start with "unityhub-"
same thing for "C:\Users\vikto\AppData\Roaming\UnityHub"
Run the unity hub as an admin and try to install a slightly older LTS version like the "2022.3 LTS"
Ensure no other program or process is active in the background
use a weird connection and disable sleep/hibernation on your pc
ensure there is no network interruptions even for a second it could completely stop the download
if then and only then it doesnt work, then i simply dont know what to tell you
actually i do know what to tell you, use s&box or godot at that point lol
wheres sleep i cant fiund it in setts
nvm
im gonna install uniuty hub again can anyone send a link just to be safe than sorry
/download
/unity
ok
and when i download asnd it gives me a prompt to make changes i press yes?
do i?
yes, the install needs permissions to setup everything
anyone wanna play this vr space game my friend is developing?
u dont have to download but have i done evrything right? if u do see it
imhere rn
shoukld i close discord?
@worldly cave
mb
ok ill upd you in 20 mins thanks alot btw
it means alot
@worldly cave
Still changed nothing
What should I do now
Use godot
What's that
a different game engine
!install Did you actually follow all the steps here?
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
Install failing on the last step suggests that you don't have enough space or other system requirement.
@unique light you could try downloading the editor from the website, install it yourself rather than the hub, see what happens, check event log too, and then add modules you need etc..
anyone know why this happens? when i'm in pro builder and try to select an object's face, it purposely picks the face on the object behind the one i am clicking
i can only click the faces of the object im looking at if there's no pro builder object behind it
regular selection, vertices and edges work. its just specifically when i try to select faces
Yea I did that last time it worked but I'm making a vr game
So I can't download vr from the hub
👋
same issue its soo bad
whenever i use a scene template, the saved scene makes its own folder with all the prefabs used and stuff, but that kinda defeats the purpose of prefabs, where i just want to change one setting and all of the objects get changed. how can i fix this?
seems like its this?
hmm lemme check
to be clear, this will result in using the original one and WONT give me big fleshy meat chunks??
hey guys, i'm trying to make a grid system for my game. i want it to be adaptive to screen size and each cell should be clickable so users can add notes. it will basically be a song editor like you'd see in apps like FL studio. i tried using a couple of for loops to create a bunch of image objects, but a couple minute song will end up being like thousands of objects and will really hurt performance. what do you guys think would be the best way to do this in 2d?
how would i do that with UI toolkit? i dont see any controls for a grid component
What module is missing on the website that stops you?
Unfortunately can’t speak on specifics as I haven’t messed with it yet, but sounds like what your looking for in general
Anything directly drawing to screen (ui toolkit, classic unity ui, shaders) is probably what you need vs. anything gameobject based
Dont i have ti download vr on unity to make a vr game?
There is no module for "VR". You would need the android build support module depending on if you're using a headset that requires APK builds.
You can follow:
https://learn.unity.com/pathway/vr-development
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
So if i got unity editor but not in the hub It can function like if it was installed on the hub
Unity doesn't need the hub to run, no. So if you installed a version manually, it will "function" normally. You can even add it to the hub after the fact.
Did u make jolly roll?
Are u the dev
Why did NOBODY tell me ts
If you don't ask the right questions, nobody will know what to tell you. 
Oh but did u make jollyroll
Yep
Extremely offtopic and with no hate but man Jollyroll is an awful name SEO wise
Google refuses to show me anything but Jelly Roll
Lol, it's been on Steam for like 2 months with no marketing. I wouldn't expect it to show up anywhere.
What would you have called it? Maybe he could take inspiration… although it is late
Looks like a cool game. I haven’t seen those around in a while
I have these following objects in a level scene, which i want to keep consistent for every other level scene.
Would it be a good idea to just group all of these as a prefab?
I tried looking online, which gave the following answer
- Instantiating/Destroying huge prefabs is not good performance-wise - Does this still hold if I don't do any of that at runtime, and only use the prefabs for its consistency (so any changes i make in one scene will be applied to the other)?
it doesn't matter if you have 10 objects or 10 objects parented to another object
I have a "Scene Globals" object that all of my gameplay scenes contain, which is exactly what you're talking about here
alright, thanks!
You might prefer to have these move to the DontDestroyOnLoad scene or have a specific “management” scene that is always loaded
(other than game manager and screen manager which are already in DontDestroyOnLoad,) i don't think the rest should be always loaded though?
What makes you say that?
for example, in menu scenes or dialogue scenes, i don't think i need them present
Fair, though in those situations you could spawn and despawn prefabs that control those different parts of the game, or just have them chilling now doing anything until they are told to
No particular right way to do this thing but just proposing other ways
hmm fair
although, some of those objects have lots of scripts that already use Start() and Awake() so that might be a pain
Generally I myself try to keep anything the level designers (even if thats you) shouldn’t be touching outside of the scenes they should be touching
Hello, how is everyone? Does anyone have a video tutorial or something similar that shows how to make a functional inventory where I can select the object and hold it in my hand?
Im not sure if they fixed the UI in later versions, though I remember having a lot of issues with Unitys template system before, even when no dependencies were selected it would include a generated folder with assets not even used in the project - my workaround was just to make my own "template" with a blank scene I manually copied and edited, I went an extra step of making a custom editor window for it since I knew it was something id be doing somewhat often but it is time-consuming to do that, if you just want to change some specific things of a prefab, you might need to create a prefab variant (which if you choose the custom editor approach, there is some API to do that)
Is there a certain step your struggling with? Is it making an inventory or having an object spawn in your players hand or something else?
I've already made an inventory where I can store items and everything correctly, but when I try to select the item from the inventory, it won't let me, and I don't know why.
What do you mean by "it wont let you"? If you add some Debug.Logs at the point of selection, do you get anything printed to the console?
It's not that there's an error or anything, it just doesn't work when I try to select the object in the inventory. I can grab objects, and that object would be stored in the inventory, but I can't select it directly. I don't know if I'm missing some code or something that would allow me to select it and put it in my hand.
I dont see it in your screenshot, but from what you described, it sounds like you might not have a EventSystem in your scene, or your inventory slots are not buttons or some other kind of interactable Selectable
👋
Maybe! Because I'm watching a video tutorial and he has it. Also, the Slot script I have uses UnityEngine.EventSystems;. I understand that this is created automatically when you create a project, so why don't I have it? How could I create one?
One is created when you add a Canvas to your scene, but you can also manually add just a EventSystem from the "GameObject" dropdown (or right-click a blank spot in your Hierarchy), under GameObject > UI you should see EventSystem there
Yeeeeees, I had that problem for days, and it turns out it was because there was no EventSystems. Whenever I did it, it was created, so I completely forgot about it. Thank you very much, you really helped me a lot
.
i just unitied
is there a help channel or is this it?
Because. Like so many of us. You come with a problem we try to fix that. But yes. You can then add the manually installed unity to the hub. But im also guessing the hub actually had installed it. You were looking for something that wasnt there.
Depends on the help. There's something like 77 channels so chances are there is a relevant place for help
It depends how you placed the canvas in. The screen shot didnt cover enough to determine but if for example you have made it a prefab and you drop that in. It wont add one automatically. If however you create a blank canvas. Then it will. Its just something to keep an eye out for.
Ohh understand, I will keep that in mind for next time. Thank you very much.
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• ** Collaboration & Jobs**
there is no such channel
Exactly
so why ?
We do not accept job or collab posts on Discord.
go fight your govt not me
no, but thats why the link takes you to the unity forums
okay thanks
For a drop shadow what would you use? As to show where the player would land
decal projector should work fine for such a job
thank you i'll check
Cheers
help i get error when i create a brand new project. i tried the reimport all functons but it doesnt fix it
do you use the colab package?
this LITERALLY just happened to me, i went to package manager > Unity registry > Version Control and removed it. Worked after that
anyway can someone help me? how does this TMP InputField event thing work
this is what i was going to say, OR, you change the version being used if you need it
i wanted to make a test scene with cinemachine amplitude and frequency where i put in values in the input field and upon clicking, it would perform the shake with that amp and freq
unfortunately i couldnt get the script to inherit the data from the input field upon its value update
hi, what would be the best way to achieve an echo effect on an AudioClip, would it be to have the original the Audio with the desired effect or would an Audio Reverb Filter work too? I've just heard about this component now
@covert shell https://medium.com/@pkillman2000/saving-data-using-input-fields-in-unity-a5b6414dc076 as an example
nvm found it, turns out i was using the wrong function in the dropdown
wonderful, thankyou!
also any clue why this is happening?
I put amplitude as 1 and frequency as 1, it shakes a lot
I change the frequency to 100000, it shakes a lot
now i change the frequency back to 1, shakes only in one direction as a sudden jerk. No "Shakes a lot" feel, no contant shake like the first time
is cinemachine being bugged out after i put in a huge number in? if so how do i prevent that?
is this normal? i use unity 6.3
Depends on your project. But 6GB is very little, so I'd say yes.
not sure, mine only takes 2
depends a bit on what you have, what you're doing, what editor assets youve added etc
hi, what would be the best way to achieve an echo effect on an AudioClip, would it be to have the original the Audio with the desired effect or would an Audio Reverb Filter work too? I've just heard about this component now
and also why cannot I enable anti aliasing?
generally, if you do stuff in unity, you can more easily tweak them
with the first option, if you wanted to remove the echo in the future, you'd have to go track down the original audio, you can't really modify the audio with reverb to not have reverb as easily
but would reverb really work to give the echo feeling? I've just tried with a music and I can't really hear the differences
im not an audio person, sorry. if reverb isn't in then there would probably be some other processing you can do. just a general tip to do processing in unity
perhaps ask in #🔊┃audio for specifics
ohh okay no problem, thank you for helping
do you know about that please?
maybe #1390346776804069396 would know
oki
Hello
I am looking for the best house for an horror game with the best lightning and has a big space for free can you help me?
take a look around the assetstore
there are many websites, that offer free 3d models, a quick google research will help
thank you
why can't I enable anti aliasing? I've been trying to figure this out for 3 hours but I can't find the issue,I've read the documentation too by the way
That appears to be MSAA which i dont think is an option. the actual AA method is selected elsewhere
are you using a post proccesing volume?
no
do that you will have aa and many more effects
The AA method should be selectable on your camera: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/HDRP-Camera.html#rendering
MSAA is an option in the multisample field if that's what you meant and do you know where the AA method could be selected? In the documentation, it says I've to choose forward rendering and just choose a multisample anti aliasing quality
I was mistaken but this option probably only becomes usable if MSAA is in use (i am guessing)
usually TAA or SMAA is used instead of MSAA
I already have a global volume for the sky and yes I planned to add more effects but don't I need to enable them in my SRP asset first to use them in the post processing? Or that's just another effect just applied on the camera which doesn't need the fields selected in the SRP asset?
you can do that all on your volume
I see what you're saying but from what I've understood in the documentation, to use MSAA you need to select it there and I'm unable to do so... and I've checked the Graphics section and Quality in the project settings, It seems like I'm not using TAA or SMAA
and I think SMAA and TAA are post anti aliasing effects too if I'm not mistaken
then what's the difference between what I'm currently doing and doing everything in the volume?
how can i remove all the lightning in unity?
Then perhaps you are using deferred rendering and not forward? Anyway use these instructions: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.5/manual/Anti-Aliasing.html#multi-sample-antialiasing-msaa
I'm using forward as you can see in this screenshot
Use Unlit shaders instead of Lit ones. These will not use lighting
dunno then 🤷♂️
the documentation says screen space reflection needs to be disabled, that's maybe the issue
Ill be honest, id expect most use cases of hdrp to want to use deferred rendering and TAA
and you most likely want screen space and/or ray traced reflections so id say MSAA is a no go
you're probably right but I'm kinda new to HDRP and I don't know anything about those yet,I'll try to see and look into that
when you say TAA that's on the Camera component right?
Ray tracing doesn't support MSAA. If you use ray tracing in your project, you are unable to use MSAA.
Did you try unticking that raytracing feature?
yes, that doesn't help
I've just disabled the screen space reflection too and it didn't help either
oh yea, the documentation says I can't use raytracing and MSAA, maybe I should opt for deferred and TAA
You don't necessarily need deferred, but TAA is probably a better option for HDRP
Though I'd probably stick with deferred opaque if you don't have any particular reason to use forward.
okay, TAA is the post anti aliasing on the Camera component right?
Hey Guys, i've changed my pixel art from 20 PPU to everywhere 16 PPU to have everything consistant with my game, but now my character sinks inside the tiles and when i try to change his box colider he starts floating on the tile in fall animation, anyone has an idea on what to do ? thx ❤️
Yeah, it's on the camera.
TAA introduces shimmer and is used alot in games to blur things (including dithering)
I personally dont like this but it seems to be popular
OK so my guess (can't do much more than guess atm) is that
- the first issue (sinking) was because the sprite gets bigger at 16ppu
- After you changed the box collider size, the 'ground check' (however u do it) isn't in the right place now
yea, someone advised me to use dithering, I just found the exposure option in volumes, that's fantastic to change the environment color, intensity, do you know why adding lights to a scene would be important? Is that to make different lighting zones or something similar? and also I don't understand why there's everything in the volume profile, like all the options that are in the SRP asset are also there, is the SRP asset just to enable things in the project and then I need to use them with a profile component or?
dithering is a technique that is applied to many things such as an alternative to transparent rendering
Lights let us see things so why do you need to ask why they are important?
The docs should explain what volumes do. they let us define post processing settings for a whole scene and/or a specific 3d area in a scene.
the docs indeed explains what volumes do, but they don't explain what's the difference between their overrides and the SRP asset's
The assets let you enable/disable the features in project and also define the default settings for the effects
for the SRP asset, they just explain the words such as what anti aliasing does etc but not what I've asked you
exactly what I wanted to know thank you
MSAA is enabled on the camera itself.
it doesn't appear there..
it is part of the Frame Settings
MSAA is not a form of post-processing anti-aliasing
look for "MSAA Within Forward"
this can be enabled either:
- in the HDRP asset
- in your camera's custom frame settings
ohh yes well see, lol I didn't know that
I got an issue, where my scene lags alot. whyy
yo
guys whats the best layout
for unity
for laptop u sers
i have a 15.6 unity layout
laptop
mb
really up to you i use this
The one that helps you be the most productive for the task you're doing, it's subjective of the work and the person.
See Spawns above, he likes, but I wouldn't get on with - the project window is too far away from the inspector, increasing the time to drag from PW -> inspector. And if you're doing lots of repeated ragging, that adds up in time and RSI
and note.. u can expand/dock and undock and resize/maximize any window u want
its just dependant on what ur doing...
make the space work for you
thats a fair observation 👍
i have seen the double stack on one side or the other.. w/ both project and heirarchy sitting next to each other.. but i browse my files alot.. and much organizational reworks.. not enough space for me to navigate the project like that
u dont really know i cant find the right one for me
make one...
you can open and close all windows via the menu 👇
ohhh 4split is nasty 🤣
do yall kknow a website where there is layouts
My "main" layout is across two screens, project winow on the right of one monitor, inspector on the left of the next monitor.
or when I'm working on a single screen, I have the project window where you do, but the hierarchy and inspector on the left, above it
no, it's not a thing anyone would want... just drag things around and put them how you want
same.. thats y its not too much of big deal what my layout is..
it always get split and moved around on two monitors..
you can do the default layout.. and just crack ur game/scene windows apart next to each other..
but with a small monitor u may want to keep one or the other minimized until testing
hardware issues is my guess..
The best thing to do is probaly just ignore the layout for now and start working.. as you work notice the painpoints and adjust the layout
💯 percent ^ you'll figure out what works best for you.. and you'll also discover which windows you work out of more than others.... and as you do you can imagine a "heatmap" of ur cursor.. where do you go from.. which window to which window..
put those closer to each other... work some more.. and just adapt to what u need
the reason for layouts and all the windows being dockable makes the workspace truely custom..
it is whatever you need it to be
im experiencing a bit of a weird issue where my console doesnt instantly update if the window isnt docked. there seems to be arbitrary delays of how often it actually updates. i dont recall ever encountering this issue in the past with versions before 6.3. any ideas on what this is and how to fix it?
how do I get normal and depth before drawing opaques in rendergraph? SSAO clearly does this but I cannot figure out how to do this for my own features
Why do you think SSAO does this?
SSAO runs after the g-buffer pass. Right before deferred. If the g-buffer hasn’t rendered there is no normal or depth.
SSAO uses normals and there is an option "after opaque" which implies that is has access to normals before opaques are drawn if this option isnt ticked. I want these normals too but dont know how to get em. I'm just using SSAO as an example that its clearly possible to get them this early.
How would it obtain normals for something that hasn’t rendered yet?
all the docs talk about some DepthNormal prepass which apparently is used for this.
Guess you need to get access to whatever UAV the depth pre-pass writes to and make sure it’s passed into your shader.
When using forward rendering this is an additional pass
If deferred it should be information already included in the normal deferred passes
I think the docs mention the texture name for the depth normal texture so you can use it
what the is going on here? those seem to be terrain buttons for the scene view. (updated from 6 to 6.3)
Latest 6.3? G/card drivers up to date?
Some versions of 6.2 had UI issues like that.. don't think there was a user side fix though
Yea just downloaded 6.3.2
and i'm on a macbook 26.1
The project was in 6.0 before, but that shouldn't affect those.... or actually hmm
Is it safe for my terrains to reinstall the terrain package?
I'll just try cause its on vc
Oh it's just disable/enable not reinstall
This is a demo of a custom-built Unity WebGL video player designed to run smoothly on Chrome without lag.
The demo highlights performance improvements over Unity’s default video player and is optimized for WebGL-based games and applications.
Subscribe for more Unity demos, plugins, tools, and performance optimization content.
#Unity #Unity3D #...
One of the YouTuber has uploaded a video demonstrating a custom video player that does not lag on Chrome, addressing a Unity bug
nvm can't disable cause dependents-
buut just restarting unity solved it
hi, do you guys know how I could do to brighten my walls? I'm using exposure and when I higher it, it's either too much or not enough, I've tried to use area lights as you can see but it's looking bad with the ground
I guess okay...? maybe better to tell unity thru forums or issue post. I guess if you use cutscenes it would be important
The issue raised on the forums has existed since 2021
Did you try manually entering a value there?
You could add point lights. but area lights are the best way, dont forget to bake lighting
Could you show me an example on itch. Didn't know about lags in videoplayer
I guess it's not on their top priority list

