#๐ปโunity-talk
1 messages ยท Page 47 of 1
new hierarchy is dope ๐ฅ
but some minor bugs ๐ and lagging hard in prefab mode for some reason
no but whatever its value is, the same issue occurs, you can see the difference of lighting on the ground
yes I've tried with point light but then you can see where the light comes from and it doesn't help either
baking lighting would help with that? I've read the documentation and it says I should bake only if I want a baked global illumination with reflections or something like that, I didn't really get that part,I'll need to read again but ye
then continue with the area lights. you can use more than one and you can increase the brightness & scale
baked lighting will look better if properly setup
yea but that doesn't look good with them, maybe I should change a value in the wall's material that would make him more reflective to light
you dont need to change the wall material
yes I'll try to do it then, do you have a good documentation on this please?
you could try watching some interior light videos on youtube
it looks like the ground's material is bright but the wall's isn't
do you have a directional light in the scene? that could cause that if so
no I don't but Unity's documentation says that's better with outside scenes
correct you only need that for outdoor or advanced windows
that would only light the walls on one side
then why should I add one lol....
i didnt say add one, i said that would be the problem
ohhhhhh my bad
I didn't understand
if your wall and floor are using the same material, yet you have such lighting issue where its different. Go ahead to your lighting settings and bake lighting, wait for that to finish
they're different materials
I notice your area light is going through the floor too, note that the further away from the square the object is, the darker the light
in this case you will probably want to use multiple sphere instead of rectangle
You need to light your world properly.
that would still cause the difference of lighting no?
Consider a large number of small area lights
(like how you'd light up an office)
actually, let me grab an example here...
(which you bake, so that they can fill the entire room with light)
this isn't HDRP, but I baked my lights with inverse-square falloff, so it'll be pretty darn close
Notice how, even if I don't have any lights directly hitting parts of the world, I still have some indirect lighting.
wow that looks insane lol
Also, you need to add reflection probes so that your walls receive correct reflected light
Otherwise, you'll get this weird haze
The walls are trying to reflect the skybox
even without reflective material, reflection probes make it prettier
Yeah
Even diffuse surfaces get a little light from reflection probes (especially at grazing angles)
I'd give this a read
It's applicable for all of the render pipelines
HDRP is really nice because you use real light units
You can actually look up how bright a lightbulb is and punch that number in
instead of using an intensity of uhhh
0.5, whatever that means
here you have area lights and also the indirect lighting right? for the indirect lighting what did you use? the documentation I've read talked about exposure only till now
"Indirect lighting" is what baked lights provide
It's light that bounces off of a surface and spreads through the world
I'll read it right away thank you a lot
If you don't have any baked lighting, then you only get direct light
The HDRP does have realtime area lights, which can give a nice soft light
but you really want to bake your lights to let the light spread around
there's a lot.... lol
Also, to quickly fix the glare, you can use the Visual Environment in your volume to use a solid color skybox
(and then make it black)
This will make everything pitch black
using a black skybox and lighting then my scene would be better?
currently I have a real hdri sky
Once you add reflection probes, the interior areas will not get any light from the sky
so it won't matter at that point
baked lights, lightprobe group, reflection probe 
It can be nice to have a non-black skybox, because a black sky can cause really annoying auto-exposure behaviors
That's just GMOD ๐
yeah:
- Static objects (like the rooms) will be lightmapped: a texture is created to store how bright the surfaces are
- Other objects (like the player) will use light probes: light is measured at each light probe, and you can use that to light the player up as they move around. This is most important for diffuse materials
- Both will use reflection probes: a 360 camera that captures the world around it. This is most important for shiny and metallic materials
Two assets I can recommend are Bakery if you got that Nvidia RTX and MLP for auto placing the lightprobes. There are adaptive probes too but idk about those
when you say baked lighting in my case, I should add multiple little area lights and set their mode to baked and then I bake my scene in the Lighting section using a lighting asset right? and then I remove my area lights GameObjects
I was extremely lazy with light probes in this vrchat world
You'll leave the lights in place
Baked lights are turned off automatically
ohh so deleting them is wrong?
you'd have to put them back the next time you baked :p
Magic Light Probes is very cool!
so in your example, you added green area lights?
Yep, saves so much time
These are actually emissive materials
Large emissive surfaces can give you really nice soft lighting
Also thinking of getting one of those level/mesh combiner assets, any experience with those? btw I'm planning to use pro builder this time
emissive materials are enough to lighten a world???
I use PoseidonCSG to combine meshes
You can also put them as baked
It's a neat tool: it carves holes in meshes where they overlap
This entire "backrooms" world is made of a few very basic room meshes
Yeah, as long as the material is set to contribute global illumination
"global illumination", or "GI", is the process of figuring out how light spreads
ohh yea just saw that, I didn't know
why should I use realtime lighting if I can bake everything?
Realtime lighting can look much better
Light probes are sampled once for an entire renderer
hmmm i was looking at other assets like this and they seemed abandoned
Realtime lights can vary per pixel
also dang not on sale ๐
i complain to the devs when i find bugs, so it's at least somewhat active :p
Speaking of old tools though
RealtimeCSG is really cool
It just does not work on ARM hardware (proprietary x86-only DLL) so I can't use it
It's what I wish ProBuilder was: a brush-based level design tool
I think thats the one. And yea I am on ARM...
you use additive and subtractive brushes to carve the level up
realtime lights can also move around, of course
You can get shadow casting with some baked light modes, but realtime lights can always cast shadows
One interesting option is the "Mixed" light
It provides:
- realtime direct lighting
- baked indirect lighting
yea I asked them since I am on Macbook and they said cant do it without them having one themselves
This often looks close enough to being correct
It means the light fills the room up with indirect light, but can still directly hit models in realtime
There is the "Adaptive Probe Volumes" system, which basically makes grids of light probes
this is sampled per-pixel
I use something similar in VRChat called VRC Light Volumes
It can look really nice
mmm, volumetric fog
PoseidonCSG runs on silicon?
what game engine is this?
this is a VRChat world, so it's Unity with the built-in render pipeline
Yep, works fine
Now just have to wait for a sale 
It has some issues. It'll sometimes produce bad geometry (especially as you get far from the origin) and you get little fireflies leaking through mesh edges
But I really like using it
(I'm working on a fix for the latter issue, actually)
realtimeCSG does not have any problems like that?
You get leaks when it generates geometry like this -- i pulled the vertex away from the middle edge to make it visible
a valid fix is to split edges that other vertices are touching
i just need to rewrite it in something Burst-compatible to make it speedy
I haven't used that in a while!
I'm currently adding area lights everywhere,I'll set them to baked mode and bake the lighting, I've heard that the walls needed to be static right? if I have animated walls, what should I do?
You can just set the wall to be static, even if you move it around at runtime with scripts
You can also have the wall receive light from light probes. This might be really easy to see, though
Oh well can't use that anyway
static wouldn't cause the wall to not move at all?
that's just an editor thing
I'll stick to pb until pcsg is on sale ๐
it won't let you move objects in play-mode
but the static flags (there are many of them!) don't actually stop the object from moving
I don't really know about probes, I'll look at your documentation, that looks like a great tool
ohh okay
the Static checkbox turns on every static flag
for me i lag if i open a project with unity 6.3. my guess is memory leak or smth
is anyone also feeling laggy on 16gb ram if opening unity editor with version 6.3?
i wouldnt say laggy, maybe seen some memory leaks tho. but itll usually tell you in console if there is a leak
i was having weird hitching issues with 6.3.0f1
(on macOS)
I remember Magnet (a window tiling application) having a bad interaction with Unity previously
i'll check if that has returned
if I want to bake my scene they should be set to Contribute gl?
on other unity versions, my pc works fine but 6.3?? nah
Anything with "Contribute GI" enabled will be included when baking lights
yea somehow in prefab mode it's a bit freezing for 1 sec when selecting something in hierarchy then trying to move in scene view
Importantly, you can still set a Renderer to use light probes, not light maps
I use this for small props
They will emit light that other surfaces can receive, but they won't get lightmapped
in my oppinion, unity 6.3 has bad performance
(lightmapping tiny complex objects is really gross, and you often get seams everywhere)
My ceiling lights are set to contribute GI, but they use light probes, not light maps
light probes are like baked lighting but at different positions with different lighting?
Perhaps they added some bugs
Each probe measures the color and direction of light at a single point
This is used to light up objects that move around
It sometimes freezes also in playmode when I move my mouse around over the editor ui
They're calculated as part of the light baking process
Placing them by hand is remarkably bad
I use ProbeGridAndCut to quickly make grids
do u have a free tool?
jinx :p
i also pressed on playmode and then guess what happend... my pc crashed and the pc asked me for a key. its that bitlocker software idk why
does this tool just add them at random points? equally everywhere or it's more complex
It makes a grid. It can then delete probes that are out of bounds
For large square rooms, you just need a grid of them that fills the room
ohh okay
so it just makes a grid and place probes in it and remove the probes that are out of it?
and you said that they calculate the color and intensity of lighting at a point, so that's basically the same as baked indirect lighting?
They're part of baked lighting, just as lightmaps are
Lightmaps store baked lighting for surfaces
Light probes store baked lighting at specific points
ohh okay I see, so it's much better to use light probes
You use both
ohh yea you're right, I add a group of light probes with the component and place them
The shadow coming off of this wall is captured by the lightmap
but I can use your tool to make it faster
i think i'm using 16 pixels per meter here
you need a pretty high resolution to make the shadow look sharp enough
Light probes aren't placed that tightly
ideally, you place them where the light is changing
ohhh that's what you meant by grid, you choose like a size and it places one by grid? Sorry if I'm dumb btw
ProbeGridAndCut is used to place light probes.
This is an example of lightmapping
They're two separate things.
ohhh okay, to be honest it's hard for me to assimilate everything you say, I'll read the documentation you sent, I hope it covers all these things
this is one of my world's lightmaps
..... I thought it was a texture calculation with the lighting,that's like a light calculation put under a texture?
The lightmapper figures out how much light is hitting a surface and stores that in the lightmap
I don't understand why you'd need light probes if you already have calculated everything, I'm lost bruh
Dynamic moving objects can't be baked
You've figured out how much light is hitting the walls and floors
But how do you know how much light is hitting the player?
okay so it's basically to render the contribute to gl GameObjects
Light probes let them be faked affected by the baked lights
You just did
consider reading the automod message for an explanation
Imagine you read the bot message
oh im stupid fr
ohhh so it's for dynamic objects
okay, so that's the same as lightmapping but for dynamic objects by zones
Yes, basically
thank you so much man,I'll read everything and become a pro lol
a third restart and it seems fixed
every time I enter or exit playmode, Unity likes selecting a random script in the packages folder. wth is going on? 
rn it keeps selecting IMask, yesterday it was something else.
You don't have that intro tutorial stuff in the project still do you?
tasty
Your game is trying to talk to you (honestly no idea)
intro stuff?
bro can anyone help me reduce or not at all use if statements i have to use 700+ for a random.range function please help
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we need to actually see your code
to give our thoughts on it
jesus
you need to use arrays
you need to learn what lists and arrays are
asap
like its imperative you learn this
okay
Honestly, I think it's fine lel
i know lists are just figured it out after i did all now im procrasnating
I mean there's only a limit amount of cards anyway
๐ might be a little unorganized
dont arrays are tho
Better to do a struct though to make it easy on the editor
Lists are just arrays that can resize
and the funny part is that to assign the gameobjects which are already long i need to use 700+ if statements if i didn't do any of that to get it done
which if statements you're talking about, I don't see them
There is some preference as sometimes I do prefer to access by the reference name instead of say an array index
cause i havent done them yet cause asoon as i did the math i went for help
but of course since it's cards it's easy to think of counting anyway so an array makes sense
if you want to assign the generated numbers values to cards just do that, what do you need if statements for ?
i dont what to use to assign them directly so i was using if statements to check the number and instance the object in the card positions i have set
I'd just create the cards beforehand why does each card need a Gameobject field per suit
should be like an enum or sum
well yea but not sure why you need so many fields per card
well there is 52 cards in the deck and each card has its own prefab so i need to list all of the cards/prefabs to instance them
make card data SOs if you want tangible objects you can assign stuff in editor, or if you want plain Objects then nested loop through the suits available per card amount to create them or Component
foreach (Suit suit in System.Enum.GetValues(typeof(Suit))){
for (int value = 1; value <= 13; value++){
Card cardObj = Instantiate(cardPrefab, deckParent);
card.Init(suit, value);
deck.Add(card);
}
}```
what kinda card game do you want to make, whats the random values for
I am trying to make a projectile object self-destruct upon collision with any rigid-body object. The problem is, it works for everything in the game except the terrain. The terrain has a "terrain collider" component. I have tried rays and OnTriggerEnter. I can't add a rigid body to the terrain. The projectiles do not collide with the terrain; they only phase through it. Is my only option to set a timer for the projectile to despawn?
Does the projectile have a rigidbody?
Yes. Both a box collider and a rigid body. Also set to isTrigger
Ray should work regardless so I'd double check you're doing it correctly
why would they collide if they are triggers?
I have no idea lol. I'm honestly using bits and pieces from different tutorials and putting them into one project. I'm new to all of this.
I'll double check
are you use a dynamic rb or kinematic ?
I assume dynamic since kinematic is off
https://unity.huh.how/physics-messages/trigger-matrix-3d
as long as your bullet is Trigger with a Rigidbody it should hit trigger message from the terrain collider no problem
I'll look into that as well. Maybe I messed up the terrain
how are you moving the projectile
yall think i can approximate musgrave noise by multiplying 2 simple noise nodes ๐ค
Raycasting should also work as long as the terrain has a terrain collider
ya raycast can fix any speed issues concerned with physics and hit messages
too fast and I don't think it will be reliable without Continuous collision on , and if OP somehow moving with translate
Yeah looks like three perlin noises (two for value, one for hue).
Through a script that applies force to the cloned bullets when fired from a gun. The clones should have rigid body and box collider on. If this is what you mean
I tested if it was speed. I just let the prefabs fall down and they phased through the ground.
I don't know if this matters but I used terrain toolbox for my terrain
oh as long as its AddForce then yeah should be good to go
they phase through cause its a trigger but doesn't mean it shouldnt trigger OnTriggerEnter, but this makes me suspicious
I don't know if this matters but I used terrain toolbox for my terrain
so its a regular mesh ?
idk what terrain toolbox is
Terrain collider only works with unitys built in Terrain afaik
otherwise you want a Mesh Collider if its a mesh
Terrain toolbox is a package that turns heightmaps into terrain chunks. It basically just does the sculpting of the terrain for you based off of .pngs of geographical data
can you screenshot the terrain inspector rq
oh okay still regular terrain then
use your bullets raycast and see if its detecting that collider at all
Yeah that's what stumps me. Everything works. A ball can drop and roll, its just projectiles that dont work.
I tried the raycast thing. See the problem is though, is projectiles register a hit with rays and OnTriggerEnter with everthing else except the terrain lol
must debug further, there's usually an overlooked reason somewhere why..
FUCKING HELP ME IT WONT GO AWAY
๐
ALL I CLIKED WAS PROBUILDERISE
if the mesh is too complex it can happen
gee someone's bossy
IT WONT LET ME CLOSE IT
well yeah it's doing something
end task
also calm down typing in all caps wont make someone want to help you any more
doesnt let me
nav since you're here do you know vertex (the mod's) website link they got in their bio i normally go through their profile to get to it but they aren't active atm
difficult to help from this end without knowing / seeing more on the setup and all, but ultimately its easier for you to debug it cause you're at the computer lol
you mean https://unity.huh.how ?
yeah ty โค๏ธ
time to bookmark it ๐
lol maybe
it makes the noise thing and stays
gonna be slapped on beside the other 15 dev websites i have bookmarked
๐ค
only 15 ?
should there be more ๐
I think I got 15+ folders alone in Unity/Dev
do you have admin access on your computer? not sure why it wouldn't
but yeah, if you throw it too complex of a mesh to probuildarize it can send probuilder into a frits
hm this unfortunately doesnt have what i was looking for, a way to take combine two dynamic meshes into one if i have arrays of the triangles and vertices of both
might've been mixing the website with another one
its more about troubleshooting hows not something this specific
yeah yeah which is why i mentioned i might've mixed it up with another :/
I only know something like catlike coding if you extract enough info about dynamic meshes but even so I think this is highly specific
you already have the arrays of both so you're half way there
just combine the arrays no? and recaluclate not sure..
I found this https://docs.unity3d.com/ScriptReference/Mesh.CombineMeshes.html
not sure if it will help
i could get more specific by saying i have a marching cubes script made and want to use it as a terrain creator but have the base game not use marching and instead just the mesh data and as far as i know having a few large meshes is better than many tiny ones no?
i thought this maybe but im also not entirely sure if combining them would keep world position data (so say one chunk at pos (16,0, 16) and another at 32, 0, 16) would the meshes when combined be both at (16, 0, 16) or not, since i'm still not sure how they even fully work
probably best asked in #1390346827005431951 . This is wayy too above my smool monkee brain
just combine the arrays no?
will try this though (also sorry bout the ping blame discord)
all good lol
best of luck hope you find your solution
ah wait this might not work since Triangles is just an int reference to the vertices array so combining them would have to be done from just the Terrain map with a singular huge march over the whole map (the set of multiple chunks) after i combine that
Yo guys if I download unity editor from the website not on the hub will I still be able to make vr games
or so i think cause
Vertices.Add(VertPosition);
Triangles.Add(Vertices.Count - 1);
this is what's used to add to the arrays to create the data
hmm my computer will hate me if i tell it to do a 256 x 256 x 256 march (would be ine 1 frame) which is what i'd have to do (256 being an arbritrary large number)
Can I?
its been 33 mins still not gone
Whats the problem
ITS GONEEEEEEEEEEEEE
sure
Hub just makes managing modules / project convenient.. don't see why you wouldn't want to use it
When combining meshes you'd need to remap the other vertex indices/triangles so they match properly. With a Dictionary<int, int> for example
Each triangle is three indices pointing to the vertex array
Not sure why wouldn't CombineMeshes work here. Maybe you need to shift all of the vertices afterwards to keep the world pos, but it'd probably still be less work
yeah i gathered this from reading my marching cubes code
Why do you think you might not be able to? Youll likely have to make a new project and select your downloaded version with a template through the Hub anyway, but all the Hub does when you make a new project with a template, is import specific packages, which you could manually do as well in any version of Unity, regardless how you get the actual software
Wyh would you ask to ask
you already did
im sure it would, just not sure if you can turn a Combined mesh into the triangles and vertices to be saved and called later
You can just read them from the mesh, no?
can you? im not sure tbh
!logs check the logs to find out why the projects aren't being created correctly
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
Alright
Mesh.GetVertices/Triangles/Normals etc.
nvm you can https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Mesh.html gave an* example
i'll do the CombineMesh then ty
sounds alot easier than trying to mesh with the triangles of each mesh or making my computer run a large computation (the marching cubes across the whole map) to combine it
[Licensing::Client] Successfully updated license, isAsync: True, time: 0.00
[Licensing::Client] Successfully resolved entitlement details
[Licensing::Module] Licensing Background thread has ended after 1.40s
Assertion failed on expression: '!projectPath.empty()'
Exiting without the bug reporter. Application will terminate with return code 0
projecxt path empty?
Look at where the hub is attempting to create the project, not where you try to open the project that wasn't successfully created in the first place
Yes
kk
u mind checking thius out https://pastebin.com/iyVZZ9uS
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
did u see u it
fixed it
Can anyone help when u download unity off the website can u install Android support
Cuz im making a game and i dont have android support
And i cant press add modules
And I cant reinstall cuz yk it wont wokr
or Windows key + shift + S works really well
Hello! Any idea of what's happening here in Unity 5.6 with 3DS support? The viewport seems ok, but in Citra its completely messed up.
Should be like this:
im sorry but im not following here? is this some kind of emulator and youre having trouble with it or?
citron and also the 3ds itself
yeah we cant help you with that
Wait, was the 3ds port of ocarina of time, a unity game?
nah, thats mine
so none of the 120k peaple here uses Unity 3DS
ok
none of the 120k people here are allowed to help you with emulation of any kind
i agree, but the powers that be dont
i tested on my 3ds itself too
Wait if they're making a 3ds game themselves, wouldn't that's be fine?
yeah, thats what im curious about
and you recreated those ocarina of time assets yourself?
nah, found on sketchfab
that doesnt matter. the code is mine, and so the settings and project. this game haven't been sold directly by nintendo for years
they just dont earn money with it
im not asking for a copy, the game and project is mine
and thats just a test
i just want to learn how to use Unity 3DS
Help may be limited tbh, not all will have a 3ds but even those who do, experience with an old 5.x unity version would lower the number of people, even more for those who are familiar with using it for homebrew 3DS games
yup
the only one I know that uses it is the owner of undertale 3ds
and he doesnt know about it
cooingmaxito
seems like PICA200 - 3ds gpu - is recieving something wrong
Something like this, you're probably going to need a lot of hail mary trial and error
Maybe try running what you have on actual hardware, perhaps it only emulated weirdly
i tested it. created the CIA and installed on 3DS. the same.
Thats pretty neat. The audience in that platform may be a bit limited tho lol. Would suggest starting new with Unity6 and switching from javascript to C#
ah my bad, so i guess unity 5.6 added c# support but was still transitioning away from js
what, Unity has been using C# since 2005
All of my projects were JS files till 2017 lol
with him using a Unity 5 project, i sort of assumed it may have been a old project that did use JS
You making a 3ds game?
i was trying to
but 3D in Unity 5 3DS is a mess. it goes all wrong idk why
at least 2D works well
haven't used unity 5 before but arent 2d and 3d projects the same besides a few packages? cant you just make the 3d game in the 2d project then?
i have a question is it a good idea for me to make clash royale inspired game or is that too ambitious
idk
Nobody knows you. But if you mean is it feasible for a single person to achieve what an already very successful studio with multiple professional developers, artists, and every other role has done? No.
yeah. seems like the opengl doesnt clear the screen
oh yeah i guess i should've been more specific
is it feasible for me to recreate the mechanics and make a similar although much simpler game
That's multiplayer and requires a playerbase to stay alive? No
oh right i forgot that its multiplayer
WELL IS IT AT LEAST FEASIBLE FOR ME TO DO SO EVEN IF IT HAS NO PLAYERBASE AND ITS JUST ME
If you somehow make it a single player roguelike, or deck builder, or some other procedurally generated, meta progressing genre. Then possibly.
i mean to be fair im not sure i would consider most of what clash royal is as complicated
i think they were more asking if they could make a game similar to it not a game with any popularity just the idea of it which then the answer is it depends on many things like is there a time limit? what about the detail cause to be frank i doubt just one person in any reasonable amount of time can make the amount & quality of visual effects any triple A company game has, what about audio cause just one person would struggle to voice act tons of characters and create the music and sound effects.
but a base question of hey can i make a game with a template like how clash royal works then the answer is most likely a yes, but this still depends on how much work you want to put in
could someone explain why Unity hub editor tried to access google's website without my permission ?
tztlva-ad-in-f14.1e100.net _ 142.250.75.142
based on my quick research, this domain links to google
if it weren't for my restrict firewalls system that I have, some info would have been leaked.
For everyone else, I suggest to make sure u only use opensource IDE like VSCode(VS Codimum no Visual studio ) , avoid win 11 at all costs ( maybe win10 with more restrict settings ) but linux is highly recommended.
Because Unity uses GCP for its cloud services.
It could be as simple as trying to download fonts for the editor or checking for package updates or something, thumbnails or metadata for packages, stuff like that.
For everyone else, I suggest to make sure u only use opensource IDE like VSCode(VS Codimum no Visual studio ) , avoid win 11 at all costs ( maybe win10 with more restrict settings ) but linux is highly recommended.
if you're gonna make such a suggestion at least give why like whats wrong with VS that isnt with VSC
hello! im making my first project since a couple of years ago. i last used 2020.3.40f1 and now im installing 2022.3.62f3, what should i expect?
3 years since i first used unity
Unity UI Toolkit doesn't have native circular progress ????
hello! can i ask? do you guys know a tutorial or a yt channel that helps you learn the random generation world TT
!learn
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Almost everyone switched to C# during Unity 4 days ๐
They didnโt remove UnityScript in 2017 because it was still popular.
To clarify, afaik, all Unity's scripting languages (Boo, UnityScript ("JS"), C#) ran on Mono, as they are all CLI languages https://en.wikipedia.org/wiki/List_of_CLI_languages. Unity's "JS" is probably a bit further from what people consider JS to be.
use #๐โdaily-win if you want to showcase an accomplishment
how do i change the excact position of this dot?
helloo hope you all doing well
how should i configure my objects to be able to transfer them
Hi, I'm new to unity and I'm currently testing vtuber models for fun...
But I have a problem :
I need to select a material in my blendshapes and don't found them (they're correctly on the materials folders, but don't shows in the material list of the blendshapes...
Does someone have an idea how to fix that ? :x
This is some extra tool right? If so its unlikely people here know
hm... that's what I thought, but can't do harm to ask anyway ๐
Thanks tho ! ๐
Hopefully it has documentation as it may explain why some materials may or may not show up in their UI
I hope, I didn't find anything for now ๐ซ ๐
the first port of call for help with any asset, is the documentation. the second is the developer of the asset
hello, what are the disadvantages of using baked lighting + lightprobes? I'm new to lighting and from what I've understood, I can achieve everything by using them both
Hey guys i am new here and need some help with visual studio it wont let me enter if(input) als syntax
!ide Make sure IDE is configured
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
โข
Visual Studio (Installed via Unity Hub)
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Visual Studio (Installed manually)
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VS Code
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JetBrains Rider
โข :question: Other/None
it is nut it says its not
not sure if this is the channel for this but im new and having some issues. I can't figure out how to change the squares color or add a material
You have something else rendering in-front of it. Check rendering order or distance from camera
I'm not sure where to get help about this but my leaderboard (UGS) stopped working on my Unity Play WebGL build without me having changed any code. The same exact build on itch.io works just fine. I'm getting some Content Security Policy error when making the leaderboards call on Unity Play now. I posted this thread on the unity forum but not answers so far. Any ideas?
what is the exact error?
Fetch API cannot load https://leaderboards.services.api.unity.com/v1/projects/642015b7-6ccc-4d45-b03c-cccf92a287df/leaderboards/GraveyardGroundskeeper/scores/players/DJLExNpBSDbm8XPVoN4UaWNnJYnr. Refused to connect because it violates the document's Content Security Policy.
and I did verify that I'm able to load that same leaderboard on itch.io and locally editor and all the scores are still there but somehow on unity play I'm getting these errors
the content security policy determines where you're allowed to load various kinds of data from
hello, what are the disadvantages of using baked lighting + lightprobes? I'm new to lighting and from what I've understood, I can achieve everything by using them both
i have not debugged CSP in a while
It gives a LeaderboardsException: Reason: ServiceUnavailable, ErrorCode: 0
but it sounds like Unity Play is providing a CSP that forbids fetching the leaderboard data
...which would be kind of weird, given that it's, you know, a Unity service
that's what I'm thinking. I'm hoping to get some traction on that post but it's really weird. It was literally working with the exact same thing for 12+ hours and then I started having these errors
Baked lights can't produce accurate specular highlights. Notice how these two emissive boxes are reflecting off the floor, but then blend together when they overlap.
There's not enough information in the baked lightmap to show two separate highlights
lightmaps can also take up a lot of space
the default lightmap settings use 40 pixels per meter
so each square meter is 1600 pixels
ohh okay but that's not a big issue though, wouldn't this happen in real life too?
how do i change the sxcact position of this yellow point?
open Chrome's dev tools and go to the Network tab. Clear the list, then reload the page. Click on the first entry and look at the Content-Security-Policy header
as an example, this is me loading google's page talking about CSP
(you only has to do this if you want to try to solve unity's problem for them ๐ )
This is almost certainly a problem you can't solve on your own
It's an error with how Unity is serving the game to you
Hello Guys is really need help ! My skybox is grey and i cant fix it T-T.
If you aren't using the high-definition render pipeline (HDRP), press ctrl+9 to open the Lighting window, then go to the "Environment" tab
you can assign a skybox material here
The HDRP uses the volume system to control the skybox, so that's different
any of the "Skybox" shaders should work fine, like the Cubemap one
Does look nice (besides that strange noise pattern around the lights). Doesn't look like film grain, what is it?
that's a volumetric fog effect set to maximum garbage mode
i think it's on 4 samples right now
this is a VRChat world, so a "please spare my GTX 1080" option is important
lol
baked specular highlights can only take you so far
the final bake will have way more samples, which'll help with that blotchiness
the fog looks much nicer when you use more than 4 samples ๐
Anyone with audio dev experience in unity? For FX sounds being triggered in runtime, it should be relatively easy to individual audio controls for each event right? Just a function added to the game logic?
You mean different volume for each sound? Yes, that's easy and if you want a "master" volume, check out audio mixer, you can easily set it by code
Yes, you can specify the volume level when playing one-shot audio
thank you
How do I change the position of this yellow orb exactly
do you get anything on right click
No
is there a way to mask 3d gameObjects?
i want parts of a gameObject to only be visible if viewed through or within another gameObject
It just selects the whole spriteshape I think
what if you change the handles to freeform (or whatever that option is called)
you could do this with renderer features i think or better yet the shader graph
please explain how
also if particles can be masked in the same way that would really help
Anyone have a good workflow to get MagicaVoxel -> Unity?
as it turns out, Unity doesn't do well with MagicaVoxel OBJs, the pivot and anchor points are messed up, and you have to assign the material manually. Any clues?
otherwise im going to have to use scale :/
i mean theres really like 5 different ways approaching this
imo you should just google it, i had to do something very similliar for a material in my game and i found a lot of solutions online
and a lot of them are related to what you are looking for
i did something like this, where the bones only show up through the masked yellow areas
for context
i want a gameObject to be visible within the floor (since the floor can have holes in it), but not within other rooms. just the room you are in.
and if you arent in the room, it will still be seen going down, but cut off right before the door frame
i could prob try and get an example
you will need some kind of stencil buffer
and you will need to write a custom shader for this
a what?
๐
unless someone here has an out of the box idea on how to write this shader for you, you will have to look it up
i might as well fake it using scale and player position...
hi, how to see the baked probes with the adaptive probe volume?
there are no probes there right?
that's not really a thing
Hey, so after I set my build to android yesterday, something bad happened. On every scene and some assets, I have lost all my lighting and some assets have lost their materials and now they are pink. I am not the best intelligent Unity developer who knows how to solve varieties of Unity bugs. Does someone know how to fix this? Thanks.
Look up a quick YouTube video on lighting, there are tons of interesting ways to see the probes and you can see them moving in realtime
Iโm so glad they added that feature now, way easier lol
i have no clue what you mean by using scale but you really should not compromise here especially when learning
you are going to help yourself so much more in the future if you just take some time to understand what stencil buffering is and how it works
i have a couple images i tried to emulate to show what I wanted
i understood perfectly fine what you were asking for
and i gave you a very good solution
all i really asked of you was to explore this solution on your own
stencil buffers, right?
yes
yeah im gonna try and learn that
I see an error in the console related to parsing some shader files. Probably related. What other errors do you have?
pov: you make a fresh new project, unity before you make anything:
damn i miss unity from a few years ago
i was on an older editor but opening it on a newer editor
so you created a project using an old version of unity and you are opening it in a new one?
ok that fixed it
this just in
im scared of stencil buffers
slightly old
think its v6000.2.5
hey all! started a new 2D project and accidentally changed my Scene Editor to this 3d version. How do I go back to the birdseye view?
oh, that makes sense cx thanks!
?ban 1397970784311578798 spam
iyed_lite was banned.
whats better 2d or 3d unity
Neither? That's a silly question
i like apples more than oranges personally
what is the apple
my point was youre comparing 2 different things
It's more like comparing an apple to the same apple but you're looking at it with one eye closed
There is no difference between "3D Unity" and "2D Unity"
"what's better 2d or 3d games"
It's a drop-down on a camera and whether your collision functions say "2D" at the end
i mean in terms of learning which is easily learnt
they're both equal
neither is harder, they're just different
you use different things
They're literally the same
Technically all projects in unity are 3d
real lol and yes I've watched a tutorial thank you
hello, could you guys please tell me what I can improve in my lighting? https://www.youtube.com/watch?v=2sjY5vAnl4A
you can start by adding actual lights
like physical sources
right now you have a corridor built out of the same repeating textures with random ghost lights everywhere
theres nothing to really critique here
Say I have a JRPG and I have a Timeline asset to represent the way an attack sequence is animated. Is there any way to edit small details in the Timeline asset (Say for instance the character jumps to an enemy, attacks, then returns to its original position. Is there any way to modify the position the character jumps to dynamically?) but keep everything else the same (Like Cinemachine camera angles and the like)?
i mean for the jump example you would just decouple the jump, loop and landing animations and play them dynamically based on the calculated jump path
I'm not sure what you mean
honestly im not sure i understood what youre asking lol
can you clarify a bit what exactly youre aiming to accomplish
that's what I did, I've added multiple area lights, set their mode to baked, added a adaptive probe volume which I also baked, I also have a sky and fox volume with a hdri sky and an intensity multiplier on it
๐
what are physical sources? Sorry but I don't understand, for me physical sources are lights
I'm trying to get a clip off of Youtube, but Youtube's being weird about saving and editing clips so you'll have to bear with me
ohhhh you mean adding lights mesh such as lightbulbs?
Ultimately I'm trying to recreate something like this in a Timeline asset (so I can coordinate cinemachine cameras if necessary and per attack sequence), but instead suppose it's a party of enemies and I want the character to land in front of the one it's selected to attack
https://youtube.com/clip/UgkxxrxRJ7G1asAT4wW-RnPgI4kDMfjHQO4p?si=rZMUZJY_Wo3ZMgBh
7 seconds ยท Clipped by Gatekeeper Guardian ยท Original video "Digimon World 2003 - Boss Pharaohmon 2160p" by Mosse190Reborn
oh well, I think its obvious by now but in case if some weren't paying enough attention to what is going on.
VS is maintained by microsoft ๐ฉ and by default it sends a large data online which they claim to be "primarily for telemetry, diagnostic reporting, and updates" ... I don't think any developer asks or needs it, it might be to train an Ai that would likely impact negatively the job market.
so my recommendation is to have restrict FIREWALL settings, nothing connects to the internet without your permission and revoke it as soon as the task is finished ( a custom firewall scripts is advised ).
I've recently found that many offline apps including "free games" that are online secretly try to connect to a server while we are playing, I have seen it in so many games that I believe it's a threat as u only need 3 seconds of internet to hack someone's pc.
Don't google which company made c#
@brave ridge it's not about who made, it's about who is in control, if it's not us then we have a problem.
so, only use OSS i guess?
no youtube, no discord, no windows, no mac, no android, no steam, no facebook, no messenger, no whatsapp, no ms office/gsuite, no github...
oh right, no unity
It really just sounds like a case of being overly scared rather than any actual security concerns then.
Oh that's nothing. Decompile some android APK's. You'd be surprised what is actually being sent and stored by 95% of them. Much like Visual Studio - if the product is free, then you are the revenue source.
@storm patio if u have alternatives I would recommend to go for it, if not, use restrict settings and restrict firewall. that is what I do, and definitely there is no need to put your stuff on github unless u want to share it with ai and ppl everywhere, they taught us stupid shit in universities for their own benefits not ur. ( there is no privacy gurantee in github private projects, keep it on ur backup HDD )
There are alternatives built, you can even just host your own. People dont use it for a reason
"if something is free youre the product" is such a wanna-be intellectual statement im surprised people still parrot it all the time without thinking critically
Join any team, they will use github or some company restricted git version
I know that, but look how much resistance I get from people that are suppose to be aware of that and teach the public lol
Personally, we use a self-hosted gitlab. We are far too big for github anyway :D. I think our repos are round 6TB atm
its dum
๐คท ok then build something open source and get the whole world to use it instead of git
Apply that to every other app you have a problem with. Suddenly youll see its not dumb that people use tools which work, regardless if it "might train ai" or collect data
Big surprise, companies want money
You can spend as long as you like finding alternatives to every system. Other people will simply open unity and keep developing their game
Most of the time, you dont even care about the privacy of your project.
In fact, it is the opposite and you want as many people as you can to see it
well, maybe one day you'll get past it, I have no control over your thoughts and feelings.
have u tried googling alternative opensource? ... have u tried having a share drive on a local network ? , why are u expecting someone else to solve your privacy issues?
have u tried googling alternative opensource? ... have u tried having a share drive on a local network ? , why are u expecting someone else to solve your privacy issues?
This is beyond Unity at this point. Take it to a thread please.
Also, just saying, nothing wrong with restricting your apps and locking down your firewall. It's time consuming but ideally worth it
Or #1157336089242112090 if you want to talk about version controls and alternatives.
True
not your customers, you only want to show ur customers the final product not the innovative back end u worked hard for.
it takes few minutes, nothing connects to the internet without permission and u should also limit how much data it can uses.
I dont think you understand what I'm saying if this is your reply. I wont continue it further but no where did i expect you to solve my privacy issues
I wasn't going to offer it anyway, I'm quite busy, but my point is everyone should be more open minded and independent as technology is being developed faster than we could understand and control. and I personally have seen how many innocent apps/games tried to connect to the internet hidden under shady domains like the one I shared with "ad" word in it to make us assume it's harmless.
Hi Iยดm new here. Where can I submit a ticket? I have a kind of special case
how can i have multiple Target Graphics? like have 2 images tint color?
extend the button class and override?
If you want anything beyond what this gives you you can use the Animation transition type or implement your own custom stuff.
I'd suggest copying the Selectable class
that's where the tinting logic comes from
you can then copy Button and have it derive from your new class
maybe i just derive from button?
Oh you know what
since button derives from selectable?
I did this
yes I had a problem some time ago
copying Selectable wouldn't help, because then your class would not have anything to do with the original Selectable
about changing from input to my own input selectable
I just derived from Selectable to add an extra list of graphics
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pretty simple
sorry i dont understand exactly wym
ah i see wait
after calling base.DoStateTransition to do the tinting on the original graphic, it repeats the tinting on all of the other graphics
You'd then copy-paste the entire Button class and make it inherit from this new class
ah so it inherits from both button and this class which inherits from selectable?
is that what you mean
Your new "MultiButton" class would inherit from your new "MultiSelectable" class
it would be a direct copy-paste of the entire Button class
You can't inherit from multiple classes, hence needing to do this
selectable is button?
so cant i just inherit from button then? make my own button extension like i did with Inputfield, Toggle, dropdown...?
You could also inherit from Button, yes. You'd need to implement the multi-graphic logic in there.
ah okay then
Making a new "MultiSelectable" base class would be nice if you were going to do this many times
In my case, I had a variety of new UI components that all needed this functionality
ahh, since we have toggle, and also other stuff which use this
i see now, thank you
yep!
i still need the button extension tho no? ๐ญ
im a little complexed on how i will start this haha
There are two options.
- Create
MultiSelectable, then copy the existingButtonclass to make a newMultiButtonclass - Inherit from
Buttonto create a newMultiButtonclass
I did a test for that where it is just making a custom Graphic, and it also seems to work. No custom logic either. https://paste.myst.rs/wa61gpsl
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The latter has an advantage: your MultiButton is a kind of Button, so it'll fit nicely into exisitng code
In my case, I was creating entirely new kinds of controls, so that was not relevant
I think that's how I would do this.
you will, theoretically, have some repeated code (each new "Multi" component needs the same tinting logic)
but your MultiButton will actually be a kind of Button
ah i think I'll be fine with the repeated code, its okay
yeah, sometimes it's just better to repeat yourself :p
i will need to extend the button at one point anyways so
yeah, after thinking about this further: this is obviously the better option ๐
I did it the other way because I was not extending existing control types
hi, I've tried to add some fog in my scene using the Fog override in Volumes in HDRP and I can't make them look like actual fogs, how could I make it look like this?
also, is this how you do events? or do i not need to subscribe?
protected override void OnEnable()
{
onValueChanged.AddListener((_) => UpdateCharacterLimitText());
base.OnEnable();
}
void UpdateCharacterLimitText(){..}
this is for the InputField extension, i dont know exactly how to do onValueChanged from within it
This looks reasonable to me if there isn't a method you can override
Just make sure to unsubscribe in OnDisable
You can't use a lambda if you want to unsubscribe
you can instead just give UpdateCharacterLimitText an argument so that you can pass it directly to AddListener
awh thats sad, wdym by that exactly sorry
void UpdateCharacterLimitText(float _)
(or whatever the type is)
now you can do this:
UnityAction<string>
protected override void OnEnable() {
onValueChanged.AddListener(UpdateCharacterLimitText);
}
protected override void OnDisable() {
onValueChanged.RemoveListener(UpdateCharacterLimitText);
}
Show us your fog settings
For a diffusely lit scene like this, you should only really need regular fog (not volumetric fog)
ah i see thanks
haven't changed a lot because doing this made my scene look better but it's far to looking like fog
yea I don't have strong lights I should remove it then
but actually when I remove it it makes my scene look worse
I'm not getting this effect at all
oh actually my attenuation distance was too big and now that looks nice
The distance is how far you can see, basically
ye
do you think I should enable baked shadows on my lights components?
I heard they weren't good
If you're already baking lights, you might as well include shadowing too
note that depending on your baked lighting mode, there could be limits to how many lights overlap
Baked Indirect doesn't cast shadows from dynamic objects at all
Shadowmask does allow this to happen, but you can only have four lights overlapping at once
I think it has some value for letting non-programmers create basic game logic without having to write entire C# scripts
okay thank you, what do you mean by overlapping I don't understand?
think of an RTS game's level editor: you can create "triggers" and "objectives" without customizing the game's code
so basically for beginners
You can change it on the fly (depending on the framework). There is some interesting long term potential if nodes can be unified between engines (which is an almost impossible but also not entirely impossible task)
Not really
(oops, forgot to reply to Abdullah's question here) There's a really helpful flowchart I found once
I need to dig it up again
this is an old doc page
how long has visual scripting been updated
There are different visual scripting frameworks, but if you mean the build in one, https://docs.unity3d.com/6000.3/Documentation/Manual/com.unity.visualscripting.html
(i believe it was formerly known as Bolt)
I don't use visual scripting at all because I'm a solo developer and I am very comfortable with just writing C#
I do like building tools to let me do some basic logic in the inspector
i've got a procedural generation system for VRC worlds that lets me do stuff like "draw a line between these points and scatter prefabs along it"
Yeah, I use BP's like crazy in unreal, but not as much in Unity. We do have our own visual scripting "thing" for simple animations and tasks, but we don't use unity's visual scripting stuff for it.
"and then randomly rotate the prefabs..."
if I want to use reflection probes, should I add and duplicate them manually or is there a group option like for light probes?
U can do it for any projects. Iโm not sure how optimized it is. The folks in #1390346878394040320 should know the best
I think there are asset solutions for reflection probe and light probe auto-placement, but I do them by hand. Reflection probes, afaik, don't group like light probes.
for light probes, I'm using adaptive probe volumes now(learn about light probes yesterday) because they auto place the probes but do you have a good asset recommendation for the reflection probes auto-placement please?
I can't really help there I'm afraid ๐ I dont use anything for that
ohh okay I'll try to find one on my own thanks for helping anyway
just saying, you suggested people use VSC over VS what's different here
"VSCodium" is a third party packaging of VSCode
Bro sent Mark all his info when he logs into FB
And he worries about Windows cloud service
and what will you learn when you use visual scripting
Nothing. Itโs just an alternative to traditional programming
What u should ask is how to improve the logic and architecture of ur program
They come as u learn, this way or another
honestly i dont recommend it as i've said it's just a mask that looks nice to new devs but you gotta learn the fundamentals all the same but then you're restricting yourself since you are never learning the language. it'd be like learning japanese but you write the language in english phonetically so you never actually learn the whole language
its actually way easier on how i did it, because i dont need different color blocks, so for the data all i did was just make an array of Graphic, and then pass it trough override void DoStateTransition(SelectionState state, bool instant)
everything works as needed
thanks!
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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WHY AM I SO OBSESSED WITH A PERFECT HAIR PHYSICS AND COLLIDERS HELP
btw it's an yanderesim fangame
does unity have forward and back hotkey to move between file like in windows explorer ?
my stuff grows to be quite big, its getting harder to navigate
it's alt+arrow left, back. alt+arrow right, forward in explorer, while in unity they open and close all folder in selected folder.
is there similar feature to move between folder in unity ?
Now I got just one.
Tryna delete as much as I can, so currently, I got 251 MB free of 476 GB. But, I don't have that much files downloaded, just some alpha Unity projects I've been working on and waiting to finish another day.
You should have multiple gigabytes free on the main hard drive to comfortably use unity
It uses virtual memory (page file) on the hard drive when it doesn't have enough RAM
I think it's recommended to have 1.5x-2x your RAM amount free on the hard drive
Kay, thanks for the info. I'll try to do that.
Also
What do I do if that is unsuccessful?
Surely you can shave off a few gigabytes out of 476
You can use something like TreeSize to quickly check what's taking up space on your PC
If you only need projects on your disk for backup and don't work on them actively, deleting their library folders should free some space.
But ideally use some kind of cloud version control for backups/storing projects that you are not working on and delete them on your machine.
So are there ways to modify animation tracks in Timelines at runtime? Or what ever instance of the Timeline asset the playable director uses? Say I have an animation track where a character runs up to a selected enemy, attacks, then moves back to its initial position (Like a JRPG). How would I be able to modify the keyframes of this animation track so that the character had a consistent speed moving to the enemy no matter what enemy was picked?
is it normal that unity take 20 -30s to enter play mode? I feel like unity is getting slower. I'm using Unity 6.3 and I'm on mac M1 2020. Each time I open unity, it runs smoothly. after a few compile and run, it gets slower and slower. does this happen to anyone?
Doesn't sound normal. Check the domain reload report in the editor logs to see what's taking more time.
What's the playable terrain manipulation mechanic called?
Like Minecraft, where you can mine, and build, and.. that kinda stuff?
I wanna search some techniques but I don't know what to search for
minecraft is specifically voxels, but there are other techniques you can use
Yeah I'd like something non-voxel based
Which is... hard to do right
Especially hard when you don't know what terms to search for
then you probably shouldn't have used a voxel game as your example of what you are looking for
anyway, you can literally search "terrain manipulation" to find other more relevant keywords to search
I just used it because 'terrain manipulation' felt too vague
Yeah no, it only shows how to manipulate terrain as a dev
Not from a playable perspective
i don't know what to tell you, mate. i am finding plenty of information, especially after appending "without voxels" since you specifically don't want that ๐คทโโ๏ธ
Can you show me some examples of what you're finding?
you have the same google that i have. try using it
My google is showing nothing relevant
Why are you being so passive aggressive? I came here for help, not to get an attitude
Try "unity terrain modification editing runtime".
thanks.
Domain Reload Profiling: 8367ms I guess this is the problem?
SetupLoadedEditorAssemblies (3840ms)
ProcessInitializeOnLoadAttributes (3148ms)
but how to lower the time?
Is there no more detailed breakdown? Could be a bit before or after these logs.
Neither should be growing with each reload though.
Well, the second one might be. Maybe...
- Finished resetting the current domain, in 7.392 seconds
Domain Reload Profiling: 8367ms
BeginReloadAssembly (143ms)
ExecutionOrderSort (0ms)
DisableScriptedObjects (7ms)
BackupInstance (0ms)
ReleaseScriptingObjects (0ms)
CreateAndSetChildDomain (31ms)
RebuildCommonClasses (26ms)
RebuildNativeTypeToScriptingClass (10ms)
initialDomainReloadingComplete (18ms)
LoadAllAssembliesAndSetupDomain (776ms)
LoadAssemblies (514ms)
RebuildTransferFunctionScriptingTraits (0ms)
AnalyzeDomain (336ms)
TypeCache.Refresh (267ms)
TypeCache.ScanAssembly (246ms)
BuildScriptInfoCaches (56ms)
ResolveRequiredComponents (9ms)
FinalizeReload (7394ms)
ReleaseScriptCaches (0ms)
RebuildScriptCaches (0ms)
SetupLoadedEditorAssemblies (3840ms)
LogAssemblyErrors (0ms)
InitializePlatformSupportModulesInManaged (14ms)
SetLoadedEditorAssemblies (4ms)
BeforeProcessingInitializeOnLoad (185ms)
ProcessInitializeOnLoadAttributes (3148ms)
ProcessInitializeOnLoadMethodAttributes (486ms)
AfterProcessingInitializeOnLoad (2ms)
EditorAssembliesLoaded (1ms)
ExecutionOrderSort2 (0ms)
AwakeInstancesAfterBackupRestoration (6ms)
Asset Pipeline Refresh (id=f8d7aa0b560a14cb19580416fe03d110): Total: 13.253 seconds - Initiated by InitialRefreshV2(ForceSynchronousImport)
Summary:
Asset Pipeline Refresh (id=f8d7aa0b560a14cb19580416fe03d110): Total: 13.253 seconds - Initiated by InitialRefreshV2(ForceSynchronousImport)
Summary:
Imports: total=0 (actual=0, local cache=0, cache server=0)
Asset DB Process Time: managed=0 ms, native=10416 ms
Asset DB Callback time: managed=32 ms, native=22 ms
Scripting: domain reloads=1, domain reload time=976 ms, compile time=1746 ms, other=59 ms
Project Asset Count: scripts=2901, non-scripts=28039
Asset File Changes: new=0, changed=0, moved=0, deleted=0
Scan Filter Count: 1
InvokeCustomDependenciesCallbacks: 0.001ms
InvokePackagesCallback: 24.698ms
ApplyChangesToAssetFolders: 0.658ms
Scan: 1848.737ms
OnSourceAssetsModified: 0.001ms
CategorizeAssetsWithTransientArtifact: 145.416ms
ProcessAssetsWithTransientArtifactChanges: 76.674ms
CategorizeAssets: 676.400ms
ImportOutOfDateAssets: 7416.191ms (5661.928ms without children)
CompileScripts: 1745.844ms
ReloadNativeAssets: 0.046ms
UnloadImportedAssets: 2.986ms
EnsureUptoDateAssetsAreRegisteredWithGuidPM: 3.381ms
InitializingProgressBar: 0.000ms
PostProcessAllAssetNotificationsAddChangedAssets: 0.000ms
OnDemandSchedulerStart: 2.006ms
PostProcessAllAssets: 32.528ms
GatherAllCurrentPrimaryArtifactRevisions: 0.000ms
UnloadStreamsBegin: 4.875ms
PersistCurrentRevisions: 0.778ms
UnloadStreamsEnd: 0.001ms
GenerateScriptTypeHashes: 5.939ms
Untracked: 3025.565ms
8sec for a reload is not too bad. If it actually grows over time you should save this data and diff with a later log to see what exactly grows.
will do
Now hold on. For some reason, on the android platform, this issue occurs but on the Windows platform, it works normally.
Hey, does 13 year old is allowed to be voice acted on my Unity Game?
Unity doesn't really impose any restrictions, unless they're imposed by the laws of your country(and/or possibly US).
But I'm not a lawyer, so don't quote me. ๐คทโโ๏ธ
Yeah this would fall under your local labor laws. Unity is not involved.
Wait, there is restriction of Unity?
Of course, if you're using it for something that is illegal.
There are laws that apply to various software or content creation and distributed that would affect unity projects along with any other similar software. They're not unity specific restrictions...
Uhm, ok but I've must be careful.
bumping this ^
Had to go to the past then back to the future
hello
wait ur actually right
Indeed
are you working on any projects right now
Besides my avatar nah
like on a game or
No
scale distortion when parenting picked objects to a CarryPoint under a non-uniformly scaled rotating platform in Unity
object become flat when i pickup them
bit of a n00b q, how can you apply 2 materials to certain faces of a mesh? I noticed here there are 2 materials applied (1 separate material for the darker trim on the sides) but when I apply a material by drag dropping onto the mesh, it only applies the single material, not several
It depends. Adding extra materials basically renders the last submesh again with that material, though the order depends on the shader and material settings.
If adding it doesn't affect visuals, the first mat likely renders over it later.
You can confirm for sure in the frame debugger.
it wont let me extrude edges how do i fix
Likely because it's a quad that only have one face. Extruding it would be the same as just moving faces up.
Juat a guess.
whats a quad
A type of mesh/shape.
how do i give it more faces
Maybe try using a cube as a base.
ok
i need a plane for a map tho
i am new to unity/game dev but not to programming and wondering about a convention im seeing
when handling input, i often see this kind of structure:
private Vector2 direction;
private void Update() // or some function associated with an input action
{
direction = // retrieve input
}
private void FixedUpdate()
{
rb.velocity += direction;
}
--something to this effect. but i wonder, what is up with this "direction" field that gets assigned in Update and then used in FixedUpdate? why are we making a "middle-man" for the input, instead of just using the input itself?
update runs every frame, fixedupdate runs at a fixed amount (usually 50 per second as default)
you want to poll input as soon as you can but you want anything physics related to happen in fixedupdate to it's handled correctly
i figured it was something like that but then i also wonder, whats the actual semantic difference between polling input in FixedUpdate vs. Update? wont Update and FixedUpdate run at the same time? that is, on any frame FixedUpdate runs, Update should run (not the other way around). so, any input polled in between doesnt matter, its essentially going to use the same input it would use as if you polled it in FixedUpdate, because every frame FixedUpdate runs, Update will also run, which will poll the input and therefore any input since the last FixedUpdate is ignored either way
To be completely honest I forget all the specific details but I believe issues can arrise where if your checking for input down or up you may miss that in fixedupdate
which is the big factor that makes you check in update
and having to do physics stuff in fixedupdate is the big reason you do acts in fixedupdate
It's ok to check if input is being held in fixedupdate. You can't check for down or up because you can either miss inputs or read them twice
what about down/up is special compared to left/right?
Key down. Not a direction
oh lmao
pressing the key
the key being held
unpressing the key
Hiii I'm new to unity for vrchat 
hi, we mostly can't help with vrchat here
specific vrchat servers are the goto for that
I see, I see
If I have a pc game played with a keyboard. Will it work on macOS with the same controls?
why is the scene kind of blurry any way to make it clear?
Update() and FixedUpdate() don't run at the same time. The explanation made it clear. Frame rate fluctuates depending on the settings, system and optimization, and so is the frequency of which Update() is called. Input polling is just the introduction to input. The best way to do it is with the new event input system https://docs.unity3d.com/Packages/com.unity.inputsystem@1.17/manual/index.html
I see its good looking
try to play with environment settings in lighting window
check directional light and skybox as well
but I really cannot understand the problem
like the source
I see its fine
Is there a setting that lets the editor run in the background, without me having to specifically do something within the GUI?
ive got a class with [ExecuteAlways] which just moves an object around, but it remains stationary unless i wiggle the mouse around over the scene view (its fine when in play mode)
Perhaps its just the way the editor behaves (this movement thing is just for testing something out)
Is unity broken?
It doesn't read cfg files fully
which results in absence of props
So I'm looking to create a system that allows me to play attack animations in a JRPG like this, but I'm not quite sure how to go about it. My first instinct is to store them as Timeline assets given all the camerawork in the animation and just play the asset when the attack is selected, but as you can see from the clip I would need to be able to modify the Timeline asset (or the playable instance if I understand the system right) so that the attack actually hits the right enemy in cases of single target attacks and the like. But, as far as I'm aware, Timeline assets don't allow for such things. So how would I accomplish such a thing?
https://youtube.com/clip/Ugkxt5BmvbcGIosHsw4LLeH1vD4Yaks0iqJ5?si=5M312OtUcb-n6O2j
13 seconds ยท Clipped by Gatekeeper Guardian ยท Original video "ALL Character Tech Skills - Chrono Cross Remaster: The Radical Dreamers Edition" by BuffMaister
anyone has a problem with signing into Fab from inside unity project? i am getting "please sign in to fab from your browser" but nothing happens
Can anyone point me in the right direction or give me ideas? Im trying to replicate final fantasy tactics Advance shadow system my own isometric 2.5d game.
Looks like it's just a sprite that's positioned above the tile that is below the character?
Right i use z as the sorting rule so the shadow sprite, character, and tilemap live on the same sorting order. The pivot of a tile is in the middle of its top face, the pivot for the character is at its feet. My problem is how i get the shadow to stick to the floor, making sharp y changes when entering tiles with z (height) differences. I figured i could hard lock the x axis to follow the player (which seems to work) but the logic for the shadow to be aware of when to glide along a tile with the same z, and then drop or elevate sharply on different z's--still alude me. I havent found any posts, any tutorials or videos on this kind of thing.
hello why am I getting this weird effect? this is something I mostly didn't have and since I've added reflection probes, it got worse
Can anyone help me with this? I have a button with an onpointerenter and onpointerexit which make it bigger when you hover over it, but for some reason its getting triggered if you put the mouse under it
It shouldn't be hard. The shadow is it's own object that moved laterally with the unit.
The unit should know the height of the terrain below it, and thus the height the shadow should be at. The shadow being it's own object shouldn't factor in the player's vertical position at all.
Unless you want to hide the shadow if the terrain is too far below as a simple polish.
hi, what's the best way to get a dark environment in HDRP? is it by simply putting a dark skybox?
A dark skybox will give you the correct amount of ambient light
I've found dark environments to be tricky. The human eye can cover a really wide range of brightnesses
(i'm assuming you're talking about an outdoor environment here)
your choice of tonemapper will matter a lot
ACES makes dark areas really dark, for example
no indoor, I've already tried with an outdoor environment and it wasn't fully dark, I suppose I should use some post processing in this case
I use a full black skybox for dungeons
once you add reflection probes to your indoor scene, the skybox will not matter
Eh, probably do both
but if you haven't done that yet, using a black skybox will give you the correct amount of light
Reflection probes contribute a lot to darkness
ohh okay I see, it's more like an adjustment, it doesn't really change my environment's intensity
if you don't have reflection probes and your skybox isn't black, then everything will be receiving light from the skybox
I planned to do that thank you
Exposure is the main lever to control how bright the scene appears
The tonemapper uses an exposure value to decide what the "midpoint" light level is
ohh okay but why is that so? reflection probes is the only thing I've not really understood yet, I've added them to my scene because someone told me to and I read the documentation but it still didn't get into my brain
reflection probes are a 360 degree image of the surrounding world
they provide light when a surface looks shiny
importantly, everything looks kind of shiny at shallow angles
yeeee I planned to do that, do you think I should like use mainly exposure? or use a dark skybox without reflection probes? Maybe I should opt for a dark skybox without reflection probes and then adjust the exposure to make it not full dark
They also contribute to diffuse lighting
yeah, everything will use the reflection probe to some degree
especially metallic objects
after making your skybox black, the entire scene will be pitch-black
well in summary, they're 360 degrees probes that precalculate if baked the reflections around and provide the light to make these reflections happen?
you then need to add lights (and give them the correct intensity values)
Yes, they're usually baked in advance with the rest of your lighting
why is it better to use lights than exposure? Like what's the difference
You need both
these are two unrelated concepts
lights emit light into the world
your exposure setting decides how to turn those light values into colors
it's like how your eyes adapt when you go into a bright or dark place
I did complete a bright scene and asked for opinions about it, people told me to add physical light models because that was looking weird to have light coming from "nowhere", in this case I don't want the player to think he's in a lighted world, if I bake some lights, wouldn't that be a problem? I also saw in your screenshots about your backrooms game that you were using some kinda light meshes on the ceiling with an emissive material
ohh okay
ohhh yeaaa okay
but what you're talking about there is the automatic histogram mode, if I set it to fixed, that would act like light wouldn't it?
I do not see how these two things have anything to do with each other:
- adding models for the light sources
- baking your lights
Again, "exposure" and "light sources" are two completely unrelated things
No, it simulates a camera. Exposure is how long the sensor is exposed. The longer the exposure, the more light enters it.
that is because the ui element is bigger than it shows. maybe you got some offset outlines, check the troigger area of you ui element
The sun emits light that bounces off of things and into your eyes. It's a light source. Your eyes adjust so that you can clearly see. That's exposure.
what I mean there is people told me adding lights without light models is weird and in my dark scene,I don't want the player to think there are lights, like an abandoned forest where no lights would appear, and you told me to add lights after having my dark skybox which is why I'm asking if this wouldn't be weird
You need to have a light source to see
OHH I understand
If you're genuinely in a dark forest at night, then everything should be pitch black. However, this doesn't make for a very fun game.
thank youu
exactly
You can use a dim night-sky skybox and a directional light that's set to be pretty dark
(just a few lux for the directional light)
moonlight typically means it's not pitch black irl tbf
are you using hdrp?
that was just an example, my game will be indoors
yes
hmm, why
I've heard it was better for high end devices and better graphics which is why I switched from urp to it
for dark indoor environments, you can use a variety of weak light sources
automatic exposure will adapt as you move between bright and dark areas
in your game, the light models at the top used emissive materials without any physical light sources right? and you baked multiple physical light sources without any models to make the environment source? I'm not sure if you get me but I really liked how it looked like
In the example here, I'm using actual lights
but in the example I showed yesterday, that was a mixture of emissive objects (the overhead lights) and normal baked spotlights (everything else)
And the skybox is black
I do have reflection probes in every room, so it doesn't really matter what the skybox is in my case
the skybox is only used if you can't find a reflection probe
but why do the reflection probes stop the sky source? I thought they calculated all the lights(including the sky) and calculated the reflections around
because the reflection probe captures a picture of the surrounding world
if you can't reach see the sky, then it doesn't matter
e.g.
but only for the reflections????
The skybox is a fallback for the lighting system
Itโs only used when thereโs nothing better
Yes.
However, diffuse light comes from light probes. If the light probes can't see the sky, then the sky color also does not matter.
So, if you have an enclosed room, nothing inside of it will care about the skybox (after you correctly set up reflection probes and light probes)
Using a black skybox makes it easier to get correct results quickly.
I get it but how should I do then lol? should I not add any light or reflection probes? or there's a better option to use them and have everything pitch black
You need some light to see at all. Just use very little of it ๐
With the right exposure value
You should:
- Add lights
- Add reflection probes that cover the rooms
- Add light probes to fill the rooms
After baking lights, you will have a realistically dark indoor environment
okay thank youu I'll do it and hope it looks as wanted
WAIT
here my volume only includes fog and a sky, and I have light probes and reflection probes, there is also no access to the sky so as you said the sky shouldn't change anything, however when I'm disabling it, it does
have you actually baked your light yet?
Your reflection probes may also not be touching your floor
I see that the ceiling didn't really change
ohh right, that is maybe the issue
no, but I thought you could deletr
the actual light sources after baking them
Do not delete the lights.
you want to be able to bake lights again if you make changes...
ohh yea the issue was with the reflection probes
but to be honest It's kinda boring and long to put them with according sizes..
The floor wasn't touching any reflection probes, so it just fell back to the skybox
it can be tedious, yeah (light probes are even more annoying)
for light probes, there is adaptive probe volume which auto places them if I'm not wrong, that's what I've used here
Oh, if you're already using APV, then that's a non-issue
ye
It's not quite the same as light probes, but it serves the same purpose: storing how much light there is
I'm pretty sure I've seen editor tools for quickly sizing reflection probes by clicking on walls
ohh if you can find it again, I'd be really nice,I've tried to find assets on the unity asset store and I couldn't find any
@gray frigate lastttt question but I think I really understood everything apart from one thing. Light probes and reflection probes if set to baked mode, precalculate diffuse lighting and reflections and if they can't see the sky, the sky color doesn't matter but at first when you don't have any light probes, having a sky is really important and also is the main source of lighting, when you then add light probes, these bake the entire lighting including the sky's then? because when you then remove the sky it doesn't change, so light probes basically include them ?
If a renderer can't find light probes, it uses the ambient probe
which is based on the skybox
yes but this is if there are no light probes, if you bake light probes they "include" the sky right? It sounds wrong but I hope you understand me
If there are no light probes, then there are no light probes
I don't understand your question
The ambient probe will be based on the skybox color, of course.
I Mean if there are light probes bruh
Each light probe will measure the light passing through that point
They look at surrounding light sources, bounced light from walls, and skybox light, if they can see the sky
If a light probe can't see the sky, the sky does nothing
but in my case that's weird then, I first had a really weird looking envionment, I added a sky and it looked much better, then I added light probes and it basically didn't change anything to the environment even if it can't see the sky
#1180170818983051344 is for feedback.
Why I can't use some bot commands ๐ญ๐
how come different meshrenderer running same mesh that have multiple submeshes renders different parts of it despite having just 1 material assigned
