#๐Ÿ’ปโ”ƒunity-talk

1 messages ยท Page 47 of 1

ruby tangle
#

Ok sure

wraith pasture
#

new hierarchy is dope ๐Ÿ”ฅ

#

but some minor bugs ๐Ÿ˜„ and lagging hard in prefab mode for some reason

flat breach
#

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

exotic relic
#

baked lighting will look better if properly setup

flat breach
exotic relic
flat breach
exotic relic
flat breach
exotic relic
flat breach
exotic relic
flat breach
#

that would only light the walls on one side

flat breach
exotic relic
#

i didnt say add one, i said that would be the problem

flat breach
#

I didn't understand

exotic relic
# flat breach ohhhhhh my bad

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

exotic relic
#

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

gray frigate
#

You need to light your world properly.

flat breach
gray frigate
#

Consider a large number of small area lights

#

(like how you'd light up an office)

#

actually, let me grab an example here...

gray frigate
#

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.

gray frigate
#

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

exotic relic
#

even without reflective material, reflection probes make it prettier

gray frigate
#

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

flat breach
gray frigate
#

"Indirect lighting" is what baked lights provide

#

It's light that bounces off of a surface and spreads through the world

flat breach
gray frigate
#

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

flat breach
#

there's a lot.... lol

gray frigate
#

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

flat breach
#

using a black skybox and lighting then my scene would be better?

#

currently I have a real hdri sky

gray frigate
#

Once you add reflection probes, the interior areas will not get any light from the sky

#

so it won't matter at that point

wraith pasture
#

baked lights, lightprobe group, reflection probe UnityChanwow

gray frigate
#

It can be nice to have a non-black skybox, because a black sky can cause really annoying auto-exposure behaviors

gray frigate
# wraith pasture baked lights, lightprobe group, reflection probe <:UnityChanwow:8851695948793200...

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
wraith pasture
#

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

flat breach
#

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

gray frigate
#

I was extremely lazy with light probes in this vrchat world

gray frigate
#

Baked lights are turned off automatically

flat breach
#

ohh so deleting them is wrong?

gray frigate
#

you'd have to put them back the next time you baked :p

gray frigate
flat breach
#

so in your example, you added green area lights?

wraith pasture
gray frigate
#

These are actually emissive materials

#

Large emissive surfaces can give you really nice soft lighting

wraith pasture
#

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

flat breach
#

emissive materials are enough to lighten a world???

gray frigate
wraith pasture
gray frigate
#

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

gray frigate
#

"global illumination", or "GI", is the process of figuring out how light spreads

flat breach
#

why should I use realtime lighting if I can bake everything?

gray frigate
#

Realtime lighting can look much better

#

Light probes are sampled once for an entire renderer

wraith pasture
gray frigate
#

Realtime lights can vary per pixel

wraith pasture
#

also dang not on sale ๐Ÿ˜›

gray frigate
#

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

wraith pasture
#

I think thats the one. And yea I am on ARM...

gray frigate
#

you use additive and subtractive brushes to carve the level up

gray frigate
#

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
wraith pasture
#

yea I asked them since I am on Macbook and they said cant do it without them having one themselves

gray frigate
#

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

gray frigate
#

this is sampled per-pixel

#

I use something similar in VRChat called VRC Light Volumes

#

It can look really nice

#

mmm, volumetric fog

wraith pasture
#

PoseidonCSG runs on silicon?

flat breach
gray frigate
#

this is a VRChat world, so it's Unity with the built-in render pipeline

gray frigate
wraith pasture
#

Now just have to wait for a sale UnityChanClever

gray frigate
#

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)

wraith pasture
#

realtimeCSG does not have any problems like that?

gray frigate
#

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

gray frigate
flat breach
#

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?

gray frigate
#

You can also have the wall receive light from light probes. This might be really easy to see, though

wraith pasture
#

Oh well can't use that anyway

flat breach
gray frigate
wraith pasture
#

I'll stick to pb until pcsg is on sale ๐Ÿ˜›

gray frigate
#

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

flat breach
flat breach
gray frigate
#

the Static checkbox turns on every static flag

thorny willow
#

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?

exotic relic
gray frigate
#

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

flat breach
thorny willow
gray frigate
wraith pasture
gray frigate
#

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

thorny willow
gray frigate
#

(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

flat breach
wraith pasture
gray frigate
#

This is used to light up objects that move around

wraith pasture
#

It sometimes freezes also in playmode when I move my mouse around over the editor ui

gray frigate
#

They're calculated as part of the light baking process

#

Placing them by hand is remarkably bad

flat breach
gray frigate
#

jinx :p

thorny willow
flat breach
gray frigate
#

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

flat breach
#

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?

gray frigate
#

They're part of baked lighting, just as lightmaps are

#

Lightmaps store baked lighting for surfaces

#

Light probes store baked lighting at specific points

flat breach
#

ohh okay I see, so it's much better to use light probes

gray frigate
#

You use both

flat breach
#

ohh yea you're right, I add a group of light probes with the component and place them

gray frigate
#

The shadow coming off of this wall is captured by the lightmap

flat breach
#

but I can use your tool to make it faster

gray frigate
#

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

flat breach
gray frigate
#

ProbeGridAndCut is used to place light probes.

gray frigate
#

They're two separate things.

flat breach
#

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

gray frigate
#

this is one of my world's lightmaps

flat breach
gray frigate
#

The lightmapper figures out how much light is hitting a surface and stores that in the lightmap

flat breach
#

I don't understand why you'd need light probes if you already have calculated everything, I'm lost bruh

potent geyser
#

Dynamic moving objects can't be baked

gray frigate
#

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?

flat breach
potent geyser
#

Light probes let them be faked affected by the baked lights

digital loom
#

bro why i cant send a message

#

nvm

potent geyser
#

You just did

digital loom
gray frigate
#

consider reading the automod message for an explanation

potent geyser
#

Imagine you read the bot message

digital loom
#

oh im stupid fr

flat breach
flat breach
potent geyser
#

Yes, basically

flat breach
wraith pasture
split egret
#

every time I enter or exit playmode, Unity likes selecting a random script in the packages folder. wth is going on? UnityChanThink
rn it keeps selecting IMask, yesterday it was something else.

plain dagger
#

You don't have that intro tutorial stuff in the project still do you?

junior path
wraith pasture
fading galleon
#

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

pearl oyster
#

I have to see this. Please

#

!code

vagrant rootBOT
worldly cave
#

to give our thoughts on it

near wigeon
#

jesus

fading galleon
#

yeah

#

im a begineer

#

please go easy on me

near wigeon
#

you need to use arrays

worldly cave
#

you need to learn what lists and arrays are

#

asap

#

like its imperative you learn this

fading galleon
#

okay

lapis gate
#

Honestly, I think it's fine lel

fading galleon
#

i know lists are just figured it out after i did all now im procrasnating

lapis gate
#

I mean there's only a limit amount of cards anyway

past slate
fading galleon
#

dont arrays are tho

lapis gate
#

Better to do a struct though to make it easy on the editor

near wigeon
fading galleon
#

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

near wigeon
#

which if statements you're talking about, I don't see them

lapis gate
#

There is some preference as sometimes I do prefer to access by the reference name instead of say an array index

fading galleon
#

cause i havent done them yet cause asoon as i did the math i went for help

lapis gate
#

but of course since it's cards it's easy to think of counting anyway so an array makes sense

near wigeon
fading galleon
#

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

near wigeon
#

I'd just create the cards beforehand why does each card need a Gameobject field per suit

#

should be like an enum or sum

fading galleon
#

im making a drawing mechanism

#

thingy

near wigeon
#

well yea but not sure why you need so many fields per card

fading galleon
#

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

near wigeon
#

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);
            }
        }```
near wigeon
neon nacelle
#

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?

plain dagger
#

Does the projectile have a rigidbody?

neon nacelle
#

Yes. Both a box collider and a rigid body. Also set to isTrigger

lapis gate
#

Ray should work regardless so I'd double check you're doing it correctly

near wigeon
neon nacelle
#

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.

near wigeon
neon nacelle
#

I assume dynamic since kinematic is off

near wigeon
neon nacelle
#

I'll look into that as well. Maybe I messed up the terrain

near wigeon
worldly cave
#

yall think i can approximate musgrave noise by multiplying 2 simple noise nodes ๐Ÿค”

sly lake
#

Raycasting should also work as long as the terrain has a terrain collider

near wigeon
#

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

sly lake
neon nacelle
neon nacelle
near wigeon
near wigeon
#

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

neon nacelle
#

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

near wigeon
#

can you screenshot the terrain inspector rq

neon nacelle
#

This is what terrain toolbox creates. So it's still terrain

near wigeon
#

oh okay still regular terrain then

#

use your bullets raycast and see if its detecting that collider at all

neon nacelle
#

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

near wigeon
dapper topaz
#

FUCKING HELP ME IT WONT GO AWAY

safe finch
#

๐Ÿ‘‹

dapper topaz
#

ALL I CLIKED WAS PROBUILDERISE

near wigeon
neon nacelle
#

Probably. I'll figure it out some time this decade

#

Or the next

tall hearth
dapper topaz
#

IT WONT LET ME CLOSE IT

tall hearth
#

well yeah it's doing something

near wigeon
tall hearth
#

also calm down typing in all caps wont make someone want to help you any more

dapper topaz
tall hearth
# near wigeon end task

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

near wigeon
tall hearth
near wigeon
tall hearth
near wigeon
#

it should

dapper topaz
#

it makes the noise thing and stays

tall hearth
#

gonna be slapped on beside the other 15 dev websites i have bookmarked

near wigeon
tall hearth
near wigeon
#

I think I got 15+ folders alone in Unity/Dev

tall hearth
near wigeon
tall hearth
#

might've been mixing the website with another one

near wigeon
tall hearth
near wigeon
#

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

tall hearth
tall hearth
near wigeon
tall hearth
near wigeon
tall hearth
#

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

unique light
#

Yo guys if I download unity editor from the website not on the hub will I still be able to make vr games

tall hearth
#

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)

dapper topaz
#

its been 33 mins still not gone

unique light
dapper topaz
#

ITS GONEEEEEEEEEEEEE

near wigeon
#

Hub just makes managing modules / project convenient.. don't see why you wouldn't want to use it

violet thunder
#

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

tall hearth
fair cove
unique light
#

Hey guus

#

Can I ask a simple question

violet thunder
#

Wyh would you ask to ask

near wigeon
#

you already did

tall hearth
unique light
#

I cant make a project cuz this keeps happening

#

Anyone have a fix?

violet thunder
near wigeon
tall hearth
balmy kettle
# unique light

!logs check the logs to find out why the projects aren't being created correctly

vagrant rootBOT
violet thunder
tall hearth
#

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

unique light
#

projecxt path empty?

balmy kettle
#

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

unique light
#

oh so chjeclk hub logs

#

check

balmy kettle
#

Yes

unique light
#

kk

unique light
#

did u see u it

#

fixed it

unique light
#

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

neon nacelle
vagrant geyser
#

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:

vagrant geyser
#

and also:

#

i have put nothing on the lower lcd

worldly cave
vagrant geyser
#

citron and also the 3ds itself

worldly cave
#

yeah we cant help you with that

mystic abyss
#

Wait, was the 3ds port of ocarina of time, a unity game?

vagrant geyser
vagrant geyser
#

ok

worldly cave
#

none of the 120k people here are allowed to help you with emulation of any kind

vagrant geyser
#

thats mine

#

emulation isnt crime

#

these files are mine

worldly cave
vagrant geyser
#

i tested on my 3ds itself too

mystic abyss
#

Wait if they're making a 3ds game themselves, wouldn't that's be fine?

vagrant geyser
worldly cave
#

and you recreated those ocarina of time assets yourself?

vagrant geyser
#

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

mystic abyss
#

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

vagrant geyser
#

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

mystic abyss
#

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

vagrant geyser
#

i tested it. created the CIA and installed on 3DS. the same.

exotic relic
vagrant geyser
#

it is in C#

#

idk if unity 6 has 3ds support

#

it seems not to clear the screen

exotic relic
vagrant geyser
#

this only works when is 2D

#

complete 2D works

marble fiber
exotic relic
#

with him using a Unity 5 project, i sort of assumed it may have been a old project that did use JS

junior path
vagrant geyser
#

but 3D in Unity 5 3DS is a mess. it goes all wrong idk why

#

at least 2D works well

tall hearth
gray frigate
#

it looks like the renderer is having A Moment

#

this is on a 3DS

tight vale
#

i have a question is it a good idea for me to make clash royale inspired game or is that too ambitious

potent geyser
vagrant geyser
tight vale
#

is it feasible for me to recreate the mechanics and make a similar although much simpler game

potent geyser
#

That's multiplayer and requires a playerbase to stay alive? No

tight vale
#

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

potent geyser
#

If you somehow make it a single player roguelike, or deck builder, or some other procedurally generated, meta progressing genre. Then possibly.

tall hearth
#

i mean to be fair im not sure i would consider most of what clash royal is as complicated

tall hearth
# potent geyser Nobody knows you. But if you mean is it feasible for a single person to achieve ...

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

wide wren
#

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.

vivid cedar
tall hearth
fickle widget
#

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?

fickle widget
robust spire
#

Unity UI Toolkit doesn't have native circular progress ????

dusk magnet
#

hello! can i ask? do you guys know a tutorial or a yt channel that helps you learn the random generation world TT

wide salmon
#

!learn

vagrant rootBOT
sly lake
silent mica
storm patio
cobalt sequoia
#

how do i change the excact position of this dot?

cedar idol
#

helloo hope you all doing well

#

how should i configure my objects to be able to transfer them

pliant grotto
#

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

plain dagger
#

This is some extra tool right? If so its unlikely people here know

pliant grotto
plain dagger
pliant grotto
deft rock
flat breach
#

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

feral smelt
#

Hey guys i am new here and need some help with visual studio it wont let me enter if(input) als syntax

charred fog
vagrant rootBOT
feral smelt
patent bough
#

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

charred fog
storm wedge
#

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?

gray frigate
#

what is the exact error?

storm wedge
#

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

gray frigate
#

the content security policy determines where you're allowed to load various kinds of data from

flat breach
#

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

gray frigate
storm wedge
#

It gives a LeaderboardsException: Reason: ServiceUnavailable, ErrorCode: 0

gray frigate
#

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

storm wedge
#

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

gray frigate
#

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

flat breach
cobalt sequoia
#

how do i change the sxcact position of this yellow point?

gray frigate
#

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 ๐Ÿ˜‰ )

#

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

copper wyvern
#

Hello Guys is really need help ! My skybox is grey and i cant fix it T-T.

gray frigate
#

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

gray frigate
tawny quail
gray frigate
#

that's a volumetric fog effect set to maximum garbage mode

#

i think it's on 4 samples right now

tawny quail
#

Amazing

#

Zoom into it and it looks like the game of life LMAOO

gray frigate
#

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 ๐Ÿ˜‰

mint cipher
#

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?

storm wedge
#

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

gray frigate
#

Yes, you can specify the volume level when playing one-shot audio

mint cipher
#

thank you

cobalt sequoia
#

How do I change the position of this yellow orb exactly

storm patio
#

do you get anything on right click

cobalt sequoia
#

No

slim narwhal
#

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

cobalt sequoia
storm patio
#

what if you change the handles to freeform (or whatever that option is called)

worldly cave
slim narwhal
gusty abyss
#

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?

slim narwhal
#

otherwise im going to have to use scale :/

worldly cave
#

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

slim narwhal
#

i could prob try and get an example

worldly cave
#

and you will need to write a custom shader for this

slim narwhal
worldly cave
#

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

slim narwhal
#

i might as well fake it using scale and player position...

flat breach
#

hi, how to see the baked probes with the adaptive probe volume?

flat breach
storm patio
#

that's not really a thing

dapper pollen
#

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.

exotic relic
#

Iโ€™m so glad they added that feature now, way easier lol

worldly cave
#

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

slim narwhal
worldly cave
#

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

slim narwhal
#

stencil buffers, right?

worldly cave
#

yes

slim narwhal
#

yeah im gonna try and learn that

worldly cave
violet thunder
tawdry elbow
#

pov: you make a fresh new project, unity before you make anything:

#

damn i miss unity from a few years ago

worldly cave
#

these are editor errors

#

you might have to reinstall the editor youre using

tawdry elbow
worldly cave
#

so you created a project using an old version of unity and you are opening it in a new one?

tawdry elbow
#

ok that fixed it

slim narwhal
#

this just in
im scared of stencil buffers

tawdry elbow
#

think its v6000.2.5

acoustic patrol
#

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?

sacred pawn
#

Click the not2d button at right top side

#

@acoustic patrol

acoustic patrol
#

oh, that makes sense cx thanks!

worldly cave
#

what

#

<@&502884371011731486>

potent geyser
#

?ban 1397970784311578798 spam

novel scarabBOT
#

dynoSuccess iyed_lite was banned.

bright nexus
#

whats better 2d or 3d unity

potent geyser
#

Neither? That's a silly question

worldly cave
bright nexus
worldly cave
stuck flower
#

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"

storm patio
stuck flower
#

It's a drop-down on a camera and whether your collision functions say "2D" at the end

bright nexus
#

i mean in terms of learning which is easily learnt

storm patio
#

they're both equal

#

neither is harder, they're just different

#

you use different things

stuck flower
worldly cave
#

Technically all projects in unity are 3d

flat breach
worldly cave
#

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

wheat mountain
#

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)?

worldly cave
worldly cave
#

honestly im not sure i understood what youre asking lol

#

can you clarify a bit what exactly youre aiming to accomplish

flat breach
worldly cave
flat breach
worldly cave
#

none of your lights emit from anything

#

they just exist

wheat mountain
flat breach
wheat mountain
# worldly cave i mean for the jump example you would just decouple the jump, loop and landing a...

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

YouTube

7 seconds ยท Clipped by Gatekeeper Guardian ยท Original video "Digimon World 2003 - Boss Pharaohmon 2160p" by Mosse190Reborn

โ–ถ Play video
wide wren
# tall hearth > For everyone else, I suggest to make sure u only use opensource IDE like VSCod...

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 ๐Ÿšฉ 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.

brave ridge
wide wren
#

@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.

storm patio
#

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

brave ridge
hushed hamlet
wide wren
#

@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 )

brave ridge
#

There are alternatives built, you can even just host your own. People dont use it for a reason

worldly cave
brave ridge
#

Join any team, they will use github or some company restricted git version

wide wren
hushed hamlet
#

Personally, we use a self-hosted gitlab. We are far too big for github anyway :D. I think our repos are round 6TB atm

brave ridge
# wide wren its dum

๐Ÿคท 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

opaque jungle
#

In fact, it is the opposite and you want as many people as you can to see it

hushed hamlet
wide wren
wide wren
potent geyser
#

This is beyond Unity at this point. Take it to a thread please.

hushed hamlet
potent geyser
hushed hamlet
#

True

wide wren
wide wren
brave ridge
wide wren
delicate sandal
#

Hi Iยดm new here. Where can I submit a ticket? I have a kind of special case

polar basalt
#

how can i have multiple Target Graphics? like have 2 images tint color?

#

extend the button class and override?

vivid cedar
gray frigate
#

that's where the tinting logic comes from

#

you can then copy Button and have it derive from your new class

polar basalt
gray frigate
#

Oh you know what

polar basalt
#

since button derives from selectable?

gray frigate
#

I did this

polar basalt
#

yes I had a problem some time ago

gray frigate
#

copying Selectable wouldn't help, because then your class would not have anything to do with the original Selectable

polar basalt
#

about changing from input to my own input selectable

gray frigate
#

I just derived from Selectable to add an extra list of graphics

#

pretty simple

polar basalt
#

ah i see wait

gray frigate
#

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

polar basalt
#

is that what you mean

gray frigate
#

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

polar basalt
#

selectable is button?

gray frigate
#

No. Selectable is the base class that Button inherits from.

#

Selectable <- Button

polar basalt
gray frigate
#

You could also inherit from Button, yes. You'd need to implement the multi-graphic logic in there.

polar basalt
#

ah okay then

gray frigate
#

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

polar basalt
#

i see now, thank you

gray frigate
#

yep!

polar basalt
#

im a little complexed on how i will start this haha

gray frigate
#

There are two options.

#
  • Create MultiSelectable, then copy the existing Button class to make a new MultiButton class
  • Inherit from Button to create a new MultiButton class
tawny quail
gray frigate
#

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

polar basalt
#

ah i think I'll be fine with the repeated code, its okay

gray frigate
#

yeah, sometimes it's just better to repeat yourself :p

polar basalt
#

i will need to extend the button at one point anyways so

gray frigate
#

yeah, after thinking about this further: this is obviously the better option ๐Ÿ˜‰

#

I did it the other way because I was not extending existing control types

flat breach
#

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?

polar basalt
#

this is for the InputField extension, i dont know exactly how to do onValueChanged from within it

gray frigate
#

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

polar basalt
gray frigate
#
void UpdateCharacterLimitText(float _)
#

(or whatever the type is)

#

now you can do this:

polar basalt
#

UnityAction<string>

gray frigate
#
protected override void OnEnable() {
  onValueChanged.AddListener(UpdateCharacterLimitText);
}

protected override void OnDisable() {
  onValueChanged.RemoveListener(UpdateCharacterLimitText);
}
gray frigate
#

For a diffusely lit scene like this, you should only really need regular fog (not volumetric fog)

polar basalt
#

ah i see thanks

gray frigate
#

volumetric fog is good when you have strong lights

flat breach
flat breach
#

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

gray frigate
#

The distance is how far you can see, basically

flat breach
#

do you think I should enable baked shadows on my lights components?

#

I heard they weren't good

gray frigate
#

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

atomic folio
#

how is visual scripting useful

#

or is it useful

gray frigate
flat breach
gray frigate
#

think of an RTS game's level editor: you can create "triggers" and "objectives" without customizing the game's code

hushed hamlet
# atomic folio how is visual scripting useful

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)

sweet charm
#

Not really

gray frigate
#

(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

atomic folio
#

how long has visual scripting been updated

hushed hamlet
gray frigate
#

(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"

hushed hamlet
#

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.

gray frigate
#

"and then randomly rotate the prefabs..."

atomic folio
#

can i use it for beta programming

#

or for a prototype project

flat breach
#

if I want to use reflection probes, should I add and duplicate them manually or is there a group option like for light probes?

sweet charm
hushed hamlet
#

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.

flat breach
hushed hamlet
flat breach
tall hearth
gray frigate
#

"VSCodium" is a third party packaging of VSCode

sweet charm
#

Bro sent Mark all his info when he logs into FB

#

And he worries about Windows cloud service

atomic folio
sweet charm
#

Nothing. Itโ€™s 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

tall hearth
# atomic folio and what will you learn when you use visual scripting

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

polar basalt
#

everything works as needed

#

thanks!

charred fog
#

!collab

vagrant rootBOT
# charred fog !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โ€ข ** Collaboration & Jobs**

wind escarp
wind escarp
pastel sequoia
#

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 ?

violet thunder
#

How much space do you have on your hard drive?

#

Looks like that's the problem

dapper pollen
violet thunder
#

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

dapper pollen
#

Kay, thanks for the info. I'll try to do that.

#

Also

#

What do I do if that is unsuccessful?

violet thunder
#

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

slow dirge
#

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.

wheat mountain
#

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?

umbral dawn
#

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?

slow dirge
ancient flume
#

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

balmy kettle
#

minecraft is specifically voxels, but there are other techniques you can use

ancient flume
#

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

balmy kettle
#

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

ancient flume
#

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

balmy kettle
#

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 ๐Ÿคทโ€โ™‚๏ธ

ancient flume
#

Can you show me some examples of what you're finding?

balmy kettle
#

you have the same google that i have. try using it

ancient flume
#

My google is showing nothing relevant
Why are you being so passive aggressive? I came here for help, not to get an attitude

slow dirge
umbral dawn
#

but how to lower the time?

slow dirge
#

Neither should be growing with each reload though.

#

Well, the second one might be. Maybe...

umbral dawn
#
  • 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

slow dirge
umbral dawn
#

will do

dapper pollen
# dapper pollen

Now hold on. For some reason, on the android platform, this issue occurs but on the Windows platform, it works normally.

solar panther
#

Hey, does 13 year old is allowed to be voice acted on my Unity Game?

slow dirge
#

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. ๐Ÿคทโ€โ™‚๏ธ

vivid cedar
solar panther
potent geyser
#

Of course, if you're using it for something that is illegal.

slow dirge
solar panther
sudden ruin
#

bumping this ^

slender lion
#

Why does my brush just not exist

#

Ignore my ramblings of insanity for naming

slender lion
#

Had to go to the past then back to the future

proven niche
#

hello

slender lion
proven niche
#

wait ur actually right

slender lion
proven niche
#

are you working on any projects right now

slender lion
#

Besides my avatar nah

proven niche
#

like on a game or

slender lion
#

No

cedar idol
#

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

safe garden
#

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

slow dirge
#

You can confirm for sure in the frame debugger.

mystic turret
#

it wont let me extrude edges how do i fix

slow dirge
slow dirge
mystic turret
#

how do i give it more faces

slow dirge
#

Maybe try using a cube as a base.

mystic turret
mystic turret
modest pelican
#

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?

copper gust
#

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

modest pelican
#

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

copper gust
#

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

pearl oyster
#

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

modest pelican
copper gust
#

no no

#

as in

pearl oyster
#

Key down. Not a direction

modest pelican
#

oh lmao

copper gust
#

pressing the key
the key being held
unpressing the key

earnest swift
#

Hiii I'm new to unity for vrchat atwhatcost

copper gust
#

hi, we mostly can't help with vrchat here

#

specific vrchat servers are the goto for that

earnest swift
#

I see, I see

pale coyote
#

If I have a pc game played with a keyboard. Will it work on macOS with the same controls?

steady ferry
#

why is the scene kind of blurry any way to make it clear?

sweet charm
boreal river
#

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

mystic abyss
#

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)

ionic rover
#

Is unity broken?

#

It doesn't read cfg files fully

#

which results in absence of props

wheat mountain
#

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

YouTube

13 seconds ยท Clipped by Gatekeeper Guardian ยท Original video "ALL Character Tech Skills - Chrono Cross Remaster: The Radical Dreamers Edition" by BuffMaister

โ–ถ Play video
stark trench
#

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

magic marsh
#

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.

potent geyser
#

Looks like it's just a sprite that's positioned above the tile that is below the character?

magic marsh
#

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.

flat breach
#

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

delicate elbow
#

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

potent geyser
#

Unless you want to hide the shadow if the terrain is too far below as a simple polish.

flat breach
#

hi, what's the best way to get a dark environment in HDRP? is it by simply putting a dark skybox?

gray frigate
#

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

flat breach
sly lake
#

I use a full black skybox for dungeons

gray frigate
sly lake
#

Eh, probably do both

gray frigate
#

but if you haven't done that yet, using a black skybox will give you the correct amount of light

exotic relic
#

Reflection probes contribute a lot to darkness

flat breach
gray frigate
#

if you don't have reflection probes and your skybox isn't black, then everything will be receiving light from the skybox

flat breach
sly lake
#

Exposure is the main lever to control how bright the scene appears

gray frigate
#

The tonemapper uses an exposure value to decide what the "midpoint" light level is

flat breach
gray frigate
#

they provide light when a surface looks shiny

#

importantly, everything looks kind of shiny at shallow angles

flat breach
sly lake
gray frigate
#

yeah, everything will use the reflection probe to some degree

#

especially metallic objects

gray frigate
flat breach
gray frigate
#

you then need to add lights (and give them the correct intensity values)

gray frigate
flat breach
sly lake
#

You need both

gray frigate
#

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

flat breach
# gray frigate Yes, they're usually baked in advance with the rest of your lighting

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

flat breach
flat breach
#

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?

gray frigate
gray frigate
sly lake
craggy pollen
gray frigate
#

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.

flat breach
sly lake
#

You need to have a light source to see

gray frigate
flat breach
#

thank youu

gray frigate
#

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)

storm patio
craggy pollen
flat breach
flat breach
craggy pollen
#

hmm, why

flat breach
# craggy pollen hmm, why

I've heard it was better for high end devices and better graphics which is why I switched from urp to it

gray frigate
#

automatic exposure will adapt as you move between bright and dark areas

flat breach
gray frigate
#

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

flat breach
#

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

gray frigate
#

because the reflection probe captures a picture of the surrounding world

#

if you can't reach see the sky, then it doesn't matter

flat breach
sly lake
#

Itโ€™s only used when thereโ€™s nothing better

gray frigate
#

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.

flat breach
sly lake
#

You need some light to see at all. Just use very little of it ๐Ÿ˜…

#

With the right exposure value

gray frigate
#

After baking lights, you will have a realistically dark indoor environment

flat breach
#

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

gray frigate
#

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

flat breach
flat breach
#

the actual light sources after baking them

gray frigate
#

Do not delete the lights.

#

you want to be able to bake lights again if you make changes...

flat breach
#

but to be honest It's kinda boring and long to put them with according sizes..

gray frigate
#

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)

flat breach
gray frigate
#

Oh, if you're already using APV, then that's a non-issue

flat breach
#

ye

gray frigate
#

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

flat breach
#

@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 ?

gray frigate
#

If a renderer can't find light probes, it uses the ambient probe

#

which is based on the skybox

flat breach
gray frigate
#

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.

flat breach
gray frigate
#

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

flat breach
#

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

potent geyser
gusty abyss
#

Why I can't use some bot commands ๐Ÿ˜ญ๐Ÿ™

craggy pollen
twilit plume
#

how come different meshrenderer running same mesh that have multiple submeshes renders different parts of it despite having just 1 material assigned