#💻┃unity-talk

1 messages · Page 48 of 1

twilit plume
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where info regarding its index is stored

odd aurora
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Hi! I'm having a persistent rotation issue with a layered animation setup.
I'm using an Avatar Mask to layer a weapon pose (upper body) over a walk/run animation (lower body). The upper body is twisted to the left.
All animations are set to Humanoid.
I enabled 'Bake into Pose' for Rotation and used 'Body Orientation'.
I excluded the Hips in the Avatar Mask (Transform tab).
I tried a Multi-Rotation Constraint via Animation Rigging to straighten the spine, but it's ignored.
Who's have the solution please

odd aurora
honest arrow
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its been like this for like 3 minutes

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its not even a new project

thorny willow
honest arrow
gray frigate
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I've had the editor completely deadlock while starting up occasionally

honest arrow
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it was working yesterday

gray frigate
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i want to blame the asset importer system

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i'll just kill it and try again, and if it deadlocks again, I delete the Library folder and make Unity reimport everything

honest arrow
#

ill close and reopen it

thorny willow
honest arrow
thorny willow
honest arrow
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oh yeah it working

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6.3 all the way

gray frigate
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(on my Macbook)

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it was really annoying

thorny willow
honest arrow
#

32

thorny willow
# honest arrow 32

bro for me it took very long to open project and as soon as i pressed playmode, my pc crashed and the bitlocker locked my pc and i had to get key

honest arrow
#

skill issue 💀

gray frigate
#

that...sounds more like a computer problem

thorny willow
honest arrow
#

thats what you get for using 6.0

gray frigate
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it only happened so far 😉

thorny willow
thorny willow
honest arrow
#

6.3 is goated

thorny willow
honest arrow
thorny willow
gray frigate
#

no, your computer randomly crashed while using it

honest arrow
#

its only using a tiny bit more than chrome

thorny willow
gray frigate
#

given that this chat is not overwhelmed by hundreds of people complaining that 6.3 blew up their computers, it sounds like a coincidence or some kind of unique issue on your end

thorny willow
boreal river
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Hello, guys! When I am trying to open my scene I have an issue and I am not sure why something probably happened with Git.

The file 'Assets/Scenes/Main.unity' seems to have merge conflicts. Please open it in a text editor and fix the merge.

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I cannot open my scene basically and I am getting this error

storm patio
boreal river
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Yes because we had a workshop on college 2 days ago I got my project to their PC with Github and something happened today on my PC and I had one issue like I couldn't push my changes today

storm patio
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for example in vscode there'll be red exclamation marks in the source control tab

storm patio
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did you pull or merge anything in this repo

boreal river
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In college no, but today it was asking to pull origin in Github Desktop and I did it and then it was saying Force Push

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and I click on it and got stashed changes

storm patio
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so that's where your merge conflicts come from

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you gotta fix em

boreal river
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I have asked AI to help me

storm patio
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tip: don't

boreal river
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It says I have to open notepad or vs code

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etc

storm patio
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that's what the error message itself says, but sure

boreal river
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Have you ever had this issue?

storm patio
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yes

boreal river
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What was your approach to it?

storm patio
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it's not a strange scenario, this is a normal part of vcs

flat breach
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hello, why am I getting these errors?

boreal river
storm patio
boreal river
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Its a project for college

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and I have deadlines

toxic stream
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the versions may not match.

boreal river
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and got very anxious

slow dune
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I think version is not match.

toxic stream
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delete Library folder and modify mainfest.json

flat breach
storm patio
slow dune
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and you should see the variables declaration,

toxic stream
flat breach
storm patio
#

@boreal river have you just tried googling what a merge conflict is and how to resolve one

flat breach
flat breach
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isn't library important?

slow dune
#

It's better chatgpt than googling.

toxic stream
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yes,

storm patio
#

the version of the package might not match other packages for example

storm patio
#

the library is basically a cache of your work

flat breach
storm patio
#

a lot more complicated than that but that's the gist

storm patio
toxic stream
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This happens sometimes, and it may be caused by the defender.

flat breach
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I will delete library then

storm patio
#

oh also make sure your project isn't in a synced folder, like onedrive

toxic stream
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In my case, I created the project in C:\ ...

flat breach
flat breach
storm patio
#

also you shouldn't modify manifest.json unless you know what you're doing

slow dune
#

This usually happens because of a version mismatch.

flat breach
slow dune
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Your Unity version and the Collaborate package don’t match.

flat breach
storm patio
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it's for uvc iirc

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unity's vcs

flat breach
toxic stream
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here you can remove this

slow dune
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Open Unity Hub and Update your project to the latest LTS version Open the project again.

flat breach
storm patio
toxic stream
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no, unity editor will remove automatically.

flat breach
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bruh I deleted my library

slow dune
#

If you don’t need Unity Collaborate:

Open Unity

Go to Window → Package Manager

Find Version Control / Collaborate

Either: Update it OR Remove it

Then restart Unity.

storm patio
#

you don't need to restart unity if you do that

storm patio
toxic stream
flat breach
slow dune
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That's my experience.

flat breach
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I've updated the unity hub version and I'm getting this now bruh

storm patio
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that's fine tbh

toxic stream
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well,

storm patio
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you can worry about it if you need to publish

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it doesn't affect like, making a project

toxic stream
#

try to run project again without library folder now

storm patio
#

you can find time to install a version with the patch later

flat breach
toxic stream
flat breach
storm patio
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it'll take longer than normal as it rebuilds the library

toxic stream
flat breach
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I still have the errors

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should I remove the vc thing in the package manager or remove the json line?

toxic stream
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yes, I think like that. or you can create new project and replace json file

storm patio
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in the package manager

wise yacht
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Was just thinking, it'd be really neat (and ik theres a lot of assets out there) if unity added icons for their folders, colours for their folders & scripts, etc. and maybe some nice custom script icons

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Just as a quality thing

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Especially as those assets tend to be paid

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Tbf I think a few QOL things like that in unity could be nice

gray frigate
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one annoying thing is that, if you give a component an icon, it shows up in the scene view by default

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which can lead to a ton of pointless gizmos

wise yacht
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True true

gray frigate
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I had to write some mildly janky code to fix that on my classes

wise yacht
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Tbf one other thing I think they need to improve is the gizmo menu right

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like its hard to tell whats going on here

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just a ton of checkboxes

storm patio
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i mean, yeah?

wise yacht
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like why is there a section for "light probe visualisation"? Would it be more readable in some sort of submenu

modest meteor
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what they need to improve is the scene objects hierarchy

wise yacht
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and have another submenu for enabling/disabling specific gizmos

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  • group gizmos together so u could disable all "light" or all "camera" gizmos at once
wise yacht
worldly cave
wise yacht
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yeah

worldly cave
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first things first they should buy Odin Inspector and Serializer

wise yacht
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one other thing off the top of myhead is having stuff like "readonly" fields in the inspector

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Yeah fr

wise yacht
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like the way TMPro is still optional yk

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but really easy to use/install

worldly cave
wise yacht
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Yeah, although i'd argue stuff like [readonly] or smth should be packaged with default unity

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  • being able to serialize abstract class & interface references
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like that should be default behaviour imo

worldly cave
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i also hope we eventually get that updated editor concept

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but its been more than half a decade so i guess its a pipe dream

wise yacht
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ooh it does look nicer

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I mean just being a bit more customizable would be awesome

full ridge
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Does Unity have a way to spread out some buttons in a UI evenly vertically without overlapping or going off the screen (them being stretched or compressed to fit is fine)

This is technically for a mod but it's using Unity's UI system, I've been trying to do this with these 10 [Placeholder] buttons for ages but can't figure it out, I can't tell if there's just a method I can't find online or if it's just not doable

wise yacht
gray frigate
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assuming this is uGUI (so, the component-based UI system), you want a VerticalLayoutGroup

storm patio
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yeah this is what layout groups are for

wise yacht
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love layout groups

gray frigate
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you will want to turn off "Child Force Expand"

wise yacht
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until i forget what all the checkboxes do

gray frigate
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invert all of the checkboxes

wise yacht
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imo its a bit tricky to know what they do

gray frigate
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the default is maximally wrong

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💥

wise yacht
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ikr

mellow scaffold
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can anyone tell me why materials wont tile? ive been trying to fix it for hours and i cant find help anywhere

gray frigate
wise yacht
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and if so is the texture set to tile

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yeah

gray frigate
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show us the problem

stiff quest
worldly cave
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this is unity.

wise yacht
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by default it's "clamp" and not "repeat"

mellow scaffold
wise yacht
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looks good to me

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i think?

gray frigate
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i'm unsure if your problem is "it doesn't repeat at all" or "it doesn't repeat seamlessly"

mellow scaffold
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it doesnt repeat at all

gray frigate
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show an example of the problem in the scene view, as well as your maetrial's inspector

stiff quest
mellow scaffold
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this is the material and what it looks like when scaled

gray frigate
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oh

mellow scaffold
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doesnt matter if tiling is 1, 2 or 1 million

wise yacht
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damn

gray frigate
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Make sure you're changing these tiling + offset properties

wise yacht
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ur defo tiling the first "tiling" box and not the one inside "detail inputs" right?

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lmao

gray frigate
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the detail ones won't do anything

mellow scaffold
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but still

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when i scale it then it stretches again

gray frigate
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Right, because the UV coordinates of your model range from [0,0] in one corner to [1,1] in the opposite corner

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Scaling the object just stretches the model (and thus, stretches its UVs)

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Perhaps you're looking for a triplanar shader, which uses the position of each pixel in the world to calculate a UV coordinate

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so if your pixel is at [0.5, 0, 0.5], the resulting UV coordinate is [0.5, 0.5]

mellow scaffold
gray frigate
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I'm not sure if the URP comes with a triplanar shader

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It's very easy to set one up in the Shader Graph, though

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there's a Triplanar node that does everything for you

mellow scaffold
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never used the shader graph

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im very very new

gray frigate
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gimme a minute; i'll make an example

worldly cave
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you can do some amazing stuff with it

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i dont know if you have experience in blender but basically it lets you create custom materials akin to blenders shader nodes.

full ridge
wise yacht
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Hmm, I'm not sure but you need the container to scale with screen size and then force child heights

gray frigate
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(or if the vertical layout group does not understand how big they are)

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If the buttons don't ask for any space, the layout group will think they are 0 pixels tall

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can you show an example of the problem?

gray frigate
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it has more nodes for the normal map, metallic+smoothness map, and occlusion map

mellow scaffold
#

ty for showing that its possible tho ill work from there

wise yacht
# gray frigate

Yo that would've been rlly helpful with using prototype textures lmao

full ridge
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Is the VerticalLayoutGroup meant to be set to a specific size? Its sizeDelta defaults to 0, 0 and it seems like setting that to specific values does work, but it doesn't auto adjust when I resize the screen.

This is what's happening right now

gray frigate
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on its own, a layout group will ask its children how much space they want, then ask its parent layout group for enough space to show them

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if it has no parent layout group, it just uses whatever space it's been given

sonic ferry
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anyone seen this error? Couldnt find anything aside from a AI overview on google, and apparently its happening 74 times?? Only thing I can think of is some UI package or something (the AI overview suggested its cuz of some UI), this is on a VR game using some OVRoverlaypackage for canvases

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and nothing pops up when I click it, whether a script or a specific GO. Ive also been upgrading this project a few times, from 22.0.3 > 6.0 > 6.3, so possibly something there too ?

gray frigate
plain dagger
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Preferred size, min size and flexable size are used by layout groups when "control child width/height" is enabled

fair flicker
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Can anyone of you who is working as a vfx artist in any studios tell me what are the skills industry is demanding and what are the salaries of a vfx artist as a fresher?

boreal river
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Hey, guys! I got an issue with Occlusion Culling. So, for one reason when I am moving on my scene like forward a bit on a specific point I see in front of me objects to be invisible and the environment to be greyed why this happens?

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I am trying right now to rebake to see whats happening

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I put on every objects the right static flags I think

ripe sphinx
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I'm seeing some "bunching" in this dynamically created list of setting controls. itonly affects a few of the settings, from the highlighted to "Scene Audio"

polar basalt
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how do you duplicate a folder with everything within it? but for builds not editor?

ripe sphinx
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What might i look at to fix it? Weirdly when you resize the window at all, the bunching goes away

mellow scaffold
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@gray frigate i would like to thank you since i now have fixed the issue and it was all because of how you helped👍

gusty abyss
#

wth are these arrows?? Are they new?

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For some reason when I click the server button I can't click the client button

dense knot
# boreal river

Don't know if this can be a issue, but do you have a invisible object in that point? Like the door?

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Is like unity thinks you can't see through that hole

boreal river
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Now, I am creating a build

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to check it out maybe it will work fine on the final build but really it doesn't have to behave like this I think

dense knot
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But why the door is invisible? Or may be I didn't understood that 😅

boreal river
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You mean the front door

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yes of coure

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course

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its invisible like its really weird let me check on build

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Yes the same happens

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if I am going to disable the occlusion culling option on the main camera it works fine

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but I wont have occlusion culling, what I need is to use occlusion culling for my game

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I am going to check the static flags bro

boreal river
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I cannot understand which static flags to use for each object like I am getting confused sometimes like could you please help me guys understand the concept of occlusion culling ok I know what it does but really cannot understand where to use the static flags in which objects specifically?

plain dagger
#

static occlusion objects never move so occlusion vis leafs bake around them

worldly cave
plain dagger
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the docs should explain this. It should also explain how portals work (occluders that we can toggle on and off)

boreal river
worldly cave
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then what rob said is still valid

boreal river
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Something weird I have done to my objects

violet thunder
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For moving through UI with gamepads or keyboard

gusty abyss
gusty abyss
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that's cool

river plinth
#

So I have a really big school project to where I have to build a video game and I only have like one more month to do it. The only thing I have done is all the 3-D models but then when I started to get into unity, I realize how hard it was actually gonna be. So where can I find some help to build my game?

flat breach
#

hi do I need reflection probes there? I'm watching the unity tutorial on the Sponza atrium and I don't understand how to see if I need them or not

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you can see the sky through the ground by the way

gray frigate
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If you want to see something other than the skybox, you need a reflection probe.

flat breach
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in the unity video, he sees weird green effects on the wall's materials and he said that's because it reflects the skybox and you need reflection probes

flat breach
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they don't answer my exact question

worldly cave
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right and the first sentence tells you exactly when and why you should use reflection probes

flat breach
worldly cave
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do you want your reflective objects in your scene to reflect?

flat breach
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but that's not just this lol man

worldly cave
plain dagger
#

My guy that is how this shit works

worldly cave
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maybe he wants real time path tracing

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per chance

plain dagger
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You need screen space/ray traced reflections on OR reflection probes to fix this

worldly cave
sonic ferry
#

im trying to build and run from unity itself to my 3s headset a developer build, but Im getting errors, but it doesnt give me specifics. Ive been able to build a non-developer build just fine though, and usually when there's something wrong (no password, actual syntax/compiler error), it would tell me but not sure where to look to fix

sonic ferry
#

is there nuance with a developer build im missing ?

plain dagger
# flat breach yes okay

Screen space reflections still fall back to sky/reflection probe so you cant use that only

fair cove
# river plinth So I have a really big school project to where I have to build a video game and ...

Depends on the kind of help you are looking for - Unity Learn can teach you how to use the engine, "w3schools" and several other online resources can teach you C# if your not familiar, there is a Jobs section on the Unity forums to hire others, and other paid services to hire devs, theres also resources like the Asset Store (which may or may not be free) and Github that may have templates, but without a good understanding of Unity and C#, using those other resources might be confusing when you want them to do specific things with the art you have - so what kind of help are you looking for? (also I think it is good you recognized this early on, many times ive seen help with school projects its always "I have 1 day left" or less)

flat breach
#

what you're saying is I need them to make reflections happen.But sometimes you need them to remove reflections issues too and that might be not the case here, that's what it says in this videohttps://www.youtube.com/watch?v=DlxuvvYZO4Q

Step into the famous Sponza Atrium to see how to beautifully light an environment from scratch using a mix of baked and real-time techniques. Pierre Yves will showcase the GPU Lightmapper, the new Probe Volume system, ray tracing, and path tracing.

00:06 Introduction
01:18 Speaker
01:40 Volume system
02:47 HDRI sky setup
04:16 Direct lighting &...

▶ Play video
worldly cave
#

if you want reflections, you need reflection probes

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full stop

flat breach
gray frigate
#

reflection probes are necessary if you want to see reflections of the world around you, instead of the sky

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you almost always want that

flat breach
gray frigate
worldly cave
#

contrary to the apparently popular opinion but we cannot read minds

flat breach
# gray frigate i don't understand what "another thing" is here

sometimes, when you don't have reflection probes, some issues appear such as weird lighting effects on GameObjects, the guy in the video https://www.youtube.com/watch?v=DlxuvvYZO4Q, said you could see them by ovveriding the smoothness albedo and normal in the rendering debugger and that's what I've asked, how to know if I need them with the screenshot I've sent earlier

Step into the famous Sponza Atrium to see how to beautifully light an environment from scratch using a mix of baked and real-time techniques. Pierre Yves will showcase the GPU Lightmapper, the new Probe Volume system, ray tracing, and path tracing.

00:06 Introduction
01:18 Speaker
01:40 Volume system
02:47 HDRI sky setup
04:16 Direct lighting &...

▶ Play video
flat breach
gray frigate
gray frigate
#

your question does not make any sense

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you always need reflection probes

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that's the simple answer

worldly cave
#

so we told you 3 times that you will always need reflection probes, and your question is "how do i know if i will need reflection probes"

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the issues that person in the video mentions come from not having reflection probes

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so the answer is still "you want reflection probes"

flat breach
gray frigate
worldly cave
#

can you show how it looked?

flat breach
flat breach
river plinth
# fair cove Depends on the kind of help you are looking for - Unity Learn can teach you how ...

So right now the issue that I’m in is that I made a timeline for the cut scene that starts off the game, which is just a normal easy cutscene where he walks to his apartment. Sit down his keys and goes get his vacuum and then I don’t know how to transition that from doing that to be able to actually play in like add movement and I literally everything that I need.

What the game is about: my game is about you vacuuming your house and you vacuum all these dust buddies around your apartment and then once you collect all of them you pass out, so which means there will be another cutscene and then when you wake up, you are a dust bunny and you have to run away from your recorded vacuum so I’m gonna have to figure out how to record my vacuum movements and also how to make a main menu and do all that jazz

gray frigate
# flat breach

If the reflection probe was placed close to a light source, you can get unreasonably strong reflections

worldly cave
worldly cave
#

how many did you use?

#

probes

flat breach
flat breach
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one for each room

worldly cave
#

and reflection probes

gray frigate
#

it's hard to tell you anything if you don't have the scene

flat breach
#

I tried to copy with CTRL V and pressed D instead

gray frigate
#

ctrl-D would duplicate assets

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or was it shift-D?

flat breach
worldly cave
#

i mean not nescessarily but like you shouldnt just drop random lights into your scene

flat breach
worldly cave
#

just to light it up

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A. it wont make sense
B. it will lead to conflicts with reflection probes

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you want actual light sources, something physical in your scene to act as a logical light unit

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like a room typically has ceiling lights

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those can be your strongest lights

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2 ceiling lights, maybe your scene has some wall mounted lights. etc. etc.

flat breach
worldly cave
#

you dont need to nescessarily use models, they just help with representation, you ideally just want them to make sense, something you could see in a real life room

flat breach
#

by the way how to make emissive materials emit real light?

flat breach
fair cove
# river plinth So right now the issue that I’m in is that I made a timeline for the cut scene t...

Well if you want to learn those things yourself "Unity Learn" is a good place to start, if you are already familiar with Unity and C# to some degree, you can try YouTube and looking up specific features like building menues with UIToolkit or the Canvas system, and looking up how to use the Input System to do movement (imo Unitys "how do I...?" page is really helpful and "samyam" on YouTube have good videos on different ways of using the input system) - then the recording part is probably going to be fairly challenging as there may be a lot of edge cases to consider beyond "save the position to a list at a fixed interval" - I personally have not used Timeline myself, so I have no suggestions there, most games will transition the last seconds of their cutscene to the position and angle the camera starts then disable the cutscene stuff and enable the player stuff in the same frame

However, learning all of that in 1 month, may be a bit challenging depending on how fast of a learner you are, and then applying all that you learned in the same month brings its own challenges

river plinth
#

Thx

#

Instead of the recording part, should I just do ai movement. And also forgot to say about the three different endings that I wanted. I wondered one of the endings to grab the keys from the apartment and then leave and then another ending would be taking the batteries out of the vacuum to like break the vacuum, and then lastly the last ending would probably be just dying from the vacuum.

worldly cave
river plinth
#

Good idea

#

In what channel?

worldly cave
#

this one

river plinth
#

Oh

craggy swan
#

Is it bad to use a unity store asset for a game that I release?

potent geyser
#

It's what they're there for ...?

craggy swan
potent geyser
#

Then don't use them?

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You are in control over your project

copper gust
#

i would wager any unity game released that you know of used at least one third party asset or plugin

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games are big

fair cove
slow dirge
worldly cave
#

i dont think they were asking if they can upload their project to the asset store

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in fact its kinda obvious what they are asking lol

polar basalt
#

i think they are just asking if using asset store will make a bad image to the game they are making

worldly cave
polar basalt
#

as in "oh no your game is just made up of assets"

worldly cave
#

Rust for example has a lot of third party 3d models they still use in their game

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and yet its like a top 10 game on steam rn and has been for a decade almost

polar basalt
craggy swan
#

im still adding my own assets aswell

worldly cave
#

i mean obviously lol

copper gust
#

hollow knight and silksong rely on playmaker
lethal company uses terrain2mesh and dungen etc.

polar basalt
#

pretty sure by assets he means like 3d models and so on

copper gust
#

same difference

polar basalt
#

i guess

slow dirge
#

I read it as "can I distribute/sell my game via the asset store" 😅

fair cove
#

I think you step into "asset flip" territory when you basically take the sample scene from the asset store and make a menu and call it a game, or your level is almost entirely assets maybe you decided to change the color of the materials it came with - but using a few assets (especially if you decide to modify them to better fit the theme and vision of your game) to help with your level design, I dont see as an "asset flip"

copper gust
#

even mario64 used asset packs 😛

plain dagger
#

people find where certain textures came from all the time

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very true

worldly cave
#

funny it goes so deep i think when cod mw2 released (the new one) someone found a lamp model that was also in l4d2

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so both activision and valve used the same exact model that probably came from some third party repo

plain dagger
#

You hear the hl2 shotgun sounds elsewhere too. Many things come from pre made packs

gray frigate
river plinth
#

Fuzz bunnies video game help

balmy kettle
# gray frigate to me, the really important part of an "asset flip" is that the *game mechanics*...

To expand on this a little bit, there are many very popular games that had heavy use of asset store assets. Phasmophobia is one that comes to mind, most visual assets (or maybe even all of them) at the time the game launched were from the asset store but people didn't really care because the game was actually fun.
A notorious use of assets that included barely cobbled together gameplay is pretty much everything made by Digital Homicide (jimquisition fans will recognize this studio's name)

worldly cave
copper gust
#

Expedition 33 uses Miximo animations iirc

exotic relic
#

COD Mobile uses assets

craggy swan
#

Would any of you recommend a way to get better at c#?

#

like a youtube series or something?

exotic relic
#

youll gradually catch on as you create things

vivid river
# craggy swan like a youtube series or something?

Coding can seem scary at first - but it's actually not that hard! Let's learn how to program in C#.

Jason no longer offers the course mentioned in the video.

● Download VSCode: https://code.visualstudio.com/
● Download .NET: https://dotnet.microsoft.com/

❤️ Donate: https://www.paypal.com/donate/?hosted_button_id=VCMM2PLRRX8GU

···...

▶ Play video
gray frigate
#

glorious

balmy kettle
# craggy swan Would any of you recommend a way to get better at c#?

the best resource i've come across for actually learning the language is a (not-free) book 'The C# Player's Guide' by RB Whitaker. While it isn't free, it is absolutely worth the price because it structures the learning material in a very digestible way, provides relevant challenges to complete to reinforce the concepts it teaches, and also has a discord server that is fairly active where the author (and other readers) frequently help out with going through the book

balmy kettle
worldly cave
#

how peculiar

#

the animator and the component are on the same game object as well

#

Hit_1 has a singular animation event at the end that calls OnHitAnimationEnd(), yet it keeps giving me the error

#

bruh nvm actual brain fart moment i added the parenthesis into the function name inside the event

copper gust
#

god i hate animationevents

#

so clunky

worldly cave
#

anything that has you doing case sensitive bullshit like that needs to go

ripe sphinx
#

i have a ui question

worldly cave
gray frigate
#

as it should be

#

it would be very strange if a large number of completely different strings were all equal

copper gust
#

anything that has you doing string reliant stuff like that should go 😛

#

animationevents just yucky

worldly cave
#

no reason animation events couldnt have something similliar

gray frigate
#

there is a huge reason they can't, actually

#

UnityEvents can directly reference other objects in the scene

#

Animations don't live in a specific scene. They're just assets.

#

However, I believe you can at least get a dropdown of valid names if you select a scene object with an animator that uses the animation

#

(which you need to do if you want to record animations)

fair cove
# craggy swan Would any of you recommend a way to get better at c#?

I always suggest "w3schools" or "Microsoft Learn", their sites go over the basics, have quizzes and imo the best feature, they have on-site terminals so you can practice and test the code you learn about and experiment with why things are the way they are showing you to do them - once you have a good understanding of the basic topics, combining those topics to make some simple problems to solve (like "C# challenges", Microsoft Learn even have several), is a great way to learn imo, all free alternatives depending on how you learn best - I would also suggest taking either physical or digital notes as you learn, the act of writing can help you remember info, but dont try to memorize everything (instead focus on understanding things), documentation exist so you dont HAVE to memorize everything - and if your already familiar with the basics, id suggest checking out "Infallible Code" on YouTube as an introduction with code patterns and architecture

worldly cave
#

actually its spelled l337 code

#

p34k 2009 v1835

vivid river
#

n00b

tawny quail
gray frigate
#

Animancer mentioned!!

potent geyser
#

I received that for free and I've still yet to try it.

tawny quail
#

It's a complete replacement in every project for me LUL

#

Can wait for an animation to finish (what a wild concept holy moly) and also basically control it all via code if you wanted. Also has mixers you can tweak in the inspector which can handle your crossfades, events, etc

copper gust
#

feel like they could probably round those floats for readability but maybe animation nerds like knowing to that extent

potent geyser
#

Yeah, I definitely know it's usefulness (kind of how I got it for free because I showed interest when it was first coming out lol), but I just am lazy sometimes.

#

And now my game has no character controller, so ...

worldly cave
#

I have a couple of assets i bought that i never used

#

even though i probably should

tawny quail
#

I recently discovered Asset Inventory 3 and it's quite cool after you index all your assets. Can drag-n-drop a single asset from a package without importing it, and search for stuff over all of them LMAOO Makes picking sound files so much easier

worldly cave
#

oh thats actually really useful

#

im using multiple sound packages and they have like 500 clips in each

#

so something like this might be very good

tawny quail
worldly cave
#

but yeah it seems very useful to have

tawny quail
#

Oh nice LUL

worldly cave
#

i might just have to buy it

#

oh its even on sale

tawny siren
#

Does anyone here have experience with shader graph? I need help making a cylindrical vertex billboard (around the Z axis)

sonic ferry
#

anyone comfortable with the profiler tool enough to get down and dirty with some captures I got ? C:

I was able to finally get a developer build with the deep profiler on to run via the headset hardware (been working on performance for a minutee and was able to get improvements but on the headset it still runs like cheeks)

Ive got a few different captures with both a normal and deep profiler, major difference between the two is that the blue "scripts" section gets WAY bigger with the deep profiler, so im hoping it's just doing its thing as the deeep profiler, but with so much information, im having trouble pinpointing actual problem areas

slow dirge
#
  1. Start from sharing a non deep profiling capture.
sonic ferry
#

well this is the first one I did, non deep profile, and I sorted by time but I'd think the time and the percentage use would be tied together no ?

#

its still pretty bad but unlike the deep profiler its not going to like 15fps

#

and then there's a lot of internal stuff going on (the big part i keep getting confused on cuz im not entirely sure how it all relates together), such as an XRUpdate, BufferBatchMode, TrailGeometryJob...

#

the biggest question I could have right now is determining whether or not its a logic issue on the developer side (crap scripts), or if it's internal settings (an example would be how if u set the input handling in player settings to both, it warns you about performance issues if you dont pick either legacy or new), but this was also the biggest performance boost I was able to get when I was using the PC hardware, settings that I changed via some YT tutorials and just google searches

gusty abyss
#

Is following all the tutorials in unity app or at least the beginner ones a good way to learn

#

I can tell that I’m just gonna spin my wheels if I just watch videos on YouTube. Is there anything better? I feel like the stuff on unity should be at least decent right?

hushed hamlet
#

But the way I always learned was by making a small game, and working my way through the manual. I must've read the unity manual top to bottom a hundred times ~15 years ago at the 4.x era.

#

Then making a bunch of small games and working your way up.

slow dirge
hushed hamlet
hushed hamlet
# sonic ferry anyone comfortable with the profiler tool enough to get down and dirty with some...

Given the profiler is showing the biggest delay for you on the graphic performance side, id start here. Its for the quest but the same advice will help a lot on steamvr etc as well.

In a basic sense, tris, batch counts and real-time lights are very important to minimize.

https://developers.meta.com/horizon/documentation/unity/unity-perf/

sonic ferry
sonic ferry
#

oh, the 60% framerendering line at the top ? lol

#

makes sense

slow dirge
sonic ferry
#

Would using fbx instead of prefabs be a performance thing? The scene is built with these for the structures and walls, but not as prefabs

sonic ferry
slow dirge
gusty abyss
slow dirge
hushed hamlet
# sonic ferry thanks Ill look into this. Btw, how did you determine its the graphics performan...

There is a lot of ... things can cause the scripts and CPU to appear delayed, but the biggest tell for me was the Waiting for VR or whatever. Thats usually when the CPU is waiting for the GPU to complete, so it misleads the numbers.

I also fix a lot of XR projects though and its very very rarely code related outside of something obvious. I dont even dig into that until I know I have the tris, batches and lights under control.

But id start with the game view / stats screen and seeing what your poly and batches are at. If too many realtime lights are causing the issue, youll usually see the poly counts or batches counts doubling at runtime, etc.

But yeah, it does depend on the headset too. SteamVR you can push about 3x to 4x the graphic quality versus a quest 2 for example.

#

You can do some stuff to really profile deeper (i.e. the quest has a toolkit from meta that has its own profilers) and you can profile off the device etc. But 95% of the time, just checklisting some things will get you there.

#

Also, the reason I keep saying the headsets matter, is I can push a Pico 3/4 about 1.5x harder than a Q3. And Steam about 2x harder than the Pico, etc. But I typically use the Quest 2 spec as my minimum supported test device.

#

(Having a wall of headsets at your disposal for testing helps)

#

(And agonizing over your own VR framework also helps)

sonic ferry
# hushed hamlet There is a lot of ... things can cause the scripts and CPU to appear delayed, bu...

well, something odd I found was during my research, I found that meta recommends between 1.3 - 1.8 million triangles, and been using that stats pop up in the game view shows ~900k. When I was following Valem's tuts on performance (https://www.youtube.com/watch?v=Jgf3F--VoPg), I really thought the ambient occlusion stuff would be the final nail to ensure I meet the fps requirements, but sadly it did like aboslutely 0 (big) changes as far as I could see. When baking, I could in the scene view visually see all the gameobjects not in view disappear from the scene view (which it was not doing before since I hadnt set it up until recently), but again, didnt really help anything regarding performance (even though the triangle count went down to around ~200k depending on which way the camera was facing). Im gonna be looking at ur link, and now that I got the profiler working with the headset, Imma try to just disable/enable things like what dlich mentioned, and go from there. I was really hoping not to have to take this apart like this, but I dont think i got another choice atm lol

Welcome to this second episode of the Optimization tutorial series. After learning how to optimize the untiy settings, in this video we are going to learn how to optimize a Unity Scene !

Big Thanks to Cognitive 3D for sponsoring this video. You can try the tool by registering for free and test the pro version here : https://app.cognitive3d.com/...

▶ Play video
#

but ill probably be back next week or smthing ngl

hushed hamlet
#

Ill also say some shaders also just run really poorly on android/VR. Specifically a lot of the free outline and water shaders.

hushed hamlet
hushed hamlet
slow dirge
cyan lion
#

In unity suppose i am making a 3d game. I imported 4k textures for all the assets. Would i need to reexport textures from substance for lower settings or can unity automatically generate lower resolution textures

slow dirge
exotic relic
rugged rapids
willow wind
#

related to development cycle/progress tho, i just thought before i started to build the game world/stories, maybe i should have a scene where i can put every single game features/NPCs/stores....etc

#

and once every single NPCs/gameplay is confirmed, i will start to build the world

#

maybe this will be better

drifting jacinth
slow dirge
#

Don't crosspost

#

!collab

vagrant rootBOT
# slow dirge !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:
• ** Collaboration & Jobs**

drifting jacinth
#

So Yea Uhh... When I Build And If I Select Same Folder And It's Will Replace Right?

copper gust
#

<@&502884371011731486>

sage basin
#

?ban 893924425181827205 bot spam

novel scarabBOT
#

dynoSuccess alfarizie_ was banned.

open sphinx
#

why is there no thing to put an image in there

elder geyser
#

For a gizmo/handle solution within a game what would be a good method to draw the gizmos? I see there is an old GL API but i think the Graphics API is newer? The idea is to have some gizmos for editing some properties for example a spline path that you can adjust.

craggy pollen
plain dagger
sly lake
#

This doesn’t look like HDRP/lit

pale coyote
#

Guys is there a way in which I can make my HUD look imperfect. I'm making a game where the view is through a camera and camera are supposed to have unclear footage. I managed to add noise the game itself but not the UI

sly lake
pale coyote
zealous grail
#

hello does anyone know what setting is making this happen? when i zoom into the map anything on the bottom just dissapears

sly lake
sly lake
#

Check documentation

pale coyote
craggy pollen
pale coyote
craggy pollen
#

( a small object on the surface for example)

pale coyote
#

F to focus

zealous grail
pale coyote
#

What u making anyways?

sly lake
#

You can disable this permanently

#

Top of the scene view there’s a camera button, disable the automatic clipping and set to 0.01 / 10,000

zealous grail
#

alongside it there will be procedurally generated physics for enemies, including hit reactions, fistfighting and melle combat

#

think of it as the last of us 2 inspired from the terms of ai

#

i don't have a release date and i'm working on it alone

#

also the theme is going to be die hard like going up a skyscraper fighting terrorists

cyan lion
#

ok i had another question, when using adaptive probe volumes, can we use reflection probes as well or they are not meant to be used together

rugged rapids
#

friends, anyone interested in practicing together?

sly lake
#

I imagine they could be used together but you’d have to try

cyan lion
sly lake
#

Toggle the reflection probes

#

See if anything changes

cyan lion
#

yeah the shiny materials are affected

#

but turning apv on and off does nothing

#

why is that the case

median roost
#

my autocomplete recently broke in vsc

#

anyone know how to fix this

#

like wth is going on

craggy pollen
#

!ide

vagrant rootBOT
sly lake
cyan lion
#

can we do debugging in vs code?

median roost
cyan lion
#

vs community is an full fledged IDE

silk fractal
craggy pollen
cyan lion
#

VS code i think is just a text editor with autocomplete

cyan lion
craggy pollen
#

you have to find out, but it does have debugging function

cyan lion
#

arent both seperates systems

#

like apv is apv, and generate lighting in lighting settings is enlighten

craggy pollen
#

are you lookign for A* pathfinding?

sly lake
cyan lion
sly lake
#

Nah it’s already active

cyan lion
sly lake
#

But you select one of two for your project

cyan lion
#

this

sly lake
#

Yeah

drifting jacinth
ionic rover
#

Can someone help me pls? Unity can't load cfg files correctly

plain dagger
#

what makes you think it supports them?

ionic rover
#

I use 2019.4.18f1 for part tools, I load spaces, but there are no props listed in cfg

#

KSP engine is Unity

craggy pollen
ionic rover
#

I get FormatException: input string was not in correct format

plain dagger
drifting jacinth
craggy pollen
#

looks like normal behaviour to me

ionic rover
#

Unity can't load cfgs properly

#

I installed C# for Unity from Visual Studio 2019 installer

#

and yet it still can't read code properly

plain dagger
#

unity has no support for cfg files so i honestly dont understand what the issue really is
If its for modding or some toolkit for KSP then you need to check elsewhere

drifting jacinth
craggy pollen
#

yep that is a solution

ionic rover
plain dagger
#

VS plays no role in code compilation so its not the problem

#

visual studio or visual studio code or something else are just used to edit code

ionic rover
#

does it look like C#?

plain dagger
#

100% NO

zealous grail
#

how long does it take for materials to render in

median roost
zealous grail
#

right i need urp i think

#

i do

#

its compatible

drifting jacinth
#

Guys? What Is This?

plain dagger
drifting jacinth
plain dagger
#

If it keeps happening then report it with the window that shows up

cyan lion
#

i get this when i try to bake sometimes

#

is it normal

drifting jacinth
#

It's Really Of Very Normal For Me (I Have Only 8 GB Ram)

cyan lion
#

i have 16 gb

#

but vram only 4

drifting jacinth
#

Unity Is Entering Safe Mode 💀

plain dagger
#

Thats when you have a compilation error

drifting jacinth
#

Yea... 99999999999999999999999 Is Not A Good Number For Set UI Elements To FullScreen

drifting jacinth
#

nvm... Reinstall Editor It's Need To Ok

flat breach
#

hello how do lighting settings work? can I have different ones per scene or not?

flat breach
drifting jacinth
#

Huh... I Just See A New Bug

During My Editor Crashed And Every Game In My PC (That Made With Unity) Was Crash Too
After I Restart My PC... Anything Fine

violet thunder
#

If I understand what youre saying

lament merlin
#

can anyone tell me how to install unity on macos

#

plz

drifting jacinth
lament merlin
lament merlin
#

it might make more sense then

drifting jacinth
lament merlin
lament merlin
drifting jacinth
lament merlin
drifting jacinth
lament merlin
lament merlin
lament merlin
gusty abyss
#

Hi!

#

I'm new to this server

drifting jacinth
#

I See

gusty abyss
#

I have a question

drifting jacinth
#

Ok? (Me Again?)

gusty abyss
#

If I want to show you one of my projects, where can I show it?

potent geyser
#

You make a video of it

gusty abyss
#

Recently I started to create an FPS Chess game and I want to show you my game.

gusty abyss
potent geyser
gusty abyss
#

Oh, ok

#

Thx 👍

drifting jacinth
ionic rover
#

I have tried everything. I reinstalled Unity, reinstalled Visual Studio, and nothing works.

#

It still can't read cfg properly

#

Do I have to install unity with visual studio in one drive?

drifting jacinth
#

I Think Not

#

New Updater Found!

Do You Want To Update The Updater Before Update Your App?

gray frigate
ionic rover
gray frigate
#

alternatively: what model year is your macbook?

thorny willow
#

guys are you guys experiencing unity crash after playing on vr and click stop game too?

ionic rover
#

I have done experiments, Unity can't read .cfg, but can make one

#

The format of previous and new cfgs are same

#

Unity can only save them, but not import.

#

configs of space. I can't load props

#

cfg I made in unity(It can't load its props too)

#

Can someone explain to me why Unity can make things, but not import?

#

And I get Format exception error

#

imput string was not in correct format

#

But the languages of those cfgs are same

flat breach
ionic rover
#

Anyone can help me? Is it problem with system? Like it can't give Unity some permissions

muted elm
# ionic rover Anyone can help me? Is it problem with system? Like it can't give Unity some per...

Hi! I think I understand your problem. Unity can create the .cfg file, but it can’t import the old one because the parser is very strict. Even if both files look the same, there’s usually a small hidden difference that causes the FormatException. It can be things like extra spaces, different number format (comma/dot), BOM characters, or different line endings. That’s why Unity reads the file it creates, but not the older one.

ionic rover
ionic rover
#

My system was in russian

#

And it was the problem

#

So I changes to english

#

And boom! All internals now have props listed in cfg

muted elm
flat breach
potent geyser
flat breach
#

hello, someone explained me that if I wanted a dark environment and put on a dark skybox and reflection probes, the sky wouldn't matter.And I didn't understand it and I've just tried every possible combinations in a project and he was wrong, reflection probes if baked and put after the skybox will bake the reflections that are also based on the skybox but once baked if you remove the sky and put another one, nothing will change. He was wrong right?

flat breach
toxic stream
#

😉

#

cool

craggy pollen
#

lighting in unity can be really overwhelming

gray frigate
torpid seal
#

Hi I am new

craggy pollen
#

hi new

flat breach
vestal patrol
#

is the A* pathfinding project by Aron Granberg still the best free pathfinding asset available?

worldly cave
#

the what the who?

vestal patrol
#

Aron Granbergs A* pathfinding project. its the only thing that really appears when you search "2d pathfinding unity" https://www.youtube.com/watch?v=jvtFUfJ6CP8

Let's learn how to make 2D pathfinding using A* with and without code!

● Check out Skillshare! http://skl.sh/brackeys17

● A* Pathfinding Project: https://arongranberg.com/astar/

·················································································...

▶ Play video
rigid galleon
#

Hey, I am not sure where to ask this tbh as it's an advice question, let me know if I should move it to another channel.
I am working on a game that's fully physics based, and I would like the player to affect all the other rigidbodies, but the player shouldn't really be affected by them.
I found a great FOSS asset, Better Physics that should solve this exact issue, however, it sadly appears to be broken in newer unity versions.
Here's a short video showing exactly what happens:
https://youtu.be/BPDS2-cXU0E?t=41
You can see that as soon as I hit the fruit, katana gets pushed down.
So I was wondering what the alternatives to this asset would be?
Like does unity have something built in, should I just resort to using vastly different rb masses(has it's own downsides), or is there something else I am fully unaware of?
Please @ me and thanks in advance!

balmy kettle
#

if it is actually "broken in newer unity versions" then you should submit an issue on the github so praetor can fix it

rigid galleon
violet mountain
#

Hey guys, Wassup!
Anybody has any experience of upgrading an old—I mean very old—Unity project (5.6, 2017) to current Unity versions like Unity 6.0 or 6.3?

sweet charm
silk fractal
#

You basically put greyscale map (roughness, metallic, AO, whatever) into Red, Green and Blue (and Alpha channel too, but it's optional) channels.

#

Since greyscale map is greyscale, and not colour, it uses simple values in range from 0 to 1, that you can put into 1 colour channel.

#

But Unity uses some own channel packing conventions, so you'll have to learn that yourself, I am learning these myself.

open sphinx
#

still don't get it✌️

worldly cave
#

it doesnt sound like you are trying to get it...

silk fractal
worldly cave
#

what dont you get in particular

#

theres nothing here that you cant take some initiative and look up yourself

silk fractal
silk fractal
#

Personally that's why I joined this Discord server.

gray frigate
#

images are made up of multiple channels: typically red, green, and blue

#

many images also have an alpha channel, which can be used for transparency

#

however, these channels don't have to be used to represent colors

#

they can store whatever data you want

near ivy
#

I'm trying to launch the editor right now but its failing to do so, I'm not seeing in the editor log any critical issues except that 'Native extension' not found

#

I'm been modifying the assembly heavily, mostly by renames and moves, should I just let it run a very long time? I dont think editing 36 files guarantees appearing frozen

gray frigate
#

in what way is it failing?

#

is it freezing?

#

I've run into situations where the asset importer deadlocks completely on startup

near ivy
#

Freezing in Load scripting assemblies

#
Begin MonoManager ReloadAssembly
Registering precompiled unity dll's ...
Register platform support module: ~/Unity/Hub/Editor/6000.3.2f1/Editor/Data/PlaybackEngines/LinuxStandaloneSupport/UnityEditor.LinuxStandalone.Extensions.dll
 Registered in 0,001020 seconds.
- Loaded All Assemblies, in  0,184 seconds
Native extension for LinuxStandalone target not found
 
(Unity:63485): GLib-GIO-CRITICAL **: 21:02:34.302: g_dbus_proxy_call_sync_internal: assertion 'G_IS_DBUS_PROXY (proxy)' failed

(Unity:63485): GLib-GIO-CRITICAL **: 21:02:34.381: g_dbus_proxy_call_sync_internal: assertion 'G_IS_DBUS_PROXY (proxy)' failed

(Unity:63485): GLib-GIO-CRITICAL **: 21:02:34.382: g_dbus_proxy_call_sync_internal: assertion 'G_IS_DBUS_PROXY (proxy)' failed
Package Manager log level set to [2]```
gray frigate
#

and a few dbus errors, which I've concluded are just how linux works 😉

near ivy
#

Glib doesn't matter I believe as I get plenty of those errors

strange moon
#

Does Unity run on macbook arm?

storm patio
#

yes

gray frigate
gray frigate
strange moon
#

So can compile to all platforms as usual?

gray frigate
#

Yes, I build for Windows, macOS, and Linux

storm patio
#

yes, that's unrelated to it being runnable on mac

near ivy
#

Oh yeah something I've thought about is since I'm modifying everything on Rider, that includes .meta files, should I try getting rid of them?

strange moon
storm patio
gray frigate
#

(but Unity handles this properly)

gray frigate
#

notably, you should not be editing the contents of .meta files (and especially not deleting them) if you don't know exactly what you're doing in there

#

the .meta file is how unity identifies the asset

silk osprey
#

Hey uh is this the right channel to help with a weird console error I have for my game ?

gray frigate
#

deleting the .meta file will make Unity think it's a brand-new asset and break all existing references to the asset

near ivy
#

Yes I am aware, but I'm been moving files around and Rider just modifies the meta files as well as they appear in the git history

strange moon
gray frigate
storm patio
#

!ask

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #🌱┃start-here

near ivy
#

Doesn't seem like getting rid of Library does it

silk osprey
gray frigate
#

This may just be an internal Unity problem.

#

This error gets logged if something forgets to dispose of a data buffer correctly

#

Does restarting the editor make it stop?

silk osprey
#

i'll try it out

near ivy
#

Oh right, I should mention that since I upgraded to 6.3, the package manifest got modified without me doing anything and removed Linux systools

silk osprey
potent geyser
#

That error is a memory leak, so something is looping infinitely. Either caused by you or the editor. It's impossible to say from the error alone.

silk osprey
#

Yeah i got into a little looping error so that must have been why, still thanks for helping

near ivy
#

Oh also the the main Unity thread is just sleeping, so im unsure what's even going on

#

Seems like mono is crashing? Reverting to a previous commit that did work does nothing.

cyan geode
#

guys ik that this is a dumb question but is there actually a chance to be like hired in companies and stuff by just learning designing and modeling and learning script languages?

copper gust
#

if you get really good at one or two of those things, yes

worldly cave
#

getting a job in the industry is a pipe dream at this point

#

and one that isnt particularly worth it anymore

#

Companies also dont care if you know how to write code or 3d model, they dont care if you "learned" in a sense, they almost exclusively care about what you can do with that knowledge, and for that you need experience, projects, portfolios etc. etc.

cyan geode
#

whats the solution for that?

worldly cave
#

You start working now

#

on projects on your own

#

after some time and hopefully some success you leverage that and apply for jobs at game studios

cyan geode
#

what do you advice me to do

#

or focus on the most

worldly cave
#

to start working...

#

make games

#

however you know how

#

everything else you will learn along the way

solar panther
#

I’m not making fan-games and becoming fan-game developer anymore.

I’m wanted to make my own official game for becoming official game developer.

worldly cave
#

nothing wrong with making fan games, and making fan games doesnt make you any less of a game developer lol

tawny quail
#

Good examples of insanely good fan games are Black Mesa (recreation of Half-Life 1) and Entropy Zero: 2 (essentially Half-Life 3 through the eyes of the bad guys).

worldly cave
#

also any scp game

#

scp 5k in particular

#

game is such a vibe actually

vague pebble
#

Unity is shit i am switching

copper gust
#

ok

gusty abyss
#

i just loaded up my project and everything in the scene has randomly moved and rescaled do u guys know wtf could have happened and if its fixable without having to replace everything

storm patio
#

that's not much info to go off of, but sure here are some ideas

  • you didn't save, this is a previous version
  • your file got corrupted, maybe due to syncing files like what onedrive does (you should not sync project folders)
  • someone else modified the file, maybe through vcs, and you're looking at a new version
crimson elbow
#

Does anyone know of any good tutorial, or assets that make putting a level together easier?

storm patio
#

depends a lot on your project

gusty abyss
near ivy
#

on bootup, how many processes are Unity supposed to have? Still debugging this thing, to see why it doesn't launch. Currently only haves the package manager and the licensing process, both are sleeping

#

Actually since the last line of the editor.log is erroring on the package manager I just checked upm.log

[2025-12-24T21:53:19.942Z][ERROR] Error: Request [GET https://unitynuget-registry.openupm.com/org.nuget.system.runtime.compilerservices.unsafe] failed with status code [502]
#

...Is it possible that getting a 502 on a package makes the packager manager hang, which makes the editor never load?

storm patio
#

weird, the website doesn't seem to be down

near ivy
#

Seems its a package manager issue since I just terminated it and Unity restarted another package man process but the launcher progressed and I got new logs in the editor log

storm patio
#

502 is bad gateway, a server-side issue

near ivy
#

Servers can answer however they like to mislead attackers, I might be having a IP issue

#

Yeah I just updated upm.log after 5 minutes and I got a single 502 again for the same package

#

Okay, maybe it just doesn't like the Unity client right now, since I can access it just fine through the same IP as my browser's yet UPM cannot load it

storm patio
#

do you have other unity versions installed? maybe try with those if you do

near ivy
#

Infact I upgraded to beta 6.4 instead of using 6.3 and it doesn't work there

storm patio
#

and it did work in 6.3?

#

or did you have the same issue

near ivy
#

Yesterday / earlier, yes, but not now

#

For example, launching with 6.4:

[2025-12-24T22:08:51.320Z][INFO] Command-line: ~/Unity/Hub/Editor/6000.4.0b2/Editor/Data/Resources/PackageManager/Server/UnityPackageManager -s 15880 -ipc -ipc-path /tmp/Unity-Upm-15880.sock -l 2
[2025-12-24T22:08:51.324Z][INFO] IPC server started (IPC path=/tmp/Unity-Upm-15880.sock).
[2025-12-24T22:08:51.324Z][INFO] Hint: To connect to this UPM instance, launch Unity with the command-line parameter -upmIpcPath Upm-15880.
[2025-12-24T22:08:53.146Z][INFO] project:add-dependency <-- Request received
params: {
  "packageId": "com.unity.sdk.linux-x86_64"
}
[2025-12-24T22:08:53.155Z][INFO] project:add-dependency <-- Request received
params: {
  "packageId": "com.unity.toolchain.linux-x86_64-linux"
}
[2025-12-24T22:08:53.277Z][INFO] project:list-packages <-- Request received
params: {}```
#

After params it hangs and 5 minutes later ill get a 502 error out of a package

fleet canopy
#

You should probably report this to unity considering it’s a beta version

#

If it worked fine in 6.3 then your issue is there

#

if you have a backup of the project try loading with 6.3 to see if that’s actually just a beta issue

near ivy
#

It also hanged in 6.3

balmy kettle
#

!collab 👇

vagrant rootBOT
# balmy kettle !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:
• ** Collaboration & Jobs**

velvet crown
near ivy
#

Just came back after my last message, 20 minutes, UPM is really trying hard:

[2025-12-24T22:11:09.015Z][ERROR] Error: Request [GET https://unitynuget-registry.openupm.com/org.nuget.microsoft.codeanalysis.csharp] failed with status code [502]
[2025-12-24T22:13:24.179Z][ERROR] Error: Request [GET https://unitynuget-registry.openupm.com/org.nuget.system.buffers] failed with status code [502]
[2025-12-24T22:15:39.346Z][ERROR] Error: Request [GET https://unitynuget-registry.openupm.com/org.nuget.system.memory] failed with status code [502]
[2025-12-24T22:17:54.510Z][ERROR] Error: Request [GET https://unitynuget-registry.openupm.com/org.nuget.system.runtime.compilerservices.unsafe] failed with status code [502]
[2025-12-24T22:20:09.682Z][ERROR] Error: Request [GET https://unitynuget-registry.openupm.com/org.nuget.system.io.pipelines] failed with status code [502]
[2025-12-24T22:22:24.846Z][ERROR] Error: Request [GET https://unitynuget-registry.openupm.com/org.nuget.system.buffers] failed with status code [502]
[2025-12-24T22:22:24.849Z][ERROR] Error: Request [GET https://unitynuget-registry.openupm.com/org.nuget.system.runtime.compilerservices.unsafe] failed with status code [502]
[2025-12-24T22:22:24.850Z][ERROR] Error: Request [GET https://unitynuget-registry.openupm.com/org.nuget.system.text.encoding.codepages] failed with status code [502]
[2025-12-24T22:22:24.852Z][ERROR] Error: Request [GET https://unitynuget-registry.openupm.com/org.nuget.microsoft.codeanalysis.analyzers] failed with status code [502]
[2025-12-24T22:22:24.853Z][ERROR] Error: Request [GET https://unitynuget-registry.openupm.com/org.nuget.system.collections.immutable] failed with status code [502]
[2025-12-24T22:24:40.014Z][ERROR] Error: Request [GET https://unitynuget-registry.openupm.com/org.nuget.system.numerics.vectors] failed with status code [502]

#

So unless someone knows how to disable UPM temporarily, I guess I'll just remove these packages from the manifest

gusty abyss
#

What can I do if I've completely and utterly fucked the MPPM (Multiplayer Play Mode) Package?

#

I removed and recreated the configurations, removed and reinstalled the package and reimported all assets and it's still fucked

#

The editor windows have broken GUI and don't receive input

#

The GUI looks the same as the main editor, which isn't how that should be and the title is some random string

#

And it's not even all windows, specifically the middle one which is supposed to be Player 2

worldly cave
#

nothing is irreparable with version control, when was your last commit?

silent mica
gusty abyss
#

and also i don't have version control right now because i kind of broke it temporarily

#

i had a bare repository on my server with all my projects in and some error happened and I can't fix it right now

gusty abyss
#

Is it faster or slower?

#

More or less cumbersome?

gusty abyss
#

Which I shouldn't have done

#
    static LayoutOnPlay()
    {
        EditorApplication.playModeStateChanged += OnPlayModeChanged;
    }

    static void OnPlayModeChanged(PlayModeStateChange state)
    {
        GameObject uiManagerObject = GameObject.Find("UI");
        UIManager UIManager = uiManagerObject.GetComponent<UIManager>();

        if (state == PlayModeStateChange.EnteredPlayMode)
        {

            if (IsMultiplayerPlayModeWindow())
            {
                UIManager.OnClick_Client();
                return;
            }
            else
            {
                DeferredLoad("Testing");
                UIManager.OnClick_Server();
                UIManager.OnClick_Client();
            }
        }
        if (state == PlayModeStateChange.ExitingPlayMode && !IsMultiplayerPlayModeWindow())
        {
            DeferredLoad("Layout");
        }
    }

    static bool IsMultiplayerPlayModeWindow()
    {
        // Check if this is a clone/virtual player instance
        // Multiplayer Play Mode windows are launched with specific command line arguments
        string[] args = System.Environment.GetCommandLineArgs();

        for (int i = 0; i < args.Length; i++)
        {
            if (args[i] == "com.unity.mppm.clone")
            {
                return true;
            }
        }
        return false;
    }

    static void DeferredLoad(string name)
    {
        EditorApplication.delayCall += () => Load(name);
    }

From this editor script

balmy kettle
#

can you not just reset the layout?

gusty abyss
#

It wasn't like this exactly, I just added the checks to see if it's in an MPPM window now

gusty abyss
balmy kettle
#

have you at least tried

gusty abyss
#

The MPPM windows have their own thing

gusty abyss
gusty abyss
silent mica
# gusty abyss How is it?

It won me back by actually working consistently. Ultimately both of these solutions do the same thing.

gusty abyss
#

Which is why there isn't a dropdown to do so

balmy kettle
#

okay but have you tried from the main window where that option is available

#

it is supposed to reset all layouts

gusty abyss
tame estuary
#

Hi everyone, has anyone here used Mesh Baker before?

I'm trying to do this on a house, but the corners are bugged, only the corners.

crude robin
#

Is this laptop good for unity?

radiant pewter
#

any idea what this means?

#

wait it means I am an idiot

#

ignore me

vague trail
#

wait to redeem code available

#

only a code available per day

vestal patrol
#

ok so, i have a map. I want to make it so that when i click on a predetermined spot on the map, a character will go to that predetermined spot, sort of like the map screen from super mario whatever-game-the-map-came-from. trying to use A* pathfinding to make this happen, but the physics are making the character bounce around instead of snaping to each point. Its also quite... efficient. Anyone have any better solutions for this before i dedicate all of this time to fixing it?

potent geyser
#

A* is the goto for pathfinding dynamic paths. The fact your physics is countering it is a flaw in how you implemented the movement, not the A* itself. However, if you're making a world map with nodes the player can move between,t hen you can just do that manually?

Place the nodes down, define the "path" between two nodes, and just use that to traverse along between them. A spline would be a good solution for a path to follow, and it doesn't require physics.

heady gorge
#

random question
in a case where i'm trying to detect if something is close enough to actually be hit, should i use a collider and simply detect if the object goes into that collider, or should i measure how far away the entity is?

in this case, the game has no extra floors, so its not like we're going to run into the issue of being above or below something and then it tries to hit the player

#

ive been thinking about it for a bit and im just wondering if i could potentially get more value out of measuring the distance
like in the case that this is a boss, let's say i only want it to do a specific move that only happens if they're a certain distance away, that sounds great.

but for like a minor enemy that will realistically only have 1 or 2 moves at best, it might be unnecessary?

#

the main thing about the second plan to me is that i'm just not sure how to make it performance efficient if the enemies are randomly spawning. i dont want it checking every moment for like 12 enemies at a time if the player is a certain distance or not

hidden grotto
#

Hello, trying to learn Unity for a Job interview i was watching a tutorial on it, it showd that the mode can be changed from default to hdr, there is no such option for me, can anyone help? I apologise in advance is this is the wrong channel to ask this stupid question,
Thank You.

hidden grotto
#

NM i'm a fucking idoit

oak meadow
#

Whats the best way to find an object in a scene I don't want to use too much server cpu or resources I am thinking getting all the objects in the scene then Finding by tag

copper gust
#

what are you trying to do

oak meadow
copper gust
#

Generally you'd want to use a "Singleton" programming pattern inside the GameManager then

oak meadow
copper gust
#

I would suggest not having duplicate gamemanagers in the scene

#

Perhaps a single one in 1 scene?

oak meadow
#

well each gamemanager tracks like gamestate and stuff i guess its possible but not sure if its the best way

copper gust
#

when you say each gamemanager

#

is it the same class

#

or are you saying there are different "managers"

oak meadow
#

Its the same game manager object just duplicated in different scenes

copper gust
#

That is certainly unconventional

#

does this manage the game or like just a level/the stuff in that one scene

oak meadow
#

It generates the map spawns the players character tracks the timer then saves the stats to the backend

#

if thats what you were asking

oak meadow
#

I could store the players correct scene name and have the gamemanager tell an object in the lobby scene the scene that its in and have the lobby object give the reference to the player Would this be better

wooden cove
#

I'm trying to merge a branch using UVC, but apparently there are a few conflicts i have to resolve

#

the unity docs say this but

#

i can't find it anywhere it seems

steady elbow
violet thunder
#

Does it still happen?

steady elbow
agile arch
#

can anyone help me adding my existing unity project to a github repo

craggy pollen
#

if you have Visual Studio you can do that from the Git tab

#

or you can use git desktop to do that

slow dirge
#

Or git cli

craggy pollen
#

or that

open sphinx
#

private Rigidbody rb; why does it not work

dusky forum
open sphinx
#

it says the modifier is not valid for the item

dusky forum
#

Are you placing it within the correct scope?

#

I'm assuming the private access modifier is throwing a tantrum because you've got the variable in some local (method) scope.

open sphinx
#

i put it in the public class scope

#

should i make a private class

dusky forum
#

Maybe show more context (code)

open sphinx
#

sure

dusky forum
#

!code

vagrant rootBOT
solar panther
#

Am i allowed to download free button sounds effect from website to import on Audio Source?

dusky forum
#

There's also the asset store (plenty of free stuff)

gusty abyss
#

Hi! I have a question. I want to create a game. I want to use some assets from Unity Asset Store. But I see that there are some licenses. Which license is for making public games to sell?

gusty abyss
#

Thx

steady elbow
#

im new to unity, how do i make the uv triplanar in a 3d material?
do i really have to use the shader graph?

ocean locust
#

hey gamers

noble cargo
#

yo wsp

#

hows everyones christmas

safe python
#

Sup

ocean locust
#

it's good so far :)

#

making christmas dinner with my boyfriend

#

trying to figure out in my brain how a mechanic i wanna add to my game could work

noble cargo
ocean locust
#

aw that's a shame

#

that's why i only do small solo projects tbf😭

#

the idea of giving someone else my baby is... scary

noble cargo
#

fair

#

yh

ocean locust
#

i have dev friends that offer to help but i just use them to consult with

#

mostly because "my vision"

noble cargo
#

fair i have bad vision too

ocean locust
#

😭

#

my vision also sucks but i meant creative vision lol

noble cargo
#

oh lol

ocean locust
#

i say that, but my friends have already morphed this game from "cutesy cozy game where you play as a witch" to "basically schedule 1 but potion brewing". so,

noble cargo
#

lol the only game ive tryed to make is from a tutorial and even then its cinfusing but i know the engine but not coding

ocean locust
#

ie i wanted the ability to crush or dry herbs and flowers. they said "what if you crushed up and dried poppy seeds?". or, "what if you put rotten fruit and sugar in your cauldron?" and now it's taken.. a turn

noble cargo
#

lol

steady elbow
#

what does this mean

noble cargo
ocean locust
#

it's very hard to balance the tone when your animal crossing-inspired cozy game suddenly has the ability to get the town hooked on opiates and moonshine 😭

ocean locust
#

i kind of wish i hadn't quit the programming course i was in when i was younger, because it'd make this stuff waaaay easier now lol

noble cargo
#

expecialy when im 13 but im taking coding classes at school so

ocean locust
#

aw yeah, you'll get there

noble cargo
#

i po[e

#

hope

#

what was that spelling

ocean locust
#

you pope

balmy palm
#

Pretty cool. Couldn’t get into coding back when i was 13 myself.

subtle owl
ocean locust
#

i was too busy listening to mcr and having dumb drama when i was 13 tbh

noble cargo
ocean locust
#

python is a good skill to have!

noble cargo
#

yh im desent no where near them

balmy palm
#

Excuse my lack of knowledge but does python have libraries? Or is it just basic raw coding?

noble cargo
#

cant remember tbh ive kida blocked school out till january at least

balmy palm
#

Well you’re certainly fluent in english, that’s certainly great for coding.

noble cargo
#

im really not

#

at all

balmy palm
#

Well, not fluent, perhaps but i’m inclined to believe that it’s your native language.

ocean locust
#

i also learned python in school though and they didn't teach us anything about libraries 😭

subtle owl
balmy palm
balmy palm
balmy palm
#

Some could argue that math is the hardest part of programming

#

Which i wouldn’t object upon.

main venture
#

Good morning and marry christmas everyone

balmy palm
#

It’s actually evening here

#

Lol

late tiger
#

i keep getting this what could be wrong deleted the library folder and added it to windows defender but doesn t stop lol the code is good

late tiger
#

🙃

wide salmon
#

is there any beginner that’s learning like me? I like to think that if we learn together it’d be fun

tall hearth
balmy palm
#

And they would play some flash games

#

Nowadays some people can't even endure a 5 minute youtube video. We've come a long way

steady elbow
#

should be enough for grass....

steady elbow
pearl oyster
#

You don't need to answer if you don't know

pearl oyster
steady elbow
#

how do i make an input in the shader graph, so that i can change its value from inspector?

late tiger
torn heart
#

when i export meshes from Blender it uses the wrong axis as up axis in local space (even when setting y as up in blenders export settings) how can i fix that?

exotic relic
gray frigate
#

(this causes issues for skinned meshes, iirc)

steady elbow
#

i love shader graph, my main shader looks like that so far

unique light
#

Gorilla. Tag

gusty abyss
worldly cave
#

No access UnityChanHuh