#💻┃unity-talk
1 messages · Page 49 of 1
me?
Think about it...
I am not
!collab
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We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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Its called the tech and classroom support channel
Thats on this server? What the hell
thank you!
yh might be because of your roles
select coding stuff might come uo then
probably educator
the specialty stuff just gives a color role and adds the channels to your list, doesn't give you any perms
When I go to scene it looks like the image but when I go to game It looks blue and blank please help me fix it (I did script scrolling UI look at right hand side code below.)
using UnityEngine;
using UnityEngine.UI;
public class ScrollingBG : MonoBehaviour
{
[SerializeField] private RawImage _img;
[SerializeField] private float _x, _y;
void Update()
{
_img.uvRect = new Rect(_img.uvRect.position + new Vector2(_x, _y) * Time.deltaTime,_img.uvRect.size);
}
}
anyways yeah you definitely posted in the wrong place
everything is unitytalk, tbf
seems like the color on your rawimage is completely transparent
how do I stop that?
I have zero clue why
Okai.
over there, specify what kind of canvas you're using
can anyone help i dont know how to export a animation as a fbx
: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**
Merry Christmas Everyone 🎄
Hello, where should I go to ask for advice/ideas on the technical side of lighting?
i.e. what my methods of baked lighting could/couldent work with my requirements and environment, ideas on how to optimize, etc. tops for how to use skyboxes and enviromental lighting in holy internal enviroments. etc
pic for context.
that would be for #1390346776804069396
thanks 🫡
hello, why am I getting weird replacements with timeline? each time I'm animating a GameObject and moving it at a certain position, when I go to another seconds timeline, the GameObject isn't at the same position anymore, and it's really annoying and almost impossible to edit with that.
guys, would you consider this a big shader?
no
well, this is my main shader, and im 2 hour into learning unity
ok?
whats the point of this, this is a help channel, do you have some kind of question regarding your shader?
You should see HDRP’s light loop 😅
👋
Unity's UI is so confusing - I'm trying to find the Input Package setting in my project settings to change it back to the older version
but I can't find it
it takes me to the section it's in but doesn't even bother highlighting it
😭
you're in the wrong place
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
it's not a package thing, just a dropdown
oh wait you said project settings. idk why i read that as package settings, mb
LMAO it’s fine
Okay switching it back was a mistake it just froze my pc
okay i
bricked unity
oops
It's not that large! It does have some wonky wire-crossing that makes it harder to understand
oops, i didn't scroll down after reading #💻┃unity-talk message
Hello, could anyone please help me with my timeline issue in #🏃┃animation , I’m stuck on this since 4 hours or more
does any one have any all in one pathfinding packages they would recommend? id be willing to pay
hello, can anyone help
u still need help?
!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
Yes of course
hello, why am I getting weird replacements with timeline? each time I'm animating a GameObject and moving it at a certain position, when I go to another seconds timeline, the GameObject isn't at the same position anymore, and it's really annoying and almost impossible to edit with that.
This is my issue
are u making a animation, or just a render
An example , let's say I'm trying to make the Gameobject's position from 10 to 15 x, between 2 and 3 seconds, I'll set the 10 x at 2 seconds then when I go to the 3 seconds timeline, the position will be another one than 10
I’m making an animation in Timeline
ok
do u have auto keyframes on?
Do you mean like putting a number to set the line to ? Sorry but I’m not smart btw
lemme screenshot what i mean
i cant screenshot it lol
can u send a vid of what ur talking about?
🤣 dw you used the normal screenshot option right ? I’ve forgot the name on keyboard
lol
Bro we are both tired I guess lol
Yes ofc
yeah, im beginner too
well idk if u are one
but i am
Have you already used timeline ?
im tryna recreate what ur doing or somethin
To learn ?
Anyway wait I’ll try to make a video but it’s hard as I’ve to edit etc at the same time and it’s too heavy for discord
oh
i dont fully undestand the timeline in unity.
So I'm sorry if I cant help u
Oh okay, to be honest I’m not a pro but I’ve used it multiple times with animation tracks, audios and the set active false true option, you just need to add like a type of track, if it’s an animation track you gotta fill in a game object that you want to animate, then you can record and start moving it in the scene, it will add key frames, for audios just slide them in the timeline and set an AudioSource
Please don't crosspost. Keep it in #🏃┃animation , this channel isn't for this.
sorry
Well maybe you won’t understand me, I’m not a good teacher but watch brackeys video on it that’s what I’ve used for the first time and it helped me a little, https://youtu.be/G_uBFM3YUF4?si=eh0RG-l-9OCtlKP2
Learn how to use the new Timeline Editor in Unity 2017!
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·················································································...
ima move to the animation channel
Okay
Sorry bro I gotta go to sleep it’s 3:24 here and I’ve work tommorow
dang...
hello people
How do I get 2021 version
Download from archived versions.
where can i go for help with my webGL download and import save system?
what is this, how do I fix it
What do you expect it to look like?
Cuz thats just a screenshot of the unity editor.
the shadow, why does it look like that
If you mean shadows not appearing right on one tile, it likely doesnt have generate light map UVs enabled, and/or light baked.
Might be best to ask in #🌐┃web
okay thanks
hi 
i have a little question to ask, is it possible to create a playable game in unity without scripting and visual scripting?
nope
How can I make my horizon in my game not be lit when it's dark where I am and around me?
It's a strange bug I've run into while playing with lighting
Maybe start a thread in #1390346776804069396 with more info and screenshots demonstrating the issue.
Will do, thanks
im having some issues where my .net isnt complining to my visual studio code
shoudl i repair it or reinstall
i dont know why but my .net is taking forever to repair
What exactly do you mean by that? Are there errors? What do you see? Share some more context/info.
im uninstalling rn
cuz this is getting annoying
how do i get .net
.net
!net
There's no command called
net.
!.net
There's no command called
.net.
!NET
There's no command called
net.
You don't really get it. There is no command for it and you don't need it for unity itself.
If you need it for vs code, it's in the ide setup guide.
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
oh i need it for unity
unity already comes bundled with .net
bundled?
vscode needs .net for intellisense / c# devkit to work
Yes. It's included in the engine.
You don't need to install separately.
I dont need to download .net?
No. At least not for unity itself.
only if you need to connect vscode with c# devkit / intellisense
ah
thanks.
did i get a virus from downloading .net?
i restarted my computer after downloading .net and now there is ads that keep appearing at the bottom right of my screen from random antivirus scans
dude unless you got it from "somesketchywebsite.com" and not microsoft site thats not even possible
i only started getting these ads after i repaired .net and restarted my laptop.
yes.
no?
im getting ads of
random antivirus scans from antivirus integrations that arent even installed on this laptop
You have malware on your computer. Scan it with Windows Defender and clean it up.
oki
How can I see the border of my screen when I try to paint a tilemap please ? Because the tutorial I'm following he can see the border of the screen but I can't 🤔
Try the scroll wheel, maybe you are zoomed in or zoomed out
The border is highlighting the selected object
select the camera, if needed press F
did that still nothing
did that, still nothing
oh wait I have this
make sure you set it to ortho in projection
why is it so huge ?
but my game will be 3D, I need the tilemap only to paint a level that I will use in code to build my 3D level 😬
should probably check what you set it in gameview
when I put it to "orthographic", it created a long vertical cylinder, is that normal ?
depends what you have it set as in game view
I didn't touch the game view yet
your camera is rotated 25 on the x that probably has to do with the shape you're seeing
oh right, thanks 👍
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
good morning friends i got a problem i would like to ask you if you can help me find out
im trying to make a simple solar system
with one orbit script, that rotates the planet around pivot point, but for some reason when i put the earth as child to sun, the suns pivot moves in center between earth and sun
nvm
i fixed that probably
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anyone alive?
!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
thanks
why
Why not
👋
Is 6.3.3 beta stable for production?
I wish this https://issuetracker.unity3d.com/issues/ios-android-external-library-generics-fail-during-il2cpp-build
How to reproduce:1. Open the “ReproProject.zip“ project2. Open the “SampleScene“3. Build for Android Expected result: Build successf...
Auto-bake of the light?
should i use old or new input system, the new one is hard
You can do whatever you want
Watch Code Monkey!
https://www.youtube.com/watch?v=Q7NFzES5GMU
Also, he has a course on Udemy. I saw a video about a new (~ 40-minute)
✅ FREE Game Dev Report Newsletter https://cmonkey.co/gamedevreportnewsletter
❤️ FREE Complete Courses https://cmonkey.co/freecourses
🎮 Get my Code Monkey Toolkit! https://cmonkey.co/toolkit
✅ Get my C# Complete Course! https://cmonkey.co/csharpcourse
🎮 Play my Steam game! https://cmonkey.co/dinkyguardians
❤️ Watch my FREE Compl...
ty
Also, happy holidays, people! 🥂 🎄
also how do people get the code thing to show up but i don't when i type
Package Manager - VS package, VS Code or Rider
i do have it installed but it doesn't show the thing
oh wait i needed to update
it only show some stuff not everything
why does it do that
and it doesn't show error
Ask AI, dude
Please don't recommend AI for beginners, Thanks
Hey guys. This is my first time making a box where you should be able to scroll. However i dont seem to be able to scroll. Anyone got any ideas ?
best wishes
first you want to let know which editor you're using in the first place
I think this is more of a Unity question than an #↕️┃editor-extensions one, if I create a custom package that somebody installs in their project, upon it being installed is there some way I can have it automatically initialise? Like writing to %AppData% or opening a EditorWindow as a setup wizard.
I recall having used an assets in the past that automatically opened a window, but I could be mis-remembering
Yeah probably a combination of InitializeOnLoad & https://docs.unity3d.com/ScriptReference/SessionState.html
I'd check out the source code of what unity does when you install the URP or maybe the Starter Assets, it runs automagically an inspector window for a readme, I bet you can do similiar thing but to open your wizard thing
What would SessionState be used for? I get what those methods do, but I cant think of how that works for this context
like knowing if your sessions is doing a " first time " session for your asset to show wizard / do stuff
ah, gotcha
let me get the ReadmeEditor.cs for URP fresh project Unity made..basically they do something like this. I used similiar script to have basically "todos" in my projects
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
{
var readme = SelectReadme();
SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
LoadLayout();
readme.loadedLayout = true;
}
}
}```
not sure they have a callback if unitypackage was installed but they do have shit like this
https://docs.unity3d.com/ScriptReference/EditorApplication-delayCall.html
Thats really helpful!
btw you said the Starter Assets package would show something, Ive installed it but nothing appears
oh..its been a while since I installed it, I thought it did something similar to when you do a fresh URP project and puts the readme / custom inspector with a SO loaded as data
but maybe that should be enough to get you in the right direction , check the ReadmeEditor.cs unity installs with fresh urp project in folder TutorialInfo
Yeah, a fresh projects not a bad idea. I tried to reinstall it but that wizard didnt appear, likely as its detected the state values
Yeah maybe i confused wizard from a different package lol but yeah the readme thing should already show you some functions you can tap into
EditorApplication class has pretty useful stuff too
Is there anything else that specifically would happen when a package is installed?
I'll need a quicker way to "simulate" the package being installed, as manually going through installing->uninstall->reinstall will be pretty annoying
I can make [InitializeOnLoad] call by running EditorUtility.RequestScriptReload(); , and I could reset those SessionState values
maybe a editor MenuItem? not sure
btw SessionState isnt necessary the only thing you can use, you can also use EditorPrefs
Whats the key difference between them? They seem quite similar
if I recall correct Session is more temporary / doesn't survive editor restart
so if a user decided "don't show this wizard again" EditorPrefs is probably better than a session only
Ah, makes sense
Unity seems to have broken the file explorer in linux 😆
I did Open Containing Folder on the URP package, to find its path as I cant seem to locate it in Rider. And now file explorer refuses to open at all
I feel like the unity animation system like always works against me - how do people deal with using it in like more complex ways. All I've done in previous games is use triggers to change, and then had my code FSM call these triggers. I feel like it has so much behind the scenes that could be useful but idk if thats true or its just bad
ehh depends on the usecase. Some people also use Animancer instead
some people find it just enough and some don't, depends what exactly you mean by "more complex ways" thats pretty broad
Yeah tbh I just wanted to discuss if its good enough for most game animations
animator also has its own built in FSM code wise
I don't have a specific issue with it atm
Yeah I find that pretty neat, but the arrows can also get a mess
the major complaint is that you can end up with really spider nested states
yeah
defo if you use a code FSM in the "backend" for your character, you just end up with "any state" going to every animation with a trigger
Hey ! This should be free today https://assetstore.unity.com/packages/3d/environments/landscapes/forestlake-259547
I would suggest watching something like GDC from Firewatch which hevily relies on Animator
but the code doesn't work for me ..
I shall look into it
can anyone try ?
I wonder if its a linux thing, but something strange is I did make a new unity project, removed every package and file it had. Installed URP and the wizard never appeard.
I'm sure in the past when I installed it, the wizard would appear.
Not a big deal though, I'll just the URP source as a reference. I only really wanted to see the wizard so I could quickly ctrl+f to search in Rider to find the wizards file
this thing doesn't show?
Nope, it didnt show.
Considering Unity just borked the file explorer, I wonder if something critical broke and made Unity or Linux act up
could be, depends on the distro as well when it comes to linux and which frontend too iirc
AI is mostly wrong what to do
whenever i load a pretty intensive scene, there's a noticeable lag spike at or near the beginning
the lag spike mostly comes from the gc, which i expected to happen
however, the problem is that i want to contain that to the (pitch black) loading screen, instead of leaking into the next scene
actually nevermind, i realised that it'd be better to just ask #💻┃code-beginner instead
unity is getting stuck here right after launch, tried reinstalling editor different versions, new empty project. still same
Is there a way to make a new Wizard asset from this scriptable object, without me having to add the CreateAssetMenu attribute?
public class Wizard : ScriptableObject {
public string title;
}```
perhaps try checking logs, maybe something's going wrong that's making it hang
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
bunch of Scanning for USB devices at the end of log file could this be the reason?
figured it was my webcam
thanks!
Anyone getting a redirect loop when they try to sign into the unity site?
Ia there a place i can ask questions related to running unity on linux? Im having issues with reading some asset files. I haven't checked all the ones that doesn't work but i know scene lighting assets don't work, unless they have somehow been corruptes by cloning the repo itself which would be strange
Ah nvm i had the linux channel hidden, i can ask there
through code
Hey everyone 👋
I work with small teams during the pre-release phase helping clean up assets and resolve performance or build issues before submission.
Mostly here to learn how others handle optimization and release pressure.
hi, this isn't a social space. you can use #🤝┃introductions if you'd like to introduce yourself
Mostly here to learn how others handle optimization and release pressure.
the Profiling tools that unity provides
hi, I'd like to rotate a GameObject every 2 seconds by adding a float amount variable to its y, doesn't target.transform.Rotate(0f, intensity, 0f); work for that? I've tried and it doesn't work
target is the GameObject by the way
what exactly isn't working ?
the GameObject isn't rotating
- is
intensityset? - are you looking at/rotating the right object?
it should. do you have any errors in console / put thr script on gameobject
it is as you can see here and yes I'm looking at it, that's the only object in the scene
did you create the timer correctly, show the entire code
no..
have you tried debugging to see if that code is being reached
not yet but the code is really small and I didn't think it would be needed for this as you can easily see whether there's an error or not.
never assume something is too small to check
"no error" doesn't automatically mean it's working, obviously
I'm going to add debugs right away then
well if it doesn't work, the other possibility is wrong code logic no?
could also be some wrong external state/config - there's a lot of moving parts, a lot of potential things to go wrong in these kinds of systems
it's important to be thorough (to a degree) when debugging
added these 2 debugs and they get logged everytime https://paste.ofcode.org/5aKY7TmjtrNnsQQZHp8uqt
make sure u have ur object assigned in the inspector
oh okay
I do
for example, you mightve forgotten to save, the object is deactivated, the script wasn't added (the latter 2 are not the case here, but just giving examples)
yeee okay I see
also make sure ur viewing the correct space.. to see the transform gizmo affected how it should be
just checking.. since the code is fine.. as others have said..
a few things
- colliders shouldn't be modified via transform, generally
- a capsule is vertically symmetric, have you verified in the transform that it's rotating?
you mean I shouldn't move colliders using transform? and yes it's rotating
OHHH MY BAD, the gameobject is inversed, so I've to rotate the x instead,sorry guys
I couldn't see it as I was rotating the wrong axis, sorry
what should I use instead? I've never really tried to learn all the other physics method
you would use a rigidbody to rotate the capsule, so it's handled in the physics scene correctly
(though of course, you could just remove the collider if you don't need it - i don't know your usecase)
I wanted to use this script for clock hands to make them rotate and make the time advance so I wouldn't really need a collider but It's better if I learn for the other case too
with rigidbody, I should use the MovePosition(); method right?
right, bruh d
(or alternately, if you wanted to make a "smooth" clock that moves continuously, you'd set the angularVelocity)
ohh okay thank you so much
this one is lerping between the 2 rotations?
sorry, english isn't my first language by the way
no, this would be a different behavior
there are some "fancy" clocks that don't discretely tick, but move continuously instead
you'd set the angularVelocity to mimic that motion
MoveRotation uses velocity under the hood, so it would basically be lerped if you have interpolation on
ohhh okay I see, so MoveRotation() just ticks and immediately go to the wanted rotation?
oh okay that's the other way around
technically MoveRotation would take i think a physics step to do so? i'm not sure on the exact timings
wait no it'd be immediately used if it's used in FixedUpdate
thank you so much my friend, I'll watch a tutorial on RigidBody to learn it more deeply I guess
this is making my head hurt lmao. i don't know about the specifics on the timing loop there, take what i said on that topic with a pinch of salt
but yea I think using MoveRotation() would be good enough
but given that this is a graphical thing that happens once per second, MoveRotation would probably be close enough to instant either way
(though since this is a graphical thing, you probably wouldn't actually want to use physics to achieve this)
also another thing to note, WaitForSeconds isn't exact, if you keep using it it'll slightly get slower than reality
wait why?
and new every iteration isn't very good especially if time doesn't change each iteration
bruh, I'll just watch a tutorial thank you guys anyway
WaitForSeconds(time) waits until t has passed, where t >= time
and it does that every iteration
with real computers, you aren't going to get exactly 60 fps (for example), so generally t > time
over time, this can build up
do a nice old school
void Update(){
timer += Time.deltaTime;
if (timer >= maxTime){
transform.Rotate(0f, intensity, 0f);
timer = 0f;
}
}```
(what nav mentioned is a perf thing, you can worry about it later - and this is a pretty subtle thing anyways, so for non-critical stuff it's fine tbh)
should be while instead of if there
and timer -= maxTime;
okay, I see, are there solutions to this then? I guess there are no solutions right
hmm sure yea, you can also make a coroutine of it in while loop if you don't want to use Update
not with WaitForSeconds, it's just kinda how it works
but it's not hard to write your own logic to replace it
WaitForSeconds is still really handy for one-off stuff
that's almost the same anyway but I wanted to do it like you at first but the problem is it will rotate at the beginning of the game and I wanted to start rotating at a certain moment
yea fr,I'll just use it, some seconds wouldn't be a big issue
you can solve that issue in any implementation
just gotta order your operations correctly
in nav's code specifically, this issue doesn't exist
in your code, just move the wait to be before the rotate.
there's dozens of ways to solve a problem 🙂
if you mean you don't want to start rotating before a certain time you can also disable the script until you need Update to run or put a bool
real
what I mean is in his code, the gameobject will rotate every maxTime once you run the game and with enumerators I can start rotating it whenever I want
what nav wrote is roughly equivalent to your existing coroutine
anything you can add to the coroutine, you can also add to that Update
you could move the call from Start and start the coroutine later == you could have a condition for when to count time and set that variable later
can someone help me with this. it still continues the execution
coroutines do not cause anything outside of them to wait (with the exception of yielding the coroutine inside another coroutine), so this waits to do nothing
but how i can pause the execution
ok lemme see
just finised my flappybird first unity game
I hope it lays eggs
yo is anyone here a vr developer
I'm using Gemini 3 Pro - all ok (I know that mistakes are possible)
hi! how to middle center the content? the right side is vanishing with left paddding.
Child alignment - center
ohh, thanks
Tbh it’s been like 12 years since the UI system came out and I’m still lost with some of this stuff
Just need to try things sometimes 😅
How did you make the crafting?
Does anyone know how to send a "spawn payload" in NGO? Like I want to send a UUID and maybe other INetworkSerializable bits when the object spawns, and have it accessible to all spawned objects - however as these are constants I don't really want to use network variables or anything.
What I need is to be able to like pass some serializable struct into the spawn() method (obviously this isn't possible but I mean like the ideal concept) and then the OnNetworkSpawn() method can access this payload
Is there a bug in Unity 6.3.2 with glitched textures/icons and terrain parts disappearing?
Happens sometimes and a restart seems to fix it
Guys im making a game and i want a realistic characters dialogue do yall have any idea where i can get realistic voices?
start with basic ones generative , like ElevenLabs then if you want to polish use real freelance voice actors
From where
does elevenLabs make natural voices?
yep
yes v3 is pretty good, they have demos on their site
For free?
mate just use google you will find tons of sources
Thanks buddy
thats basics of being a dev
I did but didnt hear about this anw thanks so much
How do I fix this
either install the version it was made with, or click the little arrows and change the version it uses to something you have installed. maybe hovering over the icon will give you insight
This is the version I used to make it
There's no other version
And I've literally tried every other version possible
just upgrade unity
I have
and it still showed the red icon?
Yeah
Reopen?
@wheat oxide there's a security vulnerability associated with that version. it affects apps built with the version, not the project, so you don't have to update if you aren't publishing it yet.
to update, install a new version that doesn't have the security issue
go here
and look for 2022
and install the one that doesnt have red icon
you'd have to tell the project to Use the newer version you have installed to get rid of the message too
"click the little arrows"
yes, need to change version for project
so, you would tell it to upgrade itself to 2022.3.62, to use this version, instead of .21
For existing build - https://discussions.unity.com/t/cve-2025-59489-patcher-tool/1688032
the security alert affected everyone, not just you, incase that is a concern
It's not working
buddy.. that is far from enough info
I tried the version it says corrupted library detected
delete library
ok, show screenshots, or copy paste the exact messages it shows
How
The "Library" folder is auto-generated, so it is not even included in a git repo
delete the folder
In the project folder (without entering the "Assets" folder)
close the project, delete the library folder, reopen the project, wait for it to rebuild the library
Ok
hey guys, i am a 13yr old developer making a vr horror game like scary baboon. Im looking for some developers that would like to help me make this game better. I currently have the movement working and working on a map but as I am not a builder that will be changed by you if u know how to build and would like to be part of a game with 10% revenue at start if we don't get many so we have 4-5 you might get 15% per month.
So, are you willing to help me on the journey to make this game?
Dm me your role you want in this game.
!collab
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thx
There the people I'm talking to
the spam pings are unnecessary and unwanted
just to be sure, did you change anything other than the Library folder
also, https://screenshot.help
I know how to take a screenshot
then please, utilize that knowledge
I'm typing on my phone
whats wrong w it
i can tell. you can open discord in your browser without installing anything
it's horrible to look at and a pain to read
no its fine lol
it is generally expected that you use proper screenshots. the request to do so is not unusual.
screenshots would be much better, and you would need to have some proper connection to discord to share other info anyways
does that device have a stable internet connection, and perhaps does it have any firewall stuff
Yes
no its not fine, its unreadable most of the times because of glare
yes to which question?
in hindsight i did kind of phrase it poorly
the former is a good thing, the latter is a bad thing
you might corrupt the game, make a copy first 🙏
I have good internet connection
And I don't use firewall
perhaps check logs to see if the full message has any other useful info (or if any nearby logs report errors or whatnot)
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
this looks suspiciously like you tried to downgrade from Unity 6 to me, because a 2022 project wouldn't have any of those installed afaik
I didn't
oh that's a good point, i thought i recalled accessibility being in the 2022 default modules but apparently not
did you create the project yourself, with a 2022 version of the editor?
Yes
well the modules mentioned in the error just don't exist for 2022, so that would be why the error's there
How do I fix it
are you sure you arent doing a gtag copy
I'm making a gorilla tag fan game
And that's it
oh god this again
well, either this project was made for unity 6 or you've replaced the manifest.json with one from unity 6
yes i see, cool
I'm sorry I am so confused
did u open the project with unity 6
u prob did
and now u are downgrading or smth
2022 -> unity 6 (upgrade, new packages) -> 2022 (new packages arent there, corrupt)
When this error happened I tried to switch to other versions like unity 6 but none of them worked
what i would do is, remove library, open with unity 6
and see what happens
it should take 30 min at best
Ok I'll try that thanks a lot for the help
do u have any backup?
Yes
you should make a backup every time u upgrade unity version, and every time u make updates to game at best
when i click play mode, my unity game tends to lag a bunch as it starts up and the game is really low fps for a little
is there a way to fix that? i know its not hardware since i have nice computer and my game is rly small so im confused on why it does it
do i have a big buildup of data or something?
install it through the modules in hub..
I tried, that's when I get that error.
And I also can't add modules
It's an older version of Unity Editor
2022.3.62f3
doesn't matter older or not you didn't use hub to install it
I'll try to reinstall the unity editor
add modules only appears then, otherwise the exe u used to install editor must be used
can you set a reference to a singleton not in the scene in the inspector
why would you need inspector if you made it a singleton
Singleton by definition means it's globally accessible. You don't need to drag references.
ok thanks
I don’t see it from the archived versions..
this isnt related to unity itself, but everytime I try to play a game made in unity on my pc it is always crashing, does anyone know why this is and how to fix it?
To clarify, NavMeshAgent.stoppingDistance is what I'd use when I want it to track the player but keep it a certain distance away so (for example) it doesn't try to be in the exact same spot as the player?
wait abit, ensure you don't have fireall or block that would limit hub doing it thing.
check logs,
Which logs if I may ask?
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
i am from egypt to lol
alright thanks lemme check
Uhh which one? 😂
gotta see which one has recent dates / timestamps
could always close hub , delete those files. start the process again and see
is there a place for someone to helpme with a programming error
!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
Alright, thanks man
{"timestamp":"2025-12-26T15:32:52.744Z","level":"info","moduleName":"Disk Validation Strategy","pid":22664,"message":"Overall validation result: Failed"}
How do I fix that?
anyone know how to fix this? I was following this tutorial and have the same script as him https://www.youtube.com/watch?v=0ezqRpkNid8
In this tutorial we create an animation for our gun fire
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first configure / fix your vscode
!vscode
If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:
I got this error when installing my Unity Editor, can somebody help me? ^^
"Strategy","pid":22664,"message":"Error occurred in 'Destination Path Check'. Error: Destination path is not supplied."}
{"timestamp":"2025-12-26T15:32:52.744Z","level":"info","moduleName":"Disk Validation Strategy","pid":22664,"message":"Overall validation result: Failed"}
"
google the message there
most likely a path issue as it says
this is my first time using unity i have no idea what that means 😢 sorry lol
it means fix your vscode editor so you can see underlined errors possibly also get suggestions from it to fix your basic issue
I believe it means that I haven't chosen where the path for the editor and rest goes
Not sure if this is correct
is it supposed to be the same place?
not as far as i know
what you had here was fine
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
vscode isnt showing that it has any errors, only unity is marking it as an error?
so that means vscode isn't configured yet
welp how do I change it back?
the C:\Users\kimma\AppData\Local\Temp\unityhub-16359947-e69b-4d12-86ac-ed8ea17e7361 folder isnt there anymore
Do you know how?
bump
Nice bro i live in egypt
at this point just remove all traces of hub like appdata , reinstall everything again
you realize these messages are directed to another person?
yep
what's wrong with the package? It imported fine for me on Unity 6.3. You could do what the package does, which is modify the collision response https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Physics.ContactModifyEvent.html. Or you could make your katana kinematic if you aren't controlling it via forces
Hey, thanks for the response.
I attached a video in the original message showing what's wrong.
When the katana hits a fruit, instead of it being completely unaffected, it's launched down.
Both the fruit itself, and the fruit pieces are in layers that are set to the "feather" mode, while the player is set to unstoppable.
Thanks for the docs reference, I'll definitely look into that in case the package is actually broken.
I tried the kinematic approach, but the katana is sadly meant to be affected by forces such as explosions etc., and I even use them heavily for movement, so kinematic sadly wouldn't work here. It is absolutely an option as a last resort, if all else fails tho.
you should set up a much smaller test scene that doesn't have all this extra stuff happening
Hello everyone, is anyone using unity script graph at all now?
Just really curious if it's worth learning to do some things faster and in general if it's worth combining C# with script graph
learn however you feel comfortable, code is always going to be faster though and less convoluted looking
I have, and I already sent it in the prateor's server.
I don't know if it's ok to paste the whole thing here as well, but I could send it in dms if you'd like.
not the scene but the findings
anyone got experience or knowledge about customizable player models?
is that something new?
your video has like a 2 second segment of a barely visible katana viewed lengthwise which I guess was what you were trying to convey, surrounding by a ton of stuff happening and you manually moving things around. You should cut this down to just the basics, not just for clarity but to reduce the extra factors. Why isn't your sword floating in space and having the apple fall onto it, no action from the user in a video? That's what I would set up to start debugging
no bolt, now just "Visual Scripting" has been around for a while now
It really depends on how fluent you are with c# I would say.
If you are familiar enough with the language to be able to transform any idea you have into code, then I'd say visual scripting is useless, but just my opinion.
I'd instead focus on getting familiar with IDE shortcuts and binds to edit the code faster, that'd probably save your more time in the long run.
what's the fix for "Install Failed: Validation Failed"
When I go to the downloads location, it says "C:\Users\myuser\AppData\Local\Temp\unityhub-09dc7abd-c190-444e-ad72-36c56d585416", yet that folder doesn't exist, so that might be the problem.
But if that is the problem, I'm not sure where to put it.
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
What else doe sit say?
I fixed it
is it normal that unity takes about 20s to compile each time I change some lines of code? I'm on 2020 mac m1
I'm wondering any ways to speed up the compile time? thanks in advance
Can someone help me? it's been stuck at "install queued" for the past 2 hours and 30 minutes..
lemme check logs
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
Depends on the project size. It has to unload everything(scene and editor stuff) from the memory, recompile and reload it again.
You can disable auto refresh to not make it auto recompile after every change, and do it manually when you're done with changes.
What are the last things in the logs?
what happened??? i cant figure out how to enable it and it seems my entire project has dissappeared 😍
umm lemme send u in DMs to avoid flooding chat
wait
nvm
{"timestamp":"2025-12-27T01:40:10.766Z","level":"debug","moduleName":"UnityInstallStepsWindows","pid":19832,"message":"Creating the folder of android-ndk-r23b, if needed: C:\Users\kimma\Desktop\Unity Download\2022.3.62f3/Editor/Data/PlaybackEngines/AndroidPlayer/NDK"}
{"timestamp":"2025-12-27T01:40:10.767Z","level":"debug","moduleName":"UnityInstallStepsWindows","pid":19832,"message":"execInstaller"}
{"timestamp":"2025-12-27T01:40:10.767Z","level":"debug","moduleName":"UnityInstallStepsWindows","pid":19832,"message":"installFromZip"}
{"timestamp":"2025-12-27T01:40:17.569Z","level":"info","moduleName":"UnityInstallStepsWindows","pid":19832,"message":"unzip finished"}
{"timestamp":"2025-12-27T01:40:17.569Z","level":"debug","moduleName":"UnityInstallStepsWindows","pid":19832,"message":"afterModuleInstallation"}
{"timestamp":"2025-12-27T01:40:17.582Z","level":"info","moduleName":"InstallerWinProcess","pid":19832,"message":"Updating modules.json file at: C:\Users\kimma\Desktop\Unity Download\2022.3.62f3\modules.json"}
wait was that the wrong one
hold on
- It's more likely that you have the wrong scene opened.
- Start by addressing the errors.
It was
{"timestamp":"2025-12-27T03:38:29.643Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":5632,"message":"Successfully fetched banners from hub-globalBanners document"}
{"timestamp":"2025-12-27T03:41:13.260Z","level":"info","moduleName":"AmplitudeExperimentService","pid":5632,"message":"Fetching feature flags"}
{"timestamp":"2025-12-27T03:41:13.262Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":5632,"message":"Fetching banners from hub-globalBanners document for language: en"}
{"timestamp":"2025-12-27T03:41:13.347Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":5632,"message":"Successfully fetched banners from hub-globalBanners document"}
{"timestamp":"2025-12-27T03:41:18.352Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":5632,"message":"Fetching banners from hub-globalBanners document for language: en"}
{"timestamp":"2025-12-27T03:41:18.406Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":5632,"message":"Successfully fetched banners from hub-globalBanners document"}
{"timestamp":"2025-12-27T03:41:22.136Z","level":"info","moduleName":"LicensingSdkService","pid":5632,"message":"checkEntitlements: checking entitlements for: com.unity.editor.ui"}
{"timestamp":"2025-12-27T03:41:22.163Z","level":"info","moduleName":"LicensingSdkService","pid":5632,"message":"Successfully checked for entitlements request."}
{"timestamp":"2025-12-27T03:41:29.310Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":5632,"message":"Fetching banners from hub-globalBanners document for language: en"}
{"timestamp":"2025-12-27T03:41:29.376Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":5632,"message":"Successfully fetched banners from hub-globalBanners document"}
{"timestamp":"2025-12-27T03:41:33.323Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":5632,"message":"Fetching banners from hub-globalBanners document for language: en"}
{"timestamp":"2025-12-27T03:41:33.376Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":5632,"message":"Successfully fetched banners from hub-globalBanners document"}
{"timestamp":"2025-12-27T03:50:01.386Z","level":"info","moduleName":"CloudConfig","pid":5632,"message":"Succeeded to refresh data from https://public-cdn.cloud.unity3d.com/config/production"}
there are no scenes.... my assets folder is completely empty for some reason
im like freaking out like theres nothing in my project
Are there files on disk?
^^ @slow dirge
lemme check
I don't see anything related to the installation. Do the timestamps match with the time when it started that install step?
Did you ever commit/push the changes to the remote repository?
yeah its like a months old project
like i have an apk of it atp
fuckkkk
idk what the freak happened
yes
Then the data should be in the cloud and you should be able to retrieve it.
At least in the state of the last commit.
Try finding messages related to installing the components.
If you share the whole file, I can have a look.
alright
how do i find that
Well, first you can confirm what's in the repository via the project dashboard.
Then if there is stuff, you can pull it with the version control plugin or the standalone client(I recommend this).
DM me rq
I can share the whole file
wait how do i check that im not too familar with the dashboard
last time the project was touhced was like 3-4 montshago cuz its a completed project
You can send it now.
Me neither. You'll need to look it up yourself.
wait i think i found it
In the info log, this looks like the last relevant message.
hmm do you know the fix?
It kinda seems like the editor itself did not install correctly, so the module installation did not proceed.
alright..
Can you check if there are files at the editor path?
yeah sure
You mean here?
This, yes.
Why is it in the users folder..?
It could be that the hub is having trouble writing files here
Yes. Generally, you should never install complex software in the users folder(desktop is a users folder).
Where should I install it?
This is my prefrences, I've tried some tutorials that's why they're like that.
Somewhere close to a disk root. There's a reason why many installer install in C:\Program Files by default
In there I kept on getting Validation failed error
Well, you just swapped one error with another that is more nasty
yeah
You should have investigated that error instead
I have the installation set to this dir
Yeah so you want me to have the editor file in C:\Program Files\Unity Download\Editor versions here?
Doesn't have to be program files. Anywhere is fine, as long as it's not Users. Well, Windows would also be a bad idea xD
alright
the unity, is that a folder you made, or the one that comes with the setup?
This one
No, it's definitely not the default path. I created the folders.
The "Editors" as well?
Yes
Alright.
so this basically.
"C:\Developer\Unity\Unity Editors"
Should it be the same path for both downloads and installs?
Downloads can stay as they were, but for installs, yes.
alright.
Should I reinstall the unity editor to that path, or just move all of the files and then attempt to re-install the Android modules?
Although... Maybe it's worth changing the downloads too, seeing as it points to desktop. I don't think it's gonna be a problem, but just in case.
Reinstall everything.
hello devs
anyone had a problem with lighting window?
when i open it, the entire editor just crashes
How to fix this please ? It happens on every new project I create when I open it (I'm using 6000.0.45f1), URP and I don't understand what's going on and how to fix it 🤔
Try updating the version control package.
If it's up to date, try deleting the library folder and let unity regenerate it.
Can't update it to a new version than the one I have.
I already tried deleting the library folder and let unity regenerate it, still the same issue
Ok, do you have the "collab" package installed then?
Actually, you can update this
when I type "collab" in the search bar, it brings me the "Unity Version Control" package and it's installed as you can see in the previous screenshot
alright, I will try that
In fact, are you even using unity version control?
nope
Then you can just remove it entirely
oh wow, it fixed the issue 😄 Why is that feature so bugged ? 😄
alright 👍
Thank you so much 🙂
Also by the way, are you familiar with the "Voxel Play 3" asset by any chance ?
It's probably because you updated your project from a pretty old version and the packages were not updated correctly.
Nope
well I just created a new URP project and used the 6000.0.45f1 version, is that old ?
I thought it's an LTS 🤔
No. Hmm... Package issues are usually due to upgrading projects from older versions.
then it's really weird because I created 3 new projects (so no updating) and in all 3 I had that issue 😬
Though it's a pretty outdated version, so perhaps there is a compatibility issue.
Here's the current latest lts.
Which version should I use that's stale and is LTS and be used by many without me upgrading to new versions each time ?
I mean, generally, it's a good idea to "upgrade each time". At least the patch version.
It should be working even with older versions, but the older it is, the more chances there are that something would get broken.
You should use the latest lts at least when starting the project
Since that's when the packages are resolved.
After that you can keep on using it forever, unless there's a reason to update.
thank you, and last thing : Do you have an answer for my question related to the TilePalette and how to make the tiles in the palette have data so I can retrieve that data to construct my 3D level please ? #💻┃code-beginner message
Like people tried to explain to me but I still don't understand the step to link the Script that contains the data to the tiles in the TilePalette Editor 😬
No clue. Haven't dealt with 2d and tilemaps in a long time. You'll need to read the documentation and/or maybe some samples/open source projects that make use of the feature.
Alright, thanks 👍
the vertical scrollbar displays weird behavior:
in the editor, resizing the Viewport/Content objects updates the scrollbar size accordingly, as expected, and the scrollbar size is correct
as soon as i enter the play mode, the vertical scrollbar size is completely off
after the scrollbar is first changed (i.e. when selecting the first element off-screen, forcing a script I made to move the Content object), the size then turns back to its normal value
as far as i know there is no script that changes the size of either Viewport or Content
Hello, I'm new here. Does anyone here be a newbie like me? I am not an expert in coding yet, but I do have many games planned to be created. And I'm Looking for someone I can work with if there's interested in my games plan.
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Does anyone know how come that whenever i add a text ui element, it appears reversed in game view, and i have to rotate the rect transform before it looks normal ?
only text or any ui element
maybe the parent transforms are somehow rotated/scaled
Are you looking at it from behind?
this is what it looks like. and as far as i can see all parent objects as well as the text are rotated at 0.0.0. Canvas, panel, viewport, content and text
Also the player and camera is rotated at 0.0.0 so it shouldbt be because im hanging
can you add a new ui text element and see if it is the same? (without parent objects)
Looks like you have scaled and rotated transforms in the parent hierarchy
Good idea, i did as you said, and the new text appears normal and not reversed
yeah so as mentioned, one of the parent objects is causing this behaviour, the scale or rotation has beend changed
how can i check ? all the parent objects rotation is at 0.0.0
and what about the scale
that fixed it!
thank you so fking much man
didnt think scaling would affect the rotation
negative scale , yeah
makes sense. thanks a lot 🙂
Hey guys, I am making an RTS game, and made a simple script that tells the selected soldiers to go to a clicked point (when left mouse button clicked), but I also have another script for selection, that also uses the left mouse button to drag select and shift select etc. So whenever I drag select, I am also setting a new destination to my units. It's not a script bug, but rather a design flaw. How do I make it so when I am drag selecting, I am not also setting a new destination to my units?.
I thought of making a boolean (isSelecting = false, or someting like that) but maybe there is a better solution?
Just bind command/move to the right mouse button and selection to the left mouse button, that's what RTS games did since the 90's and it works great
You also get a bonus action when you do that, because you can use left-click without selection to deselect everything instead
guys what turtorial would you reccoment for a begginer scripter ik unity well just not scripting
I would suggest learning C# on its own from "w3schools" or "Microsoft Learn" as 2 good resources, they have a sandbox-like terminal to practice the topics you learn about, and they also have quizzes and challenge projects to practice with
Once you feel familiar with C# in general, id suggest looking up channels like "Infallible Code", "git-amend" and similar that cover code patterns and S.O.L.I.D practices with practical Unity examples - I would also make several practice projects isolate and learn specific things or try game jams or recreate classic games like chess, brick breaker, etc as other forms of practice
thx ill do that
Does anyone know if ever unity will get rounded corners? ( The editor )
like will the editor have rounded corners on windows?
Nope. Like if the editor itself would be changeable / changed to have rounded buttons / corners.
not sure, hopefully
the editor UI? the corners are already rounded there
Not like the whole window
But the panels
which corners are you referring to
I know they are kind of rounded but it would be nice if they were more customizable
To edit the roundness and how they are separate from the panel
Like these are not rounded nor customizable from what I know
i don't think the editor UI really offers any customization in that regard
Yeah. That's sad
and it probably won't in the forseeable future tbh
For the ones who model stuff
Do you use a display tablet?
If yes would you recommend it?
For sculpting yes its almost a must have
For like general poly modeling and stuff like that its kinda pointless lol
anyone have any idea what this error means?
i added a button, and adjusted the width/height of the button, and now the text looks like this. is there a wya to make it so that the text inside the button automatically reshapes when i reshape its button ?
this is an editor error in a window that uses the graph editor, most commonly in my experience the Animator window. you can ignore this specific error, but if it happens frequently then closing that window and restarting the editor should make it stop for a while
Does anyone know why Unity takes so long to build at compiling shader variants? like, i dont think there's a need to have 11 thousand shader variants, and when i try to lower them in graphic settings, it just builds without any textures
did you scale the button/text (you shouldn't)
so that the text inside the button automatically reshapes
this should be happening if it's anchored properly i believe
i had! so i resat the scaling to 1,1,1 and instead tried to adjust the size with heigth and width. buw now it just looks like this
make sure the text is also unscaled
i did, it's also 1,1,1
Aren't the Unity asset store EULA a little stingy? You would think that buying the asset would allow you to share the assets with your teammates on the same game project. But unless you are working under the same legal company it is technically not allowed 😅
they arent "stingy" this is the concept of "seats"
youre paying for not the asset but individual seats
and even if you are working under the same company you would need a special license to grant all under the name the use of the asset
Yeah but seats are for 'extension' assets
huh? seats are seats, if a seller on the asset store determines they are doing per seat licenses then they are doing per seat licenses
its not limited to any arbitrary kind of asset
it can be for anything
AFAIK Only editor tools and plugins(code) can be extension assets which are on a per seat basis.
well if thats what unity determined then sure
but like the point still stands no?
are you saying theres assets that arent extensions that do per seat licenses?
if so then thats probably against unitys tos
I meant this. ^^
Technically all of your teammates need to be employed under the same company if not either they need to get their own license or we have to get a multi entity license (4x~ more expensive)
This is even for a 3D models, audio, images...
If I didnt misunderstand Unity...
This article explains the three main Unity Asset Store license types: Extension Assets, Single Entity, and Multi-Entity. It helps customers choose the right license for their needs, clarifying that...
2.3.1 EXCEPT FOR EXTENSION ASSETS, END-USER is granted a license to install and use Assets on an unlimited number of computers provided that these computers belong to END-USER. If END USER chooses a “multi-entity” tier for an Asset, this license grant will extend to any Affiliate of END USER, where “Affiliate” means, with respect to END USER, any entity that directly or indirectly Controls, is Controlled by, or is under common Control with END USER, where “Control,” “Controlled by,” and “under common Control with” mean possession, directly or indirectly, through one or more intermediaries, of the power to direct or cause the direction of management or policies of a person, whether through ownership of equity, voting, or other interests; “Affiliate” will also include any Contractor of END USER, provided that such Contractor’s use is limited to work on the project for which Contractor is hired by END USER.```
I have a question. My scene file has grown quite large around 13 MB at the moment. I’ve attached my hierarchy, it’s already clean, and most things are fairly disconnected from each other except for the UI. Some objects in the Areas reference the UI directly.
My first question is whether I need to divide this scene into multiple parts or not. If I do, what would be the best approach?
Am I being paranoid or does the EULA technically even restrict people working in the same company from using the asset, if the computer they are using does not belong to the company 😅
13 MB seems small to me, Does your scene achieve your target FPS? If it runs well on your target hardware It should be ok.
start worrying about it if it actually becomes an issue
I have a GTX 1650 and I am getting 60 Fps on 1080p in the editor. And it is with all realtime lights. (I will be changing the lights to baked later)
dividing the scene into separate parts wouldn't really reduce the amount of content you need to load anyways btw
if the memory used becomes an issue (probably won't yet, 13MB is pretty small in comparison) then you'd need to optimize it in other ways
If you are curious you can set active true and false in the hierarchy with the Profiler on and see the difference.
And regarding memory I dont think splitting your areas up will reduce the hard disk space size of 13mb as Chris said.
Im not totally sure, but I think the frame rate is clamped to 60 fps in the editor, you have to build and test it on your target system, to get a real frame rate value.
Guys is this any quick way to remove the fade animation from dropdowns when you click on them?
could you be more specific as to what you're referring to
I'm using the tmp dropdown component
when you click on it, there's a small fade animation while it opens the window for options
is there a quick setting or something where I can remove that fade animation?
the alpha fade field in the dropdown
Yep thats it, thanks a lot
Unity Asset Store EULA
2.3.1 EXCEPT FOR EXTENSION ASSETS, END-USER is granted a license to install and use Assets on an unlimited number of computers provided that these computers belong to END-USER. - Unity Asset store EULA
Am I reading this unity asset store eula correctly? Technically even if I buy a art asset, I can't share it with them for use on our project if I dont own their computers? 🤣
if you buy it in your name, yeah
but END-USER can also be any "entity", not just an individual
(but IANAL, you'd need one for actual legal advice)
Does it work for some objects, or is this glow just baked into the sprite?
we don't accept dm soliciting here, sorry
this isn't a social space
dang
can anyone help me with this i dont know why the left albow behaving like this when i grab the gun from side or back the albow is tsuck to his body ?
What should it do? 🤔 To me looks like IK is working like it should
Either bring the gun closer, make the arms longer or rotate the chest/upper torso
he just ned to grab the gun from back or side and stand in aim position
Yeah that makes sense. I don't know much about mobile/2D though so maybe try #💥┃post-processing or #📱┃mobile
But have you checked the logs for any related errors with android?
"even ai can't help/fix/do it" is such a humorous statement.. honestly you should lower your expectations to match, something along the lines of assuming ai will never be able to do anything correctly.. and then you can be surprised when it does 😄 just my 2cents on the matter.. (at least when it comes to coding and unity). to be honest the pipeline stuff/postprocessing and ai don't go good together.. too many settings and different types of setups.. it gets confused easily and i guess its too much to handle.. and alot of things may be slightly different between each one.. and different versions..
you tried googling your setup and problem together and seeing if theres any relevant unity discussion pages or reddit, stackoverflow, etc.. unfortunately i don't mess with #📱┃mobile so I can't help directly. if you've exhausted google you might could ask over in mobile since it does work on PC you say.. it may be more specific to that and possibly why
Feels like I just made this comment too
guys whats the cheapest router i need for vr development quest 3 with unity
not seeing how a router relates to that
that's gonna be quite specific to where you live too
definitely not a unity question
i have a 200mbs one and the streaming looks very jittery when i press play even on a very basic open xr scene
way better phrased than I but that's exactly what I was meaning to convey
could there be an option in the editor to use more bandwidth?
Yeah, it's a problem for sure
How do I rescale parent without children, but keeping children attached to parent?
various ways
why you dont just copy all the children remove and attach later?
you can detatch the parent.. scale it and reattch the children
I need them on right places
or you can do math in the script.. and scale the children as u resize the parent
If I do it, everything would mess up in game
well do the second option ^
what are you trying to do
say ur parent is 1 and ur child is .25
and u want to scale ur parent to .5 you'd then scale ur child to .175
sounds like an x/y problem
or .5 rather
it surely does
Rescale parent, but keeping children not scaled and attached to parent at right places
how about having the visual part of the parent separate?
Does anyone here do gtag fan games
no, what are you trying to achieve by doing that
give this link a read perhaps
Let me expain
Game uses an asset, which is getting rescaled in game
Uhm do you guys do gtag fan games
you asked not even a minute ago
Yeah
I modify this asset with props
Just wanted to make sure
most ppl here have to look up what it even is
consider sending your entire explanation as a single message
before they groan.. lol
and in game, everything is getting messed up
Lemme show you
you did not have to ping me for that
what does the rescaling here achieve
This is what I want to achive
your pivots should all match
If I put props on places I wanted them to see in game, they would look like this:
right now it seems the pivots of the instrument panels are centered on each one..
so when they scale they just shrink in place
oh sounds like local scale world scale problem, i recomend making separate prefabs for everything id say youll have to do lots of manual labor cus i see lots of independant objects
They all are like to parent(that capsule internal)
yea the capsule should even be a child..
and then scale the ROOT object (containing it all. the gauges and the cockpit)
that way the cockpit would be in local space along w/ all the instruments
I don't need props getting rescaled. Im rescaling it just for their correct positiib
and it should scale all together
sometimes u gotta reconsider how things work..
not saying u should here.. jus saying
Wrong position(in the cockpit) and the right(outside)
And I want to achieve that right position
by rescaling the pod, but keeping all props attached to it
And then I rescale my pod back
so when I load game, everything gets into bigger size, and all props are at control panel
Had a month break and decided to start fresh and work on something else. I am making a fps controller and I have implemented crouching. the first issue I would like to fix is how can I smoothly crouch? should I use vector3 lerp for this? I also heard you shouldn't use time.delta time so what should I use instead?
just realised my mic was on ignore that lol
I also heard you shouldn't use time.delta time so what should I use instead?
this is just.. wrong
if you've heard advice along those lines, it was either much more specific or wrong
it may be referring to wrong-lerp
Applying lerp so that it produces smooth, imperfect movement towards a target value.
lol
Can someone help with this?
My friend has this error, how to get it fixed? Installing the missing pack didnt work
<@&502884371011731486> spam
is UI smth that's performance heavy at all?
like do I actually need to worry about optimizing it?
It depends how many items you are displaying and updating.
well I mean rn I have ~5 seperate UI objects being disabled/enabled every few seconds or so
that's tiny

Yeah I think they were. This is what I am using (via image) which I now know its "wrong lerp". I am still new to lerp so how would I do it properly? what does it mean by "using a more complex t"?
im having trouble launching any project on unity and keep having this pop up what should i do to fix this?
it'd mean something like t = elapsed / duration..
where u keep track of t basically..
i suggest MoveTowards as it can do ur logic at a fixed rate.. deterministic (its not exponential like the example u have above)
the article gives a code snippet
have you tried reinstalling the editor
and also.. for crouching the CC you may also need to do the center along w/ the height b/c sometimes depending on the setup the camera can drift out of spot
Is movetowards good for crouching?
yes i have twice still the same problem
this question just doesn't really make sense. MoveTowards is just a function that does some math. you need to figure out what behavior you want, and then think about implementing it.
hey can anyone help me? i want to add a collider to this enemy at the top so that when the enemy collides with a platform above it it also turns around
i cant just extend the bottom box collider because it uses a ontriggerexit method and i want the sprite to flip when it enters a platforms collision not when it leaves a bottom platform, and as far as i know you cant have more than one box collider on the same object
im thinking about using an empty child and attaching a box collider to that but im not sure if thats the best way
or is there a better way to deal with enemy collisions with walls and stuff to make them turn around
im really new to unity and following a course rn to learn it so sorry if this is rlly obvious
try lerp instead of Lerp
@storm patio is there somwhere where i can get some help with this issue
Is therr anyway to check for the 67 number in the players screen
i've added a skybox texture to my sky and fog volume in my HDRP project and the sky itself is very dark while the landscape is glowing white. any reasons why this might be?
That 's probably because the auto-exposure is getting very confused
the skybox is too dark, so it's adjusting exposure to brighten the scene
but then the sun light becomes way too bright
I don't have an HDRP project open to check, but there should be a setting in the skybox override to set its exposure
that controls how bright it is
hey could someone please help me, i keep getting this error when i press Play button to test my vrchat world. ' Attempt to add Unity.XR.Oculus.OculusLoader for Standalone while in Play mode. XR Plug-in Management can not make changes to the loader list when running.' I have had this error before but i dont know how to fix it i got the error out of no where >:((
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
Why does the wall look so weird with the light??
Why are my shadows like this? How do I increase the quality?
which wall and how do you expect it to look? Also #1390346776804069396
Start by checking what the actual scale of your game is. How big is the default cube beside that character?
The wall that it super bright compared to the rest. Also Ima move to Rendering
And where is it positioned in space?
0, 8, -1
If you select the character and press F to focus the scene camera on it, does it change?
Well, assuming you didn't change quality settings, try tinkering with the cascades.
How do I get my Version Control back?? 😅
do you have the package?
I don't use UVC but probably in project settings you need to make sure it's set up right(assuming you have the package installed)
I did have it installed; I just don't know how to get it back, I was using it literally yesterday.
open the version control window
The one in Project Settings or the one in the "Windows" tab?
They're the only 2 I'm aware of. 😅 (Both of which I've already screenshotted & sent here.)
- Windows Tab = Grayed out
- Project Settings = Only has 'Mode' in that tab set to Visible Meta Files.
which version of Unity are you using?
6.2 (6000.2.8f1)
Can you try updating to the latest version? That version is quite behind
Your unity version control version is also outdated which is likely related
Mmmk, I'll give that a go; I was just trying to stick to the same version for the entire project. 😅 😂
That worked
Thanks
Hello
Can I use assets from usp sample https://unity.com/demos/urp-3d-sample in my project? Is that allowed?
its keep growing
Chat is unity good
what's happending
What did you do before that happened?
I did nothing,I just open my unity
Okay so, I've updated it to 6.3 LTS (6000.3.2f1)
No change. 😭
Bloated?? You should try unreal. That's where the real bloat is.
At least it finally installed
But its taking 5 days to open
If you're not using the version control package, removing it should fix the errors.
If you are, try removing and reinstalling it.
Setup guide in-editor tutorial
New or old project?
new
ok I'll try it
Try removing the version control/collab package, assuming you aren't using it
Oh completely missed dlich's message 😅
where can I delert the version control
Is yours not working either?
UVCS isn’t distributed like git, so the repo isn’t on your drive. It’s on the server.
I think so
From memory: Library/lockfile, or something else with “lock”.
like bro let me try it already