#💻┃unity-talk
1 messages · Page 50 of 1
Wait, where did you find it??
I have SO MANY THINGS with 'lock' on it. 😅
Which one/s am I meant to be deleting? 😅 😂
Package Manager; there's nothing though.
⬇️ This is what's in my 'Package Manager' ⬇️
What did you have to delete @primal monolith ?
go package manager and search "version"
and remove it
There are only these 3 files in the Package Manager
I've got this in 'Library' though.....
can someone help me with this.
my internet is obviously working as i am able to send messages
is it okay to still use editor version with "security issues", I don't feel like changing it.
yes, but you should update or patch when publishing a build
the security issue affects the build
Do anyone had a site to download game project file for studying?
So like, do I just uninstall/ reinstall?
I dont know what issue you are having
Version Control just isn't working.
I can't push/ pull any changes.
@violet thunder
No idea, havent used it
Version Control is grayed out.
I've updated to the latest version of Unity etc.
Ah okay, no worries
hello, how can i make my terrain not so reflective?
the material attached to it seems like locked and i cant change its properties
fixed that
well, that aint good 😅
I wondered why my system was locking up when I opened Unity
I think ive got an idea of whats gone wrong, my "first-time-run wizard" generates some assets, so my guess is it just endlessly created them
I scrapped part of that system, so I dont think it actually had a valid path to save the assets to
Try:
- uninstalling and reinstalling the package?
- restarting the editor.
- restarting the pc.
- check the editor logs for any mentions of version control.
I literally JUST got it working; apparently it needed an update?? 🤷
guys, is it a channel where i can ask questions?
Avoid crossposting please.
ah! disabled everything thats responsible for generating assets, not unity doesnt flood memory 😆
You can probably export the mesh. Look up fbx exporter package for unity.
Does anyone have a good tutorial for shader in unity, I have zero knowledge and I need to learn it so bad
YouTube tutorial
There are plenty. Did you try googling?
Guys what would be the best way to localize a dropdown?
Like the label itself that shows selected that isnt hard to localize but how would I localize each option shown?
the localization package could probably help
Yes i'm using it and it's helped me a lot but I have like 3 options and Id need to translate them tho I can't use localized string since how the dropdown system is made you can only modify the initial item not them 3
a quick google suggests you'd use the localizedgameobject
there's also this https://discussions.unity.com/t/localizing-ui-dropdown-options/792432/33
I did, still hasn't decided yet so might as well ask for recommendation
Found the problem! I wanted to stop the wizard from showing twice
[InitializeOnLoad]
public class WizardEditor : UnityEditor.Editor {
static WizardEditor() {
if (ShowedWizard) {
return;
}
EditorApplication.delayCall += SelectWizardAutomatically;
}```
I assume Unity would initalize WizardEditor and wait for it to call, but I returned, so it initializes again and waits for the call
28 STAB WOUNDS
Okay soooooo; UVC stopped working again. 😭
Uninstalling/ reinstalling/ updating to a different version doesn't work.
(First time it did, now it doesn't.)
please don't spam.
where did i spam
Code beginner was mistake
that doesn't really excuse it, the message doesn't fit here either
there's no off-topic chat here
dude ok chill
why does my game run better in the editor than in the build?
maybe because the editor runs at a lesser resolution so it has to render less pixels. in build its fullscreen so your device has to render more pixels
thats what i think idk for sure
ohh ok
i have made some kind of first person shooter, in the editor its fine. but in the build version. the camera keeps twitching really hard . especially while aiming. can someone help me out?
okay now it is very very nice!
Is this what the new 'Version Control' looks like now??
That's the only thing I can think of it being...... 😅
But, I could be wrong; can someone that knows more than me please confirm if this "VC" please? 😅
last time i used VCS was like 1 or 2 months ago i dont really know lol. but i have never seen this before
before the branches system used to be a bit different tho i havent used them.
i only used VCS for backups
It kind of just 'appeared' after updating to (6000.3.2f1) and VC 2.10.2
weird, thats the version i used last time with VCS
I'm just trying to get it to work so I can collab with my friend in another country.
can u show your entire screen?
another question but idk if this is the right channel for this
is there any way to gpu instance grass without procedurally placing it with code?
im using prefab painter 2
so i guess duplicating the grass yeah
i dont know if the terrain paint details would work with the floor mesh i made
Tysmmm
Hello can somebody please help me fix this i dont know why one side is bright and the other is weird and dark (using HDRP 2022.3)
might be the normals idk correct me if im wrong
ITS A WALL FROM PRO BUILDER SO JUST A CUBE
sorry for uppercase forgot to turn it off
oh idk then
Is the normal map texture configured as a normal map? is it a direct x normal map?
the normal map is a normal map and its an gl
Is there an option to invert G for the texture (this will fix it)
to explain: open gl normal maps have the G channel inverted compared to DirectX
flip green chanel?
yes
nope didnt fix it i think its something with the sun cus when i move it it fixes one side
but the other one gets dark
Without additional lights or baked light or some kind of GI then this is expected
yeah but even if i bake it with selected as static and baking didnt fix it
but ill try to add additional lights thank you
Your sun would need to be set to mixed or baked to then contribute
Adding reflection probes will also help
and found the problem it was thath the metallic map was added even when i didnt addd it removed it and it works now
kinda
This might be a silly question......
But, do we need a "Developer License" ??
If we do, I have nooooo idea where to find it. 😅 😂
Doesn't unity use OpenGL style normal maps?
<@&502884371011731486> ^
<@&502884371011731486>
?ban 842273544977383475
krish24163715 was banned.
you need a license to use unity, yes
Unity is asking for a 'Developer License" for like, Visual Studio or something?? 🤷
no? each app would have its own license
not sure if visual studio needs a license
if it does, it'd be its own thing, unrelated to unity
but unity does also require its own license, unrelated to any ide
I'm trying to find where I saw it again.
Found it; I'll send you the link. @storm patio
(Not sure if it goes to MY unity or, if it would go to yours?) 🤷
It wants a .pfx (Certificate File)
This is on cloud.unity.com
Trying to set up "DevOps"
(Do I even need that to collab with my friend in another country?) 😅 😂
this soudns like it's for publishing?
certificates and licenses are not the same thing
it's asking for info correlated to your license, it's not asking for a license here
Unity 6 if it was released in 2020 be like:
Is there a built in way to detect double clicks in ui rather than having to do with time.time logic?
like for a button press
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;// Required when using Event data.
public class ExampleClass : MonoBehaviour, IPointerDownHandler
{
public void OnPointerDown(PointerEventData eventData)
{
//Grab the number of consecutive clicks and assign it to an integer varible.
int i = eventData.clickCount;
//Display the click count.
Debug.Log(i);
}
}```maybe
ohh thanks, but does it look at some interval or is how many times u clicked on that?
im not exactly sure how it works.. i'd just need to debug the values in the console and find out myself..
ive never used the .clickCount
just found it
using UnityEngine;
using UnityEngine.EventSystems;
public class UIListener : MonoBehaviour, IPointerClickHandler
{
public void OnPointerClick(PointerEventData eventData)
{
// Check the number of clicks within the system's double-click time
if (eventData.clickCount == 1)
{
Debug.Log("Single Click!");
// Code for single-click action
}
else if (eventData.clickCount == 2)
{
Debug.Log("Double Click!");
// Code for double-click action
}
}
}```
looks pretty simple ^ just an example i found on google
well we cant really help you here because you gave us no actual info
nor what problems youre facing
thank you thank you, we of the bananiform have to stick together
all Three Score and Ten of us
then whats the point of you coming to a help channel here and telling us about it 🧐
WHAT
i didnt know that is possible.. i used to do this based on time logic.... thanks..
yea me neither.. i knew the new input system u can probably make binds for it
but id idnt know u can do it with the handlers and the event system
wait, this is the new input system only?
it looks like old input system to me
okay okay
Hi
Ok
Right, that explains it; I'm an idjot. 😅 😂
i do too.. but tbh its more robust to do it yourself..
in my opinion... and then you can go ahead and do things like click and hold..
hold for (x), double click, triple click, etc etc
well.. that first statement probably isn't 💯 truth.. but good enough for me.. (im still learning the new input system)
i've done basic inputs but I haven't messed with the click and hold/ double click stuff in teh input system.. its on the to-do list.. somewhere down there.
hey what does this error mean?
not sure.. but it looks self explainatory
tbh i only like the old input system, unless you do consoles, the old input is enough for me, its really easy to make custom keybinds and all of that
whatever works for you bro 👍 im running both for now

i use only new, i find it a lot better
can anyone help me with this?
Just guessing, from reading the message. You're trying to use some location service, but haven't put a description for its use in the player settings
☝️ lol exactly
since its not a typical error... im afraid not many people would just know the solution.. try googling the error
i don't need location, camera or microphone usage for my game
How do i disable those?
no idea, time to google
my first search would be: how to disable unity location service
Apple are weird and want you to have some explanation for why you want to use some things
Yeah it's telling me to give reasons for features that i didn't ask for
id start by removing packages I dont need from the project
I kept searching on Google, and it told me to delete those features that were written by Unity in a script
Xcode or smth
How do I find that?
Doing something in xcode wont help
what else could work?
That's all I see in google
Hello. I'm just looking for some guidance regarding co-op. I'm 100% new to Unity and only looked on a couple videos but I can't manage to find what I am looking for.
I get it how to create it "co-op", but no tutorial shows how to example Player 1 picks up an item, and on Player 2 screen he sees the item in Player 1's hand.
And if someone can recommend a youtube tutorial playlist I'm happily looking at it.
or even something "basic" in my ears to put Playercontrols on a character. I got the "bean"-playercontrols working, but no clue how to use a character asset instead of the bean
i dont see any mention of XCode
that was just the top error. haven't checkd the 2nd one yet.
its a setup/settings issue i believe via the errors and search queries instructing to mess around in the Player Settings usually
that's just generic multiplayer.. you'll usually work with a system that has to clarify who Player is..
for example you'll have only 1 Player class or 1 Player inventory and it'll run code and check that the instance of it is or belongs to you.. soo you pick up an item and it updates your version of the Inventory and not the other players in the game (since they also have their own Player classes)... when you're doing co-op you still use the same style of system.. only you can update both versions soo the item is visible (or as if both players picked it up) [shared inventory]...
But as with much learning material you'll almost never find the exact thing you need (unless your building the exact same thing Boring..) but the skills and fundamentals are there.. you discover those and then you can adapt them and make them work for your use-case..
does anyone recommend or can you any sale items from the store
as a beginner
complete newbie
i was looking at top down and game maker
v2
as for this.. you can find many sources too showing you how to setup your character..
you usually break up your game characters and, well, everything really into pieces..
you have:
- your logic layer -> just doing logic (movement, inventory, etc)
- your graphics layer -> should be a child object of the ROOT or logic layer (it only is graphics/models etc)
you should be able to change out your graphics of most things in your game without ever affecting the logic that moves it..
thats why for reference your character animations typically target a rig or avatar.. and the mesh just sits on top..
Thanks for your answers, I'll keep on fail and trying again 😄
save your money and use placeholder assets, in terms of templates don't, you wont learn much most of them have their own systems
skill issue
or environment issue tbf
Im so done bro
Deadlines in 1 day
40% progress 2 error

unless you state a specific issue you're having, randomly barking won't solve anything
this server isn't exactly for ranting, if you have a specific issue you want help with you could ask about that
what about top down engine or game maker v2?
As soon as you realize how its created, youd realize the asset wasnt worth the money
yup
not really trying to solve sumthing just letting off some steam
guess at the wrong server
mb
no problem..
easy way to do it is always remember to seperate the two
- RootGameobject
- RootGameobjectsGraphics
controller code handles the root's transform if needed
the graphics would just follow along for the ride... changing them out anytime you want..
even without graphics the root object would continue to function
for rigs you can just search up Unity character animation / rig animation or whatnot
you'll control the animator for that rig w/ code to make it walk, run, idle, etc
those would be "states" and you can either set up the transitions and stuff inside the Animator's graph view using parameters and things or you can handle it all yourself w/ a statemachine script of somekind telling the animator which clip to play specifically
for the multiplayer i'm sure you could find something about "shared inventory multiplayer unity" etc..
or if not you can be abstract about it and just find some tutorial that affects both players, or all players
and then that would get you started by seeing how it was that they accessed both of the scripts its modifying
you could adapt it there by then checking out a singleplayer tutorial of some kind about basic inventories
if you are really new it seems tedious.. (and it is sometimes) but totally worth it to hang in there and just learn..
(i had to learn thru trial and error mostly, and failing alot to figure out what works and what dont) 🍀
-# keeping the graphics layer seperate from the logic layer.. (graphics can be anything, at anytime and the logic will still run)
⚠️ Multiplayer is a beast tho... as a beginner I wish you fair sea's 🫡
tf is this
<@&502884371011731486> scam/spam
user is online and currently handling it apparently
oh makes sense, I stay away from that crap
Oh waow thanks!
Do you recommend to start making a "singleplayer"-game and then converting it to multiplayer/co-op? Or start with co-op, even if it is a bit tidier?
most people would recommend not starting multiplayer period
if you're gonna do multiplayer at all, converting a singleplayer to multiplayer is more difficult..
learning singleplayer and then learning multiplayer with a new project would probably be easier if your endgame is multiplayer
I wonder what happened
for some reason, it's this part
which is line 755
if (other.GetComponent<NPC>().IsFlat) return;
then the object that caused the trigger does not have an NPC component
the other option is that other is null, but since other is received through OnTriggerEnter, and you haven't reassigned it, this is not the case
might add != null
why not just use if(other.TryGetComponent( out NPC npc) and cut half these returns
TryGetComponent would clean it up nicely yeah
why do you have 2 sources of truth for if the other one is an NPC or not
you don't really need the tag if you can just check the component to see if it's an NPC
It first does check if the NPC is flat already or not
otherwise it would stack and break
that isn't relevant to what i said
or just check if it has an NPC tag
so it wouldn't try to get component on everything it collides
you don't need tags if you do things by component
it's less fragile from tags too
If performance was ever a concern layer matrix stuff would be the route
you could forget to add a tag, or you could typo it, or you could accidentally change a usage or even the tag's name, or you could accidentally add it to something that isn't an NPC, or you could set this and thus forget to set the NPC component
none of those concerns exist if you just use the NPC component itself as the source of truth
and tags are awful for any potential modding
you can't add any at runtime
in this specific usecase not an issue but bad habit
eg. lethal company uses tags for footstep surfaces so mods can't cleanly do the same thing
if you have a single camera that you're keeping loaded, i'd use singleton references for that
ive become allergic to Find* 😆
does it work cross-sceens? could've swore it didn't
it's not even scene based period afaik
no it is im dumb but it does work cross scenes i thought
must because it would come up more often with dontdestroyonload usage
I think it searches the heriarchy but don't recall how it worked if two addtive scenes are active, but yeah if anything just do a singleton if possible
If 2 cameras, then using singleton is better
is that a question, or...?
what does script do? if CameraManager type thing, singleton, camera that controls other things , maybe Cinemachine cameras individually have one in each scenes then do some simple DI from manager
It just allows you to turn, look back
basically it
I had to make a coroutine to endlessly try to find it so the script won't break if it can't first try
👋
yo where is that scene thing in unity 6.0
I cant find it
where you like set the indexes
build options?
yes
"scene thing" is incredibly vague lmao
i only have profiles
mb i dont know the term lol
its like you set the indexes for your scenes and put them there
but i cant find that
it's in build options
right just found it, thanks
I have this issue where when I crouch I can't go through small spaces when I should be able to. The height of the cc is 1 so its small enough to go through. any ideas?
If the gap is exactly 1 unit high then it's expected that the CC doesn't fit through. There are margins like the skin width that make the actual colliding height slightly taller than the height of the CC
I adjusted the ceiling and changed the skin width 0.08 → 0.01 and its fine now
Looking for help with this issue. Playing around with ik arms right now and as you can see sometimes they randomly disappear. And while they are not visible in the game view they are perfectly visibly in the scene view which I do not understand
hey yall, im curious on how yall organize your projects, cause mine work... but not well
you mean in terms of assets? or what exactly
i want to use interpolation to smooth out some jitter that enemies in my 2d game have, however i heard that this has a performance impact. should i therefore not enable interpolation? Interpolate on all enemies that move? Something in between?
Everything has a performance impact, that by itself means nothing. Try it, see if it performs the way you want and fits inside the target performance, measure if necessary. If everything looks ok then great, but if not only then start thinking about how to optimize it
Also, why do you think the setting would even be available if it was not meant to be used?
Work out what the cause of the jittering is first
im getting this error everytime i try and open a project and im not sure what to do T.T im trying to upload avatars into vrchat but i cant open a project
what did you find when you googled the error?
ive been googling it and nothing makes sense to me
Does unity editor any version support 2K 21:9 monitors?
I got one for christmas but didn't know if its exclusive to 16:9 HD
Editor supports any resolution and game res supports many aspect ratios (or can be set to a custom resolution)
cool didn't know if it would do the weird stretching of the entire image
Only if you make it do that
For example?
that just sounds like a broken installation
meaning a re install of the editor would fix this error
ive done that like 3 times now so im not sure what it is
For starters, it would help if you confirm that there is a shader compiler exe in that path at all.
As well as what other files are there.
im not sure how to check that im pretty new to all this sorry lol
You don't know how to open a folder in explorer?
is this area for open chat with beginners?
Not sure what that means.
If you have a unity related question then ask in any appropriate channel(could be here).
!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
I'm fiddling with Unity for the first time. I want to explore making prefabs for Rust. I started by simple adding a Gif to an object. however I found out that, gifs do not work. So I simply tried to apply it anyways to the basic objects first shown and it's displaying the image multiple times rather than once on on side. Ive looked into the materials area which ChatGPT said to do, and make it a 1x1, but I do not see that.
how do i lower the resolution of my scene in unity shader graph
I'm not sure about Rust specifically, but game engines typically don't deal with gifs. If you need to animate a texture that's either gonna be via an animation or code that swaps the texture every frame.
Anyways,if you're a beginner, you should probably learn unity basics first.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Shader graph doesn't control the resolution.
Youll need to do it via code.
Thank you for the info. Appreciate it.
Or the settings in the game tab(if it's just for preview)
i wanna basically make a fake depth of field by lowering the res past a certain distance, shader graph really cant do that?
That's called downsampling. And yes, you can do that, but it usually requires several passes. It's a complex effect. Not just one shader.
okay, is there a way to use depth of field without it being tied to the camera in the scene only? i wanna be able to see it at all times, flying around in editor and in game
i made a fog shader and that works fine in and out of game camera
What else do you want it to be tied with?
If it's just the scene view tab, I think you can enable post processing there as well.
oh how do i enable it to apply to scene aswell?
everything, anytime im in the scene, world editor or game camera i wanna see it
Check the scene view settings at the top right of the window.
I was hoping to use Unity's new Graph Toolkit to create some custom editor tools. (Specifically, Dialogue Trees, and Quest Graphs.) However, it seems fairly complex and not user friendly currently. (Specifically, the new to create asset importers and having to create both Editor and Runtime scripts from scratch.)
Is there any other tools that would work better?
Thats the point of graph toolkit, its a pre made solution for graph node GUI that you can use in the way you need.
You still need to make the rest
Yeah I understand that much. I don't mind coding up the nodes. However, the need to create all the extras, instead of just the nodes is a bit too much overhead for what I was hoping for.
From the look at the docs it seems to be pretty simple though..?
Nothing about asset importers and editor scripts...
https://docs.unity3d.com/Packages/com.unity.graphtoolkit@0.4/manual/get-started-coding.html
Or am I missing something?
Ah, I see some editor code.
Reading through the docs it seems easy enough, until you actually start to use it. If you take a look at this example created by some random Youtuber I found for a state machine, you can see that you need: AssetImporter, Editor + Runtime for each node, and a lot more.
https://github.com/adammyhre/GraphToolkitStateMachine/tree/master
I figured it out, by futzing around. lol But I will look into that site you mentioned. it was under surface inputs.
I think this is just something specific to their use case. Could be wrong though.
This may be because the graph nodes are separate to whatever is used at runtime
Its not sadly. Even if you look at the same projects provided by Unity, they all contain similar setup.
The graph nodes define the node usable in that UI and thats it
If you want a graph ui for quests then you would have classes for your quest data somewhere AND the classes for the graph nodes that represent/view the quest data
Right but that's the thing, to me it seems overly complex.
I'd rather just, for example, create a "Node" Class, that overrides say, an input and output functions, then have a "OnEnter" or "OnLeave" style overrides as well that could be hooked into, and just go from there.
Instead I need to: Create the Node for the UI, Create the Node for the Runtime, Create the Graph itself, Create the Asset Importer to point everything properly to each other, then create an external script that handles everything on top of that.
The point of such a system is that this graph can represent many things that dont exactly fit this design
anyway unity decided this is how it works so there and its normal for editor only code like this to be separated in its own assembly
this? because post processing is checked and i still see no depth of field unless i go to camera view
who wants depth of field in the scene view 😐
Hence why I was asking for alternatives.
I think you are hoping for too much. whatever the graph ui represents it should work regardless of the graph ui's existence
the UI is an additional optional layer
Yeah, then I'm not sure. Perhaps they disable effects such dof in the scene view on purpose. To be honest I'm not sure why you might need it in the scene view anyway.
Maybe look for something on the asset store. There could be more narrow solutions. Like I know there are some for dialogs and other similar graph-based features.
guys this is some of the most beautiful code ive ever seen
private void Update()
{
distance = Vector3.Distance(base.transform.position, player.transform.position);
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Input.GetButtonDown("Fire1") && distance < 2.5f && Physics.Raycast(ray, out var hitInfo) && hitInfo.collider.gameObject == base.gameObject)
{
if (PlayerPrefs.GetInt("FoodDone") == 1 && foodScript.foodInHand)
{
sub.ShowSubAndClose("I remembered I had to finish up on my homework");
foodScript.FoodToSink();
audioSource.clip = clip1;
audioSource.Play();
}
else if (PlayerPrefs.GetInt("FoodDone") == 0)
{
sub.ShowSubAndClose("didn't have dishes to wash");
}
}
}```
those first 3 lines are on every single interactable object

if we pretend the player prefs code doesnt exist maybe?
what exactly is so beautiful about it ? 
Ray creation wastes a lot of cpu cycles in scenarios where distance check doesn't pass.
You can try bringing the script closer to the screen in the hierarchy
😥 if (A && B && C && D == E) {}
this feels like a unity question
when it comes to performance, how do people make it so that certain models arent just tanking their game?
you need way more details
but in short your should be using the profiler to figure out exactly what is tanking things
"Why is my framerate soo poor here"
"Oh this model is way too detailed" or "Oh this model needs LODs" or "this model sucks ass"
but yes profiler/ frame debugger is used to investigate whats happening
i was just thinking of a part of my game that was going to have a large amount of piles of books. as in lik emountains. ive seen games do something similar but all i can think is "wow that's not going to go well"
i will try the profiler
You would have lods setup for the models or ensure they are already efficient. If your game makes use of occlusion culling then it may already be fine
would just make sure things are culled when not seen and lod those books so distant ones do not use a huge amount of detail
but profiler is your friend
I mean you could make a book out of 6 quads
Thats a pretty cheap overhead
But also for like "piles" you typically need the outside hull to be geometry, everything not directly visible should not exist as geometry
If performance is a concern
i would first profile and test the simplest path to what you want
after that there are plenty of ways to deal with things
you just have to know of the work is worth it or not
like if its huge piles, yeah i would model the whole pile as 1 object that way you can just only model the exterior of it
SRP batcher is great so it would batch them together i bet
well SRP batcher it not exactly batching the draw calls even know its named that
just greatly reduces the set pass calls where it can
as a result i would make sure to be using the same material for all your books
that is what i would also do
yeah different variants could just have a UV offsets in the mesh to get texture varrations within the same material and texture
or could do some trickery to with the shader to randomize some colors or do it based on position
vertex colours are great to have different coloured books and share 1 texture
just multiplying a color over can look a bit rubbish compared to other approaches. but yeah is simple and cheap
Hey, I upgraded my project to a new version, and the console is filled with errors, how to solve these please ?
heres another way you could write this, theres not so much nesting, but it is a teeny bit more complex as a trade-off
float Distance => Vector3.Distance(transform.position, player.transform.position);
Ray Ray => Camera.main.ScreenPointToRay(Input.mousePosition);
void Update() {
var allowHit = false;
if (Input.GetButtonDown("Fire1")) {
TryAndHit(out allowHit); // do the raycast checks
}
if (!allowHit) {
return;
}
if (PlayerPrefs.GetInt("FoodDone") == 1 && foodScript.foodInHand) {
Debug.Log("Remember homework");
}
else if (PlayerPrefs.GetInt("FoodDone") == 0) {
Debug.Log("Dishes are clean");
}
return;
void TryAndHit(out bool allowed, float minDistance = 2.5f) {
if (Distance < minDistance) {
allowed = true;
return;
}
if (!Physics.Raycast(Ray, out var hitInfo)) {
allowed = false;
return;
}
allowed = hitInfo.collider.gameObject == base.gameObject;
}
}```
i didnt code it, i was being satire
the main horrible thing about that is the fact that every single frame for EVERY interactable it's doing this Input.GetButtonDown and raycast and distance check
on every.. interactable
Yea I'd utilize a shader to do it better such as use alpha to mask the effect
though i didnt know you could do that at the top
yeah been a fan of gradient mapping using a alpha mask or vertex mask for stuff like this. lets you get lots of variants for little texture space but full control over the whole range and not just 1 color
why is it when i stand inside this (rigid body) with my character controller it gets pushed down and jittering around, and when i exit sometimes it just gets flung
maybe your exit position lands your player hitbox slightly inside those box colliders
change your exit position.. make your hitbox smaller..
wouldnt making my hitbox smaller just do the same thing? also its not a fixed exit position im physically moving onto the little platform it has and off
OHHH
Expression-bodied members are a really nice feature of c#, very handy in these kind of situations. Bonus is if you needed to needed the value of Distance at many locations in that class, youve got a single place to read it from
i tried making the forklift bigger as a test but it still gets flung around and jitters
I thought you meant you were getting INTO the forklift like riding it interactively
yeah i see how you couldve seen that lol supa sorry
wait you can set grounded ?
i thought you could only read it
wait yeah no you can only read it wdym
you're using the built in one?
yeah
ohh nvm then.. idk rigidbody is hard to get it to play nice with cc. As far as it concerned its solid wall / collider
it will still be difficult unless you use a hinge or match velocities
thats why most characters turn static and let the thing navigate it
Damn this Game development stuff is pretty hard!
or actually ykw ill just make it so the player cant go inside and ignore all the other physics bugs thats that ggs fixed!
nvm it still gets pushed 😭
you would need to let the forklift takeover controls turn the cc off / not solid and let forklift drive it
there are always tradeoffs you need to make, wanna spend days/months on a specific feature, will it enhance the gameplay for the time you put into it.. realistically?
<@&502884371011731486> spam
ok
does anyone know why my square sprite keeps having that glitch thingy whenever i move, seemingly random
from this video alone is hard to tell , could be anything..
also why not just use cinemachine it has good smoothing so it probably wont look as bad, my guess would be desync between movement and camera
Possibly moved in fixed update without interpolation
fair enough i probably wont add the forklift anyway so im just gonna leave that as is
hello yall im trying to create a block breaking overlay on the tilemap. is there a way to get shaders to draw my sprite over individual blocks for multiple sprite sheets? i have different block sheets but they use the same damage tile sprite overlay. i tried using shader graph but its not accepting multiple sheets very well
Similar to minecraft?
yeah
In 3D? You mention tiles which sounds 2D. You could use a sort of overlay. With 3D, I’d do the same, use a cube object already in the screen that has a transparent texture, and keep it following the crosshair raycasted
In 2D and i wont need raycasting, its like a projectile game but the point is, im struggling to get the tilemap shader to render properly.
Would you happen to be able to detect the block health? Any damaged block could have a image overlayed above the blocks that has a crack image
Yeah i can find out the damage and apply a shader there, but the shaders blue
I personally don’t see the use in a shader covering it, if you know the blocks health and have a tiling system so that the game knows where a block goes, you could place a image right above it which has the required crack level
A player in 2D won’t know the difference
Right. So would i place a gameobject in that case? Or is there a way to place a sprite and just the sprite
Gameobject. Which has an image on it and you can set that image to whichever you need. You can either use array of images or just hard code 1,2,3 slots.
Instantiate at the block location which in 2D will make it look like it’s cracking
That’s my personal opinion on setup. Debugging all that health and so you’d start to realize how that can piece together.
Unless someone else responds with some sort of 2D shader lol.
Gotcha, i can do that. Thank you!
does anyone know why the tile palette tiles have weird dimensions? 😢 nvm fixed it :D
couldn't find specific channel for my question, so. how gameobject works? can i literally make anything with only using gameobject and it's components?
i'm currently going through a tutorial on how to create a scene or smth. i literally made a ball in one GameObject and a few components. in godot you would need about 3 nodes to make something like that, and if all of a sudden you dont need it to be a physical ball but a statue for example, you would recreate the whole scene tree. i've never worked with something like that
Yes. GameObjects are just containers for components with a position, rotation and a parent-child relationship.
Anything that you can put in the scene is a GameObject, and depending the components you add to it it makes that GameObject have an appearance and a behaviour 🙂 https://docs.unity3d.com/6000.3/Documentation/ScriptReference/GameObject.html
i see
If I'm not mistaking, it's the equivalent of a "Node" in Godot
yeah yeah you're correct
do you have any advice for me to learn C# in future?
What kind of advice are you looking for ?
well, how to learn it fast i think
is it your first programming language ?
Check this video : https://youtu.be/qZpMX8Re_2Q
And this website : https://www.w3schools.com/cs/index.php
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thank you
i wish there were tutorials for advanced programmers to skip topics of sort: what is a variable and stuff ;DD
You could read the official manual and skip stuff that is obvious to you.
bruh how could i forgot that
thank you
Hi, quick question if i want to make a cape should i model the exterior and interior, or can i do it one sided without the backface turning invisible?
Or is there a way to texture the back faces?
Hello, does anyone know of a way to prevent a second project tab from swapping to whatever you're working with in a separate project tab?
I figured it might be helpful to keep a second tab to quickly access assets while I use the first one to swap between prefabs, but it's giving me trouble, any advice?
I think I figured it out, right clicking the tab and clicking "lock" seemed to help
Generally you need both faces. You can render the back faces if your shader allows it, but it would likely miss a lot of stuff, like correct lighting.
I dont remember having issues with double sided rendering, at least in HDRP
Might need to tweak the normals setting for the backfaces though
Now that i think of it, if you have to animate the cape, its probably wiser to use double sided rendering
Hmm... Donno. Maybe the hdrp shaders are recalculating the vertex normals for back faces.🤔
Cuts down the skinning process by half
Yeah could very well be a HDRP thing. Been a while since i touched anything else
thank you
zealous_star_47028 was softbanned.
may i ask something? and where should i ask if i got a problems?
yo
i tried to fix this problem but i still cant get fixed
nothings working
thanks
i do use cinemachine. the code is a simple velocity change in regular update
like
player.rb2D.velocity = vector2input * movementVelocityFloat
So does your rigidbody have interpolation enabled or no?
next project make 3d person unit selection and movement
For some reason I can’t use the older versions of unity I have on my pc, every time I try to load it, it gives an error
Anybody know why?
It says something about a security issue, I can’t tell u exactly what it says because I can’t acces my pc rn
Ok
2022, and the 6000.ver
why do my Unity keep opening in administrator mode, i can't open it in user mode
i press this, but it either doesn't open, or i need to continue with administator user
Did you open the hub as admin?
nope
How are you opening the editor?
And the editor? Via the hub?
oh the editor
yeah with the hub
i tried either way
it's like i only have administartor user and dont have standart one
Where are the hub/editor installed? As well as where is the project located?
Nooo! Not the brick... 😩
dude
the user that im in rn, is administrator
i dont have standart one lol
i just checked that
this one happens when you reinstall your pc to a compact version, gotta be careful i guess
so, creating a standart user didn't change a thing
i still cant run it in standart user
if you right click on unity hub, do you get options like "run" and separately "run as administrator"?
yes i tried this too
Hi
does anyone know a way to test out steam relay with a single computer?
you can't really have two steam accounts open at the same time
Virtual machine?
Where is your project located?
Up there
That's not the project.
it's inside that folder
Can you give the actual path as it's displayed in unity hub?
oh okay
OK, so it's not inside the unity hub dir.
yep i guess
But anyways, this dir should be fine.
yeah it's not
I guess, try opening a project scene(.unity file) directly and see if that changes anything.
where's the .unity file usually located inside project?
In the assets. Possible assets/scenes
But generally, wherever you saved it. The sample scene should be in assets/scenes I think.
get this when press outlined button
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 feel like there's an issue with your editor install.
Checking the logs might reveal more.
checking rn
that's all i see
i sent a bug report with unity bug reporter, hope to get feedback
The relevant info should be lower down towards the bottom..
That's unlikely.
Look for a message like "Crash!"
only that
it's above the previous screenshot
cuz there's nothing below
and it's not even the thing
debug of me closing the window, nothing much
no the first ones
That's weird. I guess it's worth looking at the hub logs as well.
the StartBugReportOnCrash is not the thing
I guess checking the earlier messages could also be helpful to understand why it launches in admin mode.
so when i closed the window it would proceed to load as admin and overwrite the log
i didn't close but opened the logs and it's now have a lot of errors
"-acceptSoftwareTermsForThisRunOnly" what's this arg
nope no errors
first line
Hmm... No clue what that arg is or if it's even relevant.
I'd check the hub logs at this point as well. I think it might be the one launching the editor.
hi
Hi guys hope you all had a good xmas 👍🏻 have any of you used the BlackBox addon for prefabs, do you find it useful? Seems quite tidy to me
Yall trying to import a mesh from blender into unity
getting this error when I go to extract textures. anyone know whats goin on with it?
what are you using to export the mesh from Unity? typically I will use FBX exporter
How to make when I press E the door opens?
most would fire a raycast when a key is pressed to try to locate an interactable object (such as a door) and then tell it to open
ask in #💻┃code-beginner
thank you
I export from Blender to Unity with these settings
which i did the path mode right im just confused on why I cant get the textures in unity rn
this is unity 6.0.53f1
@short grove how do you mean you can't get textures in, usually you just drag a PNG into project folder and it appears 🤔
I will also use the ACT plugin with Blender to export to unity, I don't usually do an FBX export
but if you have textures applied to the model I usually just drag them in separately, I never really have them applied in Blender and have them all come into unity together
So when you click Extract Textures it gives that error and nothing happens?
Usually on other versions since the textures packed in blender and it works out in Unity
Yeah basicall
gives me some error about a serialize error
that does sound more efficient yea, I'll have to try that out as typically I would bring in a mesh and textures from substance painter or something with a separate export
Well its a unity error so i dont know if you can do anything about it, but try resetting the layout and restarting unity
Or a different unity version
Yeah thats not happening
Strange ill try some other things but restarting hasnt been cutting it
It could also just be abad export on blender’s side causethe FBX files dont have the texture in theunity dropdown
But im jnsure if thats supposed to befixed by extracting
If you right click the mesh in project window and go > Reimport
Does it print anything in the console?
I did reimport all just now ill try again in a bit
Don't need to reimport all
You can reimport a single asset
Just wondering if it prints errors when you do that
reimport works fine no errors
Question is the texture itslef supposed to show up here?
Cause im thinking I probably just skipped one step in the workflow when it comes to exporting
Yeah alright I see
The textures needed to be unpacked in blender not to the blend file
help! I get this error every time i open any project, This started to happen after my hard-drive broke (specifically K:/), I've tried everything from deleting the cache to deleting all folder's related to unity in the AppData folder and reinstalling everything! (I use an old version of unity because i mod a game that uses this specific version)
try resetting the library perhaps
like deleting the libary folder in the project?
did that already
does someone know how to fix my license activation not saving?
maybe check logs ?
This seems like a broken installation. Can you check if that com.unity.2d.path-2.1.1.thz file exists?
i don't think its a broken installation because i reinstalled everything like 2 times, also that file exists, if it helps you when i delete it and remove it from the manifest.json file i get the same error, just from a different file
Ah, actually reading the error again, it's not about that file, but it seems to be an error when it tries to create a directory \\?.
I'd check the logs for more info on where that comes from and why it tries to create a directory at such path.
looking at the manifset.json file might also reveal some clues.
where do i find the log files tho?
!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
omg osana najimi, what's wrong?
this is my project where i test some assets
before using it
Should probably be posted in #1180170818983051344
ah in the log files theres alot of mentions of the old unity path in my old harddrive
so i guess it's trying to access those files
i dont know how to make it stop tho
Try reinstalling the hub
Maybe check if you have that path anywhere in the env variables.
It might also be in the registry. Or in your project config somewhere. Does the issue happen with new projects?
yep happens to all projects
where's that?
Environment variables. Google it.
these?
Yes
i cant find any path that has K:/
Pay attention to variables like PATH. These would contain many values. Click "edit" to see all of them.
I checked most of them, couldn't find a directory with K:/ tho
OK, then it's not there. Either the registry or somewhere else.
It's kinda hard to say anything as you didn't share any info whatsoever.
where in the registry tho?
That I don't know. You'll need to Google.
Possibly somewhere like this:
HKCU\Software\Unity Technologies\UnityEditor <version>
wait i think i found the K:/ path, but it's for an edtior version i don't use anymore :/
im gonna try changing it anyway
didn't work, also tried searching for every K:/ path in the registery and changed each one related to unity and it didn't work :(
hi! how to put the world space rendered canvas above the tree model?
Lol I have just found out that I can multiply and divide in transform
you can do maths in any numerical input field
hello guys, what's the best way to make a player(sphere) that would automatically go forward and roll and would just have a left and right input with A-D to go to the left or right only? I'd like him to have gravity too
there's no best, but there's several ways to do so
for example, using a rigidbody that you keep adding torque to, a rigidbody you apply gravity to while on a slope, etc
applying forces or torques to rotate
all depends on your intended levels, the feeling/control you want to have, etc
yee that's what I thought, I'll try to find a tutorial on this thank you.
move the z
increase it
Hi uhm, I just opened one of new Unity 3d for game project uhm, any solution for these?
make sure all packages are up to date in the package manager then restart. if it persists then close the editor, delete the Library folder from within your project folder, then open the editor again
.-.
I try...
also note that the security alert you are seeing on that version is entirely unrelated to the error you are seeing in the unity console. though you should ideally update to a patched version
Alright, thanks, maybe install new unity 6.3 will make things better
how do you do pixel alignment in unity? I can't align my sprites properly
the grid snapping thing doesn't work because my sprites are too small
You use the pixel perfect camera package to have sprites align correctly
it's a package?
I think I used the word package, yes.
with lining things up in the scene? you'd use grid snapping for that, make sure you're using the right tool to respect that setting
ive been using it just fine
Grid snapping doesn’t work either
The grids are just too big
And apparently you can’t adjust their size either
I don’t know why
you don't need to adjust the grid size. you adjust the pixels per unit setting on your textures to better match the grid size
I can try
But it’s a little difficult to get the measurements right
I tried setting PPU to 16 since that’s the measurements I used for aseprite
no it isn't. you choose how many pixels you would like to equal one grid unit in length then set that as the ppu
Where do I see that in?
see what? the only thing you need to "see" here is the PPU setting, which you've claimed to have set before so surely you know where that is
mb, i misremembered. i use increment snapping in my own project, and ive set the increment to 1/ppu
Assuming your trying to do this through code, you could get the MeshRenderer or collider bounds to find out the "top" of the tree, then add a offset to position it where youd like above it - and if you mean just in the editor, you should be able to move the world space canvas
how to change size of an apv
it automatically makes a huge apv on baking which is not required
i googled this and got this manual article
https://docs.unity3d.com/6000.3/Documentation/Manual/urp/probevolumes-changedensity.html
is that the apv you're referring to
probably not
you need to provide context like that upfront, man
adding hdrp to my query yields https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/probevolumes-use.html
there's a section on configuring them at the bottom
Does unity have any form of servers like AWS?
i believe through unity cloud, yeah
it's not gonna be like aws though, it's gonna be specific to unity
Okay
and also it seems to create a huge volume even when it is just a small room. you sent how to adjust probe spacing. but at this point i can dig up docs myself
is it normal though
i just have one small room and baking apv generated a huge collection of probes
you might have to ask #1390346776804069396 about that
Hey, so I noticed that my macbook boots up unity WAYYY faster than my PC. I was looking into why, I have an NVMe m.2 SSD and it has pretty high numbers for speeds, so I didn't think it was that. I dug around a bit and people said that it's a CPU bottleneck because of how unity loads all its lil files I guess?
I have a Ryzen 7 3700x right now, and I was willing to make a big jump. BUT, I discovered the newer CPUs are bonkers because of AM5, and I'd need a new motherboard, which like, fine? BUT then I realize, the new motherboards require DDR5 ram which LOL not right now
so I'm wondering, does anyone know if the Ryzen 7 5800x would help me out here, it's AM4
my Unity hub installation is failing to start and just giving me a: Traceback (most recent call last):
File "/app/bin/start-unityhub", line 72, in <module>
main()
File "/app/bin/start-unityhub", line 46, in main
tree = ElementTree.parse(prefs)
^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/lib/python3.12/xml/etree/ElementTree.py", line 1204, in parse
tree.parse(source, parser)
File "/usr/lib/python3.12/xml/etree/ElementTree.py", line 569, in parse
self._root = parser._parse_whole(source)
^^^^^^^^^^^^^^^^^^^^^^^^^^^
xml.etree.ElementTree.ParseError: not well-formed (invalid token): line 113, column 22
Does anyone have idea how to make labels for polygons like Europa Universalis IV or Age of History III have for province names? I don't even know how to search that
these python tracebacks are completely useless for figuring out whats going wrong 🙁
what OS are you using??
using the Flatpak on Debian 13
use TMP text
If you are able to make a path for the country/region shape, you can do a text-along-curve deform like this: https://discussions.unity.com/t/curved-text-along-a-custom-path/836700/2 (message after talks about the TMP specific deform)
anyone here who's done VFX, what is the best way to get started in VFX in Unity? I come from a background in Unreal where I dabbled in Niagara, is there a similar system for unity, or is vfx graph what everyone uses? I know there's amplify but that's a material editor
Thanks!
amplify is a third party shader node editor (we do not call shaders "materials" over in unity)
Particle System is the older system, works on the CPU, simpler to set up
VFX Graph is a more modern system, mostly GPU, more flexible, graph based
vfx graph is not supported on all platforms but is on most high end ones
Make sure you are using supported one, and ask for details in #🐧┃linux or Unity discussions forums dedicated thread.
system requirements pinned there as well
Oh man VFX Graph is still in preview for URP
Nvm I was on an older page
just wanted to ask as my team is looking for a vfx artist, thought I'd try get a jump on learning it (obviously gonna take time though)
mb *set
autocorrect on phone is annoying
I've set it here for my sprite, I was assuming you meant for the canvas
Unity UI is 100% my opp rn
I was assuming you meant for the canvas
well no, it was implied you were referring to sprite renderers because at no point did you say any of this was for UI
is the canvas in worldspace or screenspace
screen space
you'd basically be on a different grid then
My bad, I assumed the question implied that it was a canvas/UI related issue
Oh
I’m not really sure how the UI works
What’s the difference?
huh, how does maintaining pixelart on a canvas even work, in terms of avoiding mixels or whatever...
about... everything?
they are still objects, but
- the space is different (screenspace vs worldspace)
- positioning is different (
RectTransforms vsTransforms) - the components are different (eg
ImagevsSpriteRenderer) - the layering is different (hierarchy vs sorting layers)
you still use Sprites, i guess?
unless you use RawImage, which uses Texture2D
I’m probably using sprites, yeah
you would be using Sprites if you're using Images, that wasn't a question
in what cases it is really critical to use Unity as administator user?
In a string i "\n" pushes text to the next colum. Are there other \letter comments in a string you can type in c# to achieve other effects? for example perhaps changing the font size?
not fontsize, that's not something that exists in a string
you can use different tags that unity knows about for something like that though
wait, im confused
how do you even snap pixels properly in the canvas
Good to know that it's possibile. i'll have to check that out then.
@plucky bobcat You need to use pixelperfect camera I think
okay ill install that in a bit
URP have it
\x is called an escape sequence, c# has quite a few - you can look them up
they don't do specific things, rather they are specific things
for example \n represents a line feed, ascii 0A, the character that you get when you press enter
to modify styling, for example in a string used by tmp, you can use a rich text tag, eg <size> for font size
https://docs.unity3d.com/Packages/com.unity.textmeshpro@3.2/manual/RichText.html
I see. so they execute input or preexisting codes?
no clue tbh. you can set the canvas to pixel perfect, that'll probably help, but not sure if it's sufficient
unity hates pixels huh
not sure what you're asking here tbh
...not really?
i just said i don't know, not that it's obtuse or hard
It's pretty simply to use luckily.
it was more of a joke than anything serious - I just find that Unity isn't super friendly for pixels as far as my (shallow) experience goes
usually for any other software I'd assume that grid sizes can be adjusted for snapping
but that's not how Unity plays
Just don't set the privot point to pixels in the sprite editor. that messes up with the pixel display on objects
it can
but that grid exists in worldspace
not in screenspace
the problem here is that it's UI, not that it's pixelart lol
what do you mean by "to pixels" here? setting an appropriate pivot is a pretty good step to take
aseprite uses "px" and I have no clue how that translates in Unity
(why is this in UI anyways? this looks like a character sprite)
px is an abbreviation for pixels
the first P in PPU also stands for pixels
yeah, but 1 px is different than whatever unity uses
from what im seeing
unless im blind
i probably am
PPU determines how many pixels of the texture fit in a unit of worldspace
you're probably just seeing UI shenanigans
screenspace is also in screen pixels
what else should it be? I don't see any other option other than "sprite" that could work
You can try it yourself. Add the pixel perfect component to the camera and then set a sprites pivot point to pixels. If it's a moving object then it'll cause sub pixeling where the sprite displays in a messed up way
you would have it in worldspace, using a spriterenderer
i can't try it for myself when i don't know what you mean by "to pixels" lmao
do you mean like, in the middle of a pixel?
or what?
im
seriously confused
why would I need a spriterenderer when i can just assign the sprite image to the sprite itself
no clue what you're referring to there
you said I would have "it" in the worldspace using a spriterenderer
I don't know what you're referring to by "it" and I don't know why I'd use a spriterenderer
a Sprite is just the image data
to render that to the camera, you need a component to do so - that's (usually) either SpriteRenderer for gameplay objects, in worldspace, or Image for UI objects in screenspace
having things be in worldspace is much more convenient (and performant) for gameplay objects
wait so
if I have to use spriterenderer to render it to a camera
oh wait
i am using spriterenderer
nvm
i thought i needed to render it in a script
Yeah, i know i'm being very vague but here it is.
the pivot point can be set to pixels
which causes weird display with the pixel camera
well, pivot units, not the pivot itself - that's mainly why i was confused
i don't think i've noticed or thought about that option before ngl
that's weird though, i'd expect it to be better. it'd certainly be more convenient than setting the normalized position
also, where do I find snap settings again
unity forums says that it's moved to the overlay bar
Fair, it's just a pivot point grid snap. I once turned it on and forgot, and my sprites where displaying wrong in pixel camera, took me a good waste of an hour to realize something so simple
i have the overlay bar open but there's only the grid and snap settings tick box
actually, it doesn't change anything in the file itself
oh wait i see it nvm
that unit dropdown just changes how the pivot position is displayed in the editor, and it's global
it doesn't change any data in the file, so you probably were seeing the effect of something else
any idea why my shader graph is missing this function, Support VFX graph?
okay unity ui is
Yeah, i think it just changed the pivot point to not be centered if the sprite isn't symmetrical since it only snaps to pixel units
so inconvenient
Causing the pivot point to be off center
where's the snap all axes option
it's in the pixel perfect documentation but various unity updates have thrown it out the window
your sprite had an odd number of pixels?
that doesn't affect it, the pivot point can be at a non-integer amount of pixels, and changing the unit doesn't automatically snap the pivot
it makes dragging the pivot point snap, but the values aren't limited to integer values
yes, it's called commercial licensing
No, it wasn’t a odd number that’s the thing. So the pivot point was a digit higher to the right which caused double pixeling on the left side of the sprite
no clue what you're talking about anymore
a sprite being symmetric has no effect on this
what you're describing is just.. not a thing
It does when the privot point is offcentered which happens when you set the pivot point to pixel mode.
which happens when you set the pivot point to pixel mode.
this is incorrect
Is it a good idea making unique head bob movements by manually animating it via animator?
it's not even really "pixel mode", it's just how you show the units of the pivot position
the actual value/actual position doesn't change
Yes but since it only snaps to pixel units, if the pixels width or height isn’t a odd number it can cause issues
it snaps when you drag the pivot, it is not limited to integer values
the pivot being between pixels is perfectly fine - it's what you get when the pivot is centered on a sprite that has even width/height
so it's an odd-sized sprite?
Exactly
Wait no it’s not a odd sized sprite
even-sized sprites just wouldn't have anything close to this problem
They will, if you set the camera to pixel mode and set the pivot to pixels.
i'd get it if odd-sized sprites did, but realistically i'd expect them to be handled just fine - it's not like the actual positions in gameplay will align with pixels anyways
setting the pivot units to pixels does not do anything
the pivotpoint being offcenter is not a weird edge case either, that's how pivots work
Well appearently it does.
i don't doubt that you encountered whatever problem you had. but this is definitely not the cause
did it affect every single sprite you had?
It is. And that’s how i solved it
No.
the pivot units setting is global, thus it is not the culprit
I debugged and it was the pivot point
sure, that sounds.. at least more reasonable
the pivot units just.. doesn't have anything to do with the pivot point, really
It’ll be “believable” when you see it for yourself.
it changes how you see a number
this is just religious talk lmao 😂
Okay that gavet me a chuckle.
I won’t deny that
I’ll be back after a shower, i can send a quick video.
it's clear to me now that you're just stuck in your confirmation bias. clearly you aren't grasping what pivot units actually does
nor even that the center of a even-sized sprite is between pixels
so, i'm not gonna engage in this bs further
Okay? How about this then? I’ll record a video without the bug and simply change the pivot point and show you the aftermath
In one recording session
If it DOES
Have pixel problems then you gotta admit it was the truth, eitherway it’s something barely relevant to anything really.
i just tested myself and it doesn't happen, even with a pivot at 24.4 pixels
i use pixelart myself
Upscale Render Texture appears to have an effect. it might be that
i don't think you should use that, just pixel snapping is fine
ios anyone a master at using playfab
More of a meta channel question. Is there a way on mobile to edit the featured image on my project thread? The project has grown in the last few months, but the thumb is stuck as the initial boring greybox I used haha.
: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.
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!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
iirc it takes images from the initial message, but you can't add attachments afaik, you'd have to upload it somewhere where it then gets embedded from a link, and then you can edit that link into your message
you haven't even said what your issue is
hi, this is not a social space
https://nohello.net
ohh ok
if you have a question you're free to ask
ok
well bacically i have added a new studio for my game on playfab called monkey world i go on unity log into play fab i have correct sdk but i press add new title i press on override to change it to my game name and my game title/name is not there?
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ok
@storm patio well bacically i have added a new studio for my game on playfab called monkey world i go on unity log into play fab i have correct sdk but i press add new title i press on override to change it to my game name and my game title/name is not there?
you did not have to spam it again
have a little patience please - i didn't answer because i don't know.
but now that you've asked, if someone drops by who does know, they'll be able to answer
I'm abit late. But do you want me to send you a video of it, or just leave it at that perhaps if you don't want to talk about it anymore?
yknow what, sure, let's see it
alright.
Anyone able to help me if i screenshare? I'm making a game for a game jam
Basically when my dragon touches light, i want it's health bar to go down. I have different images for the health bar for when it loses health. the triggers work, but the bar changing to another bar isn't working
we don't have vc for a reason - it's an ephemeral way to give information
have you debugged if your health is going down, to start?
yes that works
are you getting any errors, etc - and have you debugged to see if the code that should swap the healthbar is being reached
guys can someone explain why is it everytime I go into playmode unity gets stuck on reloading domain?
i'm not getting any errors and yeah the code is being reached
yo quick question, are microstutters in the preview normal? im new and just wanna make sure
Hey.. Very simple question, is it possible to align the scale of one object's edge to anothers using either just scale or rect? or is there any sort of plugin that makes this easier? So it becomes more like the second image but with perfect alignment?
Well, you were right, it's not happening. I won't sugarcoat it either, you were just right.
https://docs.unity3d.com/6000.3/Documentation/Manual/PositioningGameObjects.html scroll down near the bottom to Vertex Snapping
I think this only covers position.. I haven't ever been able to make vertex snapping work with scale only position?
it mightve been this #💻┃unity-talk message if you had that enabled and perhaps changed the pivot - that's my best guess as to what happened
i tried that option and i noticed spritedata definitely being changed
i don't doubt that you had that issue (just pretty sure pivots aren't the root cause), so, yeah that's my best guess
I'm trying to fill the gap on the right to fit perfectly
While also keeping the left perfectly aligned, so basically align the edges using scale
Eitherway, i'm sorry for bothering you with that.
I now feel pretty bad about it.
knowing that i was wrong.

being wrong is a part of life
Ideally you build geometry in 3d software or use pro builder in unity instead of whatever you are trying to do now
Then you can make pieces round sizes that are easier to place
Nah I can't. It's for SCP Secret Lab which only uses primitives
If it's impossible then it's fine and I'll just deal with it
then correct the scale used on other pieces and make use of vertex snapping to position the objects
If its modding then you cannot ask in this server
It's not modding, just primatives
a cube is 1x1x1 so its not hard to correct this...
I think there's some miscommunication
It's fine though. If there isn't a tool or plugin to make this easier then that's all I was wondering so thank you
I know of no tool to measure vert distances
Its just confusing to be limited to scaling cubes and not be a mod
also a good opportunity to learn
maybe this question is better for unity forums
anyone know why I seem to be missing this menu in Unity? I have VFX graph enabled but don't see it
I only seem to have visual scripting
- Double check that the package is installed and up to date
- Make sure you don't have any compile errors in your console
hi how would you do the 2d camera panning thing some fnaf games do in unity?
show an example?
this thing
idrk how to explain it cuz gifs get auto modded
just move the camera
or move the sprite
unless it's actually a rotation of the camera
in which case, rotate the camera
Should be able to use gifs as long as they aren't hosted on Tenor.
!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
☝️we can't answer without knowing the question 😉
it's not a programming thing necessarily, ill try to explain
good thing this server isn't only for programming
I want my entire game world to be grid based.
the closest thing I can think of is animal crossing new horizons?
i don't want voxel based or anything like Minecraft, and (most of) the terrain won't be editable. the grid is both there for my purposes as a level/world designer, and for consistency+aesthetics
not everything will conform strictly to the grid, ie there'll be slanted/sloped pieces that occupy half of a grid space, and I want players to be able to place items (furniture) within smaller grid spaces.
so, the grid will be 1x1m, and players will be able to place within a smaller 'sub grid' of 0.5x0.5m, plus a center point of each grid space
for context on the aesthetics: it's very n64 inspired. harvest moon, ocarina of time, animal crossing n64. 3d, mostly top-down perspective with the option of a more traditional 3rd person camera
This is a statement, not a question
What's the question?
how do I do this, is the question
Use a grid of some kind, presumably. You can use Unity's built-in Grid component as the basis, or write your own
the math is generally pretty simple for a basic rectangular grid.
that's... so obvious, I'm sorry lol
i probably should've looked there first 😭
another question, probably a harder answer. if i want my game to have optional co op, what should I be doing from step 1 to make sure that won't be a major stumbling point later on?
for co op, I want:
each player's customisable homes to be accessible
each player's character customisation to be visible
only the host's exterior customisation to be visible
quests only able to be started by the host, but progression saving across all players
players being able to be in the same overworld at the same time
first define what "co-op" means. DO you mean network co-op?
Any networked multiplayer game needs to be designed with networking in mind from the ground up
yes, online co op. peer to peer
what this means depends heavily on the level of network interactivity you are going for. If it's just "players can visit each other's houses by themselves" that's a lot simpler than "players can run around together in the game world in real time"
yes, I want players in the same world. edited the original message to be more specific