#💻┃unity-talk

1 messages · Page 50 of 1

slow dirge
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The package manager. Not in explorer.

primal monolith
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oh I found it

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oh it fixed

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thank you dlich,wolfos,mike,osmal

charred plover
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Wait, where did you find it??

charred plover
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I have SO MANY THINGS with 'lock' on it. 😅

Which one/s am I meant to be deleting? 😅 😂

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Package Manager; there's nothing though.

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⬇️ This is what's in my 'Package Manager' ⬇️

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What did you have to delete @primal monolith ?

primal monolith
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and remove it

charred plover
charred plover
cyan lion
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can someone help me with this.

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my internet is obviously working as i am able to send messages

hidden panther
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is it okay to still use editor version with "security issues", I don't feel like changing it.

storm patio
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the security issue affects the build

charred zealot
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Do anyone had a site to download game project file for studying?

charred plover
violet thunder
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I dont know what issue you are having

charred plover
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Version Control just isn't working.

I can't push/ pull any changes.

#

@violet thunder

violet thunder
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No idea, havent used it

charred plover
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Version Control is grayed out.
I've updated to the latest version of Unity etc.

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Ah okay, no worries

main venture
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hello, how can i make my terrain not so reflective?

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the material attached to it seems like locked and i cant change its properties

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fixed that

mystic abyss
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well, that aint good 😅
I wondered why my system was locking up when I opened Unity

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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

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I scrapped part of that system, so I dont think it actually had a valid path to save the assets to

slow dirge
charred plover
urban mountain
#

guys, is it a channel where i can ask questions?

slow dirge
urban mountain
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still

mystic abyss
#

ah! disabled everything thats responsible for generating assets, not unity doesnt flood memory 😆

urban mountain
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i have an object

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like this

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can i export it as fbx and how

slow dirge
hidden panther
#

Does anyone have a good tutorial for shader in unity, I have zero knowledge and I need to learn it so bad

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YouTube tutorial

slow dirge
gusty abyss
#

Guys what would be the best way to localize a dropdown?

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Like the label itself that shows selected that isnt hard to localize but how would I localize each option shown?

storm patio
gusty abyss
hidden panther
mystic abyss
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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

blazing depot
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28 STAB WOUNDS

charred plover
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Okay soooooo; UVC stopped working again. 😭

Uninstalling/ reinstalling/ updating to a different version doesn't work.
(First time it did, now it doesn't.)

storm patio
blazing depot
storm patio
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this is a help server

storm patio
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that doesn't really excuse it, the message doesn't fit here either

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there's no off-topic chat here

blazing depot
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dude ok chill

old hatch
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why does my game run better in the editor than in the build?

pale coyote
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thats what i think idk for sure

old hatch
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ohh ok

pale coyote
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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?

old hatch
charred plover
#

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? 😅

pale coyote
#

before the branches system used to be a bit different tho i havent used them.

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i only used VCS for backups

charred plover
pale coyote
charred plover
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I'm just trying to get it to work so I can collab with my friend in another country.

pale coyote
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can u show your entire screen?

old hatch
pale coyote
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wait

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are you just duplicating and placing grass or using paint details?

old hatch
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im using prefab painter 2

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so i guess duplicating the grass yeah

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i dont know if the terrain paint details would work with the floor mesh i made

bleak sable
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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)

old hatch
bleak sable
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ITS A WALL FROM PRO BUILDER SO JUST A CUBE

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sorry for uppercase forgot to turn it off

old hatch
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oh idk then

plain dagger
bleak sable
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the normal map is a normal map and its an gl

plain dagger
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Is there an option to invert G for the texture (this will fix it)

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to explain: open gl normal maps have the G channel inverted compared to DirectX

bleak sable
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flip green chanel?

plain dagger
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yes

bleak sable
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nope didnt fix it i think its something with the sun cus when i move it it fixes one side

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but the other one gets dark

plain dagger
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Without additional lights or baked light or some kind of GI then this is expected

bleak sable
#

yeah but even if i bake it with selected as static and baking didnt fix it

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but ill try to add additional lights thank you

plain dagger
#

Your sun would need to be set to mixed or baked to then contribute

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Adding reflection probes will also help

bleak sable
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and found the problem it was thath the metallic map was added even when i didnt addd it removed it and it works now

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kinda

charred plover
#

This might be a silly question......
But, do we need a "Developer License" ??

If we do, I have nooooo idea where to find it. 😅 😂

violet thunder
tawny quail
#

<@&502884371011731486> ^

plain dagger
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<@&502884371011731486>

potent geyser
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?ban 842273544977383475

novel scarabBOT
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dynoSuccess krish24163715 was banned.

storm patio
charred plover
storm patio
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no? each app would have its own license

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not sure if visual studio needs a license

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if it does, it'd be its own thing, unrelated to unity

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but unity does also require its own license, unrelated to any ide

charred plover
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I'm trying to find where I saw it again.

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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?) 🤷

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It wants a .pfx (Certificate File)

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This is on cloud.unity.com
Trying to set up "DevOps"
(Do I even need that to collab with my friend in another country?) 😅 😂

storm patio
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this soudns like it's for publishing?

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certificates and licenses are not the same thing

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it's asking for info correlated to your license, it's not asking for a license here

sour salmon
#

Unity 6 if it was released in 2020 be like:

gusty abyss
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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

mild radish
# gusty abyss 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
gusty abyss
mild radish
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im not exactly sure how it works.. i'd just need to debug the values in the console and find out myself..

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ive never used the .clickCount

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just found it

gusty abyss
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right

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ill figure it out later, thanks for the help

mild radish
#
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

worldly cave
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well we cant really help you here because you gave us no actual info

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nor what problems youre facing

mild radish
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yea.. dont be soo vague

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nice 🍌 kuz 😉

worldly cave
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thank you thank you, we of the bananiform have to stick together

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all Three Score and Ten of us

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then whats the point of you coming to a help channel here and telling us about it 🧐

polar basalt
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i didnt know that is possible.. i used to do this based on time logic.... thanks..

mild radish
#

but id idnt know u can do it with the handlers and the event system

polar basalt
#

it looks like old input system to me

mild radish
#

no the handler's are the EventSystem

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yea

polar basalt
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okay okay

north herald
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Hi

mild radish
north herald
#

Ok

charred plover
mild radish
#

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.

undone monolith
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hey what does this error mean?

mild radish
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not sure.. but it looks self explainatory

polar basalt
mild radish
#

whatever works for you bro 👍 im running both for now

polar basalt
gusty abyss
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i use only new, i find it a lot better

undone monolith
deft rock
mild radish
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☝️ lol exactly

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since its not a typical error... im afraid not many people would just know the solution.. try googling the error

undone monolith
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How do i disable those?

deft rock
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no idea, time to google

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my first search would be: how to disable unity location service

plain dagger
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Apple are weird and want you to have some explanation for why you want to use some things

undone monolith
plain dagger
undone monolith
#

Xcode or smth

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How do I find that?

plain dagger
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Doing something in xcode wont help

undone monolith
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That's all I see in google

lapis iris
#

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

mild radish
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that was just the top error. haven't checkd the 2nd one yet.

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its a setup/settings issue i believe via the errors and search queries instructing to mess around in the Player Settings usually

mild radish
# lapis iris Hello. I'm just looking for some guidance regarding co-op. I'm 100% new to Unity...

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..

junior kiln
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does anyone recommend or can you any sale items from the store

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as a beginner

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complete newbie

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i was looking at top down and game maker

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v2

mild radish
# lapis iris or even something "basic" in my ears to put Playercontrols on a character. I got...

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..

lapis iris
near wigeon
# junior kiln complete newbie

save your money and use placeholder assets, in terms of templates don't, you wont learn much most of them have their own systems

charred zealot
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Why unity is so depressing

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I'm quitting my game development major

near wigeon
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skill issue

storm patio
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or environment issue tbf

charred zealot
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Deadlines in 1 day

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40% progress 2 error

near wigeon
#

unless you state a specific issue you're having, randomly barking won't solve anything

storm patio
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this server isn't exactly for ranting, if you have a specific issue you want help with you could ask about that

junior kiln
exotic relic
near wigeon
#

yup

exotic relic
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Simply that, its not too difficult to create

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you need dedication

charred zealot
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guess at the wrong server

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mb

mild radish
# lapis iris Thanks for your answers, I'll keep on fail and trying again 😄

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 🫡

near wigeon
#

tf is this

storm patio
#

<@&502884371011731486> scam/spam

user is online and currently handling it apparently

storm patio
#

just another crypto scam

near wigeon
#

oh makes sense, I stay away from that crap

safe python
#

Nice try diddy

#

🤡

lapis iris
copper gust
#

most people would recommend not starting multiplayer period

near wigeon
#

if you're gonna do multiplayer at all, converting a singleplayer to multiplayer is more difficult..

storm patio
#

learning singleplayer and then learning multiplayer with a new project would probably be easier if your endgame is multiplayer

sour salmon
#

I wonder what happened

balmy kettle
sour salmon
#

for some reason, it's this part

balmy kettle
#

which is line 755

sour salmon
#

if (other.GetComponent<NPC>().IsFlat) return;

balmy kettle
#

then the object that caused the trigger does not have an NPC component

storm patio
#

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

sour salmon
#

might add != null

near wigeon
#

why not just use if(other.TryGetComponent( out NPC npc) and cut half these returns

storm patio
#

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

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you don't really need the tag if you can just check the component to see if it's an NPC

sour salmon
#

It first does check if the NPC is flat already or not

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otherwise it would stack and break

storm patio
#

that isn't relevant to what i said

sour salmon
#

or just check if it has an NPC tag

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so it wouldn't try to get component on everything it collides

near wigeon
#

you don't need tags if you do things by component

storm patio
#

it's less fragile from tags too

copper gust
#

If performance was ever a concern layer matrix stuff would be the route

storm patio
#

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

copper gust
#

and tags are awful for any potential modding

plain dagger
#

huh why is that?

#

its not exactly hard to get or set them

copper gust
#

you can't add any at runtime

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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

sour salmon
#

I wonder if it can also check on another scene

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since using additive scenes

copper gust
#

findobject works on all scenes yeah

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except HideAndDontSave

storm patio
#

if you have a single camera that you're keeping loaded, i'd use singleton references for that

#

ive become allergic to Find* 😆

near wigeon
copper gust
#

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

near wigeon
#

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

sour salmon
#

If 2 cameras, then using singleton is better

storm patio
#

is that a question, or...?

near wigeon
sour salmon
#

It just allows you to turn, look back

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basically it

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I had to make a coroutine to endlessly try to find it so the script won't break if it can't first try

safe finch
#

👋

near wigeon
gusty abyss
#

yo where is that scene thing in unity 6.0

#

I cant find it

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where you like set the indexes

storm patio
#

build options?

gusty abyss
#

yes

storm patio
#

"scene thing" is incredibly vague lmao

gusty abyss
#

i only have profiles

gusty abyss
#

its like you set the indexes for your scenes and put them there

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but i cant find that

storm patio
#

it's in build options

gusty abyss
#

right just found it, thanks

shadow heron
pearl oyster
#

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

shadow heron
gritty marsh
#

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

slender zodiac
#

hey yall, im curious on how yall organize your projects, cause mine work... but not well

storm patio
#

you mean in terms of assets? or what exactly

stable perch
#

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?

pearl oyster
#

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

potent geyser
#

Also, why do you think the setting would even be available if it was not meant to be used?

deft rock
#

Work out what the cause of the jittering is first

frank pasture
#

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

deft rock
#

what did you find when you googled the error?

frank pasture
#

ive been googling it and nothing makes sense to me

gusty abyss
#

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

plain dagger
gusty abyss
plain dagger
#

Only if you make it do that

slow dirge
frank pasture
plain dagger
#

that just sounds like a broken installation

#

meaning a re install of the editor would fix this error

frank pasture
#

ive done that like 3 times now so im not sure what it is

slow dirge
#

As well as what other files are there.

frank pasture
#

im not sure how to check that im pretty new to all this sorry lol

slow dirge
#

You don't know how to open a folder in explorer?

mint zinc
#

is this area for open chat with beginners?

slow dirge
#

!ask

vagrant rootBOT
# slow dirge !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

mint zinc
#

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.

torpid cave
#

how do i lower the resolution of my scene in unity shader graph

slow dirge
#

!learn

vagrant rootBOT
slow dirge
mint zinc
slow dirge
#

Or the settings in the game tab(if it's just for preview)

torpid cave
slow dirge
torpid cave
#

i made a fog shader and that works fine in and out of game camera

slow dirge
torpid cave
torpid cave
slow dirge
#

Check the scene view settings at the top right of the window.

delicate ember
#

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?

plain dagger
#

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

delicate ember
#

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.

slow dirge
#

Ah, I see some editor code.

delicate ember
# slow dirge From the look at the docs it seems to be pretty simple though..? Nothing about a...

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

GitHub

First look at Unity 6.2 Graph Toolkit. Contribute to adammyhre/GraphToolkitStateMachine development by creating an account on GitHub.

mint zinc
slow dirge
plain dagger
delicate ember
plain dagger
#

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

delicate ember
#

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.

plain dagger
#

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

torpid cave
plain dagger
#

who wants depth of field in the scene view 😐

delicate ember
plain dagger
#

the UI is an additional optional layer

slow dirge
slow dirge
tepid horizon
#

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

plain dagger
#

if we pretend the player prefs code doesnt exist maybe?

rancid whale
#

what exactly is so beautiful about it ? UnityChanHuh

slow dirge
#

Ray creation wastes a lot of cpu cycles in scenarios where distance check doesn't pass.

exotic relic
mystic abyss
heady gorge
#

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?

azure grove
#

you need way more details

#

but in short your should be using the profiler to figure out exactly what is tanking things

plain dagger
#

"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

heady gorge
#

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

plain dagger
azure grove
#

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

worldly cave
#

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

azure grove
#

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

plain dagger
#

SRP batcher is great so it would batch them together i bet

azure grove
#

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

plain dagger
#

that is what i would also do

azure grove
#

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

plain dagger
#

vertex colours are great to have different coloured books and share 1 texture

azure grove
#

just multiplying a color over can look a bit rubbish compared to other approaches. but yeah is simple and cheap

full ingot
#

Hey, I upgraded my project to a new version, and the console is filled with errors, how to solve these please ?

mystic abyss
# tepid horizon guys this is some of the most beautiful code ive ever seen ```cs private void U...

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;
  }
}```
tepid horizon
#

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

plain dagger
tepid horizon
azure grove
old hatch
#

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

tepid horizon
#

maybe your exit position lands your player hitbox slightly inside those box colliders

old hatch
#

i thought so yeah

#

but how do i prevent that from happening

tepid horizon
#

change your exit position.. make your hitbox smaller..

old hatch
tepid horizon
#

OHHH

mystic abyss
old hatch
#

i tried making the forklift bigger as a test but it still gets flung around and jitters

tepid horizon
#

I thought you meant you were getting INTO the forklift like riding it interactively

old hatch
near wigeon
# old hatch

are you setting player as grounded when in the forklift

old hatch
#

i thought you could only read it

#

wait yeah no you can only read it wdym

near wigeon
old hatch
#

yeah

near wigeon
#

ohh nvm then.. idk rigidbody is hard to get it to play nice with cc. As far as it concerned its solid wall / collider

old hatch
#

damn

#

i was thinking about switching the character controller to a rigid body

near wigeon
#

thats why most characters turn static and let the thing navigate it

old hatch
#

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 😭

near wigeon
#

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

warm verge
#

ok

spice plank
#

does anyone know why my square sprite keeps having that glitch thingy whenever i move, seemingly random

near wigeon
#

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

slow dirge
#

Possibly moved in fixed update without interpolation

old hatch
short laurel
#

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

short laurel
exotic relic
# short laurel 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

short laurel
#

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.

exotic relic
short laurel
#

Yeah i can find out the damage and apply a shader there, but the shaders blue

exotic relic
#

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

short laurel
#

Right. So would i place a gameobject in that case? Or is there a way to place a sprite and just the sprite

exotic relic
#

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.

short laurel
#

Gotcha, i can do that. Thank you!

karmic plover
#

does anyone know why the tile palette tiles have weird dimensions? 😢 nvm fixed it :D

forest zenith
#

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

slow dirge
full ingot
forest zenith
#

i see

full ingot
#

If I'm not mistaking, it's the equivalent of a "Node" in Godot

forest zenith
#

yeah yeah you're correct

forest zenith
full ingot
forest zenith
#

well, how to learn it fast i think

full ingot
forest zenith
#

nope

#

like second or third

#

but previous two were alike

full ingot
# forest zenith nope

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▶ Play video
forest zenith
#

thank you

#

i wish there were tutorials for advanced programmers to skip topics of sort: what is a variable and stuff ;DD

slow dirge
forest zenith
#

thank you

burnt iron
#

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?

analog pebble
#

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

slow dirge
violet thunder
#

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

slow dirge
#

Hmm... Donno. Maybe the hdrp shaders are recalculating the vertex normals for back faces.🤔

violet thunder
#

Cuts down the skinning process by half

violet thunder
novel scarabBOT
#

dynoSuccess zealous_star_47028 was softbanned.

kindred sierra
#

may i ask something? and where should i ask if i got a problems?

crisp phoenix
#

yo

kindred sierra
#

i tried to fix this problem but i still cant get fixed

crisp phoenix
crisp phoenix
kindred sierra
spice plank
violet thunder
whole gyro
#

next project make 3d person unit selection and movement

barren nacelle
#

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?

violet thunder
#

What error

#

That's pretty relevant

barren nacelle
#

It says something about a security issue, I can’t tell u exactly what it says because I can’t acces my pc rn

violet thunder
#

Ask again when you have that info

#

How old unity versions we talking about?

barren nacelle
barren nacelle
forest zenith
#

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

slow dirge
forest zenith
#

nope

slow dirge
#

How are you opening the editor?

forest zenith
slow dirge
#

And the editor? Via the hub?

forest zenith
#

oh the editor

#

yeah with the hub

#

i tried either way

#

it's like i only have administartor user and dont have standart one

slow dirge
#

Where are the hub/editor installed? As well as where is the project located?

violet thunder
#

Nooo! Not the brick... 😩

forest zenith
#

dude

#

the user that im in rn, is administrator

#

i dont have standart one lol

#

i just checked that

forest zenith
forest zenith
#

so, creating a standart user didn't change a thing

#

i still cant run it in standart user

storm patio
#

if you right click on unity hub, do you get options like "run" and separately "run as administrator"?

forest zenith
#

yes i tried this too

cursive marsh
#

Hi

gusty abyss
#

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

plain dagger
#

Virtual machine?

slow dirge
forest zenith
slow dirge
forest zenith
#

it's inside that folder

slow dirge
#

Can you give the actual path as it's displayed in unity hub?

forest zenith
#

oh okay

slow dirge
#

OK, so it's not inside the unity hub dir.

forest zenith
#

yep i guess

slow dirge
#

But anyways, this dir should be fine.

forest zenith
#

yeah it's not

slow dirge
#

I guess, try opening a project scene(.unity file) directly and see if that changes anything.

forest zenith
#

where's the .unity file usually located inside project?

slow dirge
#

But generally, wherever you saved it. The sample scene should be in assets/scenes I think.

forest zenith
#

get this when press outlined button

violet thunder
#

!logs

vagrant rootBOT
# violet thunder !logs
📝 Logs

Documentation

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

slow dirge
#

I feel like there's an issue with your editor install.

#

Checking the logs might reveal more.

forest zenith
#

checking rn

#

that's all i see

#

i sent a bug report with unity bug reporter, hope to get feedback

slow dirge
#

The relevant info should be lower down towards the bottom..

slow dirge
forest zenith
#

it's above the previous screenshot

#

cuz there's nothing below

forest zenith
violet thunder
#

What's in the very bottom?

#

Oh

#

Those are the last lines?

forest zenith
forest zenith
slow dirge
#

That's weird. I guess it's worth looking at the hub logs as well.

forest zenith
#

the StartBugReportOnCrash is not the thing

slow dirge
# forest zenith

I guess checking the earlier messages could also be helpful to understand why it launches in admin mode.

forest zenith
#

oh wait

#

i got something

forest zenith
#

i didn't close but opened the logs and it's now have a lot of errors

#

"-acceptSoftwareTermsForThisRunOnly" what's this arg

slow dirge
#

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.

heavy granite
#

hi

safe garden
#

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

short grove
#

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?

safe garden
wheat grotto
#

How to make when I press E the door opens?

plain dagger
#

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

wheat grotto
#

thank you

short grove
#

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

safe garden
#

@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

violet thunder
short grove
short grove
safe garden
short grove
#

the warning is unrelated fyi

violet thunder
#

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

short grove
#

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

violet thunder
#

Does it print anything in the console?

short grove
#

I did reimport all just now ill try again in a bit

violet thunder
#

Don't need to reimport all

#

You can reimport a single asset

#

Just wondering if it prints errors when you do that

short grove
#

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

tropic halo
#

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)

storm patio
tropic halo
#

did that already

heavy granite
#

does someone know how to fix my license activation not saving?

near wigeon
slow dirge
tropic halo
slow dirge
#

looking at the manifset.json file might also reveal some clues.

tropic halo
slow dirge
#

!logs

vagrant rootBOT
# slow dirge !logs
📝 Logs

Documentation

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

tropic halo
wind escarp
#

omg osana najimi, what's wrong?

#

this is my project where i test some assets

#

before using it

dusky forum
tropic halo
#

so i guess it's trying to access those files

#

i dont know how to make it stop tho

slow dirge
#

Try reinstalling the hub

tropic halo
slow dirge
#

It might also be in the registry. Or in your project config somewhere. Does the issue happen with new projects?

slow dirge
tropic halo
slow dirge
#

Yes

tropic halo
#

i cant find any path that has K:/

slow dirge
tropic halo
slow dirge
#

It's kinda hard to say anything as you didn't share any info whatsoever.

tropic halo
slow dirge
#

Possibly somewhere like this:
HKCU\Software\Unity Technologies\UnityEditor <version>

tropic halo
#

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

tropic halo
rancid helm
#

hi! how to put the world space rendered canvas above the tree model?

ionic rover
#

Lol I have just found out that I can multiply and divide in transform

plain dagger
#

you can do maths in any numerical input field

flat breach
#

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

storm patio
#

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

flat breach
gusty abyss
#

increase it

worn wind
#

Hi uhm, I just opened one of new Unity 3d for game project uhm, any solution for these?

balmy kettle
#

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

worn wind
balmy kettle
#

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

worn wind
#

Alright

#

Ah, when the Unity 6.3 come out? Just recently?

balmy kettle
worn wind
#

Alright, thanks, maybe install new unity 6.3 will make things better

plucky bobcat
#

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

potent geyser
#

You use the pixel perfect camera package to have sprites align correctly

potent geyser
#

I think I used the word package, yes.

plucky bobcat
#

oh

#

h u h

#

I see

storm patio
#

ive been using it just fine

plucky bobcat
#

The grids are just too big

#

And apparently you can’t adjust their size either

#

I don’t know why

balmy kettle
#

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

plucky bobcat
#

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

balmy kettle
#

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

plucky bobcat
#

Where do I see that in?

balmy kettle
#

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

storm patio
fair cove
cyan lion
#

how to change size of an apv

#

it automatically makes a huge apv on baking which is not required

storm patio
#

is that the apv you're referring to

cyan lion
#

yeah

#

will it be same for hdrp as well

#

the one you sent seems to be tagged with urp

storm patio
#

probably not

#

you need to provide context like that upfront, man

#

there's a section on configuring them at the bottom

storm sierra
#

Does unity have any form of servers like AWS?

storm patio
#

i believe through unity cloud, yeah

#

it's not gonna be like aws though, it's gonna be specific to unity

storm sierra
#

Okay

cyan lion
#

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

storm patio
narrow idol
#

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

turbid glade
#

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

grave hornet
#

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

turbid glade
#

these python tracebacks are completely useless for figuring out whats going wrong 🙁

charred fog
#

what OS are you using??

plain dagger
#

since when did hub use python wut

#

and its an xml parse error

turbid glade
#

using the Flatpak on Debian 13

tawny quail
safe garden
#

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

plain dagger
violet thunder
#

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

plain dagger
#

vfx graph is not supported on all platforms but is on most high end ones

charred fog
#

system requirements pinned there as well

violet thunder
#

Oh man VFX Graph is still in preview for URP
Nvm I was on an older page

safe garden
#

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)

plucky bobcat
#

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

balmy kettle
#

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

storm patio
#

is the canvas in worldspace or screenspace

plucky bobcat
storm patio
#

you'd basically be on a different grid then

plucky bobcat
plucky bobcat
#

I’m not really sure how the UI works

#

What’s the difference?

storm patio
#

huh, how does maintaining pixelart on a canvas even work, in terms of avoiding mixels or whatever...

storm patio
#

they are still objects, but

  • the space is different (screenspace vs worldspace)
  • positioning is different (RectTransforms vs Transforms)
  • the components are different (eg Image vs SpriteRenderer)
  • the layering is different (hierarchy vs sorting layers)
#

you still use Sprites, i guess?

#

unless you use RawImage, which uses Texture2D

plucky bobcat
storm patio
#

you would be using Sprites if you're using Images, that wasn't a question

plucky bobcat
#

Oh

#

Hold on

forest zenith
#

in what cases it is really critical to use Unity as administator user?

balmy palm
#

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?

storm patio
plucky bobcat
#

how do you even snap pixels properly in the canvas

balmy palm
dense reef
#

@plucky bobcat You need to use pixelperfect camera I think

plucky bobcat
dense reef
#

URP have it

storm patio
# balmy palm In a string i "\n" pushes text to the next colum. Are there other \letter commen...

\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

balmy palm
storm patio
plucky bobcat
#

unity hates pixels huh

storm patio
storm patio
#

i just said i don't know, not that it's obtuse or hard

balmy palm
plucky bobcat
#

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

balmy palm
storm patio
#

but that grid exists in worldspace

#

not in screenspace

#

the problem here is that it's UI, not that it's pixelart lol

plucky bobcat
#

oh yeah you're right

#

hold on this is even more confusing now

storm patio
plucky bobcat
#

aseprite uses "px" and I have no clue how that translates in Unity

storm patio
storm patio
#

the first P in PPU also stands for pixels

plucky bobcat
#

from what im seeing

#

unless im blind

#

i probably am

storm patio
storm patio
#

screenspace is also in screen pixels

plucky bobcat
balmy palm
storm patio
storm patio
#

do you mean like, in the middle of a pixel?

#

or what?

plucky bobcat
#

seriously confused

#

why would I need a spriterenderer when i can just assign the sprite image to the sprite itself

storm patio
#

no clue what you're referring to there

plucky bobcat
#

I don't know what you're referring to by "it" and I don't know why I'd use a spriterenderer

storm patio
#

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

balmy palm
#

You use a spriteRenderer to display a sprite in a gameobject.

#

Yeah. exactly

storm patio
#

having things be in worldspace is much more convenient (and performant) for gameplay objects

plucky bobcat
#

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

balmy palm
#

the pivot point can be set to pixels

#

which causes weird display with the pixel camera

storm patio
#

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

plucky bobcat
#

also, where do I find snap settings again

#

unity forums says that it's moved to the overlay bar

balmy palm
plucky bobcat
#

i have the overlay bar open but there's only the grid and snap settings tick box

storm patio
plucky bobcat
#

oh wait i see it nvm

storm patio
safe garden
#

any idea why my shader graph is missing this function, Support VFX graph?

plucky bobcat
#

okay unity ui is

balmy palm
plucky bobcat
#

so inconvenient

balmy palm
plucky bobcat
#

where's the snap all axes option

#

it's in the pixel perfect documentation but various unity updates have thrown it out the window

storm patio
#

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

potent moss
#

is this a real thing

storm patio
#

it makes dragging the pivot point snap, but the values aren't limited to integer values

storm patio
balmy palm
storm patio
#

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

balmy palm
#

It does when the privot point is offcentered which happens when you set the pivot point to pixel mode.

storm patio
#

which happens when you set the pivot point to pixel mode.
this is incorrect

shadow heron
#

Is it a good idea making unique head bob movements by manually animating it via animator?

storm patio
#

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

balmy palm
storm patio
#

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

balmy palm
#

It’s not between pixels. That’s the problem

#

It’s on a pixel

storm patio
#

so it's an odd-sized sprite?

balmy palm
#

Exactly

storm patio
#

you're just contradicting yourself at this point

#

you just said it wasn't

balmy palm
#

Wait no it’s not a odd sized sprite

storm patio
#

even-sized sprites just wouldn't have anything close to this problem

balmy palm
#

They will, if you set the camera to pixel mode and set the pivot to pixels.

storm patio
#

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

storm patio
#

the pivotpoint being offcenter is not a weird edge case either, that's how pivots work

balmy palm
#

Well appearently it does.

storm patio
#

i don't doubt that you encountered whatever problem you had. but this is definitely not the cause

storm patio
balmy palm
#

It is. And that’s how i solved it

balmy palm
storm patio
#

the pivot units setting is global, thus it is not the culprit

balmy palm
#

I debugged and it was the pivot point

storm patio
#

sure, that sounds.. at least more reasonable

#

the pivot units just.. doesn't have anything to do with the pivot point, really

balmy palm
#

It’ll be “believable” when you see it for yourself.

storm patio
#

it changes how you see a number

storm patio
balmy palm
#

Okay that gavet me a chuckle.

#

I won’t deny that

#

I’ll be back after a shower, i can send a quick video.

storm patio
#

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

balmy palm
#

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.

storm patio
#

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

river pumice
#

ios anyone a master at using playfab

cinder laurel
#

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.

vagrant rootBOT
# storm patio !ask https://dontasktoask.com

: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

river pumice
#

!ask

vagrant rootBOT
# river pumice !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

storm patio
#

you were not supposed to do that

#

read the bot message

river pumice
#

ive tried

#

everything

storm patio
storm patio
plain nest
#

hello guys

#

am new

#

to game dev in unity

storm patio
plain nest
#

ohh ok

storm patio
#

if you have a question you're free to ask

plain nest
#

ok

river pumice
#

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?

storm patio
#

!collab

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

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

plain nest
#

ok

river pumice
#

@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?

storm patio
#

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

balmy palm
storm patio
#

yknow what, sure, let's see it

balmy palm
#

alright.

crisp crest
#

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

storm patio
#

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?

crisp crest
storm patio
#

are you getting any errors, etc - and have you debugged to see if the code that should swap the healthbar is being reached

crystal timber
#

guys can someone explain why is it everytime I go into playmode unity gets stuck on reloading domain?

crisp crest
#

i'm not getting any errors and yeah the code is being reached

jolly ledge
#

yo quick question, are microstutters in the preview normal? im new and just wanna make sure

humble needle
#

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?

balmy palm
humble needle
storm patio
humble needle
#

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

balmy palm
#

I now feel pretty bad about it.

#

knowing that i was wrong.

storm patio
#

being wrong is a part of life

plain dagger
# humble needle

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

humble needle
#

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

plain dagger
#

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

humble needle
#

It's not modding, just primatives

plain dagger
#

a cube is 1x1x1 so its not hard to correct this...

humble needle
#

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

plain dagger
#

I know of no tool to measure vert distances

#

Its just confusing to be limited to scaling cubes and not be a mod

plucky bobcat
#

maybe this question is better for unity forums

safe garden
#

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

vivid cedar
potent moss
#

hi how would you do the 2d camera panning thing some fnaf games do in unity?

potent moss
#

idrk how to explain it cuz gifs get auto modded

vivid cedar
#

just move the camera

#

or move the sprite

#

unless it's actually a rotation of the camera

#

in which case, rotate the camera

ocean locust
#

hi chat

#

I have a question

silent mica
storm patio
#

!ask

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

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

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

storm patio
ocean locust
#

it's not a programming thing necessarily, ill try to explain

storm patio
#

good thing this server isn't only for programming

ocean locust
#

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

vivid cedar
#

What's the question?

ocean locust
#

how do I do this, is the question

vivid cedar
#

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.

ocean locust
#

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

vivid cedar
ocean locust
#

yes, online co op. peer to peer

vivid cedar
#

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"

ocean locust
#

yes, I want players in the same world. edited the original message to be more specific

vivid cedar
#

Then you need to build your game on a networking framework from the beginning

#

For example Unity's Netcode for GameObjects.

#

(other frameworks are available)

gusty abyss
#

networking is made by the devil himself

#

its the source of all evil

worldly cave
#

networking is relatively simple so long as you understand the basic underlying logic behind it

#

and how different stuff affects each other

#

granted it takes some time and effort to get to that point