#💻┃unity-talk
1 messages · Page 51 of 1
but it really isnt any more difficult than doing anything else once you practice
it isnt hard, but the time and patience you need is insane
so-and-so tells us nothing
whats the error message
is it missing a component?
or is it named differently from its monobehaviour class name
It just said can’t add scripts because it has to be matching names or whatever
show the actual error message
Hmm then perhaps you should have read it properly first
Correct the filename OR class name to be the same
It all of a sudden just worked now…..
this is making me reconsider having co op in my game 😭 though as long as i do it now it'll be fiiiine in the long run, I hope
knowing networking takes time and effort to understand well is making you reconsider multiplayer?
Im sorry but almost everything in game dev takes time and effort to get good at
whats new here
I did a course on networking so I'll be fiiiine riiiiight
give or take 2-3 months based off how much stuff you want, you need to learn a few things and you're all good
networking is very difficult. But if you're dedicated and understand the concepts deeply, you'll be ok.
it's moreso just that im not very smart and I fear I'm biting off more than I can chew
well scope creep is a very real thing
if you are afraid your game is going to get out of your hands with complexity you should dial back the concept itself
but always start with an mvp and go from there
dont do too much as your building it up initially
I'm trying to be quite tight with the scope, and break down each major mechanic into a question of "how I do this one thing independently of the other things". with the hope that, at worst I've learned something, and at best I've got a mechanic for my game complete
and at the very least, I'm trying to file things into "this is what i want for mvp" "this is what i want once i'm more confident" "this is pipe dream stuff". i hope that's a good approach?
you could also consider making it singleplayer (to focus on core systems) and then remake it as multiplayer as a separate project later
hello, I'd like to add a phone in a game with like 2-3 conversations that the player will be able to read, is it better to use an image for the phone or a real 3d model?
depends on what you want the player to see
I want the player to see a phone with 2-3 conversations, I'll use images for the conversations
either way i would likly make the screen a render texture, so you can use the UI system to make and animate the texts on it
this feels like an entirely artistic choice to me
and therefor the only answer is: whatever you want
how do i do anything
both would work, it just depends on you're art style, if you want the easier option use an image (ui)
yes exactly what I planned to do but I'm talking about the phone exterior you know
can you be more specific

mm that's not a bad idea. though i do worry how much would be transferrable between a singleplayer and multiplayer version of the same project
in unity
get more specific, figure out your constraints, then work on which solution satisfies those constraints
use a hash set
can you be more specific
the exterior us a artistc choise and depends on how you wnat to use it in game
up to you mate
a hash set
mate, do you actually have a question or are you just here to spam
it's called small talk
This is a help channel
there is no off topic or general here
this isn't a place for small talk
it's unity-talk not unity-help
im going to pretend you are joking
and say its good bait
this guy stinks
Non-programming Unity topics & questions not covered by specific channels.
idle chitchat and nonconstructive spam is not a discussion that falls into the description laid out here

its meant for constructive chat about using unity
how do i start learning unity
not saying it's bad. i see the humor. but this isn't the place for it
!learn 👇
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
ty
does anyone have any idea about unity lighting?
I have a mesh imported from maya (fully uv unwrapped with substance paint textures), now I have the object and point light in the scene, when I bake lighting, the mesh turns black, IDK why, does anyone know why this is happening?
make sure you have a 2nd uv set for lightmapping or in the model import settings told unity to generate one for you
that's turned on, even after that I get the black mesh
is it set static in the scene, and you sure its normals are facing the correct way
might be inside out, would make the material only show front faces to confirm
ts is pissing me off how do I fix it
6.3?
yes
toggle from local to world space and back
it is set to static, and the mesh in maya which ig the normals are fine
why does this fix it
thank you
its a bug it happens if you recompile with the tool active only in 6.3
its just straight up a bug that will get fixed in a patch
love unity 🙂
could you animate an object by changing its mesh for each frame?
in this game, they just added the conversations without any models, and that looks good, do you know how to make this slider please?
guess we know who Mason Oliver is
possible sure, a good approach no
but its a simple scroll bar
who is it lol
the guy behind Mom
there is a builtin scroll rect component
yea that
would it be better than just cycling through a bunch of objects?
ui > scrollview
ye, but like did he just make multiple canvas and limited its size? then added an image that's bigger and just made the scroll bar to change the images y?
oh okayy thank you
ive never worked with scrolling before so I cannot help
how
same lol
thank you bro
never needed too anything I add already fits on the page
or I make it fit
https://www.youtube.com/watch?v=rAqyi85IAJ0 this tutorial helped me understand, id recommend it
Master Unity UI! Start here ➡️ https://cococode.net/courses/master-unity-ui?utm_source=youtube&utm_medium=video&utm_campaign=16
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This tutorial/guide will show you how to create simple scrolling views:
- Vertical (eg. list, leaderboard)
- Horizontal (eg. N...
goes over horizontal and vertical scrolling
I'll watch it right away tyy
gonna need that if im making a custom OS in unity
fairs ig, i have a tendency to make large ui
its stupid simple, you just need a few components
few too many for me
I added an input but it's not working, am I doing something wrong?
How do you know it's not working? How are you trying to use it?
You almost certainly want "Key or Mouse Button" as the Type for this, no?
I added a debug its not showing
you have other variables involved in that condition
simplify your test
(also a separate variable for off and on seems like a poor design)
also are you getting any errors
I've just seen the video and it's great but in his case, he just does it with builtin unity text which is also much easier than what I want to achieve, do you think I should like try to take multiple screenshots of a conversation and always at like the same point and use these as the text? not sure if U get me,
why not just a single bool
yeah what the hell is the point of 2 bools
a single bool already represents 2 states
why are you using 2 bools in this case?
no errors it's something wrong with input
you can just do "bool FlashlightStatus" and then switch from false to true
i think i've mentioned this to you before - if you can do something in engine, prefer that over some image or external pre-compiled asset
having the text made in unity would allow you to easily change the contents, change fonts, change colors, add localization, enable/disable certain slots, etc
are you using 2 audiosources? 😭
@stoic cypress you can use on = !on which can be used to turn on or off according to your idea
theres only a few things in terms of "text" you would want to do outside of unity and import as images
most of the time you should be doing it inside of Unity
- did you take the advice about the "Type" field
- Did you try testing with simpler code
- Are you sure this code is even running at all
- Can you show your console window while running the game?
its not just this, I added e and its not working either it's clearly not the script
yes you did mention it to me, and you're right I'll just try to find like some images for the message containers and a background and I'll do it in Unity
So have you or have you not done any of those steps?
look for a sliced/slicable image so you can expand the container dynamically 
what I meant is in the video he scrolled multiple texts only
kuzmo's referring to text in general (i think)
yes
oh, then yes I'll do it in unity
Use new input system better
For a game like gorilla tag
Was the whole map likely made in blender then imported to Unity, or assembled in Unity from many blender parts
how are we supposed to know
but the general workflow for most games would be building out the level using primitives in unity and replacing certain assets with ones created in blender
Yeah I was basically asking what works best
thx for the answer
If you export with a model format that will keep instances then you can export the whole level as a model
Instancing is important to not duplicate models multiple times
Ok thanks for the info
i spent way too long making that svg version...
how much of this would translate to uitk i wonder 🤔 (no idea how good the css is there yet tbh)
this is css?
that is svg with some css embedded
I'm trying to search for an image such as the blue one for the message but I can't find one...
that looks great
I guess a 9 slice sprite of that message bubble would work for ugui
it was way too much work for so little content lmao, definitely not sustainable to be writing by hand
please do not use that message bubble i made, the tail could be so much better (but would take so much more time)
lool, can I actually use svg within unity?
i don't think so, but that mightve changed
bro it really looks good
I'm gonna use his bubble then lol 🤣
do you remember its name?
is the experimental package usable?
i remember wanting to use vector graphics and not being able to
but that was a long time ago
It seems UITK supports them https://docs.unity3d.com/6000.4/Documentation/Manual/ui-systems/work-with-vector-graphics.html
the other solution would probably just rasterise them anyway making it barely useful
i have no idea how to make that message bubble 9-sliceable
the pointy bit is seperate
ive actually done a message box thing before in UGUI and I think thats what I did
how do i make a blur fullscreen shader
what pipeline?
URP
it might be a bit too archaic but you couldnt you do this with a depth of field post processing effect?
unless you explicitly want a shader
i want it to be visible outside of the player camera, DOF only works on player camera
so what do you mean by "fullscreen"
i just assumed you meant across the players entire screen
idk, i just thought it was a fullscreen shader
what
huh, i imagined it'd be easier to have the tail as part of the 9-sliced sprite.. but i guess this does make it easier to make it for the other side, or for messages to not have tails like what instagram does?
so can you answer the question?
reduced it to just the message bubble, made it white for tinting purposes. this is absolutely not prod-ready, but i guess it'd work as a placeholder.```svg
<svg xmlns="http://www.w3.org/2000/svg" width="200" height="200">
<rect x="50" y="75" width="100" height="50" rx="24" fill="white"/>
<path fill="white" d="
M 140 115
a 25 25 0 0 0 10 20
a 25 25 0 0 1 -24 -20
Z
"/>
</svg>
i feel like a blur shouldnt be too hard to make
I just remember the artist did the tail bit seperate as then the BG can be sliced easily without much effort and we can place the tail anywhere.
yo can someone help me? I want a unity script that makes a first person shooter but I’m new to unity and I don’t have time to watch a beginner tut
The latest Unity comes with a template for an FPS shooter.
I highly recommend you do actually learn step by step though.
but I have a flight and the flight doesn’t have Wi-Fi or service or anything so I want to do FAST
Do you have Unity 6.3 installed? The template shows up when you create a New Project
I Still didn’t install it if you can link the template that would be appreciated
bcuz I don’t have any time rn
bcuz I have to work and I have 2 hours until my flight
Well, right after you install Unity 6.3 click on “+ New Project”
It’s under HDRP, URP, etc called “FPS Microgame”
Might not even require 6.3, whatever Unity you do have installed may be able to run it too.
Not 100% sure. Wish you luck 
but it has everything like weapons and working everything and sound effects and everything that a shooter game has?
or I should add my own things
thank you soo much bro❤️ , I'll try to use it tommorow in my game.I really appreciate your kindness.
@rancid whale
it's not going to be like, fully complete. it's a template, not a game
It has sounds if I recall correctly. And some CPU controlled moving robots to shoot at.
but whats the rush here lol
youre clearly just getting started with unity
you should take your time learning it
unless of course this is situation number 82# where someone had a month long project deadline for school or something and chose to do it last second 🤔
He wants to make the next CoD Black Ops game before the flight lands 
facts
yk where? I’m going
if its related, enlighten us
I’m going to 🇺🇸 FINALLY
oh you need gun practice, right
ok cool
how is this related to your unity question
AFTER 5 MONTHS IN EGYPT BROO
how is this related
and im still wondering why youre in such a rush to create this project
you know its not 😏
idk
making a game is not a 2 hour thing
At least, any game worth playing.
yeah if you tell us why you need to make this game this quickly we can maybe help you in some other way
at least in a suggestions sort of way
but I have a flight and the flight doesn’t have Wi-Fi or service or anything so I want to do FAST
or, i guess, what, 20 hour thing, accounting for the flight duration? idk i'm guessing here
you'd only get that kind of restriction in a game jam
suure... it can be
you can build a high-score "game" in that time period
He chatted up the girl waiting in US that he’s pro game dev
you will inevitably get stuck because you'll have to do something you don't know how to do
😉
but why do you need to do it FAST
whats the connection here between you not having in flight wifi and needing to create this project quickly
bcuz flight is after 2 hours

assuming you're already at the airport, 2h is plenty of time to go properly watch a tutorial to get your bearings
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
go through unity essentials there
Maybe download some free assets asap too. Unity Store and Fab both have lots
if you aren't at the airport, well, you have other priorities, man
I’m still waiting for my gf to dress so I have some time
is there templates that has EVERYTHING?
assuming they're not already nose-smashed-into a tutorial/the learn/or docs they've already set themselves on a path of procrastination and big dreams 🦄
define everything
Short answer, no 
because at that point whats the difference between a template and an open source game thats already complete
sorry if so many people have asked this but i want to learn unity to create a game, should i learn c# first or would it be better to learn the engine? and whats the best place to learn either i usually prefer boosk or videos
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
you can learn unity here 👆
Unreal Engine comes with a game called Lyra. That’s an option
multiplayer?
yes
It depends on your programming experience level
C# is quite a chill / pleasant language overall
Damn you on Linux ?
👇
- https://www.youtube.com/playlist?list=PLFt_AvWsXl0fnA91TcmkRyhhixX9CO3Lw was my beginner "cheat-code" playlist..
did me a really solid..
im pretty much starting from 0 but I am deticated to learning it, i spent 4 months learning bledner i just dont know where to start w unity
no it’s only my friends and my siblings
i was being sarcastic.
anyways what you are asking for simply doesnt exist
if you want the things you said youre simply going to have to learn how to do them on your own
NOooOoOoOoOo
can I ask deepseek to do it?
I see. Well some basics of C# may be good to start with then
Like variables, arrays, lists, for loops, other types of loops, etc
Unity has its own specifics to deal with after you have a basic knowledge of programming
you can learn c# and unity together, but learning one at a time would make it easier
lol
🤢 🤮
you can ask it to shit in your hand but i doubt it would lead to good results
if you want to.. not actually make anything, sure
it'd have a better chance at that than creating a functioning game in 2 hours
@warm patrol gamejams usually last at minimum 3 days and more often 1 or 2 weeks.
those yield very basic games, comparatively.
you are not going to make a multiplayer fps in 1 day, nor are you going to learn enough to do so within 2 hours.
for c# are there any must see video tutorials or books?
The good news is that many beloved and praised video games do the same typical stuff
Try to grasp fundamental knowledge like, how to move a 3D or 2D object, how to handle collisions between those objects or the static (non-movable) environment, what is the “state” of an object, how things occur over time in a game engine.
do you think that making a multiplayer game like fall guys is difficult if i never made a game before?
if you have no experience then yes its difficult
yes
in fact its nigh impossible
lol wha why
mutliplayer is "difficult" for those more advanced than beginner even..
its alot of legwork
plus fall guys isnt even that simple, not as simple as it looks at least lol
mechanically its a pretty complex game
yeah but considering i’ll watch tutorials, do a little vibe coding etc
IMO not really, past the basics I mentioned you’ll want to start watching Unity specific stuff because it’s beyond C#
If you feel confident in your understanding of how games work just jump into some Unity basics videos now.
The answers are out there for basically any kind of functionality
💯 all those ragdoll games must be a nightmare to fine-tune
"little vibe coding"
then yes im doubling down, this will be impossible.
good luck
do a little vibe coding
cool, that's gonna make it even harder
@torn mulch "i have no engineering experience, how hard would it be to build a skyscraper"
nahh gta is skyscraper
It’s not rocket science but it has a lot of knowledge required.
actually gta is probably the gates of heaven in your context
do you think fall guys is way easier than gta or something
yes
your skill level (0) makes the difference meaningless
they are both way out of your reach
Fall Guys is very physics intensive and doesn’t it use actual ragdolls? Not simple.
Just make a Cuphead clone you’ll learn more and it’s simpler.
you need to build knowledge and experience before you can make them in a reasonable timeframe
if you cant even make pong (which at 0 experience you probably cant) then you are no closer to fall guys than you are to gta
Or a flappy bird clone to start. Or vampire survivors clone that’s a bit more technical
but considering i will learn and focus only on that game, how many years would it take to finish it?
maybe a good 3-4
this series from [Sebastian Lague](#💻┃unity-talk message) really helped me out in the beginning.. the first couple of videos is like a crash-course into c# (relative to unity)
its not a "must-watch" but in my honest opinion and someone that has been there.. I wish i woulda took it more to heart when i first started learning.. i went back to it over and over until it finally clicked...
not a "must-watch" but its super close! 🍀 good luck
if you go straight for making multiplayer fall guys, you will lose motivation far before you gain enough experience to actually complete it
also that
scope creep will hit you fast
but get this, you could probably create a very basic clone of fall guys, if you start by actually learning now
(do not underestimate the sheer force that burnout has)
by focusing on the fundamentals first
Just start with … “almost” Fall Guys
What i mean is, a 3D character moving around and bumping into objects.
That’s a good starting point.
everyone has a dream game Mr. Period, nobody can make it as their first (unless very simplistic)
you need to learn the concept of "scopes" first and see how much it affects production
a game even 50% like fall guys including multiplayer is a large scope
way too large of a scope even for 1 person i would say
do you guys mean only coding stuff? cus im already good at sound design (i produce music and sfx) and i can get some assets when it comes to 3d stuff
Yeah I could’ve built 2-3 small games in the time I’ve been learning how to make my own DayZ clone.
we mean in terms of everything*****
also the music is probably the least important factor here
Let’s hear some beats. Got any UAD plugins? iZotope? Waves?
especially with what you are trying to do
i had very overambitious plans to make a metroidvania in 2020, i thought it'd take like 4 years (and i did already have some programming experience)
the more experience i get with other games, the more i see my game idea would take n+1 years.
What you cooking with? Serum? Omnisphere? Spitfire LABS?
its like trying to lacquer a piece of broken balsa wood
lets not go off topic
omnisphere
aight I guess I’ll make some very small game first
You can download some free Rigidbody character controllers off the Unity Asset Store,
Maybe that’ll accelerate your Fall Guys goal.
💯 agree. - I compare making a game like making a movie..
when you watch a movie you don't think about the countless hours/cast/and the super large crew that get it done.. ooo.. & 💰
spending millions of dollars and taking years to complete..
a single person could do it.. but it would take years and years to complete.. a one-man team.. doing it all themselves..
same thing applies to building a game.. even the most simple of games have tons of work and sweat put into them..
and good games go even more in depth.. Re-iterating and tuning hours to get that perfect/bug-free gaming experience..
if you think to yourself.. (that will take a few hours) turn it to days
(that will take a few days) turn it to weeks
(that will take a few months) years
(that will take a few years) dream game that never gets finished.. 😅
you should start with the learning the fundamentals
navigating the unity editor, using the hierarchy, managing assets, using vcs, designing mechanics, designing flow, designing architecture, writing logic, configuring input, configuring physics, designing levels, creating visual art, creating audio, designing enemy/level/obstacle logic, writing animators, making state machines, managing a build, and so much more i'm probably not even thinking of
and that isn't even including anything regarding networkign or multiplayer
80% thinking “how tf is this gonna work”
10% YouTube & Google-ing
10% actually in Unity coding lol
a good 5% is just stealing code from the unity forums 🫣
also heres a good and very important tip. Dont use AI at all. Youre only going to be hurting your progress and learning by using it even sparingly
+1 to that. Make your own diagrams bro, pen & paper if ya like
is AI bad at coding and navigating in Unity?
AI is great at summarizing / re-gurgitating
you need to do stuff manually otherwise if you rely on ai you will get stuck when it starts to hallucinate
and you wont be able to write its wrongs and fix whatever is broken with your code
At the end of the day it’s you that has to actually know what’s going on in the computer. The AI can’t do that for you
basically youre risking screwing yourself and your entire project over
ehhh Unity should train their own AI
they do, it sucks
It’s a assistant, not the answer. It can be super helpful, but you are going to want to know what it’s producing. It will give you exactly what you want and that’s a problem if you aren’t able to explain what you want
Ask AI how to make Fall Guys in Unity 6… it will give a great game plan probably
It won’t write out a banger game though. Maybe in 2030 it’ll be able to 😢
"Now youre thinking like a Game Developer! This isnt just a question, this is a drive, a passion! Would you like me to sketch out-...."
Might even spit out some good code snippets. It’s scraped the entire internet, prob take a human 10+ lifetimes to do that
i'll be building matrix sims by then
i forgot the em dashes guys 😔
I was thinking about Fall Guys, Chicken Horse and other type of chill games that people at parties or couples at home can play together cus there’s not much good games like these.
okay so youre looking to create a local party game? like jackbox type thing or?
yeah
because if so this is already a lot more doable and smaller in scope
but you still need to start learning first
couch multiplayer is much more obtainable
Download some Kenney assets bro and the Quaternius stuff too
Good aesthetic to start from in that case
crap! i forgot to check out the free Unity Asset they gave-away yesterday
Honestly you can spend 2-3 days finding free assets on Fab and Unity Asset Store. And there’s more sites too
cant you still get all of them?
No
not sure if u could click back
honestly looking at them, apart from the nice enviroment none of these seem worth getting
Agreed
yea, I snatched up the Forest Lake Environment on the 26th
i think that was the best of the best imo.. i'll also grab that UIFX Glow shader
Ohh yeah the Forest environment. Damn that would’ve been nice to have
that'll save me tons of work.. having to manually clone and blur every UI element i want bloomed out
i haven't launched it yet.. bet it takes forever to load in 🤣
i already made a free one myself 😎 (its kinda subtle but its there)
theres a little trick.. where you can use a world-space canvas and mount it to the camera
and then it'll bloom w/ the post processing
but i like to keep my UI screenspace if i can
omg you just reminded me
i switched to a world space ui so now this script is actually useless
buh
life of a dev
What channel here would be best for handling problems with Plastic source control in Unity?
as in purchase it? because I attempted the codes and they are all expired for me.
I've never used the RectMask2D before.. and if its the exact size of my resolution it leaves slivers of skybox/nothingness around the edges.. *see video
thinking to myself i could scale the viewport bigger than the resolution but i discoved the Padding that was folded up..
❓ my question: is this the proper way to contend with this? will changing the padding have any unexpected outcomes w/ the mask or anything
nah, the UIFX Glowshader is free tomorrow
thats what i meant.. i'll make sure to use the code for it tomorrow.. the rest i can stand to miss out
I used a material shader on my text but i want to see how that uifx asset did it lol
mmhmm same... 🧪 🥼 gotta take a Peek inside 😆
I would usually only be able to put bloom on text that didn't change.. I would duplicate it and blur it and put it behind the regular text (or use the world-space canvas)
why bother masking something that fills the whole screen
but id double check anchor offsets and if pixel perfect is on
well i was testing w/ a fullscreen..
haven't thought out its use-cases just yet.. but i really needed to make a scrollable UI script
ahh that may help
Guys, do you think implementing Motion Matching is worthwhile?
Or are just the more basic systems involved useful enough - like analyzing animation clips, calculating pose differences, etc.
i think its worth it
Sometimes I wonder if I should be just spending more time in Blender animating from scratch,
Or at least making my own edits of the animations I do have.
the real challenge with motion matching is getting the actual motion
a good motion matching database needs to have close to 100+ individual clips
to actually look good
but when it works it works and it looks great
MxM on Unity Asset Store comes with a bunch.
i thought that one was abandoned?
wasnt that the one that used to cost like a 100 bucks and is now free?
Yes. But the clips are there. Surely they're free to use as well, the entire asset is free now.
i guess so
There's not a huge amount of animations but basics like walking, running, turning & plants, stops starts etc.
yeah but for motion matching
that still is going to be like a lot of clips lol
but yeah in general motion matching is almost always worth it when done right
it just gives third person movement that oomph that sort of elevates it
Many of my favorite games seemed to have some motion matching or at least definitely some procedural animation happening
It just seems to me sometimes that
with runtime trajectory prediction and the pre-runtime analysis of clips pose differences, velocity and rotation differences etc
That's already enough data to easily build a state-based controller that would be comparable to full Motion Matching
Hey everyone, I'm interested in game development for beginners. What engine is better to start with?
Unity
It has tons of learning resources, easy layout, straight forward to getting started.
Godot is pretty cool too. But has its own issues and shortcomings that will lead you to have to "reinvent the wheel" a bunch. Very DIY
Unreal i think is more "plug & play" than Unity but, we have a whole thread about why we don't like it so.
https://discord.com/channels/489222168727519232/1202155978372423690
Make sure to hit the Unity Asset Store daily, there's free gifts. A few left still.
Fab has tons of amazing free assets too, not just UE-only,
And every couple weeks they rotate the "Limited Time Free" 3 assets.
There are other sites like Sketchfab, CGTrader, PolyHaven.
I have to do a whole lot to undo most of what is done for us in unreal...
Okey thank you @rancid whale @exotic relic
It doesn't seem to be pixel perfect for me either, no matter what settings I use. That might be a side effect of its softness feature, in that it's always got a tiny bit of blurring at the edges
I can't even get above 55 FPS on the starter third person controller in UE, even on lowest settings 🥺
I want my games to run well on mobile phones Nintendo Switch etc 🤷♂️
Why does it keep doing this
are there details in the console
That
There’s no errors in the console, though whenever I click clear it all clears
I’m so confused
that seems like a lie lol
you clicked clear
But I’m still confused. Why does it keep saying that I’ve done this like three times it keeps saying that.
i assume because there is an error..
trying again doesn't just solve the error
you need to solve the error
I’m trying again to see if I get the error and I’ll show what the error is
@subtle geyser take a screenshot instead of using your phone. Either use snipping tool or windows button + print screen
I am facing a persistent issue when building for Android in Unity.
The error appears as:
Failed to update Android SDK package list. See the Console for details.
Actions Already Taken:
Completely uninstalled Unity Hub and all Unity Editor versions.
Manually deleted all Unity-related folders from:
Program Files
ProgramData
AppData (Local / Roaming / LocalLow)
Completely removed Android SDK, NDK, and OpenJDK folders.
Cleaned all Environment Variables (JAVA_HOME, ANDROID_HOME, ANDROID_SDK_ROOT) and removed related paths.
Restarted the system multiple times.
Reinstalled Unity Hub from the official website.
Installed Android Build Support (SDK, NDK, OpenJDK) only through Unity Hub (no manual installation).
Tried different Unity versions (including LTS), same issue persists.
The issue occurs even on a new empty project.
Additional Notes:
Running Windows with Administrator privileges.
Android builds fail, while Windows builds work correctly.
I would appreciate guidance on advanced troubleshooting steps or confirmation if this is a known issue with the current Unity/Android SDK setup.
Thank you.
Here’s the all the errors I got
There's no command called
screenshot.
whoops
in fact that's even worse
that's very hard to read and it's only a small portion of the view field lmao
get a proper screenshot, focus on the errors
the warnings probably come from the same root cause as the errors
uh, are you building for steamvr or for android?
Android
I don’t know what to do
HERE PLS
you forgot to post the error details
looks like there's some stuff that think you're building for quest2?
i don't think you're supposed to run unity as admin
Yup
I am building a game that is supposed to be played on VR
@storm patio
try #📱┃mobile/#🥽┃virtual-reality you 2
Try actually speaking. We can't read your mind.
I have an object in blender with 1,1,1 scale, but when I import it to unity its 100,100,100 scale. how do I fix this
nvm I fixed it
how do u build structures ?
like a snapping feature?? Basically connecting prefabs together snuggly
what about it don't you understand
Unity has it. Google “Unity vertex snap move” 
It’s easier & faster to just use the Snap to Grid, but then all your stuff needs to be multiples of some unit.
Like 0.10 of a meter or 0.05 etc
tyty
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Ok i have no idea where i can ask this but How do you use the projector from the built in pipeline
cause pretty much all documentation i saw was either outdated or just told me yeah you just use it...
outdated in what way?
like the curent documentation tell me nothing on how it work but the old one tell me to use a shader that just doesn't exist
Oh so i need that
i was wondering why i didn't see the shaders
standard assets was taken out recently so yeah, birp is going to be probably phased out
honestly that's pretty stupid to have a component that doesn't work unless you download a "third party" material since they decided to remove the old one
no i know but like you get it through a third party source
you don't get it through unity anymore
it's cause i wanted to do a decal for a vrchat map that i'm working on with a friend but since it's on the standard render pipeline well the only way i found was with projector
most people are converting to urp
sadly i can't TwT
i don't know why they don't just archive this instead of full delete
new to Unity?
not really been making small project since i'm 12 (like 7 years i'm there)
am i missing something?
like the meme "first time?"
OOOH XD
i liked when unity made the netcode docs infinitely worse for the sake of making it consistent with the other docs
dude i'm sorry i'm just running on like 2h of sleep and 5 cup of coffee
They sure do love ruining things
and a bunch of my links in docs is 404 and can only waybackmachne some
one tool i loved before it just became useless was speedtree, it was such an amazing tool but now it just doesn't even work
Well it doesn't work at all anymore i guess. it just do weird things. guess i will have to resort to permanent decal for the map on blender
I hate when they do that, i know it can be hard making everything still work with every update but like F**k that suck
was pretty much one of the only way i could do that without resorting to some other weird way that doesn't just make everything lag or have to actually code shader, something i might never be able to do
WAIT I FOUND OUT HOW
Okay so for some reason when the texture doesn't have any alpha even tho it had the Exact same parameter than the one with the shadow texture which have alpha it wouldn't work and it would just extend on the entire surface of the texture
so all i have to do is not have a texture that doesn't have transparency and it works fine
@near wigeon holy necro post batman, sorry - hope you're still around. i was planning on doing this master script for all my streetlights in my game.
-
is it stupid bad practice to just use tags to group them all, then use the gametime component to activate and deactivate them by tag/objects in array?
-
if i had 5 zones in my city would this actually be firing off lights in 4 zones that aren't even being used, or will them being outside draw distance mean there is very very very little cost at the moment all the lights fire / deactivate?
sadly because they are streetlights they need to have realtime GI and i fear this will blow the game up every 7pm (or season-dictated time)
idk changed my mind on a lot of it
ultimately you have to try different things and see how its performs, analyze it profiler
you can probably activate some based on distance and figure out that way
if the zones are big maybe subgroup them or somethin
Yeah true i can just add a check to the subgroup. but the tag system works? it feels straightforward to me because I'm still new and that's one of the tools I know how to use, but I have a feeling, as always, that smarter people than me have done it in more performant ways
in general that's a bit of the fear and what holds my progress back, i fear that if i do things at my current skill level, i'll find out later that it was a dumb way to do it, then have to spend time retooling it. so i spend a lot of time googling and checking (which, to be fair, has turned out good results)
like tags to do what with ?
Like all my point lights that are my streetlights, i use tags for them, then deactivate by these tags eventually D:
spend time retooling it. so i spend a lot of time googling and checking (which, to be fair, has turned out good results)
this isn't a bad thing lol
they should already be in array or split into smaller arrays
are you runtime searching by tag?
Haha okay, good to know! I need to come to terms with some decision paralysis and work out ways to deal with it i guess
Yeah xD
Search by tag, create array, then toggle using the array
why do that at runtime, keep them in serialized array in the inspector
you can split into multiple components that have their own array
Okay, crap. Uh, let me look that up. Sounds like I'm missing knowledge on how to put stuff into arrays without using runtime scripts
drag n drop
Yo
So my lighting master script has a serialised field and then.. i drag and drop a prefab.. and use that prefab to create the lights?
huh? are the lights not in the scene already?
Ack, you know what, you've given me the right keywords, I'll just go do my own research now haha don't want to bother you
They are! For a small area. Now I'm planning to scale it up big time, say hundreds of them across 5-6 zones
Just drop them all? 😮 no issues there?
yes
Holy, okay, let me try that. Thanks!
damn so big
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Hello, if i want learn unity what first step i should learn
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Thanks
has anybody worked on a game with someone else?
i need help on how to collaborate with someone else
Use github or unity version control(other options include perforce, subversion, etc...). That's basically it.
how do i use unity version control?
Google for tutorials or read the manual basically.
Thanks
Might want to learn about version control in general(not unity specifically) to understand what it is and how it works overall. All of the mentioned solutions mostly work the same way.
General rule for using version control is to separate work files. And to start learning how to use vc, learning desktop client with large tutorial knowledge base like SourceTree very helpful.
I tried Anchorpoint and must have missed a step, it just chokes my project every 15 second now. D:
I'll dive back into it when i get out of tinkering phase, I promise. (totally not procrastinating xD)
Might want to disable auto refresh in whatever tool you are using.
Yeah that's probably it, i need to ferret around a bit for the culprit probably
I'm still gonna keep on learning Unity as a beginner, but man am I visibly, audibly losing my mind rn
thinking that everyone has gone through this when they were beginners helps
Hey, I’m Anthony.
I’m a student who’s into gaming and character modeling. I enjoy games with strong character design and creative worlds, and I like being around people who share that interest.
When I’m not studying, I’m usually gaming, checking out different character styles, or working on small creative things on the side.
I joined to connect with others who enjoy gaming and character modeling and to share ideas, interests, and good conversations. If that’s you, feel free to say hi.
hi, this is not a social space. if you'd like to leave an introduction, use #🤝┃introductions
Hello guys, can you give some advise on the best approach for a 3D game using WebGL. I am having some difficulty understanding the implementation of the 3D field. My game appears in 2D, but the playing field is 3D (like a board game). How can I make the field cells use cubes (tiles) with text on them, using Text Mesh Pro 3D? Or is it better to use a cube with text engraved on it?
you´d have to post a screenshot or a vid of your game, so we can understand better
Update: managed to fix it, if anyone has the same problem go to https://discussions.unity.com/t/error-failed-to-add-editor-bundled-package-enoent-no-such-file-or-directory-mkdir/892409/3
anyway thanks for the help
So it was env variables after all..?
yeah...
but i couldn't find the one i used in the forms so i dont know where he got the one i used
anyone know how to handle this?
im trying to studying how game work, and imported some project file from github but all the prefab are missing went i open the file
are there prefab files in the assets files?
yeah there a prefab files
when entering the prefab files is there stuff visibily wrong? like missing scripts and stuff
i think no, i dont see any
my collider is acting weird. let me show you
it could be that the project is for another unity version
why is this happening. is the video working
try right-clicking in the project then press re-import all
can someone tell me
when i open it for first time it do tell me to get another unity version to open it and i just follow the guide
alr lemme try
i try changing clipping planes it just reverts back to default
still not working
i thought adjusting clipping planes would be the possible solution
check the github version it should tell you which version the project is in
dont use a mesh collider for a shape like that use a box collider instead
wouldnt it make things harder? all walls are one mesh
its using unity 6, the same version im using rn
Thanks, I got it working - and added a script that would let all items it's attached to "self-register" to the array (so that when I put in more and more streetlights via prefab, they populate the array by themselves
why would you make the walls one mesh?
it would be alot more stable and clean if each wall is it's own mesh
will box collider work when all walls are one mesh. also when is mesh collider used
because i made it that way in blender
is mesh collider useless here?
no a box collider would not work for one mesh, since you're using blender try spliting the mesh there
and are you sure this is a mesh collider issue or a clipping issue instead
ok
what is mesh collider's use case
mesh colliders are used for complex shapes but you should try to use them as less as possible since they're unstable and slow compared to other colliders
even if it doesn't fix it its still an important thing to do, it will save you from alot of headache later
also i cant change my clipping planes
i am using cinemachine camera
Hello
You dont need to, you can just modify that unity ui. Its made in a way where each thing can be modified, learn how to add rounded corners for background and for the scroll view then just use a color picker tool to get the same colors and you can make it
I have a weird UI bug, in editor my panels stack correctly as expected, but in runtime android or within unity the panels order aren't correct
This is in editor but during runtime the panel is behind the other one
there is only one canvas, the panels are just images
anybody knows what's up ? I'm on 6000.0.58f2
I found the culprit !
looks like a classic positioning problem
it's just I'm stupid (usually the main problem)
so what was it exactly
I call a method openXXX (the panel is named XXX) but in reality it opens YYY
... my bad ^^* thanks for being my canary guys !
I am facing a persistent issue when building for Android in Unity.
The error appears as:
Failed to update Android SDK package list. See the Console for details.
Actions Already Taken:
Completely uninstalled Unity Hub and all Unity Editor versions.
Manually deleted all Unity-related folders from:
Program Files
ProgramData
AppData (Local / Roaming / LocalLow)
Completely removed Android SDK, NDK, and OpenJDK folders.
Cleaned all Environment Variables (JAVA_HOME, ANDROID_HOME, ANDROID_SDK_ROOT) and removed related paths.
Restarted the system multiple times.
Reinstalled Unity Hub from the official website.
Installed Android Build Support (SDK, NDK, OpenJDK) only through Unity Hub (no manual installation).
Tried different Unity versions (including LTS), same issue persists.
The issue occurs even on a new empty project.
Additional Notes:
Running Windows with Administrator privileges.
Android builds fail, while Windows builds work correctly.
I would appreciate guidance on advanced troubleshooting steps or confirmation if this is a known issue with the current Unity/Android SDK setup.
Thank you.
Hi. I wanted to make a bot that control my pc, to make unity games. Any advices?
Same for me
lol just use ia then
u cant do ts
why there is devlopper in ur opinion
dont be lazy
Exception in thread "main" java.util.UnknownFormatConversionException: Conversion = '-'
at java.base/java.util.Formatter.parse(Formatter.java:2750)
at java.base/java.util.Formatter.format(Formatter.java:2671)
at java.base/java.io.PrintStream.format(PrintStream.java:1209)
at java.base/java.io.PrintStream.printf(PrintStream.java:1105)
at com.android.sdklib.tool.sdkmanager.TableFormatter.print(TableFormatter.java:72)
at com.android.sdklib.tool.sdkmanager.ListAction.printList(ListAction.java:237)
at com.android.sdklib.tool.sdkmanager.ListAction.execute(ListAction.java:81)
at com.android.sdklib.tool.sdkmanager.SdkManagerCli.run(SdkManagerCli.java:104)
at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:81)
at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:48)
UnityEditor.EditorApplication:Internal_CallDelayFunctions ()
stop copying and pasting all ur log here bruh
ask chat gpt
ur package is probably outdated
u are not support <<
update it
then ?
i know unity better than u i thinks
and im android devloper
this not your problem < dont be stupid
stop yapping pal no one is answering you
stupid random
#📱┃mobile is the right place for this
Hi guys. Im creating the first game drag&drop and i have code here
https://pastebin.com/vDssWguv
and I want the cube not to go beyond the camera and for it to have a distance from the mouse to see where you want to put it but the ratio changes I don't understand why I want it to be the same so that the cube has a small distance from the mouse and as you can see the code doesn't really help so that the cube doesn't go beyond the camera How can I improve my code?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Hi! Is there a built-in way to make a game object only visible in the editor? I use Houdini and build things out of primitive like cubes to use as input. These cubes ideally wouldn't exist when the game is played. I currently manually enable/disable the gameobjects when I need to see or adjust them, is there another way?
somethings telling me it might not import
Why thumbs down
no vc's here
Download Zip or download release I guess
So I wanna create a private one
Did all of this, and when I open them it always end up in big error
Okey I see instead I will say DM me
Wanna take a look at no DM rule cannot find in #🌱┃start-here
Is anyone else having problems with external API calls with Unity Play's game? I first thought it was UGS leaderboards so I tried a custom API that I made to test and I'm still getting the same error. on CSP. The exact same build works on itch.io no problem though but I don't know if other people are still able to do external api call on unity play but I even tried another game that had a leaderboard and it's broken. Can anyone help on what would be the best way to have someone help with this? https://discussions.unity.com/t/unity-play-csp-errors-when-fetching-from-external-api/1702019 Not sure if here is the best place to post it either but I'm out of ideas
I see, maybe here, but DM may also not avoided
What's your obsession with DMs? This is a community server, there's no reason why you can't just do what everyone else here is doing and help in channel.
<@&502884371011731486>
?ban 659899777764294676 bot
totally unity related
ssuperr101 was banned.
I'll integrate llama in but it's not that i'm Lazy, it will just make the base of the game. Not the full game
hi everyone
im rapidly realising that one of the USPs of my game is going to be very hard to develop 😭 can someone wish me luck
i wish you success
i bought an asset from asset store, but when i click open in unity on the asset, nothing happens
thank you!
who'd have thought a system where almost every item in the game has to have its own effects and interactions would be hard...
no, you could use scriptable objects for that
can anyone help? do i have to create a project first and then click open?
you need to import the asset into your project
its a full game file i believe
but ill try creating a project first
was this a reply to me or to ajrr
to you
that was to you
right . should i explain what the system actually is and not be so vague
i guess you could
the briefest way I can explain it is: almost every item in the game is an alchemical ingredient with its own properties, and many can also be crushed/dried/infused/extracted to make other ingredients
as it turns out, this leads to an insanely high amount of possible combinations and it's starting to scare me!
sounds scary but nothing to worry about. just create a class put seriazeable on it and then you can edit all of the fields in the inspector for each item
or as mentioned use Scriptable objects in that case
hey guys what channel do I go to ask for help(with images)
writing this down thank you
i'm honestly considering just working on the alchemy component for a while until it could almost be its own game, as it seems like the most unique thing about my project so far 😭
and if you are not sure after that, just ask here, you will be redirected
oh so there's no general help channel, just a bunch of different types
There's this channel if it doesn't fit anywhere else
ohh, idk, I'll ask here if that's okay
oh thanks
What the hell is unty bro
a cross platform game engine
i think its because its 4 letters max so they just put unty
I love unty 🔥
Hi
Can i ask you something ?
Sure
For 2d, you use a specific app or just unity
For create something
Character, object
so the textures
you have to use a different program because u can't create/design textures in unity
You create in pixel art?
you can use photoshop or pixilart.com for example
Ooh ty
aseprite is better than those tho
Why is better
its got good ratings and used by a lot of people. you can look it up and see what makes it good i guess but its like the go-to tool for pixel art
Ok
and it costs money but they also let you get it for free if you follow a tutorial to compile the source code yourself or something
ehh it really depends it doesnt have any support for anti aliasing so things like shading arent done too well with it versus other art software even for pixel art
I am new to game devlopment, spent few hours in unity.
but I am having a lot of mood swings
Where can I learn basics in this server?
Thank a lot
my choice: https://www.youtube.com/playlist?list=PLFt_AvWsXl0fnA91TcmkRyhhixX9CO3Lw
- this playlist is like a crash-course 101.. it really helped me understand the concepts when i started learning... (first few episodes are really good)
most peoples: use Unity's Learn resource (check the pinned comments ^ possibly in the code-channels)
!learn
best of luck friend 🍀
Thanks friend
why when im trying to start a new project in 6.3 unity it says that it failed to decompress
possibilities:
- long file path (too long)
- insufficient disk space
- antivirus interference
- permission issues
- corrupt install
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
you can peep the log files for a better explaination of why it failed.. (probably)
I had no idea you could make your own preset and fiddle around with the noise settings 😱
anyone here is interested in making a game with me?
💯
as much as you've used curves in the past.. its suprising u havent
This is amazing, I always saw the "New noise settings" located in the noise profile but I never looked into it. I would always procrastinate and convince myself to look at it another time then I would completely forget about it lol. Now I regret it.
what kind of game are you making?
Horror game, Right now I'm just working on the character controller. no where near completion lol
oh that's cool. what kind of horror game? i wanted to make one too
Have no clue yet haven't gone that far. Lets not go off topic now 😅
sure
This isn't the place to promote your YouTube channel...
hindsight is 50/50.. ive done that to many things..
stuff i'll "get around to"
but things i regret not "getting around to sooner"..
but game-dev is tedious.. my to-do lists look like CVS receipts
This guy is totally messed up, but animation still turned out.. great.
doesn't matter what u can't see..
only matters what it appears like to the player
movie magic 🪄 ic
did something fundamentally change about how prefabs work in 6000.3 LTS?
Because im unable to assign default values to a prefab with a script on it... LIke in InputActionReference values... they are just not getting saved to my prefab-script when i drag them in the inspector...
Its really weird and not like every other version of unity i've used so far....
are u modifying the prefab while its in the scene?
no, its the prefab in the folder
or when i double click it and go into the prefab itself...
u experienced?
and im trying to change the default values
ya input references aren't scene-objects persay.. so not sure why u couldnt assign them as defaults in the prefab
and i've used unity for like.. many years now --im not trying to flex by saying this, im just pointing out that this version seems to be acting 'strange' compared to every previous version.
!collab
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a little. i can make script and maybe assets
hmm ok dm me
oh ok sorry
i did
ya, works fine in older versions.. this is 6000.0.6
i can test in 6.3 here after lunch
please thank you, im wondering if its something to do with file write permissions on the newly created project folder/subfolders or something... i was getting another weird error about file permissions whilst trying to save a scene too...
again strange considering no previous version has given me any of these issues.
are u using a list of inputactionreferences? or just individual fields?
could u try the opposite of w/e ur trying? if its a list try a single field..
Do you think I should have multiple camera's for the headbobbing like idle, walking, running and crouching? If I change pre-sets via script won't it look weird and snap to a different position?
try Re-Importing the InputActions
its a single field for each input action reference, i have tried both serialized private fields and public fields... i can drag them in an instance of the prefab in the scene...
..but again, i am trying to 'set' the default values for the prefab asset residing in the project folder
you may have stumbled across a bug..
ya i get you.. ^ that image i sent above is what i did too..
i assigned them via hte prefab view.. and then dragged hte prefab into the scene..
reference stays.. (in my case)
and whether i do it via dragging and dropping or opening the window that allows me to select a specific one (i dont know what the proper name for that popup window is called tbh) -- it just doesnt 'set' the value...
ive restarted the computer it'll probably work now... im gonna try making a new project too, to see if that fixes it
Hello
I need help
whenever i try to sign into unity hub, it just wont
video:
i'll test once i boot into it 👍 i shall ping you w/ results
- try a different browser
- try clearing cookies/ browser cache
- try restarting pc/connection
just to check im not insane.
remove it from teh scene when ur adding to the prefab
i mean.. its a longshot.. but maybe the scene version is messing with it
no difference
and again that shouldnt affect the prefab right.. because that would be an 'override' issue then... this is not assigning values to the prefab asset as it exists in the project folder.
is there anyway to like make the volumetric clouds less laggy on vr
thanks!
yup, i don't think its just you
oh thank christ.. because i thought it was my computer now.. because ive made a new project and it still doesnt work...
..but again, this behaviour is different to every version of unity so far.
--thank you so much for testing this out, at least i know its not me or my computer and its an issue with this version. i really cant overstate how helpful you have been.. i will just go back to a 'working version'
works in older version but not 6.3
How long does it usually take for Unity Engine to install?
half an hour tops
ok
yea, i typically just avoid the newest versions for a while..
because it has been sittin like this for 5-7 mins
im working w/ most of my projects on 6000.0.6 just b/c its the most stable ive experimented with so far
yea but this is the version they are pushing as the latest stable version.. and prefabs dont even work as they should thats actually shocking lol
i mean how did nobody notice that
ya, i personally don't believe the hype.. i see for myself.. and what i saw on my own was enough to downgrade
and now what you've seen confirms i made the right choice 😄
yea as you can tell from the amount of progress ive made in that project... ive not really invested much time, i also went against my own rule and thought 'hmm maybe ill use LTS because thats the 'right' thing to do...
..but no we'll stick with the things we know work 😄
just a helpful tip.. if for some reason it doesn't finish installing
you should just chose the editor
don't select the documentation (its all online and always available)
don't select any of the modules at first Just teh editor
it finished nvm
you have a better chance of it working... and you can always go back and add the modules whenever u want
I just realized theres a prompt that pops up asking you to confirm a deletion from the Project window 👀
how have I completely missed that all these years? lol
When did they switch to the new input system to be the default?
Oh nvm it's set to "both" by default
at least in 6.0 where I had created the project
Does screen resolution while using unity impact performance? Cpu gpu and ram?
My unity is crashing and i am using a laptop connected to a 4k monitor
anyone who uses Visual Studio Code here for Unity, i have questions regarding intellisense
of course - drawing more pixels requires more work
Will going to 1080p remove crashing
you can also directly set the game window resolution
Crashing is a totally different concern than performance
if you have crashes it most likely is not related to the resolution
My unity project crashes a lot. It is crashing when i open chrome. Its crashing after sometime
Find out the reason by checking the logs
How
!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
Sounds like a non unity issue then
try asking in pc discords/forums maybe in the buildapc discord
i added you but it was really just to say: i have submitted that as a bug report -- but also mainly to say -thank you for the help again you have saved me hours of me wondering whether it was me doing something wrong.. which is my default first-thought if i run into technical isssues
after baking.. is this a macos specific bug
Scene reload does not fix it all and the stop button looks ... uhh interesting
Restarting unity seems to work
The way I am making head bobbing is I have multiple noise profiles for cinemachine. Should I just use multiple camera's and switch between them for idle, walking, running, crouch idle and crouch walking. If I just switch between noise profiles it will instantly cause the camera to snap to a new position.
u could
hello this might not be in the correct category but i am planing on making a web based multiplayer game whats the best way to optimize the game and how do i make giant multiplayer systems thx for you time
Hi everyone, quick question
I'm doing a project in Unity for one uni course and we've been instructed that we're allowed to use any assets we want (that we're allowed to use). Are we legally allowed to use FREE assets from the Unity Store that are labeled as 'Extension assets' if the project will be public on GitHub?
No, but you typically wouldn't put them in Github even if the project uses them. People who clone the project can download the assets from the asset store themselves
Ok, so we can't use the free assets even if we .gitignore them and list them that they are used in the project?
No that is specifically what you can do. You can't upload the assets to Github
Oh ok, thank you very much for the answer!
hello, on a Canvas scaler,If I set the ui scale mode to scale with screen size, the reference resolution should be the one in my editor? the one I'm actually looking at when I'm placing uis?
the desired resolution..
if u were to play it on whatever device.. at fullscreen
for ex. I use 1920x1080 b/c i dev for a desktop, a 16:9 aspect ratio monitor
I’m working on a Unity project where I procedurally generate rooms and corridors (using TriangleNet for triangulation and A* for corridors).
I’m facing an issue: some walls aren’t being disabled when they should be (both room and corridor walls), and some walls are being disabled when they shouldn’t.
This happens even when the object positions are exact.
Each room and corridor has multiple walls (child GameObjects).
I check the proximity between walls and corridors to decide which walls to disable and where to instantiate doors.
I can share the full script if needed.
yea but why would it be needed? the mode is set to scale
"scale with screen size"
its a reference
i have 2 scenes, let's call it Scene1 and Scene2 and i have some systems in Scene1 but I want to have the exact same systems in Scene2, what's the best and most efficient way to do this?
Add them to the "dont destroy on load"
Overall I recommend looking up the term "Singleton" you can find lots of good tutorials explaining how to do that sort od thing
Hi, anyone here have advices to make a 3d infinite runner?
thank you, i'll look into that
make those systems actually systems..
make them exist from the beginning.. and last thru the entire game..
they would be DDOL gameobjects (singleton / static gamemanagers for example)
only (1) instance of each would exist.. this also makes them easy to access via any other scene.
GameManager.myInstance.DoSomething(). they basically sit ontop/alongside any other scene you have loaded
what do any of these mean
i assume theyre important bc they wont go away when i clear
Why is it that when my player collides with an object on the ground that is sticking out, the player starts to spin and keeps spinning even if i try to stop it
b/c of forces..
its like if u stubbed ur toe in zero-gravity you'd start spinning until something else stopped you..
if its ur Rigidbody you can lock down those axis' and keep them from spinning using its Constraints
yes what is the question
anyone know how to fix players not showing up on playfab when u play test in unity
help! i cant find anything online bc it assumes its for code i wrote
fixed it alr, thanks for replying tho
glad you could fix it
so it doesn't care what I give it?
it should be the resolution ur designing the UI for..
and if I want to design for multiple pcs? 😭
the specifics on how it works im not 💯 sure.. i think it uses those numbers to help run the editor.. (like the game/scene windows)
and that scale slider it uses
two options..
you design for both.. at the same time.. make the UI work w/ any size screen u think will be used.. you can do this with the correct anchors/pivots/ and the ui components like vertical and horizontal layout group etc..
or..
you design different UI's (prefabs for exampple) and then when the game boots up u find out the users specs and load the appropriate UI that works for them
multiple PC's dont really mean much tho.. most monitors all have the same aspect ratio.. 16:9
except for niche monitors, like an Ultrawide for example
I don't understand anything about these layout components, could you possibly have a documentation on this please?
update: found a lot of things online saying to delete the library folder and reopen the project, ive done this, then again but also restarting unity hub, and again but restarting computer, and the issue still endlessly persists
sometimes its difficult.. i just noticed my UI doesn't work for an UltraWide
it really helps when ur developing your UI to undock the window, set it to Free Aspect.. and just drag it around
Squish and stretch and see how the UI reacts..
you can get most UI to work w/ all kinds of aspect ratios
i could change it to use the Height over the Width on the scaler i suppose and that would fix that..
but it'd probably move the UI too.. (meh).. good thing im only developing for 16:9 and possibly 4:3
when did this occur, what did you do
try to undo the steps
nothing
it just
happened
and its just like this now
https://www.youtube.com/watch?v=w3sMD-3OJro this guy decent explaining the basics of anchoring
does that happen when you opene a new project
ohh okay didnt know this thank you so much man
for the other components you'd probably wanna look them up as u need them
yeah, brand new project
hold on ill see what happens if i open an existing project
like if u had a scroll rect, and needed a list of objects to fit no matter what you might could use the vertical layout group
but I'm so bad at uis, how could I know what I need if I don't know what they do lol
go to the packages and uninstall all packages that you dont need, seems like a version control error
under package manager
odd, i diddnt enable version control
<@&502884371011731486>
mods, crush this guys reproductive future
hey guys quick question im having an issue when i build my 2d platformer game where in the editor its working fine but when i build the player cant seem to touch the ground or even touch he just falls through
lol.. unfortunately i dont know what to tell ya about that...
i discovered what the components do after many years of attempting to build things and figuring out later there was a component that did the same thing
im sure you can find you a tutorial or a page that explains most components and what they do
I'll try to find ty bro
content size fitter -> fits stuff inside other stuff
Vertical Layout group -> makes lists, images (the child objects), etc fit evenly within a container (it does the positioning automatically)
horizontal layout group -> same thing but horizontal (like Tabs)
thats about all i know bout em.. i've made most things using just those 3
do you guys know why my panel doesn't scale properly?
in the transform area theres a box looking thing that has measurements in it.. can alt click one of the options inside of it to auto scale the panel to the canvas size
also right here where it says Free aspect, select your screen size
you mean stretch stretch?
ohh yea thanks it's scaled now, I'm so bad with uis lol..
i deleted plenty of things, even the entire package cache, and the errors still keep coming back
im gonna crash out
just to clarify, you did check the package manager right
yeah but tbh i diddnt really know what i was looking for, its a fresh project so not much was installed to uninstall
there must be a package installed causing this.
it should be some package that has to do with collab or version control
might aswell just kill all collab / version control packages then since i dont plan to use collab or the built in version control
yeah you can use git for that too
okay i Old Yeller'd version control and now it works
well done
thanks :3, but also wtf Unity
sorry to disturb you but when I set it to 1920x1080, there's still the issue
my issue was the background source image mb
I didn't know this was this causing that but its edges are curved
should we be concerned with the white outline
i made a toon shader but now its causing blur and smear all over, how do i fix?
that was the background causing this
is the shader applied to the lcouds?
I added an animation to a box but I don't want it to play on start, how do I do that I don't see any options
I have an idle animation how do I make that default because open is the default
Right click set as initial state
Don’t make it default
sorry I was wrong idle is default but it plays open on start
never mind I messed with settings I fixed it
Do you have any scripts accessing this animator?
What was the issue ?
I had a transition back to idle which I dont need so i removed it and then on transition i unclicked has exit time
I don’t see any transition to idle ? And has exit time shouldn’t be the main issue
yea I screenshoted that between troubleshooting I didn't unclick has exit time I think it was a combo of those 2 problems
Sorry to bother you sometimes I think of solutions before I get help
Hey i was just wondering if learn.unity.com is the best place to learn the engine or there was something better like a yt channel or something
I heard it's okay, I didn't learn unity from there personally
.cs:
Console.WriteLine("Hello, World!");
Output:
Hello, World!
There are a bunch that follow “best practices”
git-amend, Jason Weimann, TheKiwiCoder
to name a few
But take anything you ever read or watch with a grain of salt.
& do your own research - usually within a couple Google search results you’ll see fellow Unity devs discussing “what the best way” to achieve some result is 
I had no idea Unity has a Discord Server.
Seems peak. 🤩
wsp
Whats with the input manager error, how do i get rid of it. Using 6.3
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
I have a question. Im making a side scrolling "Beat em Up" game. Im using 3d characters/animation. What's the best way to do the backgrounds?
I bought a template. And the backgrounds look like sets. But I haven't seen those type assets to buy anywhere.
And is there an asset that makes putting the backgrounds together easier? Or any tutorials you guys recommend? Im really lost.
sorry that wasnt helpful
what part of itdo you need help with?
to get rid of the warning you have to follow those instructions and upodate your code accordingly
ok
to get rid og the input manager notification
yeah
update all code that uses the old input sytem
if you disable it outright (like the instructions) then it will error at runtime and that might help you find all usages easier if you dont know where to look
idk, the clouds and sky are just a fog shader, i just the skybox as fog
ok i think i understand
alright
Can I get this color field in my shadergraph? nvm, it's the Vertex Color node
Whats the best lossless compression format the compression is messing up my art
From blender I render an image with compression and its lossless but unity uncompresses it so it goes from 16 kb to 64 and i just want it to not be uncompressed or something similar to what i have
there's generally not a best. just pick one that makes the workflow easy, usually png makes life easiest
make sure it's not something on unity's end, if it needs to be exact (for example in pixelart) set filter: point and compression: none in import settings (and also set ppu in the case of pixelart or anything that needs to conform to unity units)
The compression should basically be lossless, unless you're doing crunch compression.
It's more likely the issue is elsewhere.
Well in the scene the border for some reason is weird around the asset and this is high quality setting this here is fine but normal quality some of the pixels were messed up and im worried how it will be on ios and android i might be wrong but i tried an ios build yesterday and the art looked bad on a normal camera where it doesn't on my windows build i tried another camera a pixel perfect camera and it was better but maybe theres differences in how they look
if i do no compression the border is clean
Ayo
is the border really important?
the errant border would probably be for non-fully-transparent pixels, which i guess could crop up as compression artifacts, but it's not visible
Is it a sprite? Sprite renderer?
its not maybe i'm overthinking it it was just concerning seeing the normal quality compresion version
yes
Can you share the current settings?
you should worry about the actual content that the player will see - you mentioned some of the pixels were messed up, is that significant?
these ones?
Mostly the texture import settings.
i mean it was pretty noticeable but its gonna be pretty small in the game so
It would also help if you show us how you expect it to look like(you said it's different without compression).
i was seeing stuff like this
