#💻┃unity-talk
1 messages · Page 52 of 1
This does look a bit like compression artifacts.
i just want low file sizes without any compression artifacts or anything
Is that with the settings above?
No but earlier i saw it with the normal quality
What settings did you use here?
low because i didn't see it with normal this time
Ok, so of course on low quality you would see compression artifacts.
its just to show kind of what i was seeing
but its weird just a second ago i didn't see it on normal quality
now its like the same as the low
Set the sprite mode to single
it still looks the same
i mean i will use high quality im mainly worried that high quality will have some artifacts too
Are you in scene view or game? In game you could be zoomed in or the resolution might be on “free aspect”
i'm in scene view
Ah. Right you could see how it goes with the high quality assets. And add anti aliasing if needed
ill look into that thanks
I think i'm also gonna swap to 256x256 assets from 128 will that help with the compression artifacts
Generally, if you want pixel perfect/pixel art, you shouldn't be using compression at all
It's not clear what look you're going for here.
well its not pixel art exactly i was just doing 128 for mobile but its not too much if i do 256 max for the assets i was gonna have it be 128 but it will take up 200=300 mb as 256x with compression and that will be fine
i need compression or that would be over a gb and im planning on doubling that number sometime after launch
a 256x256px image with no compression with 4 channels(RGBA), 1 byte per channel takes up 256 KiB
you could have 4096 of those images before reaching a GiB
a 1024px*1024px image with the same channels takes 4 MiB, you could fit 256 of them in a GiB
you might want to rethink your math here
how i fix this? 😔
You should ask the publisher of the EasyInputs package
Looks like possibly a version incompatibility with the Oculus plugin?
Aw shucks
is there some limit on how many audio sources you can have playing at once?
or can you just use however many you want?
the computer's capabilities
but within the system, i don't think there's anything preventing you from using as many as you need
oh, also the player's tolerance to information overload
I'm losing my mind. I brought in a whole bunch of assets from my 3D software, they imported with the materials but I CANT edit any of them and I CANT extract the materials. THEYRE RIGHT THERE. Unity PLEASE let me edit them. Any clues?
yeah not how that works you get one or the other
create materials inside unity and assign the textures
additionally in the import settings there are a few options to assign imported materials and textures automatically
in unity i am using reflection probes. it is not capturing reflection of transparent glass the way it should
its showing them in reflection as if they have white material attached on it
am i dumb for trying to run unity on a hdd ?
is there some way to run or test unity projects online?
I assume no but thought I'd ask anyway
you can build for web
No but it’s going to be painfully slow
then im dumb
no I don't mean like the finished built application but the actual unity editor itself
compiling scripts TOOK AGES
they have this thing called unity studio (I think) but that not what you’re looking for likely
everytime i changed a line in vsc and then opened the project it took so long
The full editor itself cannot be run on a browser

unfortunately I have like 350 materials so it takes way too long to do so
use the import settings as i mentioned
if i have a game oriented towards public matchmaking, is it smarter to focus on custom lobbies with mates for an indie dev?
you mean P2P?
Unity 6.3.2f1 exhibits several issues across projects:
-
The rotation tool in Global Mode sometimes behaves incorrectly, rotating in large increments instead of smoothly.
-
Selection can get stuck on hierarchy objects or project folders. Restarting does not resolve it; it only corrects itself after time.
-
References assigned to prefabs or objects are frequently lost after saving and reopening. For example, input references cannot be reliably assigned, as they reset to "None" every time the prefab is saved and reopened.
any idea how to at least fix the 3rd problem ?
no, all dedicated server because my network tool doesnt have host migration. i just mean private lobbies
i believe these are known/common issues. chances are you'll just wait for it to be fixed in a later patch
if you don't have a ton of work yet, you could consider changing to a more mature minor version
I can wait for the rotation tool and selection bug to be fixed, but I cannot wait for the third issue because it is causing significant problems. I ran some tests: even if I create an empty object in the scene and attach a script that requires an input reference, when I save it as a prefab, the prefab loses the reference.
Can you reproduce this immediately after restarting?
Hey, i apologise for the low effort question, but im looking for a free fps game asset i can mess around with. I want to make a poc for a personal project. Could someone point me in the direction of where i can find my options?
Guys, I need help with Unity cuz it's not working, where can I go? I'm lowkey gonna crash out
Here is fine
What is this error? I keep getting it even after changing projects. I checked package manager and there is nothing about collab proxy. Like I don't get it. It's saying smth about SplitterState and protection level, it's weird
Yes. I noticed that all my prefab metadata files are incorrect. For example, these two metadata files correspond to complex prefabs, but their metadata is almost empty. I believe the main problem occurred when I upgraded from Unity 6.0 to 6.3.
I will delete this project and reopen a copy from the backup to see if the metadata still has the same issue.
Not sure why it complains of 1 C# script having Windows requirement, albeit it's also IFDEF'd by platform
The app builds and runs though, it's just a hint
#if UNITY_STANDALONE_WIN using WinFileBrowser = AnotherFileBrowser.Windows; #endif
it's called version control in package manager iirc
What should I do with it
Tried deleting Library folder?
I did that, but the issue persists. I also created an empty project and made a simple prefab with a script that has references, and the same problem occurs, the metadata does not seem to work.
Before, I thought it was my Windows 11 setup, because I had noticed similar issues on Linux. I now also have a clean Windows 10 setup, but the same issue occurs on both Windows 10 and 11.
i will download older unity version 6000.0.64f1
and see if same issue...
if you aren't using it, you could remove it.
the issue stems from some desync in versions iirc? i don't remember exactly
you could also try resetting the library
Probably a dumb question but I couldn't find a solution online. The keyboard layout shows a qwerty-layout, but my keyboard is qwertz. All other applications understand this, as I set my linux OS to use a german layout. Unity thinks otherwise. I could just rebind a couple of shortscuts manually but am curious where I can switch Unitys interpretation of the keyboard. Any ideas?
does it affect shortcuts? i think unity might use keycodes directly (like in the input system)
Yes it does, I have to press different buttons to undo for example, which is the main source of annoyance 😄
Because undo is still set to strg+z, but Unity thinks my z-button is in the bottom left
i got good news lol
the problem wasn't unity version
It was the input system. I downgraded the input system to version 1.15.0, and everything works fine. The newest input system is 1.17. I also tried the version before that, but the same issue occurred. However, version 1.15.0 works well.
to be clear, you want undo to map to ctrl+ [key next to T], correct?
apparently this was reported and fixed on linux
https://discussions.unity.com/t/ctrl-z-shortcut-not-working-with-non-english-keyboard-layout/740202/4
https://issuetracker.unity3d.com/issues/linux-default-shortcuts-for-different-keyboard-locations-are-physical-location-based-not-letter-based
what OS and unity version are you on?
To reproduce:0) Open Terminal and run "sudo setxkbmap fr" to change to an AZERTY layout (to return back to English, it's 'us' instea...
Some impressive effects from the package 🤔
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Seems others have the same issue https://discussions.unity.com/t/german-keyboard-layout-works-for-typing-but-shortcuts-use-us-layout/1697886
I don't think the shortcut window itself localizes, it shows qwerty for me as well but the shortcuts work correctly (I'm also on qwertz and can use ctrl+z for undo). Win10 though
Yeppp,
I’ll just stick with version 1.15.0 for now. If I notice that the package has been updated, I’ll test it first before upgrading. never thought the problem will be from it tbh
this channel, as with most channels here, is mainly for discussion and support of unity topics
do you have a question related to those? if so, don't ask to ask
i assumed its because of ram filling up cause both chrome and unity use lot of ram
as i was saying
What's your hardware specs though, good enough GPU with dedicated VRAM?
Cards with low amount will take VRAM from actual physical RAM and that is not a good thing
a rtx 3050 laptop 4gb vram.
yes i am lacking there from modern standards
isnt 16 gb vram the norm these days
But also try the Chrome without hardware acceleration because it will reduce VRAM use
chrome uses vram?
I mean it creates a whole rendering context for its page for high performance, if user wants it, might be on by default
Ok that fixed it
Finally finished this
Both work over my local computer cuz I don't wanna pay for a server rn
How would I make a character with limbs and things?Do I use joints?
can anyone help me my steam games and unity made games are all crashing and not responding
Reinstall your graphics driver?
@foggy gate already did
Newest Nvidia game ready
Still crashes
Except I noticed it was only steam games
this is a server for developing unity games, not for support with existing unity games
You know a server for that?
Got it
Hi, I have a small problem: I'm using the latest version of Unity (600.3.2f1), I have an i5 14600k and an RTX 5060 Ti 16 GB, and when I move the mouse, there is sometimes a slight flicker (I tried to record it, but it doesn't appear, so I think it's a problem with my graphics card).
Are mesh colliders generally quite expensive, can they be optimized with a setting or is it generally better to use a custom mesh imported as a collider? if you have a ring for example
Are mesh colliders generally quite expensive
they're more complex than colliders of simple shapes, they're much more expensive than not having anything at all
everything is relative to something - consider whether you need it (do you need physics? do you need physics specific to the exact shape?) and then make it work (a mesh with less vertices would probably be less expensive than a mesh with more)
as with anything perf, don't worry until a) it becomes an issue, or b) you're dealing with something in the millions.
a custom mesh imported as a collider
is that not also just.. a mesh collider
also afaik convex colliders are less expensive than a similar concave collider
if you enable convex though I'm guessing you can't have stuff like holes that can be passed through, that kinda thing? just to optimize the mesh
ah this makes sense - "Basically the convex check mark will make a collider around your mesh without any ‘indented’ areas. Say your mesh is a jail door made out of bars. With a mesh collider you could still shoot between the bars. But if you check convex, unity will make a more optimized collider around all if the bars, but your not gonna be able to anything between them"
yes, that's what convex means
with a non-convex collider, it's possible for a ray to intersect a mesh's surface more than twice, i'm guessing taking that into consideration is what makes it harder to simulate (i don't do 3d)
Interesting, I am using Mint 22.2 Cinnamon, Unity 2022.3.62f2
What does that mean
which part are you confused about
if you get more specific with your request for clarification, it makes it easier for me to actually write a clarification
i don't know what you already know
"With a non-convex collider, it's possible for a ray to intersect a mesh's surface more than twice,"
Ray to intersect a mesh
do you know what "ray", "surface", and "intersect" mean, mathematically?
(which one do you not understand)
I forgot. 😳
a ray is a line that extends infinitely in one direction, though in games, it may not extend infinitely
a surface is the "skin" of some object, not including the volume of that object
an intersection point of 2 objects is a point that is shared between both objects
hm, i guess the thing about a line passing through [shape] only passing through 0, 1, or 2 times only applies to circles (or spheres)
you could have a line pass through an entire side of a square if it were tangent to that side
i guess in this case tangents aren't considered
Thanks.
That clarifies. 👍🏼
-# uh, you know what tangents are, but not rays?
No. I don't remember what a tangent is.
It's been a while since I've taken a math class.
a ray can pass into or out of a convex shape only 0, 1, or 2 times
that's not true for a non-convex shape
I have this head bobbing feature where I made different perlin noise profiles via cinemachine and different camera's so I am switching between them so if I am idle it will switch to idle cam if I move it will move to walk cam etc. My issue is that when I do any of the movements it works and switches camera's but the camera's are glitching like crazy and before switching I can't look around for a few seconds then stops glitching. Any idea's? here is the script I am using to switch but I am assuming it might not be the script: https://paste.ofcode.org/3aPAD5574nBqC8Yfzn2QrR5
I believe that part of the issue is that you are switching cameras every frame.
Only switch when the state changes
Why were our messages deleted?
Mods?
!mute 839962734561067090 3d spam
@_vindur_comics muted
Reason: spam
Duration: 3 days
No, they're helping making sure rules are followed.
This works but the point of me using different cameras were that it would smoothly blend when moving. The one you made just changes the noise profiles and its not smooth it snaps to a new position.
(consider not spoonfeeding, btw)
Oh, mb.
I'm not even spoonfeeding.
Trying to help here. 😭
posting code like that is spoonfeeding, ik it does seem like a good way to help
Pasting code ≠ spoonfeeding.
I often paste code when I help. Not spoonfeeding.
I will no longer reply to this thread conversation (what we're discussing rn). Have a nice day!
I know this isn’t my convo but; in my opinion I’d rather give or receive the full function, I learn by reading what’s correct. Seeing something actually work is great material to look through. Rather than spending time with stuff that doesn’t work.
explanations come first, that's the point of "don't spoonfeed"
why it's correct is more important than seeing an example of the correct thing
especially with full classes or methods, if it's a small tweak, sometimes it's hard to see what changed, and why
there's a reason this is a rule on stackoverflow and in some more active spaces like djs
I agree with that. I was just trying to say it’s ok to give people code
they are helpful, yes - but they could be made much better, and honestly a lot of the time just explaining what you did wrong and what the right way would be is easier than rewriting stuff
it is, yes. it's not ok to just give people code
That’s sort of how I learned to code, over years of experience. I play with something that works and research the pieces in it to be able to expand. Eventually creating from blank
the code pasted was a rewrite of half the class, and all the operating logic, with a very, very brief explanation that does not justify all the changes - that's why i'm saying it's spoonfeeding
and research the pieces in it
this is the crucial part. getting a piece of code custom made apparently to solve your exact issue makes it easy to forget this part - sometimes easy for someone who doesn't want to learn to avoid that part, making that person a repeat asker for similar questions
That definitely makes sense
That’s gonna be something tough for people since AI is pretty productive. At least chatgpt does explain in depth its reasoning. I will always advise people to truly learn and research
chatgpt is really good at appearing thorough
part of that is being correct, but it's not 100% - that's not the objective of an LLM
genAIs made for chatting will never be fully reliable for learning
basically every technical community i'm in has concluded that genAI is a hindrance to learning lol
It can certainly depend on your question. Your prompt and key words matter. I know what you mean by it can’t learn, but it does simultaneously read API docs
True, but there are often halluciations/gaps.
i did not say it can't learn
that's.. how LLMs work, that's how ML works
but it's important to recognize what it's learning
chatgpt is learning speech patterns, not facts
some of the speech includes facts, so it can restate facts
but facts are not fundamental to the speech pattern
It has significantly improved over time. I definitely could see where a year ago it may hallucinate. But with the right question you can get what you want
Knowing how to code really helps
its believability has improved, that is the core metric of an LLM
its factuality has improved to further that goal, but that's not the main objective of an LLM
with the right question you can convince the LLM to output something satisfactory, convincing - that isn't synonymous with correct
I both wish it didn’t exist, but at the same time to the right people it can really save time.
heh, to middle managers...
(to be clear, that's a joke, not a contribution to the actual discussion)
I’ve made several games in the past before ai existed, and now a lot of those long hours of debugging is gone because it spots it fast
dam how many times has this horse been beaten
yeah i was about to just leave ngl
Truly knowing how to code is important
I hate when people copy from ai and have no idea what it gave, even though it’s the right code… people use it wrong
people use it wrong
the trope of "AI" enthusiasts
I can’t stress how beneficial actually knowing how to code is, especially when explaining what you are looking for
with experience comes the realization of how little it offers beside maybe "basic clerical work " But Ima leave at that, we used to have a #1352599815770341479
but thats now a new channel so no dumping ground anymore :\
aw, i can't redirect people into the echo chamber anymore
yeah now that mods have changed scope of it , its pretty dead 😂
Well off topic but it has also helped so much with real applications. For example one thing I took my car to a mechanic and they couldnt figure out the issue, but I facetimed chatgpt and after a little bit of looking around the answer was solved.
Im not gonna explain more situations cuz this is unity... lol.. but honestly ive been saved plenty of times by this thing
It will help spotting obvious things and is completely useless at debugging anything more complicated that that. While you are stopping your own improvement/learning
now they all just get it from ai 😭
Creating a thread scoped to a more narrow discussion would be fine to redirect to. News channel was not a good place for it and was taken over by clanker adventures.
Hilariously tho, in two cases someone showed me code that was incorrect made by ai, but it was because they explained their questions wrong to ai.. i was able to get the right answer
could we have a dumping ground for people trying to shill AI
just a /dev/null for everyone else, basically
Thread here will be fine. (not to shill but for focused discussion)
well id hate a ai channel for dumping nonsense about it, but it would be cool to have it seperated [Cool things ai made] [Where ai went wrong]
Anyways tho, smart humans and real knowledge + research is always key
It is counter productive to have it anywhere public, because bunch of brainwashed people would hammer it and waste anyone's time who would try to engage.
Thats certainly true
using sentis (now inference engine) at least has more interesting uses
ooh thats right unity did add a AI button now, honestly I am not gonna use that, I really prefer chatgpt.
also Sentis was a badass name, so disappointing they changed the name to such generic crap
Sentis is nothing related to the built in AI crap unity added in editor, its for using LLms and do cool shit in unity game with them or maybe applications if you want
My bad, I did a quick google search and unity came up and mentioned it
so think maybe using hand gestures to control a character or something
but... yes unitys new editor came with a AI button...
fyi, you can use right click menu to hide it (services)
yeah big reason I'm still on 6.0
oo thnx
no offense but I mean... stuff like apple ai, google ai, copilot, i just dont trust that stuff yet. chatgpt is it if I need
Barracuda was a pretty cool name too 😛
Very speedy
they just love killing what made unity cool in the first place don't they, must be to conform to "industry standard"
most of those are just layers ontop of gpt anyway..
i mean, my intention is basically to have that echo chamber so those brainwashed people can waste their own time without affecting anyone else
but i guess that just wouldn't work in an official server
I know and the paramaters mess it up... its annoying
we dont need ai in absolutely everything we own.... keep it to one place..
more and more comes until it collapses I guess
Luckily the unity one is an opt-in install (except for the button itself); don't want that in my project 
idk what you mean cuz in the new editor the button was automatically showing up and giving tips
ai has become the new buzzword, even soccer moms are using it for "normal day to day tasks" and misled
oh yea haha, i was like wait.. how did you know..
my mom sent me a screenshot of something from chatgpt to explain why shes right 😑
in a new 6.3 project. It's opt-in
i mustve accidentally clicked it then cuz i didnt see a X button
lol
i know i uninstalled it from package manager tho
its like now how every project new I make with Unity 6.0.33f VC is broken..who even asked it to be part of the template
Even if made as a local project? Or is the package itself exploding
yeah the project itself has broken Library errors, so I remove package they're gone
Amazing
Smart people have trouble working together though because each are very confident in their own methods
love it
Errors in a new project is just practice for new people to gain patience before they begin this journey
now I either need a custom URP template minus VC, or remove VC package Every new project
all because unity likes to pull weird shit like this
If only they let you select packages on project creation
if you didn't know you had to remove VC project this can throw off someone new
oo thats an awesome idea
yknow, why can't you choose like, an empty template
without even the 2d/3d/etc "feature" and the packages that come with them
never understood why they never did that..its so easy to do in hub.. literally just a fucking checkbox
they do it for modules, why not packages.. just keep the core ones grayed out
Yeah, would be so helpful
how can i make the pivot ori face the right way as the laser is ment to go up and down
sup
cant you just make another gameobject as "pivot" / firepoint and point whoever you want. You need a modeling program to fix pivots otherwise
Well I imported it after making it in blender I had empty game objects for the pivots but Unity did not like keep their orientation
are you actually using Local pivot mode or global, what do you mean did not keep their orientation
also make sure its not in "Center" mode that can throw you off in their location
In blender I had the orientation set to default with normal I angled the pivot for it to be perfectly aligned with the model and I imported it into unity and it sort of made all the blender empty objects not have their orientation or something or is just maybe axis?
I meant in Unity. this thing
I will try when I'm home
hello I have a whole transparent png file with multiple message bubbles images, is there a tool in unity which would make me able to cut it to get the bubbles one per one?
or another tool outside
the sprite editor?
sprite editor
if you need external program, use gimp
right bruh I forgot about this.... sorry but I really feel dumber everyday
thank you bro
looks good, u made this in blender?
no smart people are nerds and cant socialize so they have trouble working with people who talk. (sarcasm)
Ya
But pivots Ori didn't get transferd?
Is it a known thing how Unity doesn't respect the theme of your OS
I have mine set to dark mode
so its not just me alr
this is why i use linux
ic
what desktop environment are u using
or wm
could be a problem with your gtk config
Arch with GNOME
i think i see the issue
adwaita is light mode by default i think
i believe adwaita has a dark version so try setting that
what are all the optons
extension?
any idea, why the light passes partially through walls? its realtime lighting and nothing is baked (procedurally generated map).
Dark matter Reactor
Probably no shadows are cast
sounds really cool
you mean that?
no the actual light
yes
I seen a irl DMR photo
Photo
It's a reactor inside a like metal case
oh when i increase the strength value from 0.8 to 1 it works
no light passes thru then
Unity is goofy like that
the hell are you making
i am making the hell
its a robot arm's fist, that shoots rockets.
glados
that would be wheatley
hello, I want to make a dialogue system, should I make it on my own knowing it will work or should I watch an appropriate tutorial to make sure I do it "the best way"? this is a question I often ask myself
depends on what you want to do tbh - do you want to get one working asap, or do you want to try your hand at designing and implementing one?
to be blunt, if you're making this yourself for the first time, it's probably not going to be great. but it can still be fun
(you should still consider looking at existing systems afterwards to try to see how you can improve it regardless though)
I just want a good working system so this isn't like I need it asap, but yea I think I'll make it by myself first and then see on yt for existing systems
(i tried making a beatmap interpreter for a rhythm game a few years ago when i was starting out game dev. i shudder to think what jank i put in there)
lool happens bro, that's part of the process, now I bet you're 100x stronger
is there a channel for just organization tips for projects? or is general fine
from my experience, doing things on my own has always been superior. when i follow tutorials or other people’s methods i end up confused later down even if it works in the moment. whenever i do it myself i feel like i know the ins and outs, and where it fails the most
frrrr bro, but the little "issue" I find in my case when I code is I always end up making a really simple script, I'm not sure if that's an issue though
I’m gonna start on a psychological horror kind of indie game, I’m new to unity so what should I start with? I usually go models -> building -> lighting, vfx and stuff -> script -> sound. Idk tho
Why is it literally impossible to smoothly transition a noise profile to a different one? I am using movetowards and sometimes its smooth and sometimes its not. Is there anything I am doing wrong?
https://paste.ofcode.org/UaRxmXy5F9DvUrkpVaE2VX
MoveTowards isn’t smooth if i recall correctly. Third parameter is “maximum delta” (change in value this frame)
I’d recommend using Springs (Ryan Juckett implementation) or SmoothDamp 
There’s a great video from Toyful Games about how they use Springs for smoothness / “game feel” in general
We should have a mega thread about smoothness. It’s a popular reoccurring topic
Wats stopping unity from giving 3d rigidbodies a gravity scale in the inspector

Is there a divine entity corrupting the minds of the ceo telling them to just not add small things that would make sense to have
you do know that 2d physics and 3d physics use entirely separate implementations, right? 2d physics is Box2D and 3d is PhysX, it's entirely possible that physx doesn't do individual gravity and that it wouldn't be as simple as just adding a gravity scale property to the inspector
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I have a Unity 2D game that I published on the Play Store. I'm adding ads, and I got approval from AdMob. I've added the code, manifest files, and permissions, but when I install the APK and ABB build files on my phone, the game doesn't appear on my home screen; I can't open it at all.
Where do i find a team who can work for me? I’m not good at finding ppl
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Hello, can I post my project on this server?
Changing the frequency is problematic.
here's sin(x*f) as I vary the value of f
notice how the value at, say, x=30 dramatically changes
additionally, you're switching noise profiles entirely when you change movement states – that's not going to be a smooth change
hello guys, I'm making a note system but I can't find what else the system needs to have, this looks really small https://paste.ofcode.org/UsJXU7FHRW8J6dYVYbKmPp
To vary frequency over time, you'd want to manually sample the noise with a time variable that counts up each frame
so you'd do noiseTime += Time.deltaTime * currentFrequency;
forgot the close but still really short https://paste.ofcode.org/3a8yWxzJHrjtywdUiaXRTJ4
Happy New Year!!!
Im having problems with il2cpp and aot. How do I know if code is aot or not? Any options to check it?
Its feature complete? Great! Thats something that is hard to achieve
when using il2cpp all code is "ahead of time compiled" and JIT compilation is no longer supported
Does unity tell me if its not aot compatible or do I need to specifically compile il2cpp?
You cant know till it happens. You will get an exception if something that would be JIT compiled is not possible.
Usually its generic class usage for types that did not have the variant compiled
I have the issue that I compile unity project including a plugin dll. I suspect the dll to not be aot compatible. At runtime I get nullptr
whats the actual exception?
the exception is very clear when this actually happens
It wont cause null ref and if you get an actual SIGSEG null deref then thats something else
when i click create hand copy for some reason i get an error. it let me do it before now its starting problems
Exception: YoxaSecureVariable failed decrypting Data: YoxaSecureVariable failed decrypting Data becauase RealtimeSerialization.ToObject returned NULL
at Yoxa.Realtime.Common.Security.SecureMemory`1[T].DecryptValue () [0x00000] in <00000000000000000000000000000000>:0
Id expect to see a better exception so its probably not this.
Does this work with mono?
Yeah works with windows build. could be more issues underneath as well
are you kidding?
😭
if i do Unity Personal, what are my limitations?
i googled it and 200k per year, which is 16.7k a month. I don't think I'll exceed that.
So then you don't need a license. You only need it if you exceed the thresholds.
how do i encrypt save data in unity
You can't. Store the data on a server if you truly don't want someone to see it.
this says i need a liscense or something
You need a personal one, that's just a formality to use the engine. It costs nothing.
ahh
do these ai apps actually help u witht unity coding
You must have had a license before so this is not new
It probably vanished because you did not update for years
my project isn't showing up and importing it doesn't make it show up either.
You can add any project from disk
no
so they are a scam?
importing it doesn't make it show up either
doing this?
hold on it worked
can't say specifically for that one but you wouldn't want something spoonfeeding you mostly incorrect answers, you also won't learn much
Now you can install a later 2019 version using the hub button on the download archive page
make sure you start using source control or make a backup before opening the project in the later version
should i just updated it to current?
Yes the latest 2019 version avaliable
upgrading major version will be riskier and may break things
2019 is pretty damn old so ideally you want to go to unity 6
should i redo the project from scratch?
in unity 6
or upgrade and see what errors I get?
No but you may notice some issues or have code that needs updating
but 98% of the project should work fine
or even 100%
yes
Happy New year 🎊
Any way to fix the issue where my Preferences just aren't saving?
I set them and then exit and they just don't save
How are you debugging/confirming it?
I only change 2 a color and the object placement and I set it to Scene Origin and Purple so I test by placing an object in or seeing if the color changes
Thta doesn't seem like a reliable way to debug. Add logs wherever you save and load the data and print the actual values. Make sure that save and load run where you expect and with the expected values. And that the values are applied to your scene setup.
I mean editor preferences
This thing
Seems like a common issue.
People mention ide packages being the culprit:
https://discussions.unity.com/t/unity-preferences-not-saving-how-to-fix/713615/19
Did you delete all the packages then?
I never had a IDE
It doesn't matter. The packages are installed regardless.
Other than than I'd suggest looking for clues in the logs.
so uninstall the Rider package and the VSC package?
There's another solution later in the thread. Specifically for Linux(and seemingly Mac too) users.
Yes.
HOW do you change the color of an object without changing the material color ive been trying for like 4 days 😭
texture change
the material is what the shader is rendering
im quite confused by this question
You don't. Why can't you change(modify) the material?
i can but when i do it changes all the materials which changes the color of all parts with it
do i gneuinely just have 35 different colored materials
of the same texture
😭
You mean the “tint” that can be applied by editing the abledo color wheel thingy?
yeah
You’d have to duplicate that material for each variation AFAIK
Basically, yes. You can do it via code.
sighs
okay time to figure THAT out
Or manually by duplicating the materials.
or just clone and change each instance 🦥
sudo chown -R "$USER":"$USER" ~/.config/Unity ~/.config/unity3d ~/.local/share/unity3d
got this command ill try to see if it works
and removing those packages did not help
guess im finding out where the config files are at
updated to latest, let's see what happens
one major compile error, do i have to remake the input system?
how do i go to 2d view?
click the button that says 2D?
the button that says 2D
What are your alls default tools for showing off gamejams to people?
Like how to's best advises, etc?
tools to show off ? in what sense..
Im working on a list of useful things to try and make the entry a little easier
VJam Useful Stuff VJam Links: https://forms.gle/QQ2Ezkme5efp5mdH6 https://raidpal.com/en/event/vjam-dreamtail-studios https://itch.io/jam/vjam-dreamtail-studios GameJam Articles: Free Stuff: https://sonniss.com/gameaudiogdc/ https://epicgames.ent.box.com/v/TheGameJamKit Learnings: https://...
is there something i can do about this?
Trying to include engines, beginner tutorials, free assets, some base instructions
check the stacktrace
could be something in your code throwing the event system off the rails
pressing the Q key to toggle inventory is also toggling the chat for some reason
what do you expect us to do with that..
ok fixed it.
Current state of gta 6:
Hey folks, imagine diving into a mobile sandbox where YOU call the shots—no PC required, just your phone! We're building a UGC platform on Unity 6, like a mobile Helix or FiveM, but tailored for iOS/Android. Create custom RP/Life servers with factions, jobs, and economies; Anime worlds, roleplay, survival, freeroam chaos with car tuning and parkour. All via simple touch editors—drag primitives, slap on textures, script events visually, and upload to the cloud
how do i hide an item in view but not disable it in game?
i'm working on different UI systems and stuff now
If we're talking about the scene view, you can click the eye icon on the left side of the hierarchy next to the gameobject.
If we're talking about the game view, then the only way is to disable the renderer(or it's gameobject)
when you mentioned anime I hated the concept
What unity version are you using?
latest one now
i just didn't notice since that area was normally blank unless you hover over it
How do you plan to provide event scripting to players? And does that require players to have a deep understanding of whatever interpreting language youll use?
script events visually
they seem to want to make visual scripting/block coding
To my understanding, visual scripting with blocks still needs to be compiled and processed in some way, its just in the editor thats done "under the hood", in a build you dont have access to the compiler, so thats why I was curios how he plans to approach that feature, visual or not
ah, that was more so to clarify if players need a deep uunderstanding of the language which is unlikely with the block coding
Oh good point, they may still need to understand how to structure logic to make certain features, though that would be different than understanding the actual scripting language (although to some extent they may need to understand some technical concepts like what components are for example)
is it just me or does Light mode in Unity look hideous
Hey I'm looking for a new laptop for game dev and to play games
Yo
Pls find one for me
Happy new year everyone 🎉
we are not chatgpt
Sorry
No
I would suggest looking at the minimum specs to run Unity, and at the minimum specs to run the games you want to play, and then find a laptop that meets or exceeds those specs from whatever retailers are in your country or online places like Amazon if they deliver in your country - and ofcourse price will vary depending on your budget and where your getting it from, and keep in mind, while it has the advantage of being mobile, a laptop has a much shorter lifespan than a PC and cannot be upgraded over time so that may be a factor in your budget, depending how often you plan to use it
can someone help me with unity versoin controll
i dont know how to see what my friend put in our game

Get a pc if you don't need to travel or take a laptop with you. Even then right now ram prices are higher than usual. I am not saying to wait if you want it buy it but just that you may be able to get a better deal once prices go back to normal. Also i own a gaming laptop and regret buying. I have used it for four years now and i will be switching to a pc as soon as i get a budget to get a good one.
Well, it's kinda hard to help you without any context. Did you read through the manual/learn how to use it?
Ye but I won't have a deck my mom is taking it out my room and won't I need to buy all the parts to make it
@cyan lion
I have a question but it's more of a general one that I want input on before I go ahead with what I want to do.
I'm looking to make a checklist of challenges for my game. For clarity on what that looks like, I attached an example from Smash Bros for Wii U. I have a rough idea of the kind of system I'll need in order to make it work and to have wildly different things able to contribute to the list of stats I may need to check for.
So my question is if having a static class that has DontDestroyOnLoad activated is the best approach? And if it's perhaps a bit excessive to have all of the variables that will be checked for various challenges also be static? Or if not, should I leave them public and have them be editable that way? I've set up the list and it's looking like around 60 different variables will be involved in the various challenges
I'm just trying to be extremelyu thorough in asking here because it's the kind of thing where if a challenge doesn't track, it can cause a lot of issues for players and be pretty difficult to detect without a strong enough design acting as the foundation
I hope that all made sense
Okay actually it seems to work fine, but I have a new issue. I'm using enemies defeated as an example, so each enemy defeat adds 1 to the total. But when this happens, I want it to check for if the threshold that clears the challenge has been hit. Like, if the threshold was 50 enemies for example. So my idea would be instead of directly incrementing, it would run a function that increments the value and then checks if it passes the threshold. But would I really have to make this kind of function for every single stat that needs to be checked? Which as I said is looking to be around 60. Surely there's an easier way?
Idk if I've explained all of this well so I can answer any questions
Bruh, I'm getting suck for coding to get some stupid errors.
(not a final answer, just some things i'd like to point out as a read through)
- you can't have a DDOL static class, DDOL would need to be on a component instance. perhaps you meant singleton?
- in general, there's no single "best" approach. there are several viable ways where some might work better in different situations, that depends on a lot of factors
my answer after reading through both messages is i guess, consider trying the observer pattern. i think it'd be easier to manage if each challenge handled itself
you're gonna have to give some info if you'd like help, don't ask to ask
Yeah I've sorta gone for this approach in the end. I bundled challenges into smaller groups. It's not terribly clean but it should be easy for me to work with and understand, which is all I need
anyone here know about VR? My game keeps stop working. how could i fix it? 
Post full question in #🥽┃virtual-reality
!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
Sure thing!
Guys , how could I prevent an object going through another object if they are using a character joint?
visual scripting/block coding
And I have a couple of options
- editor - PC, Play - MOBILE
- Editor PC, visual scripting, block coding - mobile
This is just an example: content (anime, RP, survival) depends on the players and creators, our platform is not mandatory like anime servers
But it won't be a competitor to ROBLOX.
Essentially, this project is "if Fivem and Helix, or even Garry's mod, were created on a smartphone," where popular RPG, survival, PvP, freeroam, anime-themed servers are often included.
We will also have our own asset marketplace
consider moving discussion to #1180170818983051344 or something, this isn't exactly a place to advertise
hows my cam tilited
you can fix it by selecting one of the axis on the top right
No idea. we have vertex snapping and thats it
if you are trying to place lots of primitives like this then you should stop and make a model in 3d software instead
(which will be a better experience)
If its your model then perhaps an empty object should be pre placed in the model
You've been directed multiple times to use #1180170818983051344
Literally the message above yours
You can also use #🏆┃daily-win for simple non promotional
Okay Thanks ;3
i want to make a health bar attacked to an npc but when i try to use unitys sprites it wont look corned like 90c it looks fat in the middle and ugly
You need to 9-slice the image and set the type on the Image component to sliced
how do I know when to use baked or mixed lighting?
Hey guys, any idea on why Steam Overlay is not working in my game? I added Steamworks and added the Steam App ID in the text document. When the game opens, it does launch as the game on Steam but Steam Overlay doesn't open.
Does anyone know how to fix your creator companion crashing I tried deleting the whole thing and reinstalling it but that didn't work etc🙂↕️ I would really appreciate it if someone know how to fix it.💙
!vrchat is where these questions should go. Also, you should be taking screenshots, not instagram photos.
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
Ok thank you
but i want it changeable so later i can make it increase and decrease depends on the hp
whats a good way of using prefabs as a tileset, i used 2d tilemap but its kinda awkward to use and its on its own grid so idk how it would work on like a slope
You can use the filled type to make it move. You can put that inside a masked image that is rounded.
a grid system is actually x nd y so only in 2d . i dont know of any system that would allow you to also use z axis (for your slopes)
I learned how to use probuilder i made a cool map
use #🏆┃daily-win for that please
or #1180170818983051344 if you plan to share more
Fine
I'm not sure if this is a proper channel for this question but I don't think I saw any better one for it so I'm going to ask it here
What would be some good approaches for making a game with a level editor that would allow a user to import their own assets (like models, textures or audio)?
Guys i dont know but why when i want to make a new script and i open it it opens notepad and not vis studio
Is visual studio set as the external editor in your preferences?
If not it just opens in the system default which appears to be notepad
It's not a package. It's the folder where all the packages (imported via the Package Manager) should be displayed
Today is my 30th Birthday!
anyone know why it's so choppy when I look around?
it's smooth in general i have 16gb ram it only ever lags when i want to look around, even changing the axis is smooth
How do i access "build options"?
ctrl+shift+B
thanks
also i don't know if this is relevant but this happens after i exit play mode
just in this scene? Or does it also happen in an empty scene ?
I just checked my main menu scene and it looks like it's doing the same in that scene.
I also entered play mode in that same scene and use the XR device simulator to look around and it is kind of snappy/choppy in game as well
restarted Unity and/ or PC?
yup
Does no one have any good suggestions there?
That would be a very big project and the question is very vague. What kind of suggestion are you looking for?
Anyone else having issues with the linux version of unity 6.3? It doesn't seem to detect the android module I installed, in neither new nor existing projects. 6.0 doesn't have that issue
You gotta figure out your own asset importer without relying on the built in unity things, I think. That's a strong start
what submeshstartindex is used for?
Yea, I was hoping that I maybe might be able to use AssetBundles but sadly they can only be created in the editor from what I saw
Maybe I'll try a different question. Does anyone know of any Unity game that does allow to use custom assets for level editing or something similar?
Do i need a paid unitiy plan to uhh export my projects
hello
ok
Don't cross-post
should i instead delete the old post and put it here? I simply wish to get a faster response as that channel hasnt seen activity for several days
Guys I have problem TextMeshPro InputField caret shows but typed text not visible like the input is there but the text just does not show can somebody please help me
If you are looking for a faster response, consider posting in that creator's community instead.
and update the text after each keypress
I also type into a TMPro Text Element..
I update the text manually and also the carat..
every (X) seconds i add it and remove it to make it blinky
wait are you talking to me?
@pine eagle ☝️ textField.text = buffer + (showCursor ? "|" : ""); <-- textField being the tmpro element..
and just updating the .text variable
yea i was replying to this.. but maybe im confused..
u mean the text works correctly except the carat?
Make sure you are testing the component at runtime as well.
the input is working but the text is not showing up
💯 .. i was just curious b/c the text element in the inspector doesn't seem to show anything in it
update it w/ the string ur inputting..
yourTextElement.text = theStringYouHaveInputted;
You've made some changes as well. Drop a default component and see how it works. Then compare what you've changed.
Does the text element contain the actual text in the inspector?
I see
I am just tired guys I have been trying to figure this out for ages I tried ai everything I just dont understand
no its empty
I just typed there so you can see that its not showing
just a helpful tip.. relating to this.. sometimes u work against urself by trying to power through something..
sometimes a good nights sleep can reveal the issue.. u may be overlooking
I have slept already this is not first day I am trying to solve this
try using a different TMPro element.. just to test real quick.. and see if it works w/ a different one
im not sure i've ever seen this before.. the cursor has moved like the text is there..
but its not visible
It looks like its misconfigured, it's either size of the text pushing it out or something else. Examin on the default component and compare what it is
well ^ that may be not visible b/c its White text on White background(if it is indeed white font.. cant tell from the inspector)
the thing is the place holder
i agree with fogsight ^.. the text may update.. but just be pushed off the side or down below or something
click the rect tool and drag down that white line below Text to chat ^ down to the bottom of that yellow line
any possibility because your text is out of the canvas range? If not just think i said some stupid words
its inside canvas
can u try dragging the white line to see if the text maybe there below Text to chat..
it may be possible that long string u typed w/o spaces dont fit and filled below it
^ yes.. this.. same concept but in his "text element" range..
it could be cut off yes
maybe move to ui-ux tho.. as fogsight said..
you'll have better luck over there considering this is specific to ui
Who is the owner of this server i need to talk to them about a admin on here
I just dont understand
you can message @karmic maple
Thank you
idk I feel like I have tried everything
remove and create new one?
that's what i do when "i've tried everything" lol
ok sec
make the thing that u cant make by - it -self
if its the only thing in the scene.. theres nothing that can cause it to be broken...
once u get it working in the scene by itself.. u know 💯 that it works..
and you'll know the steps u took to make it work by itself..
if u go and then try to add it to a system or setup u already have you know
whats supposed to happen.. and whats supposed to work.. and if u run into a step that doesn't seem like it was
in the isolated version u can stop right there.. and u can contend with the issue
@silk owl This is not the place for promotions
ei, understand but it's not a business project, i wouldn't do this anymore
If you want to showcase a Unity project, use #1180170818983051344 , be sure to read posting rules.
How far?
Since you are starting again, might as well move this to the correct channel #📲┃ui-ux . Also test the component before you make any changes to it.
is an arm 2d texture the same as mask map?
What kind of websites am i visiting right now?
how should i know
I am so cooked even chatgpt is ignoring me
I'm so pissed by the errors...
I am not even mad anymore I just want this to be over
Oh...
You didn't answer the question
omg
I fucking fixed it
accidently
this was
set to alpha 0
omg
I want to
kms
This is why I asked you several times to compare to default component.
is an arm, normal-base map, ambient occlusion enough to have a realistic material in HDRP? most of the videos on this seem to be outdated
That's an extremely vague question
Btw, I ain't just familiar with Unreal Engine. Just familiar with Unity
Photo realistic would require a skin shader and whatever textures that would require. Also sub surface scattering.
!vrchat is where those questions belong
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
We're not a support server for their sdk
why? when I'm taking textures from polyhaven, they are the only textures I'm getting
So try them out
what's a skin shader?
I've and it seems to be not enough
There is no one solution for making things "realistic" , otherwise every game would look the same.
but if I want my materials to look as much photorealistic as possible, I mean there's probably an amount of textures that I'd need
There's no one solution. You need to use a skin shader, by either making it yourself with a strong understanding of technical art (which you lack) or find one on the asset store, and learn how to use it.
It's clear you're hoping there is a checklist of things you need, and there isn't. That is your lack of understanding how art works when it comes to games.
exactly
Exactly
I recommend you don't try to make your own, no. Look on the asset store.
and by a skin shader, you mean a shader with a lot of nodes for each possible textures?
okay
You can also download the HDRP chess scene example and see how they've set up their human character, she's very lifelike.
oh okay thank you I'll look at that, is that this
thank you so much
I believe this is all using native HDRP? I could be wrong. But it's free so have a look.
Anyone can confirm/deny this happening to them as well?
Unity hub shows the module as installed, but after opening a project it says it isn't installed
reproducable on 6.3.0 and 6.3.2
I remember the video of this, pretty cool and looks awesome. Besides skin… lighting is extremely important to making that look good.
So guys I got important question in unity
How to add a save and load system to a game that’s already done
(This game was made for 48 hours game jam so I had ai help with the programming while I was focused in implementing it and testing and making all the 3d stuff and making the story and the game playable I edited some of the code later to make it better the game wasn’t submitted to that game jam any way due to some internet problems but Iam now working more on the game to make it longer and much better than a game jam game )
So any idea how to implement that save and load system without having to remake the whole mechanics
The game has +35 scripts and more than 7 scenes
You have to think, what data needs to be saved so you can correctly restore the state of the game? Then you work to make it so you can get and store this data somewhere and then reload the game state later from your saved data.
Id expect some transformation data will be needed but what else depends on your needs
If this was not thought of at the start then you may need to refactor some things quite heavily
Not any different from making a save/load system for any other game
Also 35 scripts is really tiny
beginners have little understanding of what data needs to persist and how to even make systems that can be reloaded with other data later in time
Ik it’s just my first time trying to do this and all the tutorials I found just talkin abt very basic stuff like health stamina or whatever what I need to save in this game is 3d objects that are generated in run time as example or 3d objects that are disabled or enabled to simulate certain stuff so idk how to do all of that
"3d object" is really not that relevant to a save system
Yeah unfortunately that wasn’t planned in the beginning at all
typically you'd have some kind of object id and you'd save a pretty simple entry for whether it exists or not, or whatever other data you need, mapped to the id
Ultimately every save system boils down to the same thing:
- Figuring out exactly what data you need to save
- Making a class that captures all of that data in it
- serializing that class to and from a file
Indeed. Id first try to make unique ids to prefabs which lets you spawn the object again later
Step one:
Figuring out exactly what data you need to save
Is the main one that most beginners can't seem to figure out, in my opinion
all the tutorials focus on step 3
Yea a save system is no good when you dont know what to even put in there
But what if they aren’t prefabs like they are just generated in run time like
A player takes a pic so a 3d object having this pic is generated and then it’s generated again in other scene and that happens during the whole game
Also Iam really sorry if my questions began to get stupid smh I really don’t know anything abt how to do it
What do you mean by " a pic" exactly
like a pokemon snap photo or something?
Ok I will start now with planning what needs to be saved exactly
Then this data is hopefully what you store and use to perform this generation again later. You need to give more details though for us to help
right so an actual image from the camera - yeah that's just image daya, you can store it as a byte array
I don’t really understand that part
Basically you use this:
https://docs.unity.cn/2020.1/Documentation/ScriptReference/ImageConversion.EncodeToPNG.html
Then you have a byte array and you store that like any other data
well your example above shows a polaroid with a texture that i presume is captured in game.
The texture can be saved and reloaded again to "restore" the photo.
Im sure you understand the concept of having an image file?
Ohh so that is possible I thought I can only save and load like floats strings and int
why did you think that?
I already use that while moving those pics from scene to another actually
well thats not required but i guess good?
you don't need to encode your Texture to a PNG to "move them to another scene", whatever that means
how do you think any software works then 😆
you can just pass the texture around
im going to presume that was some bullshit AI made up
All the tutorials says the same that I only can save the stuff that’s not unity based and I didn’t know that isn’t unity based
"Unity Based" what they mean by this is anything that is derived from UnityEngine.Object
That was the best thing I could think of to save multiple texture 2d and load them in other scene and it’s also good cause Iam saving those pics already in gallery folder
the reality iws you need to pick a serialization framework and then follow the rules of that framework
each framework will ahve different rules
so it depends what you are using
But can I pass multiple ones ?
If you are saving the images on files then yes you need to encode them. But to just pass them to another scene all you need to pass is the Texture itself
why not
you can do wahtever you like
maybe you are struggling with the basics of some coding concepts? In that case you need to practice and learn more about C#
manually created textures do not get unloaded unless we Destroy them so this is not needed and pointless.
You can keep using the Texture2D as long as you want regardless of scenes being loaded/unloaded
Yeah Iam trying to do that atm by I find it more helpful to do that while working on actual project and try to solve the problems I face so it stick to my mind yk
Yeah Iam doing both so ig it better this way
Ok thank you for the new info
you can encode it but to pass to the other scene it's still better to just pass the existing Texture. That way you don't need to allocate a whole new texture nor waste the resources on decoding
Understanding what scene loading/unloaded actually does and how are kept in memory and unloaded will help in future
Thank you guys both of you for your help I will go now try figure out the exact stuff I need to save as a first step
if you're already saving photos to a file, what you really want to be saving in your saved game file is a reference of some kind to those photos. For example the filename or some other unique identifier you come up with.
I'm imagining this is some kind of Phasmophobia-esque game?
So a texture2d will be better than passing the bytes ?
Aren't you starting with a Texture?
{
"photos":
[
{
"id": "abc123",
"image": "abc123.png",
"desc": "cool photo of a bed"
}
]
}
if so yes, just continue to use that Texture as long as you need it
Iam sure that’s covered in the course Iam enrolled in rn but I just love to stop watching the course for a while and try workin on a project and then go back to it
its quite easy in c# to serialize a class/struct into JSON and back so its a concept you will want to learn about.
Unity has a built in json serializer but JSON.net is a popular choice
im really new to unity im trying to render materials but i cant figure out how
My mechanics now already loading the whole bytes arr of pics everytime I move between the scenes so that will be pretty easy to apply the same way to the save
put them on a renderer in the scene
No it’s a psychological story game
Not horror tho
I will def look that up rn to learn more abt it ty
im watching a tutorial and i think im doing what he is and under the rendering button there isnt a materials option
but in the tutorial there is
wdym by "under the rendering button"?
YOu need to share some context with us
screenshots would help
ok sounds like you're maybe trying to upgrade some BiRP materials into URP?
how do i edit grid snapping
i really just started dev i have no clue what urp or birp is but yeah i picked a urp option
Are you talking about the render pipeline converter @maiden hill ?
no im looking for a materials lemme send a screenshot from tutorial
for me materials just isnt there
I'm honestly not sure what that is. Can you share the tutorial?
Make sure you're on the same unity version and have all the same plugins and assets installed as the tutorial
Start your multiplayer survival game journey with this beginner-friendly Unity tutorial! In this episode, we set up PurrNet for networking, configure multiplayer functionality, and implement basic player movement. Perfect for anyone diving into game development!
This video covers:
- Setting up PurrNet for multiplayer networking
- Implementing p...
yea i installed the polygonstarter pack like he said im at 2:00 in the videp
You wanna make a multiplayer and don't know how to apply materials.. ruff
he's talking about converting BiRP materials to URP
that'll be done from Window -> Rendering-> REnder Pipeline Converter
The issue is you're using a newer Unity version than the tutorial is, so the UI is a bit different
it'll also be a whole window with some settings and stuff instead of a single button
You're going to need to select the Material Upgrade thing here, initialize the converter, then run it
Wait also in the video what he might be doing is just selecting the materials he wants to convert
if you have them selected you might see the same edit -> rendering -> materials menu he has
honestly i have no idea what i wanna make im just tryna learn right now
learn with simpler games / projects like pong / flappy bird etc
i have them selected i dont see the materials menu also when i press window i dont see material
then try the Render Pipeline Converter method I explained above
i do know i want to do 3d though should i still start with 2d?
You can do 3D sure but make it a simpler game / mechanics
Sorry it's Window -> Rendering not Window -> Material @maiden hill
ohh ya i tried doing earlier i was confused but now im doing the material upgrade
its just saying initializing pending
you have to press the "Initialize Converters" button
it will search your project for assets to convert. After that double check which ones it's converting then press Convert Assets
hi, can anyone tell me if they're experiencing this on their unity 6.3 on linux?
I'm using the AUR version
i fixed it, it’s completed now but thank you!
what should u do after u spent a year doing tutorials?
i dont know a lot tho
i built a simple platformer game but i feel like its too basic
and i cant make any better
like what
depends, something you will enjoy doing
learning is not making your "ultimate project"
make a bunch of them for the purpose of learning and practice things you learn
what kind of game would be weorth making then
hehe i'm gonna make a game im so excited 
simple ones, make it at least do a full gameloop
Guyyyyyys, help me, pleaaaaseee, I’m begging you.
I have an issue with Unity Netcode for GameObjects.
I have players - host and client. Both are moved locally by the player controller script (it moves players using rigibody) and then syncs their positions using network transform component (set to be owner-authoritative)
Apart from players, I also have objects either Network Transform (server-authoritative), rigidbody and a box collider components.
When host walks into an object - it moves it. When client walks into an object - it jiggles and barely moves it.
How do I fix this?? I would praise a guy who’ll help me figure this out, I spent a lot of time on that.
riight but one thing isn't nearly enough, the learning never stops
Ok thx
what kind of things can i ask then
i mean
make
not ask
do something you enjoy
will that help me in making a video game in the future?
ofcourse
its not something you do overnight, its a knowledge you build up
the learning never stops really
are tutorials still worth it after using it for 1 year
tutorials can be useful yes, but not soo much the "make minecraft in 24 hrs" or some shit
learn things individually, learn putting those together on your own to build small but functional "minigames" or mechanic
so like make a simple game u can use ur skills to do?
FINALLY! My FPS Controller has worked with no errors. But, It's not moving somehow.
That's not what most consider to be working.
What are some good tutorials on yt that actually teach u how to use unity
!learn
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Is there some hotkey that lets you go back to your last folder selection?
If I am looking at a folder, and then I select a material or something, it goes to the material in the project.
But what if I want to quickly go back to the folder I was looking at?
If you didn't edit anything, you can undo and it'll go back. Otherwise, there still isn't an actual back button 😔
<@&502884371011731486> compromised account
?ban 724889157532516443 bot
.arrot was banned.
I have 2 combat systems in mind for my online RPG game, but I can't decide on which one to go with. Is this the right place to ask for opinions?
No. your own opinion is because you know your game best. But whats the options?
This will be kinda long.
I am working on an online RPG game, and I can't decide on which one of the two combat systems to go with.
-
A class based system that is similar to WoW, with a main class that is split into sub classes based on how they fight. Players can spec into any of the sub class trees for their main class as long as they have enough points, and attribute points are automatically set based on the class as the player levels up.
-
An elemental combat system. Players pick their starting element when creating their character, and they buy skills from vendors and some skills can be obtained out in the game world, either by completing quests, exploring random places, interacting with NPCs, etc. As players level up, they gain attribute points to use on any attribute they want, and they can use any weapon they want. Weapons can be imbued with your element to be used in combat. New elements can be learned later on as the player level up
Which one do you think I should go with?
so why does unity like doing this to me
ur gonna be annoyed but the only real answer is “whatever is best for the game”. We have no idea what type of game you want to make or what sort of experience you want to give. There is no “better” option. Just pick what appeals most to you, if you execute it well people will like it.
Yea, you are right. I will think it over and pick the other one that looks the most fun
just a question… how many games have you released so far
Hello, I have a question: has anyone ever used the procedural traversal method? Not to help me, but to understand a few points before I start.
Thank you.
: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.
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Whatever is least complicated
WOW has it's combat system for a reason, cause it's very lenient to high ping
At least as far as I know
i did restart the engine, and there was some unnecessary using .... thing, and there was many error xd
So is the code then?
Maybe because the engine is trying to find or running something on the unnecessary code and error becomes problematic
I procrasinated on my "dream" game for like 2 years, and just now I locked in and it took me a total of 3 hours to finish the main movement (its a movement based game lol)
Genre?
Ngl i dont really know what genre to categorize it into, but it’s somewhat like pizza tower (I think I haven’t played it Ngl) but kinda a metroidvania in a way…
Well you will find the kind of genre you want to make eventually with the prototyping and testing 
Because the editor code might be relevant to the building process. The compiler doesn't know if it is or not, but since it's a possibility, it prevents you from building if there's a compile error in an editor script.
Is there a billboard renderer or do i have to get a custom shader?
i got a issue with sound sources lagging the game. i got sound sources. on 7 places only those lag theres no audio playing when i remove the comp it fixes the lag how dose that lag the game
im trying to use a ruletile for my tilling tool but i cant find the what pattern to use for inverted corners.
please don't crosspost
wdym? this is the only channel i posted in
i may be stupid, i thought you'd already posted in #🖼️┃2d-tools for some reason. my bad
hows audio doing that none of it is playing
(you should post there though)
do you have an audio listener? is your game view muted? is your computer muted?
what
ok i will
those are debugging steps, those are things you should check
no no
i ment it lags
i run the game no audio is playing only footsteps
it lags
when you move
if i remove the audio sources it fixes it
ah, i read it as a complaint that audio wasn't playing
its inspector
guys is there an autosave or folder somewhere
PLEASE i NEED to know
because i MAY or may not have saved for 2 hours
Use the profiler cpu module. There's no way a simple audio source would be lagging. And there's not much to gain by looking at the audio module.
it was the inpector lagging it
too mutch scripts
attached in one place as handlers for this
hello first time asking here! i started game dev a few months ago just trying to learn new stuffs and i was wondering how people design their sound systems in their horror games
if anyone has like good tutorials or like experience sharing would be appreciated
for example, fears to fathom homealone has great sound designing that everywhere i go i feel like the ambience changes and other new different small sounds play
Which language pack should I choose
you can also pick neither
i don't know myself, but i do know scruffy on youtube has some good analysis on game sound design, including one video on fnaf, maybe check that one out
iirc there might be in .../Temp, but yeah you should really be saving frequently
oh thank you i cant find the channel can you dm me the link?
it's the first result when you search "scruffy" on youtube
apparently there's 2 videos on fnaf, actually
https://www.youtube.com/watch?v=1yTIhtfgDwY
https://www.youtube.com/watch?v=rMkkE0AIuMo (embed hidden to not clutter)
{ You can support me on Patreon here! https://www.patreon.com/scruffymusic
{ Hear my music on BandCamp: https://scruffymusic.bandcamp.com/
{ And visit my official website! http://scruffymusic.com/
{ Here's my Twitter for more updates: https://twitter.com/Scruffy_Tweets
For Halloween, I'm analyzing the sound design in the first Five Nights at Fr...
hey anyone here knows how to create unity games?
Watched that video. It was pretty good.
Although scott cawthon does tend to use 1 audio channel on alot of his things. Alot of the games have sound cutoff bugs.
@rancid sundial Stop spamming the channel. If you have questions create a modticket or DM a moderator.
!kick 1368337154761031770 spam
@supernova.00 kicked
Reason: spam
this channel is for unity discussion & help, so anything else would be considered spam
you're supposed to DM @karmic maple if you'd like to create a ticket to message mods
Okay.
@rancid sundial I suggest you read #📖┃code-of-conduct before interacting with the server. And read channel descriptions, not to spam random phrases in them.
Alright alright
is there no general chat just for random conversations
no
dang thats rough
Hi all. Just wondering what's the news with unity sentis?
I've been kinda out of the loop this past 3 years and i reckon gotta jump on the AI hype, but since my computer skills are so tied to unity, i'll just get on whatever unity's also into
if you aren't familiar with it to begin with, google would probably be the best start
start by researching 
I've read the unity forum thread about it, the one in 2024
But latest search in here is about, among others, how sentis is not called sentis anymore
And that there are different kinda AI related to unity
do you have a specific question in mind? it kinda sounds like you do but it's not very clear
also note that AI used to develop in unity and AI used within unity projects are separate
#1429465718889644225 message
I guess i'll continue in this thread
- Compatibility Mode is enabled in Project Settings, but this feature is deprecated from Unity 6.0, and the setting is hidden in Unity 6.3. To enable Compatibility Mode, go to Edit > Project Settings > Player and add URP_COMPATIBILITY_MODE to the Scripting Define Symbols.```
Hi all. I'm getting this error when building (to webgl, if that matters)
But i checked in my scripting define and this entry is not even there
And as what the error say, the toggle option for this is also not available anymore
So idk what's going on?
I'm on unity 6.3
thank you so much
It seems like it's enabled in the project settings(possibly persisted value from before the upgrade). Adding the define is probably a way to fix the issue. Or make sure it's disabled in the project settings.(if it's not in the ui, open the project settings file in a text editor).
Yea tried looking in ProjectSettings.asset (in the scripting define), and in the UniversalRendererData, in text, and they're not there
Also in GraphicSettings.asset. Not there either
