#💻┃unity-talk

1 messages · Page 53 of 1

echo rune
#

Ooh ooh i restarted unity and now it's building omg

#

I'm a pro unity user i know how to close n reopen unity to fix things

warm brook
#

hey guys how do i get to the shader channel

#

i cant find it

charred fog
storm patio
warm brook
#

topics?

#

oh

#

thanks

worn wind
#

Hey umm, I was making Unity project but my charachter kept pass by the wall (but yeah able to walk straight, left, right, or back, but I haven't put code/program to rotate body, and no I don't plan to make it jump

using UnityEngine;
using UnityEngine.InputSystem;

[RequireComponent(typeof(Rigidbody))]
public class PlayerMovementRB : MonoBehaviour
{
public float moveSpeed = 5f;

private Rigidbody rb;
private Vector2 moveInput;

private bool touchingWall;

void Awake()
{
    rb = GetComponent<Rigidbody>();

    // Safety settings
    rb.useGravity = true;
    rb.isKinematic = false;
    rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
    rb.interpolation = RigidbodyInterpolation.Interpolate;
}

void FixedUpdate()
{
    // If pushing a wall, still allow gravity
    if (touchingWall)
    {
        rb.linearVelocity = new Vector3(
            0,
            rb.linearVelocity.y,
            0
        );
        return;
    }

    Vector3 move =
        transform.right * moveInput.x +
        transform.forward * moveInput.y;

    rb.linearVelocity = new Vector3(
        move.x * moveSpeed,
        rb.linearVelocity.y,
        move.z * moveSpeed
    );
}

public void OnMove(InputValue value)
{
    moveInput = value.Get<Vector2>();
}

void OnCollisionEnter(Collision collision)
{
    if (collision.gameObject.CompareTag("Wall"))
    {
        touchingWall = true;
    }
}

void OnCollisionExit(Collision collision)
{
    if (collision.gameObject.CompareTag("Wall"))
    {
        touchingWall = false;
    }
}

}

cyan lion
#

is their some way we can merge different unity projects into one?

worn wind
charred fog
vagrant rootBOT
charred fog
worn wind
#

aight

gusty abyss
#

Bro unity is really trying to gaslight me into believing there is a preview panel at the bottom of the inspector window

static pulsar
#

awesome photo of a monitor bro

#

Not all assets have previews

boreal river
#

Hey, guys! I was wondering is there a way to actually decrease the enter play mode time significantly without breaking or changing the behaviour of the compiler and to actually behave the same but faster?

#

I really have trouble with entering play mode all the time it takes like 20-30 seconds all the time and I am wasting time but I am also scared to check the options in preferences window because it will probably break things like the reload domain and reload scene boxes

gusty abyss
# static pulsar Not all assets have previews

I’m just pissed bc I failed one their quizzes bc I picked that u can just open media player to preview it but apparently that’s wrong even tho that’s clearly a more consistent way than using the non existent preview panel

hidden panther
boreal river
#

I think it has to do with PC as well

#

If you had a powerful PC it would be better

#

10-15 seconds for the reloading of scripts and more 10-15 to enter play mode its annoying

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and my project has many files bro if it was a small scaled project with few files then ok I have a lot of assets etc etc

hidden panther
#

do you close unity when press play? it's significantly longer if I close unity to look at other app while it's starting

boreal river
#

oh so you mean I have to look another app while waiting for it to enter play mode?

hidden panther
#

nono it's the opposite, it took me longer when I close unity and look at other app

violet thunder
#

You can use the profiler to check what's taking so long

#

Standalone profiler + Edit mode profiling if i remember correctly

boreal river
#

Nothing works the only thing works is to actually close and open again Unity

#

it will be better for a while but then it will take a lot of time again

#

can I check reload domain and scene

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maybe it will help ?

#

Or I am going to have weird behaviours?

slow dirge
slow dirge
#

You'll need to reset them manually.

boreal river
#

I have not a lot of static fields only where necessary for singleton nothing else

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I have seen many videos to enabled reload domain and scene

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and I am really curious to learn if it breaks something or not at the compilation time

potent geyser
#

It's on by default, and it doesn't "break" anything. It's basically refreshing everything.

boreal river
#

@potent geyser So, from here what I am supposed to choose?

#

wait maybe do not reload domain or scene?

potent geyser
#

I don't know the context of this question, I was just replying to your latest comment.

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Personally I set it not to reload anything.

boreal river
#

Yes and whats the behavior?

potent geyser
#

Instant play mode

boreal river
#

I mean for the compiler

#

it does the same thing as reload domain and scene I dont think so?

potent geyser
#

I'm not sure what you mean. It does not do the same thing as those things because it's set to not do those things.

boreal river
#

if you dont use singleton pattern and statics then it wont break your game logic

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if you use singleton which in most cases you will have to use then it will break from what I read

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I am using the pattern and have some static fields so it will break my game logic

#

probably so I will have to be patient 🙂

worn wind
#

I think I realized my own mistake, It's not code problem...How to move the collider... That's new question...

potent geyser
#

Also if you have static events, make sure you have an unsubscribe somewhere such as OnDisable

flat breach
#

the shaders type are set to HDRP Lit which shouldn't cause any issues

potent geyser
#

Is your project using HDRP?

flat breach
#

I imediately created as a hdrp project

#

I've also allowed to ovveride some project files when importing the asset and there are no errors in the console

potent geyser
#

Does the project require a specific version of HDRP maybe?

flat breach
# potent geyser Does the project require a specific version of HDRP maybe?

probably, in the quality settings, the fidelity already uses one custom made HDR pipeline asset but there are no default render pipeline assigned in Graphics and in Quality<Rendering< Render Pipeline asset , I forgot what the render pipeline asset in the rendering does but it's probably this, however I can't assign any HDR pipeline asset in it

flat breach
#

one of the assets folder contains an asset called "HDRenderPipelineGlobalSettings", however it's not assigned and can't be assigned in the field

slow dirge
flat breach
#

and this is the asset which probably should be assigned in

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however now, i just saw these logs , maybe that says what the error is

boreal river
slow dirge
potent geyser
flat breach
slow dirge
boreal river
flat breach
#

it doesn't allow me to slide one in and when I press the 3 points there are 0 in the project

flat breach
boreal river
#

I have some statics and AI says it will break things if I am gonna do it and its not safe

slow dirge
flat breach
#

I've tried with the unity prebuilt one it doesn't work neither

flat breach
slow dirge
potent geyser
# boreal river It wont break the logic are you sure?

I feel like this is going in circles so I'll just say iit one last time. It won't break logic but it will not reset static fields which you will need to assign default values to at runtime, and in the case of static events will need to unsubscribe from it.

flat breach
slow dirge
slow dirge
flat breach
#

are you sure it's not loaded? the asset seems to be using all sort of dependant scripts working on top of each other

slow dirge
flat breach
flat breach
slow dirge
#

Or just open the project with the unity and hdrp versions that it was intended for.

flat breach
short grove
#

Does anyone have any good resource on ynity’s behavior trees please?

dapper delta
#

I doN't even know where to put this, but does anyone have any clue what causes this?
This hapens with any type of custom pass

flat breach
#

hello, I've downloaded an unity version on the unity website, finished the downloading process and now I don't see it in the hub, is there an extra step I forgot?

stuck flower
#

Normally you would just download a unity version from the hub

#

You can add one downloaded elsewhere but you won't be able to manage modules or anything from it

flat breach
#

I downloaded and then auto put it on my disk, maybe pasting it in Unity<Hub<Editor would make it appear on my hub no?

stuck flower
#

Is there a reason you need that exact patch version instead of the latest version of 2023.1?

stuck flower
flat breach
short grove
#

Question is there a safe way to downgrade a unity project's version
I can just redo what I have done so far but gen the 6.3 version of unity wants me dead

flat breach
storm patio
#

what asset?

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what's the context here?

flat breach
#

but anyway I think I've just found how to add the downloaded editor version, there's a locate button in the installs in the hub

flat breach
flat breach
storm patio
#

i see

worldly cave
#

Is there any benefit in keeping all my singletons on seperate game objects or can i just shove them all into 1 empty, granted the actual gameobject doesnt do anything apart from hold the scripts inside of the scene

storm patio
#

well it wouldn't be an empty once you add the components

worldly cave
storm patio
#

for most cases it shouldn't make a difference, but there is an edge case in case of conflict
if you do Destroy(this);, either would be fine, but Destroy(gameObject); might remove other singletons

#

personally i use gameobjects to group singletons, kinda
one gameobject has the game logic singletons, another has the audio singletons

worldly cave
#

that makes sense

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i wish there was some more intuitive way of doing this than just using empties

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like an actual "folder" within the inspector

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i get its the same priniciple at the end of the day

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but it gets to a point lol

storm patio
#

just calling it a gameobject is clear enough

worldly cave
#

makes sense i was just afraid of being misunderstood

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i think ill keep them on 1 gameobject for now

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its only 5 singletons

storm patio
#

gameobject makes that less likely, since you'd be calling it what it is think

worldly cave
#

yeah but i would assume, someone else would assume that as a gameobject it also had some other properties

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by saying empty i was establishing "this serves only one purpose and that is to hold this script and it does nothing else" even though at that point like you said, its no longer an empty

storm patio
#

but assuming anything else would be wrong

worldly cave
#

you never know with some of the people here lol

storm patio
#

-# just rq, sorry if i seem a bit heated, it seems to be a common thing beginners assume - that "create empty" makes something that isn't a GO

#

i'm not angry at you or anything

worldly cave
#

i know lol

#

a gameobject is a gameobject when you are creating an "empty" you are just creating a gameobject with no other components

storm patio
#

but yeah terminology is such a useful tool if used correctly and effectively

#

calling something that isn't empty an "empty" makes it more obtuse imo, since there are actual usecases to use just a gameobject with only a transform and nothing else

rare holly
#

Ya im going to be contacting unity at their home office. I cannot believe the stuff they kick you from this server for

worldly cave
#

I think they have bigger fish to fry

rare holly
#

Lol

storm patio
#

chances are, what you got kicked for is prohibited there

solar panther
#

Yo, where can i find some help on this server channel? Think that I've some problem of my FPS Controller that cannot move.

worldly cave
#

ask here

balmy kettle
#

!ask

vagrant rootBOT
# balmy kettle !ask

:thinking: Asking Questions

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

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

storm patio
worldly cave
#

but we need more info and more context

storm patio
#

!ask

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

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

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

storm patio
#

ah goddamnit

worldly cave
#

they really should add a cooldown

#

to that bot message

solar panther
storm patio
rare holly
#

So im rebuilding ultima online in unity mixed with dungeons and dragons mechanics. My idea is to add the core code in for now and the inputs and then animations later. Any thoughts

storm patio
#

"any thoughts" on what exactly?

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feedback on the plan, on the idea, etc?

rare holly
#

Adding animations later

storm patio
#

sure, doing one thing at a time and just slapping in placeholders for the time being isn't uncommon

rare holly
#

I ran my own servuo free server for ultima online for years and it basically became a different game all my abilities transfer to unity since its also c#

#

Next question is the add component feature. I see you can turn things off in that. Unchecking it. Whats the rule of thumb for the number of abilities I wanna have per component

storm patio
#

there's not really a rule of thumb for "number of abilities", since that isn't something fundamental

#

in general you'd want to follow single responsibility - each entity (class, function) does some singular specific thing
what that thing is depends on how you want to design it - might be controlling a given ability, might be controlling a given character (with abilities included)

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only you have the necessary context and vision to decide

rare holly
#

K was just checking for performance issue i dont want down the road

storm patio
#

don't worry about perf

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computers are fast

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it's going to be the same amount of actual work anyways

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only worry about perf when a) you have perf issues, b) you are running things in the millions, or c) you are targetting very limited hardware, like an NES

north mural
#

can anybody help me edit my game

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i will pe paying

worldly cave
#

edit?

#

oh you want people to work on your game?

vagrant rootBOT
#

:loudspeaker: Collaborating and Job Posting

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

north mural
worldly cave
cobalt sequoia
#

how do ichange the excact position of this yellow dot?

rare holly
short grove
#

Does anyone know if Unity's behavior trees are good?

#

Im havving really bad errors with the component itself and I have no clue if this is the usual for it or not after I switched editors entirely

storm patio
#

what errors are you getting?

rancid helm
#

someone can help, where i can go with my github problems? there is no official discord server for that

#

and my launcher randomly died, and i can log into my account and i see every files, but in incognito mode, its 404 error

storm patio
rancid helm
#

there is my account, but

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without my dev account, its vanished, and i didnt changed anything

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and poor launcher cant download the logs, and the game xdd

short grove
# storm patio what errors are you getting?

Basically
Im having the issue where for some reason where theres ghost connections
for example the attack branch thinks that it already has an outgoing connection node on it and it wont let me add a new connection to it without decimating the performance

#

I cant figure out how to reset this because the delete just doesnt work either

rare holly
storm patio
#

you shouldn't, generally. maybe a thread would be ok but that seems overkill lol

storm patio
storm patio
rare holly
charred fog
#

@rare holly Don't post off-topic on the server

rancid helm
worldly cave
#

github support?

storm patio
rancid helm
#

i need to send an email?

#

or what

storm patio
#

i mean, it seems like an issue on github's end, tbh

short grove
short grove
coarse token
#

I need help with this

worldly cave
#

we are going to need to hear more?

#

is it the project not found?

#

what do you see when you go into that folder?

coarse token
#

Its the

craggy pollen
#

there was a security bug in the previous versions, it tells you to use a more recent version

coarse token
#

Im trying to make a gtag copy

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and i need that version

pearl oyster
#

It's very unlikely that updating the patch version would break something

short grove
sick chasm
#

Is this where I ask for help with coding?

worldly cave
#

where you just were.

pearl oyster
coarse token
#

How do i get the patch tool?

pearl oyster
#

Put the mouse cursor on the red triangle and click "read more" in the popup

subtle owl
short grove
subtle owl
worldly cave
short grove
subtle owl
#

ah, okay

#

Thanks

wild condor
#

which is better for drawing a grid, a line renderer or a mesh?

worldly cave
wild condor
#

yep

main venture
#

Im desperate

#

I dont have game ideaaas

craggy pollen
#

how comes

modest meteor
rose trout
#

And then we have black desert and TERA

craggy pollen
#

flappy bird in 3d would be interesting

silk fractal
#

I played tera years ago for 30 minutes

woven slate
wild condor
rose trout
wild condor
#

if not, copy the content of the file, delete it and paste in another file

silk fractal
craggy pollen
#

i think this requirement has been removed lately, class and scriptname can differ now

#

but it looks like this is the case in this example for some reason

wild condor
woven slate
#

Thanks, I'll try it out and let you know how it goes

rose flicker
#

Hello, I have an important question.How developed should prototype games be?
Do I add every feature I want my main game to have?
Do I let some bugs in the prototype to save time?
After I finish a prototype, do I make another, what is the point of making another prototype?UnityChanHuh

craggy pollen
#

hm who told you to do that actually

wild condor
rose flicker
rose flicker
#

And then I combine those if I liked them to make the game?

wild condor
#

try to focus on mechanics, map gen isnt that important for a prototype

#

what u described is iterative development

#

a prototype is just a way of testing a mechanic/game idea

rose flicker
#

Or any 2 games I want to make, prototypes will help me decide?

wild condor
#

kinda, but u shoudnt make prototypes that are similar

rose flicker
#

Then second thing I said

wild condor
#

try to do different ideas

#

ye

rose flicker
#

Thanks, that’s all

wild condor
#

gl :DD

rose flicker
#

Thanks

shadow heron
#

I am making a full body fps controller and I want it to feel good. Do you think I should move my player with the animations via root motion? To give it a better feel maybe?

mild radish
#

ive always thought of it differently.. sure it'd look nice.. but having ur anims be the main controlling factor of ur movement seems to me like it wouldnt be as customizeable

sly lake
#

It’s more customisable

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Since you control the movement per animation frame

mild radish
#

i've always thought that locomotion should be code-driven
with the animations being reactive (following velocity/blendtree's iks etc)
especially for a fullbody FPS..

#

figured by using code-based curves and modifiers it'd be more scaleble but im the worst at structuring projects 😅

sly lake
#

It just ensures animations match. You have the same level of control.

#

It’s not less responsive, by definition.

remote iron
#

is someone using cursor with unity?

plain dagger
#

I know people who do and it works, why?

remote iron
#

I already downloaded the plugin in unity with the URL but idk what else i should do

plain dagger
#

thats on purpose

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Cursor isnt allowed to use the vs code extension store but people work around it anyway

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so you are on your own if you need ai that badly

remote iron
remote iron
plain dagger
#

vs

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i may ask an ai chat something once a week but i dont use it or need it for daily tasks

#

I prefer my brain

fleet canopy
#

also like if you really really really need ai I don’t see why you can’t just use normal vs code

#

I believe they have copilot or whatever

plain dagger
#

cursor is different and has the power to shit on your project

gusty abyss
#

How much does ssd speed matter vs cpu speed when you want fast unity builds?

plain dagger
#

cpu perf is more important but you want a mid non shitty SSD

sly lake
#

Bit more jank than Cursor tho

sly lake
mild radish
fleet canopy
#

Interesting

#

I personally don’t have any extensions (on jetbrains rider) if I need to use ai then I’ll use a temporary chatgpt chat

sly lake
#

Never found a good one for Rider

#

Always have two IDEs running now. For other plugins too.

fleet canopy
#

I think they have copilot on rider and they’re pushing their new junie ai

#

yeah I also have vs code installed for anything else lightweight

sly lake
#

Rider’s Slang plugin is absolute ass

fleet canopy
#

shader?

sly lake
#

Yeah

rancid helm
#

so i wrote a simple code part with ontriggerenter&exit, if you are in water, your speed = basicspeed/2, and i have 0.7fps, i even restarted my engine xdd
how can i see what causes this?

meager oriole
#

unity relay is deprecated? what is to be used now?

remote iron
#

its crazy how I unistalled both github copilot extensiones and im still getting the tab at the right and the red message bottom under

#

there is no way to remove it completely?

#

in VSCode

late rover
fleet canopy
#

forks don’t get access to the native extension store however

remote iron
worldly cave
#

copilot is like this pestering plague of uselessness

#

cant get rid of it and its everywhere

#

even on github desktop for some reason it tries to automatically write commit messages for you?

remote iron
#

then @plain dagger must be really upset about it since he already got triggered when i asked something about AI

plain dagger
#

dont ping me

worldly cave
#

bruh what

#

i guess i missed something 💀

remote iron
strange moon
worldly cave
#

no its not because its useless lol

#

if you wrote the code you know exactly what youre commiting

#

the ai has to guess without a lot of context

strange moon
#

Its actually great for this kind of tasks

#

How does it guess when it literally knows the code changes from the commit

worldly cave
#

it doesnt understand the importance of certain changes

#

you could make a million changes to a single script that are all important and then adjust a font file once and its going to spend 50% of the commit message talking about the font file

#

its entirely pointless

#

write your own commits.

potent geyser
#

Can this turn into a thread please, this is beyond Unity.

strange moon
#

Oh really it focuses on bullshit?

#

Maybe its your sign to split commits better

#

One category surely is that unity likes to change one million lines

fleet canopy
#

and also um

#

The thread I think

remote iron
strange moon
strange moon
#

Embrace AI guys. I know that it sucks very often and its important to make it do what you want

vivid river
#

no

rancid helm
#

this is beautiful XD

strange moon
atomic folio
#

so umm how exactly do you creat hitboxes

balmy kettle
#

That's what a collider is for

worldly cave
supple mica
#

guys how do I add images here

#

I wanna add a crosshair image

worldly cave
#

you need to import a crosshair image and set it to be a sprite

worldly cave
#

Yes

plain dagger
supple mica
#

turns out I forgot to apply which is why it didn't show up

wind escarp
#

does any1 know what happend? i baked the nav mesh and this happend

karmic locust
#

Hi! I'm playing Fly Like a Bird 3 right now 🐦 Anyone hosting or want to play?

vivid river
#

whats that

karmic locust
#

It's a multiplayer bird flying game by Raven-Woods, pretty chill and fun. Want to try?

gusty abyss
#

damn you unity

exotic relic
rocky wadi
#

Hello

near wigeon
#

!collab

vagrant rootBOT
# near wigeon !collab

:loudspeaker: Collaborating and Job Posting

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

near wigeon
wind escarp
torpid cave
#

can someone help me make a fullscreen blur effect in shader graph

mystic oriole
#

Is Animator.Crossfade the exact algorithm that is used for animator transitions internally?

glass depot
#

anyone ever worked with wall running before? Im trying to make curves work and it is incredibly frustrating

#

is this a universal experience that physics based movement is horrible to work with

rancid whale
glass depot
#

I think ive worked out a solution im too lazy to do rn but im 75% sure my issues were coming from the fact my camera script changes my players orientation which messes with the raycast for getting the walls normal and stuff

rancid whale
#

Ohh yeah so you’re getting into raycasts, snapping, float precision that kinda thing.

glass depot
#

Only took like an hour or 2

rancid whale
#

Make sure to brush up on Slerp vs Lerp. Have you watched the video “Collide & slide - actually decent physics” on YouTube?

glass depot
#

But hey i want to make a movement shooter there will be physics involved

glass depot
#

Ive used lerp a few times to smooth stuff

rancid whale
#

Try finding that video it’s pretty technical. Might open your eyes to new possibilities

glass depot
#

And no ive watched a few tutorials about movement controllers realised i dont like any of them and frakensteined the code

#

Im pretty happy with what ive got rn but wallrunnings gave me the most headaches

rancid whale
#

Have you watched the Toyful Games video about Springs? I really prefer that to “smoothing with Lerp”
There’s a whole thing with that called WrongLerp which you can find on UnityHowHuh

glass depot
#

I really should probably do more actual research but no never watched it

#

Ill make a note of it

#

I just use tutorials and API until it works

rancid whale
#

Start with those 2 videos I’m sure you’ll realize the right route you need to take along the way

storm patio
rancid whale
#

Smoothing and physics are two huge topics that can make or break your game

#

Nearly every game out there involves them

glass depot
storm patio
glass depot
#

Its been

#

Fun

slow dirge
glass depot
#

Ive used it for like fov change, objects for reference

#

I added a time slow so i needed something to move to see if it was really working so just lazily lerped it

storm patio
#

literally everything is an object so not sure what you mean by that second point

glass depot
#

Probably the thing I said afterwards

#

i needed another object to move back and forth so i could see it move

storm patio
#

in testing/prototypes? yeah to get something quick and dirty that's fine

oak meadow
#

how do you move an prefab to a different folder i moved it in the explorer and it gave me serialization errors

storm patio
#

but you shouldn't use it in your actual game

storm patio
rancid whale
#

If you’re really cooking up a banger maybe you can just proceed that way.
I heard Celeste is kinda poorly coded. Didnt matter UnityChanHuh

glass depot
#

But ive not lerped any player movement I handle all that with horrible amounts of addforce.force and lineardamping

storm patio
#

or try moving it in the Project window in unity instead of outside

glass depot
storm patio
glass depot
#

I think its an orientation thing

storm patio
#

for movement acceleration it might mean a low fps player can't physically clear a jump from standstill, for example

rancid whale
#

Yeah, i like Springs way more. Real easy to set up once you, well, have the code set up

storm patio
#

the main problem with lerp smoothing is the framerate dependence

rancid whale
#

Yeah it’s amazing how Freya breaks it down in the video that UnityHowHuh references

glass depot
#

So afaik it should be fine

#

Idk how to test tho

rancid whale
#

We always want to “just know enough” to make the game. Avoiding the depths of math and analysis

storm patio
oak meadow
storm patio
rancid whale
glass depot
#

Ill have to get to it at some point

storm patio
glass depot
#

I think ive got alot to catch up on but i almost have a base for the player movement

rancid whale
#

Springs are everywhere now. Even in lots of modern websites. Everyone loves them

glass depot
#

So i wanna get it done before I realise i did it all wrong

rancid whale
#

It’s like a 10 minute video, real well made too. Sold me on the whole Springs thing

storm patio
#

springs are just a force that gets stronger with more distance from the target

rancid whale
#

Looking at the Ryan Juckett code for springs is perplexing for me

#

I just know it works. So well UnityChanwow

storm patio
#

physically irl, springs exert a force F = kx, with x being the distance from the neutral position of the spring (the target position), and k being the "strength" of the spring

rancid whale
#

“Critically damped” springs especially i think

storm patio
#

ah, yes. otherwise you get a harmonic oscillation

#

that would be a terrible UI 😆

rancid whale
glass depot
#

I just googled it

rancid whale
#

Apparently lots of real life systems use PID controllers. Like aircrafts and sh like that stonks

glass depot
#

Thats alot of words

#

I think ill stick to adding force and damping it

rancid whale
#

Eh, it’s like 30-50 minutes of watching / reading stuff. Up to you if you wanna invest that

oak meadow
rancid whale
#

Coolest and most useful stuff I’ve seen out there at least

glass depot
#

My code is currently held together with glue and 300 else if statements

#

I think ill stick to basic math

#

If u can call it math

rancid whale
#

Been there. Didnt work out well down the line man

vast radish
#

Can someone tell me how to fix the move tool, i dont know how to get it out of object selection and it wont let me move a prefab

glass depot
rancid whale
#

But hey don’t listen up to you. That’s what this discord is for, for people who’ve already been through that, to tell you, hey it’s better to do it this other way.

glass depot
#

Then come back after I realise they were right yeah probably

storm patio
glass depot
#

But for now Im learning so i gotta try it all

rancid whale
storm patio
#

no, it requires thinking

#

the math i'm talking about is addition

glass depot
#

Id rather paste 309 lines of code

rancid whale
#

Like having a “weight” value between 2 behaviors right, instead of if/else

storm patio
#

you should not try to "avoid" math

#

math is a manifestation of logic

glass depot
#

It’s currently got me to like

rancid whale
#

See we’re trying to tell you that it’s better to learn the math up-front.

storm patio
#

the things i'm talking about are just stuff like this tbh
from this:if pressA move x -1 if pressD move x 1 if press W move y 1 if press S move y -1to this```
horizontal = pressD - pressA
vertical = pressW - pressS
move x horizontal, y vertical

glass depot
#

Id prefer to learn with experience

storm patio
#

it's not about being faster

#

it's about being better

glass depot
#

And it forcing me to learn

storm patio
#

not better code, it makes you better

rancid whale
#

It’s a lot harder to end up with an enjoyable result that’s all

copper gust
rancid whale
#

And what Chris is saying

rancid whale
storm patio
# glass depot And it forcing me to learn

being forced to learn is generally not fun and can get you burnt out. learn on your own terms
but it's kinda up to you to want that

sometimes you aren't forced to learn something, because there's an alternative that happens to be worse and harder and more fragile. you'd never learn the easier way if you only learn when forced to

rancid whale
#

It’s only after you try to “hack sh* together” and “Frankenstein” it, for months, and then have to re-write everything,
That you realize Chris and the other discord homies were right

storm patio
#

don't get me wrong, it can certainly be fun to try to make stuff yourself. but if you limit yourself to only doing that, that's just a worse experience for you

glass depot
#

Rn im just making my like first ever prototype

#

So im just seeing what i can make with the movement

#

I only have 100 else if statements instead of 1000

#

i prefer the hands on roadblocks instead of study tho

storm patio
#

ngl it sounds like your prototype idea is a bit too ambitious for the amount of experience you have

storm patio
copper gust
rancid whale
#

It’s a phenomenon, that building one’s first character movement controller convinces the Dev that they can Frankenstein up the rest of the whole azz game too notlikethis

copper gust
#

it's primary school math plus a little bit of adulting logical mindset

glass depot
#

Having to learn enemy ai and everything else tho

storm patio
glass depot
#

And just gamedev as a whole

copper gust
#

math is probably a poor word for a bit of this tbh. it's more specifically thinking about how you can use / reuse numbers in a way that empowers your logic

rancid whale
#

I wonder how many diagrams were drawn to finish Celeste. Or Dead Cells or Cuphead

#

I mean holy sh*, edge cases out the wazoo as they say.

storm patio
#

(i get what you mean, just joking about the wording)

rancid whale
#

Yes js meant logic / gameplay systems diagrams

storm patio
#

i had a few diagrams deciding on behavior of an ability for a prototype that really helped drive the logic. i wonder if i can dig those up

#

i'll also go check how many ifs/elses i have... kind of a note to self once i get back on PC lmao

rancid whale
#

I love to take the mystery out of stuff and just, fully understand what’s actually happening UnityChanwow

rancid whale
#

It doesn’t always require math

storm patio
glass depot
#

Yes I also made a joke

storm patio
#

also that applies when you have deadlines or more important issues to worry about

storm patio
rancid whale
#

Nothing “just works” dude 😭 maybe you can make the next Cyberpunk game with 999 bugs

storm patio
#

shouldn't chat and do other stuff at the same time bruh

gusty abyss
#

any known issue where unity just refuses to use your mouse input until you restart

#

I can't look around anymore

storm patio
gusty abyss
storm patio
#

in what tab in the editor

gusty abyss
#

the Editor view

rancid whale
# glass depot What happened to it just works!!

That’s legit fair though yeah. Many hit games are known to be poorly coded!
But to make a poorly coded game with 0 bugs is harder than if it’s coded a little better / with more planning & consideration

storm patio
#

there's no window called the editor inside the editor to my knowledge

#

are you in the scene tab, the game tab, or something else

storm patio
#

or is the entire editor unresponsive, including hierarchy/inspector/project/console

gusty abyss
#

only the scene view

storm patio
#

i haven't heard of this, what version of unity are you on

#

is any mouse input being ignored in the scene view? selecting objects, dragging them around, panning, orbiting?

gusty abyss
#

that one

#

not sure why it shows debian as I don't use that suite

storm patio
#

that doesn't include any versions, and it's not even the app i'm asking about

#

what version of the unity editor are you on, the hub's version is irrelevant

#

also, this is on arch?

gusty abyss
#

6.3

storm patio
#

i don't think arch is officially supported, it might have unforeseen issues - this might be one such case

storm patio
gusty abyss
#

2f1

rancid whale
gusty abyss
#

other than all the times ive had issues holding stuff up with duct tape

rancid whale
#

It’s when you find that 1 edge case bug and you’re like…
Ohhh okay I have to re-write the entire system to fix it.

storm patio
#

@gusty abyss have you tried a library reset?

rancid whale
#

Or, adding functionality ? 😂 forget it

gusty abyss
rancid whale
#

The initial system is like, 3 pieces of duct tape.
Then to add just 1 basic thing takes 10 duct tape pieces,
To connect it to another system, 30 duct tape pieces

Like the grain of rice fable

#

We need a UnityHowHuh page called “Exponentially Growing Duct Tape”

storm patio
gusty abyss
storm patio
storm patio
gusty abyss
#

nope

#

can't use it until it happens again

#

and its rotating the camera

#

I can move and pan just fine

storm patio
#

so what's the issue here?

#

you said it wasn't accepting mouse input before?

#

clearly you can zoom there

#

is it just rotating that's the issue?

gusty abyss
#

mouse XY input

storm patio
#

can you pan

gusty abyss
#

normally

#

I have not tried it when its bugged

storm patio
#

ok, try that

gusty abyss
#

not until it bugs out again

storm patio
#

game design diagrams

frank vigil
#

Does anyone know of an old (possibly deprecated) unity sound effect pack that had many sounds of fantasy creatures/monsters? Im trying to find it. Particularly used in yamtar games and eternity game arts' mobile games.
sounds like orcs, plants, heavy-bugs, slimes, frogs, other weird sounds.
all had 3 attack sounds, 2 Call/broadcast sounds 2 death

storm cosmos
#

So I am trying to do some animations and for some reason my animation plays twice instead of once before the delay is supposed to occur for next animation. Its just a basic attack animation. When a trigger is set to attack then the animation plays and an idle combat animation plays until the delay is over then it gets triggered again

meager bolt
#

So I'm going to make a desktop pet, but better. If anybody who's good with coding in unity wants to help, I'd greatly appreciate it. The basic theory is that we have a rigid body controlled by a physics engine, ontop of that, it has an ai model train by something (probably AB videos) on life like things, like waving at the screen, walking, climbing, ect. Then there's a customizable layer on top of the rigid body that acts as what the figure looks l like, do you can just draw a stick figure, it maybe get one off the Internet. You then set up as skeleton for that, and then that skeleton is conformed to the rigid body, so that you have a Stickman, that actually interacts with the environment. It's basically just a desktop ragdoll with a brain

slow dirge
fleet canopy
#

unless it was on the asset store

#

Still would have to dig online

vagrant rootBOT
# fleet canopy !collab

:loudspeaker: Collaborating and Job Posting

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

meager bolt
fleet canopy
#

it’s alr

fervent wyvern
#

Hello

gusty abyss
#

I have no patience to make proper light probes

fervent wyvern
gusty abyss
fervent wyvern
gusty abyss
#

Light probes

fervent wyvern
gusty abyss
#

otherwise its useless

slow dirge
fervent wyvern
gusty abyss
#

Idk

#

Never used it

cobalt sequoia
#

how do i change the excact position of this yellow dot in the editor

craggy pollen
#

what are you trying to achieve there

cobalt sequoia
#

perfection

#

also maybe i want to know how to do it in scripts when im going to make a level editor

balmy palm
#

How’s everyone doing on this saturday?

vivid river
#

playing games

dusk rapids
#

türk var mı beyler oyun geliştirmeiy düşünüyorum da unityde pek iy ideğilim

plucky granite
#

Hello,
I've got a question, why do some games have it that when you hold "right" or "left", the characters turns around a circle rather than in place?
Seems to be prevalent in older ps1 and ps2 titles but why?

gusty abyss
#

@storm patio no it does not work

potent moss
#

is there some way to set the mouse cursors position in unity?

#

I'm trying to make the players cursor follow an object but idrk how to do that

sage basin
#

the new input system has a method to warp the cursor

craggy pollen
#

i´d simply hide the cursor and replace it with a sprite

#

changing the cursor position could be tricky

balmy palm
charred fog
cyan lion
#

is it ok to have a 205 line long playercontroller monobehaviour script

#

or should i split functionality between multiple scripts? i would do that but then it will feel all spread up and messy, but its messy rn as well

stoic lake
#

or should i split functionality between multiple scripts? i would do that but then it will feel all spread up and messy, but its messy rn as well
wouldnt this just be the exact same amount of processes just in multiple files

#

you could probably optimise whatever controller you have but as long as its not doing something ubsurd itll be fine

cyan lion
#

i watched a video once advicing against monolithic monobehaviour classes that do everything. my script does not do everything. only does things triggered by inputs

azure grove
#

205 lines is not very long

#

If it's all serving the purpose of being a player controller leave it all in there

cyan lion
#

what is the new input system equivalent of Input.GetKeyUp()

plain dagger
#

Ideally you make an action and assign the key in there and respond to the correct phase of the action

craggy pollen
#

Keyboard.current...
but this doesnt serve the principle of the new input system

plain dagger
#

But ideally you use actions instead

craggy pollen
#

yep exactly that

cyan lion
#

are these the ones i need to change

#

i lack the attention span to read lengthy documentations 🥲 but ok

plain dagger
#

No you add the keyboard binding and then in code check the phase of the action

plain dagger
cyan lion
#

was released this frame() seems right for what i want

plain dagger
#

yea there are many useful functions to check these things

craggy pollen
#

i recommend you research on that, the new input system is based on events

elder isle
#

is anyone able to help me?

#

im struggling to make the characters visible in a close up view

craggy pollen
#

any code or can you provide more infos

craggy pollen
craggy pollen
#

oh ok focus a small object in your scene by double clicking on it

#

in the hierarchy

reef dome
elder isle
#

@craggy pollen

#

whenever i try to open a c# script

#

it keeps opening unity hub

#

and not the script importer

craggy pollen
#

how did you create the script

#

or did you just find it somewhere and imported to unity

elder isle
#

i created a new script

craggy pollen
#

the warning message might be indicating something

elder isle
#

it opens up

#

unity hub

#

when i press

#

open

plain dagger
# elder isle

What editor is configured in your unity preferences?

elder isle
#

it asked me which app i wanted to use

#

so i clicked unity hub thinking it will lead me to it's internal program

plain dagger
#

Wtf are you doing

copper gust
#

its doing what you told it

elder isle
#

how do i fix

plain dagger
#

You told windows to open .cs files in unity hub

#

You need to install an IDE and use that (VS, VS code, rider)

elder isle
#

how do i change it

plain dagger
#

then configure that in unity preferences to be used

#

UNITY PREFERENCES

elder isle
#

where is it

plain dagger
#

Edit > Preferences

#

External Tools

elder isle
#

where

plain dagger
#

IN THE DAMN UNITY EDITOR PROGRAM

vivid river
#

!ide

vagrant rootBOT
plain dagger
#

or visit google

craggy pollen
# elder isle where

first check your pc maybe you have already installed it with unity. Visual Studio is the name

fair cove
cyan lion
elder isle
#

@plain dagger

#

i downloaded the manual one

#

but i cant find it while browsing

#

this good?

craggy pollen
#

that doesnt look right to me

plain dagger
# elder isle

When installed it should show visual studio as an option in the drop-down

#

Perhaps you need to restart your pc if visual studio is installed

#

OR your project needs the visual studio package updating

elder isle
#

wym

plain dagger
#

Check the package manager. Use Google to find where that lives

craggy pollen
#

can you confirm that you have Vs installed on your pc..

craggy pollen
#

ok this is lookign better now

#

restart unity and try opening a script

elder isle
#

ok

#

yep

#

it works

plain dagger
#

Victory

craggy pollen
#

yeah

elder isle
#

thanks

craggy pollen
#

now make sure intellisens ealso works

#

send us a screenshot from inside the script

elder isle
#

ok

fair cove
elder isle
#

@craggy pollen

winged shale
#

Is there any way to make a game without a script

storm patio
#

yes, but it won't be very good

winged shale
worldly cave
storm patio
#

uhh i don't see how scripting relates to that

winged shale
#

Thinking of making a dark fantasy game

#

But it’s been my 3rd day

#

No progress

worldly cave
#

Are you a beginner in unity?

winged shale
worldly cave
#

Maybe start smaller

#

A dark fantasy (rpg?) Is pretty ambitious lol

storm patio
# storm patio yes, but it won't be very good

games are comprised of many aspects. you can omit them for less work but also for less results

you could have a 2d game with no art at all, just using the built-in sprites, but it wouldn't look very good, because that's the point of art

you could have a game with no code at all, just using built-in components, but it wouldn't be very fun, because that's the point of code

winged shale
storm patio
#

that's definitely way too ambitious

winged shale
#

Might take years to do this

storm patio
#

you will get burnt out if you try

worldly cave
#

Not even years

#

As your first project

#

Youre never completing this

#

You will burn out before you start making any tangible progress

winged shale
#

I think it would attract people

winged shale
#

Without a helper might be hard

storm patio
#

many popular games take years to make, and even then the creators have many many more years or decades of experience

if you try to go for that, you will take 30 years to make

winged shale
#

How long have you guys started doing programming

worldly cave
#

12 years

worldly cave
#

Working in unity for 2

storm patio
#

6 now i think, i haven't been counting

winged shale
storm patio
worldly cave
worldly cave
#

Because i practiced and took it slowly

#

I didnt start off by making my dream game

winged shale
#

But so far no one been sticking with the idea of making a dark fantasy game so I’m willing to take advantage

winged shale
tender thicket
#

i promise you if you start with your dream game you will quit durring the first week

worldly cave
winged shale
worldly cave
#

In both skill and resources

copper gust
#

whats considered dark fantasy because shadows of the erd tree was like one of the biggest recent releases

storm patio
# winged shale 30 years?

consider making a rocket to the moon from scratch with 0 prior experience vs someone who has experience with robotics and embedded systems and has already made rocket parts for other projects

winged shale
#

Honestly programming is hard telling A computer of something that you imagine it in your head won’t turn out to the thing you really imagined

worldly cave
#

Programming is hard, thats why its important to practice and to learn

#

Start small

#

You learn a lot

winged shale
#

So can I master programming in a year

copper gust
#

no one masters it

winged shale
#

Or is it 7 years

worldly cave
#

Master? No. But you can get reallx good at it

storm patio
#

make something simpler first, so you don't lose motivation and get burnt out. build up your experience

worldly cave
#

But heres the thing

copper gust
#

environment artists and animators are gonna matter far more than programming for that kind of game

worldly cave
#

You will never stop learning

#

Thats the truth

tawny quail
#

Most lovecraft inspired games are dark fantasy, and there are a bunch of really good ones. If you mean more "dark fantasy RPG", there are a ton of those.

worldly cave
#

<@&502884371011731486>

storm patio
#

<@&502884371011731486> compromised account

cloud moss
#

hello! is it possible to refer to a gameobject using it's prefab?

worldly cave
#

Can you clarify a bit?

storm patio
#

in what situation?

copper gust
#

a prefab is a gameobject

winged shale
#

So how small do I start what would my resources be

vagrant rootBOT
worldly cave
#

Start from here

elder isle
#

hey guys so i put my character on the map but its not visible in the game section any ideas?

storm patio
#

gameobjects at runtime don't have any notion of what prefab they were instantiated from. that's an edit-time thing

storm patio
cloud moss
# worldly cave Can you clarify a bit?

im trying to make a health bar but i cant get the public GameObject to refer to the bar in the scene, so i made a prefab for it to work and now im wondering if theres a way to get all instances of a prefab in the scene from the prefab itself

elder isle
#

my current characers

#

but whenever i zoom in closer

winged shale
#

So did anyone start learning programming in university or is it a special hobby

elder isle
#

or switch to the game section

#

they disappear

copper gust
worldly cave
storm patio
storm patio
#

for the game view issue, make sure your camera is behind everything. it should be at -10 Z by default

elder isle
#

game issue

storm patio
potent geyser
#

?ban 445205437323804682 bot

novel scarabBOT
#

dynoSuccess nagyviktor03 was banned.

storm patio
elder isle
#

is it under edit

#

or windows

storm patio
#

what

#

in the inspector?

elder isle
#

its not there

storm patio
#

select your camera in the hierarchy and view its transform in the inspector

elder isle
storm patio
#

you haven't selected your camera

#

have you done unity essentials?

stoic lake
#

whats a good alternative to alpha clipping because its frying my performance

elder isle
stoic lake
#

400 quads per tree

storm patio
vagrant rootBOT
winged shale
#

SIR YOU ARE PROFESSIONAL

worldly cave
copper gust
#

its just a tree

#

cool tree but

winged shale
elder isle
#

where to find camera

stoic lake
winged shale
storm patio
# elder isle could you js tell me

i would rather you go learn how the inspector works instead of having to handhold you 5 times through every step of the process of checking various gameobjects

cloud moss
#

why cant a prefab take in an object (through public GameObject) from the scene?

elder isle
#

what settings do i need to do now?

storm patio
elder isle
copper gust
cloud moss
storm patio
plain dagger
storm patio
stoic lake
worldly cave
#

Was about to say even with 40 trees the performance shouldnt be that bad

storm patio
stoic lake
#

i merged all the trees into one mesh too

elder isle
#

@storm patiohello?

plain dagger
#

Oof that's worse

stoic lake
#

with alpha clip its 200 fps and when i turn it off its doing 450

winged shale
elder isle
#

@plain dagger

#

what settings do i run

storm patio
elder isle
#

for me to be able to see

#

characters

plain dagger
#

One big mesh that it will often render wastefully because it's too big

worldly cave
#

In my project i have 40+ something enemies with individual animators and over 7k tris each with minimal performance overhead, i dont get how your trees would be tanking it that much

storm patio
#

@elder isle stop spamming please.

copper gust
plain dagger
stoic lake
stoic lake
#

i saw a performance boost from merging so i dont think thats the issue

elder isle
#

its already at -10

copper gust
#

until the problem is solved

worldly cave
storm patio
#

do your sprites have appropriate rendering layers set @elder isle

plain dagger
copper gust
elder isle
#

so im assuming they do

storm patio
stoic lake
storm patio
#

this is something you have to do

elder isle
#

oh

plain dagger
#

You need lods though to improve performance when you have many trees

elder isle
worldly cave
#

Are the trees procedural?

#

The leaves specifically

storm patio
#

the appropriate layers are ones that are ordered correctly so your characters are on top of the background

#

note that these are the sorting layers set in the sprite renderer, not the physics layers set in the gameobject header

copper gust
#

I'd be curious how much transparency is actually needed to achieve the effect you have there tbh. dunno how to handle it with shaders myself but only the edges are really using it

stoic lake
worldly cave
#

I mean yeah, im assuming its a tree model with a lot of quads procedurally scattered on the branches

#

Each quad has a transparent sprite/image of leaves on it

plain dagger
#

Where is this going

stoic lake
#

its a prefab

worldly cave
#

Point is, i feel like the effect could be accomplished in a different way if it wasnt procedural but rather just modeled

plain dagger
#

Yeah mesh is one draw call so you want to reduce it to 1 if possible

copper gust
#

If that effect is being achieved purely via layered transparency (like it's an actual tree) it probably just actually costs that much to render lowkey

plain dagger
#

Looks like it could be optimised

copper gust
#

a majority of the visual here in theory could be re-created without real transparency

worldly cave
#

I assumed there was a base "round" mesh in the middle initially

#

Because you dont need any complex geo for the "core" of the leaves here

#

Just the silouhette really

stoic lake
#

its just a bunch of rotated planes with outwards facing normals

plain dagger
#

Try to reduce overdraw and make an lod with much less geometry

#

And you can use triangles if you want you know

elder isle
#

my characters arent visible in the game

#

does anyone know a solution

#

only the map is

craggy pollen
#

make sure the camera can render the objects

elder isle
#

because i added

craggy pollen
#

this is one of the most common issues

elder isle
#

barrels

#

and they can render that

craggy pollen
#

can you try moving back the cam on the z axis

elder isle
elder isle
craggy pollen
#

open transform from the drop down

elder isle
#

these are my settings

craggy pollen
#

check the sorting layers on your sprite renderer

cloud moss
#

is there a workaround to modifying rectTransform.xMax from a script?

storm patio
#

that's at Z -75

elder isle
#

oh

vivid cedar
#

Are you talking about something in the inspector?

elder isle
#

wait its visible now

#

thanks

storm patio
#

i think you're supposed to use its anchors

elder isle
#

another question please

#

i scripted it so that it can now move

#

how do i test it out

craggy pollen
#

press play maybe

storm patio
#

@elder isle go do unity essentials.

craggy pollen
#

assuming you attached the script to a gameObject.

cloud moss
vivid cedar
elder isle
storm patio
vivid cedar
#

by modifying these proiperties like sizeDelta, anchoredPosition, anchorMax etc the rect will change

#

rect is the end result of all these

storm patio
#

yeah, just sounded like you were saying rect was one of the properties that can be used to control the rectTransform 😅

cloud moss
vivid cedar
#

yes, by modifying those parameters

#

there are multiple ways to achieve changing xMax. So you really have to be more specific.

#

e.g. changing the anchored position OR changing sizeDelta OR changing anchorMax these could all modify the rect's xMax

#

your question is underspecified.

cloud moss
vivid cedar
#

you probably want to modify the sizeDelta then

#

but it depends on how it's anchored

#

if it's anchored on the left, modifying sizeDelta will change where the right edge is

#

and vice versa

elder isle
#

what does this mean?

cyan lion
vivid cedar
elder isle
gusty abyss
#

so I am literally unable to

vivid cedar
# elder isle so how do i fix it

your project is using the new input system (which is the default now) but this code is using the old one.

You fix it by changing which input system your project is using or you switch your code to use the new system

storm patio
vagrant rootBOT
storm patio
#

goddammit

#

!input

vagrant rootBOT
# storm patio !input
How to Set 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.

cyan lion
gusty abyss
cyan lion
#

apv's saved me a lot of time and sanity

gusty abyss
#

I would use it

cyan lion
#

manually placing probes feels primitive now

gusty abyss
#

but my issue stops me

cyan lion
#

this is like magic it automatically makes probes

#

my lighting still looks mediocre though

#

not the "fully utilizing hdrp" look

#

also my scifi scene keeps crashing when i display probe volumes in render debugger.

elder isle
#

why is my

#

player animation

#

not working