#💻┃unity-talk
1 messages · Page 55 of 1
ty!
is there somewhere i can promote my game
check the sorting order on the canvas you might be able to match it to the player sprite?
(possibly might need to seperate UI to a different camera with custom sorting axis)
there's #1180170818983051344 for dev logs but if you're just looking to advertise then this is not the place
thanks man this helped a lot ttyyy
ill try it
If your health bar is without texture you can just scale the sprite, would work just as a fill.
Oh yeah that would work thanks
anchor it to the point from which side you want it filled
to anchor it should i use a rect transform instead of a normal transform or would that make it ui i mean i added an image component to a game object then removed the component and the canvas renderer component and the rect transform stayed
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Note where the pivot points are.
got it thanks
I have 3 objects border back ground and health and they are all on the same Order sort layer If i get them to layer like this in the editor can i trust that they will stay that way I don't want the background showing up above the health
no reason why that would ever be inconsistent
cool im just used to blender where if somethings in the same spot it starts to flicker
ah yeah that's called z-fighting
big difference here is the order is explicitly defined (i believe for sprite renderers thats order sort layer first then hiearchy order after)
Tried godot and it did not go well I much prefer Unity thank you unity for being actually usable
YES YES YES! MY SETTINGS PANEL IS WORKED!
During my tests in Unity, everything worked fine—the player doesn't fall endlessly when transitioning between scenes, and there are no such issues when running the built exe file either. However, after I shared the packaged file with my friends, they reported that the player keeps falling in their case. I'm not sure why this is happening. Could it be that I missed some settings during the packaging process, causing the player's spawn point in the new scene to shift? I'd really appreciate any help on this!
Computer speed can be a factor if you have scene transitions, the player character probably loaded before the map could load
Wait till the map loads before spawning the character
Thank you for your reply! I suspect the same: the model in target scene hasn't finished loading when player enters the scene, which is causing it to fall. I'm wondering if there is a good solution to this. What comes to my mind is to load the scene first and then load the player a bit later. I look forward to everyone's suggestions.
Test it. Put a 3d plane in the scene and the character above it, to guarantee loading time isn’t a factor anymore
See if they can walk off the plane onto your map/terrain
OK, I wil try!Thank you very much~😚
When I import my psb file from Photopea, the part are there. But its invisible?
When I exported it as a psd instead. The parts is not there, but I can see it.
⬆️ This is the psd
Inspect the created objects. Do they have all the required components? Do they have the correct sprites assigned?
Im not sure
I started yesterday
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Like im not new new
I have made games befoer in Unity
but now im back
OK, then you should be able to debug the issue..?
i made a flappy bird game to refresh
yes, but I dont know what the issue is
it has all the parts that i think it needs
Focus on this object in the scene view. Is it somewhere far away perhaps? If still not visible, check the sprite that is assigned. Does it seem to Co rain any data?
That doesn't explain much. Do these screenshots show different objects? The same? Provide some explanation...
And don't cut you screenshots like that. Take whole window screenshots.
first one shows i scaled up the stickman to 1000 and it does not show, the second one shows that the lowerrightarm is there but invisible
Stickman is an empty gameobject/parent. It's not really related now.
if i scale up the parent it scales all the childs too
Focus on the arm, change the camera to 3d, try rotating around that point. Maybe you're not looking from the right angle.
If still not visible inspect the sprite. See if it contains the data, what texture is it made of. Does it contain data?
That's not a sprite
That's not a sprite either... That's what I'm talking about when I say "learn the basics".
Which might imply that it's an issue with your asset.
Can't really help with validating your asset. Might want to ask in #🖼️┃2d-tools
I can only assume that your layers don't contain actual color data. Maybe something like modifiers..?
It could also be an issue with the website that you're using. Might not be saving the file the same way as real photoshop.
I don't know if it's me or this info is really well hidden but... I just want to see what's new in Unity 6.4. Like a bullet point list of major new features? And could not find that anywhere ?!
It's at beta2 now, and I guess the feature set would be determined by now
Did you find the Release Notes button in the Hub near the Install button?
Is that different than e.g. this ? Which just contains nitty-gritty detailed fixes and some incremental improvements only. Don't have Hub installed on this machine but can check.
You can go through archive and open first versions https://unity.com/releases/editor/archive
I didn't find an alpha1 in the archive, just alpha2. Which is still very much an incremental but longer list...
I think what I'm after is something like https://docs.unity3d.com/Manual/WhatsNewUnity63.html, but https://docs.unity3d.com/Manual/WhatsNewUnity64.html doesn't exist.
Oh well.
Use subcategories. You are looking for Tech stream versions perhaps
All initial betas are listing existing changes
I did find the release notes page for it: https://unity.com/releases/editor/alpha/6000.4.0a2#notes. https://unity.com/releases/editor/alpha/6000.4.0a1 doesn't exist
6000.4.0a2 has full feature notes, no references to previous versions
does anyone who has purchased the FEEL asset reccomend it, or can it be implemented easily
I dont use it myself, though Godot fundamentally handles making games in a different way than Unity, so if you are used to how Unity does scenes and objects, then Godot will feel unfamiliar, but vice versa, if you are used to building objects with nodes, then using components in Unity will feel unfamiliar - though the more familiar you get with different ways of doing stuff the less of a barrier to entry youll have picking up something new, if your in any way interested in also learning Godot well enough to make games in it, you can apply a similar approach to learning Godot, that helped you learn Unity
my issue was the Editor UI froze my system
Oh, then I dont think thats a limitation of the engine, theres probably a very specific technical reason why that would happen, assuming you didnt make any infinite loops
I clicked on a dropbox UI
I doubt I did anything too demanding
Well there could be many reasons, for example could have been memory related, or some compatibility issue with some hardware you have, some issue with a anti-virus or something else, if its a engine you want to use, youll probably have to investigate the cause or they probably have similar "crash logs" as Unity does
Intel i5-10400 and 1080 TI
No Anti Virus
I wont be able to help you fix that issue, since I dont use Godot myself, I am just pointing out that there could be many causes and youll have to find what the cause is if you want to use that engine on your specific machine, many things influence how software performs on specific hardware (including how much load that hardware is under at the time) since not everyone has the same experience its likely not the fault of the actual editor itself
👋
I'm having a frustrating problem with the Unity editor. I'm using version 6000.3.2f1, and the same problem existed in version 6000.3.0f1. It seems that when I use custom layouts in Unity, it malfunctions for some reason. Every time I change code or exit playmod, my project screen goes to a random location, and a random code is selected in the inspector screen. It appears this randomly selected file is decided each time I open the project, because it constantly goes there until I reopen it. The problem is resolved when I revert to one of the default layouts. I can't quite figure out what's causing the problem because I can't intentionally repeat it. It happens spontaneously after I create a new layout from scratch and use it for a while, and then when I create a new project and use it there, the same thing continues.
Where can I ask for help on environment design-related questions?
I am trying to make a good looking environment for a group project but they all end up looking crap
Hey everyone ! I'm new to unity and I have some question with component alignments, can't manage to align stuff to the left and other to the right on my screen in a scrollview, any idea in which channel should i ask ?
Is this in the context of ui?
Well basically, I'm trying to make a conversation like this, but as you can see all of my chat bubbles appear on the same row, I can change the alignment of the content to the left but it puts all the bubble to the left, i would like to have my npcbubbleprefab on one side and the playerbubbleprefab on the other side if you know what i mean
Alright thanks !
make each message sort out its alignment by itself by wrapping it in a full width container, the root should only do the vertical alignment
Hi when you select an item in prefab editing mode it show a pale white outline which is not at all useful if you have a white background!! It seems this is hardcoded though and not a preference?
Only fix I found is to add a static editor script to render a coloured outline in OnSceneGUI
Try changing child outline in Preferences, Colors.
This seems to be related to just a few UGUI-type Rect Transform objects. I have realised one fix is switch to rectangle tool and then the selected thing is more obvious!
I have been stuck with this issue for a while now #💻┃unity-talk message should I just use the normal camera instead of cinemachine?
I saw someone say here that lerping any movement is bad practice cus its frame dependant, so what should I use instead?
i want to lerp something important now so how do I do it without making it frame dependant
I think all of that depends a lot on the context tbh.
If they are talking projectiles, yeah, rigidbody apply force makes sense. Opening a drawer in a horror game, lerp is great.
If you use lerp correctly you can move something over X amount of time
That involves increasing the lerp value from 0-1 but scaling with delta time (lerp += Time.deltaTime / 2f)
Vector3.MoveTowards may be what you actually want to move something towards some position by some max amount each update
Don't use cinemachine for first person looking, it is for exterior cameras
<@&502884371011731486> No memes
Only reason why I was using it cause when I used the normal camera and when I did any movement while looking around it was stutter for no reason.
cinemachine is not just for "exterior cameras" and is perfectly viable for first person perspective
well I would not bother as it seems a little heavy weight for an FPS, but if you say so
I have not had such an issue - it depends how you code the movement & 'looking'
did diagnose do anything?
Running it now
wha why did you not try that?
thinking it would be same as windows error check thing xD
which never finds the issue
what about "Unity package manager diagnostics tool" makes you think that
anyway let it try and if the program is actually missing and cant be restored, re install the editor
hi, I'm getting this error, do you know what this means ?
have you tried googling it?
no, not yet I'll do it now
Hello, new here
You've done some sort of infinite recursion
that should be the first step fyi
yes, the thing is I'm trying to make a simple state machine for an enemy character and I'm calling in the Update() the currentState update function which should be run each frame, the thing probably happening is my code is either wrong and calling every functions at the same time or when I change of state, it maybe runs 2 functions at the same time idk, it's weird
Check the stack of the exception to see how it happened. Also attach a debugger to investigate the faulty logic
Quick help. I closed the hiearchy panel. How do I get it back up?
rightclick another tab and then via add tab
all windows are accessable via the Window menu anyway
Gotcha! Thanks 😄
only some exist in that Add menu (for some strange reason)
Hola alguien sabe español ?
english please
I need to learn English, I'll use a translator... Do you understand?
sure, do you have a question?
I've just found the issue, in the mainly used state, I've had a transitioning state running in the Update
so me and my friend started a new project together,he owns the project repo and i just pushed a scene that works on my end,its just some simple camera movement,everything works on my end but on his it wont work,sorry for the bad explanation i really cant figure out what is wrong,i even pushed the project settings
is there still a locking layer unity option? I can't find it
he has to pull
how exactly does it not work? you need to provide some details
make sure he's pulled the changes as well
he did pull
then I don't know, would be better if he tries to find the issue himself and provide probably more details
yeah mb,so normally when you hit play you should be able to move the camera around even if the game isnt focused but on his end it wont move at all,it uses the old unity input handling and i made sure that he also has the old input active
does anyone know?
when I'm using navmesh and using the SetDestination() function to a position, if the agent is too slow and takes like a too wide angle to rotate towards the position, is the angular speed the issue?
what would locking them do?
right now there is no option for that, no
that you cant select them in the scene tab
this was an option even in 2022
No i dont think thats a thing still
I would be quite surprised if they would remove a good option instead of adding something new
then it's in the same place, just renamed
sorry i had a manual page open and got distracted
ah. i'm in 2022
oh you want to click through them, now I understand
i forgot i was a major version behind lmao
in the scene tab all the way to the right (on 6000.0.58f2)
yeah thanks, I would never look for it here
if it affects the scene tab look in the scene tab toolbar 😄
👋
Do you have an actual question, you keep posting these?
Anyone have some good Cinemachine Camera Shake settings?
Hard to make it feel good.
#🎥┃cinemachine , i messed with it once it was really easy to achive some nice shake tho
Hello guys, I'm making my own 3D horror game and I have a minor problem with the locker. I rewrote my locker script a bit and added something in Unity and it worked as it should, but then I changed the locker size and tried to see if it was okay and suddenly something went wrong, I didn't even understand what exactly, but when I went into the locker, it immediately kicked me out and automatically killed me and the game restarted even though my enemy didn't chase me. I would be very grateful if someone could help me here.
This is all extremely vague and bespoke to your particular game and codebase. You need to debug your code.
I've been trying to do this for the last 3 hours, could someone send me a good tutorial to hiding in the locker or can I just copy the code from someone?
Do you know C# and do you have basic debugging skills?
I want to ask a question related to setting up UI
How to make them match? Id google if I knew how to describe this
Setting your canvas scale correctly, give it a reference solution, proper UI anchoring and not running your game in Free Aspect (use the same resolution as your canvas reference once, such as 1920x1080)
as Ostseel mentioned, probably forgot to use anchored positioning
Does anyone know why my baking stops at 10%?
I've had this problem for quite a while now, but I can't seem to find the solution.
that probably worked, just set the aspect to full hd
you can find out if the ui is correctly positioned by simply resizing the window
it should always stay where it is supposed to
Does anybody know how to properly set up a full-body VR rig
I’m currently using Final IK, but I’m a bit stuck on how to structure everything and get it working correctly 😅. I understand the basics, but I’m not confident that my setup is clean, efficient, or scalable.
What I’m aiming for is a solution that is: Optimized for multiplayer (good performance, minimal syncing issues), relatively simple and not overly complex to maintain, compatible with automatic height calibration, since I plan to add that later.
yeah it works. Will enable anchor positioning if any other issues occur
Do you know the fix to this, @craggy pollen ?
hm i have never heard of baking stop on navmesh agent sorry
Alright.
can you send a screenshot of that
Hello everyone! I am trying to make a dream core type game and I am asking for an advice. I want infinitive generating world made with different tile presets. On each of these tiles should be 1000+ flower meshes(they are static and doesn't have any colliders or anything). If I place lots of these flowers manually or with Go Paint asset I get big fps drops and I am trying to make a VR game, so it will probably be even worse. So, how do I place thousands of flowers without loosing a lot of fps? Also, on different tiles there are some additional game objects like buildings.
First few questions are these meshes static or dynamic (ie use bones), and what are the triangle/vertice counts on these meshes?
Edit: wait you say they are static totally missed this :/ second question still stands
What do the materials for these plants look like (ie how are you handling the transparancy)
There is only one material with a texture. The flower is also just a one mesh
That flower is way too detailed sorry to say
Should realistically be no more than 70 vertices for the whole flower
The norm is making flat plans for things like grass and flower stems and just drawing a texture with white space for this instead of a tube
OK. I'll try to remake this model tomorrow. But imagine that it is 70 vertices. What should I do to place thousands of them?
And petals are just a basic very low poly circle with the texture on that too
instancing
I think using ecs/unity dots
Also that isn’t too detailed if you used instancing because it has to be processed once iirc
Still really detailed for it's use
true
Will I be able to manually place flowers with GPU instacing?
I saw that
the servers rules allow no off topic
You're the one saying "hi" in a non social server :/
do not use mesh for that use textures, you can place a ton of them without any problems
i just started unity.what do you guys recommend me to do first so that i learn the basics easily? i wanna become a game dev
!learn
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check out unity essentials there to start with
this? ok
I'm learning C# stuff before going back to unity
Flat out billboards look ugly, one can compromise with like a 5 intersecting plane meshes
Are meshes heavy or not at all
depends
I'm making a vr horror game. This will look very bad
not if you use 2 faces (placed like a cross)
meshes are such a generic thing
it's like you're asking if circles are big
which one, compared to what? etc
That doesn't make it any better. It will look like minecraft
Add an extra 6 sidded circle at the top for the petals and bam 6 times better it gives another layer of depths when looking right down on it
yes , so there you have it no mesh only 6 faces
Is this not a mesh?
I might not know the game dev definition
I assumed you were reffering to a custom made model from something like blender
call it what you want, i just suggested a trick the indutry uses
i used that for my grass and i had the whole screen full with decent amount of fps
It would work for PC or mobile game but it won't look realistic at all in VR
you have not tested it out
gpus draw meshes so no idea what you are on about
Right but a full 3d mesh is far too much especially if you need thousands of them
gpu instancing can help but that only avoids the cost of duplicating a mesh in memory and using multiple draw calls to draw each copy
Is anyone else having issues with activation of liscences?
You on the free license?
Yeah
Though not sure that matters, restart your pc
#💻┃unity-talk message @plain dagger
we were trying to reduce the polly count by using texture flowers instead
Alpha cutout/transparency is a good idea and is a better idea vs complex geometry for flowers
Are the players the size of the flower? Like such tactics (small planes that intersect) is what current vr games use and they look fine
yep that is what i used for my grass
I'll be home in ~35 i can share an example of what they should look like then, if you'd like
Ok
Can we do smth simillar to the terrain system? So flowers that are close to you are displayed as a full 3d mesh and flowers that are far away display as 2D image
LOD, yes
How do i do it without using terrain?
Hmm not sure, haven't done any of that myself before
you place them all manually without the use of terrain paint tool
Lod group component
but going from mesh to billboard requires extra steps to make the billboard follow the camera
I have already noticed grasses are very simple to make. Take genshin impact for example, a lot of grass and a plastic feeling, but they are prettu and light
plastic = incorrect shading/pbr
They manage to illude us to think it looks good at least
Genshin graphics are simple but idk

is anyone here familliar with vr?
Someone in #🥽┃virtual-reality might
I literally just installed unity, and am starting to follow the unity essentials tutorial thats built in and im 3 steps in all ive done is look around and it told me to press play and it says compiler issue? how in the world is that even possible any help?
here's the example i was talking about, where all it is is a few rectangles and circles that have a texture instead of a full 3d mesh (this example only uses 50 triangle instead of a 3d meshes 1k plus)
Also, is there any way to make a good looking fog that also affects the skybox? I've tried turning on fog in Lighting tab but it didn't look good because of the sky box. I've also tried doing it with a shader and the result was very good but fps drops from 180-200 to 47-70 on the empty scene with only a player and a cube
I'll try it tommorow
maybe something like this (may not work anymore!)
https://github.com/keijiro/KinoFog
Otherwise you just have to get the fog colour to mostly match the horizon
Global fog effect for Unity. Contribute to keijiro/KinoFog development by creating an account on GitHub.
OK. Thanks!
Fog is done in lit shaders anyway so you can use shader graph to do your own fog quite cheaply
Or some post process that uses depth to add fog (which wont work for transparent objects)
I've done that and result was quite good but fps was very bad
But not with shader graph, with code
Yea thats not the same
In shader we can use the fragment position/depth to add in some fog colour to the result (post lighting which is hard to do with shader graph 🙁 )
Hello, I have a problem.
I want to create IK constraints on my character's leg. It's made up of three bones, and I know I need to use IK chains.
However, I don't know how to constrain the rotation of these bones. Could you help me? Thank.
hey guys, i'm doing research work on games made for diabetes patients..specifically VR games for T1D patients. does anyone know some group or something that works on these type of games? cuz most of the authors of papers don't share the actual game
hello, how could I make a field of view system without using a camera? for an enemy
!collab, no
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the problem with this is I can't use an angle right? I already know about raycasts and they're small rays which doesn't suit what I want
you can have multiple raycasts coming from the same object at different angles calling the same function to give this effect, also pretty sure there's the shape cast types like the box cast and sphere cast that could help as well
yea sure but making a lot of raycast just for this probably isn't good and too much for the thing I'm looking for, I'll look into the the other typa casts though
hmm fair
hi guys how i can pass all files to a project to another?
Sorry for the ignorance but isnt holding down control while moving a game object supposed to make it move evenly? Am I doing someting wrong? its clearly just choosing a random distance
The problem has recurred for no reason more than once. What's the problem with you, Unity?
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
For some reason the player slowly slides down when colliding with a wall. any fixes? All I have used are basic 2d collision boxes for the walls
Looks like rotation is not locked on the rigidbody 2d so its starting to gain velocity downwards
Btw how is the player moved, physics or translation?
How would I fix that?
try freezing rotation on the rigidbody 2d component
its an option so go look
I believe translation
!q
There's no command called
q.
That fixed it but there's still the weird jittering
Yea its a bad idea because you are bypassing physics so you want to move with physics forces instead/velocity changes OR use MovePositition
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Rigidbody2D.MovePosition.html
The problem has recurred for no reason more than once. What's the problem with you, Unity?
Hey, where can i send the pic?
how are boxrays rendered? I just can't see the sizing I gave it
How ya do FPS Controller?
what?
I mean how did you do FPS Controller. My one weren't movin but still worked with no errors.
Character controller
Yes.
That's what I've meant cuz I'm so struggled with the errors
Can ya teach me?
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
here's the box by the way and I set the y to be 11 so it should be equal to 22
if yours is moving that's good enough isn't it
does anyone know where i can find the width x height of my viewport in unity?
this?
if you're using free aspect/16:9/16:10 than make a script to print the Screen.(whatever)
when im in side of my build my "box" is invisible and from the outside its normal can anyone help me fix this? i thought to flip normals but i cant
Unity doesn’t do two-sided rendering by default. How does this look in Blender?
looks fine
what is that?
Its when we only draw the "front" of a face
all game engines do this by default. 3d software does not
i see, how can i enable it?
okay thank u!
Unity respects the setting and renders both sides? 
Why do I remember having to turn on a “double sided” setting in Shader Graph
what? you can have a shader/material render both sides or only the backface but this is not stored in the model in any way
Yes its possible to change this but its not the solution here
Ohh you’re telling the person to disable 2-sided rendering in Blender so it matches Unity’s default. Got it
yoo thanks man, this worked!
Yes it lets us view the model as unity will render it by default
Does anyone know how to properly setup unity version control? I've setup an organization, devops, I had a really old game setup on devops in the same organization, but it doesn't seem to clear through devops itself.
It seems to create the new thing, but when I press "Start a free trial" under Unity devops it gives me an error.
what does this mean
build basically refuses to open, also this is a new thing for this project
I just keep getting these notifications, but I dont have anything on devops. its super weird how can I delete everything on the devops?
None of your projects use Unity version control?
Version control?
It's a crash. Check the player logs.
Oop
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
I have no projects at the moment, Im trying to collaborate with a friend on one (Its a very small project) When I delete it inside of projects, archive and then delete it does it get rid of it from devops
Alr ty, thought crashes looked different
You can see the crash report window appear briefly. Also, even if it wasn't a crash, check the logs.
Check the version control tab in the dashboard.
It ain’t moving
Im so confused
Like when I try to connect it to unity version control from the hub it just says this:
Likely due to the free tier usage issue you showed earlier
Does it never delete? Like that project was like 2 years ago lmao
and it doesn't show up in unity dashboard
Hello everybody , im new to this unity thing , i want to make games and share it here , but i got a little problem , whenever i try to follow a movement tutorial , the movement dosent work , any help is appreciated.. (sorry for my bad english)
Did you have a look at the version control page as suggested?
Like this stuff?
why do you even want to use unity version control anyway? git (thru github or others) is generally better and cheaper/free
I got told unity version control was super easy to setup but I guess it isn't as easy as I thought it would be
Hi am trying to create oil liquid in different shapes of container but I don't know how to go about it, please any help or direction will be appreciated
Is this the version control page?
are you trying to make liquids/physics or containers
My bad, I had to add a payment method and it fixed it all, I just gotta make sure it doesn't go over the limit
Anybody know why this navmesh isn't baking onto the ground?
There's gonna be a small gap between the mesh and a surface.
What scale are you operating at? The smaller the scale/distances, the bigger the gap would look.
Scale might do it, it's 50x1x50
Maybe. Hard to tell. It would be more likely if you were scaling down.
Try baking off renderers instead of colliders.
Same with renders or colliders, still leaning on scale. I'll make a different floor in blender so it's all 1x1x1
is it possible to add folders for situations like this?
theres so much obstacles that I barely see different objects
cuz it takes so much of hierarchy size
empty gameobjects
oh ok thanks
Create empty gameobject and put them in there as a child objects
finally found the logs that say what is causing my build to crash, but my project is pretty small right now and only has about 100 box colliders in the scene its trying to load - i went through all of them in the hierarchy and couldnt find any with negative scale, how can i find the problem box collider?
thats not what's causing your build to crash
just a warning before the crash happened
kind of annoying that a part of the unity essentials tutorial tells u to use the old input system which doesnt work but hey i practically finish all of it and that was my first time seeing it be wrong so ig its not bad
the old input system still works
if you're getting an error, read the actual error message
it wasnt letting me do anything until i switched to the new input system 🤷♂️ might have to google how to properly undertand errors tho bc i cant understand most
then google or ask, instead of just assuming everything is inexplicably broken
!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.
Oh damn
How do I know what’s causing the crash
literally only works if you turn it on as an option which is not intuitive and should not have to be done in a tutorial and i also just dont want to turn on both bc it can cause issues
i made it
...which the error tells you to do
also to be clear it's unity 6.1 that changed the default setting
I do think it's a fair complaint that the offical tutorial stuff doesn't reflect the current standard
Does anyone know if Navmesh's surface volume object collection is scene isolated if the physics in my scene is isolated??
i dont think it would be?
was it updated for 6.1 at all?
i mean based on them doing it in a version with that error i just guessed no
i mean the physics is isolated maybe it grabs the objects using the same thing as a collider and then it would be?
Found the box, removed it and works now 💀I’ve seen this as an error before and it didn’t cause a crash so idk why now
Oh well
Ty for the help regardless
I swear I remember it crashing Lethal Company, or some mods for it. Maybe not tho
that is the shipped game i mentioned 😛
it cries about it but that's all it does
pretty sure it resolves itself too
Alright can someone please tell me how to improve the look of shadows to something that doesn't look horrendous?
Using URP
🌟 Unlock the Secrets of Shadows in Unity! 🌟
💡 Dive into the fascinating world of shadows with this comprehensive Unity tutorial! Whether you're a beginner or an experienced developer, learn how to master shadows using Unity's Universal Render Pipeline (URP). From setting up your URP settings for optimal shadow performance to understan...
I believe it was this video that helped me understand how to do that 
I'm looking for vr developers that are looking for a team to make a game 😁 👍🏻
Dm me if your interested 📲
!colab
There's no command called
colab.
!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**
thank you
is this a linux thing where light can bleed through walls even with shadows enabled
I made it with probuilder so there can't be
projectors
it usually never does this
try making the wall larger
can you switch to wireframe and zoom in very tightly? maybe it's a probuilder glitch
when I did I noticed the walls were on the same X and Y axis
I separated them now and it seems to have fixed it
make a #1180170818983051344 you cant advertise here
Ohk Sry
also you should deltett the link from here and the other place you crossposted it
am trying to make liquids
Did Unity remove permanently remove CGIncludes in 6.3? I notice that it doesn't have that folder anymore so my shader codes have unresolve symbol but it still works.
Not sure about BIRP, but for urp/hdrp, the source code is gonna be in the library/package cache.
Oh I think I found it, they moved it to the Resources folder.
anybody have a lot of experience with terrain toolbox and geotiffs?
#⛰️┃terrain-3d might
You also need to ask a question
thank you. I didn't have that channel. I'll go ask there
when i edit a prefab - unity's memory usage spikes to 10gb and full swap memory 0_0 wtf
and after couple of prefabs - the system just crashes entirely due to lack of RAM
Does anyone know anywhere I can buy haircards? Looking for realistic haircards
Sorry but what is DOTS?
Alr thanks
quick question? where would u go to learn coding, cuz ive been doing 3d modelling for a while now but never gut into coding
!learn if you are into unity coding specifically
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
kk, would learning it help me understand java aswell?
Java is different from C#. Learning coding all together can of course help in understanding principles and structures of coding in general, but if you want to learn java, google for java courses, tutorials, books, what not.
k ty, ill try out that unity coding course u sent
To be clear, Unity only uses C#
(in general) there's 3 major parts to programming:
- Language - The syntax, structure, and paradigm of each language
- Library - The interfaces and utilities that each environment or toolset provides
- Logic - The algorithms to do work at runtime
Logic is almost completely transferrable between each language and environment, you just have to learn the specific Language and Library that you're using
Language is also shared quite a bit between languagesof course, learning 1 part at a time is easier than learning everything at once, which is why tools like scratch or code.org are popular as coding courses for beginners, especially kids, because it only focuses on the Logic aspect
ive written this before, maybe it can help explain
java and c# are structured similarly, so there's quite a bit of experience that's transferrable. but knowing c# won't make you able to code in java, it'll just make it easier to learn java
yup
oh wow thank you thats very helpful and simple to understand
ty for the explanation that makes things a lot easier
hello I opened a new project on unity and am getting these errors , I havent even changed anything .
I fixed one of the error because it was posted on the unity subreddit
Did you update all the packages?
It auto updated when i opened the project
Oh ok 👍
hey has anyone here figured out how to get TMPro <mark> tags to appear behind text rather than in front of it?
someone here suggested setting geometry sorting to reverse in TMP's extra settings, but it doesn't seem to work https://discussions.unity.com/t/background-behind-text-lines/837468/18
I reinstalled the whole library it is still giving me the same error
Library\PackageCache\com.unity.collab-proxy@1ec4e416a4af\Editor\Views\PendingChanges\PendingChangesTab.cs(1240,9): error CS0122: 'SplitterState' is inaccessible due to its protection level
Should i change the unity version
have you tried removing the collab package, as mentioned?
it's called version control in the package manager
Oh i could not understand what he said about the collab , I deleted that package and it works fine now
Thanks : D
If you do need it, you can downgrade the package in the Package manager. It seems they sometimes not working on older versions.
Also make sure you are running at least latest minor Unity version.
if you don't understand something, research or ask, don't just ignore it
Hi, does anyone know why the top of my screen has been crashing when I run Unity?
is there anyway to make tmp like this?
I guess, using some conversion of the image size and using this https://docs.unity3d.com/Packages/com.unity.textmeshpro@4.0/manual/RichTextLineIndentation.html could give you the result you want
okay i will try it, thanks
Why does the loading screen stop responding when I open a game?
Does not make it any clearer for anyone... we dont know your game/project, we dont know your specs. Did you check the logs? (google on where to find editor logs and read them)
ok
It's version 2022.3 that doesn't work
You'll need to provide some more info. What/when/how crashes? Look at the logs, share relevant messages, etc...
It's strange, that section of the screen turns black, any clicks you make in that area don't respond at all, it only fixes itself when I close Unity from the task manager
Like this? But for the top?
Try resetting your layout in the layout dropdown at the top right of the editor.
Well, I don't know what it is, but it works now.
is it possible to use a skybox/cubemap material to make a background for a 2D game ?
No, that was happening on the screen; it was visible in the desktop background, browser, games, and even Unity itself. In fact, if that strip was very large, none of the window buttons (minimize, maximize, etc.) would work.
Sounds like an issue with your GPU.
This computer is new, it's only a week old ._.
Doesn't really contradict what I said.
It could be drivers or maybe memory corruption. Hard to say, but likely not unity specific issue.
i have a problem that burst compiler just wait and doesnt finish. i closed and opened the editor few times and it still happening
it is been few mins but it is still 5 27
does it usually take this long?
Depends on your project. if its big, it can take long
it is acctually a small project and it was still compiling for like 8 mins with no progress
Why must Unity Editor Light mode look hideous
Why use light mode
cause I much have everything consistant
if my pc is in lightmode everything has to be
discord is in light mode aswell
Alt+Tabbing while baking lights or doing the MLP generate volume corrupts the editor until I restart it again. I'm on mac and using URP on Unity 6.3.2f1. Is this a known problem?
And no the pink texture is not from a wrong material shader. It looked fine before and will again as soon as I restart Unity
Terrain also just missing parts
Again, it will fix itself after a restart but kinda annoying so maybe any known fixes?
You just said it was
light mode is bad for eyes in long term but it is ur choice
impossible
whats wrong with blasting millions of light rays into my eyes every second
Using screens at all is bad for your eyes long term. It doesn't get better because you're looking at gray more than white
hello
how do i make it so my visual studio code automatically adds the braces when i press enter
after closing the condition of an if or while, kind of thing?
not sure vscode does that
then?
usually i do { and press enter
} is added automatically after {, and then enter pushes that onto a separate line
ok
I code charachter to firing bomb but it went back and quite far away from character
that's not much info to go off of
I tried to install unity editor 6-3, and was having troubles with it: each time I tried the validation of the install failed. I tried to run it as administrator but there were no different results. Then at an another attempt unity got me with the error message that’s on the screenshot. The refresh button doesn’t do anything nor does re - entering the hub. What do I do, and, I would also like for an answer: what’s the solution to validation errors?
Also I would like to know if the solution you offer applies to older unity versions.
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
How can I see size and font of text?
I am looking to update it to use TextMeshPro
iirc you aren't supposed to run as admin.
for the second issue/primary question, perhaps check logs
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
size and font would be set in the text component
russian text sais "exception from"
How to compile all shaders that I have in project and show me errors? I found one error in one shader :/
I have a car controller script, I am using the old input system and i have a bug that the car always steers right for some reason. So the positive binding is probably always active or something.. does someone know how to fix this? (I updated a older project from unity 2022.3 to 6000.3
Do you have any joysticks or controllers plugged into your computer?
yes i have a wheel plugged in. So I fix it by unplugging it? Or theres a better fix?
Im getting deja vu, another person not a while ago had the same exact issue
A phantom input that lo and behold was caused by their wheel
It's pretty common for people to realize "oh yeah I have a controller and my cat is sitting on it"
how do i make a working leviathan axe
yeah it was the wheel thx
No one has any idea what you mean by this
damn ok
ok how do i make a copy of gta san andreas
you don't
ty
you are asking for too much
all i wanted was a working levi axe
what even is that
Im guessing they want to replicate god of war's axe throw that comes back to you
If not then even context clues have failed me
Honestly if someone can't even bother to form words I'm not gonna bother trying to make sense of it
Break it down into multiple problems first
Do you have working melee combat implemented?
If so thats already 50% of the work done
looks like you did it
It's not like they're ever going to act on it if we do puzzle out their question
Ik
bye
But its fun to think about it
If this is the form they're asking it in they're not going to actually put in any effort to implementing it
i just want the spin
Yes thats almost guaranteed
idk how to do it
Im just surprised its not for a gtag copy or something
and it comes back to me
You can probably use tweening to animate the spin through code as it flies in the air
Thats something thats a lot more complex
And it depends from where you are starting
The new God of War is one of the best games on the PS4, and I couldn't help but try my best to recreate something of it!
Support Mix and Jam on Patreon!
https://www.patreon.com/mixandjam
PROJECT REPOSITORY
https://github.com/mixandjam/GodofWar-AxeThrow
REFERENCES
Thi...
Called it
how do i play the multiplayer fps template
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
public float sensX;
public float sensY;
public Transform orientation;
float xRotation;
float yRotation;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void Update()
{
float mouseX = input.GetAxisRaw("mouse X") * Time.deltaTime * sensX;
float mouseY = input.GetAxisRaw("mouse Y") * Time.deltaTime * sensY;
yRotation += mouseX;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
orientation.rotation = Quaternion.Euler(0, yRotation, 0);
}
}
im tryng to make a first person camera does anyone see what i did wrong.
i cna fixh it
- check your spelling
- https://unity.huh.how/mouse-input-and-deltatime
Don't scale mouse input by Time.deltaTime. Learn why...
!ide 👇 also make sure your IDE is configured so you don't continue making simple spelling mitakes like that moving forward
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
[Header("Look Settings")]
public float sensX = 100f;
public float sensY = 100f;
[Header("References")]
public Transform orientation;
float xRotation;
float yRotation;
private void Start()
{
// Lock cursor to center of screen and hide it
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void Update()
{
// 1. Get Mouse Input (Note: Capital 'I' in Input and capital 'M' in Mouse)
float mouseX = Input.GetAxisRaw("Mouse X") * Time.deltaTime * sensX;
float mouseY = Input.GetAxisRaw("Mouse Y") * Time.deltaTime * sensY;
// 2. Update Rotations
yRotation += mouseX;
xRotation -= mouseY;
// 3. Clamp vertical rotation so you can't flip upside down
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
// 4. Apply rotations
// Rotate the camera (this object) up and down + side to side
transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
// Rotate the player orientation (body) side to side only
if (orientation != null)
{
orientation.rotation = Quaternion.Euler(0, yRotation, 0);
}
}
}
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
use this
don't spoon feed
wdym
Do not run people's questions through ChatGPT and pretend it helps. It's against the rules of the server
i used gemini lol
still against server rules #📖┃code-of-conduct
and it's bad form to just drop revised code with no explanation, that's not conducive to learning
kk
even worse
Guys how long did it take to fully learn whatever language unity uses for coding
you can’t
nobody “fully learns” a language
you can become really good at it but you’ll always learn some new method or new way of doing the same thing
It also varies massively person to person
Someone who started with c# is going to need a lot more time to learn it than someone who has experience with other languages
Better yet experience with c or c++
They also evolve over time so there are new things to learn.
Like i said in #💻┃code-beginner this is an ultra specific and also very loaded question with no 1 correct answer
Also i promise you your idea is not as valuable as you imagine it to be
Ideas in general are actually worthless considering just how many there are lol
Unless you are here to learn Unity, you are in the wrong place.
Imo if you want to start making games this is a bad way to approach it as well
If your first thought is money and success you are just setting yourself up for dissapointment lol
Especially if you havent even used unity for 2 weeks atp....
whens the next version of nudity 6 coming
The old navmesh surface had an option to collect objects in children do any of these do that too?
consider looking at the docs to see what each of those options does
how do i find the new docs on it because the only one i found has that option
google?
click the (?) button that should take you to the component's documentation?
hi, do you guys would recommend me a good box size for a BoxCast() if I want to use it for a field of vision? Like a Vector3 for the halfExtents
I would say 17
I'm gonna go with 6
well yes, I'm asking for something realistic for a vision but a little difference wouldn't change that much, it's just a little question
can you give me the vector3 please? 11 is the x? that doesn't seem to be realistic
Number, number, number
11, 11, 11 you mean? sorry if I lack of comprehension
Sure, if you want
Just pick whatever numbers
No one can give you a magic number that works in all cases
Pick the value you actually want
man.... I'm just trying to learn, if my question looked stupid to you, you haven't got to answer it, I bet there are some people here who have already done this and probably have some numbers in head, sorry if my question was inapropriate.
okay, that's what I'll do thank you.
No one can see your project. We cannot possibly pick numbers that make sense for you. With no information as to what you actually want to detect or what scale your game world even is, we can't really give anything more involved than"pick some numbers"
Hello, has anyone here ever done manual cleanup of the MonoBehaviour base class? I want to clean it up as much as possible, but I'm scared. AI also doesn't recommend it and can't suggest anything, and it somehow doesn't get searched on Google
you're absolutely right, I have probably have a brain issue, a trauma or something like that, I'm really asking stupid questions, sorry for wasting your time.
What do you mean by "manual cleanup"? I don't think you can even change the base MonoBehaviour class without Source access at the highest tiers of Unity Pro
I'm on the Linux version of Unity. It seems possible here.
I don't think you can actually make any changes to this in any way that would stick.
And if you can, you definitely shouldn't
I don't know exactly what you are doing, but if you mean something like ai vision (to see the player, etc). You can do something like this which is quite common https://www.youtube.com/watch?v=2EL2MVgVrso aka fire some rays in a cone toward the target or along where the ai is looking, and check how many rays hit the target. Then you can simply check if at least 1 sees it, do something. Or can make it percentage based instead.
▶︎ ** RAYCAST GODOT 4 FREE TUTORIAL ** : https://www.gdquest.com/library/raycast_introduction/
▶︎ ** BECOME AN INDEPENDENT GAMEDEV ** : https://school.gdquest.com/godot-4-early-access
🎓 ** FREE APP "Learn GDScript From Zero" ** : https://school.gdquest.com/courses/learn_2d_gamedev_godot_4/learn_gdscript/learn_gdscript_app#the-learn-...
this is decompiled code, you aren't making any actual changes to the code in the engine
like, you can clearly see that this is in a temporary path
You're changing a copy of the file and none of your changes will have any effect on anything
This file will cease to be when you restart
Hmm... okay, I'll try to make Debug.Log work.
A.. ok
hey what are some good tutorials for the start and what should I stick to when I learn, I tried the unity tutorials but didnt go far, I want a plann to follow for what to learn, and for 3d
!learn 👇 do the actual pathways on the unity learn site. start with Unity Essentials, then move into Junior Programmer
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
ohhh okay thanks, that's exactly what I want to do
Once again. I'm on the Linux version. And yes, I just completely restarted the project and VSCode, and my comment in MonoBehaviour has been preserved.
this is still not modifying the actual engine code, this is still just a temporary file
I did it before
you completed the pathways? if yes, then you need to start making stuff with the knowledge you've gained so you can get experience
How about you just go fucking ruin this file. Add random key strokes, delete random lines, just mangle it beyond recognition.
Then go hit run and see if the game works
I mean only a part but I would like a tutorial that explains how to do things not just copypaste, like I kinda know what raycast is but dont know how to use
that's literally what the pathways are for
they teach concepts in a structured manner so that you aren't just floundering and wondering what you need to look up next
and do note i am referring to the pathways on the site, which are comprised of many courses/tutorials, not just individual tutorials
I did the car lesson some months ago but didnt really help
https://learn.unity.com/course/3d-stealth-game-haunted-house is this a good tutorial ?
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
do you already have an understanding of the basics? if yes, then sure it's probably a good tutorial to go with now
if no, then you need to learn the basics first
what do you mean bt basics ? as in the unity screen I know it and know functions,variabels,while,class
at this point, if you don't want to take the advice to complete the pathways, what are you expecting from this conversation? are you expecting me to validate your attempt at skipping learning the fundamentals so that you can get to the "make a game and be super rich and famous" step?
I tried to take the junior pathway but didnt helped me as in I want to know what should I learn for a basic game and where to learn, and I know that you cant make a game and be rich
At the start you have to do tutorials to learn the basics but at some point you need to leave "tutorial hell"
thats when you just try on your own (while using the unity docs and other resources)
I want to know what should I learn for a basic game
so the pathways, which are structured to teach exactly that information aren't good enough?
Make sure you dont stay in tutorial hell for long
the thing is I dont want to make the next big game just some simple games like Rye and Banji do
Are there good open source unity games that I should check out?
yeah ik, I tried learning but I had school now I am in highschool so I have more time
high school means more time?
I mean 9th grade yeah for now
9th grade was when I played a unity game non stop
I didnt even think about creating something my own
New generation is way more tech heavy
Yes, you're right. It doesn't affect anything.
only this cuz the rest are on youtube shorts :)))
Yeah, it's a decompiled copy so you can see what it's doing. It's not the one that's actually run
But you can decompile their files! But they're probably encrypted and stuffed with garbage code...
You can't edit the MonoBehaviour and have it actually do anything
Keep going man! Create your games. Learn it! It will be very helpful for your future
You have a decompiled copy. You'd need to recompile it after changing which is almost certainly impossible without having every file's source, including the ones that are part of the native C code
Can I change their code? It's just going to be a pain in the ass and take a long time
You won't be editing the base MonoBehaviour class. You also shouldn't
thanks I will try to look only on good tutorials cuz a cookie clicker might not help as much as a 3d
like the monkeycode with kitchen can help to learn about interaction,functions and game design
you seem to be hung up on this "3d" vs "2d" thing when it comes to learning, but there's almost no difference when it comes to the code and the concepts you will learn
Im having major issues making my unity project aot ready for IL2CPP. Any suggestions how to speed it up with tools?
thx for help man
Really, thanks. I realized something.
is there a way to make tags not disappear that fast? im so close and it is almost invisible
I have a unity version control issue.Should I ask it on discord or on unity official website?
play with these settings
i often just turn off 3d icons
so they stay visible at all times and do not fade
I swear I read that in Unity 6 there was no more seperate URP/HDRP ect and it was all handled under one thing. Is that right and I just made the wrong type of project or is that not correct lol
there is a plan to unify them, but it has not yet happened
Ah ok will look for that in 2030 then haha, thanks for the reply.
hi is there a channel here i can ask form some vrchat sdk unity help , ive asked mutiple times in the offical vrchat discord and there appears to be only one guy running tech support and he doesnt know what the error is or how to fix it
no, the only place is the vrchat discord
welp a dead end on both sides
then you'll need to figure it out on your own
if i could i wouldnt be asking for help
HELP i just HATE that thing: ''(Anything) Repaint'' or ''(Anything) Paint'' like OH MY GOD, when i enter the scene, this starts to show in the screen AND IT DOESN'T STOPS I ALREADY GOT AN 1 HOUR MESSAGE OF THE SCENE VIEW PAINTING AND REPAINTING.
Sounds like an infinite loop somewhere. Try breaking with a debugger and see what the different threads are doing.
Hello, I'm having a problem with animation rigging.
I'm working on a procedural walk animation. I animate my character first, then I'm supposed to calculate the ground distance of each foot and the target's height. The problem is, my IK (Index of Distance) seems to be calculated before I change the target's position, so the leg stays in the position it was in before the calculation.
Do you have any suggestions? I can provide screenshots if needed. Thank you in advance for your help.
Oh sorry, I didn't think it was counted as animation and not code.
This isnt even a code channel
I have a problem i just reset my pc and i didn't make backup but i though it was on the cloud of unity, how can i get one of my project back ?
Do i need to go on another app?
Did you ever push the changes to the cloud/version control? It doesn't happen automatically.
Uhhhh when i right click on my project it said remove to the cloud
Soooo i though it was auto
"Remove to the cloud "?
Yes i think, before i reset my pc i verify and when i right click on the project it said something with cloud
And no, it doesn't happen automatically. The project is linked to the cloud, yes, but its contents are not automatically uploaded.
You need to use version control proactively for it to be uploaded.
Okay thanksb
If you didn't do it, then it's probably lost.
Can you stop adding unnecessary noise to this server? Also, you couldn't use this for anything, anyway.
anyone seen this error before? Ive tried putting the step offset in the char controller component of the vr player but doesnt change anything. When trying to change scenes, it lags a ton so im assuming it's because of this (100+ of the same error)
or perhaps a way to silence these errors? Sadly i dont get additional info
0 is not positive
You need to give it a positive step offset
Perhaps you have several objects with CC. Make sure it's positive on all of them.
?ban 1447839216817016866 bot
kara26273ib was banned.
Does it stay at one but give an error, or does it change back to 0
it was the multiple CC 😅
just annoying sometimes the console just gives an error with no line, or specific component to point to
If you click on it, it should highlight the object
it wasnt was the problem
it took some googling to find out it was the CC to begin with, which is when i tried changing it to 1
Hey folks could someone point me in a good direction to learn how to make a really basic multiplayer game? I googled unity multiplayer and I'm having a hard time discerning what's good, what's still up to date, what's an hidden ad for some networking service, etc lol
Something beginner friendly please 🙏 . I'm not trying to make something super competative. I want to make a repo-like
Not to put you off making stuff but to be completely transparent any multiplayer stuff won't be beginner friendly, let alone lethal esque stuff
Multiplayer programming in terms of specifics and just general code composure is a whole subject layered ontop of standard programming knowledge
beginner x multiplayer = not existent
i think unity's templates/learn might have a multiplayer template though
if you feel like you want to give it a go then you can have a look through the samples if you dont understand anything you migth have to come back to this later then
How do I fix these
make sure packages are up to date, then try resetting the library
Its more errors but I cant send them through but alright
How would I do that again?
which part?
ohh wait ykw
I think they are cause I did delete some of them and now those red errors arent there anymore
I deleted the red ones
Now I have all these to do
figure out
why would you delete packaxes
packages ASTERIX (since the msg got blocked with an asterix symbol)
Some packages might require latest minor version of Unity editor to work, check that you are up-to-date.
No voice calls in this discord??
nope
is 16k polygons to much for tree for my game
Hi everyone. I saw some recent posts on birp and possibly other render pipelines becoming less performant when going from 6.2 to 6.3. Is there any news on that? Bit hesitant to transition.
No one can answer that except you, how your tree looks is up to you. You can use a LOD system though which will allow for lower detail when the player is far away
its more like background trees and i am going for realism
check the dev logs the project by the name Silent rows is the one you can see the trees in the background
Use it as a prefab, make your scene how you like it. If it’s running badly you can edit the prefab and that will apply those changes to all of the trees.
okay
Those trees look nice. If you aren’t having any performance issues right now, don’t worry about it
thanks i found a way to fix it now the new ploy count is 1k and it still looks the same
Awesome! For background trees I’m sure it could be lower, but 1k isn’t going to be trouble (can vary on how many trees)
In game view there is actually a button called Stats, there you can see how many total polygons is being rendered in the camera
thanks for the tip
I made a demo in Unity where I placed an empty GameObject near a door, added a Box Collider to it, and set it as a trigger so that I can detect OnTriggerEnter. When the player moves into this collider, I use SceneManager to load a target scene and move the player to a predefined spawn point in that scene (the spawn point is an empty GameObject in the target scene, and the player is positioned at that object’s transform).
In the Unity Editor and in the built executable on my own computer, scene transitions work correctly. However, after I sent the built .exe to my friends, they reported that when the player approaches the door, the player does not appear at the correct spawn point. Instead, the player sometimes appears in a location without a floor and falls downward.
I have three questions and would appreciate any help:
Why does the player sometimes fail to land exactly at the spawn point?
This seems to be a probabilistic issue and happens very randomly. Sometimes the player spawns correctly, and sometimes an error occurs. (The exact behavior can be seen in the video.)
Why does everything work perfectly in the Unity Editor and in the built executable on my own computer, even after entering and exiting the room 20 times, but consistently fails on my friends’ computers?
Why does the player appear to be floating and not tightly attached to the ground, even though I apply gravity in my code?
The following script is attached to the empty GameObject near the door. As soon as the player enters this trigger, it loads the target scene using SceneManager. In the Unity Editor, the debug logs show that other.transform.position and spawnPoint.transform.position are identical:```using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
public class DoorTrigger : MonoBehaviour
{
public string targetSceneName;
public string spawnPointName;
public PlayerMovement playerMovement;
public bool debugLog = true;
void Update()
{
if (playerMovement == null)
{
GameObject player = GameObject.FindGameObjectWithTag("Player");
if (player != null)
{
playerMovement = player.GetComponent<PlayerMovement>();
}
}
}
private void OnTriggerEnter(Collider other)
{
if (!other.CompareTag("Player")) return;
playerMovement.canMove = false;
GameObject player = other.gameObject;
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(targetSceneName);
asyncLoad.completed += (operation) =>
{
GameObject spawnPoint = GameObject.Find(spawnPointName);
if (spawnPoint == null)
{
return;
}
playerMovement.canMove = true;
player.transform.position = spawnPoint.transform.position;
player.transform.rotation = spawnPoint.transform.rotation;
Debug.Log("player.position: " + other.transform.position);
Debug.Log("spawnPoint.position: " + spawnPoint.transform.position);
};
}
}
@pastel echo do you save anything to disk or something qhen moving to th3 n3xt scene? Also i 5hink this is the wring chann3l for that question
Sorry butterfingers
The thread in code gen was right place
sorry,could you please tell me why is wrong channel.It is not a unity relate question?
I think so,maybe is not code's question
That’s because computer speed is playing a factor. Your computer is always testing the game at the same speed and you know it works. But your friends have different loading times.
The player is reaching the room faster than the floor scene could load.
This is common too when spawning in a player, sometimes the map loads too slow and the player starts falling down since it already spawned
Either channel is ok, but pick one, don't post to both. Cross-posting is not allowed
And by either channel I mean either #💻┃code-beginner or #1390346827005431951 , didn't notice the channel
This may very well be it.
it's not
Anyone have a note on this one?
Oh,I understand!I come to discord just 4days,don't know the rule.Sorry,I won't do that the next time~
I don't save anything to disk or something
I’ve seen this issue many times. And in my own experience, I have had to check for a additive scene to be finished loading before spawning the player
The scene load here is not additive
OK,I will check if the scene load finish,and my computer is absolutely old.🥺
They described above their code that it is
and even if it were, the callback runs after the scene has loaded
Doesn’t matter. I’ve had similar setup and on one of my computers I’d fall through the map whereas my new pc I don’t fall through. Same build different pc speed
Well for one, they don't, and even if they did Unity uses the code to compile the game, not Discord comments
Their code does this
They are falling through the floor yes… in their main scene they have no floor. Their character reaches below the intended floor Y level faster than the additive scene could load. By the time the additive scene spawns the house floor their character has already flown past the floor
That is 100% not what's happening here
That does not matter when the code is intended to set the player position to the spawn point after it loads
That part I misunderstood. Still, you would want to make sure the scene loads before the player spawns. So I’m glad to have mentioned the point anyways
what is going on here...
I don’t know it this is the issue but just a random shot in the dark @pastel echo
Dunno what the order of execution is on that async callback but could be worth calling this at the start of that anonymous function?
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Physics.SyncTransforms.html
Why are there no voice calls in this server? I feel like they would be extremely useful
because it wouldn't actually be conducive to the goals of this server
The completed callback of scene load doesn't just randomly trigger halfway through before the load is finished
Can’t be moderated and means any information taught in them is not accessible after the fact
And can’t be corrected if it’s wrong
Right but wouldn't it make troubleshooting a lot easier
Better for giving people fish, not for teaching them how to fish
community help servers like this work publically and asynchronously
questions are public, anyone can answer. answers are public, anyone can read, correct, or invoke further discussion
questions here last, you don't need to be lucky to have someone active at the same time. and if someone tries helping but isn't able to, they can come back later, or someone else can try with the info that's already there. other people can search for similar discussions or issues to their own, or learn passively as they read through previous discussions.
ephemeral and private spaces (VCs and DMs, respectively) lost both of those benefits.
additionally, VCs are hard to moderate, and DMs are impossible to.
With over 100k users in this server I’m sure vc would just get interrupted constantly
for the official stance, you can read here #1180178376028327936 message
tl;dr a community help server works because of the community. a VC removes the community.
how is this tree does it look good
I was working on a world to create I was so close but I can't find anyone that could help pinpoint the problem I fear I will have to start all over again
well, what's the issue
Rendering distance for player I've tried for hours to fix it modifying adding removing the cameras in the scene but nothing worked
Thanks for your reply~
What do you think of how to fix this random bug?
..what is the issue?
you haven't given any context to work with
I will try,thanks for your help~
You could move those sorts of things into your dev log. I think the tree is fine. You’ll know more when you actually put it in the game. You mentioned it being a horror game and a background tree, you may not see much details in the dark anyways
When you are in play mode models that are to far away are being cut off from vision
i okay
that would be clipping planes/culling doing their job, probably
This could either be a LOD system on your model. Or you need to increase your far distance in the camera settings
no lods far distance resets every time I enter play mode or update the world
This is depressing
Is this a known bug?
Every time i recompile and there is no active selection or i open editor it just peeks selecting an absolutely random script from packages
sometimes it happens even if i have an gameobject selected and it just annoys me
Is there any errors in console? And is that Linux?
Windows, No
What editor version
no offtopic here, mate. perhaps take some time to read #📖┃code-of-conduct
0f1
the latest lts version is 6.3.2f1
technically the LTS is just 6.3 as a whole
Hmm really? My HUB doesn’t show it
Yea, my hub only has that LTS version as well. I don’t have that inspector issue.
im using bakery lightmapper from the asset store, when i bake using shadowmask with one light it works fine, but when i put a second one the lightmapps break
they're far away from each other with small range too
Understanding Interpolate and see the diffrence after 12 hours of figureing out is amazing af
how hard is it make a simple multiplar system for a normal game
Depends what is simple and what is normal, but somewhere between hard and very hard
like for a normal horror game where its mostly basic mechnais and latencly is not a huge problem
Where do ppl find investors for huge projects and where would I publish a game that contains a good amount of gore, psychological elements and just straight up horror.
Honestly there is very little if any places for that kind of project
Does Unity always reload scenes when exiting play mode or is this something I messed up?
I’d imagine it must, no?
U think steam would accept it?
Unless it has stuff about minors generally yeah
do market research to find out what your competition does and where they are.
I’ll definitely be adjusting some core details of my game’s idea
you're basically asking if disabling scene reload affects exiting playmode, right?
i did find this about domain reload when exiting playmode
https://discussions.unity.com/t/editor-domain-reload-and-or-scene-reload/743777/16
Yes, that's disabled.
But it seems the reload is unavoidable and I should probably focus on making it faster.
that line of questions didn't mention scene reload but i feel there's probably similar differences from entering
i mean it is part of "enter play mode" settings, so i guess it rightfully shouldn't affect exiting play mode
Does the scene not have to reload in order to return back to editor state?
That would make sense
I suspect it's the fact that I added music, and forgot to set it to stream.
thinks need to stay under the limit only then steam allow it
This guy xy problemed, get him !
Nah
The reload was taking an insanely long time, so I was wondering if it was avoidable altogether.
See, I have my own scene management so I figured it was possible my code was triggering it. But from the profiler stack it doesn't look like it is.
Is it possible to make a 3d game with a potato pc
Smth with the graphics of PS2 metal gear or below
Yes I have a game that runs on potato pc
If you can run games of similar scale/quality, you can probably develop it, though it might require a bit more resources during development.
I don't have a dedicated gpu, only an integrated one. My cpu is a Ryzen 5 5600gt
It can run games past 2019/2020 (not ark 😭)

I think it wouldn't have any problem running ps2 games so it should be fine to make them
I have been stuck on this problem for a while now and I am losing it. I made a head bob effect and it is rotating on the X axis and the issue is that its locked on that axis and I have no idea how I can make it relative to the direction I am looking. As I am using cinemachine for my camera / looking around I used GetFinalOrientation idk if I used it correctly but now when I move my mouse it spins the camera really fast. any ideas how I can fix this?
is GetFinalOrientation returning a world or local pos? Because if its world, you are mixing up coordinate spaces
That would explain, why your camera rotates wildly around all axis
How would I check? I never used GetFinalOrientation before. I am assuming world space as the rotation is local space. I just want to to follow / relative to the tracking target so it looks normal in all directions.
I feel like I’ve reached a point where initial inexperience and initial design decisions are biting me and I want to rewrite my entire codebase. Anyone have thoughts on that?
your cameras orientation will be world rotation most likely. so if you need the local one, use your cameras local rotation instead. I am not that familiar with cinemachine, but maybe there is also an option to add effects to your camera?
#🎥┃cinemachine might be the right place to ask
Sure why not. But that's normally something a person would do when encroaching upon new challenges and often not very productive.
Well for example, I have some god objects that I’ve shoehorned a ton of functionality. And these are running into a ton of race conditions on initialization and multiplayer. And the systems I have written are janky and written with a “get it working” mentality
Not to mention impossible to serialize
And tightly coupled
My suggestion would be to completely finish the current iteration then start anew with another project. Having properly designed the system using past experience before implementing it.
I did but no answers unfortunately. Should I just use the normal camera instead? As any issues that occur with cinemachine camera no one knows how to fix it.
If this is some long term project for 10+ years or if you're just experimenting and not concerned about productivity then any choice is acceptable.
I mean this is my dream game, and the scope is fairly large. Which, I know, is a bit of a mistake.
I’ve worked on it for about a year
I want it to have a strong foundation so it is scalable
You can absolutely do 3D rendering on that GPU, and the CPU is adequate. I'd be more concerned about RAM.
Not very fancy 3D rendering, it's quite antiquated and low power of course.
I have 16gb
Yeah, that'll be the struggle. Dev tools love RAM.
super mario 64 is on the nintendo 64 and was made on similar grade hardware
I was saving to buy more ram but the prices raised more than my mom's expectations on my cousin
Hiii
Back then when game devs used to care even about the characters to save memory
nowadays they can't care to that level
Probably didn't by that point anymore either.
something something half the game is just a cutscene
nah mario had some fairly careful stuff i think, to the point that they made it worse
Kaze's videos are goated if your not familiar
We didn't have much memory available back in N64, or did we
we did not lol
Right
nice lil' 4mb
that's a thousand times more than the memory on saturn V
Less than a mobo's bios chip
But now a single texture will take up more storage than all the code in your project so it doesn't really pay to care about it unless you really messed something up.
About the code I'd care more about algorithm efficiency
hello, I want my enemy to have an Alert state, basically setting its destination to a sound source position when a sound is emitted there, but I don't really know how I should proceed to make the Sound Detection system, I've thought about making a Sound script with a transform and a range and another simple script with Physics.OverlapSphere(); with the Sound script range and source and taking all the colliders in it and if there's a collider with a certain script < RespondToSound(); but in this case the issue is I'll have to give instructions into a certain function and this will be called out of my state machine, I'd like to manage everything into my state machine, do you guys know how I can do?
Make script with StateMachineBehaviour -> In OnStateUpdate() call your function?
Don't understand the issue then you can make a check-function and call it in animator.
yes , but calling the RespondToSound() in the Alert state's Update() would just set the position to the source but I also need to be switching to this state first and note that in my current "System" this function gets called whenever a sound is played and outta the StateMachineBehaviour, I hope you understand, if not I can try to be more precise
I got my own project I've been working on for a few months already and I for sure ain't gonna pivot anytime soon, but I do have this one monster design that I really love and think would be a great fit for a horror game. I'm not really that much into the horror genre, but I do know that it sells like hotcakes when done well.
What are the current trends in the horror genre outside of mascot horror (which my monster wouldn't really fit in unless you're counting the alien from alien isolation as mascot horror as well)? What are some elements that are really stale, where is the genre heading in?
Is the intel core i5 13420H good for unity?
As long as it's paired with enough RAM then it's adequate.
Any solution for this?
how far i came
what unity version do you guys recommend for windows 7?
...Why are you on Windows 7? And I guess it depends on what kind of hardware you're running. If it's powerful enough, the latest one that has Windows 7 support
Whichever the latest version is that supports it.
Depends on the bitness as well
I am not its just a lan pc
windows 10 lags
Do you need help with something?
I do if you want lol
the alert system you mentioned earlier?
no , for making a jumpscare, for the alert I'll figure out alone tonight
well if you want help you need to actually ask the question lol
I want to make a jumpscare for an enemy character, and I'd like to play it when it enters the state Attack which will be played once only, but I'm not sure how to do this, I've watched a lot of tutorials and most of them cover simple jumpscare triggered by some trigger zones, really simple jumpscare types, I'm thinking about using timeline, having my character with a run initial animation or crawling, then a parent empty gameobject which I'd animate in timeline, just making it run or crawl forward a few meters and then having another parent on top which I'd set the position with a script to be relative to the player's camera so it will always be the same and also disable player's movement during it, do you think my idea is good? and if not, how should I do it?
I mean, i dont know lol, theres probably a million ways to approach something like this, if you already have a basic idea in your mind youre better off testing that out first and seeing if it works
yea... you're right
16gb ddr4
nah just something wanted to show, but not here?
Probably better to show it in #1180170818983051344 , the forums, other Unofficial Unity Discord servers, game Dev servers or social media platforms.
this is a help channel
could also post in #🏆┃daily-win if you don't want to open a whole devlog
They've already got one though
#1225882878831759430 message
wasn't aware 👍
sorry to disturb you again, but do you think you'd be able to help me regarding the sound detection thing too?
don't ask specific people for help, just ask to the channel in general
that's the point of a community server
he already knows the question
Hello! could anyone pls tell me if this number of poligons and faces is good for unity. I dont wanna make very heavy stuff so it doesnt handle or smt like that...
but okay I'll ask immediately next time
really depends on your target hardware and how many of these (and other) things will be visible.
feels kinda high if you're targeting e.g. mobile platforms
it depends, if you have hundreds of these objects the gpu might have some problems
what if they are in different scenes?
oh dw its for pc
if i understood what you asked, i would personally use some kind of singleton sound manager, so you can have your state machine pull the information from the sound manager
it counts what the camera renders, if the obbjects are not rendered then of course no problem
what does the wireframe look like?
oh then its mostly fine yea
we don't
okay👍 , maybe I should add a bool and setting it to true and then back to false after some seconds, so while its true, I can set a destination using Navmesh
Hey guys Im trying to make my game into an installer using inno setup, do I need to slect all of these files too or just the _Data folder? The video I'm watching is old and it has only 2 files, the game and _Data
Hey folks, where would i go to put together a team of blender artists?
!collab
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