#💻┃unity-talk

1 messages · Page 55 of 1

oak meadow
#

yeah i would rather use that but the fill image isn't an option with that i think maybe theres a work around

worn schooner
#

ty!

molten acorn
#

is there somewhere i can promote my game

near wigeon
storm patio
worn schooner
#

thanks man this helped a lot ttyyy

charred fog
charred fog
#

anchor it to the point from which side you want it filled

oak meadow
charred fog
#

!collab

vagrant rootBOT
# charred fog !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**

oak meadow
oak meadow
#

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

copper gust
#

no reason why that would ever be inconsistent

oak meadow
#

cool im just used to blender where if somethings in the same spot it starts to flicker

copper gust
#

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)

gusty abyss
#

Tried godot and it did not go well I much prefer Unity thank you unity for being actually usable

solar panther
#

YES YES YES! MY SETTINGS PANEL IS WORKED!

pastel echo
#

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!

exotic relic
#

Wait till the map loads before spawning the character

pastel echo
# exotic relic 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.

exotic relic
#

See if they can walk off the plane onto your map/terrain

pastel echo
swift oak
#

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

slow dirge
slow dirge
#

!learn

vagrant rootBOT
swift oak
#

I have made games befoer in Unity

#

but now im back

slow dirge
#

OK, then you should be able to debug the issue..?

swift oak
#

i made a flappy bird game to refresh

swift oak
#

it has all the parts that i think it needs

slow dirge
# swift oak

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?

swift oak
#

@slow dirge

slow dirge
#

And don't cut you screenshots like that. Take whole window screenshots.

swift oak
slow dirge
swift oak
slow dirge
swift oak
slow dirge
#

If still not visible inspect the sprite. See if it contains the data, what texture is it made of. Does it contain data?

slow dirge
#

That's not a sprite

swift oak
slow dirge
#

That's not a sprite either... That's what I'm talking about when I say "learn the basics".

slow dirge
# swift oak

But anyways, you can see in your asset preview that it's empty.

slow dirge
#

Which might imply that it's an issue with your asset.

slow dirge
#

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.

tawny prawn
#

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

charred fog
tawny prawn
charred fog
tawny prawn
charred fog
#

Use subcategories. You are looking for Tech stream versions perhaps

#

All initial betas are listing existing changes

tawny prawn
charred fog
#

6000.4.0a2 has full feature notes, no references to previous versions

shrewd zenith
#

does anyone who has purchased the FEEL asset reccomend it, or can it be implemented easily

fair cove
# gusty abyss Tried godot and it did not go well I much prefer Unity thank you unity for being...

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

gusty abyss
fair cove
gusty abyss
#

I doubt I did anything too demanding

fair cove
#

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

gusty abyss
fair cove
# gusty abyss 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

magic warren
#

👋

raven isle
#

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.

pseudo lark
#

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

twilit ivy
#

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 ?

worldly cave
twilit ivy
#

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

worldly cave
#

Not here

twilit ivy
#

Alright thanks !

reef dome
potent topaz
#

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

chrome scaffold
potent topaz
#

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!

shadow heron
#

I have been stuck with this issue for a while now #💻┃unity-talk message should I just use the normal camera instead of cinemachine?

glass depot
#

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

hushed hamlet
#

If they are talking projectiles, yeah, rigidbody apply force makes sense. Opening a drawer in a horror game, lerp is great.

plain dagger
#

Vector3.MoveTowards may be what you actually want to move something towards some position by some max amount each update

potent topaz
plain dagger
#

<@&502884371011731486> No memes

shadow heron
balmy kettle
potent topaz
potent topaz
strange moon
#

How to fix this?

#

Reinstalling didnt work, tried to remove antivirus as well

plain dagger
#

did diagnose do anything?

strange moon
#

Running it now

plain dagger
#

wha why did you not try that?

strange moon
#

thinking it would be same as windows error check thing xD

#

which never finds the issue

plain dagger
#

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

flat breach
#

hi, I'm getting this error, do you know what this means ?

storm patio
#

have you tried googling it?

flat breach
woeful horizon
#

Hello, new here

stuck flower
storm patio
flat breach
# stuck flower You've done some sort of infinite recursion

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

plain dagger
golden lark
#

Quick help. I closed the hiearchy panel. How do I get it back up?

reef dome
plain dagger
#

all windows are accessable via the Window menu anyway

golden lark
plain dagger
#

only some exist in that Add menu (for some strange reason)

stiff quartz
#

Hola alguien sabe español ?

craggy pollen
#

english please

stiff quartz
#

I need to learn English, I'll use a translator... Do you understand?

storm patio
#

sure, do you have a question?

flat breach
tranquil coral
#

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

young niche
#

is there still a locking layer unity option? I can't find it

storm patio
tranquil coral
flat breach
tranquil coral
young niche
flat breach
#

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?

reef dome
#

right now there is no option for that, no

young niche
#

this was an option even in 2022

reef dome
#

No i dont think thats a thing still

young niche
#

I would be quite surprised if they would remove a good option instead of adding something new

storm patio
#

sorry i had a manual page open and got distracted

young niche
#

but it isnt

storm patio
#

ah. i'm in 2022

reef dome
#

oh you want to click through them, now I understand

storm patio
#

i forgot i was a major version behind lmao

reef dome
#

in the scene tab all the way to the right (on 6000.0.58f2)

young niche
#

yeah thanks, I would never look for it here

reef dome
#

if it affects the scene tab look in the scene tab toolbar 😄

magic warren
#

👋

charred fog
restive wolf
#

Anyone have some good Cinemachine Camera Shake settings?

#

Hard to make it feel good.

craggy pollen
true flare
#

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.

vivid cedar
true flare
#

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?

vivid cedar
#

Do you know C# and do you have basic debugging skills?

tropic charm
#

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

potent geyser
#

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)

craggy pollen
#

as Ostseel mentioned, probably forgot to use anchored positioning

fossil smelt
#

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.

tropic charm
craggy pollen
#

it should always stay where it is supposed to

proud prairie
#

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.

tropic charm
#

yeah it works. Will enable anchor positioning if any other issues occur

fossil smelt
craggy pollen
#

hm i have never heard of baking stop on navmesh agent sorry

fossil smelt
#

Alright.

craggy pollen
#

can you send a screenshot of that

runic dagger
#

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.

tall hearth
#

What do the materials for these plants look like (ie how are you handling the transparancy)

runic dagger
tall hearth
#

That flower is way too detailed sorry to say

#

Should realistically be no more than 70 vertices for the whole flower

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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

runic dagger
tall hearth
#

And petals are just a basic very low poly circle with the texture on that too

fleet canopy
#

I think using ecs/unity dots

#

Also that isn’t too detailed if you used instancing because it has to be processed once iirc

tall hearth
fleet canopy
#

true

light thorn
#

Hii

runic dagger
light thorn
#

I saw that

fleet canopy
tall hearth
craggy pollen
gloomy wind
#

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

storm patio
#

!learn

vagrant rootBOT
storm patio
#

check out unity essentials there to start with

light thorn
#

I'm learning C# stuff before going back to unity

tall hearth
light thorn
#

Are meshes heavy or not at all

storm patio
#

depends

runic dagger
craggy pollen
#

not if you use 2 faces (placed like a cross)

storm patio
#

meshes are such a generic thing
it's like you're asking if circles are big

#

which one, compared to what? etc

runic dagger
tall hearth
craggy pollen
#

yes , so there you have it no mesh only 6 faces

tall hearth
#

Is this not a mesh?

#

I might not know the game dev definition

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I assumed you were reffering to a custom made model from something like blender

craggy pollen
#

call it what you want, i just suggested a trick the indutry uses

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i used that for my grass and i had the whole screen full with decent amount of fps

runic dagger
#

It would work for PC or mobile game but it won't look realistic at all in VR

craggy pollen
#

you have not tested it out

plain dagger
#

gpus draw meshes so no idea what you are on about

tall hearth
plain dagger
#

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

wise yacht
#

Is anyone else having issues with activation of liscences?

tall hearth
wise yacht
#

Yeah

tall hearth
#

Though not sure that matters, restart your pc

wise yacht
#

i think so

#

might be on student plan acc

#

but yeah

craggy pollen
#

we were trying to reduce the polly count by using texture flowers instead

plain dagger
#

Alpha cutout/transparency is a good idea and is a better idea vs complex geometry for flowers

tall hearth
craggy pollen
#

yep that is what i used for my grass

tall hearth
runic dagger
#

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

tall hearth
#

LOD, yes

runic dagger
#

How do i do it without using terrain?

tall hearth
#

Hmm not sure, haven't done any of that myself before

craggy pollen
plain dagger
#

Lod group component

#

but going from mesh to billboard requires extra steps to make the billboard follow the camera

light thorn
#

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

plain dagger
#

plastic = incorrect shading/pbr

light thorn
#

Genshin graphics are simple but idk

proud prairie
#

is anyone here familliar with vr?

charred fog
tidal drift
#

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?

craggy pollen
#

try a unity restart

#

if that doesnt fix it, post some code

tall hearth
# runic dagger Ok

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)

runic dagger
#

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

plain dagger
runic dagger
#

OK. Thanks!

plain dagger
#

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)

runic dagger
#

But not with shader graph, with code

plain dagger
#

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 🙁 )

silver iron
#

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.

tough shoal
#

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

flat breach
#

hello, how could I make a field of view system without using a camera? for an enemy

vagrant rootBOT
# tall hearth !collab, no

: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**

flat breach
tall hearth
flat breach
tall hearth
#

hmm fair

rigid jetty
#

hi guys how i can pass all files to a project to another?

dusty tinsel
#

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

finite fox
vagrant rootBOT
unreal spindle
#

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

plain dagger
#

Btw how is the player moved, physics or translation?

plain dagger
#

its an option so go look

unreal spindle
#

I believe translation

vagrant rootBOT
# finite fox !q
<:error:1413114584763596884> Command not found

There's no command called q.

unreal spindle
plain dagger
finite fox
solar panther
#

Hey, where can i send the pic?

flat breach
solar panther
flat breach
solar panther
# flat breach what?

I mean how did you do FPS Controller. My one weren't movin but still worked with no errors.

solar panther
#

That's what I've meant cuz I'm so struggled with the errors

#

Can ya teach me?

vagrant rootBOT
flat breach
flat breach
charred cairn
#

does anyone know where i can find the width x height of my viewport in unity?

fleet canopy
worn schooner
#

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

rancid whale
worn schooner
plain dagger
#

you have to enable backface culling in blender

#

its not on by default

worn schooner
#

what is that?

plain dagger
#

Its when we only draw the "front" of a face

#

all game engines do this by default. 3d software does not

worn schooner
#

i see, how can i enable it?

plain dagger
#

then flip normals that are wrong

worn schooner
#

okay thank u!

rancid whale
#

Why do I remember having to turn on a “double sided” setting in Shader Graph

plain dagger
#

Yes its possible to change this but its not the solution here

rancid whale
#

Ohh you’re telling the person to disable 2-sided rendering in Blender so it matches Unity’s default. Got it

worn schooner
plain dagger
#

Yes it lets us view the model as unity will render it by default

harsh solar
#

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.

jaunty totem
#

build basically refuses to open, also this is a new thing for this project

harsh solar
#

I just keep getting these notifications, but I dont have anything on devops. its super weird how can I delete everything on the devops?

rancid whale
slow dirge
jaunty totem
#

Oop

slow dirge
#

!logs

vagrant rootBOT
# slow dirge !logs
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

harsh solar
#

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

jaunty totem
#

Alr ty, thought crashes looked different

slow dirge
slow dirge
harsh solar
#

ty

#

I will

solar panther
harsh solar
#

Im so confused

#

Like when I try to connect it to unity version control from the hub it just says this:

slow dirge
#

Likely due to the free tier usage issue you showed earlier

harsh solar
#

Does it never delete? Like that project was like 2 years ago lmao

#

and it doesn't show up in unity dashboard

hidden widget
#

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)

slow dirge
harsh solar
#

Like this stuff?

fleet canopy
#

why do you even want to use unity version control anyway? git (thru github or others) is generally better and cheaper/free

harsh solar
#

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

solid ibex
#

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

slow dirge
fleet canopy
slow dirge
harsh solar
#

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

patent coral
#

Anybody know why this navmesh isn't baking onto the ground?

slow dirge
patent coral
slow dirge
patent coral
#

Same with renders or colliders, still leaning on scale. I'll make a different floor in blender so it's all 1x1x1

young niche
#

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

fleet canopy
young niche
#

oh ok thanks

sturdy imp
#

Create empty gameobject and put them in there as a child objects

jaunty totem
#

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?

copper gust
#

thats not what's causing your build to crash

#

just a warning before the crash happened

dusty tinsel
#

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

storm patio
#

if you're getting an error, read the actual error message

dusty tinsel
storm patio
#

!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.

jaunty totem
#

How do I know what’s causing the crash

dusty tinsel
modern flint
#

i made it

storm patio
#

also to be clear it's unity 6.1 that changed the default setting

copper gust
#

I do think it's a fair complaint that the offical tutorial stuff doesn't reflect the current standard

oak meadow
#

Does anyone know if Navmesh's surface volume object collection is scene isolated if the physics in my scene is isolated??

copper gust
#

i dont think it would be?

copper gust
#

i mean based on them doing it in a version with that error i just guessed no

oak meadow
jaunty totem
copper gust
#

🤔

#

i've seen shipped games with that error

#

so yeah lol

tawny quail
#

I swear I remember it crashing Lethal Company, or some mods for it. Maybe not tho

copper gust
#

that is the shipped game i mentioned 😛

#

it cries about it but that's all it does

#

pretty sure it resolves itself too

restive wolf
#

Alright can someone please tell me how to improve the look of shadows to something that doesn't look horrendous?

#

Using URP

rancid whale
# restive wolf Alright can someone please tell me how to improve the look of shadows to somethi...

🌟 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...

▶ Play video
#

I believe it was this video that helped me understand how to do that UnityChanThumbsUp

spiral socket
#

I'm looking for vr developers that are looking for a team to make a game 😁 👍🏻

Dm me if your interested 📲

vagrant rootBOT
storm patio
#

!collab

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

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

spiral socket
gusty abyss
#

is this a linux thing where light can bleed through walls even with shadows enabled

fleet canopy
#

not a linux thing

#

there's gaps in your wall

gusty abyss
gusty abyss
#

it usually never does this

fleet canopy
#

try making the wall larger

gaunt brook
gusty abyss
#

I separated them now and it seems to have fixed it

fleet canopy
wide venture
#

Ohk Sry

fleet canopy
#

also you should deltett the link from here and the other place you crossposted it

solid ibex
twilit junco
#

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.

slow dirge
twilit junco
#

Oh I think I found it, they moved it to the Resources folder.

neon nacelle
#

anybody have a lot of experience with terrain toolbox and geotiffs?

fleet canopy
#

You also need to ask a question

neon nacelle
#

thank you. I didn't have that channel. I'll go ask there

sly rose
#

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

elder haven
#

Does anyone know anywhere I can buy haircards? Looking for realistic haircards

oak shell
#

Sorry but what is DOTS?

ocean pumice
glacial holly
#

quick question? where would u go to learn coding, cuz ive been doing 3d modelling for a while now but never gut into coding

ocean pumice
vagrant rootBOT
glacial holly
ocean pumice
glacial holly
potent geyser
storm patio
# glacial holly kk, would learning it help me understand java aswell?

(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 languages

of 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

glacial holly
glacial holly
#

ty for the explanation that makes things a lot easier

ruby ridge
#

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

charred fog
#

Did you update all the packages?

ruby ridge
#

It auto updated when i opened the project

charred fog
#

remove packages you are not using or reinstall them

#

like a Collab one

ruby ridge
#

Oh ok 👍

torpid wadi
ruby ridge
# charred fog like a Collab one

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

storm patio
#

it's called version control in the package manager

ruby ridge
#

Thanks : D

charred fog
#

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.

storm patio
languid urchin
#

Hi, does anyone know why the top of my screen has been crashing when I run Unity?

still peak
#

is there anyway to make tmp like this?

ocean pumice
languid urchin
ocean pumice
languid urchin
#

ok

languid urchin
slow dirge
potent geyser
#

Also how does a "top of the screen" crash 🤔

#

Screens don't crash

languid urchin
potent geyser
#

Like this? But for the top?

#

Try resetting your layout in the layout dropdown at the top right of the editor.

languid urchin
#

Well, I don't know what it is, but it works now.

gaunt siren
#

is it possible to use a skybox/cubemap material to make a background for a 2D game ?

languid urchin
# potent geyser Like this? But for the top?

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.

slow dirge
languid urchin
slow dirge
#

Doesn't really contradict what I said.

#

It could be drivers or maybe memory corruption. Hard to say, but likely not unity specific issue.

lilac flume
#

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?

ocean pumice
lilac flume
#

it is acctually a small project and it was still compiling for like 8 mins with no progress

gusty abyss
#

Why must Unity Editor Light mode look hideous

tender thicket
gusty abyss
#

if my pc is in lightmode everything has to be

#

discord is in light mode aswell

wraith pasture
#

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?

flat breach
lilac flume
gusty abyss
#

whats wrong with blasting millions of light rays into my eyes every second

stuck flower
errant jewel
#

hello

#

how do i make it so my visual studio code automatically adds the braces when i press enter

storm patio
#

after closing the condition of an if or while, kind of thing?

storm patio
#

not sure vscode does that

errant jewel
#

then?

storm patio
#

usually i do { and press enter
} is added automatically after {, and then enter pushes that onto a separate line

mental pulsar
#

publisher of the week asset expired before jan 08?

worn wind
#

I code charachter to firing bomb but it went back and quite far away from character

storm patio
#

that's not much info to go off of

plain flicker
#

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.

storm patio
#

!install

vagrant rootBOT
# storm patio !install
When Unity fails to install checklist
  • 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.
strange moon
#

How can I see size and font of text?
I am looking to update it to use TextMeshPro

storm patio
#

for the second issue/primary question, perhaps check logs

#

!logs

vagrant rootBOT
# storm patio !logs
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

storm patio
plain flicker
strange moon
#

How to compile all shaders that I have in project and show me errors? I found one error in one shader :/

austere seal
#

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

vivid cedar
austere seal
#

yes i have a wheel plugged in. So I fix it by unplugging it? Or theres a better fix?

vivid cedar
#

Idk you tell me

#

If your wheel is providing the input then that's the issue

#

Check

worldly cave
#

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

vivid cedar
#

It's pretty common for people to realize "oh yeah I have a controller and my cat is sitting on it"

errant jewel
#

how do i make a working leviathan axe

stuck flower
errant jewel
#

ok how do i make a copy of gta san andreas

stuck flower
#

you don't

errant jewel
craggy pollen
#

you are asking for too much

errant jewel
craggy pollen
#

what even is that

worldly cave
errant jewel
worldly cave
#

If not then even context clues have failed me

stuck flower
#

Honestly if someone can't even bother to form words I'm not gonna bother trying to make sense of it

worldly cave
#

Break it down into multiple problems first

#

Do you have working melee combat implemented?

#

If so thats already 50% of the work done

vivid cedar
stuck flower
#

It's not like they're ever going to act on it if we do puzzle out their question

worldly cave
#

Ik

errant jewel
worldly cave
#

But its fun to think about it

stuck flower
#

If this is the form they're asking it in they're not going to actually put in any effort to implementing it

worldly cave
#

Yes thats almost guaranteed

errant jewel
#

idk how to do it

worldly cave
#

Im just surprised its not for a gtag copy or something

errant jewel
#

and it comes back to me

worldly cave
worldly cave
#

And it depends from where you are starting

potent geyser
errant jewel
#

damn ts tuff

stuck flower
#

Called it

errant jewel
#

how do i play the multiplayer fps template

lofty jungle
#

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.

balmy kettle
#

!ide 👇 also make sure your IDE is configured so you don't continue making simple spelling mitakes like that moving forward

vagrant rootBOT
errant jewel
# lofty jungle using System.Collections; using System.Collections.Generic; using UnityEngine; ...

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);
    }
}

}

vagrant rootBOT
errant jewel
stuck flower
balmy kettle
#

and it's bad form to just drop revised code with no explanation, that's not conducive to learning

exotic relic
errant jewel
#

Guys how long did it take to fully learn whatever language unity uses for coding

fleet canopy
#

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

worldly cave
#

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++

vivid cedar
worldly cave
#

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

charred fog
#

Unless you are here to learn Unity, you are in the wrong place.

worldly cave
#

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....

woeful spear
#

whens the next version of nudity 6 coming

oak meadow
#

The old navmesh surface had an option to collect objects in children do any of these do that too?

balmy kettle
#

consider looking at the docs to see what each of those options does

oak meadow
balmy kettle
#

google?

#

click the (?) button that should take you to the component's documentation?

flat breach
#

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

potent geyser
#

Are you actually asking something that vague?

#

If so, then 11.

strange moon
flat breach
flat breach
flat breach
stuck flower
#

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

flat breach
# stuck flower Sure, if you 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.

flat breach
stuck flower
fading bough
#

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

flat breach
stuck flower
fading bough
#

I'm on the Linux version of Unity. It seems possible here.

stuck flower
#

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

fading bough
#

Can

tawny quail
# flat breach hi, do you guys would recommend me a good box size for a BoxCast() if I want to ...

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.

balmy kettle
# fading bough

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

stuck flower
# fading bough

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

fading bough
#

Hmm... okay, I'll try to make Debug.Log work.

fading bough
tender patio
#

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

balmy kettle
#

!learn 👇 do the actual pathways on the unity learn site. start with Unity Essentials, then move into Junior Programmer

vagrant rootBOT
flat breach
fading bough
#

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.

balmy kettle
#

this is still not modifying the actual engine code, this is still just a temporary file

balmy kettle
#

you completed the pathways? if yes, then you need to start making stuff with the knowledge you've gained so you can get experience

stuck flower
tender patio
#

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

balmy kettle
#

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

tender patio
#

I did the car lesson some months ago but didnt really help

balmy kettle
#

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

tender patio
#

what do you mean bt basics ? as in the unity screen I know it and know functions,variabels,while,class

balmy kettle
#

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?

tender patio
#

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

plain dagger
#

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)

balmy kettle
strange moon
#

Make sure you dont stay in tutorial hell for long

tender patio
#

the thing is I dont want to make the next big game just some simple games like Rye and Banji do

strange moon
#

Are there good open source unity games that I should check out?

tender patio
strange moon
#

high school means more time?

tender patio
#

I mean 9th grade yeah for now

strange moon
#

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

fading bough
tender patio
stuck flower
fading bough
stuck flower
#

You can't edit the MonoBehaviour and have it actually do anything

strange moon
stuck flower
fading bough
#

Can I change their code? It's just going to be a pain in the ass and take a long time

stuck flower
#

You won't be editing the base MonoBehaviour class. You also shouldn't

tender patio
#

like the monkeycode with kitchen can help to learn about interaction,functions and game design

balmy kettle
#

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

strange moon
#

Im having major issues making my unity project aot ready for IL2CPP. Any suggestions how to speed it up with tools?

fading bough
#

Really, thanks. I realized something.

young niche
#

is there a way to make tags not disappear that fast? im so close and it is almost invisible

shut cipher
#

I have a unity version control issue.Should I ask it on discord or on unity official website?

azure grove
#

i often just turn off 3d icons

#

so they stay visible at all times and do not fade

frozen bridge
#

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

balmy kettle
#

there is a plan to unify them, but it has not yet happened

frozen bridge
#

Ah ok will look for that in 2030 then haha, thanks for the reply.

outer halo
#

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

fleet canopy
outer halo
stuck flower
#

then you'll need to figure it out on your own

outer halo
wind escarp
#

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.

slow dirge
silver iron
#

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.

silver iron
#

Oh sorry, I didn't think it was counted as animation and not code.

worldly cave
honest elk
#

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?

slow dirge
honest elk
#

Uhhhh when i right click on my project it said remove to the cloud

#

Soooo i though it was auto

slow dirge
#

"Remove to the cloud "?

honest elk
#

Yes i think, before i reset my pc i verify and when i right click on the project it said something with cloud

slow dirge
honest elk
#

Okay thanksb

slow dirge
#

If you didn't do it, then it's probably lost.

gusty abyss
#

Who wants only half of the Unity Logo

#

up for grabs

potent geyser
#

Can you stop adding unnecessary noise to this server? Also, you couldn't use this for anything, anyway.

sonic ferry
#

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

stuck flower
#

You need to give it a positive step offset

sonic ferry
#

my bad, I meant to say ive put it at one and didnt change anything

#

🤔

slow dirge
potent geyser
#

?ban 1447839216817016866 bot

novel scarabBOT
#

dynoSuccess kara26273ib was banned.

stuck flower
sonic ferry
#

it was the multiple CC 😅

#

just annoying sometimes the console just gives an error with no line, or specific component to point to

stuck flower
#

If you click on it, it should highlight the object

sonic ferry
#

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

torn ravine
#

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

copper gust
#

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

fleet canopy
#

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

buoyant citrus
#

How do I fix these

storm patio
#

make sure packages are up to date, then try resetting the library

buoyant citrus
buoyant citrus
storm patio
#

which part?

buoyant citrus
#

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

rustic zenith
#

why would you delete packaxes

#

packages ASTERIX (since the msg got blocked with an asterix symbol)

charred fog
frigid plank
#

No voice calls in this discord??

copper gust
#

nope

charred fog
#

Don't cross-post, please.

#

More so in unrelated channels

gusty abyss
#

is 16k polygons to much for tree for my game

sharp fog
#

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.

exotic relic
gusty abyss
#

check the dev logs the project by the name Silent rows is the one you can see the trees in the background

exotic relic
exotic relic
#

Those trees look nice. If you aren’t having any performance issues right now, don’t worry about it

gusty abyss
exotic relic
pastel echo
#

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);
    };
}

}

sharp fog
#

@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

copper gust
pastel echo
pastel echo
exotic relic
# pastel echo I made a demo in Unity where I placed an empty GameObject near a door, added a B...

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

pearl oyster
pearl oyster
#

it's not

sharp fog
pastel echo
pastel echo
exotic relic
# pearl oyster it's not

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

pearl oyster
#

The scene load here is not additive

pastel echo
exotic relic
pearl oyster
#

and even if it were, the callback runs after the scene has loaded

exotic relic
pearl oyster
exotic relic
#

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

pearl oyster
#

That is 100% not what's happening here

copper gust
#

That does not matter when the code is intended to set the player position to the spawn point after it loads

exotic relic
storm patio
#

what is going on here...

copper gust
frigid plank
#

Why are there no voice calls in this server? I feel like they would be extremely useful

storm patio
pearl oyster
#

The completed callback of scene load doesn't just randomly trigger halfway through before the load is finished

copper gust
#

And can’t be corrected if it’s wrong

frigid plank
#

Right but wouldn't it make troubleshooting a lot easier

copper gust
#

Better for giving people fish, not for teaching them how to fish

storm patio
# frigid plank Why are there no voice calls in this server? I feel like they would be extremely...

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.

exotic relic
#

With over 100k users in this server I’m sure vc would just get interrupted constantly

storm patio
storm patio
gusty abyss
#

how is this tree does it look good

frigid plank
#

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

storm patio
#

well, what's the issue

frigid plank
#

Rendering distance for player I've tried for hours to fix it modifying adding removing the cameras in the scene but nothing worked

pastel echo
storm patio
#

you haven't given any context to work with

pastel echo
exotic relic
# gusty abyss how is this tree does it look good

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

frigid plank
#

When you are in play mode models that are to far away are being cut off from vision

storm patio
exotic relic
frigid plank
#

no lods far distance resets every time I enter play mode or update the world

#

This is depressing

fallen dragon
#

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

exotic relic
fallen dragon
exotic relic
#

What editor version

fallen dragon
#

6000.3.0f

#

it didnt happen when i was on 6000.2

exotic relic
#

You can try upgrading

storm patio
fallen dragon
storm patio
#

the latest lts version is 6.3.2f1

fallen dragon
#

i see

#

i dont see updating worth it, im working with other people

storm patio
#

technically the LTS is just 6.3 as a whole

exotic relic
fallen dragon
exotic relic
#

Yea, my hub only has that LTS version as well. I don’t have that inspector issue.

echo saddle
#

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

feral smelt
#

Understanding Interpolate and see the diffrence after 12 hours of figureing out is amazing af

gusty abyss
#

how hard is it make a simple multiplar system for a normal game

pearl oyster
#

Depends what is simple and what is normal, but somewhere between hard and very hard

gusty abyss
hard forge
#

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.

copper gust
sly lake
#

Does Unity always reload scenes when exiting play mode or is this something I messed up?

copper gust
#

I’d imagine it must, no?

hard forge
copper gust
#

Unless it has stuff about minors generally yeah

deft rock
hard forge
storm patio
sly lake
#

Yes, that's disabled.

#

But it seems the reload is unavoidable and I should probably focus on making it faster.

storm patio
#

i mean it is part of "enter play mode" settings, so i guess it rightfully shouldn't affect exiting play mode

copper gust
#

Does the scene not have to reload in order to return back to editor state?

sly lake
#

That would make sense

#

I suspect it's the fact that I added music, and forgot to set it to stream.

gusty abyss
copper gust
sly lake
#

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.

light thorn
#

Is it possible to make a 3d game with a potato pc

#

Smth with the graphics of PS2 metal gear or below

strange moon
slow dirge
light thorn
#

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

shadow heron
#

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?

Script: https://paste.ofcode.org/s3z9XEysbsn5TRFg4Uin87

ocean pumice
#

That would explain, why your camera rotates wildly around all axis

shadow heron
tropic oyster
#

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?

ocean pumice
dusky forum
tropic oyster
#

Not to mention impossible to serialize

#

And tightly coupled

dusky forum
#

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.

shadow heron
dusky forum
#

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.

tropic oyster
#

I’ve worked on it for about a year

#

I want it to have a strong foundation so it is scalable

sly lake
#

Not very fancy 3D rendering, it's quite antiquated and low power of course.

sly lake
#

Yeah, that'll be the struggle. Dev tools love RAM.

storm patio
light thorn
#

I was saving to buy more ram but the prices raised more than my mom's expectations on my cousin

#

Hiii

light thorn
copper gust
#

nowadays they can't care to that level

sly lake
#

Probably didn't by that point anymore either.

storm patio
#

something something half the game is just a cutscene

copper gust
#

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

light thorn
#

We didn't have much memory available back in N64, or did we

copper gust
#

we did not lol

light thorn
#

Right

copper gust
#

nice lil' 4mb

storm patio
#

that's a thousand times more than the memory on saturn V

light thorn
sly lake
#

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.

light thorn
#

About the code I'd care more about algorithm efficiency

flat breach
#

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?

subtle owl
#

Don't understand the issue then you can make a check-function and call it in animator.

flat breach
pseudo harbor
#

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?

crude robin
#

Is the intel core i5 13420H good for unity?

sly lake
worn wind
#

Any solution for this?

noble sparrow
gaunt grail
#

what unity version do you guys recommend for windows 7?

pseudo harbor
sly lake
#

Depends on the bitness as well

gaunt grail
#

its a intel core 2 quad with 8gb of ddr3 ram

#

64x

gaunt grail
#

windows 10 lags

worldly cave
flat breach
worldly cave
flat breach
worldly cave
#

well if you want help you need to actually ask the question lol

flat breach
# worldly cave 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?

worldly cave
#

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

noble sparrow
dusky forum
worldly cave
storm patio
storm patio
#

wasn't aware 👍

flat breach
storm patio
#

don't ask specific people for help, just ask to the channel in general

#

that's the point of a community server

flat breach
south lion
#

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...

flat breach
#

but okay I'll ask immediately next time

vivid cedar
#

feels kinda high if you're targeting e.g. mobile platforms

craggy pollen
south lion
south lion
worldly cave
craggy pollen
#

it counts what the camera renders, if the obbjects are not rendered then of course no problem

worldly cave
south lion
storm patio
flat breach
young niche
#

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

copper pelican
#

Hey folks, where would i go to put together a team of blender artists?

craggy pollen
#

!collab

vagrant rootBOT
# craggy pollen !collab

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