#💻┃unity-talk
1 messages · Page 56 of 1
Thank you!
i would probably say something if i knew
what is the reaosn you are not going the recommended way and simply let unity built for you
no, it is already built
but then its an .exe file
im trying to put in into a compressed installer
so the file before is smaller
I'm just following a guide tbh
this is a question for whatever "inno setup" is
just some programm which turns .exe into an installer
idk Im following a tutorial from youtube
I would check the documentation/instructions for that program
But also, folder named "DoNotShip" you'd think would speak for itself. The rest of the files and folders you probably want to include.
https://paste.ofcode.org/hthZrKG6eS9JWQYtJ4dERJ do you think this script for a faked sound detection system would work? I'll just call the EmitSound(); whenever I want something to emit a sound and I'll reference the emitting gameobject's position, in my statemachinebehaviour, I'll check if soundEmitted == true in the update and if it's I'll switch the state to alert and set the position to the posToAlert?
Why think? Just try it?
Harsh
can someone help me with my avatar im editing on unity
But true, for everything in life u can just try it
But some tries can be the last ones
huh?
what kind of logic is this lmao
avatar?
yeah a pennywise avi for vrc and thought yall might help
we cant
this is a unity help discord****
not for games made in unity
go to the vrc discord
ok
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
fr
Like if u try to use Delete in a database without WHERE in a company, it may be ur last try doing anything in the database of that company
Or if u wanna test gravity mechanics irl, depending on where or how u do it, it can also be ur last try
yeah except in your fictional scenario the stakes are much higher than they are here
so the point still makes 0 sense
Hi everyone
Hello, I'm new to c# coding and i barely know how to use it Do you guys know how do i learn it efficiently?
i learned how to use the unity's interface already,it was pretty easy to get used to
check the channel pinned messages
read past the first link in that message
okay
oh right,the unity's learning projects,i only finished 2 of them and it went pretty smooth
there are lots of them
yo which channel do i use to ask about shaders in this discord
there are some pinned resources in #💻┃code-beginner
do you know some stuff about shaders i could ask you quickly about ?
no
go ask the people that know in #1390346776804069396
don't try to single anyone out to help you personally, just ask your question - that's the point of a community
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
ok
thanks for the info guys
git-amend YouTube channel tends to be pretty advanced
Jason Weimann has some good stuff too, TheKiwiCoder.
“Collide & Slide actually decent physics” video cool too
thanks,will check them out
my main goal is just to actually make my own logic for the game because doing a step by step tutorial on how to do for example movement isn't gonna teach me anything
hi there , i'm looking for tri planar node or technics for procedural shade like sdf pattern ...
HEY SUP IM NEW
The shader graph comes with a triplanar node that can handle both color and normals
(although, it can only do triplanar sampling of a texture; you can't plug in some arbitrary function)
yes i know ... but founded my solution
i hope btw ! 😄
i think i just need to split it out ! ♪♪ ヽ(ˇ∀ˇ )ゞ
i have no idea what's being shown here :p
same
hi, I'm really stuck on making an attack animation or timeline for a character, I'd just like the rigged character to use a certain animation such as running and then make it move using an animation towards the player, I know how to make this at a certain position in my game, but in this case I want it to be played all the time the character enters the attack state which means this will be played at multiple positions,rotations, he should also be facing the player all the time.
Is it possible to remove this version from showing up? so I only have the newer one
delete it
how/
You can uninstall any version from Unity Hub
in the installs section
kaputt
oh thanks
Can i somehow get unity hub 2.4.5
Yes, but what do you want that one for?
hello sorry, unity launched into safe mode annoyingly and it wasnt even anything that was breaking it was just scripts from an asset i was trying to uninstall so i was just trying to cancel out but i let it import everything again which took a while, i loaded into my project and now everything is purple and im starting to get really worried because this took me awhile to create, how do i fix this?
close it and reopen it
if you have version control/backups nothing bad will happen because you can undo anything that goes wrong
windows 7 is already a bad practise for general security but unity doesn't even support windows 7 and hasnt in a long while
im not sure about version control but i do have .scenes saved if that will work? this never really happened ever so i didn't think too much of it but i did have packages exported and scenes saved just yesterday
You will want to correct the compile errors to correct the problem.
having some assets backed up helps but its not great
using source control like git, unity vc means full backups with history
also means very easy to revert changes and go back in time
.scenes will save just your scenes but that wont help with anything else like scripts, models, etc..
materials
its not connected to the internet
just get the old unity version installers as those are on the download archive page
yeah i did but it wants a license
use a personal license?
there should be a way to get a license online from unity for older versions still 🤔
anyway win 7 old and unsupported
you cant use unity 6 with windows 7 but i doubt they want to
you cant activate those anymore manualy
if it's not connected to the internet how are you using the hub to install it
im hoping it'll come back considering i dont need the asset as much wanted, ill delete it from the project and hope from the best but im not sure what im going to do if everything is messed up like this 
i got hub installed and editor installed separately using old installers
if i can get all of this fixed ill definitely look into version control now i just never expected something this damaging to happen
okay and how will the hub activate it? it needs to connect to the internet at least every 30 days unless this is some new thing
It may be that the asset is using shaders that are incompatible with the current render pipeline you have active in project
e.g "Standard" does not work with URP + HDRP
tis a very common issue
i deleted it, im hoping that'll fix the issue or use the proper shaders then if that was the right move, it's currently stuck on compiling scripts running backend, not sure if it is loading scripts or if i completely messed it up this time
Can someone help been struggling with this for 3days now
tried switching the shader to urp>lit but now its just that
Havent been able to use assets cuz of this any for of will be appreciated
expand the mesh renderers to check if they actually have materials assigned
If the old materials use "Standard" you can use the auto upgrader to change them to urp lit
Tried that, the original shader was standard so i switched to urp>lit but thats how i got the white balls in the first image
the second image is the shader in standard
If you just swap shader it looses the data. the upgrader will try to copy over the material data
Is that true? I thought it tried to retain matching shader properties in general
it may but it just doesnt happen when changing standard to urp lit hence the converter existing 😐
I dont make the rules
I assumed maybe the shader names we’re different between those two but yeah
Thanks it worked. but now i think the objects lost their colors
license
must mean they never had any diffuse/colour data set in the old materials 🤷♂️
What the actual hell do i do about this
you can check the old and new versions
press "Diagnose" and pray it fixes it
(this was for above sorry)
does the old hub have that?
maybe
Someone please
I rested my PC and it still doesn't work
Someone help me with this please dm me on what to do
If people knew they would tell you here
i fuckin replied earlier 😐
I have same issuee
Yes
You fix it?
"ill just post the same shit phone pic then"
Just saying
No, diagnose did not fix it
I know bro
can you take a proper screenshot
And nobody's gonna dm you
that's not allowed
you probably just have to reinstall unity editor btw
Missing files could be the result of an antirvirus action, or a corrupt unity installation
Let me do that
antivirus... the greatest malware known to man
Google says mac and low file size can cause it too
No storage could be it. I will ask him to check that
It's not storage for me either
Reinstall windows
You reinstalled the editor in 3 minutes?
Go fix it yourself then 😭
Yeah my PC good
Yeah, no you didn't
Actually reinstall it and then see
Bro hacked and uses NASA servers
Btw it doesn't let me delete too

If you can’t delete it how did you reinstall it babygirl
He didnt
Thats not what we said
I had my colleague reinstall unity and he still had same problem
Editor
Why
Lowkey idk
yea thats what i said
uninstall and reinstall the editor
I was clarifying it for the guy
Because he decided to reinstall the hub
Reinstall windows is next
I did that

That's why i came here to ask after i did that
hack nasa server next
bro reinstalled windows in 5 minutes
Perhaps get into gardening
have you considered actually following our advice and like actually doing the things
Which windows you got @wild radish
But duh its way faster to lie
truee trueee
you pinged the wrong person
and from their image that's windows 11
I did it yesterday not today
Olay you guys dont need to act strange with him as well. I believe he did all that before reinstalling and so on
Not to mention i can't delete shit
It would be easier if you told us everything you did
It doesn't let me delete it
I tried that bro
Figure that out, that’s no longer a unity problem
you havent told us what you tried
Its often interesting to see what people suggest instead of writing many lines about what you already did which forces you into box thinking
Nah this message is dumb as hell respectfully
Just a waste of everyones time
what does this mean?
Uninstalled reset my PC deleted editor when it lets me
Please never ask other human beings for help ever again.
what does it say when you tryuninstall the editor?
Nothing. It just stays their
It refused
try restarting your computer after you press the uninstall button
At this point
it tells you where the files are, delete it manually
Then you need to figure that out in a server that isn’t here, that’s not a unity problem
@strange moon you're not helping anybody can you like not comment
It still doesn't delete how do you do it manually
it shows you the file path
navigate there
move the files to the recycle bin
including the folder with the files in them
Like select all then delete?
yes
Might be antivirus issue?
Nope checked it
Bro it worked, I had to manually assign the texture for each base map so it took a while but its all good now
Then your not experienced enough with computers to currently use Unity, or have been lying
No one can help you if you reinstalled windows yesterday and do not have privileges to delete files
alright now reinstall it
You can ping me, not sure about others
sure
but remember not to single out some one person for help
this is a community server
I am thinking about and the other editor i had installed said the same thing
It might just be something with unity
No
are you sure?
Yeah just got my pc
alright
For Christmas
I checked history and nothing was their
Ok
Lowkey my PC pretty mid so might take a few hours but not likely
ok
Is there a unity discord area for indie devs
Is roblox based on unity?
#1180170818983051344 if you want to post stuff
no it's a custom engine (it's also older than unity)
-# makes sense you're a roblox kid considering your attitude
I am mostly referring to issues with working with steam or other things
I was hoping to learn from their experiences
Hello, how are y'all doing tonight?
I have a small little question, but I am not fully sure how to ask it.
Basically, I am having some hard times understanding coding for Unity (I am a noob, never really coded nothing in my life before, but I am very inspired to make my 2.5D game idea become true [3D world, 2D characters])
My problem as of now, is understanding what my C# script should look like? I already have downloaded the Unity assets of 2D sprites, and the other one about better Character control, but my script should be MonoBehavior? Do I need to type something on the lines of "Void Update, Rigidbody, KeyCode.A = rb.Vector2.left"? And I think that that is all my questions as for now since I hope the billboard camera rotation already works lol.
You should go through some of the beginner programming resources pinned to #💻┃code-beginner
Ah nice. Thank you so much.
anyone can help me with some animation stuff ?
what's your question?
also
No, probably the other way around.
Btw, Roblox uses Lua, while Unity uses C#.
#🏃┃animation might have people better suited for the question
maybe i can screenshare sins i dont know how to explane this 😄
There's no voice channels here
it's neither way around, both are seperate game engines made by seperate people
You'll need to actually put effort into your question
screenshots sure + a question
@frosty bay please dont randomly send ppl friend reqs
Yea, IK they're seperate engines made by seperate people.
But, I thought Roblox was prob based on Unity, considering how similar the design of the two apps look.
What is the best software to use for higher res sprites and animation but have built in tools like curves and lines? It can be paid, thats fine. Using piskel right now, and need an upgrade
roblox is odler than unity actually!
this is not unity talk anynmore tho so probably not continue
i dont know how i will show this in a screenshot
screen recordings?
ask a qquestion dude
what's your problem? what do you see? what do you want to see?
yea let me screenrecorde
Ok?
Blender.
Okay, cool. I know blender 3d but not 2d
so i want the arm models of the character to do the same as the floating arms and i want the carmea to also follow the other character
You can learn to use Blender in 2D.
Will do. Thanks
Other good software would be Krita and Adobe Animate.
For spritesheets and anim?
Yes.
👌
Is using both input systems a good idea in the long term?
I’m just wondering because the unity beginner coding pattern is telling me to switch to both instead of just giving me the new input system which is kind of
Bad? I mean they’re worth millions. Can’t they make a few edits
If your starting out do whatever gets you doing stuff faster
Not a long term decision
Oh yeah it’s absolutely pathetic that the official guides still don’t reflect the new default standards
I knew I wasn’t crazy. Still better than just trying to follow guides on YouTube I just feel like I’m doing something wrong by learning it
Maybe I’ll ask chat gpt to change the codes they give me to the new input system
Your probably always gonna be doing something wrong. It’s insanely conmon for beginners to overthink on how best they are/can independently learn, it’s a hard habit to break
Hi! so i have a really big issue with the engine, i lost my save randomly after build, but it comes back randomly, and after that, the new game scene is coming back, and i dont really know what is happening, i even restarted the whole engine
Just following guides as best you can, spending time and effort trying to understand what your doing and googling terms and concepts you don’t recognise is how you’ll get comfortable
Best way to learn programming in my opinion is less about actually learning programming and more about learning how to learn, which is about identifying what you want to do, breaking that down into as minimal pieces as possible, figuring out which pieces you don’t understand and then researching those specific things online
Yeah I might need to start doing sticky notes or something tho because yesterday I tried learning something and couldn’t remember it like 10 minutes later. Ik I might learn a bit slower but it’s also about getting practice right? Sorry I really should just give it my all stop questioning it but I’m just afraid I’m not smart enough to learn it.
Practice is a massive thing yeah
Tem algum dev br que faça jogos 2D e possa me ajudar em um problema?
this is an english-only server, sorry
anyways, 👇
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
please don't crosspost. your thread in code-general was the right place
oh,sorry!I delete my massage
i know its probably because its the wrong type of object or something but im trying to add a material to this rock preset and its only applying the colour not the texture
Hard to say without more details, but it's possible that the mesh doesn't have any proper UV data.
hello i am making a project and i need a team member
!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**
Sorry man I have my own team
Did you not read the bot message? This is not the right place look for people to join you.
Don't need to be that mean dude
But alr
Ehhh I take it, it was dumb on him
SDK in my unity is really slow. Ive reloaded it twice now but still no go. cant name avatar or load photo. any ideas
is this vrchat
is that a question or sarcasm?
question
a question
because you didn't really give much info
sdk just means software development kit. it could be .NET SDK you're having issues with for all we know, but avatars and photos don't seem related to that
unfortunately we can't help with that on this server
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
gotta hit up the vrchat server
they'll know how to help you
ok thank you Chris
we can't help you, not because we don't want to, but because we don't have the expertise
and probably vague tos stuff
true
Hello
👋
hi, this is not a social space. https://nohello.net
Hi sorry my english is bad, can someone please dumb it down for me? like how much unity has to take if i make money out of their game engine?
like unreal will take 5% if i make 1 mil
what about unity? i cant seem to understand when i read their site
$200 / month if you make more than $200k per year
oh... that's not bad actually.
I just made my very first build of a game
Hey, guys is there could be an update of Unity Hub for 2026?
Kinda, curious btw.
if unity doesn't go under, yes
What kind of update are we talking about and why? All of the updates to the Hub itself usually don't bring much to be exited about for me at least
Templates
That if doing a lot of heavy work
im making a map for my game does anybody have a town with storm drains similar to the one where pennywise meets georgie
Nobody is just going to "have a town". You can search the Unity Asset store for something.
how the fuck do I download an assets I bought on the store?
Open the package manager in Unity
I have no idea what that is. i thas some dumb button "open in unity" that all it does is spawn JS errors
go into the package manager manually and download/install it 👀
can I do that in thus hub thing?
No, you do it in Unity editor
from the engine itself..
once u confirm/purchase it in the asset store it'll appear in the PackageManager
No, it's meant to be used in Unity, so it's downloaded in Unity.
The download button is in the package manager.
taht's dumb af thanks tho I dont use unity yo I need to download all that crap just to download the assets? thanks for the info.
Yes
whata consumer hating software
Your tantrum about it doesn't make it a true statement.
they are assets
🤦♂️ lol
they're unity assets, and I'm half sure the EULA says they're not for use in any other engine
nope
at leaast not when I checked it
yeah, that's wrong.. dunno what I'm thinking about instead
I've heard it before, maybe there are different licenses?
anyway I didnt find any such statement when I checked
The general license allows it, each asset can have a different one which could specify there
where can I see the progress of this?
At the top of the Hub there's a download button
Unity Asset Store purchases can only be downloaded via the Unity Editor. However, once you've downloaded and imported your asset, you can use the raw files outside of Unity, although we can't guarantee compatibility.
no I mean I wanna see some progress so I know if it takes 1min or 10h or whatever ^^
ah I see what you mean
thanks
Unity is going to make me lose it
I'm working on something in unity for a class and I've spent the last 2 times I had the class trying to connect it to unity version control and it won't work
😭
guys my skybox isn't working ,why i don't see the clear flags on my main camera?
oh nevermind,i just added a large sprite instead of the skybox,for some reason it just didn't work
If you are not working with large assets, you could use github to be able to work.
Because UVC sucks and is full of issues. Use GIT
Has its pros and cons 😄
Hey guys, need help please. I'm looking to use Playworks to create some ads. On the website the price shows $15K. What if I only want to export for 2 platforms like Google Ads and Meta?
There is a free tier https://docs.lunalabs.io/docs/playable/pricing
Unity Playworks pricing
Thanks for the quick reply. It shows that its free for Iron source and Unity ads. Is there a free tier for Google ads?
Can someone help me figure out whats going on? I'm working through the beginning of the Junior Programmer pathway and I'm running into an issue where I enter Play mode and then when I exit play mode, the project window is randomly selecting a file to inspect inside of the Packages folder. It's not breaking anything, its just annoying.
I am trying to rotate the player with the camera and it works but when I move my mouse just a little bit it spins really fast. Any ideas how I can fix this?
Is it because the tracking target is in the player and because of the script its rotating the player and it just loops?
if your camera is set to follow the player's rotation and you rotate the player based on the camera's rotation, then yes it's just going to spin fast when either are supposed to rotate
you should rotate the player using your mouse input, and have the camera track the player
anyone in here have an QCY H3 Pro?
do you have an actual unity question related to that
hi guys, is there a way to replace an already existing prefab with another newly one you created, just so it updates in all instances?
edit the prefab you already have
could like, copy everything from the new one and paste it into the old one or something, probably
will try ty
If you right click the object in your hierarchy, you can link it to a prefab under the prefab flyout.
If it's already a prefab, at the top o fht e inspector, you can drag another reference in I think? I forget where that is.
hi, do you guys think disabling some scripts or gameobject that I don't need anymore would be a good thing during gameplay to do for performances or I shouldn't care about this with my game scale(around 80 scripts, don't know how many of them run in update thouugh)?
wouldn't hurt
you can answer that on your own
by?
is running 100 processes the same as running 5 processes on your computer
thats also relevant if they are running operations Update otherwise they are still loaded in memory anyway
no
disabling only gets rid of Update/Physics update calls
ye
is memory like loading everything the game consists of/has?
less work is less work, for the cpu.
disable stuff if it makes sense. worry about perf if it's an issue
it's best to disable any update methods when you dont need them
pretty much everything you create lives there in memory
oh okay didn't know that, thank you
and you should profile (unity profiler, frame debugger, etc.) more important to see where You actually need improvement
I'm already lagging most of the time on my computer with a rtx4070, ryzen7 and 16go ram, arduino is really limited lool
most times its the graphics and heavy gpu stuff than code
lighting, post processing etc
ohh okay ye, thank you so much for helping ❤️
if you got a mesh with thousands of tris, you probably wanna look into cleaning up
making something go from 2ns to 1ns per frame isn't going to make the other 40ms task faster 
are you even using the AI Navigation package ?
is this how I rotate the player in my mouse input? I don't want to control the sensitivity how would I just rotate the player with my mouse input? cause right now when I rotate I have to adjust the value which will rotate the player and increase the sensitivity. I can't make it rotate with the camera cause I would have to then change the reference frame in cinemachine settings and the headbob rotating effect will no longer work.
https://paste.ofcode.org/n6VNktQjM86Lnp5CQakkiK
Don't scale mouse input by Time.deltaTime. Learn why...
The UVC thing is connected to a github repository
But I can't directly use GitHub because my school has it blocked
Idk how to use GIT
github hosts.. git repos, not uvc repos
or do you have the entire uvc repo inside a git repo
Lets hope not… uvc is its own repo system based on git I think.
its dead simple. Plenty of online instructions, many GUI clients as well
uvc is based on plastic some other technology
Ah, Plastic scm supports the git network protocol, its not based on it
it has some interoperability afaik, but also with preforce
And uvc = plastic, just renamed
pretty much
I haven't made any commits yet because when I try and do the login to UVC thing in the editor it gives me the error
My friend knows how to use GIT so I'll just ask him tommorow probably
If your university is blocking git and your uvc uses a git repo to push, thats why it might not work
schools block version control these days? odd..
Unity isn't blocked
GitHub's site is blocked
Also it's not a university it's an elective at my HS
I can get around the schools proxy but my internet is really spotty in that classroom and I don't want to use too much data while updating the repository
Github isn't the only host for GIT repos
the two are different things
Ok but you were talking about GIT in general when I had said that GitHub was blocked
My friend knows how to get it work with GIT
ok, so why not use git (without using github)
I'll ask him tommorow I can't do anything about it rn anyway cus I'm not in that class
I already said I was going to
Anyways I gtg to clas
oh, mb
the major competitors i know of are gitlab and bitbucket, try checking if those are also blocked
I removed that part but now when I look left or right it spins really fast.
My friend knows one that works I just don't remember
I'm just going to ask him to help me with it tommorow in class
could somebody perhaps help me, I'm kind of giving up hope here
my enemy's shooting animation isn't playing and the animation itsself isn't either, it was working fine before I tried putting an animation on him
so turn down the sensitivity
you were previously multiplying your look input by a tiny number
e.g. 0.01 at 100 FPS
I did but the headbob rotation no longer works
so you need to compensate for that
we need more context here, and show setup
Hola
If I keep it at 0.1 it works but if I bring it lower the headbob effect rotation is no longer relative in the direction I am looking.
probably bad code somewhere then
are you mixing the head-bob effect into the player's actual input?
lemme look at your code
well the only code that is rotating the player is this > https://paste.ofcode.org/NriXw8ib3RLz2ZLCfyiZZB
nothing in here would cause head-bobbing
this is the headbob script: https://paste.ofcode.org/vUcM2yHsaBLgZdVfKeASyr
are you trying to rotate the cinemachine camera's object yourself?
No I'm not rotating the cinemachine tracking target in the code, the only thing thats rotating is the gameobject called headbob and the tracking target is a child of that and follows the rotation.
any particular reason you are implementing headbob manually instead of using noise on the vcam?
(you can also use a Recomposer extension to adjust the final rotation)
i'm doing that right now, actually
using UnityEngine;
public class RobotShooter : MonoBehaviour
{
public Transform HandSpawn;
public GameObject ProjectileLightBall;
public float shootCooldown = 2f;
public float shootRange = 10f;
private Transform player;
private float timer;
private EnemyHealth enemyHealth;
private Animator animator;
void Start()
{
GameObject p = GameObject.Find("Player");
if (p != null)
player = p.transform;
else
Debug.LogError("Player not found!");
enemyHealth = GetComponent<EnemyHealth>();
animator = GetComponent<Animator>();
}
void Update()
{
if (enemyHealth != null && enemyHealth.IsDead)
return;
if (player == null) return;
timer += Time.deltaTime;
if (timer >= shootCooldown)
{
float distance = Vector3.Distance(transform.position, player.position);
if (distance <= shootRange)
{
Debug.Log("Trigger Shoot");
animator.SetTrigger("Shoot");
timer = 0f;
}
}
}
public void FireProjectile()
{
Vector3 targetPos = player.position + Vector3.up * 1.5f;
Vector3 dir = (targetPos - HandSpawn.position).normalized;
Instantiate(
ProjectileLightBall,
HandSpawn.position,
Quaternion.LookRotation(dir)
);
}
}
this is my code, it should work
the shoot animation has an event on it (fireProjectile function)
the animator is set up like this
Entry -> EnemyIdle <=> Shoot
Shoot has the Shoot Parameter condition on it (a trigger)
I'm not sure if I'm missing anything or what's going on
Just didn't like it and I was using multiple noise profiles and I couldn't get them to smoothly transition together so I am doing it by code and its more fun ig..
is the log TriggerShoot printing in console ?
yes
select the Animator on the gameobject in question, while in playmode with Animato tab open / docked aside you should see what the transition / params are doing Live
dont spam msgs plz
How would I do that with the extension?
seems like I accidentally disabled the Animator inside of the enemy object 💀
ty for the help tho
still gonna kms tho
reference the CinemachineRecomposer component and then set its Tilt/Pan/Dutch values

How is that going to stop this → #💻┃unity-talk message issue? Isn't that meant for the timeline?
Yall when i gave my friend edit it didnt work?
oh, I see why your existing code doesn't work right
what edit
actually, no, that should be working
I suggested the recomposer because you don't have to mess with the rotation of your look target at all – you just tell the camera to rotate
"Go in" what? What did you give them? Where did you put in email?
currently when switching away from unity with alt-tab the focus will automatically be forced back to unity, is there any fix for it?
clicking away works just fine
I'm just suspicious of adjusting the local rotation of the look target like this. The changes will add up over time, and they might start drifting away.
I clicked the three dots,then i clicked on the thing that helps with partners to go on the project,i gave him the ranks bit it didnt work
you're going to have to show us exactly what you did
I'm guessing that you don't have version control set up for your project
and that you've just added your friend to an organization
you need to be specific about the steps you took, because we have no idea if you've done anything correctly if you're incredibly vague about what you did
Hi. Not sure where to report this but i think this page has missing images or parts
https://unity.com/blog/engine-platform/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019
Is it possible for it to be fixed?
that article is 5 and a half years old, many more things have changed in shader graph since then
consider looking at recent documentation for shader graph if you want to learn how to use recent versions
Holy shit I think you gave me an idea, I can change the reference frame to parent object to stop the spinning issue but the headbob rotation going up and down will no longer work but I could use the tilt in the composer but would that be a pain in the ass to setup? I would have to apply it to all the headbobs later on.
Ya but doesn't mean the content should be half broken
that is specifically about what has changed at that point in time, not what has changed since then. so if you are using a more modern version of shader graph, then naturally that article is out of date and you need to find recent documentation
Never mind that might be a bad idea when I think about it.
what's missing right now?
I'm not clear on how your character works right now, so it's hard to say much.
I know that you have:
- a character object, that rotates around the world Y axis
- a look target, which rotates around the local X axis to do headbob
it's also not a comprehensive tutorial for shader graph. it's literally what has changed in that version
This article is not entirely out of date. GetMainLight is still valid even in 6.3
I said "i think" it has broken parts. There are several parts where it says "something something like this:" and then blank then skips to the next part
ah, I see
I'm not sure if it's supposed to be image (bcoz other images in the article works). It may be a code snippets
seems like all of the code snippets are missing
Anyways i'm more asking about where/who to report about this, and also posting here in case anyone have a backup article or something
Or... i guess i can also find a different "beginner to custom lighting" tut
The github repo is still available, so you can check that out
ha, this was back when they called it the LWRP
I'd suggest checking out this page, actually
considering you are using a version of urp/shader graph that is very different from the 2019 version that is something you should absolutely do
I'm looking into this article bcoz this is what's referenced by another newer (but still pretty old) more advanced tutorial
Me using URP 2019
Pragma 2.0
Me using URP 6
Pragma 3.0
The joke is that webGL doesn’t go higher
Hello, could someone help me? The button doesn't appear when I'm testing the game. What should I do?
start by being more specific about what it is you need help with
I'm creating a game, but there's one problem: when I launch it, the exit button disappears and you can't even press it, but on the stage it's there, the text and the button
hi everyone
why when i rotate this half a circle, it says im rotating it 35,000 degrees?
@balmy kettle
if you look really close at the bottom left of the game view you'll see your button kind of appears because that's how you have it positioned on the canvas.
hello, why isn't Random getting detected there(missing) https://paste.ofcode.org/fF7ThbGZYgupADB8wJ29y9 , I'm using UnityEngine and also Mathematics
enable gizmos for the scene, then select your canvas and you'll see its outline. that represents the entire screen and you need to position/scale/anchor your UI correctly within that. see the docs pinned in #📲┃ui-ux for how the canvas works
code pastes are not the same as your ide
are you having an issue in your ide?
no I don't think I do, I'm using VS code since a year with unity and everything was setup properly
What is Random
ok, what do you mean by "Random isn't getting detected" then?
also you are missing a semicolon
Radom.Range();
intellisense isn't showing up?
So, you should probably include that in your code instead of just cutting off the line early
no I haven't called the function yet lol I'm not a complete beginner chill
what is the issue here
I'm not cutting the line early, Random isn't detected like a missing reference as if I wasn't using the namespace and I can't access the Range() function
If you are having trouble with a line of code you should actually share that line of code. We can't see your screen. Whatever you share is what we have to work with.
I can't get access to it
show the actual error
Could be using (not sure it's term but eg using UnityEngine;) that just also uses the class Random
let me guess, you also have using System
the line of code is in the paste?
Okay, in that case, Random doesn't exist and you're missing a semicolon.
Problem solved
@balmy kettle accepted pleas to friend, because i m stupid and i don't undurstand
nice semicolon
@flat breach you aren't giving much info to work with here at all. what is the actual issue? an error? no intellisense?
ok, what's the error
what does the actual error message say?
I'm not
Hey cool that's not the line of code you originally shared
Could you share what you are using at the top
Now that you've posted the whole thing you can mention what the error is
there are no errors, I haven't saved and run in unity yet as I've not access to the class I want
There is literally an error in your screenshot
there is very clearly an error right there, you can hover your mouse over it to read it
no errors? ok, no issue then.
i wonder what the red underline is though, if not an error 
because you asked me to add a semicolon???? What are you on? why would I add a semicolon after a class without calling the function or field ?
errors are not a unity concept, man
exactly, the code you shared just.. doesn't make sense to ask any questions about.
wait I didn't understand
i'm just gonna go ahead and post this link since it's probably what the error is
https://unity.huh.how/compiler-errors/cs0104
'reference' is an ambiguous reference between 'X identifier' and 'Y identifier'
Yeah was gonna say i can guarentee the fix is just going UnityEngine.Random.Range();
Yes, the line you've shared now is correct. The one you shared originally was nonsense. I answered the problem with the nonsense code you originally shared.
the thing is I bet he thought Random was a variable but no it's the Unity class
or using Random = UnityEngine.Random
no, noone thought that.
Yeah no
it was nonsense because I didn't finish it???? I had no acccess to the function, are you reading what I say
I was pointing out that your line made no sense, because it didn't. Because you didn't share the whole thing.
right, so why are you asking about unfinished code. that doesn't make sense. finish it, then ask.
-# (unless the issue is with like, intellisense, in which case, say so)
point to where you actually said that though
Remember: We cannot see your screen
The only code we know about is what you show. If you show code that you are not using then how are we supposed to know what you actually want
Bro, really can you help us. She need to finished project in one hour. And we trying to fix it 3 hours, i worked with godot and trying to help her. But i can't cause i didn't work with unity
anyways, @flat breach read/share the actual error
"I'm not cutting the line early, Random isn't detected like a missing reference as if I wasn't using the namespace and I can't access the Range() function"
read/share the actual error
no point arguing
but anyway, I poorly explained the issue mb let's get over it
What is the error
Christ
you are making an assumption about the error, without having checked it
if you do not read/share the error, we cannot make any progress here.
what's the issue
i have no idea who you are referring to
oh wow, look at that. it's not "can't find reference"
If you are refering to abdullah, the answer has been given a few times now
@flat breach go read this
Finally. Exactly what we expected:
#💻┃unity-talk message
@stray rain I'm talking about her
i gave an answer and told them where to look for more information about what they are doing. they need to actually pay attention to that information
What the hell is going on in the chat?
@stray rain do this. then reposition your button so it makes sense within the canvas, rather than being in the world.
I should probably add UnityEngine.Random.Range(); then but it's weird, I'm not even using Mathematics anymore
stop pestering specific people
then remove the using namespace directive
for Mathematics? I did but unity still doesn't know which one I'm using
unity has no part in this, this is from the c# compiler.
but yes, that's what i'm referring to
share all of the code in that file as it currently exists
@stray rain stop sending random friend requests, stop pestering specific people. you've been given instructions. if you need clarification, ask here.
and do you still see the red underline in vs code?
yes but now that I added UnityEngine before it's okay
what?
ints[i] = UnityEngine.Random.Range(1, 5);
So is that a yes or a no
now it works when I'm specifying the namespace and class
no* BRUh mb
if you don't have UnityEngine. and get a similar error, then one of the other namespaces also has a type called Random. read the error to find out which
my brain is gone
make sure to actually read errors in the future
they give info, so you don't have to make assumptions and then be wrong
yes sorry, I'll
incomplete code isn't going to give meaningful semantic errors, it'll get syntax errors first. make the syntax correct before even considering semantic errors.
also, holy fields. dont you wanna space them out a bit and put in some headers to make it easier to read lol (both in code and in the inspector)
I didn't finish the line because usually I'm just like selecting the function immediately from the propositions.
yee lol fr, I'll do this now this is too hard to read it
don't rely on intellisense results to see if what you're doing has issues.
if intellisense has issues, that's a separate concern.
Not 95% of them also being public -_-
Just reset it to 0 and input your desired angle. Unity just gives you human readable Euler value but underlying value is a normalized quaternion
because I wanted to use them in the editor but I'll set them to Serializedfield and private
I just wanted to take care of the organization later yk
if it's also spinning really damn fast, that's an editor bug in 6.3
don't forget, nothing's more permanent than a temporary solution
wanted to use them in the editor
This shouldn't be the reason for making them public
if you put it off for "later" there's a significant chance that it'll end up being "when it shoots me in the foot" lol
yeah its spinning insanely fast
ahh ok i see, thank you
yeah, editor bug
If it goes over 360 it means you rotated it more than onnce
lol, thank you so much for your advices bro
ok
does that get reset back to [-180, 180] normally, eg when you release your mouse cursor?
-# i don't have unity open right now
Yeah the rotate tool is a bit wonky at the moment. Like the sensitivity is dialed stupidly high. You should probably just type in values for now until it's fixed
I don't remember but don't think it does , I don't have unity open either lol
It only cares that internally is a normalized quaternion afaik
no
where do i go to talk about issues with my multiplayer setup?
thanks
what channel do i post builds of my game for other people to test again?
Remove it from package manager . See what happens s after. Could be bug in editor or project if you're using a lesson project template
How to update a prefab based on an instance?
Apply overrides ?
yeah (can't really find it sorry)
I have been struggling w/ making a mirror for over 2 months. Everything i try is slightly broken every time.
What do i do
In the inspector
wait just found it
Depends. The most accurate could bee a second camera with RT texture/ material on the mesh but rendering part of world twice has performance implications
I want a mirror that has a mirrored camera for every player
what now?
elaborate what you mean by this
this makes no sense
I want a mirror that is accurate to a real mirror. The camera moving with the player's movement
to give it depth
I just want a mirror that can point the opposite direction of the player's perspective but from the mirror to actually "reflect" like a mirror does instead of looking completely flat
I won't rlly have many.
older games that did have mirrors in some places would literally have it as a window into a identical room with a fake player moving in a reflected version of the player
I just want to try it. if it doesn't work right, then i'll scrap it
render textures w/ static cameras just dont do mirrors justice
I haven't even made any levels bc i have been creating the core mechanics since like october. intentional Box jump glitches (Inspired by Sam Hogan, mostly the actual box jump. idk how he did it 1st try), mirrors, box spawners and voicelines. There are SO many more
mostly mirrors tho
Would i need to just use a transform reflect function?
Hello! How can i make my enemy hear my via modifying steamaudio raycast system. I traveled through 7000 lines and yet no solution. Yes i know how its done in other games: graph or just radius check. But realistic sound is very, very needed in my game. pls help
what logging service do you use for your games?
hi, this is the error I'm getting when I enter playmode : and this is the code at 75th line, I'm just accessing UnityEngine class and its function which shouldn't give a null reference right?
whats ints
please help... my last save was quite a while ago and my deadline is in 2 hours
every click
is
giving that one errory sound
probably a restart then
Sounds like an entirely preventable issue
Why are you not saving often?
This is like using any software 101
2 hours without saving and im assuming 0 version control is just irresponsible on your part
You can restore your scene after force-quitting Unity as long as you do it before starting it back up again
maybe 20 minutes of work
good to know
Still dont disregard the valuable lesson here
Not even unity specific just in general
yeah I know but usually you don't save every 5 minutes yk
ints is an int array variable
show where it's declared
I save every minute.
A good habit to have
its null
... right
could someone vc w/ me who is good with accurate mirrors? I am struggling
nope
I should take more importance regarding organization, it's so hard to keep up with a badly organized code...
Is that to me?
could someone help me in my server? Is "self-promotion" against the rules even if it's not for promotional reasons
For discord servers yes
no vc's here because help via text in here is prefered
for many reasons
just two cents from a stranger on the internet but i would seriously consider if you actually need these mirrors
I have a secret that would humiliate me in front of the unity discord.
Ok
I don't know how to code in c#. I use.... CHATGPT!!! ;-;
Its embarassing but not really humiliating
Not that you cant code no
But you not knowing how to code and using ai
Thats the rough part
I rlly have been trying to learn by the things that work that chatgpt gives me. I can code in so many languages but not c#. I took a beginners class for c++ but that is basically it
Also why do people who choose to use ai always pick the dumbest one for programming in general
makes about as much sense as the stuff chatgpt vomits out
I think i should do that... That's a good idea.
Wdym?
Like a very very beginner level class
i know a lot of the easy ones. Python, html, css (a decent amount), javascript (enough to make basic sites), php (only the html part XD), bash/zsh (basically the same with just tiny differences but i know a decent amount), swift (not anymore tho), and a few more
For a teen, yes, kinda
If you want to get started with c# theres plenty of pins in #💻┃code-beginner
Wtf happened to the pins
Nvm
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Thank you! btw i can share my current project if that's allowed so u guys can laugh at me
I love public humiliation
I think you should stop with the self deprecating as well
But it's my specialty...
Okay, thank you guys! I'll check those out!
Good luck, it should be an easy thing to pick up fast
I gotta get off discord now. I'm at school and they don't want me on it
calling html a real programming language is like saying crayons are the same as welding torch
they are a teenager at school
Html is not a programming language -_-
Even if it isn’t a programming language, it is helpful for learning formatting(spaces), open & closings, and consistency
Oh didn't even see this lol, but as it's name says its a markup language not a programming
<@&502884371011731486>
Quick question, if I use rider for unity and decide that one of the games is going very well and I decide to publish it, can I buy the commercial rider JUST before publishing it? Or do I have to actively have the commercial license while developing the game
that's not really something we can answer that's more on jetbrains' terms
probably yes though
They're very clear about this.
"If you plan to release the product and get commercial benefits from it, either now or in the future, you should use a commercial license. If your project is for non-commercial purposes, then a non-commercial license is valid. However, if your intentions change over time, you’ll need to reassess whether you still qualify for non-commercial use. If you’re unsure after considering your intentions, it’s safer to choose a commercial license."
What is everyone's opinion about the Junior Programmer pathway on Unity Learn, is it worth the time if I'm a beginner?
Ahhh gotcha. I've honestly never used rider before but I keep hearing thats the best for unity. I've always been a vscode guy
jetbrains makes pretty good IDEs but it's up to what you prefer
im sure there's people here who use notepad
!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**
First time I bought models off the unity store
forgot to accouint on if they supported URP or not
Rider is really nice.
I bought a license before they had the non-commercial version (although I do use it for commercial purposes now)
can agree, have been using jetbrains IDEs under a student license for quite a while now
i dont suppoort their AI art splash screen though
the slop must flow!
they're not even a public company where the investors are paying them to do that
they just did
I think I'll mess with the non commercial right now so I can just play around with it but when I decide to go in on a big project I'll get the license. I'm excited to use it. The UI looks SLICK
the UI looks even better when yous et it to comic sans
but yes you should try all the options
!collab
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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**
i've told you twice now
what channel would i go to here for help with the skinned mesh renderer component?
dont ask to ask just ask the question on your problem with details, if is wrong channel someone will say
all of the pathways are pretty good
its worth it imo
having a weird thing happen, there's a moving object set up by the level designer. I've dropped in a custom mesh I have made just under the mover on hierachy (the object that moves the object left to right)
However whenever I add the custom mesh to its hierachy, the object stops moving on play. For some reason though using a 3D gameobject > cube, or any other shape made in Unity and doing the same process, the object moves fine 🤔
does your custom mesh have a collider component
no, no collision
might be worth adding one and seeing if that changes anything (im mentioning because they unity default shapes do have one so thats a point of difference)
just trying now!
hmmm tried adding box collider and mesh collider both on separate tries, but doesn't work
the moving object also works with a 3D game object (cube, etc.) made within unity, but if its a custom mesh made in something like Blender, it breaks
best answer would be to ask whoever wrote the code
another random shot in the dark is seeing if enabling read access on the mesh is enabled (in the fbx settings)
they're all in bed now, I'll do it in the morning 😄 ty will try tomorrow
@copper gust I think you were right, I tested removing all the colliders on those meshes and now its moving fine, it seems to be a collision issue - have to look into it
handling characters going on and off moving stuff is a whole pain in the ass to deal with and most solutions require somewhat specific setups on the moving stuff to have it working all nice
it might be looking through all the children and making assumptions on what they need
will take a look at it thanks!!
Hello. If I have a question about the editor. where should I ask?
hi
what is the best way to store and interact with game setting ?
like
I thought doing a SO to store this in the game manager then give the game manager to the UI setting and in the UI setting update all
guys any idea why doesn't my textmeshpro change from blank to "you lose" when i die?
it succesfully destroys my game object but it doesn't display the text lol,here is the code:
im a beginner
is it a 2d game ?
yes
when i type something i can see the text in the game view
but not with my script lol
did your collision work ?
yes
have you bind the text in the inspector ?
i have this
or give the player tag to the current player ?
yes i gave the player the tag
did your TextMesh Pro is in a canvas?
but it confuses me when i try to drag a prefab from the hierarchy and project files,it's 2 completely different things
Is EndGame an object in the scene or a prefab
idk if it is now lol
So you're changing the text of a prefab that exists in the file system and is never seen
so i have to drag it from the hierarchy?
You'll need to reference the one that exists somehow
If this is also a prefab, you'll need to get the reference after spawning it in
i tried without a prefab and it works,but now i cannot get my textmesh inside of my prefab
so i have the floor and the pipes
floor isnt a prefab and the pipes are prefabs
missing textmesh
you can't reference things outside of a prefab asset in the prefab asset
if it's something in another prefab that still wouldn't work because it's outside of the prefab
it's like microwaves sold at a store still boxed, they are designed with a power plug but it's not like the microwave at the store in the box can be plugged into the wall in your house
it's designed to plug into something but it fundamentally can't know what that something is when it's in the box
what a nice exemple
btw, my question got skipped xd
what is the best way to store all setting like resolution, full screen , Volume and more?
and make the interaction with the UI ?
PlayerPrefs
Those sort of things seem like the actual correct use case for PlayerPrefs:
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/PlayerPrefs.html
damn, i completly forget this thing (the first thing I use when learned Unity)
thanks
The thing every video tutorial polluting the Internet convinces beginners to use for the wrong reason, finally has a use.
Would be nice if there was a better super basic solution for people to use instead
doesnt unity 6.(3?) have something built in for save data
not specifically prefs but game data
That would be news to me
yeah for their multi platform stuff
not sure if that fits the boot im thinking of tho
it was 33 minutes into the engine roadmap but it's part of platform toolkit
Thats fair, for settings. But at the same time, PlayerPrefs are universal, very nice for all sorts of settings and its as little as 1-3 lines of code to save & load
i agree
except they are saved where that stuff shouldnt be saved
which is shit
hence why it would be nice if another similar but intended solution existed
Thats true, I agree that the registry shouldnt get filled up by prefs.
is platform toolkit only designed to be used with console platforms?
datastore this is what i was referring to earlier
Actually now that I think about it, some things saved could be nice to have if they decide to reinstall the game. Playerprefs dont get deleted if you delete the game, yet it can be read again. Compared to storing stuff in the local directory.
anything you write to the persistent data path should be fine
It would, making json classes and wrappers is such a pain for me and takes like 2 hours. Though mainly cause i dont do it often so im not all too experienced in the "art" of making them
It is for any platform. I personally dont understand it though, it stores stuff locally but youd still need some sort of networking setup for another device to read it...
Its basically like saving stuff to a json file, except its unitys api
you no longer need to create a system file reader
i guess that's more convenient though? if it's easy to use
unity has its own new built in method for saving/reading/writing to files
Not sure about with how uninstalling from settings does it but programs like steam dont delete the programs appdata folder (where most games store save data) after you install the game so most save methods would keep data over different installs
does the c# System.IO not work for non windows applications?
No. But unity has its own api for that now, which works on ANY platform with the same code
kind of like using playerprefs except it stores it in a binary format
Whatever you can do in a json file, you can do with the DataStore basically, yet you do not need to code your own parsing system. Unity already safely parses, hides the save, and has callbacks for waiting to properly save
curious now does it support saving dictionaries?
:o nice i know that was something annoying with json since you'd need to manually handle the wrapper so it'd be like storing it as 2 lists
oh damn nvm then 😔
it works similar to List, so it basically stores List
unity does have a serializedictionary tho
just not serialization of the c# type
which is dumb but whatever
there's a non c# dictionary that people use? didn't know this
i always use this free implementation if you need nice inspector too
https://assetstore.unity.com/packages/tools/utilities/serialized-dictionary-243052
MyItems:
- sword:1
- stone:20
```it would save it in those sort of format. idk what you fully intended to save as a dictionary but for example, yes it could save a whole players inventory in one line of code, using other lines of code to feed it the data you want to store in such dictionary
i've just used odin inspector for inspector stuff but this looks like a nice free alternative
maybe I will take it later
Which is better intel core i5 13420H or Ryzen 5 8645HS
that's up to you to figure out
oh my bad, will share there
Do you use Newtonsoft or something else to handle your JSON data?
Nope just basic old written code, tbh though i've only gotten a year and like 4 months of work in any programming so i dont know how to use many api's or assets of the sort
I've only used whatever microsoft gave us in their namespace libraries (so things like using system.io; ) for data saving
look into using newtonsoft. it can save the dictionary automatically. You should almost never be parsing file formats yourself
Hmm i think i may have to, writting the dictionary wrapper just the one time took me the majority of the day
Ah, next time your working with serialized data, maybe you could give Newtonsoft JSON a try, its not too difficult to work with since you only need to deal with 2 functions (Serialize and Deserialize), and your saving and reading from a file so you would still use System.IO for that part, and choose where youd want to save to (such as PersistentDataPath), but it handles things like Dictionaries fine, as long as you dont try to save anything that is self-referencing like Unitys "Color" class there shouldnt be any extra steps involved with it
Although I will say, it does help having a wrapper you write once, I made a "SaveService" that basically just wraps the Serialize/Deserialize with System IO in some functions that take in a file name and use System.IO.Path.Combine to always access the same location, I also infer the extention, so scripts only need to do something like SaveService.Save("inventory"); inventoryInstance = SaveService.Load<InventoryData>("inventory");
newtonsoft doesn't have an issue with those unity classes either if you also grab their converter package
Oh? Interesting, I didnt know that it can automatically handle that