it basically just defines the logic for a lot of those classes that may have issues. like this is for color
https://github.com/applejag/Newtonsoft.Json-for-Unity.Converters/blob/master/Packages/Newtonsoft.Json-for-Unity.Converters/UnityConverters/Math/ColorConverter.cs
nothing complex really and seems easy enough to make your own if ever needed in the future. I notice it says now this isnt maintained anymore
#đ»âunity-talk
1 messages · Page 57 of 1
could even setup a nice class wrapper like
public class SavedValue<T>
{
public string Name { get; private set; }
private T _value;
public T Value
{
get => _value;
set
{
JSON.Serialize(/*Name, value or whatever*/);
_value = value;
}
}
public SavedValue(string serializationName)
{
Name = serializationName;
}
}
or something rather
Hmm thats actually a interesting idea, could probably pair well with a ScriptableObjects workflow for data
I'm trying to relearn the basics of C# and programming and I was told there was somewhere here I could go to that has those resources. Is it in the docs or learn command?
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Is it possible to make a cracked glass shader in unity that plays into a damage model system
Sure. Everything is possible.
do you have any tutorials? or know any cracked glass shaders?
hello đđ»
Not really. You'll need to research that. It would also depend heavily on how you want it to work.
it's for a fighter jet canopy
fighter jet takes damage > glass shader changes
Could probably be as simple as lerping between the main texture and a cracked texture.
i think a shader would be better because of the kind of material the canopy uses
I was talking about a shader
How would you go about using root motion with more advanced NPCs? And having the movement 100% driven by root motion?
Like say I have an NPC that wants to follow the player. Would I literally need a ton of leg/feet rotation animations with varying degrees of rotation?
This sounds like a nightmare especially when you get into climbing stairs, etc but root motion is so nice looking
Typically a NPC is the same as a character, a capsule moves and the animation is separate.
You can optionally make the capsule face the player and only ever use a walk animation forward
I'm talking about driving the movement using 100% root motion
Wouldnât be ideal. Itâs going to have issues when it runs into bumps
IK and animation speed adjustment to movement speed is usually enough.
This is a zombie ai I made to track a player, itâs only 1 animation walk forward. Simple capsule sliding.
If you need to go up a ladder you would probably lock the capsule to the ladder location and make it go upward while the animation is playing the visuals
To me it doesnât look bad when turning even though itâs not using turn animations
ok nice
are you just getting the navmesh points and rotating the zombie towards them?
Yes it uses nav mesh. This is good because nav mesh is performant. You can add temporary 3d models on top of the nav mesh while itâs baking to force good and bad zones too
guys is there a way to recover a prefab that loads infinitely?
you'd have to elaborate
How do I make a speed run best time mechanic so when you beat the game on speed run mode in the leader boards in the corner it shows you best time and when you beat your best time it changes and etc
i say this to be productive, this is not a good question
no one can answer this well
Nice. At that movement speed foot sliding wonât be noticeable in-game
Couple more animation states and you pretty much have DayZ zombies đ€
Oh
you have to figure out what you don't understand about what that question needs and learn each thing
i have a huge scene setup inside a prefab. everytime i add a new object or another prefab inside the parent prefab i Update it. While updating it, it suddenly went busy. After 16 mins of waiting i had to force close unity. Now my unity scene with that prfab wont open/the prefab itself does not load into a new scene.
Youâd need to store those times somewhere âon the cloudâ, like a database probably
Load the latest updates âfrom the cloudâ
Locally, store the playerâs speedrun timesâŠ
Not much to it, no? 
Ideally you would use version control and roll back to a previous version
what about a non ideal situation?
there might be a way to identify the issue in the prefab via text editor but realistically it's probably remaking it
and then learning why you should use version control
Canât you delete the prefab from the project folder files,
Re-make it after đ€·ââïž
You probably don't want huge setups in prefabs btw, that's not their strong suit
i use git to push my changes at eod. but while saving to push. unity got stuck in a loop and now i cant edit the prefab
lost a days work of effort
And, a lot of types of things in Unity have plain text data that you can open in VS Code and just.. Edit
Maybe thatâs worth a shot then you can delete the problematic part of it?
i have setup a huge scene inside the prefab
any reason that huge scene is not a scene
my friend thought it would be a good idea to setup individual maps inside a prefba so that he can load said prefab instead of loading a scene.
i dont understand it, because i dont have much knowledge in that area.
but i guess we have found the problem
using prefabs as ad-hoc additive scenes, damn
fair, i'd recommend otherwise but im just a stranger on the internet so do whatever works for yall
i somewhat vaguely see the vision but it's just not great in the long haul
for issues like this and memory issues you'll run into if the game gets fairly big in size
so i imagine individual maps should be their own scene?
As I understand doing it this way is against the âmodular points of failureâ principle
so opening the prefab in a text editor, what should i be looking for?
god knows
lmao
unless it really stands out from a brief scan i don't think it's worth the time
Yeah Iâve never done it. But with various other types of things itâs pretty clear when looking at it in text
Could be. Iâve never tried it with a prefab. Worth a shot 
if its not too much to ask, what should a prefab be used for?
only for assets that can be instantiated?
dunno if this metaphor is cooked but scenes are your house and prefabs are what you would buy if you wanted to build and furnish the house
yea like the assets themselves
yes-ish but asset as a word is fairly broad while also being a very specific term in unity as well
so i just built a lego house
yeah
quick Google search for âshould Unity prefabs be used to store an entire environment or sceneâ
perfect answers 
that was not their question
Maybe for the next time they will Google it before trying the next idea 
i guess
Just trying to help
fuck ai
the question was fine
it depends on what you are building and how you are structuring it
somethings you learn the hard way i guess
this was what came up for me
sometimes they are just used for orgnization purposes to divide things up, but othertimes are part of the games logic since they are things that are instantiated at runtime
who cares what ai spit out
Itâs from a Reddit discussion 
thing is, unity can be used to make any sort of game
then link the reddit discussion
so what its tools are used for differ heavily based on the wanted outcome
If this topic was complex enough I would!
Itâs pretty clear cut prefabs shouldnât contain entire scenes
absolutely
we talked about that
they asked something else
you misread it and starting posting ai
guys thanks for your help.
Just wanted to share my practice of, âGoogle it firstâ ok? đ€·ââïž
someone is going to learn something new today.
since you are describing it as huge how is it referecned
is it referenced in the scene, and is there more then 1
if so, yeah you are going to hit issues quickly since you would have the content of all them loaded at once all the time
currently there are 2 such prefabs, but the second is just 1 terrain plane with assets spawning in them. but the "broken" prefab is a whole desert scene with hundreds of small props in them
ok so why do you want it as a prefab instead of a scene
with a scene you get a lot of benefits around controlling what content is in memory but also stuff like environment settings are set for you etc
like i said my friend is the one who suggested to do this so it would be easier for him to work on the scene while i just work on the scene and update the prefab before pushing to git so it wouldnt conflict
they can still be set via code at runtime too, though gets harder if you got lightmaps or prop data
so a scene with a bunch of nested prefabs in it for parts of it
until you start messing with additive scene loading and can only access one of them â€ïž
The more we show others that a quick Google search or prompt to an AI can yield good answers,
The better off everyone will be!
Itâs great at summarizing / digging up research (not necessarily writing code. Never that ok?)

the usecase of having addative thigns that all effects fog and ambient etc is pretty low
exactly.
I think beginners prompting to learn is stupid and people suggesting it is extremely harmful
skybox has come up for me a few times
Yet, this time a quick search couldâve saved the person âa dayâs workâ
Wasnât a choice it was a âsuggestionâ if I recall the wording correctly
To make things easier with version control
2 friends⊠Who both didnât yet learn the power of,
Hey letâs Google that first before we try that route
Itâs your perspective. For me your energy is weird and often combative
they had no reason to google it
googling sure, AI no
Oh so we are just out here doing stuff in Unity however we like without Googleing first. Okay
they know how scenes work
they know how prefabs work
they made a choice
they assumed it was fine until proven otherwise
do you google everything you do every day?
One person âsuggestedâ to the other,
And neither confirmed with a Google search if it was a viable route to take
the "can" holds a lot of weight
a quick google search can be useful, if you can use the right search terms.
an AI prompt can be useful, if you already have sufficient experience to filter bullshit - which is not the case for beginners learning
extremely normal and common behaviour
But go off, Iâd rather âteach the person how to fishâ so next time they donât lose a dayâs work
Or however the saying goes
please dont get worked up. its of no use since ive aleady learnt the problem. All i can tell you is thank you for your time đ
it feels like you've seen other people suggest people google things and are applying it to unrelated scenarios
No I just be googling first before I start doing things yea
is someone going to seek out instructions to fish, if they already "know" how to fish, even if the way they know isn't optimal
arguing about this is not constructive, move on
Same way I would Google oh, whatâs the best way to store things i tuned at runtime that wonât reset when exit play mode
Or would I go about coming up with my own funky solution?
I rest my case 
ok, do you google that every time though
are many things i have not looked up again in years, since its stuff i already know
this is blatently a different situation
do you google every time you have a thought to confirm if it's correct lmao
Until I know everything I need to know to accomplish what I set out to, yeah ?
also even in this specific scenario the two big problems are a issue with unity fucking stuff up and fairly niche memory issues that a majority of people dont know about
it was a pretty fine suggestion
also often looking it up on google will not work since enough context was not provided
are a lot of cases where either approach would be perfectly fine, and that only changes as more context and information is added
how do you know if you already know everything you need to know?
how do you know you aren't missing something?
generally if you've figured something out once and you still remember, you don't often seek out instructions to do it again - just how learning works
Idk I tried to âdo things my own wayâ a bunch in Unity.
After having to rewrite code a few times I was like, you know what let me double check what the popular or accepted solution is first.
this.. is one of the viable solutions
Just trying to help others not go down that path. Google first, try cool idea 2nd. 
have you considered that maybe that has already happened
(and this is part of the first step)
No because they didnât Google it
But Iâm sure next time they will before trying something new
Takes like 30 seconds or less, saves possibly having to lose âa dayâs workâ
you don't learn without failure
hypothetically, it's perfectly reasonable to see someone researching and getting results about using prefabs
it's not like scenes are the only way to do it
alsoo, when they did google it and use trash ai the answer it gave them could absolutely be misled
Hypothetically but. Iâve noticed like a 90% success rate at least with Google Gemini
current game i am on a level is multiple layers of scenes, past game i worked on there was really only like 1 scene for the whole game, and a level was just a bag of data. both cases were the ideal approach
yikes
"use prefabs to manage individual components" could absolutely spiral into bad behaviour
ok i'm just not engaging with this
And Iâm not mentioning that ChatGPT understands motion matching step by step lol. Wanna see ? 
no one cares
no, i don't want to read bullshit
I was always with that mentality
Until I saw it explain step by step
And it matched a video I saw where someone showed how they built it
But hey, maybe you will have a similar experience and realize too
sounds like they just stole the video lmao
I would be offended if I didnât have the actual links to back what Iâm saying up đż
/dev/null
Sure yeah. Which is great, so. Instead of scouring the internet, we let the AI do it 
a car is too light
i dont want to be banned on discord lmfao
Sure okay.
Itâs just that 90% of questions I see in here,
Google Gemini summary literally spits out exactly the answers you guys give
so few levels to this, AI often fucks shit up and b even concreat sources are not ideal for all use cases
The Bus Factor is a metric measuring how many individuals need to be hit by a bus for a project to be doomed.
i know the number is made up and i think it's inaccurate but like 10% is really high
ok, and then the 10%? how does a beginner know they're getting the 10%
that's the crux of AI use. this mentality is dumb
yup, or like the result that guy googled, while it's technically correct it was phrased in a way that could be harmful
Maybe Iâll keep track of it for a day on here,
And at the end of day send all the screenshots 
please don't
it's unnessary and frankly unwanted
make a thread for your echo chamber if you want
it's annoying, to be blunt.
I wasnât going to just pushing the agenda
...that's exactly what you're doing
also like, you know ai only gets to that "90%" by real people answering real questions right
Well yeah, since weâre here getting into it. I want to state the reality
god this is such a waste of time
people don't reply to google ai results being like "hey, this one worked!"
Iâm talking about Gemini specifically and yeah, it literally shows the web links it found the info from đ
even with that it returns you are not putting much critical thinking into it, all sources have to be questioned
...that it's actually still bad?
you did not understand my message correctly
if people used ai instead of going to that web link
there would not be a web link
Iâm just saying it summarizes the right web links a lot. Really useful
treat yourself better
Not saying it âknowsâ anything. Just a great web scraper, time saver
its only pulling from content that exists, it will not be able to do new things unless people make content for it to ingest
Yup
since it cant just read the docs and make the leaps a person can about how to use it
why is every ai person like this man đ
Thatâs right. Weâre fortunate that so much âhow does one accomplish this in a game engineâ stuff is already discussed, debated
I havenât used a single line of code from AI relax bro
You are suggesting people stop making this
everyone is saying that will not always be the case and the using AI for everything will mean content it is not created anymore
Google Gemini is literally in our face every search, whatâs the big deal to vouch for it
you know what's also a good scraper that's a) actually ethical and b) not remixing words?
a search engine
Google Gemini is literally in our face every search
we can change this reality, easily even
this is such a dumb reason to promote AI lmao
The creepy guy at the bus station might be at my face every morning but that doesnât mean unwanted presence is valuable
"factories pumping wastewater into rivers are everywhere, why not support them"
its problematic and designed to short circuit actual thinking
Whatâs unethical about scraping the most popular resources and summarizing what was said?
Isnât that what you guys do here?
Isnât that what âknowledgeâ is effectively?
(Not saying applying critical thinking to what you read isnât valuable.)
unethical
scraping
literally 2 words apart
You just said this
So it summarizing what it scraped is so bad 
well its removing traffic from the primary sources, those sources will not see benefit in existing anymore and dry up over time
Itâs like 80% the words pulled right from the links, 20% cute summary phrasing fluff. wtf guys
Oh shit. Okay thatâs a good point
Yes and itâs been mentioned 5 times
Removing traffic from the primary sources? Must have missed the part where that was said already
Traffic being added to AI (you suggesting people use it) means traffic is being removed elsewhere
i want to exit this "discussion" so bad but it's so harrowing seeing someone spew harmful advice into the world, damn
I would think thereâs tracking of which Google search Gemini summaries stay on screen the most but, fair enough
before you ask ai, ask yourself, is this question worth the whole water supply of a small isolated desert town?
What the fuck does this mean or have to do with anything
To preserve the âthis Reddit discussion has the best points madeâ traffic thing
what do you gain from using AI? your point i saw was synthesising information, but that is actually a genuine skill
I am worried after what Passerby said. Most times I Google search I donât click a link, the summary was correct already
Iâm not trying to be rude here but you seem to be fundamentally misunderstanding every like second message someone has sent here
also ummmmm where's the unity in this guys!!!
Besides the time I asked ChatGPT to break down how motion matching works,
Iâve only ever âusedâ it by searching on Google
All I said was that itâs usually right and I donât even have to click a link
Just curious how many of the "ethical" people here don't use adblock or similar extensions in their browser.đŹ
Not sure how that turned into⊠This
so why not use the tool purpose built for that, called google
less steps, more direct info
Like, I get the AI hatred, Iâve always felt that same way,
But now weâre going to say, Oh I donât want to get correct answers instantly from the Gemini summary and instead read 3-4 Reddit posts?
Value your time guys 
ima be so real no you dont know get the ai hatred
If youâre looking up rocket science I agree yeah.
Iâm just saying, REALLY often Gemini spits out exactly what you guys say
you do not understand why people dislike it
And you have not helped me to understand
Passerby did a bit, so thanks to that person
Based on what they said and what you replied i don't think you understood their point either tbh
i mean given (insert many ai topics) i'd say it's a lot easier to have a ethical stance on it vs. ad blockers and piracy
i mean twitter just this week
if i valued my time that much, i wouldn't be creating. i value learning, expertise, skills, and the quality of my work.
Okay whatever.
We can keep talking about this, or I can actually go through days/weeks of questions posted on here and show you that Gemini summary said the same thing you guys did.
But hey, letâs keep answering peopleâs questions instead of asking them âwhat did a simple Google search yield?â
Value your time guys
this would not matter
christ
jesus christ
even if it was accurate (which we know its not) the point is that if people used ai instead of getting help on the internet ai could not scrape people getting help on the internet
you're just being intentionally stubborn here at this point i feel
So much heat just for stating some observations I made 
if people did what you said they wouldn't be able to do it
because no one would make the stuff it requires
because they're harmful for the target audience, and not wholly truthful
me when people dont want misinformation on a server dedicated to information
the problem with AI was never the utility or lack thereof. the problem is the way overinflated sense of utility
hello i m new to unity where can i learn to use it?
!learn
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Okay, well sorry. I just figured whatâs with the lack of people just posting Google search results in here 
My hands get tired of typing sometimes and I thought I can help you all.
we are not a google replacement
if google can answer the question more adequately, we say so
@rancid whale @storm patio @copper gust i heavily suggest if you keep talking about this to thread it, its just adding mud to the main chat
i'm done, it's annoying. i'm going to touch grass
making donuts with how tight circles the convo is going in
Where can I go to get help with baked lighting?
that would be #1390346776804069396
ok thank you
Sorry to continue,
But you guys literally donât a lot of times.
And now people keep coming in here asking questions that Google OR the Gemini summary could have perfectly adequately answered.
When if you sent them a search result they would learn for themselves to just Google it next time instead of coming back in here asking shit like that. And wasting YOUR time.
I donât see a reason to create this pattern. Who benefits from it?
I tried learning the new input system today and using it in a tutorial project that uses the old input system. Worst day of the year
Iâm gonna make it work tho. I hope
make a thread if you want to continue (nobody's gonna join it) but you got warned by someone already
guys what are some good things to add to a 2d platformer game
platforms !
a player
uhhhhh 2d
no i already got those
how many
i have the following:
not enough !
traps, activated doors, balancing beams, and moving beams
Idk play Cuphead or Dead Cells and do what they did.
Or remix it.
Maybe along the way youâll come up with other cool ideas.
oh im just making one to test my skills
but im running out of ideas on what to add
I got it to work but I mean getting it to rotate properly seems harder to do. Like car movements
bouncy platforms maybe
see what's in your favourite platforming games and try to imitate them
oh i dont play platformer games
Dead Cells has those in one part
a lot of the time a bulk of the creativity is in the dynamic mixture of different pieces to create a experience involving both
give celeste a play for platformer ideas
does that cost money?
yes
oh i dont have money
eg. rotating beam + bouncy platform could result in some sick velocity transfer if the player could bounce into a specific angle
watch someone play it maybe
bouncy just needs a physics 2d material right?
each major area kinda adds its own mechanics via the envirements which helps with game flow alot
try it !
what you add also heavily depends on your controller as well and what it can do
Hi!
if your broke i would absolutely not suggest pirating super mario brothers for the super nintendo
isnt that illegal?
yes thats why im not suggesting it
i already knew.
oh wait bouncy platforms are easy to add
i just need to increase bounciness for my physics material
Thanks for the compliment. There is almost no foot sliding yet only using one walk loop because I use high quality animations and have foot ik enabled in the animation settings. Typically people find animations online and they often come with foot sliding already regardless of speed. I aim for motion capture anims.
My zombie script does have attacks and hit reactions, I made it just for fun, I doubt Iâll use it. My real project (in dev logs) is more on the tech side instead lol.
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hi
It is like the old input system was simple high level, the new is over complex, syntax heavy, lacking basic things the original had like gravity on digital inputs or touch to mouse conversion. Good luck!!!
How to setup visual studio 2026 with unity 6.3?
go through the guides, to start. should be at least similar
I already downloaded visual studio 2026. But why unity 6.3 says 2022 version needed?
I already downloaded visual studio 2026. But why unity 6.3 says 2022 version needed?
Come on man tell me?
Best attitude to get help đ Anyways, Unity installs a specific VS version with itself. Where does Unity say, it needs 2022?
Did you follow the (Installed manually) guide?
Because vs 2026 is relatively new and is not documented very well by Unity. It seems to be supported though according to the integration package changelogs:
https://docs.unity3d.com/Packages/com.unity.ide.visualstudio@2.0/changelog/CHANGELOG.html
why some people have unty next to the name is those people are that works in unity company ?
Discord
Represent your server with Server Tags - 4-character identifiers that members can display proudly on their profiles, anywhere.
What this article covers:
What are Server Tags?
How to Use Server Bo...
okay i understand.
Hello guys, I have a question, is there anywhere where I can look for c# developers (unity developers) like working together on projects etc
like some programming servers have like some type of working-looking-coworking etc channels to look up for teams and people to grow and network
does this server offer any of that?
!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:
âą ** Collaboration & Jobs**
how about #1180170818983051344 what is it specifically for?
For showcasing your own work
oh got it, thank you
question, when it comes to putting together areas (like say a large building, and thats the only place the player goes), do people usually have the entire structure modeled as one thing or create it in several parts to put together?
not really sure how to try building something with several floors
If we are talking strictly interior then yeah its typically made up of multiple parts
I guess a general shell/hull for the floor and then individiual assets
Depends on the way you're going to optimise it so it's not all drawn at once.
Building it separetly so it's modular means you can edit in Unity easier and not have all levels loaded/ drawn
thank ye both. they're never actually going to leave the building since its the main setting for that level.
it shall be made in separate parts đ
They are a bit slow to pick up 2026 but could be assessing the stability. I use VS2026 fine with Unity, however I found a couple of annoying regression bugs from VS2022 which have been reported but I think still waiting a fix. So some reason to avoid, plus 2026 is not much different for Unity though lighter in theory on resources
The point is you do not want to draw what the player can not see. But you need to divide up things to do this so like one model per floor. See https://docs.unity3d.com/6000.3/Documentation/Manual/OcclusionCulling.html
~~VS2026 is still the "insiders" version, which is a "full" release.. still sorta beta, but not quite release candidate.
Unity won't add it as a download in the Hub until it's properly released~~
no it is in full release now
"Microsoft Insiders" refers to various early-access programs (like Windows Insider, VS Code Insiders, Teams Insiders) where users test pre-release software, get new features daily/weekly, and provide feedback before stable public releases, allowing Microsoft to find bugs and shape products with community input. The "Stable" vs. "Insiders" is the core difference: Stable is the reliable, fully released version, while Insiders is the bleeding-edge, frequently updated, potentially less stable version for early adopters.
It's still called VS Insiders build đ€·ââïž
https://devblogs.microsoft.com/visualstudio/visual-studio-2026-is-here-faster-smarter-and-a-hit-with-early-adopters/ That was the end of initial Insiders
There is a separate insiders build - guessing that is just ongoing for early adopters of updates?
heh, googling 'vs 2026' gives me the insiders download page, that ^ one is the 4th result, hidden off screen below the "people also ask"
lol I think Google is a mess - second post is Reddit announcing general availability (after Insiders). Stable release (I use) comes after Insider release is confirmed. 
So uh i found a way how to multi-edit components without multi edit support..
debug mode?
no
reordering components in inspector causes it to render properties
even if its not supported
what is GUI??
that reminds me - is the companion ide fixed for each version of unity?
unity 6 offers to install vsc, as it should, but unity 2022 still wants to instal vs for mac (which has been sunsetted)
yeah, it's not dynamic installing the latest/ best version available. It's static to whatever IDE was the recommended one at the time of that editor version release
I've got an error regarding that where do I ask it?
#đČâui-ux if using UGUI, #đ§°âui-toolkit if using the newer UITK
I saved the project then turn off my pc, I return to reopen my project as usual and those error appear
btw it stopped when I turned off gizmo but now it only show this error
"InvalidCastException: Specified cast is not valid.
UnityEditor.LightProbeGroupTool.OnEnable () (at <d9024bdc2a414b3c81b047ea3e343594>:0)
UnityEditor.ActiveEditorTracker:Internal_OnTrackerRebuild()"
yeah nice
That is editor bug - if while editing lightmaps then check/google for such issues existing and report if need be
Where do you people even find all these good looking assets? (other than making them yourselves, because I can't do that)
My character is still a cylinder
.. the Unity asset store
Hey Developers
I developed this game and I got Design spam on it via app store
What you think is why that happens as all assets are my own hand drawn via MS Paint
There is I am sharing Video
May be it help
https://youtu.be/FrdJuL8h5e8?si=stxz3OUxBYjK2KbS
Project Overview: This project is a high-precision 2D game focused on Hit Counting and Timed Inputs. The player must hit specific click-targets within a strict time window. This showcase demonstrates my ability to manage rapid input detection, UI-to-Logic synchronization, and state management in a fast-paced environment.
Technical Portfolio Hig...
What is design spam
hi
What is the question?
can anyone teach me?
!learn See Essential Pathways courses
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This is a low quality game - the mechanics of this are.. push a button? You barely get to see what the button does before the level ends.
You might get this on Android, but it'll never get on iOS.
Design spam refers to apps submitted to platforms like the Apple App Store that are duplicates, repackaged versions, or conceptually too similar to existing apps, violating guidelines (like Apple's Guideline 4.3(a)) by cluttering the store with low-quality, non-unique content, often using similar code or templates, and potentially tricking users into downloading them instead of the original.
Possibly became a thing because of Flappy Bird..?
Well, does the app store have a bunch of similiar games already?
I don't think it would matter if the sprites were made by you or not, it's more of a game design (not visual design) question it seems
Thanks for Your feedback
where can i ask for help if my engine keeps crashing?
Depends on the issue, start here
!logs
đ Logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
When does it crash and what does the log say?
My first instinct is some font resizing bug
or when i changed the input handling system it crashed and when i added spring joint 2d it crashed
Ok well see the log file, you usually find something useful there
Bottom lines are the most recent in the log
i pasted the log into gemini and turnes out it was a problem with nvidias dx12
in order to fix it i had to force dx11
Thanks for help!
does anyone know what does baked mean for area type lighting?
google cant help
you sure?
What a crazy claim
What to do?
Wait?
It is supposed to be installing why is it in queue?
stuff happening in the background that the installer doesn't show, probably, maybe
in the development stage / prototyping you are not usually worrying about "quality assets", it wastes dev time.. its usually placeholders, or simple geometry
Hey, guys! I have a problem. Is there a way to somehow pause a coroutine, because I have an animation that is playing and when I pause the game the coroutine doesn't pause
I want the simplest way to do it
I know there is StopCoroutine() and StopAllCoroutines() but there is not a pauseCoroutine method so I am not sure how to pause my coroutine
I was thinking about using a Bool
no such thing but you could probably use a while loop with bool inside
depends whats inside tbh you probably can just stop and start coroutine again
this is also an option https://docs.unity3d.com/2020.1/Documentation/ScriptReference/WaitWhile.html
A while loop is probably the better idea. Clearer code.
Or that ^
Yo everyone, so i am making a 2d racing game with 0 experience. I copied a code for a car off of a YT video, using the 2019 cause i heard it will be easier to learn, and can copy from this video alot.
I used the code, if looks fine, no error messages, but when i go into the game tab, or press play, the car is invisable, and spins uncontrolably. The one time i saw the car it did this:
There is also another way to actually pause a coroutine just to note and it's a key difference. So, when you have WaitForSecondsRealtime() instead of WaitForSeconds() the coroutine wont be affected by time scale so have it in mind.
I think thats why my coroutine wasn't paused
I dont have to use wait until or wait while or anything
let me test it first
The sprite renderer componet has an 'order in layer' field, set the car to be higher than the road.
If the car is not spinning in the tutorial, but it is for you.. you haven't done exactly the same as the tutorial.
Also, Unity 2019 isn't easier or harder.. there's not really much difference in difficulty between versions.
So should i redo the code?
this is what i dont get
It disapears in the game tab
You didn't follow the tutorial properly. Your car Z position is at -10, probably the road's is as well. The tutorial tells you to set them both to 0
Also pick a channel, don't cross-post
mb didn't know where to put it
i'll try the layer thing now
woo]
thanks
its still spinning
but atleast it shows up
Thanks @pearl oyster it works!
well yeah but you didn't provide that info so I assume you had another way to pause beside Timescale. That only works on timescale dependent things
UH GUYS
LETS SAY I ACCIDENTALLY SELECTED 1000 scripts and pressed remove asset label
is there any undo function? đ
i assume you tried the standart things
not yet i just waiting for the busy bar to go away
its like, 1200 scripts
Just revert to your most recent commit in whatever version control system you're using.
If you've got 1000 scripts you are using version control, right?
yes yes
hi
VECTOR2 in lines 68 and 69 don't show up blue, and the RIGHTVELOCITY in line 71 does show up blue, when it doesn't in the example
!code
Posting code
đ Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
đ Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
Hello i'm having a problem with my AndroidExternalTools this is the error Library/PackageCache/com.unity.burst@1.8.27/Editor/BurstAotCompiler.cs(1265,27): error CS0234: The type or namespace name 'AndroidExternalToolsSettings' does not exist in the namespace 'UnityEditor.Android' (are you missing an assembly reference?) can someone help
what for both?
just in general. But anyway is your IDE configured
https://paste.mod.gg/iepccmamroxa/0
VECTOR2 in lines 68 and 69 don't show up blue, and the RIGHTVELOCITY in line 71 does show up blue, when it doesn't in the example
A tool for sharing your source code with the world!
Library/PackageCache/com.unity.burst@1.8.27/Editor/BurstAotCompiler.cs(1265,27): error CS0234: The type or namespace name 'AndroidExternalToolsSettings' does not exist in the namespace 'UnityEditor.Android' (are you missing an assembly reference?)
and im on manjaro linux
!ide
đĄ IDE Configuration
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
âą
Visual Studio (Installed via Unity Hub)
âą
Visual Studio (Installed manually)
âą
VS Code
âą
JetBrains Rider
âą :question: Other/None
Make sure your distro is suported, see pinned messages in #đ§âlinux and android support is installed
What do i do with that?
You read the bot message and follow the instructions
Not too sure where to find the file for Visual Studio, doesn't appear on the drop down, or when i search Visual Studio in files
Where did you install it to?
That would be a good thing to remember I'm sure, i'll go searching
Doesn't show up in app data
thats probably because you did not install the Tools
make sure the relevant packages are installed then restart the unity editor, and provided you have no compile errors it should suddenly appear
I didn't instal it, i think it was already on my PC, maybe from a while back
what this Never install anything from the internet if you haven't read the scripts inside, but this is updated unity-hub beta package.
The issue is that both versions of the unity-hub in arch repositories are outdated
yeah you most likely need the Unity workload if you installed it before unity
Unity workload, is that just a download off of Google and it shows up, or is there more too it?
its part of the instructions sent to you, its in VS installer
restart unity after you install those
why are you using enterprise
Not a clue, it was what was on my PC
is there any particular way to refactor existing camera systems to now use cinemachine or should i just grab the documentation/api and go top to bottom?
đ€
depends what you need from cinemachine
Should i be using something else? When i tried to download a version it said something like "you already have installed version", so i checked and enterprice was on my PC already
This maybe?
well unless you have some reason to purchase an enterprise license you should install the community version
unless you're making big money with your projects, do this ^
Community Version of Visual Studio
honestly dont know yet, i think ill definetely need the noise profiles and impulse stuff later on, i just want to get this done when its still manageable
Then do i need to redo the code and put it into Unity, or does it not do anything like that?
IME its pretty easy to integrate cinemachine, it doesnt replace camera component it simply "drives it"
code has nothing to do with which program you use
they are just text files
alright ill look up some tutorials on using it in general and start from there
thanks
unity has pretty good new series on CM on YT check it out
Okay cool, this one?
yes but do we need to hold your hand for every step, its pretty evident it says Community and we mentioned it
again start from step 1 here and go thorugh all the steps
https://learn.microsoft.com/en-us/visualstudio/gamedev/unity/get-started/getting-started-with-visual-studio-tools-for-unity?pivots=windows#install-visual-studio-and-unity
what pinned message
@charred fog
If you already have a system to control your camera, you can just have it pose a CinemachineCamera instead of a real Camera
the cinemachine camera can be set to not try to move or rotate itself
yeah i got that and a whole lot more
so it's easy to swap in
i got recoil systems, procedural animation for the camera etc.
ok in see it
thats why i was concerned initially
Those things can be adapted to a Cinemachine extension, if you want (either one you write by hand, or just a CinemachineRecomposer that you control via a script)
also if I were you I'd test other Unity versions / project type to isolate problem further
ok
but its always a gamble when not using officially tested distros
ok
This would be a good idea if you wanted to mix and match the camera behaviors
should i try Unity 6
but it wouldn't be life-changing :p
this isnt a casual chit chat server.
if you have a unity editor question !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 #đâfind-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 #đ±âstart-here
its more about future proofing it
than anything
but yeah im reading up on the extensions and this seems pretty nice
might take some time to get this working correctly
thanks
Still in queue
so try again
@potent geyser why are there no cpu or gpu mininum or requirment spec for your game
anyone have good videos on biomes generation? Trying to understand and create one for a survival game I'm using to learn unity better
Because we don't know them yet
ok
will JollyRoll be paid
mrbeat give me some moneyy
How to get started?
<@&502884371011731486>
Lol the bot has a sidekick
Or wait, were you actually getting baited into that?
?ban 735207548034220172 bot
mrstupi was banned.
How much @potent geyser
We don't know yet
It's a reimagining of an old game from the era, called Zuma.
How much would you pay?
10 bucks max (aud)
oh i see
Zuma is from the 90s?
Probably not, or early 2000s, but the original concept likely was. We just wanted a nostalgic tag.
i see. Are you SUGAMU?
Yep, but we're going to likely change the name.
ok cool cool i will wishlist the game
Hello lovely people!!! What are you guys doing??
wishlisting jollyroll
@potent geyser what will you do if your game ever gets pirated? I was just thinking about this for my own game.
if your game gets pirated the best thing to do is nothing
Its a sign that the game is good enough to be pirated
its also good marketing surprisingly
If you make an online game, anti piracy measures are a must. Otherwise, it's only worth bothering with at AAA sales numbers.
And even then only for the first two months IIRC
i feel like if your game is an online game then piracy becomes inherently more difficult unless theres a way to host servers manually?
It's not inherent. Still need to do verification.
yeah i mean of course
but its a different story compared to single player games
or rather "offline" games
the only way to reduce piracy is to add value pirates cant really get
Depends on the game. This isnât a topic we should have here, but remember that Unity games can be edited quite easily. Even converted to a project after compilation.
Yes having multiplayer callbacks is helpful. But if you can edit the code then you can just change the return functions to say true that the auth is valid
Doesn't really matter if the server code isn't in the client.
They could start private servers but at that point it's not your problem anymore.
a quick list of what im imagining here is:
-> Automatic updates & bug fixes
-> Cloud saves
-> Workshop/mod support
-> Online features (leaderboards, co-op, events)
-> Achievements & stat tracking
at that point a lot of people will choose to buy rather than pirate to simply avoid the friction here
Pretty much yes. Shouldnât worry about it besides making sure sensitive data is hidden
if your game is fun and worth buying people will typically buy it, most piracy comes from people who simply would have never paid for your game regardless
For me since my games are multiplayer I forward the data to a server through Node.js to verify it with server code before uploading it to databases
Keeping your game updated is a simple method. Even if you are just organizing functions
or for single player games you can have a sign in or verification process but non pirates wouldn't approve of it and piraters would probably easily crakc it
thats called drm
and its the most effective way to get people to never look at your game again
especially as an indie
drm only harms people who pay for your game
no shit lol
but then the fee to upload your game to steam will be worth nothing if the majourity of your players are just getting it for free
lol i knew some games that had drm, no fun
heres the hard truth
for 80% of all games on steam, that fee was never earned back
according to 2025 stats its more like "over 40%"
but the point still stands
i think thats on an annual basis no?
i think in total its closer to 80 but i cant remember where i saw that figure
ya like i said.. ur point is still valid
a good portion les say
quote "Market Saturation" being a root cause
more like poop and butt saturation, half the games on steam are straight garbage that costs too much
shovelware is still alive and well
thats why you gotta make good games
or just put it on another platform atp
about games being successful do you think my game about escaping epstiens island as a victim be good?
I do tho, escpaing an island story game is what im passsionate about but the epstien stuff is just for the trends and attraction
and theres no game out there on steam thats like this
except the island rip off game called epstien but its not abt epstien
if you do something like that you could capitalize on the entire genre..
"Island Escape" and then just have a "Map" or portion of it as ur Epstein crap đ
that way it appeals to more than just that group of ppl
oh ye i had to think about this to not get in legal trouble
lots of movies/books/ and stuff u can base it off of
Baking Bad?
Escape from LA/ Escape from NY esque
i dont understand
There is indeed a way to host a server manually, also are you aware of the ability to make the server the final authority for all player actions?
In my system I do a setup like this.
User Request movement ----> Server decides movement ----> Movement occurs
i know there is a way to host it manually.
wasnt the point though.
did you use onedrive?
search up a cmd command that does it
is it b/c u have the editor open?
to transfer ownership it always work for me
and actively using that folder
nope this is in assets folder
closed it beforehand
Sorry I thought you wanted help on fighting people who abuse issues in a game
ill do a pc restart ig
oo you just gave me a fantastic idea
try opening cmd and transfering ownership with a command but just open cmd with admin this is what i use when i get this.
something related at least
you can try manually deleting it w/ CMD
niiice đ great movies, btw
nope, some process from unity or smth was just holding down to the folder even tho i closed
i just restarted and its all okay
too late haha
ok i was gonna suggest a restart but who wants to do that all the time
i needed to restart anyways but its weird that i need admin when im admin
its been like 10 hours
oh wait actually only 5
but yeah
if you ever need to find what program is stopping you from closing or deleting a program open resmon.exe in run and search for it in cpu handles i think it is, havent done this in a long time
oo okeoke
Hi guys,
Iâm looking for some guidance about game development and how professional game developers usually work.
When I first started with Unity, I thought I could do everything by myself and that making a mobile game would be easy. But I quickly realized itâs not just about coding. My game needs a lot of 3D content, and Iâm not an artist, so I canât create all of that on my own.
Hiring artists is also difficult for me right now, since the total cost can easily reach around $3000 for all the assets, which I canât afford before publishing the game.
So I wanted to ask: how do you guys handle this situation?
What do you usually do when you donât have the budget for artists?
Any advice or experience would really help.
if you dont have the budget for artists you have 2 options:
learn to do the art yourself
buy assets.
also a lot of indie devs are artists turned programmers
very true
if u want you can still build out the game as you learn or practice ur art/modelling
you don't need art at all in order to build.. you can use primitives.. cubes/spheres/etc
also that trains you to keep ur logic and art seperate.. making it simple to change it out when needed
the highest selling and arguably most popular game of all time was built using programmer art
and a shit ton of reused assets from past projects
What is programmer art
art made w/ code đ
I can't find asset like these but if I want to lrean 3d art how match time need to create some 3d building like that ???
w/ the texturing and all you can probably do one of those dioramas in about a week
hard surface modelling is what that is...
How? like Minecraft programmer art textures?
i think Minecraft was what he's referring to ya..
No***
Really ? sound easy
programmer art is just art made by a programmer and not a dedicated artist
oh
for something like that its just
- Extrude
- Scale
- Inset
its typically placeholder art but sometimes not
like in the case of minecraft
altough i think most of the original textures have long been replaced
https://en.wikipedia.org/wiki/Programmer_art oh wow look at that, it has its own wikipedia page
thats rare
yeah, "programmer's art" its an optional texture pack along with base game, that's just the old textures made by Notch himself
Thanks I really appreciate all your advice
yup.. it really is..
bro made a do-dad
add greebles for extra effect
first you have to spend a year or multiple learning blender, though
a year? lol you can get pretty good in like a months time
people sometimes greatly overestimate how hard it is to learn
for a single piece of the example scene he gave, yeah. but not the entire thing, if he's never done any 3d modelling before
honestly I hate blender but I do see any other option
the hate probably comes from lack of understanding it. if you want to become a 3d artist, you are gonna need to learn it đ
*do not
free 3d content or make it, making it is always better and more fun
you can always, if you wanna go down that path is to use ai
Agree it least I can update the model any time I want
yup so many more perks to it as well.
hello, is using a .mov transparent video good if I want to synchronise a certain action in my game?
what does transparancy have to do with an action
I'd make a video of a character killing the player(jumpscare) and instead of making a timeline that I'd move accordingly to the player, I'd play the video and the player could still see the game world at the same time
it would have to be pretty uncompressed otherwise it would look noticably bad
yeah a video playing over screen for a jumpscare sounds kinda awful
might need to look into timeline/signals unless you need to do it based on time since play
oh ok
and then you run in the issue of size
uncompressed videos are massive
even a couple of seconds can be a couple of gigabytes
why would it?
let's say I make a timeline for a character running some meters forward towards the player, how to make it play accordingly in multiple positions in my game? like let's say I'd want it to play not at a precise time and in 2 different rooms or basically when I call a function it should play accordingly to the player knowing the player moves?
because compressed videos are pretty noticable in comparison to a game which is entirely realtime
thats why you can always tell when a cutscene is a video file vs real time
because it has to be compressed if its a video file
it should look fine with a good enough bitrate, especially if it's a brief thing
I thought about creating the timeline animating the character and a camera and just childing these under a gameobject that I'd be moving but it's kinda weird
you would think, and i actually tinkered around with something similliar but for my blender project and even at low compression and high bitrate its noticable
is that like a really big issue?
so you want both effects in 2 rooms, not sure what you mean there
depends on how many videos you have but yes
heres a 12 minute video i made for youtube, i rendered it as almost entirely uncompressed for the highest possible quality when uploading
I'll make a timeline animating 2 GameObjects, a camera and a character, let's say you play this timeline, you'll see the character running towards you, in my case my player(which has a child camera which should have the same position as the animated camera) will be moving and I'd like the timeline to play accordingly to him, so wherever the player is and I play the timeline you'll see the same timeline but at a different position in scene
an easier example: you make a timeline in a room of your game, how to make this same timeline getting played in another place?
when you say timeline you mean the actual timeline asset yes
I'll have only one
ohh yea lol 47gb is really big đ€Ł
yes you can also use Signals to trigger specific actions in code, you don't have to necessarily make everything a timeline animation
I don't know what are signals in this case but I'll look Unity's yt tutorial on this thank you â€ïž
Resources or StreamingAssets? Whic would be good for getting the value by code?
well Resources is not great, and StreamingAssets is just a folder that dumps your raw assets into the build from.
is this going to be the whole json thing again where the correct solution is going to be suggested but you ignore it?
um... ok so what is the correct solution?
that depends on what the actual goal here is
there should be basic items, which are hardcoded, and user generated objects which would be json files, and a link to a dropbox or something for the assets.
idk if they can be in the same spot or not
well your "basic items" should really just be scriptable objects
then you can designate whatever path you want either in your build directory or persistentDataPath to load your mods from and deserialize the json from those mods to your scriptable object type
what does this error mean?
but of course i've already been over this with you so i'm not going to go over it again so i'm out
they are scriptable objects now
then why would you need resources or streaming assets? resources is not accessible outside of the build, and streaming assets is meant for assets from the editor to be dumped directly into the build folder. so if this is purely about loading user generated content, then i will say one more time "you can designate whatever path you want either in your build directory or persistentDataPath to load your mods from"
the build directory is dataPath and persistentDataPath (at least on Windows) is in a persistent AppData folder. both of these locations are accessible to put data into by users
the build directory is Resources, right?
I use streamingassets mainly to keep raw shell scripts to run or other utils outside of unity I need.. Everything else I'd use the PersDataPath (like loading / saving files)
ofc you can obtain any folder path if you use something like a asset for File explorer / file selector
no. did you not just read what i said?
Resources is just a giant file
thats another reason its slow if you have too much loading from it
i literally just said "the build directory is dataPath" as in Application.dataPath.
oh
and to read/write files from/to it from within your build you would use the normal System.IO stuff, just like you would with streaming assets
ok so i use dataPath for anything in my project. So my main question is where should I put the game's files? Like models, prefabs, textures, sounds, etc? Or does it matter?
so i use dataPath for anything in my project
NO. what is not clear about this? I am purely referring to loading outside resources, as in user generated content.
Your own stuff does not need to be referenced this way because you have direct control over it already
oh yeah with the editor and setting game objects
i'm not talking about user generated content atm
well not anymore
great then i'm done here because i don't plan to rehash a discussion you mostly ignored last time
note that the game can't load a folder full of PNGs and FBXs at runtime
well, it can load some files
okay, that was a bad example, because both of those have runtime loaders
how complicated would this user-generated content be?
not too complicated, a json file with connected classes might be enough
the "proper" way to do this would be to give people an SDK that lets them build the content in Unity
they would export an AssetBundle, and your game would load the bundle
this makes user-generated content work identically to stuff that ships with your game
Alright, imma research AssetBundles
so major question: should I have anything in the "Resources" folder?
use the Resources directory if you need to be able to find an asset without assigning a reference in the inspector
This is useful in some situations
ideally you wouldn't use resources at all. even unity recommends against it if you have the option to avoid it
for example, if you use [RuntimeInitializeOnLoad] to execute code when the game starts, you can't really reference anything
unity is just running a bit of C#; no Unity objects are involved at all
if its just a json with some stats why not just a file picker and convert the json into your predefined classes / struct stats to process
Resources has two problems:
- All assets in a Resources folder are included in the built game, because Unity has no way to know if they're needed or not
- If you rename an asset in the Resources folder, you have to make sure to fix the names in your code
This is reasonable if the items are simple enough
if you don't need to be able to configure things in the inspector in Unity, then it's perfectly fine
you'll just have to deal with bundling the config file with the images/etc.
JSON is nice because it's human-readable and easy to edit
AssetBundles let you do anything that you can do in the editor. Other formats require you to write code to turn that data into unity objects
if its simple enough like adding images n all the asset I used supported multiple files then you can just piece it together in code yourself by each file type
the benefit of this is someone could even do it on their phone or something
i'm ok with code making objects and stuff with code if it doesn't get to wild, i am kinda doing that already by loading a slot prefab and stuff.
the handbook adds items to a vertical layout group
Anybody ever have a bug where hovering over your editor with your mouse causes your entire screen to flicker lol?
I assumed it might have been a gpu issue but i think it might be something to do with unitys UI
because suprisingly it doesnt happen in the scene or game view, only the actual editor ui
nahh could be ur gpu tho
well i checked all contacts and reinstalled drivers and ran a benchmark.
so idk lol, its only happening with unity and only with the ui itself
what version of the editor are you using? i have experienced this in one of the 6.4 betas when working with vfx graph (at least it didn't start until i started using vfx graph and would persist until i restarted)
wait... if using resources is discouraged, why does this look so clean and perfect?
ItemSO[] itemSOs = Resources.LoadAll<ItemSO>("Objects/ScriptableObjects");
6000.2.6f2
this isn't as clean as having them directly in array / inspector
just because something looks "clean and perfect" doesn't mean it's good. for example BinaryFormatter looks "clean and perfect" but opens you up to malicious code execution
and the more you start adding to Resources, the slower the lookup is, another reason its discouraged
consider updating if you're still on .6 as well
there were several UI related issues that were fixed in later patches
Addressables is alternative and is faster because uses addresses/ path instead of a giant DB file
ill try, honestly im just hoping to god its not my gpu lol
yikes those versions are trash
yeah i havent updated in a while
6.0 is still king
ill update the editor and reset the library folder
istg if its my gpu with the prices these days i might be fucked đ
hilariously this would also be the 2nd time i would need to send this exact gpu back with warranty
when i first bought it 2 of the 3 fans didnt work, so i got a new one and now im seeing this after 3 months of no accidents đ
If you use a graphics API wrong enough you can even turn the taskbar magenta
I was saying earlier, test it with DX11 and see if issue persist
So even if itâs the whole screen, itâs probably still Unity
ill try that too
gotta say its pretty flawless on Metal
yeah considering its the ui and not the scene/game view i think its certainly unity
like the scene/game view are the most gpu-intensive parts of the editor
In my experience itâs the opposite of flawless on Metal
This can be a problem if each of those ItemSO assets cause other assets to load
an item array? Wouldnn't that get tedious as heck to manage?
imagine loading 1000 items that all have models and sounds and textures
it's exactly equivalent, assuming you don't forget to assign all of your assets
plus or minus some very tiny cost to use Resources.LoadAll
but yeah i'll look at addressables and asset bundles
not necessarily, you can write some editor tools that make putting it all together at edit time incredibly easy
The correct approach for large amounts of assets is to only load the assets when they're actually needed
typo/change the names and everything breaks :\
only if you rename the directory
i consider directory names to be more stable than individual asset names
directory probably yes
but you never know.. why not be safe and you can move files without issue
most of my own Resources assets have names that match one of my classes
e.g.
_instance = Resources.Load<T>("SingletonSO" + "/" + typeof(T).Name);
someone in a post mentioned addressables was very buggy, is this still true?
am researching
people say that everything is an unusuably buggy mess đ
I have a script that logs the location some objects but the location it logs is different than the position in the editor and im pretty sure its not the code thats the problem
The bottom log is the object thats selected
keep in mind that the position you see in the inspector is its localPosition, not the world space position that transform.position returns
The position you see in the inspector is the local position of the Transform
that is, its position relative to its parent
oh
the parent's position, rotation, and scale all affect the meaning of your local position
"im this far from parent"
but the z axis is still weird because all my objects have different z axis
Worked fine in my experience.
and my navmesh is just z = 0 is this the rotation causing it? my rotation on my parent object is -90
weird in what way
a 90 degree rotation will swap two of your axes
(well, some 90 degree rotations will, at least)
so even if all of your objects have the same world-space Z position, they might have different local-space Z positions
okay thanks
If the parent object has no meaningful presence in the world â that is, it's just a "container" â I'd reset its Transform
so, zero position, zero rotation, one scale
of cousre, if you have a bunch of objects attached to it, they'll now be in the wrong place :p
you can unparent them, fix the parent, and reparent them
all of its reset except the -90 on the x axis it doesn't work without it if i spawn an object in a certain position then parent it to that object will it move? do i have to account for that?
Parenting an object will, by default, preserve its world position/rotation/scale
that is, if you do it with SetParent
setting the .parent property does not preserve anything
oh good to know yeah i'm using set parent my navmesh agents were getting set to a negative z so i couldn't see them i didn't know if this was a similar problem
Are there any good tutorial series for top down pixel games??
Not specifically because it is just a camera angle, its no different from 3D
put the camera on top of the player and make it face down
Okay Iâll do more research, thank you!
but facing down could depend on angles too.. whether your game is horizontal or vertical
learn the basics it doesn't matter what game type you make
if you know how to do one thing itll click in your brain how to do another
Any good recs for basics/foundations of game design. I am currently an architect looking to pick this up as a hobby.
just donât know where to get started

You could look on youtube for tutorials on how to make little things such as cookie clicker, flappy bird, 2D character movement. You should be able to catch on to whats happening.
Thanks again
would i add every asset to the addressables group?
@balmy kettle@near wigeon updating the editor fixed it, thanks
go through the tutorials / docs for it. &
https://unity.com/blog/engine-platform/addressables-planning-and-best-practices
thanks ^^
I would suggest "Extra Credits" and "Game Makers Toolkit", they are both more video essays on game design topics rather than a structured online course, but they may cover topics thatll give you a starting point to research further, theres also "Indie Game Clinic" which I think is pretty good at covering game design topics from a different educational angle
If i am understading this right, i can add a gameobject to an addressable and it auto fetches the default materials too? I'd only have to add things like skins (as non game objects)?
When you add an asset to an addressable group so it has an address its dependencies are automatically pulled into the same group
These dependencies can be explicitly added to other groups if you want and should be done if you want to prevent duplicates (because unity can duplicate implicit additions in many groups)
Appreciate it will check it out
The addressable docs explain this concept and they provide tools in editor to help fix this. Ask for help later in #đŠâaddressables @north apex
oh there's a channel for that, alright
I am often the one to help over there but yes there is a specific channel
Is it worth going through the headache of getting cinemachine to work for my fps game
Theres alot of movement so i want the camera to actually feel nice but idk if its easier to raw code it or set up cinemachine
speaking as someone who litterally just refactored my code to work with cinemachine...
yes
but it also depends on what you are hoping to accomplish with it
Is this URL down for anyone else?
I can't install Unity on Linux at the moment because the signature key site is apparently down
hdrp lights not working i need HELP
Please don't bait people for help, just ask a question.
ok so i made a brand new hdrp project and wanted to put light in it, noticed nothing was happening and i assume its because i need to bake the lighting first, but idk how to do that
Lights can be either real time, baked or both. You don't have to bake lights for them to work (unless in cases such as Area Lights for URP projects)
ok but real time doesnt show me anything in the scene
maybe the warning in the inspector is already telling me whats causing this
Could be anything from too small a light, badly placed and why are you using an area light for this? A point light seems more appropriate if you want it to shine in all directions from that point.
doesnt the circle represent how big the light will be ?
so it cant be because its too small
Could someone clear up a doubt I have about something I couldn't find on YouTube?
you can just ask
ok but you really didnt provide me with anything i could work with, like i tested it now and its not because of the size, its literally the standard size and the position is on the ground, sry but im still confused
Could someone check whether they are able to pull the public signing key from https://hub.unity3d.com/linux/keys/public.key ? I'd like to know if it's just my network.
Âż?
If you're area light is on the ground, you're not going to see lights. You're covering it.
switched to point light, same thing,
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dont think its you, its down
thx but i dont think you understand what my problem is, none of the lights in unity work for me no matter what i do, there is no light being emitted
I just had to re-install my OS since I changed drives, guess no Unity for me today đ€·
Iâm going crazy trying to make a good car movement in the new input system as a beginner I think Iâm just gonna follow what the tutorial does in the old method. All the other tutorials I watch are either for just moving side to side and forward no rotation or the one I thought was gonna teach me just went like: Ok so now thatâs weâve coded this for 20 minutes all you need is the hundreds of line of script I already had made and thought you how to use in other tutorials (that I obviously didnât watch) and they also use other coding languages
I think they're too busy to answer my question. Sorry for the inconvenience.
You never asked one
bro is guilt tripping aint no way
Does anyone know how animated cutscenes or intros or whatever they're called are made for game development?
Big topic
Since I'm making my first game, I'd at least like to know how to do that.
-
Pre rendered outside of unity and made a movie
-
Real time by using custom animations and tools such as cinemachine and timeline in Unity
Hey everyone. I have a unity repo from an instructor that i need to copy to my own repo in github. Anyone know what steps i should be following?
Timeline package is good
just fork it?
I've seen everything I need to do in Unity, but they still haven't told me how to create the cutscenes to tell the game's story. That's what I want to know. Do you know how to make the animations or shorts? I'm asking because I'm making a 2D game.
or just download it locally and upload it to yourself đ€·ââïž
learn the tools and make stuff move
Hmm, and how do I do that?
The world is your oyster
by learning the tools, look them up follow videos, docs etc. Practices makes good
just like learning anything else in life
Hmm, I still have more doubts.
What does input have to do with it?
Once you are able to read some inputs, X Y mouse delta or GamePad whatever, thereâs no difference 
haha ive said the same thing many times on this server đ
Anything decent will probably involve the Physics system, like Rigidbodies, which arenât too tricky to get up & running.
Tuning and making something thatâs actually enjoyable, wellâŠ
Idk he just did a really complicated method using multiple languages and yeah I donât know that stuff i didnât know that you had to learn some of the basics of the old one for it
I get the first part. But the whole âold input systemâ thing .. itâs just a different way to get inputs, nothing is different about how you use them after 
I just tried learning it with no base maybe thats why im having such a hard time
i'm trying to use the renderTexture method to make my game apear pixelated, but i keep having this text on screen even tho it seems to be working anyone knows a fix?
If you want I can run you through the basics of input with the new system. Itâs one of those âget set up once & re-use foreverâ kinda things
Of course that changes depending on projectâs needs but
click 3 dots and uncheck "Warn if No Cameras bla bla.."
on gameview
I mean Iâm doing the unity pathways but itâs using the old input syste. (EDIT FOR A CAR)so I was like ok Iâm gonna make the car system myself by looking up how to use the new input system but I donât think thatâs possible
thanks!
@gusty abyss here's a little chart about ForceMode, save it for later đ
I can guarantee you will need to familiarize yourself with the Physics system to build anything like that.
Well once you have input sorted, you can follow any tutorial.
Usually for PC you need like, key press / key held, mouse delta (how far the mouse moved in X and Y this frame)
For a GamePad is a little different
I need to do this but dont really know how. Could you help a little further?
I clone the repo with github desktop
remove the repo from github desktop
try to create a new repo but it connects to the same repo i copied from instead of creating a new repo
I mean I'm here to help if you want the help. It's surprisingly chill but I know how u feel. I suffered to get the hang of it at first, and many tutorials online didn't explain it to a proper depth
What?
connect the same repo what do you mean, didn't you say you want a copy?
Thank you but if you explain now I wonât get it. I need to go through the pathways maybe do other stuff too in a little tired and lost after trying to learn the input system not understanding anything
The old input vs new input argument
I found it!! They're called cinematics xd
yes but its not really working. I delete his .git folder and i get errors
Oh okay yeah. Itâs tough man.
I feel like we need to pool our efforts and make a âcommonly asked questionsâ because itâs sometimes quite repetitive here
And thereâs barely proper tutorials online they all skip steps or fail to explain whatâs actually happening in the computer
what exactly is not working ?
I think i managed it somehow this time. Im checking if all the files are there right now
ive fully explained why OnMouseX doesnt work with new and how to use event system stuff like 6 times now đŽ
unity huh how covers many common topics but not everything
âWalkthrough without explanationâ 
Itâs why I came here to learn properly from you guys. for which I am forever grateful