#💻┃unity-talk
1 messages · Page 58 of 1
Sorry to bother you, but I was wondering if anyone has a video that clearly explains pixel-perfecting in 2D games? I'm having trouble fixing a bug where the pixels in my tileset blocks move when I move.
If I understand your question, are you asking about the importing process for Timeline? AFAIK, the process should be more-or-less similar for 2D as it is for 3D, youd create your animations in a 2D animating software, import it into Unity as you normally would, and use the features and events of Timeline to tell your story, you can even script with it, and it produces "Playable" assets that you can reference on objects, which has its own API for handling how it will be played at runtime
You left me speechless.
Ive made custom tracks + playables and its pretty useful
however be warned that playing animations on animators in timeline does not mix well with pausing the timeline
Painting textures where? In what software? Is this a unity issue or no
how do I get UI buttons to scale appropriately when changing to different devices? Ive been working with the game view set to portrait, and tried testing out the simulator with devices but especially the last Fold phone, they get squished together. They're all anchored to their respective places, here's the home button inspector for example, not sure which setting would make this consistent (like some sort of padding value maybe??)
I like how we still call it the "new input system" when it's like 5+ years old
oh yeaa, and the canvas is alrdy set to scale to screen
Hello is there a Support Channel in here or something related to the unity store?
To submit a ticket
This is better suited for #👥│ufh-chat , also the community managers won't have the answer. Unity members are there however.
Hi! I don´t have access to the link you provided.
Get that role from Channels & Roles
thanks!
Yeah, it's a Unity issue I'm sure, it happens whenever I'm painting on a texture. It's gotten worse now. It used to do it every now and then but now it's like painting only black.
perchance is it possible to lighting bake an isolated area (underground spot) without baking anything else?
just to save loads of time
hi guys! we just released a tool for unity xd but tbh we are kind of clueless on what to do now because the tool is too specific lols, what do you guys recomend doing? in general
marketing games is hard, marketing tools for games is even harder
meaning of perchance?
Keep on working on it and make it more generic, reduce price or provide a free trial period. But generally, yeah, it really needs to do something groundbreaking to stand out.
its really cool what it does, in case you wanna give us your opinion, it will really help! @slow dirge
https://discord.com/channels/489222168727519232/1459413420074864843
hi
not what this server is for, mate
How would you simulate something like ps1 in terms of some objects occasionally appearing infront of geometry that they are actually behind?
bring the object nearer to the camera
no idea what that has to do with ps1
yo guys is self promo allowed on this server
i have a game dev channel and I use Unity so yeah
#1180170818983051344 is the right place
Since when does unity have built in texture painting? Or is this just terrain painting you are talking about?
pretty sure they are referring to terrain painting as you said
is this for self-promo or what?
check it out and you will know.
where is 3d urp?
urp stands for universal rendering pipeline, which is a scriptable rendering pipeline (srp)
fixing jitter in your first person camera is genuinely eye opening oh my god
everything feels so smooth now
cinemachine is kinda goated
has anyone done the unity learn classes? Would you recommend? I realized I jumped into unity with only minimal formal game dev experience (i have a degree and software dev experience) and now I want to do a major refactor and not make mistakes but I'm unsure the best informational content to consume
None of it is going to lead you to some wrong info, so just do all the starter content?
That's what I'm thinking. Seems that the site has known performance issues though :/
Have you experienced any?
yeah. every video freezes after 30s to a minute and doesn't load for a while despite my internet being fine
I guess try a YouTube series then 🫠
I might try udemy
oh. its paid
time to scour youtube
Ultimately I'm trying to improve my data modeling, serialization, and OOP models to make them more manageable and more "the unity way"
Like classes vs monobehaviours etc
Like what does proper mvc look like, server client friendly models
But also starting with beginner content to ensure I have the fundamentals correct
MVC works with unity, your monobehaviours can be "views"
I guess for example tilemaps
My current system has 4 tilemaps
passible
impassible
crops
background
it has a terrain manager that routes interaction events to a "gridManager" the corresponds to one tilemap
the gridManager then routes interactions to the specific worldtile class
It works but I'm not sure if the complexity is necessary
the tilemap would be the view
the terrainManagers and gridManagers would be the controller
and the worldtile would be the model
Yo
anyone online
Maybe
hehe
ohh
yes
btw i was learning unity and im trying to make an horror game and im excited to work on it but i dont seem to have a good lore or story ive been looking around entire day but nothing i really wanna work on it though
hi guys
bruh some one reply plsssssss
Good luck then
Im tryna learn everything 
Than just unity
dudee i mean uare in the server so u must be making games could u help on the story part
oh ya that must be a mess
Theres not much originality to think about nowadays without spending weeks on it
ok may be i can find something on r/stories
Good idea actually
Hello guys, can some one can help me? I can't dowland a Installs.
btw does this look good
I love purple so yes
Are you young? I think you are misunderstanding the purpose of this server. Seeking advice and having someone write your game for you are very different functions.
im not making other write stories but idk how to shape em or like get them in a game yk
I didnt wanna say this but i feel like hes not 13
ya caus im 16

point made
my bad
It's all good. But I think you might want to think about how you structure your questions. Some good questions to ask are
What are some good templates for story writing?
What can I do to map my story and lore to my game design?
etc
well im not so good with talking i guess i cant keep it professional yk
All good. i think the biggest thing is just avoiding a "do it for me" mentality
but thx for these promts i can try give em to chat gpt 💀
agree that could be annoying honestly
One thing I would recommend is focusing on themes. I recently started my game design document and really fleshed out 5 major themes to centralize my design around
- Cozy
- Revitalization
- Environmentalism
- Farming first
- Player agency
(I wrote paragraphs for each but I think that gets the point across)
oh so does like making surroundings come under level design ?
Not sure I follow the question.
im sorry
No need to apologize, there's no shame in learning and curiosity
I've been around a decade longer than you, I've just had more time to learn things lol
thx i ma show u the game once ik what to make
sure i mean im still a teenager
wanna see a short demo of mine?
Hi
umm sure is it vid or a game caus my pc is kinda beat up for that
1 minute youtube vid
ya ya sure
well daym its giving like mincecraft,old school Pokémon kinda vibe and its fascinating to see how complex the unity editor looks what is the game about btw
It happens after an apocalypse. Civilization is still recovering. So you (an engineer from the past who was frozen) are tasked with revitalizing the town and re-advancing technology. As you do so, the town grows and you improve farming so people can start to pursue their passions
oh daym so its entire town growing with time
exactly
What does it say when you click See details
have u made like entire simulation system for specific npc like they advance based on the surroundings we provide
Not quite. It's more like you give NPC iron and wood, they fix the workshop and now the town has a carpenter
ohh well that cool too i really like dynamic games
man the plot is amazing i hope your game gets recognized and keep up the good work bro
Nvm I fixed some how
Thank you!
So tell me a bit about the plot your game has so far. Have you started working on the game itself?
hi guys, just started working with Unity
i plan to make horror games and such but im somewhat new to this
do you have a question you wanted to ask
yea kinda, my editor seems to be bugged or smth
how so
all my unity versions have security alerts is this normal 😭
i used to see the emblems and stuff for cameras and when testing it doesnt put me in the camera view
Are you looking at scene view or game view?
what is going on
they are older and probably got patch updates for security vulnerabilities
the newest doesn't have it
i mean that i cant see the emblems in scene view for the cameras and such, and game view no longer puts me in the camera or anything, it just stays the same as if im still in scene view
Did you delete the camera?
i delete the camera and put another down and no emblems are in the scene
what do you mean by emblems actually, could you post an image or vid of what is going
did you close the gizmos
whats that
it shows the things that are not actually rendered in the game but good to see in scene view
like the camera emblem or the outline that appears after choosing something
it is toggleable
where is that so i can check?
does anyone want to test my unity game (i am kinda new to unity)
sure in a little bit
where can i find gizmos
thanks, that worked
but its unfinished just a beta and its like idk private game mostly cause cant realese it due to copyright (it has a rickroll)
What should Monobehaviours be used for?
Like
Should a Player monobehaviour include the full API for the player
or should I have
PlayerInventory
PlayerMovement
PlayerInteraction
etc each with a subset of the total API
Anyone know how I can disable this? I have never seen this before and it keeps popping up
i dont know what kind of game i am making but i ahve bubbles, and afk count and other stuff 😄 ideas? Pn me
How to solve this issue?
no idea what you mean but i assume you want some windows back, maybe check the window menu at top
Your unity looks bugged, have you tried restarting it or resetting your layout?
i am surprised you dont know where that comes from, isn´t this your project
I have not made it nor done anything with it, maybe I or someone from my group jas accidentally turned something on. I don't know.
So it was completely new for me
Thanks
It's just a part of the SRPs https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/manual/Rendering-Debugger.html
I can never remember the name of it so took me a while to find it
Ah alright, thanks a lot!
Try Ctrl + Backspace
Ah sorry I was scrolled up
Thanks!
I'm using UI Builder, I don't suppose anyone knows how you select different tabs in a tab view in the window?
I can select them in the hierachy but I can't change to see them in the window so I can't actually see what I'm doing in them
<@&502884371011731486> the scams are starting early today
?ban 1456582388443385994 scam
lucky_starfish_41075 was banned.
Are there any good ownership principles?
like I think the Player mono should own the player related systems and UI and be the orchestrator between them
but that feels god object-y
"own" as in be like an API that orchestrates but doesn't do any manipulation itself except handling input
Trying to re install but getting the same error as yesterday
This
What's the error? It says install queued, so then you should just wait
there was no need for reinstalling unity, you could just reset the layout inside unity
Installing Unity versions always takes a while
More than a hour?
Didn't work
is it the same when you opene a new project
It is new project
Hm that's a bit too long yeah, tried installing while running Unity Hub as admin?
Hey guys, looking for a small piece of advice here on doors. I'll be cutting a lot of them into simple planes.
I'd like to hear suggestions (or improvement) if there are other options I may want to look into.
Using box colliders around an arched curve for instance can sometimes be a tough fit.
This is my best approach so far:
- I used an image mask and used a shader to cut a hole in a wall (plane with mesh renderer).
- I grouped everything under a game object with composite collider.
- Then I added a 2 mesh collider planes (convex on) under this game object and disabled the renderers for those. (box colliders probably an optimization here)
is there any specific reason you are creating your arches like this?
do you need to procedurally create them at runtime?
yea, im doing a bit of procedurally generated layouts. I'm also doing a 2d graphics in 3d space type of game. But otherwise, I was just learning how to cut a hole in a quad or plane for the the first time and this is what i came up with.
i was gonna say you might be better off just using probuilder for the arches
it takes care of the collision problem for you
even if its proc gen. so long as the general shape/size of the arches doesnt need to change you can create an arch shape and keep it as a prefab
i should look into that as a possible option. I could always make arch shapes in blender as well and just extrude the shape inward a bit. That would be a pretty easy way to make a mesh.
or just make it a regular door frame.. w/ arches as the graphics
unless u have something physics related that would give it away a player wouldnt notice
i mean why use blender when probuilder can do exactly that in unity?
also this yeah
I imagine i can get away with boxes for most things. I'm just feeling this out and making sure im not going too off track with my approach.
my first shader ! in unity
this is a help channel
#🏆┃daily-win or #1180170818983051344 to show off progress
10 days of work and i can't find a way to make triplanar of my sdf pattern correctly anyone have an idea ?
I am having a problem in my project where the character freezes when I am walking. Could someone help me?
only one the ground or also in air
while grounded could be a collider problem that the player get stuck
I am still stuck on this issue which is still shocking nothing is working. Basically the head bob effect is rotating up and down and I want it to be relative to the direction I am looking at so I am rotating the player with my mouse input so the camera is already rotating with the player when looking left and right so I disabled the look x pan. The issue is the sensitivity is increased by a lot and I have no idea how to fix this. Search everywhere and found nothing. I tried changed the sensitivity in the input system which stopped the high sensitivity but when moving and looking around it would stutter a lot. So I was thinking of starting again with the whole head bob feature. How would you guys set it up so this bs doesn't happen again. The goal is to make a head bob effect using mathf.sin moving it up and down and being able to rotate in any axis without any interference.
WTF, nevermind its fixed.. I had to put the value extremely down. Wasted 3+ days amazing 👍
Hello ! I search fr people to help me pls T-T
I know the basics of unity. But I use playmaker
With programming I can't help unfortunately
If you need help → ask ←
!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.
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hello, what would be the best way to make a sewer network, is it by cutting an object face and adding a torus in it?
Has anyone experimented with merging game design mechanics and language learning goals?
I’m interested in how designers approached pacing, failure states, and motivation loops when “knowledge acquisition” is part of the core gameplay rather than an add-on.
Curious to hear insights or references from those who tried, succeeded, or dropped it.

i need help uh my unity has no start button
You also have no scene view either??
yeah it disappeared when i accidentally maximized the bottom project tab
right click where the btuton is supposed to be and check this
to get your scene view back you can press the triple dots
does anyone know how to get a cube to sit directly on top of a terrain?
And use Center mode for that, in Pivot mode it goes halfway through
thx that worked
oh
that makes sense
but i dont know how useful it could be
duolingo is already kinda ass on its own lol, so "gamification" of language learning doesnt really have a proven efficiency
highly overrated
I guess im not the first, but im creating a world for my uni and after wanting to tweak a little in my settings and trying to follow old unity forums suggestions i come here as my last attempt :()
Sooo... after tweaking a little bit nearly every asset changed into pink and i cannot undo. I ignored the warning with having a backup and now im in pain haha
Can someone help me with this one?
what did you actually do? what shader do the materials use rn?
I think my project was officially built in HDRP(start basic plane project was given by professor)
First i wanted URP because i tried to have the emission setting in my lighting tab so I thought the only possible way is to convert them. After that i wanted my project to have post processing until I had all these messages with "no active srp in use".
Somewhere along these lines it happened. :(
Im sorry im quite a nooby in unity and relatively new :()
@fleet canopy Exactly — similar concept, but I’m more interested in how designers balanced failure and motivation when the “learning” is the skill itself, not vocabulary drills.
you cant really go from hdrp to urp
and vice versa
The materials have the shader: Standard
are you sure your first project was hdrp?
if it was built in all you really have to do is update the shaders on the materials
which can be done semi automatically
The working graphics like the grass is on "Shader Graph"
You can only use HDRP shaders if HDRP is the active "render pipeline"
shader graph shaders are an exception to this rule as you can easily add a render pipeline to be supported to a shader graph shader and it will then work
why is my ondrawgizmos doing this
This is the inspector tab of one material that turned pink
You need to change all materials using "Standard" to HDRP Lit
Thankfully you can swap standard shader materials to hdrp lit automatically!
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.5/manual/convert-from-built-in-convert-materials-and-shaders.html
@gleaming salmon
This is what shows in the material when you convert all the materials
But there are only URP assets in there
that's URP not HDRP
can anyone help me fix this: • APK install location should be auto (android:installLocation in AndroidManifest.xml)
Ah fuck you confused me. You should have stayed on HDRP if this is what your project is meant to use.
URP also has a converter and you would use URP Lit/URP Simple Lit/URP Complex lit if you were going to use URP
You kinda fucked up by changing the render pipeline. Ask what you should be using for this project/assignment.
Okay i just did some research with my fellow students. The Default Render Pipeline was set to "none".
And yes i think i fucked up by changing it and ignoring the backup warning
this one shown in the picture :()
You can recover this but you need to decide what you will be using going forward. Standard materials can be converted with the tool to URP or HDRP.
If all else fails you can just re make the materials again by hand (manually change shader and re assign textures).
You can also try to re import the assets to undo stuff you changed.
💡Standard shader is for the built in render pileline (used when the render pipeline asset is "none")
where is the best to learn C#
Okay thank you for the help. Im actually on a point where i might rebuild my whole scene. Since i have my scripts and assets i can maybe craft it again tomorrow in like 4/5 hours.
I learned from my mistakes and im going to do more backups :)
Hopefully you will learn about using source control such as GIT or unity version control.
This would have let you undo the changes or go back in time a lot easier.
make sure you confirm and stick to a single render pipeline now!
and i might ask my prof what he actually wants. because it seems like he wants just standard. Because all these scenes made by students will be a final endproduct, so I think different Render Pipelines will be a huge problem :D (please correct me if im wrong)
It actually is on a git branch of mine of the lecture. Just havent pushed it in for two days
"Just havent pushed it in for two days"
well thats not good
thats no different then not having it atp lol
:)
Its commits that matter, pushing just uploads it to the remote (online)
URP and HDRP are what should be used anyway
yes sorry i mean commits :D

yea try to get better at comitting more often and especially before doing some major fuckery
anyone else have problems with git and font files in unity?
it's the same with Plastic SCM and yes
istg i added my "assets/fonts" folder to the gitignore like 30 times yet every single commit a font file is randomly changed for some reason and its always something inconsequential
version control with unity and font files is always busted, i have to recommit one of my fonts every single time i push anything
i would also like to know why!
im just wondering why addingthe folder to the gitignore doesnt work
like no it does work but after 20 commits its back lmao
If the file is already tracked then changing .gitignore does nothing.
You need to untrack the file.
i get that, the issue is that i have a lot of these font files and i keep adding a few more every now and then
can someone help me on #💻┃code-beginner pls? I cant get the new input system to work
unless by file you meant the entire folder
no folders arent tracked only files
what do you mean by font anyway, the actual font or the tmp font asset?
dynamic tmp fonts will keep changing as the sub texture gets changed as you play
oh
expand the font asset to see that texture
but whats the solution here for git?
other than untracking all the files manually
and every other one i add
well you dont want to stop tracking the tmp font asset so there is no good solution
i mean its not like its the end of the world lol
so ill guess ill just live with it
best I can think of is automating clearing the texture when you stop playing
Hey,
why when I type t:png, it doesn't show me all the textures that are pngs please ?
thats not an asset type so that doesnt work
You can do t:Texture or t:Texture2D
if you want to find png files then search with your OS file explorer
I need to find them in Unity so I can select them all and modify their import settings
This may work in the new search window (CTRL K) if you use *.png
And if I want the .png images only in a certain folder, how can I do that please ?
There is quite a few third party assets on the unity asset store that introduce volumetric fog/lighting features in URP, is there any recommended ones in particular?
Kronnect's one
it may let you put the path relative to Assets with the wildcard still. give it a go I dont know much more 🤷♂️
any particular reason you would pick that over something like haze?
But like what would be the syntax with the asterix thing where I tell it it should check in the "X" folder in any of its subfolders look for *.png ?
I have this, is this correct ? : /X/**/*.png
erm id presume something like SomeFolder/*.png
i leave the rest to you to figure out
No particular reason except they have other quality assets and often they have discounts on their products. I guess another reason could be compatibility (with their own products at least)
any1 here play rts games
If you want to ask a design question, ask the actual question and create a thread for it (see the channel description)
👍
I'm making an RTS PVP game similar to Clash Royale, and currently am designing the map, can anyone V
Hi all, I am working on a project to create a simple rhythm game. I'm not too sure how to go about things so I am winging it rn
Beats are gameobjects falling across the screen towards a point. This point checks for any bounds it is in to detect beat hits.
I want to create a hold type beat, I have already completed the tap type beats, taking in the press and release of the input to determine completion.
For hold type beats, it is likely the beats will be a continuous line of sprites or textures. This means that each of my beats which have a script to acknowledge the press and release of the input button will be duplicated across many sprites.
If a hold beat is comprised of multiple game objects, would referencing all of them to the same script instance be possible? And would that require decoupling the data from the gameobject or would having existing references prevent the destruction of the object like a shared pointer?
Or would there be a better approach to this? Perhaps decoupling data from the beats so that beats only store identifiers to the data elsewhere?
you could also have holds be single objects, with sliced (or maybe tiled) sprites
anyways, to answer your questions
would referencing all of them to the same script instance be possible?
yes, arrays/lists exist
And would that require decoupling the data from the gameobject
depends on how exactly you want to structure your gameobjects. you could still have the entire hold be under a single gameobject that knows about the hold as a whole
would having existing references prevent the destruction of the object like a shared pointer?
don't worry about this.
whatever your approach, make sure you can distinguish between 1 long hold, vs 2 holds one right after the other.
that's why you'd still probably have a single gameobject for each hold (maybe with children, but the single parent should still be handling the press logic)
I see, I'll take a look at this from this fresh perspective. Thank you!
By the way, do you know if there is a way to calculate the time needed for an object to reach a point in space given it has a rigidbody? Since I need my song beats to appear before they are played, they need to start spawning before the music beat hits. Given the adjustable speed of the game, I can't really sync this by hard coding the beat timing to offset off of the song timing.
depends on how it's moving
if it's a consistent velocity then it's just v = s/t -> t = s/v
if a player pauses and adjusts speed then you just recalculate
(the rigidbody doesn't specifically matter, just how it's moving)
Ah alright thank you!
if it has acceleration (for some reason) then you can use kinematics equations
anyone wanna make like a multiplayer gun game with wasd movement
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oh
Does anybody know the behavior of what happens when a collider is already within the starting position of a sphere cast? Where does the hit.point end up being?
It wouldn't register a hit.
or i guess, check docs
Notes: SphereCast will not detect colliders for which the sphere overlaps the collider.
Yeah I probably should've tried it myself, and checked the docs. I appreciate the help though!
I have struggled with a having a functional collide and slide algorithm but also not have the character bounce off corners. My solution ... the disc
I was inspired by how mario kinda hangs off edges in mario odessey as if he is standing on a disc
is there a option to change char spacing in tmp
is it on the text object or font asset?
on the text object
tysm
how does one fix the mouse moving the screen n stuff instead of interacting with UI
Disable look mode when in dialogue mode?
You can just use states in order to lock the mouse from moving and thats it
why you dont you do this?
for example if (onDialogue) return at your camera controller script and add it at the top of the method
or how I do it on my games I am creating different states with Enums
Game States, Player States, Item States etc etc
And I do if (current game state == gamestate.ondialogu) return
if thats your question
and that's all handled from Game Manager class
What should i use in unity for a flying ai
Like a spaceship
I tried navmesh with offset but i need flying physics
Get to coding. You don't necessarily need to use agent controllers
Don't even know how you're making navmesh work unless you're keeping these units close enough to the geometry
can anyone help me w ML integrated unity
or is there a specific channel i can ask my doubts in
Hey, guys! I have a problem. So, I have made brightness calibration for my game but for one reason when I am changing brightness it affects the whole UI with the image as well but I want it to only affect the image not the whole UI and I am not sure how to do it.
right now I have 2 canvases one has the image only and the other has the UI of the brightness panel like the text, slider etc etc
not sure how to adjust the options
Screen Space - Camera canvas?
Do I have to add screen space camera to my UI canvas or Logo canvas?
To start with, I'm curious what the setup is.
I mean the canvas, the camera...
Post processing on a Camera will apply to a Screen Space - Camera that is rendered by that camera.
Does a Screen Space - Overlay canvas also get affected by brightness?
I have two cameras one logo and one UI I only want to affect the logo when changing the brightness
Like what most AAA studios do
they dont adjust UI but only the images like barely visible
Screen Space - Overlay is kinda a unique thing tbh. It renders after everything
You can't apply post processing to it
You probably need either a) to make that canvas Screen Space - Camera, or b) use custom shaders.
tbh, I'm not 100% sure what you're asking, because "but I want it to only affect the image not the whole UI" and "no thats the problem overlay is not affected by brightness" sound sort of contradictory? Maybe you can rephrase and confirm?
Bro, I have an image you saw in the screenshot right?
When I am moving the brightness slider it must affect only this image
Yeah, and you said "overlay isn't affected that's the problem", but I don't see any overlay canvases, so that's still confusing me.
Maybe I can open a thread?
Maybe? Just looking at the image you posted though, if overlay isn't affected... just place the slider on an overlay canvas and place the ghost image on a Camera canvas?
the image logo canvas must be screen space camera thats for sure because it will apply post processing to the image
let me see
Right, but then for the elements you don't want affected by post processing just put them on another canvas that is either Overlay, or another SS - Camera canvas viewed by a camera that has no post processing and has no camera above it applying post processing?
Or am I misunderstanding something?
yes I just did that
Oh, you also have two base cameras. Why not put them in a camera stack?
but there is another problem occurred
for one reason at the time I moved my UI elements to the other canvas they don't display properly but when I had them altogether on my other canvas they were being displayed as expected.
Oh, yeah, that will tend to f-up position, scale, etc.
and if the canvas scalers have different states, that will also do nothing nice
On the other hand if brightness/gamma is also meant to affect UI, through the same post-process, then just KISS and don't introduce a redundant part.
On the gripping hand, you might not want your gamma calibration image to work exactly the same because a simple sprite doesn't necessarily totally translate. "So the ghost thing is just barely visible" represents what, exactly? More AAA would be just having a screenshot of gameplay tbh.
In some games they are using one image
Id probably go with a shader approach here if myself or adjusting the colour tint to best indicate the new gamma/brightness
Hey, guys! I have found a way to fix this issue with brightness
But the problem is that for one reason I cannot move my slider
sounds like a different issue
No I found a way to fix this issue with brightness now my logo is only being affected by post processing
but only if I drag the slider from the inspector within my game I see the slider highlighted but I cannot drag it
Not sure
Borked logic thats changing the slider value back or something on top preventing input
yeah not sure what is happening XD
Checked the blocking mask in graphics raycaster in both canvases
something is blocking the input
then check for other graphics placed in front of the slider handle in this canvas or other canvases
Btw if you have a canvas within a canvas then that sub canvas needs a graphics raycaster component for input to work.
hey
just lead with your question
my simulated touch not working in the device simulator. ( specifically its not registering hold and drag ). I have enabled simulated touch in input debugger. i am using the new input system (1 press[touchscreen] 1 position[touchscreen])
perhaps try asking that in #🖱️┃input-system
i cant really find any answer on internet, but can i play animator when object is disabled?
any way?
Hey! I cannot fix this issue with slider
I have tried everything it doesn't move at all
I mean when I am clicking it highlights the slider but when I am trying to drag it does
not
Maybe I can send a screenshot to you maybe you can help figure it out?
my cpu is not too young but is this make sense??
i7 8700k, built for android
Omg the problem was with Z-Axis omg
I had Z-Axis at -500
I have tried to add a new slider and test it
just be careful with rect transform it does weird things guys always check everything
especially when working with canvases and many canvases etc
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
UnityEngine.Input.GetKeyDown (UnityEngine.KeyCode key) (at <6c4c8efbb6504fac81962bbf36a26c02>:0)
Moving.Update () (at Assets/Settings/Moving.cs:16)
I can fix this error I try yt tutorial also cant fix it what should I do
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
I set it to new but i still doesnt work
you're using the old system, you'd have to set it to Old
in the editor the ship isnt able to move beyond the line of sight (by design), but when I upload it on unity play this can happen. Does smthg specific change from editor to web that causes this ?
You can use the camera's background skybox this allows you to fill the screen correctly
with the same aspect ratio ?
well for one you shouldnt be letting your ship go out of those bounds ;p
that was being handled properly in the editor I mean
The editor's aspect ratio is set to portrait but the webgl version is landscape. Set the editor's aspect ratio to match the webgl build's aspect ratio to properly test it
damn.... how did I not know that you can select multiple folders to see all files within them??? has this always been a feature?
I set the canvas height and width in the build profiles, does that not stop it ?
So if you maintain that aspect ratio on a screen that isn't 9:16, you might get black bars in the spaces where the image doesn't fill the screen. Changing the camera background to skybox and creating a material that allows you to use 6 sides should be enough to fill the screen correctly.
well obviously not because the aspect ratios of your screenshots are completely different
or you mixed up which is height and which is width
Do you need a therapist
Not funny
gonna 🍿 this one
Oh
Why edit


Offensive
Say what now
I just want this server off my server list
Just leave
Oh you can?
Dont ragebait
this is not a space for off-topic
if you want to leave, leave
if you want to spam, you will be removed
I have a question. The generate lighting in lighting window generates lightmaps and apv at the same time?
It generates lightmaps by default but if you add an apv it generates apv
Or clicking the options in it changes the bake mode?
Wdym @storm patio?
Rules?
seems like a question #1390346776804069396 could answer
man I wish you could use the editor selection outline as a runtime feature
Can a websocket server handle a small multiplayer game? I want to make a very small server on my vps for host, and clients would share information with the websocket server
can anyone help when i play test it doesnt show any game objects
- nothing's showing up in the game view, correct?
- 2d or 3d? how's your camera set up?
3d and its a gorilla tag fan game
if you could help that would be insane
is the issue in a build or in the game view
game view
how's your camera set up
this?
make sure nothing's blocking the camera or getting culled i guess
i'm not familiar with 3d nor urp
only the hands are culled and nothing is blocking
also when i went in simulator it shows this
when you make a web build does it always say "Script error" when loading index.html ?
make sure there's actually stuff in front of the camera, check the scene view
how?
..check the scene view
doesn't sound normal, no
yea i have a full map
any ideas as to why this happens when I try to open the index.html file for a web build 😭
Did you read the bottom message
yea but if I do build and run it only works the first time. Opening the html file gives the same stuff
Would be nice, though why not create one? You could use ShaderGraph to make an outline shader for runtime
yeah I'm using a custom solution, but the built-in one works on all meshes/shaders/object hierarchies with no issues (which mine does not)
You cant just open the web page, you need a local web server to host the site for you to then visit.
There are vs code extensions that make this easy to do
Or use build + run in unity
You must do this each time, you can never open the webpage file directly
you can only run your game from a server, not by opening the HTML directly.
There could be some reasons for that, could be the order of your materials, some z-depth setting in your shader, or the math your using to render the outline - maybe you could post your shader and screenshots of the problem to #1390346776804069396 and get some feedback on what you can do to fix it, or look around for some other ready-made outline shaders or tutorials that might cover other kinds of techniques
yeah thank you, I have looked at different tutorials and assets but most of them either use the hull method or custom mesh shaders which are just not as versatile. my point was mainly that I wish you could just use the one unity already has working
thank you for the advice though
this is just not a feature I want to spend too much time on
hey, do you guys build state machines for movement or just use if-else statements?
depends on the type of movement for me
state machines have the weakness of only having one state at a time, which doesn't work for all situations
I want some normal movements like idle, walk, run with wsad, double jumps like those games, maybe a forward dash, and attack animations.....
what should I go with?
I'm assuming this is for player movement?
oh
yes
i mean, either can work tbh
personally with my game as i added more stuff it just ended up turning into a state machine
you can also do multiple state machines
one for movement, one for actions
or something like that
!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
where can I ask for quick help here?
mmm these just sound like different states, does normal movement really need to be a state machine if you can do it whenever
Notice the last sentence in the bot message you just linked
though i guess it heavily depends on what exactly you allow the player to do
well idk I guess it depends
btw, do you have any example of this, where state machines don't work?
if you could for example grapple during a sprint/vice versa and stuff like that
or slide while sprinting/walking
basically (depending on the implementation) if you want the player to be able to be in two types of movement state at once (jumping while toggling sprint/walk, or something)
but you can just set it up so you only allow one state at a time
which is probably cleaner/better in most cases
but there are always edge cases
so you often end up with conditionals on top of the state machine and it can get messy either way
if 2 things can be done at the same time they might not logically be separate states
if that's the case, then just merge them and then there's no issue
...what i said would reduce the amount of states
you just wouldn't have that behavior be in separate states
if they're independent
they can be handled independantly within the state
could you give me an example? my brain is a bit fried atm
@pale sable check
Do not mind he is a friend
MovementStateLogic() {
Move(WASDInput())
if (SpaceInput()) Jump()
}
oh yeah that's the hybrid approach then
how's that hybrid? do you think a pure state machine just wouldn't have any conditionals at all within each state
perhaps I misunderstood then. does this movement state just represent the general state of "moving"?
yo!, my next question is how you implement the state machines :)
yes
there's tons of ways to do so
abstractly, remember which state you're in and execute that state's logic
there was a tutorial and he made different scripts for every states, then there's also a switch case method...?
is that supposed to be a question..? i'm not sure what you're asking
ok then, so this is what I meant by "hybrid approach" since you have states and then conditionals within those states to add more "sub-states". I think I explained that quite poorly, sorry! but I think we agree haha
or I agree with you in any case
i feel like this definition would mean every statemachine is hybrid, because at some point you'll have conditions and decisions
well it's more of a practical definition I had for myself
yes, like is it necessary to create an abstract class, name it as baseState and then a concrete (state manager) class?
is there anything wrong with that method, making enums for states like run, jump, swim, and then using switch case in update function to switch between run(), jump(), swim()
for example in my game, I have a state machine for player units that have "idle, walkingToObjective, walkingHome, working", etc. and these are all very simple without extra conditionals. but if I for example switched to just having a "walking" state with a conditional, then it would be more towards "hybrid" in my mind
if that makes sense
anyway, I'm not really trying to argue anything, I have no issues with what you're saying
just wanted to clarify what I meant
it's not necessary, you can have other approaches that don't involve separate classes
<@&502884371011731486> spam
what did you expect
?ban 1046600215160967239 spam
my_channel1 was banned.
there is nothing wrong with that
okay I'll try
ok
especially if this state machine is only intended for the player for example, then you don't need each state to be its own class
you could also have states as interfaces ig
many approaches
ofc! sorry for the confusion on my part
how can I copy project settings and build settings from one project to another?
guys does anyone know ai with unity?
guys is it true that photon fusion doesnt work with unity 6?
you'd be better off asking in their server
oh i didnt know they had a server
I use quantum and it works fine on. 6, I understand that's not fusion though
I imagine it would work fine though
just yesterday when I changed the value of the mSense #💻┃unity-talk message it fixed the quick sensitivity but when I move and look around it stutters a lot. Any ideas how I can fix this?
I am using a character controller. I made it so the mouse input can rotate the player left and right and the camera just follows. There isn't a camera script.
RotateScript: https://paste.ofcode.org/LitJFx9ad8CQv9GKZDeDsN
The problem might be the rotate script cause when I turn it off and turn on the X pan in the pan and tilt component in cinemachine the issue is no longer there.
What you have there seems fine? You could slerp it to smooth it out but if you don't want that then I can only thing it's an update problem or some cinemachine settings you've got going
try playing around with the update settings, like changing smart to late update
I did but nothings working.
Has anyone worked with building server structure in unity for their game?
I am a bit lost on what I need and don't need, I am going with a server as authority layout
depends, is this a client host server? If not then you pretty much not need to render anything server side
but try asking in #1390346492019212368
Which one is better?
the only specs you should care about is battery life, but not the place to discuss this ;p
ryzen over intel though
Ok something is wrong here. So I did that and when I look around with my mouse its stutters but when I use the trackpad on the laptop to look around while running / walking its smooth?
usually my trackpads are noiser than my mouse
I would just add a little smoothing in the mix
If you use laptop, always connect an external mouse when developing. It will confirm accuracy and speed up your development
I am using a mouse I am just saying then it stutters when I look around with my mouse but when I use the trackpad on the laptop it doesn't stutter.
Then you may have some dust or hair stuck under your mouse, or it’s just giving out.
Not to say your controller doesn’t have any issues, it’s tough to say without messing with it personally
But that you could try a new mouse
Bro this is driving me insane, I did that and the issue is still there. I even build the game just to see if it was just the editor maybe but nope. I think its actually worse in the build version. nothing is wrong with my mouse as this issue has never happened before. It started to only happen when I made the rotate script.
this server doesn't have any chats, no
Nvm found your community section
But ya
hi im having an issue with unity version control
i set up the project and it has all of my stuff but when i try adding the project from repo on a different account none of the stuff shows up
im not sure why
alright i managed to import the project and all my scripts and stuff are there but none of the assets and stuff are in the project
like the background, etc
I’d start by making builds instead of relying on the existing assets but that’s my take
wdym builds
build and run is an option for your pc
Even though it eats up memory
Did you commit?
I worked the whole day to install windows and publish my game on the microsoft store. Hope they will accept it
Snapshots are not commits. You might want to read up on how version control works.
how do i commit
!vc
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
Can unity use normal C# code like the Console writeLine and using system; thing or only unity's c#
it can "use" it, but you don't have access to stdout to actually see the output of Console
Explain easier plz like ur saying it can but not in a normal way?
it can run the code, but it's not going to give useful results.
Console.WriteLine writes to a special file called stdout, for standard output
if you run c# from a terminal or similar, you see stdout in the terminal
but unity doesn't show stdout
Ok. Weird that unity uses a different c#
Well it atleast looks different
So does godot
i did commit
my scripts are there but the stuff i put in the project ar enot there
right, and they look the same in terms of c#, they're both just c#
the difference is in the coding conventions and the libraries provided
like in the scene
@vivid stag maybe thisll help explain
(in general) there's 3 major parts to programming:
- Language - The syntax, structure, and paradigm of each language
- Library - The interfaces and utilities that each environment or toolset provides
- Logic - The algorithms to do work at runtime
Logic is almost completely transferrable between each language and environment, you just have to learn the specific Language and Library that you're using
Language is also shared quite a bit between languagesof course, learning 1 part at a time is easier than learning everything at once, which is why tools like scratch or code.org are popular as coding courses for beginners, especially kids, because it only focuses on the Logic aspect
you're still using the c# language. you can still use Console.WriteLine, etc, they're still valid, they're just not useful. they're part of the standard Library that c# comes with, but unity primarily uses its own Library (UnityEngine etc)
Should player functionality be spread across several monobehaviours instead of one?
Like
Player GameObject
- Player Inventory Mono
- Player Inventory Pure C# Class
- Player Interaction Mono
- Player Movement Mono
- Player Health Mono
yes absolutely
and certainly don't underestimate how big something like an inventory system can get
depends heavily on how you want to design it
there's not really a generalizable "should" either way
there is an art to knowing when to split, when to combine and how to overall draw boundaries well. its best to just start somewhere and keep thinking about when splitting makes stuff easier. dont do it unless you understand why.
that's a good point, don't split just for the sake of splitting. sometimes that can make stuff more messy as you try to link everything back up together
Well right now I have a Player Mono. And it's unmanageable and contains a lot of pass through methods for underlying systems. And I'm running into initialization issues as I move to multiplayer. In generally it doesn't feel scalable
stepping away from the code to draw out a plan for how you want to structure everything could help as well
I'm trying to do that but I'm struggle to reason around a lot because I feel like I want "best practice" but it's more of an art at times
if you can clearly state your pain points and what you'd like to achieve, then you have principles that guide your decisions on what to split and how to redesign the whole thing. there is no magic principle though you can apply to everything that makes stuff scale well.
"best practice" in this case is what makes sense. sometimes having it all combined makes sense. sometimes having some specific parts split out makes sense. sometimes having every part separated makes sense.
this is one of the hardest things to learn and may take a very long time or a lot of trial, error and hard thinking.
Yeah. My experience is primarily web arch and academic, so getting into OOP is fairly new.
its also something that is very difficult to teach, because no matter how correct the info may be someone gives you about how to do it, based on principles, you will not have the same intuition, and still stumble, even though you know where you want to be with your design... so your goal should be to fail fast, try many things, and build that intuition.
can anyone help me add UI Buttons for my game? i totally don't know why it isnt working
: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
i added OnClick to trigger the move left and it doesnt work
on button
so i just deleted it
you deleted the button?
first step to transition from web/enterprise code experience is to understand why game code/architecture can (and often must be) very different. it solves often entirely different problems and has to integrate things that web/enterprise dont care about at all.
you already did
mate you gotta put in some effort to fixing issues rather than giving up and starting over lmao
mightve been a component missing, mightve been something blocking, mightve been a faulty event, mightve been a missed checkbox
im like new new into unity so uhh i don't know some stuff
can't know now that you've deleted it
well, some parts we can know, since they aren't on the button
but at least start from having a button
i did that
we aren't going to walk you through how to make a button, there are tutorials for that
i created a button also what is this?
is that connected to the new input system or old
im trying to make a game that is for mobile so that's why i need the UI button
(like the jump button in minecraft or whatever)
Like my brain goes
player.AddToInventory(item)
player.ModifyHealth(10)
are part of the API of a Player as a concept.
But under the hood that is just
AddToInventory(Item item)
inventory.AddToInventory(item)
which seems like poor design
first step to transition from web/enterprise code experience is to understand why game code/architecture can (and often must be) very different. it solves often entirely different problems and has to integrate things that web/enterprise dont care about at all.
Yeah like in a website it's just database <-> api <-> ui
or producer -> consumer
there are less objects and less complicated behavior to reason about
which seems like poor design
well, not necessarily. nothing exists in a vacuum
this would be good design if, for example, each container in the world and npc had this shared class, and this method was just encapsulation to have the player be able to manage its own inventory
Well that's part of my thought. Is that for example a ChestTile. Would require a Inventory class, the same way that the player does. And the player might want logic layers on top like CanCraft (Recipe recipe)
yeah you might want to do this
plan stuff out
whether its good/bad doesn't appear in snippets like this. one thing where games and any other software eng are the same is: you need to make independent modules, and compose entities (like a player) from components these modules provide. The whole trick is to draw the module boundaries well and make them have very nice APIs that compress the internal complexity well.
when you have a more concrete diagram/description of what your systems are, you can see where the seams are and where they overlap
put your thoughts onto paper or into a document, just something where you aren't trying to envision the entire system in your mind
some engines, like for example UE, opine that an entitiy like a player should be a class/object, where in unity you are free to make it an object, or make it a composition of components.
I'm trying. I just feel like the more I think about it the more I scramble my brain.
consider that your brain wouldve been continuously scrambled if you went along implementing it all
Like I'm in this "my code is unmaintainble and I want it to be clean" with no clear direction for what that even means and how to get there
doing this as a separate step lets you untangle your brain before you put it in code (where you'd then have to untangle code)
I've already put it in code (several iterations) and now it's a mess
which is why i said to step away from the code
yeah
that is an important step
maintainable means "you have distinct modules that have a clearly defined, single, responsibilty and a well defined contract by which they interact with other things".
dont get the idea that you need to have "clean" code inside your modules, all that needs to be clean is their surface (the contract by which they interop)
Maybe I should keep grinding out my arch diagram and reasoning around that. I have one, but it feels like a representation of my current bad code instead of a blueprint for good code
i disabled ambient light so it stops messing with my toon shader but now one side is pitch black even though i tried to fix it in the material graph, what am i doing wrong?
Yeah I mean clean as in
Clean useable API that abstracts functionality in a way where the caller doesn't need to care
And something easily extensible
and using interfaces
thats already too much
interfaces are evil until you have proof that they simplify things.
design for extension is nice, but often best left possible and not implemented by making things generic without need.
try to build stuff to work, then rebuild, then when you understand the problem exactly in the 3rd pass, you make it generic and extensible.
cool, then fix it until it's a more sensible diagram, then base your code off of that
you should have a clear idea of what you want to make before implementing it
premature abstraction and generification makes you build for problems that never show up
but ofc, this is just a principle, sometimes solving the generic problem is the simpler way.
This is probably one of my biggest weaknesses as a programmer. Probably a good thing to be working on in general
you should definitely always think about how to make a thing more generic, decoupled from meaning, just pure abstract operations on arbitrary data
just don't make that the goal right away
maintain momentum by making stuff work, not perfect 😉
-# wow i really should sleep, i read that as gentrification
also works, imo
@inland river @storm patio
Thank you for the advice btw
simplicity wins in games. big time.
hi, how to precisely cut a mesh using probuilder? It's not convenient to cut with linked points placed manually
can you clarify what you mean by precisely?
like a precise square
but in what context
with poly-modeling everything is derived from something else
you want to make a square hole in a cube? you inset its faces and delete them for example
are you talking about something like blenders knife tool?
just ask what is it.
I don't know about blender but I have a cube in unity and want to cut a square on one of its face and basically delete it so it has a hole
right so you would inset the face and delete it
if you want the hole to go straight to inset the other face as well
and then fill in the middle ring
so i have a rhythm game I am working on I am trying to make it where the scoring system chooses which kind of hit based on a gameobject instead of (0,0). This is the code:
{
public bool canBePressed;
public KeyCode keyToPress;
public GameObject hitEffect, goodEffect, perfectEffect, missEffect, hitpoint;
void Start()
{
}
void Update()
{
if(Input.GetKeyDown(keyToPress))
{
if(canBePressed)
{
gameObject.SetActive(false);
//GameManager.instance.NoteHit();
if(Mathf.Abs(transform.position.y) > 0.25)
{
Debug.Log("Hit");
GameManager.instance.NormalHit();
Instantiate(hitEffect, transform.position, hitEffect.transform.rotation);
}
else if(Mathf.Abs(transform.position.y) > 0.05f)
{
Debug.Log("Good");
GameManager.instance.GoodHit();
Instantiate(goodEffect, transform.position, goodEffect.transform.rotation);
}
else
{
Debug.Log("Perfect");
GameManager.instance.PerfectHit();
Instantiate(perfectEffect, transform.position, perfectEffect.transform.rotation);
}
}
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if(other.tag == "Activator")
{
canBePressed = true;
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (other.tag == "Activator" && gameObject.activeSelf)
{
canBePressed = false;
GameManager.instance.NoteMissed();
Instantiate(missEffect, transform.position, missEffect.transform.rotation);
}
}
}```
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
okay so whats your question here? because im not following..
you see this line? if(Mathf.Abs(transform.position.y) > 0.25) { Debug.Log("Hit"); GameManager.instance.NormalHit(); Instantiate(hitEffect, transform.position, hitEffect.transform.rotation);
im tryna make it where it doesnt use the y cord and instead uses a point of a game object
so instead of a hardcoded y value you want to only check when its position matches the position of another game object?
well grab a reference to that object in your script and just check through the if statement no?
how to inset a face already? I can't find it, I'll look for a tutorial on this but if u could help me that'd be really nice
How would i do that?
well you would make a serialized reference to the game object in your scene that has the y position you care about
I made one in the script called hitpoint
so youre already referencing it?
this script needs a reference to that y position as well
public GameObject hitEffect, goodEffect, perfectEffect, missEffect, hitpoint;
is this it?
or do i need something different
how am i supposed to know
you wrote the code
whatever object youre using to determine where the correct note hit is
you need to reference that object
ok. just making sure that would work as a reference
get its y transform and just compare the notes y transform with the objects
what do u mean by that?
well if you inset both sides right? and you delete the faces, you will have the inside facing geometry visible in the sides of the hole
you need to fill in those 4 sides
you mean filling in 4 sides to make the inside not empty?
sorry but it's my first time using probuilder btw
yes
is there a tool for this?
ye
you need to fill those faces top to bottom
I want to use mixed lighting instead of baked, but for some reason, the snow texture is different when I use mixed lighting
I can't select the inside in unity..
I'm not sure I understand
you have to select the edges.
the top and bottom edge, and then you fill them
I feel like learning 3d modelling with blender would be better than probuilder 😆
probuilder is useful but not what i would start learning with
ohh ok
once I select the edges, there's a fill hole option but it doesn't work
would it be better or easier?
Easier and better because software like Blender is made for 3d modelling
okay I'll try tommorow then
and there are plenty of resources to learn how to use blender to model. Then concepts you learn such as insetting faces and filling faces can be applied to probuilder
do you have a good beginner tutorial on Blender?
The most famous tutorial for blender, the donut!
https://www.youtube.com/watch?v=-tbSCMbJA6o
Learn Blender while you make a 🍩Watch in a playlist: https://www.youtube.com/playlist?list=PLjEaoINr3zgGUwGwXlj9kBe7TrVWNjkyv
In this video series you'll learn how to use Blender 5.0's core tools and techniques by making a donut.
===Links🔗===
Download Blender: https://www.blender.org/download/
Blender Guru Beginners Academy: https://ac...
tysmm I'll watch it now
is there no way to save game objects/components that were added in play mode?
by default I'm loading in my tilemap chunks runtime, so no nice way of seeing that without play mode
Nope, you'd need to make your own tooling for that.
Or have your generation run in editor.
cool, ty
I'll probably have some ugly workaround then indeed
Can someone tell me how to fix this?
bee on 2021 is lowkey 
what
Hey guys, does anyone know if it's possible to add lighting to tilemaps? I'd like to do something similar to Terraria or Starbound.
try 2d lighting but it may not work exactly the same
anyone know people that can model and script?
Im currently transitioning from gamemaker 2 to Unity, so far Unity is WAY harder, but it does have some nice features
is there anything you need help with in particular?
as this is a help channel
im sure quite a few people know how to "script"
cause im tryna make a vr game
like i wanna pay devs
oh
to work for me
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@earnest thicket👆
yea i read it
right, good luck then :)
Lwk thought this was a general channel mb
yeah theres no gen chat or off topic here
every channel is for assistance and help so feel free to drop in if you ever get stuck on something :)
Im sure I will lol, I have plans for some stuff I dont think will be easy to do and I know I am not gonna be able to do it alone haha
Hi Everyone. I would like to ask for advice. may be someone can advice some books for learning better C# or may be some youtube channel, i'm already making game 2D (because i learn better on practice than theory) but theory also important.
there are beginner c# courses pinned in #💻┃code-beginner
and if you are dead set on a book, then i highly recommend The C# Player's Guide by RB Whitaker
thx
does anyone know where to find the logout button for plastic scm
idk where to find it
how can i change the senesitivity of the rotation tool? i hold control and try to change the rotation just a little bit, then when i move my mouse im at -299.99. i only want to go 45 degrees. this is maddening trying to get it to work slowly
Your camera is too far away from where you're looking.
Click the object, press F to focus the scene camera.
this is a unity editor bug, you could just type 45 (or +45) in the inspector
why is there no way to change its sensitivity? that is insane to me
but thank you for the answers
There's no need to, if working at a reasonable distance (and if there isn't a bug). Holding ctrl snaps it normally at useable increments.
wait, has that been part of the issue the entire time
Maybe
im used to UE5 so trying out unity is a bit of a learning curve but some of the lack of features like that is baffling to say the elast
could you guys recommend a youtube channel to learn the basics of unity?
code monkey
ok ty
Is it possible to support Android 6 in Unity?
yes, use < 6000.3. 6000.3 is now min api level 25
Don’t complain about lack of features, the good thing is that it’s clean, easy to get started, lightweight, and the community offers tons of those tools as a addon you can import into your project. UE5 is overcrowded with features. While some of it might be cool, impressive, even insanely helpful, it’s in the way.
i mean theres no such thign as crazy sensitivity to move or rotate an object. and if you want it to be faster there is a slider. just saying that its weird that camera relativity affects it in such a dramatic way
If I’m reading that right, you’re looking for the feature that says “global” which you can toggle to “local”
afaik, it's not supposed to
if i need to be zoomed in close to line something up neatly, i ahve to keep doing trial and error and inputting specific values instead of slowly dragging the rotate to match it poerfectly
Click on it and press the F key
select object f key, then use the maya style controls alt + lmb, mmb, rmb
Unity is way easier to navigate & handle objects
okay the f key is neat. thats very useful to know taht it will change its zoom depending on my current zoom to it
it doesn't, it resets the zoom
it moves the camera to an appropriate distance from the object
You can also change the zoom speed by holding ctrl (or shift)+ scroll wheel
And WASD works as a fly cam in editor
(if you hold right click in scene view)
Oh yea
yeah i go between the wasd fly controls and the maya style depending on what i am doing
Once you select a object, easy to tab between the WERT keys for what type of editing / moving you want to do to it
I need genuine help my unity project is open but it doesn’t show up on my screen..
Could I maybe get in a vc with someone and get help..
ngl that could be a windows issue but maybe someone knows how to fix it
If you had a second monitor plugged in at some point, it could be trying to render on that monitor, you can try (re)connecting a second monitor and see if that helps, assuming you already tried to close and reopen it, and you already tried a PC restart
Try pressing alt space after selecting the app
MonoBehaviour Script
To make a script, choose that option in the dropdown.
oh my bad okay
thanks
Remove the .key suffix from the url
Is there any way to change the size of the top menu bar? I've got a new pc with Windows 11 and reinstalled Unity and for some reason the menu bar is significantly thinner than it was before, making it a bit harder to access. Is there any way I can make it wider?
Might want to change the DPI scaling in your Windows settings.
I don't really want to change the size of everything - it's only unity that's an uncomfortable size. I'm guessing there's not really a way to apply that to just Unity?
There is.
Need to find the Unity editor .exe, right click > properties, then there’s an option to override the scaling.
I tried going through properties > compatibility > Override high DPI scaling behaviour (I had another look at the link you sent and realised I had missed the part of it that said that), but in all 3 options (Application, System and System (Enhanced)), there were no changes on closing and reopening Unity
Am I doing something wrong? Or does that not work?
Hello, has anyone had this problem?
in the unity3d website when i try to download build modules they seem to be mixed up between linux and mac targets, and some are completely missing, for a example the android target for linux x64 editor is nowhere:
the filename should be UnitySetup-Android-Support-for-Editor-6000.2.15f1.tar.xz
i have searched the wayback machine and the source code of the page
no dice
im trying to use the provided download assistant right now, wish me luck
i mean this
unity hub has given me these errors
the files on the page are mixed up or duplicated
some missing
some of these links download mac editor extensions instead of linux ones
yep
check the mac side and see if it had the Linux builds
i already have, in mutiple releases
even 2023.1
the same issue
Since you know the file name, try changing the url to it
ok
Copy the url of any download link and see if it is a file path
interesting, I don’t know what to do from there, you can try posting in #🐧┃linux because then more people are specialised with the platform
alrighty, thx
Hi
hello
i am getting this error everytime and my unity is closing after pressing close or ok. Not only this but Unity all projects getting crashed when i open them
plz help me to fix this error
As this is somehow related to your gpu, you could try to update your drivers first
https://discussions.unity.com/t/failed-to-present-d3d11-swapchain-due-to-device-reset-removed-list-of-solutions/919068 there are some steps to check
Всем привет, кто может помочь с юнити?
hi, this is an english only server
Well, do you know how to get to Russian?
searching for solutions
im not sure one exists, at least not an official/recognized one i can link you to
you're free to ask here in english or with a translator
!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
Okay, thanks for your help, I'm going now. Good luck)
Well, I'll give it a try. I'm having a problem with the camera animation. When I don't start the game yet and check the animation, everything is fine, and all the animated objects move correctly. However, when I start the animation in an already active game, my object (the camera)
moves to different coordinates and remains stationary. What could be the issue?
The animation clip probably overwrites the cameras position to its own values and therefore messes around with the coordinates within your runtime. can you show the animation graphs and maybe your object hierarchy
As described above, I think your animation is updating the position of the camera in local space and you probably expect to be in world space?
No, I always stay in the local space, I just don't understand why it only happens in active games.
So, if I check everything in a disabled game, the animation works correctly
You mean, not in playmode, you scrub the animation clip in the Animation Panel?
Well, it's possible that I have an incorrect translator, and in the translation, you wrote that I'm erasing in the animation panel, but I'm not erasing anything. I'm checking the animation panel in two different conditions, or even three. In the first condition, the panel is in editing mode when the game is off. In the second condition, the game is on, but I'm running the animation manually through the panel. In the third condition, the animation is triggered, and we get data showing that the first two conditions work well, but the third condition doesn't work as expected.
is there any video explaning the multiplayer system for unity in detail
I will try to simplify my answer as good as I can. In edit mode, your camera is not being moved globally. World coordinates and local coordinates are on the same spot probably. The animation looks correct. When running playmode, your camera is moving and creates an offset.
Yes, but unfortunately, I don't remember how to find it.
you mean netcode?
How can that be if she's not moving?
By its file location
By the way, I have another bug with this camera. I can't switch its state when my game is active, and it's always off.
Are you using cinemachine?
What is cinemachine?
I think the answer is no then
No, there is no cinemachine in this animation, my camera is just attached to another object
That is, my camera is in another object and moves with it,
It's like the player moves with the camera, but in this animation, there is no player, the camera is attached to the void (GameObject)
Анимация игрока 1 (Animation of player 1)
Корды шкафа (cabinet coordinates)
кам (Camera)
!collab
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Why I can't click on the BB gameobject? (The blue circle that contain the black bishop.)? I have event system, my camera have a physics raycaster on but somehow the raycast don't hit the gameobject. Also, I have a script attach to the gameobject that when the gameobject get clicked, there should be a message but don't.
Is it Canvas UI or a gameobject?
Canvas UI
so the bishop is an image with raycast target on? How does your script look like? it should behave something like a button or similar
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.EventSystems;
public class raycasttestscript : MonoBehaviour, IPointerDownHandler
{
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("the gameobject" + name + "have been hit");
}
}
``` It looks like this.
Thanks bro
I need some guide
Which part of the script is shooting the ray here
!adk
There's no command called
adk.
Just ask dont ask to ask
I am making a Unity Multiplayer game
Not a shooter game
but a real fun multiplayer game for mobile devices
My Question is if it is worth the effort?
anyone know how to fix this? this is the main menu screen, but it doesnt fully show on the play screen on itch.io
Theres no concrete answer to this
If you find it to be worth it. It’s your game. I would say it’s a good achievement to have.
Keep in mind the costs.
You could consider making a singleplayer version of that game first.
"Is it worth it" typically depends on a variety of unpredicrable factors
Including but not limited to your own skills
I thought Ipointerdownhandler and all that stuff needs some raycast attach to it, but i mean Ipointerdownhandler doesn't work in my image ui
