#💻┃unity-talk

1 messages · Page 58 of 1

still aurora
#

atp pretty much but infinite ear wax notlikethis

slim sedge
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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.

fair cove
#

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

vagrant widget
#

You left me speechless.

plain dagger
#

Ive made custom tracks + playables and its pretty useful

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however be warned that playing animations on animators in timeline does not mix well with pausing the timeline

violet thunder
#

Painting textures where? In what software? Is this a unity issue or no

sonic ferry
#

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??)

warped vector
#

I like how we still call it the "new input system" when it's like 5+ years old

sonic ferry
#

oh yeaa, and the canvas is alrdy set to scale to screen

zinc hill
#

Hello is there a Support Channel in here or something related to the unity store?

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To submit a ticket

potent geyser
#

This is better suited for #👥│ufh-chat , also the community managers won't have the answer. Unity members are there however.

shy cipher
#

Hi! I don´t have access to the link you provided.

vivid river
#

Get that role from Channels & Roles

shy cipher
#

thanks!

still aurora
rough shell
#

perchance is it possible to lighting bake an isolated area (underground spot) without baking anything else?

#

just to save loads of time

late oriole
#

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

slow dirge
late oriole
drifting sparrow
#

hi

storm patio
#

not what this server is for, mate

wraith pasture
#

How would you simulate something like ps1 in terms of some objects occasionally appearing infront of geometry that they are actually behind?

craggy pollen
#

no idea what that has to do with ps1

supple cloud
#

yo guys is self promo allowed on this server

#

i have a game dev channel and I use Unity so yeah

craggy pollen
violet thunder
craggy pollen
#

pretty sure they are referring to terrain painting as you said

supple cloud
craggy pollen
#

check it out and you will know.

storm patio
#

it's for dev logs

#

there's no place for advertisement here, like in most servers

hidden panther
#

where is 3d urp?

craggy pollen
#

universal srp

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the blue one, you already selected

hidden panther
#

oh it's the same

#

I did not see the description lamo

#

thanks

storm patio
#

urp stands for universal rendering pipeline, which is a scriptable rendering pipeline (srp)

glass depot
#

fixing jitter in your first person camera is genuinely eye opening oh my god

#

everything feels so smooth now

#

cinemachine is kinda goated

tropic oyster
#

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

potent geyser
#

None of it is going to lead you to some wrong info, so just do all the starter content?

tropic oyster
potent geyser
#

Have you experienced any?

tropic oyster
potent geyser
#

I guess try a YouTube series then 🫠

tropic oyster
#

I might try udemy

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oh. its paid

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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"

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Like classes vs monobehaviours etc

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Like what does proper mvc look like, server client friendly models

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But also starting with beginner content to ensure I have the fundamentals correct

plain dagger
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MVC works with unity, your monobehaviours can be "views"

tropic oyster
#

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

dry comet
#

Yo

rapid oyster
#

anyone online

jagged sage
mint lake
#

hehe

rapid oyster
mint lake
#

yes

rapid oyster
#

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

north stream
#

hi guys

rapid oyster
jagged sage
#

Im tryna learn everything notlikethis

#

Than just unity

rapid oyster
rapid oyster
jagged sage
rapid oyster
jagged sage
north stream
#

Hello guys, can some one can help me? I can't dowland a Installs.

rapid oyster
jagged sage
tropic oyster
rapid oyster
jagged sage
rapid oyster
jagged sage
tropic oyster
rapid oyster
tropic oyster
rapid oyster
tropic oyster
rapid oyster
rapid oyster
tropic oyster
#
  • Cozy
  • Revitalization
  • Environmentalism
  • Farming first
  • Player agency
#

(I wrote paragraphs for each but I think that gets the point across)

rapid oyster
tropic oyster
rapid oyster
tropic oyster
#

I've been around a decade longer than you, I've just had more time to learn things lol

rapid oyster
rapid oyster
tropic oyster
indigo umbra
#

Hi

rapid oyster
tropic oyster
rapid oyster
rapid oyster
tropic oyster
rapid oyster
tropic oyster
violet thunder
rapid oyster
# tropic oyster exactly

have u made like entire simulation system for specific npc like they advance based on the surroundings we provide

tropic oyster
rapid oyster
rapid oyster
north stream
tropic oyster
eternal talon
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hi guys, just started working with Unity

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i plan to make horror games and such but im somewhat new to this

craggy pollen
#

do you have a question you wanted to ask

eternal talon
#

yea kinda, my editor seems to be bugged or smth

tropic oyster
craggy pollen
#

bugged is a vague term

#

maybe any error messages or an image

dull umbra
#

all my unity versions have security alerts is this normal 😭

eternal talon
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i used to see the emblems and stuff for cameras and when testing it doesnt put me in the camera view

tropic oyster
dull umbra
#

what is going on

tropic oyster
#

the newest doesn't have it

eternal talon
#

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

eternal talon
craggy pollen
#

what do you mean by emblems actually, could you post an image or vid of what is going

dull umbra
#

did you close the gizmos

eternal talon
dull umbra
#

it shows the things that are not actually rendered in the game but good to see in scene view

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like the camera emblem or the outline that appears after choosing something

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it is toggleable

eternal talon
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where is that so i can check?

tiny wing
#

does anyone want to test my unity game (i am kinda new to unity)

eternal talon
eternal talon
dull umbra
eternal talon
#

thanks, that worked

tiny wing
tropic oyster
#

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

meager rain
#

how export unity project meshes into blender

#

they come out deformed

lucid aurora
#

Anyone know how I can disable this? I have never seen this before and it keeps popping up

feral smelt
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i dont know what kind of game i am making but i ahve bubbles, and afk count and other stuff 😄 ideas? Pn me

gritty hazel
#

How to solve this issue?

craggy pollen
#

no idea what you mean but i assume you want some windows back, maybe check the window menu at top

lucid aurora
craggy pollen
lucid aurora
tawny quail
#

I can never remember the name of it so took me a while to find it

lucid aurora
#

Ah alright, thanks a lot!

violet thunder
#

Ah sorry I was scrolled up

lucid aurora
#

Thanks!

late rapids
#

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

stuck flower
#

<@&502884371011731486> the scams are starting early today

potent geyser
#

?ban 1456582388443385994 scam

novel scarabBOT
#

dynoSuccess lucky_starfish_41075 was banned.

tropic oyster
#

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

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but that feels god object-y

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"own" as in be like an API that orchestrates but doesn't do any manipulation itself except handling input

gritty hazel
#

This

lucid aurora
craggy pollen
#

there was no need for reinstalling unity, you could just reset the layout inside unity

lucid aurora
#

Installing Unity versions always takes a while

craggy pollen
#

is it the same when you opene a new project

gritty hazel
#

It is new project

lucid aurora
thick heron
#

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)
worldly cave
#

do you need to procedurally create them at runtime?

thick heron
#

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.

worldly cave
#

i was gonna say you might be better off just using probuilder for the arches

#

it takes care of the collision problem for you

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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

thick heron
#

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.

mild radish
#

or just make it a regular door frame.. w/ arches as the graphics

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unless u have something physics related that would give it away a player wouldnt notice

worldly cave
thick heron
#

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.

vast sedge
#

my first shader ! in unity

worldly cave
vast sedge
#

10 days of work and i can't find a way to make triplanar of my sdf pattern correctly anyone have an idea ?

peak niche
#

I am having a problem in my project where the character freezes when I am walking. Could someone help me?

craggy pollen
#

only one the ground or also in air

#

while grounded could be a collider problem that the player get stuck

shadow heron
#

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 👍

copper wyvern
#

Hello ! I search fr people to help me pls T-T

gusty abyss
#

I know the basics of unity. But I use playmaker

#

With programming I can't help unfortunately

shadow heron
storm patio
#

!ask

vagrant rootBOT
# storm patio !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

flat breach
#

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?

hollow tulip
#

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.

worldly cave
fleet canopy
#

I think they’re thinking something like duolingo

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gamification of language learning

dusk urchin
#

i need help uh my unity has no start button

fleet canopy
#

You also have no scene view either??

dusk urchin
#

yeah it disappeared when i accidentally maximized the bottom project tab

fleet canopy
#

right click where the btuton is supposed to be and check this

#

to get your scene view back you can press the triple dots

dusk urchin
#

damn theyre back

#

thank you @fleet canopy

flat shale
#

does anyone know how to get a cube to sit directly on top of a terrain?

violet thunder
#

And use Center mode for that, in Pivot mode it goes halfway through

flat shale
#

thx that worked

worldly cave
#

that makes sense

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but i dont know how useful it could be

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duolingo is already kinda ass on its own lol, so "gamification" of language learning doesnt really have a proven efficiency

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highly overrated

gleaming salmon
#

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?

plain dagger
gleaming salmon
#

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 :()

hollow tulip
#

@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.

worldly cave
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and vice versa

gleaming salmon
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The materials have the shader: Standard

worldly cave
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are you sure your first project was hdrp?

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if it was built in all you really have to do is update the shaders on the materials

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which can be done semi automatically

gleaming salmon
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The working graphics like the grass is on "Shader Graph"

plain dagger
#

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

sleek forum
#

why is my ondrawgizmos doing this

gleaming salmon
#

This is the inspector tab of one material that turned pink

plain dagger
gleaming salmon
#

This is what shows in the material when you convert all the materials

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But there are only URP assets in there

balmy kettle
#

that's URP not HDRP

worn niche
#

can anyone help me fix this: • APK install location should be auto (android:installLocation in AndroidManifest.xml)

plain dagger
# gleaming salmon But there are only URP assets in there

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.

gleaming salmon
#

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 :()

plain dagger
# gleaming salmon

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")

gusty abyss
#

where is the best to learn C#

gleaming salmon
plain dagger
gleaming salmon
worldly cave
#

"Just havent pushed it in for two days" UnityChanHuh well thats not good

#

thats no different then not having it atp lol

gleaming salmon
#

:)

plain dagger
plain dagger
gleaming salmon
plain dagger
worldly cave
#

anyone else have problems with git and font files in unity?

quaint timber
#

it's the same with Plastic SCM and yes

worldly cave
#

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

quaint timber
#

version control with unity and font files is always busted, i have to recommit one of my fonts every single time i push anything

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i would also like to know why!

worldly cave
#

im just wondering why addingthe folder to the gitignore doesnt work

#

like no it does work but after 20 commits its back lmao

plain dagger
worldly cave
young niche
worldly cave
#

unless by file you meant the entire folder

plain dagger
#

no folders arent tracked only files

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what do you mean by font anyway, the actual font or the tmp font asset?

worldly cave
#

i think its the tmp font asset

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it just says "fontname.asset"

plain dagger
#

dynamic tmp fonts will keep changing as the sub texture gets changed as you play

worldly cave
#

oh

plain dagger
#

expand the font asset to see that texture

worldly cave
#

but whats the solution here for git?

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other than untracking all the files manually

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and every other one i add

plain dagger
#

well you dont want to stop tracking the tmp font asset so there is no good solution

worldly cave
#

i mean its not like its the end of the world lol

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so ill guess ill just live with it

plain dagger
#

best I can think of is automating clearing the texture when you stop playing

full ingot
#

Hey,
why when I type t:png, it doesn't show me all the textures that are pngs please ?

plain dagger
#

if you want to find png files then search with your OS file explorer

full ingot
plain dagger
full ingot
worldly cave
#

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?

plain dagger
worldly cave
full ingot
plain dagger
#

erm id presume something like SomeFolder/*.png

#

i leave the rest to you to figure out

full ingot
worldly cave
#

could be an excuse to pick up their ssgi asset too

#

thanks

noble edge
#

any1 here play rts games

charred fog
noble edge
#

I'm making an RTS PVP game similar to Clash Royale, and currently am designing the map, can anyone V

dusty stream
#

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?

storm patio
#

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)

dusty stream
#

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.

storm patio
#

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

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(the rigidbody doesn't specifically matter, just how it's moving)

dusty stream
#

Ah alright thank you!

storm patio
#

if it has acceleration (for some reason) then you can use kinematics equations

coarse hill
#

anyone wanna make like a multiplayer gun game with wasd movement

vagrant rootBOT
# storm patio !collab

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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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coarse hill
storm patio
#

no, read the bot message

coarse hill
#

oh

stray apex
#

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?

storm patio
#

or i guess, check docs

#

Notes: SphereCast will not detect colliders for which the sphere overlaps the collider.

stray apex
#

Yeah I probably should've tried it myself, and checked the docs. I appreciate the help though!

sacred wind
#

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

gaunt grail
#

is there a option to change char spacing in tmp

gaunt grail
#

is it on the text object or font asset?

storm patio
#

on the text object

gaunt grail
#

tysm

warm jungle
dusky forum
boreal river
#

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

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Game States, Player States, Item States etc etc

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And I do if (current game state == gamestate.ondialogu) return

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if thats your question

#

and that's all handled from Game Manager class

cyan lion
#

What should i use in unity for a flying ai

#

Like a spaceship

#

I tried navmesh with offset but i need flying physics

lapis gate
#

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

plush heron
#

can anyone help me w ML integrated unity

#

or is there a specific channel i can ask my doubts in

boreal river
#

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

gloomy citrus
#

Screen Space - Camera canvas?

boreal river
#

Do I have to add screen space camera to my UI canvas or Logo canvas?

gloomy citrus
#

To start with, I'm curious what the setup is.

boreal river
#

how it looks like right now

#

I dont see my UI

gloomy citrus
#

I mean the canvas, the camera...

boreal river
#

check

gloomy citrus
#

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?

boreal river
#

no thats the problem

#

overlay is not affected by brightness

gloomy citrus
#

Oh, you want it to

#

I think you're SOL there absent really dirty hacks tbh

boreal river
#

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

gloomy citrus
#

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.

boreal river
#

maybe I have to stack cameras

#

there is an option and I will have to check it out

gloomy citrus
#

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?

boreal river
#

Bro, I have an image you saw in the screenshot right?

#

When I am moving the brightness slider it must affect only this image

gloomy citrus
#

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.

boreal river
#

Maybe I can open a thread?

gloomy citrus
#

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?

boreal river
#

the image logo canvas must be screen space camera thats for sure because it will apply post processing to the image

#

let me see

gloomy citrus
#

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?

boreal river
#

yes I just did that

gloomy citrus
#

Oh, you also have two base cameras. Why not put them in a camera stack?

boreal river
#

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.

gloomy citrus
#

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.

boreal river
#

In some games they are using one image

plain dagger
#

Id probably go with a shader approach here if myself or adjusting the colour tint to best indicate the new gamma/brightness

boreal river
#

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

plain dagger
#

sounds like a different issue

boreal river
#

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

plain dagger
#

Borked logic thats changing the slider value back or something on top preventing input

boreal river
#

yeah not sure what is happening XD

#

Checked the blocking mask in graphics raycaster in both canvases

#

something is blocking the input

plain dagger
mint portal
#

hey

storm patio
#

just lead with your question

mint portal
#

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])

storm patio
polar basalt
#

i cant really find any answer on internet, but can i play animator when object is disabled?

#

any way?

boreal river
#

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?

dusky siren
#

my cpu is not too young but is this make sense??
i7 8700k, built for android

boreal river
#

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

gleaming silo
#

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

vagrant rootBOT
# storm patio !input
How to Set Input

To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling

• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.

gleaming silo
#

I set it to new but i still doesnt work

storm patio
gaunt siren
#

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 ?

potent nebula
lapis gate
#

well for one you shouldnt be letting your ship go out of those bounds ;p

gaunt siren
pearl oyster
#

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

solid yew
#

damn.... how did I not know that you can select multiple folders to see all files within them??? has this always been a feature?

gaunt siren
potent nebula
# gaunt siren with the same aspect ratio ?

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.

pearl oyster
#

or you mixed up which is height and which is width

cyan lion
storm patio
#

gonna 🍿 this one

lunar drift
#

Oh

cyan lion
lunar drift
cyan lion
lunar drift
#

Offensive

cyan lion
#

Say what now

lunar drift
#

I just want this server off my server list

cyan lion
lunar drift
#

Oh you can?

cyan lion
#

Dont ragebait

storm patio
#

this is not a space for off-topic

#

if you want to leave, leave

#

if you want to spam, you will be removed

lunar drift
#

Ok

#

Why is K banned

#

The letter

cyan lion
#

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?

lunar drift
storm patio
#

it tells you why

#

do some reading

lunar drift
#

Rules?

solid yew
#

man I wish you could use the editor selection outline as a runtime feature

rancid helm
#

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

alpine cloak
#

can anyone help when i play test it doesnt show any game objects

storm patio
alpine cloak
#

3d and its a gorilla tag fan game

alpine cloak
storm patio
alpine cloak
storm patio
#

how's your camera set up

alpine cloak
storm patio
#

make sure nothing's blocking the camera or getting culled i guess

#

i'm not familiar with 3d nor urp

alpine cloak
#

only the hands are culled and nothing is blocking

#

also when i went in simulator it shows this

gaunt siren
#

when you make a web build does it always say "Script error" when loading index.html ?

storm patio
storm patio
#

..check the scene view

alpine cloak
gaunt siren
#

any ideas as to why this happens when I try to open the index.html file for a web build 😭

copper gust
gaunt siren
fair cove
solid yew
plain dagger
#

Or use build + run in unity

#

You must do this each time, you can never open the webpage file directly

potent nebula
fair cove
# solid yew yeah I'm using a custom solution, but the built-in one works on all meshes/shade...

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

solid yew
#

thank you for the advice though

#

this is just not a feature I want to spend too much time on

pale sable
#

hey, do you guys build state machines for movement or just use if-else statements?

solid yew
#

state machines have the weakness of only having one state at a time, which doesn't work for all situations

pale sable
#

what should I go with?

solid yew
#

I'm assuming this is for player movement?

pale sable
storm patio
#

i mean, either can work tbh

solid yew
#

yeah

#

you can do a hybrid approach

storm patio
#

personally with my game as i added more stuff it just ended up turning into a state machine

solid yew
#

you can also do multiple state machines

#

one for movement, one for actions

#

or something like that

serene cairn
#

!ask

vagrant rootBOT
# serene cairn !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

serene cairn
#

where can I ask for quick help here?

storm patio
worldly cave
storm patio
#

though i guess it heavily depends on what exactly you allow the player to do

storm patio
#

yeah, it depends a lot

#

hard to generalize

pale sable
solid yew
#

if you could for example grapple during a sprint/vice versa and stuff like that

#

or slide while sprinting/walking

solid yew
#

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

storm patio
#

if that's the case, then just merge them and then there's no issue

solid yew
#

yeah but then you end up with a million states lol

#

(hypothetically)

storm patio
#

...what i said would reduce the amount of states

solid yew
#

oh, I misunderstood then

#

how would you merge different states though

storm patio
#

you just wouldn't have that behavior be in separate states

solid yew
#

if they're independent

storm patio
#

they can be handled independantly within the state

solid yew
#

could you give me an example? my brain is a bit fried atm

boreal river
#

Do not mind he is a friend

storm patio
solid yew
#

oh yeah that's the hybrid approach then

storm patio
#

how's that hybrid? do you think a pure state machine just wouldn't have any conditionals at all within each state

solid yew
#

perhaps I misunderstood then. does this movement state just represent the general state of "moving"?

pale sable
#

yo!, my next question is how you implement the state machines :)

storm patio
#

abstractly, remember which state you're in and execute that state's logic

pale sable
#

there was a tutorial and he made different scripts for every states, then there's also a switch case method...?

storm patio
#

is that supposed to be a question..? i'm not sure what you're asking

solid yew
# storm patio yes

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

storm patio
#

i feel like this definition would mean every statemachine is hybrid, because at some point you'll have conditions and decisions

solid yew
pale sable
solid yew
#

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

storm patio
#

<@&502884371011731486> spam

#

what did you expect

charred fog
#

?ban 1046600215160967239 spam

novel scarabBOT
#

dynoSuccess my_channel1 was banned.

solid yew
pale sable
solid yew
#

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

pale sable
#

thank you btw

#

both of you

solid yew
#

ofc! sorry for the confusion on my part

fierce shuttle
#

how can I copy project settings and build settings from one project to another?

plush heron
#

guys does anyone know ai with unity?

worthy turtle
#

guys is it true that photon fusion doesnt work with unity 6?

fierce shuttle
worthy turtle
#

oh i didnt know they had a server

fierce shuttle
#

I imagine it would work fine though

shadow heron
#

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.

lapis gate
#

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

shadow heron
storm sierra
#

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

lapis gate
#

depends, is this a client host server? If not then you pretty much not need to render anything server side

crude robin
#

Which one is better?

lapis gate
#

ryzen over intel though

shadow heron
#

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?

lapis gate
#

usually my trackpads are noiser than my mouse

#

I would just add a little smoothing in the mix

exotic relic
#

If you use laptop, always connect an external mouse when developing. It will confirm accuracy and speed up your development

shadow heron
exotic relic
#

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

shadow heron
#

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.

severe quiver
#

Hello

#

You guys have any community chat sections ? I forget

storm patio
#

this server doesn't have any chats, no

severe quiver
#

Crazy lots of people talk about unity

#

And ideas

#

Should be encouraged imo

severe quiver
#

But ya

thorn sphinx
#

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

thorn sphinx
#

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

severe quiver
severe quiver
#

Even though it eats up memory

gusty abyss
#

I worked the whole day to install windows and publish my game on the microsoft store. Hope they will accept it

thorn sphinx
#

is that what you mean

sly lake
#

Snapshots are not commits. You might want to read up on how version control works.

thorn sphinx
#

how do i commit

balmy kettle
#

!vc

vagrant rootBOT
# balmy kettle !vc
Using version control in Unity

Unity Version Control

git Git

Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.

vivid stag
#

Can unity use normal C# code like the Console writeLine and using system; thing or only unity's c#

storm patio
#

it can "use" it, but you don't have access to stdout to actually see the output of Console

vivid stag
#

Explain easier plz like ur saying it can but not in a normal way?

storm patio
#

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

vivid stag
#

Ok. Weird that unity uses a different c#

storm patio
#

it's not a different c#

#

it's a different environment

vivid stag
#

Well it atleast looks different

storm patio
#

it.. isn't though?

#

unity literally just uses c#

vivid stag
#

So does godot

thorn sphinx
#

my scripts are there but the stuff i put in the project ar enot there

storm patio
# vivid stag So does godot

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

thorn sphinx
#

like in the scene

storm patio
#

@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 languages

of course, learning 1 part at a time is easier than learning everything at once, which is why tools like scratch or code.org are popular as coding courses for beginners, especially kids, because it only focuses on the Logic aspect

#

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)

tropic oyster
#

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
haughty geyser
#

yes absolutely

#

and certainly don't underestimate how big something like an inventory system can get

storm patio
#

there's not really a generalizable "should" either way

inland river
storm patio
#

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

tropic oyster
storm patio
#

stepping away from the code to draw out a plan for how you want to structure everything could help as well

tropic oyster
inland river
storm patio
inland river
#

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.

tropic oyster
inland river
#

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.

glad crow
#

can anyone help me add UI Buttons for my game? i totally don't know why it isnt working

storm patio
#

what's the issue you're experiencing?

#

!ask

vagrant rootBOT
# storm patio !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

glad crow
#

on button

#

so i just deleted it

storm patio
#

you deleted the button?

glad crow
#

yes

#

idk how to start

inland river
storm patio
#

you already did

glad crow
#

lol

#

im using the old input system

storm patio
#

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

glad crow
storm patio
#

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

glad crow
#

i did that

storm patio
#

we aren't going to walk you through how to make a button, there are tutorials for that

glad crow
#

i created a button also what is this?

#

is that connected to the new input system or old

storm patio
#

that's for mobile input stuff

#

i don't think either

glad crow
#

im trying to make a game that is for mobile so that's why i need the UI button

storm patio
tropic oyster
# inland river its also something that is very difficult to teach, because no matter how correc...

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

storm patio
#

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

tropic oyster
storm patio
#

plan stuff out

inland river
#

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.

storm patio
# storm patio plan stuff out

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

inland river
#

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.

tropic oyster
storm patio
#

consider that your brain wouldve been continuously scrambled if you went along implementing it all

tropic oyster
#

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

storm patio
#

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)

tropic oyster
storm patio
#

which is why i said to step away from the code

tropic oyster
#

yeah

storm patio
#

that is an important step

inland river
#

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)

tropic oyster
torpid cave
#

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?

tropic oyster
#

And something easily extensible

#

and using interfaces

inland river
#

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.

storm patio
inland river
#

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.

tropic oyster
inland river
#

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 😉

storm patio
inland river
tropic oyster
#

@inland river @storm patio
Thank you for the advice btw

inland river
#

simplicity wins in games. big time.

flat breach
#

hi, how to precisely cut a mesh using probuilder? It's not convenient to cut with linked points placed manually

worldly cave
#

can you clarify what you mean by precisely?

flat breach
worldly cave
#

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?

delicate elk
#

hey

#

wsg

#

@worldly cave I have a problem for my unity game could you help fix it?

worldly cave
#

just ask what is it.

flat breach
worldly cave
#

if you want the hole to go straight to inset the other face as well

#

and then fill in the middle ring

delicate elk
#

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);
        }

    }



}```
vagrant rootBOT
worldly cave
delicate elk
#

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

worldly cave
#

so instead of a hardcoded y value you want to only check when its position matches the position of another game object?

delicate elk
#

where is still has the > 0.25

#

for getting a certian note

worldly cave
#

well grab a reference to that object in your script and just check through the if statement no?

flat breach
delicate elk
#

How would i do that?

worldly cave
delicate elk
#

I made one in the script called hitpoint

worldly cave
#

so youre already referencing it?

#

this script needs a reference to that y position as well

delicate elk
#

public GameObject hitEffect, goodEffect, perfectEffect, missEffect, hitpoint;

#

is this it?

#

or do i need something different

worldly cave
#

you wrote the code

#

whatever object youre using to determine where the correct note hit is

#

you need to reference that object

delicate elk
#

ok. just making sure that would work as a reference

worldly cave
#

get its y transform and just compare the notes y transform with the objects

flat breach
worldly cave
#

you need to fill in those 4 sides

flat breach
#

sorry but it's my first time using probuilder btw

worldly cave
#

yes

flat breach
worldly cave
#

here ill explain it inblender

#

see those red faces? thats the inside geo

flat breach
worldly cave
#

you need to fill those faces top to bottom

boreal dagger
#

I want to use mixed lighting instead of baked, but for some reason, the snow texture is different when I use mixed lighting

flat breach
#

I'm not sure I understand

worldly cave
#

the top and bottom edge, and then you fill them

plain dagger
#

I feel like learning 3d modelling with blender would be better than probuilder 😆

#

probuilder is useful but not what i would start learning with

flat breach
#

once I select the edges, there's a fill hole option but it doesn't work

plain dagger
#

Easier and better because software like Blender is made for 3d modelling

flat breach
plain dagger
#

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

flat breach
plain dagger
# flat breach 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...

▶ Play video
flat phoenix
#

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

potent geyser
#

Nope, you'd need to make your own tooling for that.

#

Or have your generation run in editor.

flat phoenix
#

cool, ty
I'll probably have some ugly workaround then indeed

boreal dagger
mighty violet
#

bee on 2021 is lowkey blink

potent nebula
#

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.

plain dagger
earnest thicket
#

anyone know people that can model and script?

queen mauve
#

Im currently transitioning from gamemaker 2 to Unity, so far Unity is WAY harder, but it does have some nice features

worldly cave
#

as this is a help channel

worldly cave
earnest thicket
#

like i wanna pay devs

worldly cave
#

oh

earnest thicket
#

to work for me

vagrant rootBOT
#

:loudspeaker: Collaborating and Job Posting

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

worldly cave
earnest thicket
#

yea i read it

worldly cave
#

right, good luck then :)

queen mauve
worldly cave
#

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 :)

queen mauve
uncut bay
#

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.

balmy kettle
#

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

thorn sphinx
#

does anyone know where to find the logout button for plastic scm

#

idk where to find it

mild obsidian
#

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

potent geyser
#

Your camera is too far away from where you're looking.

#

Click the object, press F to focus the scene camera.

storm patio
mild obsidian
#

why is there no way to change its sensitivity? that is insane to me

#

but thank you for the answers

potent geyser
#

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.

storm patio
potent geyser
#

Maybe

mild obsidian
#

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

stoic sinew
#

could you guys recommend a youtube channel to learn the basics of unity?

mild obsidian
#

code monkey

stoic sinew
vocal shore
#

Is it possible to support Android 6 in Unity?

sweet tartan
exotic relic
mild obsidian
exotic relic
#

If I’m reading that right, you’re looking for the feature that says “global” which you can toggle to “local”

storm patio
#

afaik, it's not supposed to

mild obsidian
#

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

exotic relic
azure grove
#

select object f key, then use the maya style controls alt + lmb, mmb, rmb

exotic relic
#

Unity is way easier to navigate & handle objects

mild obsidian
#

okay the f key is neat. thats very useful to know taht it will change its zoom depending on my current zoom to it

storm patio
#

it doesn't, it resets the zoom

#

it moves the camera to an appropriate distance from the object

exotic relic
#

You can also change the zoom speed by holding ctrl (or shift)+ scroll wheel

#

And WASD works as a fly cam in editor

storm patio
#

(if you hold right click in scene view)

exotic relic
#

Oh yea

azure grove
#

yeah i go between the wasd fly controls and the maya style depending on what i am doing

exotic relic
#

Once you select a object, easy to tab between the WERT keys for what type of editing / moving you want to do to it

topaz dawn
#

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..

haughty geyser
#

ngl that could be a windows issue but maybe someone knows how to fix it

fair cove
dusky forum
mighty helm
#

yo i need help

#

i cant find C# script options in here

potent geyser
#

MonoBehaviour Script

mighty helm
#

i m new to unity

potent geyser
#

To make a script, choose that option in the dropdown.

mighty helm
#

thanks

gusty abyss
#

got this for some reason?

static pulsar
#

Remove the .key suffix from the url

ivory moat
#

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?

ivory moat
#

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?

sly lake
#

There is.

#

Need to find the Unity editor .exe, right click > properties, then there’s an option to override the scaling.

ivory moat
#

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?

lucid smelt
#

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

fleet canopy
#

that’s what you’re supposed to do?

#

If you’re referring to unity hub

lucid smelt
#

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

fleet canopy
#

maybe a stupid question but do you have enough storage?

#

that’s what it says

lucid smelt
#

yep

fleet canopy
#

check the mac side and see if it had the Linux builds

lucid smelt
#

even 2023.1

#

the same issue

fleet canopy
#

Since you know the file name, try changing the url to it

lucid smelt
#

ok

fleet canopy
#

Copy the url of any download link and see if it is a file path

lucid smelt
#

both with curl and Chrome

#

oops, shown my domain name kekwait

#

but yeah

fleet canopy
#

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

lucid smelt
#

alrighty, thx

cunning ridge
#

Hi

sonic slate
#

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

ocean pumice
sonic slate
#

drivers are updated

#

5070 8GB Graphics Card

#

Intel I9 Ultra 275

distant cave
#

Всем привет, кто может помочь с юнити?

storm patio
distant cave
storm patio
#

you're free to ask here in english or with a translator

#

!ask

vagrant rootBOT
# storm patio !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

distant cave
distant cave
# storm patio you're free to ask here in english or with a translator

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?

ocean pumice
distant cave
#

Here

#

What do you think the problem might be?

ocean pumice
distant cave
#

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

ocean pumice
#

You mean, not in playmode, you scrub the animation clip in the Animation Panel?

distant cave
# ocean pumice 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.

gusty abyss
#

is there any video explaning the multiplayer system for unity in detail

ocean pumice
distant cave
distant cave
#

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.

distant cave
#

What is cinemachine?

worldly cave
#

I think the answer is no then

distant cave
#

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)

storm patio
#

!collab

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

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

warped oxide
#

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.

ocean pumice
warped oxide
#

Canvas UI

ocean pumice
# warped oxide 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

warped oxide
#
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.
vocal shore
icy roost
#

I need some guide

tender thicket
tender thicket
vagrant rootBOT
tender thicket
#

Just ask dont ask to ask

icy roost
#

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?

odd wind
#

anyone know how to fix this? this is the main menu screen, but it doesnt fully show on the play screen on itch.io

worldly cave
exotic relic
worldly cave
#

"Is it worth it" typically depends on a variety of unpredicrable factors

#

Including but not limited to your own skills

warped oxide