#š»āunity-talk
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What's it supposed to look like? What isn't showing?
this is what its supposed to show
is it looks good on editor playmode?
Is the background a UGUI / Canvas element as well?
Two ways about, increase the window size inside of itchio, or set your anchors on the canvas to scale with resolution
Try this in Player Settings
omg, the default resolution was apparently 960 600
is the pwa needed as well or is default fine?
naah its on you,its not related to resolution
i mean, i guess its better, but now its too big for the page/screen XD
set the resolution accordingly, go with 1280x1024
show me your canvas properties
Here is the problem
use it
after this set all the UI elements back to there size manually
and im guessing i should set the resolution in player settings back to 1920 1080 as well?
thats was not a proper solution, but okay if you feel good with that
its back to being too big for the screen again
set the canvas scaler and then set the each UI element to the proper size.
Your buttons will still probably be off screen, it's most likely that you have them anchored to the middle. The middle doesn't move for different screen sizes. You need to change the anhors to be at the sides/ corners
Im new to this unity server
we can see, the little leaf icon tells us
Wdym
There's no command called
hi.
But I can't see it though
!nohi
There's no command called
nohi.
you're also supposed to say meaningful stuff, not just "hi", this aint a social server
Ok sorry
@keen spindle Let's not spam images or go into off-topic. Do you have a Unity related question?
Okay I'm sorry
I wanted to know how to make good videos and edit it on phone I'm new to youtube
this is a Unity server
this ain't a youtube server
yo
do i just need to do it for the MainMenuStart? because i cant do it for the ones that are in that parent
You do it for everything that needs aligning. I assume you can't do it for the children because there's a layout group on MainMenuStar? In which case the children will auto move with it, because the parent is controlling their alignment
this is what i have on it
I wouldn't stretch that, it's not needed
well if i set it all to 0 this happens
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best practices is to set each UI element properly (size, anchors)
im stupid, i can just resize the image š¤¦
there is no voice channels to fix it faster.
The image should be set to stretch, with the fields set to 0,0,0,0 so it auto resizes depending on screenshize.
The MainMenuStar should be anchored to (probably) top left corner, and not stretched.
Let me help you step by step
set the elements screen placements anchors as per your design.
i still need to zoom out to get it all on the screen
that's just the scale for the view area in the game view, it doesn't matter for what's rendered
is there anyone who can help me with Netcode for gameobjects multiplayer, i am making multiplayer game almost done stuck in the last section.š , the enemy devil have to pick the survivor on knockout, i dont know how to set the bones placements while the devil is picking and holding the knocked survivor. i can do the multiplayer part i just need help to set the bones placement for picking the player
Thanks @deft rock
Anyone here encountered this error before,my project wants to boot up into safe mode after updating my networking libraries version but the devs confirmed on their end that the problem is on my end
any idea what the issue is? this used to be so simple in previous versions š
nvm I'm dumb
I hate string lookups
the scene name doesn't have the underscore lol
i want to make a pickup system which picks items by showing an animation of the hand picking up the item and then looking the way a hand holding items look in a first person game
it should be able to pick multiple items and each item should fit in his palm else he wont pick it
i have seen pickup animations in pubg and that is not what i want i want the hand to actually grab the items
How do i do it?
Start of by breaking it down into multiple smaller problems first
Actually first abstract the concept as much as you can down to its mvp
Then break that down into smaller individual problems
If I am going to have multiple playable characters should I have prefab variants of the parent prefab?
Can you clarify a bit more?
I can do that but what about the bone of players hand moving towards an item and then getting back holding the item
I think it would involve animation systems
In my game you play as a ball and I want to add different balls you can play as that have different abilities.
That comes later, think of the basics first
Right?
Can you give an example of what constitutes basics
I mean you came up with the concept, you should be able to derive its mvp
So are your abilities going to be seperate scripts?
Yes
Right so im confused what you are asking because it seems pretty straight forward no?
Each prefab would have your base controller/player script and then additional "ability" scripts no?
At what point can a person say they understand unity at a higher level?
is there any was to sort of drag an object in scene view like how you would if you drag an object from the assets into the scene
I think this depends on what you mean by "higher level" since the difference between a noob that's never opened the game and one that has 5 hours making a game exactly from a tutorial is that of a "higher level"
What im saying is the term higher level needs a reference like i have a higher level of skill than half the people in this server that ask for help but if i look at someone specific i may not as i only have a year and 4 months of experience
Good day. I come from unreal and Godot, could anyone tell me anything about visual scripting in unity? Has it improved? Do people still use it, and if so, how is it used? I'm not comfortable with c sharp, as I'm still super new. I'm used to visual scripting from unreal and a little bit of Godot coding, but nothing to say that I'm a pro. I'm really wanting to make a game, and I think unity is the engine I'm gonna use. Please ping on response š
Hey, I have a quick question. I'm working on a 3D VR game and want to implement a blurry vision effect to simulate cataracts. I tried using post-processing to achieve this, but I couldn't get it to work. Can anyone help me with this?
I'm sure you can take a large texture image that's just a varried blur and overlay it on the camera
Though im not sure how your game works so this may not be the exact effect you'd want
Thanks I will try it
As far as i know it really isnt the best and is never really recommended to invest time into learning visual scripting over programmjng though unity does support it. Here's the channel forum for it if you wish to get an idea of it https://discord.com/channels/489222168727519232/1390346878394040320
anyone? š
I don't think you drag it into the view port scene, I think you drag it in the hierarchy or at least that's what I do
Use the axis gizmo to drag things around
Oh that kind of dragging xD
I think anyway, question isn't clear
i used that as an example, like if you drag it on a plane with the move tool but in all directions, so if you drag it ontop of like a box it goes on the box instead of just staying on 1 plane
there's nothing exactly like that, but you can hold V to get vertex snapping
ive tried vertex snapping and it didnt really fit my needs, is there not a plugin for something like that
maybe, look on the store
I know there's scene gravity assets, which may do what you want as well
cause when i drag an asset from the explorer on the bottom into the scene view, its exactly like how i want it so i assumed unity had it already
its just to speed up my workflow
got an example here, i moved from roblox studio to unity so im kinda new anyway
its a simple feature so i assumed unity had it
Are you talking about this? ctrl+shift then drag the object onto a surface that has a collider
yes EXACTLY bro š
thanks āļø
also what is that keybind called?
ctrl + shift?
yeah
thats what its called what
surface snapping maybe?
yeah the keybind for the thing itself cause i cant search for key inputs
im tryingto change the keybind
You can also hold the V key to snap vertices
Good for building modular roads and builds etc
How can I move in a different direction a bit faster? I am using AddForce to move the player for better physics.
you need some counter force
so instead of just pushing it in the other direction you need to cancel out the velocity thats opposing it
allowing you to switch directions faster
Never used this (mainly cause i've never needed it) but does this only function off the origin of the object?
Hi there sorry if this is the wrong channel or if its posted anywhere. what udemy courses, or any courses do yall recommend i pick up as a beginner?
!learn
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i dont think the courses are worth it
youre better off just following the unity learning pathways
Okay thank you both
you don't need paid courses, there are plenty of free resources
im not sure what channel to put this in but id be greatful if anyone can help. the best way i can explain it is the transparent part of my pngs texture isnt fully transparent
would be a #šāart-asset-workflow question
okay, thank you
hello
i want to start learning unity but i know there are a lot of video tutorials available ..but they are to basic mean for a little project they take hours of tutorial so how i start learning is unity learn is best source or i follow any youtube course can anyone help me about that 
unity learn is the most recommended
also what do you mean ātoo basicā and ālittle projectā because those are what you need to start off learning
if youre starting to learn then theres nothing as too basic
no i am already worked in many things like 2d animation and 3d also other engines so mostly i understand any topic instantly but tutorials make it too long for a tiny simple topic
well you still need to learn the basics of unity itself
if you do have other knowledge I donāt see the benefit of doing something bigger then, youāll just need the basics to familiarise yourself with the engine
including its editor
but for other stuff you could do with intermediate level tutorials
and you donāt have to do everything
you can always skip parts
or just do like a few things on the learn page
Dont use a transparent surface type instead turn on alpha clipping and turn up the value
Can you recommend any tuotials which are prefect choices according to you brother
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Over 750 hours of free live and on-demand learning content for all levels of experience!
Thanks bro..
that worked, thank you
Hello. I'd like to talk to a Unity developer for my project.
theres plenty of those here
just ask
yeah thatās the whole server
How would I do that? would I do something like if (moveDirection.sqrMagnitude > 0.01f) and in there cancel out the velocity i.e. Vector3.zero?
apply a force in the opposite direction you're moving in
would it be something like rb.AddForce(oppositeDirection * forceMagnitude, ForceMode.Impulse); oppositeDirection being -currentVelocity,normalized
test it out and see
Doesn't work. I can't move and my player stutters a lot
what is forceMagnitude there
and why is it applied as an impulse if it's a force
and why is it exclusive from the normal movement force? this is intended to stop the existing momentum when you try to change direction, it's not meant to replace the movement
ok
then do it
yeah i dont get why are you telling us here... in a help channel of all places
because thereās people who specifically are good at animations who hang around that channel
thatās why these specific channels exist
there was someone else who presumably deleted their message, that's who kuzmo and murado's second message were replying to
oh

yes yes i know what happened
its just funny to pretend you were being silly
kreji
i have a parent grid object, it has a ton of children gameobjects, i wanna select a random one of them to be assigned a special tile if a certain word is not in that objects name, how do i do this? and is this the correct way to do it?
You would need to collect all of the objects that meet this criteria and then generate a random index to pick one
This is what you'd be looking for https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Transform.GetChild.html, pair it with a https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Transform-childCount.html and you have your bounds for the min and max index value
note idk how performant this is i just know it'd work, assuming all children in the grid object are fine with being selected
though you could also do like rob suggested and just collect the children objects that fit what you want when they are created, or if they are built out of runtime you could have it collect in a form of array once and continue to reference it
this looks kinda complicated, idk how im supposed to learn when i cant understand anything but i know im also not supposed to be in tutorials constantly, what should i do?
if a certain word is not in that objects name
ahh totally misinterpreted this part, my suggestion wont work to well then so ignore it. Though if you consideredTransform.GetChild(int index);too complicated any functional solution would be far too much for your current skill.
though as i mentioned here (^) you can store a dictionary, array, list of these objects that "dont have a certain word" from when they are created or when the scene first runs and randomly pick one.
i need to do a list right? i was able to understand C# with normal simple data types but didnt understand anything with lists, the entire thing was confusing
I need some help
when im writing scripts in VSCode it's not autocompleting. any idea why?
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Select one:
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Visual Studio (Installed via Unity Hub)
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JetBrains Rider
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Teaching how lists work
a gorilla tag fan game per chance š§
yea
daring today arent we
damn
you know meta's been taking most of those down right, i doubt it'll stay up for long
itās not fully like gorilla tag
It never is. Yet we get it daily.
explain?
cant believe just a few years ago we had half life alyx, now every vr game is borderline mobile game slop
i blame the quest
"It's not like Gorilla Tag. It's exactly the same in all forms of gameplay and mechanics and graphics but in my game the gorillas have hats." except with worse spelling and grammar.
once a week someone comes to this server because they dream of making a gtag derivative game
they are typically active for a day or 2 as they try and then give up pretty quickly because either a. they have no game dev experience and are biting off way more than they can chew, or b. they never had plans to actually bother making anything on their own and are just trying to find people to make a game for them.
Once a week? That's generous. Try multiple a day.
itās not fully gorilla tag itās mix with big scary, breach, Primal Fear, and gorilla tag. Mixed
"gtag but mixed with other games i also like" is also a common sight here
So what kind of hats will your gorillas be wearing then?
I got a few of my friends to help
explain?
i think this conversation has run its course
he's saying how is your game any different then all the other gtag clones not sure how confusing that was
i got ADD thatās why
good luck with your project, if you need any actual help feel free to ask here
thanks
by help i mean help with issues inside of unity, not calls to come work on your game :)
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
but I been mostly using blender but itās going good so far
well Iām gonna go but thanks for the help
There's no off topic here.
cube
so i made a new URP project and when the editor opened it gave me a pop up saying my personal and asset store license were revoked. They weren't last night when i was messing with HDRP, has this happened to anyone else?
oh nvm, it readded it once the project finished compiling or whatever
Either a mistake or unity think you should not be using personal.
Unless you work with some company/org projects its probably a fluke and you can just get a new license
I donāt work with a company or org, js me
should be able to just get a new license via unity hub then (unless you are using some ancient version)
can i hide a scene? like load a scene additevely, but hide the current one? so that we dont lose anything from there?
idk where to put this but how do i fix the blur?
in texture there is different settings, play around with them
there is filtering
probably the import settings of the texture
and there is max texture size
well what is the best website for darawing 2d art for stuff such as bricks clay bricks woord grass
anyone know?
how is this relevant from the last question? also is there any need for it to be a website
here is a website https://krita.org/en/
Krita is a professional FREE and open source painting program. It is made by artists that want to see affordable art tools for everyone.
ops its a website for a program ohh noes
lol giving a website download for an app š¤£
thats cool but not pixel art
oh boy wait till you hear about this
you know pixel art can be made in krita
yea but i aint risking a virus
tf are you on about
why cant i type the letter a
Krita is known and respected open source painting/image editing program
Time to use paint
do people use wikipedia still? https://en.wikipedia.org/wiki/Krita
Krita ( KREE-tÉ) is a free and open-source raster graphics editor designed primarily for digital art and 2D animation. Originally created for Linux, the software also runs on Windows, macOS, Haiku, Android, and ChromeOS, and features an OpenGL-accelerated canvas, colour management support, an advanced brush engine, non-destructive layers and ma...
https://amzn.eu/d/acr3t0m does anyone think this sounds like a good harddrive for transferring unity files quickly to different pcs for the price point? Help would be greatly appreciated as I need to get one asap for college
unless i knew what drive was in there id not buy this because i have never heard of fanxiang
What do you mean what drive was in there
Iām not seeing any negative reviews just wanted to make sure before I bought it.
the actual ssd/m.2 thats inside this enclosure (usually what these things do)
price sounds about right to me. If you want better choice you can buy a usb c m.2 enclosure and put any drive in it
could be a fake drive that's just a crappy ~64GB sd card sold as an portable ssd with a cover on it
But surely the reviews would reflect itās performance
reviews can be faked
also i wouldn't trust a product just from reviews there's a more than likely chances they are fake
So what hardrive would you suggest I buy for under £100
thing claims up to 2GB/s sequential speeds only goes 400MB/s -_-
Is ssk a more reliable brand as Iāve found this one, https://amzn.eu/d/fzwmxRo
SSK Portable External NVME SSD This ultra-high-speed NVME SSD adopts Embedded USB3.2 Gen 2 PCIeNVMe Technology, experience up to 1050 MB/s read speed and 1000 MB/s writespeed, send 2GB 4K UHD video files from the storage SSD to your PC in just 2seconds , Let you work and play more efficiently.Wit...
also no never heard of a disco ssd (nor ssk)
So is there any that you can recommend for the price point?
no, i dont research external drives but i'd recommend what the other guy said about buying an nvme m.2 to usb c enclosure & then also just an nvme ssd
Wont be as cheap. Id otherwise go with a sandisk/micron/wd external drive
Do you by any chance have any ideas on what portable ssd from these brands I should buy for under £100
This may be the best bet but its £106 https://www.amazon.co.uk/SanDisk-Extreme-Portable-1050MB-Dust-Resistant/dp/B08GTYFC37?th=1
The better ones seem to be over this threshold and i expect prices to keep going up š
It doesnāt have to be 1 tb. Can easily survive on 500gb if that helps
I'll leave the rest to you but sticking to trusted brands helps as they will use better quality nand flash and have cache on the SSD.
Okay, thank you for your help
Yall should I make a Dragon Ball Z game or a Binding of Isaac game, the movement system is based off Gorrila Tag, so its going to be vr
incredible
Doesn't matter, you won't finish either one
why?
oh my god you guys werent joking
Because you're probably twelve and do not know how hard it is to make a video game
fine i wont bro
Is it even a good idea to use an external harddrive to transfer unity files or would I be better off using a different method. Iāve heard about repositories but Iāve never been able to get it to work. Iām not sure if it will work on my college computers as there certain things the computers canāt do such as download new programs without admin approval.
you should absolutely use git
this isnt even a question imo its a must have when working on projects
It will be okay for transferring files over multiple computers with the same unity account?
the unity account is irrelevant here
im moving back into unreal
bye
My main problem Iām thinking of with GitHub is I wonāt be able to download the GitHub software to apply the changes on the college pc. Is there a workaround where the actual program isnāt required, e.g website
8k gorillas
you can use the site to download the repo of your project
but to commit and push you will need either github desktop or git cli
What is git cli sorry
Is it a program
Alr so basically I canāt make new saves on a pc with GitHub without having the GitHub desktop software downloaded
Git cli is Git command line interface. Git is the version control system. Github is just hosting servers for it.
Is it simple enough or does it require some time to learn and understand
You can get started pretty fast. You only need to know like ~5 commands to create a repo/push and pull stuff.
I understand that but I need to use it for a project Iām working on right now I have a 4 week deadline to get it done and I currently canāt do anything in class because my save is at home. Forgive me for trying to find a solution as quick as possible
Is there a way I can use unitys repository without GitHub or is GitHub required
You can use unity version control. It's a different version control system. Not git. But it would take a bit of learning as well. You can use it entirely in unity, though there are limits for the free tier and you still need to register a payment method/credit card(I think).
Do you know the extent that the free version works at
I think 3GB or something.
3GB is a lot. Totally enough for a huge project source code and small project assets.
I think Iām just gunna have to buy an ssd
Iām 99% sure I wonāt be able to use GitHub with the college pcs
If you have access to the website, you can download the project from it directly.
Did you say I wonāt be able to make saves though?
Ah, yeah. That you wouldn't be able to.
Is your project really bigger than 3GB though??
Yeah so in think my only option is external ssd unless thereās another way to transfer unity giles like the cloud, I donāt need all the fancy branches just a simple save and transfer system
Iām not sure
"another way to transfer unity giles like the cloud"
š§ but thats exactly what github is
its a cloud based platform for hosting code repositories
also what is preventing you from downloading github on your college pc?
admin permissions?
You know what I mean, without having to download anything
i mean im thinking about it but i dont see why you couldnt just commit directly on the github site?
Apart from the file ofcourse
Again I thought you said I couldnāt make any saves with the website
does your college pc have vscode?
i mean its not the same thing in principle
but you could do it
Yeah of course lol
i think but im not 100% sure
Iām listening
vs code might have git built in
It does.
Unless it's a very old version.
My college uses the 2022 version of vscode
Same with unity
Donāt know why
But they do
Though, git lfs might need to be installed separately, if you have files with big size.
Are you sure it's vs code and not VS? How do you know it's a 2022 version?
Iām gunna be honest, Iām not experienced with this stuff as you can obviously tell so you might need to dumb it down for me a bit
Whatās the difference between vs code and vs? I know itās the 2022 version because it says it when I load the software up
Basically, if you have files above 50(I think) mb, there might be difficulties.
I donāt know what to do and Iām stressing
Every option is being taken away
Iām cookedš āļø
Then it's VS. Visual studio is a full ide from Microsoft. VS code is sort of open source text/code editor by Microsoft with a lot of plugins for various features. They're different programs.
What do you mean?
vs purple vs code blue
The simplest official one, and probably what your school expects is that you use unity version control.
bruh i just doxxed my name
why the fuck is that even visible there
oh it was git goddamnit
No, I talked to my lecturer and he said he only knows of one student that tried version control. We are expected to use hard drives so everyone does, however my harddrive is a hdd so it uploads the unity files at 7kb per second
Also yeah it did look like that @worldly cave lol
your lecturer sounds like an idiot lmao
why is he forcing you guys to use external drives when version control is a far better option
I donāt know š
Easier for students to bring a hard drive in ig
So weāve basically established that version control isnāt an option. I know that you guys would rather me use version control but would it be the end of the world/ even possible to buy a portable ssd and transfer my files that way?
@worldly cave
Are you perhaps transferring the whole project folder with the Library folder?
Because a simple project shouldn't take long to transfer properly even with an hdd.
What do you mean sorry
And then you can just get a USB flash card with 30GB and that would be more than enough.
And also whenever I try to transfer the file it always isnāt able to copy/ transfer a couple random files
You don't need to transfer all the project files. 90% of them are regenerated by unity/temp files.
I suggest learning Unity file formats and project structure.
Is there any chance you could show me an example of what you mean, Iām having a hard time visualising which files you mesn
You only need the contents of the Assets folder basically. Maybe the project settings and packages manifest as well.
I can't show anything right now, as I'm typing from mobile and don't have access to a pc with unity.
But you should get into a habit of researching stuff on your own.
I think Iām cooked
I going to try and delete the temp files from the project and the library then zip it and put it on my harddrive. Then grab it and put it onto my laptop and see if it opens
uyv
Hi all, Iām making a rhythm game but my math is quite abysmal.
I have my beat system mostly working, but calculating how early I must spawn beats from my serialised data in order for it to reach the visual reticle point is a mystery to me.
Assuming the beats spawn beyond the screen, and that I have a fixed velocity for the beats, how do I calculate and account for the time it takes to travel and reach a specific point so that it matches the song beat? Rather than just having it spawn the exact time the beat hits?
At what point do you get worried you got scammed when commishioning an artist? I hired for a steam capsule. Sent the initial payment on friday. I think things look correct but haven't heard back yet. When do I start getting concerned and try to refund? We used a site called "Wise" for the contract. Everything seemed very professional. Am I just being paranoid? Thanks!
How come you didnāt use Fiverr, a lot safer for the commissioner
never done this b4
If you have a proper contract and the website is trusted enough there shouldnāt be an issue. I would start worrying if there is no contact after the deadline
I heated fiver isn't very reliable either. Upwork for the win.
Every experience Iāve had with Fiverr has been positive both selling and buying, I canāt see a way for either party to lose money
If anything, Fiverr heavily favours the buyer in deals, only making the buyer pay after the work has been finalised last I checked
What fiverr are you using lol
I used fiverr twicr and both times i had to pay right off the bat
Really?
Nevermind, I might be mistaken. I know from a selling point of view that the funds donāt begin to get transferred until the buyer is happy with the purchase, if this doesnāt happen then the buyer is automatically refunded by Fiverr
feels like Iām sponsored lol
It's the same in upwork. The funds are being held until the work is submitted and confirmed by the client. Upwork just always felt more professional than fiverr to me. But I haven't used fiverr that much, so I can't say much. Truth be told, all of these websites have potential to land on a bad client/freelancer.
hey guys nice to talk u. I'm new here š i want to ask if you have any path to learn unity from 0. Right now i'm doing the unity learn path, idk if you think its good or you have a better option
It's good. Keep it up.
any idea after i'm done with it?
Start working on simple projects.
Take them from 0 to release(can release on itch io for free).
i'll give it a try, thanks!
Yeah, pretty good
thx
Is that a joke?
Are you gonna use it as is in your project?
Light work
It's not obvious that you're not a beginner that doesn't know about vert count.
This glitched my mind
no.
Ok, it glitched my brain
My hold on busy has been going on for 15 minutes and i didn't do anything like save a script i just clicked something in the hierarchy is there anyway to make it stop so i can save my scene
This is likely an infinite loop somewhere.
You could try breaking out of it with a debugger if it's reachable and in managed code.
Well my scene is empty i dont have any scripts in it i'm just editing the canvas
Well, there's a lot more code running than just your scripts.
Most likely some package.
I can't click anything so i'm not sure what to do
Is there a way in unity multiplayer where users can watch a video together and only the host can control the video pause/play logic?
Yes, thats pretty standard call request in multiplayer
Keeping in mind they may not be 100% in sync (latency)
If you don't know how to connect the debugger, track down the loop and break out of it, there's probably not much you can do, aside from killing the editor in the task manager.
A little delay is understandable, but I can't find any examples on how to do this. I am relatively inexperienced when it comes to multiplayer stuff.
Yeah I cant help with unitys multiplayer, I used their old unet, fishnet, photon, and now our own internal thing but not their new unity services thing...
But there is some system im sure to do a global RPC Call from the host to the clients. Its usually pretty easy to add compared to everything else youll do later
Like, its usually just a one liner assuming all the other multiplayers in place. Im sure they cover some of it on unity learn too
is there an easy way to make arms animation for FPP characters, i never touch animation making partš . anyone can help me
I tried Mixamo animations. make the arms separate from the body and camera set up according to arms but not satisfying result
sure whats the issue?
!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 #šāfind-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 #š±āstart-here
Usually the 2 typical ways I know of is with a full body animation, where you would need to position the camera further back to see more of the arms, and probably have the camera not render the head - or you could separate the arms but then you might need a "generic" rig instead of a "humanoid" rig (or use IK and control the arms mostly through code), and in both cases you may have to modify the animations in a unrealistic way so they are shown on camera correctly, you could try asking #šāanimation about whichever technique you want to get working in your project, they both have pros and cons
sorry, just haven't touched unity in a while and now i have to remember things but i cliant asked me to use specific bases, that i already had but i've forgotten how to swap thingd out when its attached to the body base
Like how use it, i bought 2 murder drone assets and I'm trying to swap the disassembly drone tail out for a different one but the tail is attached to the body base
probably gonna give some more context, what is "base" in this case
can i send photo's ?
yes
it's sounding maybe like an #šāart-asset-workflow question. if so, try asking there
So the disassembly drone tail is attached to the body base and i need to put a shark tail on it in its place
you need to use blender for this, Select the tail only in edit mode and press P to seperate the selection from body base, then save it and import again in unity you will get it seperated
so i need to download blender
yeah try use older version like 4.1
ok thank you
How do I fix shader/material Issues with updating projects from 2023 to 6+?
I've had to manually select each material and change the shader path every time I boot the project lmao
I have an idea to make a 2D topdown online extraction shooter game. How many years do you think it would take us to complete it?
anywhere from 1 to 15
that's way too little info to give any meaningful advice, and it's impossible to give a definite answer anyways
Yup, time based on your idea, how much hours spend on it in a day and development knowledge level as well
Path? You mean picking a compatible shader? Why would you need to do it every time though?
are you switching project's rendering pipeline too ?
Click "Clear" and show the remain errors.
there must be some errors first you need to fix them only then you can enter play mode, after hit clear if you dont see any just restart unity
I am trying to use the vr multiplayer template, I have a parent gameobject which has a video player gameobject inside it. I want the video to be synced for all users when the host clicks play.
here is a full picture
still wont work
Did you download anything? Or was it so when you opened it?
nnope its litterally just started using unity
Okey, have you tried restart Unity?
doing that rn
Mb you can delete folder "Library" in the project. Unity will restore it, in theory...
Similar to zero sievert.. Zero Sievert was made in 5 years with GameMaker also the guy was inexperienced i think we can make singleplayer in few years and maybe 4-5 years for multiplayer
So im having this issue where I can't boot up the hub?
it freezes there
maybe ill try flatpak instead of the AUR
Using vpn or something?
How would someone organize their scripts?
I have about 70 of them, and some have mixed purposes
(As an example, I have one that manages my Inventory HUD menu, and another that manages my Inventory. I have a category for Inventory (items, inventory, the classes of items) and another for HUD managers.)
Every time I open the project, I have to pick "standard" on every material for it to go from missing purple, to the actual texture (on every single material) because it's just "blank"
No missing texture files, png, etc. nothing is corrupted either.
Also @desert kindle I haven't switched pipelines, i just opened the project with 6+ and let it do its thing. Original project is using good ol "built-in"
My guess it's because 6+ no longer has that as the default and switches to universal?
there was a level in dmc reboot where the boss is a broadcast graphic. it was very creative. it makes me wonder how can we put broadcast graphics in cinema 4d to unity hdrp
nope I got it working by using flatpak though
That sounds like your material data(metadata?) doesn't save or gets reset.
I'd check with version control to make sure the material data on disk actually changes when you modify the materials.
I am using URP, how do I convert an asset that I found into urp?
All of the prefabs are just pink
Select a urp compatible shader on the material.
Hello ! I have a question about an editor bug, I'd like to know which channel to post my problem on. ty !
an appropriate channel according to what systems are relevant
if you aren't sure or can't find one, just postĀ here. you'll be redirected if necessary
I got a gameobject with a layer raycasts ignore, and it got children with a layer raycasts don't ignore
Turns out, raycasts with a mask only suitable to hit children also hitting the parent
What would be a reasonable fix? I want them to ignore parent collider
Ty š
is that a physics question btw?
it is, yes
I don't think they would be hitting the parent normally. You likely have a compound collider case.
The solution is to isolate the colliders you want to be hit from those that you don't, by giving them separate RBs.
yeah I see I meant to add rigidbodies
Is there a discord server or channel here that is good for Unity Devs posting jobs/long term work calling on other unity devs to help make a game
!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**
most discord servers don't allow that kind of stuff because of moderation difficulties
Thank you
My editor blocks its loading regularly, and freezing. I have recently deleted some files in project/library to fix a problem, maybe it's the cause.
And i can't remove or update the AI āāpackage.
Ty for your helps. š
You could edit the json file of the package list to get the latest version and see, if that also fixes the problem you probably introduced with deleting library stuff manually.
have you tried resetting the library
I found the option to reset all packages on the net, but not found the option on my Unity : ///
close the project, delete the library folder, reopen, wait for the library to rebuild
Done ! Change nothing, I have recurring freeze wiith Ai.Toolkit.EditorTasks š
yo guys anyone help me? am making a racing game any my car keep falling though the map i added mash collider but its still not working s little help? plz?
: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 #šāfind-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 #š±āstart-here
yeah
what's the ground? got a collider on it ?
uhhhh idk can we hop on vc? so that i could show you am new to this
no
my ground
remove that mesh collider (just to tidy up, it's disabled and not needed)
alr but i tried it still dont work tho
tried what?
i removed the mesh collider but still dont work
yes, of course it wont make a difference.. which is what I said in brackets..
yeah alr so what do i do noe?
well i js added it and the tutorial i watched didnt said anything about it
go back and follow the tutorial again, you've missed something or done something wrong
What kind of collider does the car have?
idk how to code i just took someone's design
it dont have anything just rigidbody
Add a box collider. It'll stop falling through the terrain.
you literally said in your first msg it has a mesh collider..
No, the terrain does š
how do you expect things to collider if there's no colliders..
Which is unnecessary because it has a terrain collider
for the ground it has not the carš
this reads as the car does, but could also read as the terrain does š
yeah ur right
Be clear and specific with your messages, stop saying "it" for everything.
alr
added box collider and still the car is falling
To the car, right?
Oh
The car shouldn't have an animator
I think that may be overriding PhysX? Not sure
alr so i uncheck the animator?
if it shouldn't be there... you do.. what?
stil not working
does anyone else also just randomly get those messages? they pop up, then take 10 minutes ish to finish executing, then unity freezes
and i have to force quit unity
if it shouldn't be there, you'd remove it, presumably
thx
Did removing animator fix it?
Someone asked a similiar thing related to AI package here #š»ācode-beginner message
Damn... Unity fucked up... I think it's due to the end of the previous AI features beta...
Assuming it's stuck in the same place, you can break here and assign null to settings.
This should be in the frontmost thread callstack if you break with a debugger.
Then remove the ai packages to prevent it from happening again
the overall solve is to remove the ai package? could that be done from editing package.json+library reset
I think so. But you should be able to do it from the package manager. The issue seems to happen on some asset refresh sometimes. I think.
hm, seems like the issue causes editor issues, making the package manager unusable though
(to be clear, just trying to formulate a repeatable solution to resolve the issue, since it's come up quite a few times)
Hmm... Donno. I just removed the packages via the package manager. What do you mean by unstable?
it seems like only removing the ai package fixed it (for now atleast)
thanks!
Is the AI package default in unity now or why do yall have it?
a few reports of the issue mentioned the editor freezing/crashing, so the package manager would presumably be un-usable in those cases
ah, though they haven't mentioned it happening immediately on startup, so i suppose you could just open unity and remove them before it happened.
Yeah, it did on refresh or some other timing. After killing the thread with a null reference, it returned control to the editor.
yeah still has the problem
so yes or no
Anyone know of any good game optimizations tricks besides the standard ones that youtubers provide.Already taken a look at the profiler but cant really find any more room to squeeze out more performance
Hello
Im spanish
And i done know about unity
So if anyone can help me i apreciated a lot
!learn Start with courses on Unity Learn and checkout pinned messages in the channels for relevant resources.
:teacher: Unity Learn ā
Over 750 hours of free live and on-demand learning content for all levels of experience!
I thought this error was fixed a while back (using 6000.0.62f)
maybe I'm doing something wrong?
if anyone else is still running into this issue, this seems to have fixed it at least temporarily
Thanks, also if i get and specific doubt i Will ask here
Iām making a vr game but I donāt know how to release it on itch.io can someone help me
Did you try looking it up? There are so many guides.
There won't be anything VR-specific for Itch uploads
thx to all who helped me it works nowš„³
hello people. how do i measure the actual size of a gameobject. not the scale but the size. is there anything i can use straight in the menu or do i have to write code for it
i have code that checks minimum size and it has to be 1.25f, and well i don't know how to check if the gameobject is the min size myself
well, how do you define the size? gameobjects don't inherently have a size
you could use a collider's size, a mesh's bounding box, a sprite's size, etc
i would want to figure out the size of this object. public float MinObstacleHeight = 1.25f; this code over here is used to figure out if the object im focused on is too tall
again - how you do define the size? figure that out, and then you can measure that directly 
i define it how tall it is starting from the floor
if you define it based on the mesh's/collider's height, then you can retreive that value
i'm trying to lead you here
if you can define in precise terms what you're trying to measure, you can easily figure out how to get it
i don't know
for example, the bounds (AABB) of a collider or mesh
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Collider-bounds.html
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Mesh-bounds.html
so i have to code to figure this out
gameobjects don't have a size, but some components do. what component are you seeing there, that you're trying to measure?
are you trying to measure in scene view?
buddy i'm not the brightest
yeah i don't wanna code
this isn't a hard or a trick question
yeah doesn't seem like there's a built-in feature for this
you could probably make editor tools to make this easier, or maybe there's an existing package somewhere that does that
with everything unity has it doesn't have this
i'll just eyeball it ig
you could also make a cube (which you'd know the size of) and compare it to that
Just use ProBuilder it also comes with a dimensions overlay, you just don't use scale
probuilder works thank you
Hi all, working on a rhythm game here. Could anyone help me out on how I can implement hold beats? I have gotten tap beats to work.
Currently my system reads from a file that tells it what kind of beat it is, tap or hold. I plan to either add a member defining the number of beats the beat spans, or simply check for continuous hold beats to construct a hold beat.
The player runs beatmaps by the index of beat sets. Does anyone have an idea of how I could implement hold beats? I am quite puzzled and maybe a bit sleep deprived over how it can be implemented.
private void RunBeatMap(MapData mapData)
{
if (!m_Playing) return;
m_BeatSetIdx = (int)((m_AudioSource.time + m_BeatOffset) / m_Crochet);
if (mapData.Beat_Sets.Count > m_BeatSetIdx && !mapData.Beat_Sets[m_BeatSetIdx].Played)
{
var beats = _BeatFactory.SpawnBeat(
mapData.Beat_Sets[m_BeatSetIdx].Beats,
m_Crochet * m_BeatSetIdx,
mapData.Velocity);
beats.ForEach(b => RegisterBeat(b));
mapData.Beat_Sets[m_BeatSetIdx].Played = true;
}
}
public List<Beat> SpawnBeat(List<BeatData> beatData, float beatTiming, float velocity)
{
List<Beat> beats = new();
foreach (var data in beatData)
{
Vector3 spawn = data.Beat_Position == BeatData.BEAT_POSITION.Left ?
m_LeftSpawnPosition.position :
m_RightSpawnPosition.position;
BeatParent parentBeat = null;
List<Beat> childBeats = new();
switch (data.Beat_Type)
{
case BeatData.BEAT_TYPE.Tap:
{
parentBeat = m_TapBeatParentObjectPool.Get().GetComponent<TapBeatParent>();
Beat childBeat = m_BeatObjectPool.Get().GetComponent<Beat>();
childBeat.transform.position = spawn;
childBeat.Init(velocity, beatTiming, data.Score_Value, data.Beat_Position);
childBeats.Add(childBeat);
}
break;
case BeatData.BEAT_TYPE.Hold:
{
// Hold beats here
}
break;
}
parentBeat.Init(this, _ScoreKeeper);
foreach (var childBeat in childBeats)
{
childBeat.transform.SetParent(parentBeat.transform);
parentBeat.RegisterChild(childBeat);
beats.Add(childBeat);
}
}
return beats;
}
But does anyone know how to
guys how can i fix these?
Update or remove the Unity Collab package
i don't see it anywhere in the package manager
it's named version control in there
is it important?
okay everything works. i was like "everything i did was add 2 objects and i get 26 errors?"
if i want it to do something when i press a key do i connect the arrows or the circles?
the arrows, they represent flow. the circles are values
and how do i make a player move right? (2d) i wanted to try without watching tutorials but i am to stupid
50% pathways completed today
i know that is basic thing but still building blocks 
of learning Unity Engine
Lack of knowledge doesn't make you stupid.
It is silly to not watch/read tutorials to gain that knowledge, if you're stuck working it out on your own.
okay. btw will it make the player move?
No idea, never used visual scripting. Instead of asking... just try it?
okay
And for help with #1390346878394040320 ask in the correct chan š
thanks
you're gonna need some base knowledge either way. you can spend time doing trial and error yourself with no outside help, or you can utilize available resources to get knowledge effectively (like you're doing here, by asking)
a tutorial will help immensely as a starting point.
okay if i don't get the player moving in 5 minutes i will watch a tutorial
Hello all,
So Iāve written some code that uses Playables API, basically switching between animation clips from an array with some blending, SetInputWeight, etc
But I noticed during some switches the character jumps up about 0.1m, just for a frame seemingly.
This even happens even if I disable Root Motion, either in Animator or doing nothing in OnAnimatorMove, etc.
Hereās the interesting part, turning off VSync (game view) completely fixes it.
Any ideas? 
Id presume only on high frame rates some certain blending causes this
Well with VSync I am at 120 FPS,
Without, like 350-400. But you meant the VSync rate specifically right
one notable thing is that a framerate of 120 FPS neatly aligns with the 60 FPS rate that many animations have their keyframes snapped to
I didn't but different frame times means different ways the blending happens
Does unity 3d have cardinal directions (y=north,x=east,-y=south,-x=west)? I need a base for the directions.
It uses Foward, Back, Right, Left
Any object/point in space has a world facing direction (which would be cardinal in your case) and local facing direction (based on the rotation).
Y is up.
For 3D I maintain that Z+ is north, but this is really up to you
i realized that. thank you
I will use that. thank you
Also up, and down
With Vector3.up being the "cardinal" direction for up, and Transform being based off rotations up, same with down.
Though less important for cardinal than it is for local use
But the issue is only present at VSyncād 120 FPS.
At 350-400 FPS variable, no random vertical popping 0.1m during blends.
So⦠Variable frame time = better blending without the whole character model jumping 0.1m into the air?

my thought is that the exact alignment is triggering the bug
I'd try making it so that you don't blend out the old animation
see if you still get popping
The whole system works on the previous animation hitting 0 on the SetInputWeight and the next one hitting 1.0
I have very little experience with Playables, but this makes me wonder if you're getting one frame with a bad combination of weights
Maybe some float precision related stuff is happening. But itās just strange that disabling VSync solves it.
Bouta switch to Unreal Engine if I canāt sort this out today
š¤£
That could be relevant if you're waiting for a weight to hit zero before you start changing another weight
i'd have to see the code to say more
Well no itās more like
animPrevious.SetInputWeight(1.0f - weight)
animCurrent.SetInputWeight(weight)
Although I do instantly set the weight to 0 when switching, but that shouldnāt matter since the animations cascade at that moment too, hence the currently playing one still has a weight of 1, itās just (1.0f - 0) instead of (weight)
I've been trying to decide if i should make walls and floors of out quads, planes, or cubes. I've read a lot of pros and cons for each. Does anyone have any advice on how you would personally decide?
whats the difference between a quad and a plane?
arent they both just fully flat rectangles?
I was trying to use as many quads as possible to simplify geometry and only use meshes when i needed a shape or more verts for shader effects, but I also read using cubes for floors helps with physics.
throw both in a scene and look at the wireframe, its a ton of verts different
my bad my brain was in blender mode for a second
imo i would use cubes for the enviroment
even for walls and such? I guess I'd just set an arbitrary thickness to them like .1 or .01 etc
i mean what wall is infinitely thin like a plane lol
also i think but im not 100% sure it can affect lighting if its all planes
That's actually pretty interesting. I'll have to look at that and maybe prefab some modules and try both.
odd reason to stop using a game engine.
have you tried what happens in a build with and without vsync?
@worldly cave yeah no clue had a message selected and was replaying to it but then it didn't reply :/
what msg lol
this one (Vengeful for context read my last message)
Are the unity tutorials good
they are as good as the knowledge you can gain from them..
so, for some, yes, for others, no
example, person 1 did not know what a prefab even was, so the tutorial was very helpful for them.
person 2 already had three different shortcuts to make and manipulate prefabs, so the same tutorial was too primitive to be useful.
person 3 is an expert programmer, so basically none of them are any good as he already has an arsenal of better ways to do things
There's never really a reason to not do a tutorial. Even if it's trivial or way over your head it's not like time spent trying to learn is ever wasted.
You don't need to optimize every second of learning for maximum efficiency. Diminishing returns are still returns.
indeed
No, but Iām disappointed enough with the Playables API overall that VSync (Game View) affecting the character model Y position could totally be the last straw 
also In the wrong channel, and.. are links to fab allowed? š¤
?ban 1112542372249751612 spam
joysen47085 was banned.
lol "hyper realistic faces" also just faces of rich people
I was about to say.. looks like he started with a elon musk reference, ran into dwayne johnson, and finished with kevin o leary
Not ideal for this channel but arguably Fab does offer Unity content
It's just celebrity faces AI generated into generic humanoid models
Figured so. Im seeing a lot of new assets made with ai
digiholic, have you no insights into my Playables API animation blending Y-jump with VSync issue š¢ ,
Good sir?
i recently had to get a refund cuz ai wrote the description and it didnt match what the model actually was
unfortunately, though i dont use (store bought) assets so i dont have any reason to complain
have you tried what i suggested?
have you tried what happens in a build with and without vsync?
I know it does, I'm on there... but it's a competing store to Unity's own, which is the reason fab links may not be allowed
I usually dont but some are pretty nice
i mostly buy animations and particle effects
At this point itās feeling like Unity is just getting too much in the way of the things Iām looking to do.
The Playables API is abandoned after all. But itās the only way to start playing an animation at a certain time without the freaking āCycle Offsetā Animator float param BS???
s&box calls on you
I do architectural simulations. I have only the vaguest idea of what the "Playables API" even is. This is why you don't ask specific people about a problem
I would definitely agree. Theres only so much we can do in a time frame. There is a ton of pieces to a game, so I wouldnt say its bad to grab some quality parts from someone who has a profession in another area
particles are seriously my biggest weakness and i should get that "sorted" but im fine with relying on third party assets for now because almost everything i need exists on the asset store
its also a whole nother art form in itself
Bouta switch to source engine at that rate 
does he know
!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 #šāfind-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 #š±āstart-here
If anyone can help then that would be great so what I need help with is my game because when Iām in the editor in unity and run the game then it works just fine but when I Launch it in my vr and then wait for a few seconds then kr crashes?
is there a way to have a collider applied to a moving mesh, say if its a platform moving? For some reason when I am adding a box or mesh collider it just stays static in place and doesn't move with the platform
that itās proprietary? or that GMod and subsequently s&box are built on the source engine?
just guessing here
s&box is a fork of the source 2 engine
its also now open source
of course yeah
so you would be switching to the source engine regardless š
How are you moving the object? Is the object you're moving the one that has the collider component on it or a parent/child of it?
I tried both the object and the parent itself but both of them have a static collider and won't move with the mesh during animation. The mesh itself has been animated and then imported to unity
So how are you moving the object?
I'm not moving it per say, just dropping it into the scene and using an animation controller to have it animate on running the build
hi, i'm trying to import a title card, but unity is automatically splicing it into individual letters? how do i stop it from doing this?
So, if it's not moving, then the collider won't move.
sprite mode to single
ah that makes sense actually š so would it be better to set up a mover/target setup instead for something like that
You would want the movement to actually move the object, not the faces of the mesh
will try now ty!
ur a wizard, tysm
Anybody willing to help me with rigging in unity I havent watched so many videos and can't seem to get this character rightm I need help
you can change the sprite mode from "multiple" to "single"
oh derp twas already said
why does my blender model look like this in unity?:
Improper material setup
Look like what? looks like car to me
looks like this in blender:
Looks like a car there too
the hood, it has many lines
If they go away when you change your scene to unlit then its relating to shadows/ao texture/something else
how can i change it to "unlit"?
and one more question, i read your profile description, and im impressed about your knowledge 
can you maybe give some tips how to learn C#? because i only know how to model 
alr, thank you
Could have also something to do with the normals too if unlit does look fine
you need to mark them as sharp in blender as well
I assume they want the hood to look smooth without horizontal edges
they are
are your face normals correct?
yeah
SSAO would be my first guess, something going wrong with the normals (triangulation potentially messing up something) the second one
what happens when you switch to unlit?
looks right
you sure?
so rob was correct, it almost certainly is some kind of shadow or ao issue
so i need to add light? or what is the solution
I'm not sure at all. Try disabling SSAO (if enabled in the URP settings) and then shadows. Disabling features until the problem goes away is often a good way to find an issue with lighting
help, where can I learn about subclass script inherenting values from main class in a prefab?
I have a prefab enemy with a enemyScript, and I want its prefab variant's to have the subclass of that script while inheriting the values of that enemyScript, so changes to the main prefab still affects it while having the new/changed functions.
couldnt quite find info on it online
I don't think that's possible. Even though the child class is an instance of the parent, they're still different assets, and the prefab system won't know to go update those files since it only deals in GUIDs. The serializer doesn't have any concept of inheritance, just "Go through all these objects and change the values on the script with a GUID of X to the new value"
idk how, i looked up in chrome, even asked chatgpt, but i dont know how to do or what you mean
What render pipeline are you using? URP?
URP
rip, is there any alternative or solution? this enemyScript has many many important variables and would be a paint to keep them updated manually throughout variants, ig the next best option is to divide this script's behavious in different scripts r and make sub classes out of just on of them r?
Yeah, I think that'd be the best bet. You could even split these values off into a ScriptableObject, and make all the different child classes have a reference to one, then you can make a single SO file and drag that file into each of them individually
so they're not only just using the prefab system, they're literally using the same data from the same file
First locate the Universal Renderer Data asset that you are using (in Assets/Settings by default) and untick this box (shown in picture). Note that there might be multiple such assets, you should pick the one you are currently using (bit hard to check but if absolutely nothing chances visually, you are probably modifying the wrong asset)
thats a great idea ty! I already do that partially but just with difficulty variation related stuff, but now that I'm familiar with SOs I could use them for most things now
this tab?:
tho I wish unity's copy paste component values would work on subclasses at least so I can make this work on the short term more easily
Only if you are using the Mobile_Renderer. There should be the PC_Renderer too if you haven't removed it
found it, and it is enabled
Try to disable it (untick the toggle before the name). If something changes in the scene view, you are modifying the correct asset. See if disabling that fixes the weird lines. I'm not suggesting that you should leave it disabled. Just a way to find whether SSAO causes the lines
this is before:
and this is after:

Did you see even a small change in the view when you toggled it (you should even though it wouldn't affect the lines)?
model.
yeah, a small lighting change
not a SSAO issue then
see if that smoothing angle value changes anything
nothing changes
@gray salmon I would try to disable shadows next. I'm also seeing some smaller lines in the hood that could be due to shadow acne. Open Assets/Settings/PC_RPAsset.asset and disable these two checkboxes to see whether shadows might be the issue
If you change normals from import to be calculated by unity does it go away?
nothing, again
Lets presume its shadows. can be confirmed by toggling shadow casting on the mesh renderer
if i disable "cast shadows", it works 
cast shadows was the issue ig
thats not a solution
It is shadows then. Try to play a little with the Bias values. They are often the cause of such acne
but you did identify the problem
oh, mb
ya jumped the gun
Shadow issues can be fixed by adjusting shadow resolution, cascades and other settings
yeah
so i enable "cast shadows", and then change the bias value?
thats why i said that just disabling cast shadows is not a solution
but it does identify the issue being with shadows
Yes, these two especially can be useful. Try not change them to some extreme values though since they can then cause some other issues
Yea we presume you want the car to cast shadows but it just means shadow settings need improving.
If you want to do some high def rendering then HDRP would be better than URP
4 cascades... in this economy?
Was the default on the PC renderer. I'm not even using main camera shadows in my game actually
looks better
how can i change HDRP to URP? and what is the difference, just the shadows or are there more pros?
Hello! I was trying to export some texture and model i made in blender to unity, but the textures are not correct in the model in unity...
Could anyone help me figure out whats wrong? I mean i baked the textures into emission and normal and applied but what about the center lock thingy with the SCP logo? why is that not aligned?
Please ping me, thank you!
Requires installing the package, changing the render pipeline asset configured for the project and then updating/changing all materials from old invalid shaders to HDRP ones.
May be easier to make a new HDRP project from a template instead if you are just starting.
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.5/manual/index.html
make sure your materials are setup correctly and are assigned in the right order if the mesh has more than 1 material
HDRP also has downsides too, mainly the worse performance, no support on low end devices (like mobile), and more complex to learn. Choosing a render pipeline isn't a trivial choice
What do you mean setup correctly? I mean i thought they were, and yes it does have more than 1 material
mmh.. alr, thank you, @gray dirge and @worldly cave 
@gray dirge so this is the solution?: #š»āunity-talk message
is it acceptable to you? if so then yes thats the solution
Then you probably have them assigned in the wrong order. Check the mesh renderer component material list and compare to the model in blender.
but does this setting change smth on my other models, or not?
im sorry i am quite new to Unity and Blender, idk what you mean by order since i didnt really use an order..? Like i just baked the textures, assigned them to the materials, and dropped them in the different parts of the mesh.
Sorry for being a pain but i've been struggling with this for quite some time š
Applies to all models but you probably would need that change on other models too. It will be tradeoff. I think it at least can cause the shadows to not appear in the very base of the model but probably not a big deal. The smallest possible bias values that don't cause too much visible shadow acne (those lines) are the ones you should choose.
Ah then these should be right presuming you assigned the correct textures. What uv are you using in blender, uv0?
okay, thank you. and one last thing: every 3d model i imported to unity, had no issue with the shadows, why does it happen now? or specificly on this model?
its due to the nature of the hood design
lol 
Maybe this coulldd be the problem but basically for me to add the Decal Logo on the locks i basically made a different UV but then mixed both textures in the Shading panel so it would give the logo and the background texture...
Also i dont really know what type of UV i used, it was the default one. also its not just the locker that is struggling with textures but the other parts too (like the bars and stuff) š
sounds to me like one of your materials relies on blenders nodes to work properly
you would have to bake the material into textures in order to export it into unity
A model can contain multiple UVs but uv0 (the first) is always used unless a custom shader/ shader graph is used.
Thats what i tried to do but it is not working
ideally you would just have this in the base texture to not need any funky business
Shadows have quite a bit of complexity to them. A lot of things like the angle relative to the light angle can affect how they appear and what kind of visual bugs might become visible. I remember seeing the same kind of acne even on the default unity cube with default shadow settings (was some time ago)
or you re create the logic in a shader graph like i stated just now
alright, maybe the logo having 2 different UVs wasnt the best idea, but what about the rest of the stuff? they arent working properly either.? Why tho?
using base shaders all you will get is PBR rendering with textures using the base uv
stuff like this makes me think that the correct textures arent being assigned to the materials
oh, okay. good to know, and thanks yall.
and just so u know, i changed the value to 2, hopefully its gonna stay right
or that the uvs are wrong
If you baked them out correctly for the correct uv it should work
Already said both
how many materials do you have here in total for this one mesh
Probably will be fine. More on shadow problems and how to deal with them here: https://docs.unity3d.com/6000.3/Documentation/Manual/ShadowPerformance.html
4 materials
the door right and left use the same one, the lock bottom and top are 2 different ones and the iron bars right and left also use the same one
thanks 
You could just split the mesh up by material and then have a different uv on each
they get rendered separately anyway so no real difference perf wise
Or re think how this is done like i said above blah blah
The linked site also seems to have some example images of what kind of problems the Bias and Normal Bias values being too high could cause if you are worried. You can always play with them more later on to find a good balance.
okay, and i didnt know that the unity docs have this many solutions to everything. im going to use it for everything now 
Uhh that sounds complicated š like sorry but i still dont really understand why this is not working or what do i have to do to fix it properly ):
blender shader use uv0 AND uv1. Unity shaders use uv0 only. Need shader IN UNITY to replicate this
Okay since #šāaudio is completely dead, ill ask here:
Does anyone have some sort of guide for good spatial audio settings in unity? Because right now the default ones for audio sources dont sound too good and I think its because the default values are mimicking real world attenuation.
what is bad about the audio right now?
is it falling off too fast?
shader graph make shader with nodes like blender. shader graph can do same if go learn
understand?
yeah, a lot, and then if you are too close its deafeningly loud
its like 2 extremes with no good middle ground
the funny part is that this is, indeed, how audio works in real life
it just often doesn't feel good in games
yeah thats the problem lol
so me delete shader that i made in blender? or keep it?
and thats what i already pointed out...
"the default values are mimicking real world attenuation"
I've given my audio sources an in-between curve before
linear rolloff is too loud at a distance
shader in blender must be "re created" as shader in unity if you want to re create the use of multiple uvs + combining textures
it's easy enough to write an editor tool to calculated the curve points
ah damn it, is there a way i can fix it directly in Blender?
is it 
No. There is no way to "export" the Blender material into Unity
you can bake it to textures
otherwise you have to recreate it in unity
dont worry though if its simple enough it should be simple enough to recreate
the shadergrap is like 80% similliar to unitys material nodes
i tried doing that but thats what i am saying they arent really working out
do you think something like this would be simple in unity?
It'd be very similar, yes
The problem is the use of uv0 and uv1 but yes in shader graph you can use the uvs you want + sample textures + combine their output
I had to recreate the one the right which was made in blender to the left which is in unity, and it helped that most of the nodes are very similar in functionality
but theres some things you have to watch out for
WAIT UP just fuckin make "decal uv" uv0 š @south lion
oh, how do i change it then? Im sorry its my first time discovering that uv0 and uv1 exist š
the uv list in blender is the place. we count from 0. The first one in the list is 0, second is 1.
So the solution is delete the first and see how it looks
to be extra clear, that would move the uv you are using to be uv0 meaning what shaders use to sample textures
appreciate it anyways 
alr just did that in blender, the textures indeed look the same, ill try the emission texture bake and see how it looks in unity 
tell me more 
you'd just use AudioSource.SetCustomCurve to assign a new curve
use Undo.RecordObject before doing anything
the logarithmic curve is exponential
iirc it just halves the intensity every time you double the range
you could try a quadratic falloff instead
oh, right
because that creates an ephemeral audio source
my laziness got me here
now i have to fucking refactor everything to include an actual audio source š
there is no convenient way to access the created audio source
time to have your own pool!
yeah, that should be pretty trivial to pool
yeah i figured that a pool would work well and save me some trouble
unity already has an object pool class
whats another singleton to my 30 singletons
the unity engine is the ultimate singleton š
dude alright, this is def some progress, but still the same problem i talked before.. like seriously what is happening my head hurts š
Im going to presume you used the other uv on the other materials. Undo to get the old uv back and split the mesh in to seperate pieces so each only has ONE uv in it.
use the separate op: https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/separate.html
Im sure you can check and work out what materials use what UV
btw im guessing this could be a problem...
the way i did it was i had a texture with all those uvs, and then i used another UV with a different texture and mixed them both using the mix color node in the shaders...
when u say split you mean like, the left door and right door and stuff like that? cuz some of them are already separated
I dont have the model so I have no idea. I dont want to see it anyway, you hopefully can sort this yourself
solutions are the same:
- change mesh + textures to work with 1 uv only
- use shader graph in unity to re create the blender shaders in unity
So, where do i go ask for help with something?
!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 #šāfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
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How should i spawn Ui canvas objects in at certain points should i have empty objects and spawn it at the location of those empty objects?
If you have no other reference object, sure.
So if i want to add the player being able to set where their joystick and stuff is would i have a reference object and then set the location based off the location of that object I made a canvas object a prefab and when i put it in the scene the location was not where it was saved as a prefab
What "that input"? What do you expect to see?
nvm i solved the problem
Actually when i type "input" there was no autofill option
Why would there be..?
i can't even explain why would be there coz I m new to this thing I m just following this tuto
What tutorial? And if it's related to a tutorial, then you should share it along your question.
nvm š
my problem got solved
I mean, just telling you for future reference, so that you ask for help correctly next time.
it's okay I will do
is it okay to use ai for coding? i like to make assets in 3d and am strictly against ai generated content and mesh generation in that regard. same for music. but for coding i ended up using LLMs to generate code for specific things. i dont have a cs degree (yet). i didnt study maths or physics on a level required for gameplay programing. i know few languages but c# is the only one which i know how to make things other than console applications. i feel i deeply benifit from ai as it does exactly what i tell it to and generates the code, but i also love the craft of game making and it includes manual programing and problem solving. so i ask again is it okay to use ai for coding in unity?
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there is no university study required for coding. you can learn anything online!
using AI for generating anything is looked down upon even coding
it does exactly what i tell it to and generates the code
once you start doing anything more complicated it will very much not be behaving
if you cant understand what it outputs then that's already a very very bad start and definitely should not be using ai
Hii guys
hey :))
Hi
hruu
Im new to this server
same here lol
i heard these days tech companies allow there employees to use ai during interview i s it true
welcome
yes the same companies that donāt care about what they produce, like microsoft
what is wrong with this function
you tell us, what's the issue
it is not pulling objects
do some debugging - which point does the code reach? is the Move code being reached at all?
is the rigidbody in question dynamic or kinematic?
wait a sec i am in a different scene doing some lighting tests
i will check it once i am done
but as i remember the gameobject acts weird and just moves at weird places outside colliders
this is whats happening when i press grab (e)
right so Move is for kinematic rigidbodies iirc
also, what exactly is the issue? what's it supposed to do?
Move the rigid body game objects with tag "interactable" towards arm of player floating. Kinda like gravity gun from half life 2
Will ticking is kinematic fix the issue?
Let me check
NO IT DIDNT
i knew it cant be that easy