#💻┃unity-talk

1 messages · Page 60 of 1

cyan lion
#

i want the object to physically move from its position towards the palm

#

like a strong electromagnet would pull

storm patio
#

so you'd want a kind of force pulling towards that position then

#

a single Move call would move within a fixedupdate

cyan lion
#

thats what i did

storm patio
#

you're still making it move to the position within a single fixed update

cyan lion
#

but it is called multiple times right?

#

with physics frames or whatever

storm patio
#

do you want it to teleport to your hand every physics tick?

cyan lion
#

I want it to teleport to my hand when i press E. i would prefer it to physically move instead of just teleporting to make it believable. it is an electromagnet to a telekenetic machine. also wdym by single fixed update where else should i call the function from? what wrong with calling it in fixed update.

storm patio
#

what wrong with calling it in fixed update.
that's the not the issue, the issue is how you're moving it, with Move, directly to the desired position

#

if you want it to physically move, you need to have it move to intermediate positions first, which you can calculate yourself, or you could use AddForce for (for example)

cyan lion
#

also i am getting like >10 fps

dusky forum
glass depot
# cyan lion

im not an expert like at all but have you tried addforce? ive never had issues with addforce on rbs

brisk anvil
#

Hey, I am rotating an object which on the parent object I have an animator.
The animator root motion is disabled and all clips don't have root motion as well.
the object doesn't get rotated unless I move the animator a child down to that object I'm trying to rotate, then it does work.

Why is that? I got root motion off, the object should get animated and rotate at the same time.

cyan lion
cyan lion
cyan lion
#

didnt work either.

#

plus i am getting lighting issues out of nowhere

gusty abyss
#

What is Unity Ai and how it works in the editor or on the web can anyone explainblushie

thorn imp
#

cuz there is something called the AI package in the Unity Registry

arctic portal
#

how do i change the target spline in a splineanimate component through code?

deft rock
cobalt sequoia
#

Is the position of the camera its center cuz I made a ray cast from the camera pos in the transform.forward direction but it was not aligning with the crossbar which I put in the middle

gusty abyss
deft rock
#

Yes, that is why I did the strikeout.. and if you go read the site it links to, you'll see that Muse has been sunset and AI is a new thing to replace it.

deft rock
cobalt sequoia
#

Thx gonna try

delicate sandal
tropic oyster
#

If I'm using tilemaps for my terrain model, does it make sense to have like 4 of them or am I doing something wrong. Like I have an impassable layer with collision, passible and background without collision, and crops. Each has an underlying "GridManager" class I wrote and there is a higher level orchestrating TerrainManager class. Wondering if this seems like a reasonable pattern.

hazy wraith
#

In the Build Profiles how can I copy the scene list from one Build Profile to another? Need to create a profile for Linux, otherwise I'd just have duplicated the profile.

  • Nvm, did it with text editor...
orchid cipher
#

where is ban appeal server ??

signal vigil
#

Our game features this banana ball. Since the ball has to roll, the pivot remains in the middle so it's easy to rotate. This causes issues down the line though, as sprite sorting order for all other objects is set to their feet. This causes sprite occluding to behave weird when it comes to the ball (or other ball shapes sprites).

The sprite sort modes are center or pivot, but I probably neither can nor want to change the sprites pivot itself during runtime, rigth? I assume this is a common problem, but don't see what Unitys intended approach is. Any ideas?

plain dagger
signal vigil
#

But inside one layer I want the objects to be sorted along Y, so this does not change much of the problem unfortunately.

deft rock
#

Put the ball under an empty parent. Put the pivot of the parent at the "feet", keep the pivot off the ball in the middle. Move the parent, rotate the ball.

tropic oyster
#

If I want to spawn an ItemBase prefab and populate it with data from an ItemData scriptableObject should I use the factory pattern?

#

And what would be the best way to retreive an arbitrary ItemData? I'm currently using a registry that does a one-time Resources.Load on things but that seems too coupled

cyan lion
#

idk how will i code the electromagnet mechanic

#

i will need help

cyan lion
tropic oyster
worldly cave
cyan lion
#

i want the interactable object to move approximately in front of the arm

worldly cave
#

to me this sounds like an x and y problem

cyan lion
tropic oyster
worldly cave
#

i think you should just tell us what you are trying to acomplish

#

this is almost certainly a xy issue and we have no clear context as to what is being done here

cyan lion
#

something like gravity gun

worldly cave
#

okay so you want to recreate something that works like the gravity gun from half life 2?

#

thats the starting point here?

signal vigil
cyan lion
worldly cave
#

right

#

so the gravity gun

#

ok

worldly cave
signal vigil
#

Adding an empty sprite renderer did nothing. Not sure what you meant then haha. But it seems works so I won't complain haha

worldly cave
#

what part here are you stuck on

tropic oyster
# cyan lion something like gravity gun

Not sure how you are doing it. But I would have a point that is the endpoint. Calculate the distance from the object to the endpoint. Apply a force as a function of the distance. And as it gets closer it just approaches a force that counteracts gravity

cyan lion
worldly cave
#

maybe with an optional strength variable as well

deft rock
# signal vigil Adding an empty sprite renderer did nothing. Not sure what you meant then haha. ...

This isn't clear on what you actually did..

Anyway,
I didn't say add an empty sprite renderer.. I said give the ball an empty parent. This is a commonly used term for Unity.

Any empty parent is just a gameobject+transform and nothing else.
You then drag another gameobject to it (ie: your ball) and thus making this a child.

When the parent moves, the child moves. You can then have 2 pivots to work with.

I don't dev 2d, so there may be more needed that's missing, but this should be something to look into

worldly cave
#

the anchor point being whatever point you want the object to go to i.e the end of the gun

cyan lion
#

i already tried it

tropic oyster
#

couldn't you do like new Vector3(x * gunStrength, y * gunStrength + 9.8, z * gunStrength) where x and z correspond to the vector between center of object to endpoint

cyan lion
worldly cave
tropic oyster
worldly cave
#

where is it breaking

#

also either that code or those comments are very obviously ai generated 🧐

tropic oyster
worldly cave
#

yeah well good luck, im here to help people not clean up broken ai generated code for them:)

tropic oyster
cyan lion
worldly cave
#

yeah and im very happy to help people who try their hardest but fall short of getting it done

#

like i said, im here to help people, not clean up code made by a hallucination machine

cyan lion
#

i just needed help i thought ai would help me but it did not

tropic oyster
naive cloud
#

do singletons survive scene changes?

cyan lion
deft rock
worldly cave
tropic oyster
worldly cave
naive cloud
#

yeah just trying to figure out why my hud doesn't find my playerobject after a scene change

#
    {
        activeOther=false;
        playerObj = GameObject.FindGameObjectWithTag("Player");
        scriptsToDisable = new MonoBehaviour[]{
            playerObj.GetComponent<PlayerMovement>(),
            playerObj.GetComponent<ViewmodelScript>()};
    }```

Even though I've done this in it's Start method
#

Sorry for the code here

tropic oyster
naive cloud
#

It does find it on the first scene, but doesn't on an exact copy of the same scene

#

No clue why

deft rock
#

Is that object active in the scene when this code runs?

naive cloud
#

yep

naive cloud
tropic oyster
#

non-deterministic/asynchronous initialization is kinda a pain lol

cyan lion
deft rock
#

are you doing multi-scene loading?
Or are the hud and player object in each scene?

cyan lion
#

unity is stuck after i made a code change while playing the game

tropic oyster
#

I've taken several college level physics classes and still don't understand quaternions

naive cloud
#

not sure if this is the best practice but

deft rock
#

Not the best no, but it's one way.

But, why do the find then? If two objects are in the scene together, then it's best to expose a field and assign it in the inspector

worldly cave
#

yeah unless you initialize either one later

naive cloud
#

Yeah I could do that, just thought it was the same thing except a bit safer

worldly cave
#

i mean i would still keep this as a back up

cyan lion
worldly cave
#

assign it manually but in case you dont have it try and find it on its own

naive cloud
#

Kind of making them all singletons

deft rock
#

There's no right answer here. I know absolutely nothing about your game and would what be best for it.

My first thing I'd do with UI (if warranted) is give it it's own scene, I'd probably still have a UI manager as a singleton, but not DDOL, and use multiscene loading... just loading/ unloading the game environment.

deft rock
naive cloud
#

Alright thank you all for the help

deft rock
lapis gate
silent mica
#

I wouldn't rush to add this sort of complexity until you have a reason for it.

deft rock
#

the additive loading is alternative to the DDOL..

lapis gate
#

I feel like additive is more proper than DDOL ;p

deft rock
#

DDOL was already spoken of earlier

lapis gate
#

oh I missed that my bad

swift dragon
#

Hello! I have a question, im doing this beginner course but i need to write code. I need to use Visual studio but on the top left just like in the screenshot you see that it says misscelanious files and this has to be something like assembly -CSharp or at least thats what the video says but what do i need to do to fix this? Cause the problem right now is that i cant use the auto sentence finish.

deft rock
#

!vs

vagrant rootBOT
# deft rock !vs
Visual Studio guide

If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:

Visual Studio (Installed via Unity Hub)
Visual Studio (Installed manually)

deft rock
#

@swift dragon ☝️

gray frigate
#

that should get it working

swift dragon
#

alr thank u

gray frigate
#

right now, VS doesn't understand that your code is part of a C# assembly

latent spire
#

Hi

exotic relic
inner patio
#

Anyone be willing to jump in talk channel for screen share and help me understand how get rigging set up right for animation? Struggling so bad

latent spire
exotic relic
#

<@&502884371011731486>

fierce shuttle
#

does unity have a check out check in system like unreal does?

deft rock
#

!ask

vagrant rootBOT
# deft rock !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

deft rock
fierce shuttle
deft rock
#

Unity + git doesn't have a locking system

#

I believe Unity's on version control does (Plastic SCM, which UVC is, used to.. so.. probably)

alpine yoke
#

Quick question. So i managed to install Unity Hub properly on my Bazzite PC. But when i tried downloading the Android and Windows Build Support, they're not installing for some reason. I tried refreshing, uninstalling and reinstalling the editor, but nothing works. Is there a way to fix this on Linux?

prisma needle
#

if I want to use the unity AI, MUST I have a company? or be part of a company?

vagrant rootBOT
#

success @aitorbrine muted

Reason: Sending too many attachments.
Duration: 29 minutes and 40 seconds

stuck flower
#

The bots are out in full force today. Does some scam farm have a quota they gotta fill by end of day or what

delicate marten
sly lake
#

Isn't 6.3 the latest version already?

prisma needle
#

ye

naive cloud
#

Can someone explain this to me?

I'm trying to make it so that each level gets loaded in the first scene.

For some reason it loads the lighting wrong (I use lighting from some youtube video, I don't remember the details)

MainScene doesn't have a light object

#

(When I select each scene it changes the lighting)

#

And now it changed behavior and it would stay as the right image even if i clicked on the first scene

It simply happens when I try to load the scene additively

deft rock
#

Lighting is taken from the active scene only, the first scene loaded is automatically the active scene.

You can set the active scene to the one you want, so after loading you'll need to do that in code.

naive cloud
#

Is there a way to copy the way light shows up from one scene to another? (I am planning to make all levels load on the first scene, with the lighting of the image on the left)

#

Sorry for too many questions

#

Might have just found how to do that

#

yeah sorry abt that

opal glacier
tropic oyster
#

What is the proper way to instantiate assets?
I have an ItemBase prefab that gets populated from ItemData scriptableObject.
I'm thinking I need an ItemFactory. But even then, how do I load the ItemData objects?
Is a central registry bad practice?

late viper
#

Yo how do i get the Android thing on openxr

stuck flower
# tropic oyster What is the proper way to instantiate assets? I have an ItemBase prefab that get...

A factory object seems like a decent enough pattern. It's going to come down to what makes sense - what kind of scripts would most likely want to deal with these prefabs? For example, if it makes sense for your "Shop" script to just pop the items into being when you buy them, it could handle spawning them.

As for loading the SOs, putting them in Resources so you can load them through code is a decent enough pattern. They're a lot less heavy than most assets so the issues of them always being included in a load aren't as big of a deal, so the downsides of Resources are lower for SOs than other kinds of assets.

formal valve
#

A couple questions about lighting. We're using URP and Rendering Layers, and want to prevent a player's own light from hitting them or casting shadows from them.

  • Is there a way to exclude a rendering layer from a certain light? Our player is on the Default and Player layers, and ideally we want to tell the light "affect the Default layer, but don't affect anything with the Player layer." Ideally, we'd like to avoid setting the player to only the Player layer, because that'd require changing every other light in the game to affect both the Default and Player layers. Alternatively, if there's a way to exclude a specific mesh from a specific light.
  • This same question applies for the URP Decal Projector. Right now, we're planning on applying a "Receive Decals" layer to every piece of environment, but it'd be much easier if we were able to say "apply decal to the Default layer, but don't affect anything with the Player layer"

(I'm pretty sure the answer to both of the above is just "nope", but figured it wouldn't hurt to ask)

  • A different fix for the first issue, we may just increase the Shadows Near Plane for the player's light. This mostly works, but does sometimes cut off shadows for nearby objects too. Is there any way to "fade in" a light's shadows starting at the near plane, so it at least isn't an abrupt cutoff?
deft rock
tropic oyster
worldly cave
#

unitys rendering layer system is inclusion only

stuck flower
#

In this specific example, it could see whatever script holds the loot tables be responsible for instantiating the prefab, but having that script call out to some other singleton prefab manager is just as valid. If there's multiple ways to spawn the same item, a "Factory" singleton is a good use case

tropic oyster
formal valve
naive cloud
#

If I use a gameinitiator and load singletons one by one, is this a good idea?

#

*Objects from which some are singletons

deft rock
#

The answer to "good idea" for many of the questions youve asked today are pretty - it depends.

Is it solving a problem you have? -> yes good idea

copper gust
stuck flower
#

The most important part is to pick a system that makes sense to you

flat breach
#

hi, how can I prevent the upper ceiling to reflect the light this way? it's an area light which means it should only lighten its direction(down) no?

copper gust
prisma needle
#

shi sry

worldly cave
#

youre thinking of a spot light

flat breach
worldly cave
#
Spot Light, a Light that’s located at a point in the Scene and emits light in a cone shape
Directional Light, a Light that’s located infinitely far away and emits light in one direction only
Area Light, a Light that’s defined by a rectangle or disc in the Scene, and emits light in all directions uniformly across its surface area but only from one side of the rectangle or disc```
#

from the unity api

flat breach
#

spot lights don't look well here..

proud burrow
#

hello, is this normal? i simply just clicked my mouse and then it started doing this. please help

cobalt sequoia
#

wait i think i MIGHT have figured it out but i gtg

worldly cave
cobalt sequoia
copper gust
rancid lake
#

Heya guys, my Unity freezes for a sec when loading/playing a new Song

#

Is this normal? Should I be preloading it somehow?

#

I assume it's from loading the song into memory and not specifically playing it

#

I already have it linked to a GO in the scene so I imagined it was already preloaded when the scene started

worldly cave
rancid lake
#

Just not sure the right way to get around that. Thought having the asset in the scene did it

worldly cave
#

for stuff like music or any "long" sounds ideally you would be streaming them rather than loading them all at once

rancid lake
#

I mean I just did clip = source, and Play() lol

#

Is that a compression format or a diff audio component?

floral mica
#

i cloned a repo from my github that my friend has access to since they have been making updates to it and i wanna work on it, but when i try to open the cloned repo i get an error at the bottom saying "system.exception: http/1.1 403 forbidden"
does anyone know how to fix this issue?

#

we are planning on making a small multiplayer game for the first time

storm patio
#

what's the error coming from, and what's it trying to request?

cold folio
#

How can I fix this, my character keep bumping onto this invinsible wall

#

This is my code btw

storm patio
#

please don't use videos or photos of screens

#

oh that's terrible to read

#

!code

vagrant rootBOT
storm patio
#

share your code properly please

floral mica
#

im not really sure... i opened the project and its just empty, even though theres supposed to be things in here

stuck flower
storm patio
storm patio
#

and if you think the error there is a concern, you'll have to actually check what it says for more info in the console tab

storm patio
#

what even...

storm patio
# vagrant root

@cold folio share your code properly, there are instructions in the bot message

#

though honestly, it's probably not the cause

storm patio
cold folio
#

Alright

tired iron
#

sry if this is the wrong channel but cant figure out why enabling "alpha is transparent" on the flame is causing this, tried googling it but didnt find a solution
first image is alpha is transparent disabled
3rd image is the shader graph shade and the last is the settings of the image im using for the flame

storm patio
cold folio
#

''' cs using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
private Rigidbody2D rb;

public float speed = 5f;
private float xInput;

void Start()
{
    rb = GetComponent<Rigidbody2D>();
}

void Update()
{
    HorizontalMovement();
}

void HorizontalMovement()
{
    xInput = Input.GetAxis("Horizontal");
    rb.linearVelocity = new Vector2(xInput * speed, rb.linearVelocity.y);
}

} '''

floral mica
#

sorry im just getting back to unity again and trying to get used to it

floral mica
#

i feel like a dum dum 😭

candid anvil
#

Hello everyone, I sent a request for academic license approval and the SheerID page displays a message that verification takes from a few minutes to 20 minutes during heavy traffic. It's been almost 7 hours since and I haven't received a status change on it or an email notification. Is this common practice and when can I expect a response and approval?

storm patio
#

this is a unity server...?

#

or is there an academic license thing for unity

#

ah, wait, i'm probably thinking of the wrong kind of license

#

i think i see what you're asking now

candid anvil
#

There is dedicated academic one

#

Something between pro and regular I think

worldly cave
#

!code

vagrant rootBOT
storm patio
#

yeah, i was thinking license in the sense of medical license 😅

balmy palm
#

How do you guys handle ui? because i think i've been doing it wrong. I'm trying to set my ui elements pivot points to corners, but since they only listen to their parents i'm having issues.

rancid lake
pearl oyster
deft rock
# balmy palm How do you guys handle ui? because i think i've been doing it wrong. I'm trying ...

Not sure what you mean by "only listen to their parents".

UI parents only control their children when there's some layout component on the gameobject, otherwise the children control their own position.

What you want to do to get something to stick to a corner of it's parent is, open the anchor dropdown like you did, hold shift when you click the corner, this will move the pivot to that corner and anchor to the corner of the parent. Then set the pos x/ y to 0,0

candid anvil
#

I would like to explore what game dev world can offer, which tutorials would you recommend that can explain basics and are worth watching. I see there are a lot of tutorials on unity hub, but are they all worth investing time to watch? I have no specific idea right now which genre I would develop. First small solo project would be simple games after I finish those tutorials. Tnx in advanced 😄

vagrant rootBOT
simple eagle
#

Weird request but does anyone know of any YouTube videos/channels that are actually building real games from the very beginning? Not tutorials but just raw footage of someone putting something together from the very beginning?

#

Looking for long form content to put on my 2nd monitor while at my day job to help keep my exposure to Unity/C# up while doing my boring day job

balmy palm
#

i should've created canvas's not just empty rect transforms

#

luckily i named everything properly so it shouldn't be a big deal to reinarrange everything.

deft rock
#

It can be ok to use empty rect transforms (just depends on various things). But you need to make the size of it correct for the area you want it to be, ie: stretch to full screen

balmy palm
#

Which i didn't so i should've known this would be a problem. I just had the wrong structure for the wrong idea.

plush horizon
#

Hey everyone,

I'm new here, and I'd like to introduce myself.
I'm a versatile game developer with experience and skills.
I'd like to make good connections and be useful for various projects.

Can I share my website link here? Or is that not allowed?

worldly cave
plush horizon
#

Oh, okay, of course, thanks. I'll try. I'm open to conversations. Are there any interesting projects going on right now?

storm patio
#

that's also not what the server is for

worldly cave
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**

fleet canopy
#

if you want to see projects look in #1180170818983051344 but it’s not for collabing or inserting yourself

storm patio
#

#🤝┃introductions exists but it seems a bit writeonly (though advertisement still isn't allowed there, if that's what you're intending by posting your website)

plush horizon
#

ah okay, sorry, I don't want to bother anyone, thanks for the info

#

no I just want to send my portfolio website and what projects I work on, nothing more

worldly cave
#

If youre actively working on any unity projects you can share them individually in #1180170818983051344

plush horizon
#

ah ok, i ll try, I would just love to hear feedbacks or collab would be interesting too, I am also open to work as a freelancer, thanks

fleet canopy
#

again though this server isn’t for finding collaborators

#

or jobs

plush horizon
#

ok got it

radiant pewter
#

default font doesn't have ellipsis????

ripe sphinx
#

is it at all practical to actually resolve merge conflicts in unity files?

plain dagger
ripe sphinx
#

is it open source?

#

or is it part of their unity source control stuff that oyu need a license for?

plain dagger
ripe sphinx
#

i found it

#

i'm still a bit confused about how to use it though

#

and rather how it may work

#

whelp im trying to abort the rebase again and it's failing

frosty sparrow
#

I have a MainCamera (culling mask: everything except "UI") and a child stacked UICamera (culling mask: "UI") and a canvas set to screenspace overlay - camera, rendering UICamera. All of this is in DontDestroyOnLoad. When I load a new scene, this setup gets mangled, MainCamera suddenly renders everything, and the canvas switches to render to maincamera. (so all of my ui suddenly gets postprocessing distorted) . anyone know why this might be happening? My newly loaded scene has no cameras in it (no unity cameras, it has cinemachine (virtual) cameras)

rancid helm
#

anyone uses websockets for multiplayer? i guess it is way easier to use for a small game

plain dagger
#

you can but for unity - unity much better solutions exist

cobalt sequoia
frosty sparrow
ripe sphinx
#

ok so i'm using the merge tool

#

but then it's giving me some other conflicts and then it opens my merge editor

#

and idk what to do

#

because there's 3 temp files

rocky arrow
plain dagger
plain dagger
#

also fyi unity has glb/gltf support via the glfast package

rocky arrow
rocky arrow
plain dagger
plain dagger
rocky arrow
plain dagger
#

Ive had some fbx models crash unity when using this option too but i forget what we ended up doing

livid oxide
#

i have a questions i have png images andi have them in my projects buti cant drag them to hieharchy jpg works burt not png ?

stuck flower
#

Make sure they're set up as sprites instead of textures, and sprite mode is set to single instead of multiple

livid oxide
#

yea i fix it right now so yea thanks

#

sorry if my english sound terible

floral mica
#

im currently using cinemachine to make a third person cam controller. im following a tutorial but im not sure what went wrong, but basically im implementing mouse zoom so u can zoom in and out, but no matter which way i scroll my mouse wheel, it just only zooms out

floral mica
#

nvm i fixed it

#

i fat fingered and had an extra - somewhere

high vale
#

I went to import a asset and saw is anyone able to tell me what it means?

stuck flower
#

Do you have any errors

high vale
dense ether
#

Hi there, does anyone know if a quad can be cut in pieces using non-intersecting lines?

slow dirge
dense ether
meager oriole
#

how to enable this thing when you already selected the 2D template? I always had to delete the project and create a new 3D project just because I dont have this

reef patrol
#

Should bullet sprites be designed as full cartridge and bullet? (2d game) I see people doing this often and im assuming its for visual clarity and easier to see, but it does feel odd

slow dirge
stuck flower
#

<@&502884371011731486>

sage basin
#

?softban 866643581757685773 bot spam

novel scarabBOT
#

dynoSuccess ashik0557 was softbanned.

oak shell
#

lmao

solemn ember
#

yo

undone monolith
#

How do I make my game builds support low end devices?

storm patio
#

find out what's making it not work and fix that

#

could be providing graphics quality settings, could be optimizing some hot code path, etc

#

figure what the issue is first

#

hell, there might not even be an issue

ivory crystal
#

Unity server jumpscare

pastel sequoia
#

how do I full screen that is actually imitates a built game full screen, not just engine full screen ?

#

it occurs to me that i might've build the UI too big as Im out of space with just few elements

balmy kettle
#

you wouldn't need true full screen to test that. just make sure your game view is set to the desired resolution/aspect ratio you plan to target and you can see how the UI will appear

pastel sequoia
#

there is ~15% border space that i'd like to feel/test, so its not possible ?

slow dirge
pastel sequoia
#

welp, thanks

dense pivot
#

Hi guys, can you help me? why my unity **always **back to its original state?
On the video i open dummy character, after stop playing, unity back to sprite editor that shows tileset. This bug driving me crazy.

im using unity 6.3.0f1 LTS

storm patio
#

huh, didn't realize you could do that with the sprite editor. what if you close it and reopen it from the player sprite?

dense pivot
#

not working, whenever i reopen or stop playing unity, it always open the same project window and selecting random tileset sprite >:

storm patio
#

have you tried restarting unity?

dense pivot
#

okay i fixed it: reopen the tile palette tab

vapid cypress
#

Hey, I have this textmeshpro. when I click play, it's no longer visible. Does anyone know what's up?

Editor version is unity 6.2.14f1

balmy kettle
#

is it within the bounds of your canvas

vapid cypress
#

yes

#

I think?

balmy kettle
#

if you are unsure, then show the hierarchy and scene view with the canvas selected and gizmos enabled

vapid cypress
balmy kettle
#

well from this too-cropped screenshot, it looks like it's in the very bottom left of the canvas

vapid cypress
#

that would seem to be the case

balmy kettle
#

you should check the documentation pinned in #📲┃ui-ux to learn how the canvas works

vapid cypress
#

the canvas appears to be really large and fixed in place

balmy kettle
#

yes, because that is how a screen space overlay canvas works. again, documentation in #📲┃ui-ux

vapid cypress
#

thank you

#

Okay, I understand now. I was able to get my message onto the screen. Thank you!

sleek forum
#

if you have a gameobject set inactive and you have a script attached to it, when you run the game will that script not run too?

balmy kettle
#

right, the component will act as if it is disabled until the gameobject is set active

sleek forum
#

oh thanks!

turbid finch
turbid finch
#

also if i use JsonUtility by unity it cannot serialize dictionary or sub classes

gusty abyss
#

Should I use the New input system if I plan to port to Consoles and only use the Old input system if im pc only?

tawny prawn
sly lake
#

Casual reminder that the Azerty keyboard layout exists, is popular, and your WASD is now all over the place.

You need support for remapping, especially on PC.

gusty abyss
#

Nobody uses Azerty keyboards

sly lake
#

What's the population of France?

storm patio
#

don't forget half of subsaharan africa

#

qwertz is also significant

radiant pewter
#

any idea if there is a fix for these boxes in editor text?

#

Unity 6's editor bugs are driving me insane lol

tawdry quartz
#

hi

naive cloud
#

Can someone advice me on this:

Is it a good practice to have a main scene that loads a level additively, then when I want to swap levels, I unload this level and additively load a new one?

#

(And always keep the main scene as the active one)

copper gust
#

Sounds solid yeah

#

You might want the level scene as the active one for reasons im forgetting

slender robin
#

any ideas?

whole gyro
#

how much many can i make by makign rts gam

#

whch is most valuable game genre

deft rock
#

if you're doing this for the money, then you're unlikely to make any money

whole gyro
#

everybody is doing it for money

#

u think rimworld creator is doing it for free?!!?

leaden dragon
#

yo where can i get help with my code

deft rock
#

They're creative, they're doing it because they love what they're doing. They didn't go into making rimworld to make it rich.

leaden dragon
whole gyro
#

i have no job so i want to learn gamemaking so i can make money

#

im using chatgpt for learning

deft rock
#

well,good luck

dark saddle
#

hi,

I am making a game where you need to extinguish burning buildings.
every time a building gets burned down, the player loses a heart.
for the loss of hearts, there is a short animation where it ascends.
I succed on that, but it happens a lot that a building gets destroyed while one of the hearts is still being removed.
I added a boolean, IsRemovingHeart, for preventing another building from dying until the heart is completely removed.
It works, but now the last heart will not be removed.

can someone help me?

deft rock
#

delete that block of code and use a paste site pls

#

!code

vagrant rootBOT
deft rock
whole gyro
deft rock
#

How long is a piece of string?

To be a compitent beginner .. a year or so.
To jump from beginner to the next level .. another year or two.

To be able to make something that people want to spend money on... anywhere from a year to never.

worldly cave
#

60% of all games on steam did not make more than a 100$ last year.

#

If you really want money i would suggest a trade and approach game dev as a hobbyist :)

storm patio
copper gust
#

Mhm yeah thats one

#

I wanna say there’s some skybox related things too right

#

rendersettings access and maybe some hdrp stuff?

storm patio
#

not sure about that, i only do 2d

copper gust
#

homies dimensional maxxing

storm patio
#

gonna skip 3d and go straight to 4d soon

limpid hollow
#

whats the best way to model a map

whole gyro
worldly cave
worldly cave
worldly cave
tall hearth
worldly cave
#

You can just place the meshes normally in the scene...

#

Along side the probuilder stuff

#

Probuilder is just there for you to block out your level

tall hearth
crude sluice
#

Hello guys. I started learning Unity today( wish me luck hah). I just completed course on Unity Learn - first 45 minutes in engine. Should I try using those assets to build first level from scratch? What's my next logical step? Thanks in advance

pearl oyster
#

Continue with the other courses on Unity Learn

sly lake
#

Experimenting is a good way to learn

random hawk
#

guys Image image = Raylib.LoadImage("rectangle_edges.png");
object value = Raylib.DrawImage(
image,
(int)rectPos.X,
(int)rectPos.Y,
(int)rectSize.X,
(int)rectSize.Y
);
Raylib.UnloadImage(image);
}
}

#

draw iamges is wrong

#

how do i fix this?

sly lake
#

That's not Unity

random hawk
#

its visual scripts to script in unity

pearl oyster
#

What does that mean

random hawk
#

what?

#

DrawImage this word is wrong but idk how to fix it

sly lake
#

Unity is not Raylib

random hawk
#

i use it its a nugget that i dowloaded it

#

its better to sript games

sly lake
#

🙂

crude sluice
vivid cedar
crude sluice
random hawk
vivid cedar
#

What about it

random hawk
#

its wrong

#

it says a error over there

#

idk whats wrong

vivid cedar
#

Have you read the error

random hawk
#

yh bit of complicated

vivid cedar
#

Nobody here is a mind reading wizard

random hawk
#

iam building a free rust VR game

#

i want to publish it this week

stuck flower
pearl oyster
#

Don't feed the troll...

stuck flower
random hawk
#

yh

#

you build games in unity

random hawk
worldly cave
#

Not with rust no.

vivid cedar
#

Yeah and when I do I read my error messages

random hawk
#

lol

sly lake
random hawk
#

what do yall build then?

worldly cave
#

Im currently plastering a wall

random hawk
#

yall like the ui?

#

can yall give me some feedback?

deft rock
#

meh

random hawk
#

what should in make better

stuck flower
#

Yourself

dusk umbra
#

Hey everyone

random hawk
stuck flower
random hawk
#

i did not ping ppl

dusk umbra
random hawk
#

vs scripting to?

#

i need abit off help

dusk umbra
dusk umbra
random hawk
#

Image image = Raylib.LoadImage("rectangle_edges.png");
object value = Raylib.DrawImage(
image,
(int)rectPos.X,
(int)rectPos.Y,
(int)rectSize.X,
(int)rectSize.Y
);
Raylib.UnloadImage(image);
}
}

#

this

#

DrawImage

stuck flower
random hawk
#

thats wrong

#

troll?

dusk umbra
#

What piece of shit is that

random hawk
#

lol

stuck flower
#

They're trying to rope more people in to their nonsense after we all got wise and stopped responding

random hawk
#

how am i a troll

#

rope?

random hawk
#

what am i doing wrong

dusk umbra
random hawk
#

iam just asking what did i do and now iam a troll

#

C##

#

i added nugget raylib yo it

dusk umbra
random hawk
#

uhm i dont really know that

#

where do i see that

#

in vs

heavy cipher
#

Anyone know where I can find information on the use of the Unity logo? I'd like to showcase my work and include the Unity logo as way to say I used this tool. I looked on the site but for the life of me cant find anything on it.

deft rock
#

ask for help with Raylib on the raylib discord server.

random hawk
#

does that exist

deft rock
#

yes. It is quite clearly displayed and easy to find on the raylib site.

heavy cipher
random hawk
#

thank you someone that is nice and doesnt call me a troll

radiant pewter
#

does anyone know of a good way of doing outside outlines for UGUI TMP text? the material outline is inside and not what I'd like

lapis gate
#

can make a custom atlas with some boldening

random hawk
#

Use TMP’s Extra Padding\

dusk umbra
radiant pewter
random hawk
#

why are yall so harsh

#

just asking a question

#

dam

dusk umbra
random hawk
#

if i cant understand something yall make a whole promble out of it

lapis gate
radiant pewter
radiant pewter
random hawk
#

no

#

not all

lapis gate
#

there's a few different variations

radiant pewter
lapis gate
#

I recall the ui toolkit having some decent options for text modifications like outlining, but otherwise there's always assets on the store

#

usually I just rasterize any heavy modified text and use that instead of tmp

radiant pewter
#

I haven't played around with UI toolkit yet but I might have a look if I don't figure something out

rancid lake
#

Hey I'm looking on some guidance/help with gameplay planning, is there any proper channels for that?

#

Not unity specific, just game design

worldly cave
#

for game design questions you should make a thread here in this channel

rancid lake
#

An actual thread? Or just post the msg

#

Making a bullet hell using mouse cursor as your character. Any good reference material/videos of bosses with interesting attacks?

worldly cave
rancid lake
#

Don't think I've ever seen a thread in any unity channel tbh

worldly cave
storm patio
#

the non-forum channels also have some from time to time

deft rock
#

always seeing threads in the chans when I hover

rancid lake
storm patio
#

you can click the description to see the full text

rancid lake
#

Oh nm I got it 🙂

rich trellis
#

Anyone know of any social media accounts that deal with game dev news/info? I gotta provide a social media account for a class assignment and I could not care less about any of these platforms

stuck flower
#

So you want someone's account you can pass off as your own or what?

rancid lake
#

I just tried and it gave a bunch of really good ones

rich trellis
#

so I don't know of any social media people, particularly social media people who do stuff like give game dev information useful for professionals

stuck flower
sly lake
rich trellis
torn portal
#

why is Paint texture doing this?

#

im painting in grass and its painting these big white boxes

red spade
#

Rawr

#

Winrawr

worldly cave
violet thunder
sharp mortar
#

hello

#

I want to make an indie game, a horror game, and I've found the theme and everything, but I don't know how to create the scripts.

vagrant rootBOT
torn portal
sly lake
#

Which Unity version is this?

torn portal
#

6.3

deft rock
sly lake
#

I think it’s a bug in the terrain splat shader. Aka, Unity’s fault.

red spade
worldly cave
red spade
#

Idfk anything about unity and im tryna figure out how to use it

stuck flower
#

So if you have a question ask one instead of posting nonsense

worldly cave
#

instead of doing "random equals funny" in a server with no offtopic

torn portal
deft rock
#

you have not selected the texture

#

the texture being, the actual image file in Project Window

torn portal
#

This what im looking for?

soft forge
#

Every time i try to assign a cinemachine brain component to my main camera, it stops my camera zoom code from working. I need cinemachine attatched to the main camera because i'm trying to make it so that the camera can't go out of bounds.

Here is the code it breaks.

using System.Collections.Generic;
using System.Collections;
using UnityEngine;

public class CameraZOOM : MonoBehaviour
{
private Camera _camera;
private float zoomtarget;

[SerializeField]
private float multiplier = 2f, minzoom = 1f, maxzoom = 12f, smoothtime = .1f;
private float velocity = 0f;
void Start()
{
    _camera = GetComponent<Camera>();
    zoomtarget = _camera.orthographicSize;
}
void Update()
{
    zoomtarget -= Input.GetAxisRaw("Mouse ScrollWheel") * multiplier;
    zoomtarget = Mathf.Clamp(zoomtarget, minzoom, maxzoom);
    _camera.orthographicSize = Mathf.SmoothDamp(_camera.orthographicSize, zoomtarget, ref velocity, smoothtime);
}

}

stuck flower
#

That's the whole point of Cinemachine

#

You modify fields on the virtual cameras and they handle messing with the actual camera

soft forge
#

the player needs to be able to control the camera with the scroll wheel

stuck flower
#

I don't know how that changes anything I've just said

#

I can see that's what the code's doing

soft forge
#

i'm quite new to coding by the way i'm not trying to be awkward

stuck flower
#

Cinemachine modifies the camera values.

#

Not your code

#

Your code should be modifying the virtual camera

soft forge
#

also when i type using Cinemachine; it doesn't recognise the command for some reason

#

idk if it changed it's name

balmy kettle
#

you can look at the documentation to see what namespace the types you are using are in

soft forge
#

where would i see that? (please have patience im sorry)

balmy kettle
#

see what? the documentation, or where it lists the namespace?

soft forge
#

the documentation

stuck flower
#

If so, you will need to add the Cinemachine asmdef to whichever one this script belongs to

soft forge
#

i don't know, is that in project management?

#

could i search for it?

balmy kettle
worldly cave
#

for most things

#

sometimes theres a pdf in the project files

stuck flower
balmy kettle
#

yeah, it's now more uniform with other unity packages by starting with Unity.

soft forge
#

I typed using Unity.Cinemachine; and it worked

#

also brb

balmy kettle
#

instead of just guessing based on comments not directed towards you, try reading the documentation

worldly cave
#

rtfm

stuck flower
#

To be fair, I went looking for it myself and they really make you jump through hoops to actually find the latest version of the documentation. The old one has too much SEO

worldly cave
#

read the friendly manual

stuck flower
#

Links all kept going back to 2.x

cosmic igloo
#

i don’t usually like saying this but when you can literally put “cinemachine namespace” into a search engine and get the answer u rly dont have to guess

stuck flower
#

Yeah, that's also fair. I was going off of the path of "I know I need a Cinemachine Virtual Camera, what namespace is that in?" and tried to find it from a Virtual Camera documentation page

cosmic igloo
#

Most of what Ive learned from unity was from google search

balmy kettle
#

to be fair, searching for Virtual Camera is pretty much bound to take you to cm 2.0 docs because that has also been renamed in 3.0, it's just CinemachineCamera now

cosmic igloo
#

which tends to return quicker than people on a discord

balmy kettle
#

3.0 had a lot of breaking changes, the kind of changes I wish they'd bring to the engine because it's more inline with other packages and c# standards

pale coyote
#

need help guys. so i was working on a school project. i used emission materials in blender to light up the room however it wasnt working out in unity so i tried using global illumination but i cant figure it out. im using version 6.2 HDRP. pls help

midnight raven
#

Hi

sly lake
#

You should bake the probe volumes

#

Or go with ray tracing

#

Basically SSGI only uses information that's on-screen, so once the emissive materials are off-screen, the lighting is gone.

midnight raven
#

You can do it bro

cold folio
#

Guys.. How did this hapen...

#

holdup

midnight raven
cold folio
#

The problem is that the scene did not boot like the intended scene

#

but rather it's just a bunch of blocks

cosmic igloo
#

doesnt look like a bunch of blocks to me

cold folio
#

Never mind it fixed

boreal river
#

I was wondering what this lock icon does in unity just notice that?

worldly cave
boreal river
#

what that means?

worldly cave
#

means if you click on another asset in your scene or project it wont change the inspector

boreal river
#

I can't understand XD

#

If I lock what it does?

worldly cave
boreal river
#

asset which asset?

worldly cave
#

lets say you click on asset number 1

boreal river
#

in project?

worldly cave
#

it opens the inspector for that asset

boreal river
#

in project window

worldly cave
#

then you lock it

#

and click on asset 2

#

wow wow asset 1 is still in the inspector

gray frigate
#

scene objects or assets, yes

#

the inspector displays the properties of whatever is currently selected

boreal river
#

I have tried to experiment nothing happens

#

I lock and unlock

gray frigate
#

well, yes, because you didn't do anything after locking it

#

you just unlocked it immediately

rancid lake
#

Hey guys, why are my tilemap tiles so small? If I adjust their scale (x is 2) it fits but then the collider stays small

gray frigate
#

lock it and select another object

rancid lake
#

What's the proper way to size them?

gray frigate
#

this is a property of the texture importer

soft forge
#

okay so when i replace my "Camera" keyword with "CinemachineCamera" the script no longer recognizes orthographicSize... what wound i replace this with??

gray frigate
#

it tells Unity how many pixels from the image are meant to take up one unit of space in the world

#

Suppose your tiles are 2 units wide and your textures have a resolution of 32x32

#

In this case, your PPU value should be 16

#

16 pixels per unit means that a 32 pixel image takes up 2 units of space

gray frigate
radiant pewter
#

anyone else having issues with LiberationSans font randomly deciding it doesn't have ellipsis, so your TMP overflow mode changes to Truncate automatically?

pale coyote
gray frigate
#

is there a reason you can't bake your global illumination here?

#

if you're not sure what that means, check this part of the manual out:

#

Lighting is a very large topic and there's a lot to learn about

#

Baked GI simulates how light bounces around your scene and records it into:

  • light maps, for static surfaces
  • light probes, for moving objects
#

(light probes may be replaced by the new Adaptive Probe Volume system; they have the same general purpose)

#

What you have here is realtime GI -- screen-space realtime GI, in particular

marsh viper
#

When importing a map into a unity some of the walls become transparent. Can you help me?

gray frigate
#

are you importing a model file (e.g. an FBX)?

marsh viper
#

by doing open scane

gray frigate
#

that just opens an existing scene asset; you aren't really "importing" anything at that point

#

regardless: if some walls are completely missing, check if they're visible from the other side

marsh viper
#

how should i do

gray frigate
#

if so, the model has the faces pointing the wrong way

marsh viper
#

I have a good map, in fact.

marsh viper
gray frigate
#

i don't know what you're actually doing right now, so I can't really say anything

#

explain where you're getting this "map" from

marsh viper
#

I'm creating an SCP sly map,btw.

#

From my friend who makes SCP Sly maps

gray frigate
#

secret laboratory, you mean?

marsh viper
#

yep

gray frigate
#

this server doesn't support game modding; you're going to want to find a community that knows how SCP:SL modding works

marsh viper
#

thanks

#

Alright

violet inlet
#

could anyone help me im brand new to unity and i got a 2d sprite a rigid body to D and a box collider set up as well as a ground it's a 2-D platformer game I'm trying to create and the gravity works perfectly fine but then the moment I put a script on the player to move it and make it jump and stuff the gravity stops workingand then the game just freezes or something

craggy pollen
#

you would have to show the code inside the script

swift dragon
#

hello! so i had this game idea and i just wanted some thoughts on it bcs idk if its a good idea. Im still doing a beginner course so im defenitly not finishing anywhere soon but my idea is to have like a illegal delivery game where you get deliveries from the dark web that you need to collect at a dead drop, and you cant be too early cause the police will get suspicious and if youre too late the police will find the dead drop. After youve collected your drop you gotte unpackage the items in it like illegal drgs or wpns. Then you need to sort them and you have to label them with another product name so that the police wont get suspicious and if they do they can weigh your product and see if it matches the weight. You also need to plan your routes to avoid the most cops so that your packages will be delivered on time, in one piece. So yeah thats kinda my idea and i want like schedule 1 typah graphics and fun like mini-game mechanics like you need to tape a box shut and those like little things. But yeah, what are your guys's thoughts on this. Does it sound too repetetive or does it sound fun?

worldly cave
#

try it and see

swift dragon
#

@worldly cave yeah i would love to try it but im still on a beginners course and the only thing i did untill now was make a car go vroom and a plane fly up and down.

boreal river
#

For example, if you are a beginner and want to create procedural generation at the beginning of your carrier you wont be able to do it

deft rock
#

It sounds interesting, but you'll find it will get repetative quickly. But it's an elevator pitch.. you'll come up with more mechanics as when you start thinking about it more and (eventually) working on it

swift dragon
worldly cave
#

even after you finish the intro courses

swift dragon
swift dragon
worldly cave
boreal river
#

Always start simple and then move to harder concepts that's what I recommend. Also, a programmer must not only create but he has to plan he has to be a planner. Try to use diagrams, pseudocode to create system/technical designs at the beginning, logic flow etc

#

that helps a lot

swift dragon
#

alright

#

thanks alot! i will def use all your advice

boreal river
#

By the way, I have never created PCG but I have heard it's really hard concept. Have you ever tried guys?

azure pond
#

has anyone received emails from unity regarding licensing?

potent geyser
#

This isn't Unity related. You should find a PC support server.

opal dew
nocturne bolt
#

Yall

#

Does anybody make VR games on unity?

deft rock
worldly cave
#

do you need help with something regarding vr?

deft rock
#

Unity is probably the most used engine for VR..?

nocturne bolt
#

In vr

#

On unity

#

I'm making a gtag horror game and I put hdr to black but the only thing that turned black was the gorilla what do I do?

deft rock
#

oh, that question has nothing to do with VR

nocturne bolt
#

But idrk I'm VERY new to unity

deft rock
#

not relevant to the problem, the VR bit of it can be removed and the problem would still persist

nocturne bolt
#

Ok I asked the question in VR channel

deft rock
#

!ask

vagrant rootBOT
# deft rock !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

deft rock
#

read the last point ☝️

nocturne bolt
#

Ok bro I posted it in "VR" already 😭

deft rock
#

well, that wasn't the point I was making, so anyway ... good luck..

stuck flower
#

I need to make a "Person making Gorilla Tag Again struggles with instructions" counter. I wonder how long it'd be before it overtakes the other one

loud mirage
#

Would anyone be willing to help me with what is prob a simple fix i have been stuck on for over an hour 😭 Im trying to attach this clothing to this armature, the kick is though, is that VRCfury dosent work with it because im exportitng it as a VRM for stream. So i have no idea how to attach the clothing without vrcfury 🥹

plain dagger
#

!vrchat

vagrant rootBOT
cosmic igloo
#

a good developer can start with a bad idea and make it good

#

a bad developer can start with an amazing concept and still make a shitty game

#

a good developer can also start with a bad idea and tell if its not going anywhere

toxic tundra
#

hi guys: does anyone know how to get rid of this?

devout ruin
#

hello, nerds.
WHAT IS |-5 + 12|? THESE ARE ABSOLUTE VALUES!

drowsy forge
#

Bot

slow dirge
gray frigate
#

iirc

stuck flower
devout ruin
devout ruin
stuck flower
devout ruin
#

I assumed this server would it it right since, yk.

stuck flower
#

There's no off-topic channel here

devout ruin
#

darn

unreal pivot
#

I textured my model in Blender, but in Unity the textures show up as gray circles. What do I do?

gray frigate
unreal pivot
#

how do I make my textures show on unity

gray frigate
#

I believe Unity can find the textures if you put them in a folder next to the .fbx file

#

e.g.

  • Assets
    • Car.fbx
    • Textures
      • Body.png
unreal pivot
#

I had the textures + model in the fbx file

gray frigate
#

are the textures actually embedded into the FBX?

unreal pivot
#

I exported the entire thing in blender as whole

gray frigate
#

you'd have to have turned this on when exporting the FBX from Blender (and I haven't actually tried to this with Unity before)

unreal pivot
#

im not sure I followed a 11 year old tutorial to even get to this point

gray frigate
#

using the Copy Path Mode will cause Blender to copy all of the textures into the same place that it exports the model

#

I believe Unity will be able to find them

#

(I almost always set up the materials manually in Unity, so I don't know much about this)

toxic tundra
#

thx, it was in vscode settings called parameter hints

unreal pivot
#

somone had said to drag the images but I cant get the textures onto them

toxic tundra
#

spanish noticed

gray frigate
#

select one of the materials (the assets that are previewed as spheres)

#

you can then drag the texture into its "Albedo"/"Base Color" slot

#

(i don't recall what it's called..)

#

you can then either drag the materials onto the model in the scene

#

or you can select it and plug them into the list of materials in the SkinnedMeshRenderer

unreal pivot
#

got it thanks man

crystal wind
#

hey i got a problem with my game while building it, can someone help?

gray frigate
#

explain your problem

crystal wind
#

the game in the editor (inside unity) works well but when i build it so i can test it the game screen turns into brown screen

#

maybe becuase of the shader am using or i dont know

gray frigate
#

make a Development build and see if any errors appear in the in-game console

#

you should be able to turn that on in the build settings menu

crystal wind
#

here is it i guess

gray frigate
#

turn this on and then make a build

#

check "Development Build"

#

ah, you're using the haunted PSX render pipeline?

#

I've used that before

#

I don't think I've actually built a game with it before, though

#

This makes it a lot more likely for something to go wrong when building the game, since it's a custom render pipeline

gray frigate
#

my first guess is that a shader is not getting included in the build

#

i'm not sure if that would appear in the console by default

plain dagger
#

Having a material in Resources or used in a scene is the easiest way to correct missing shader variants

gray frigate
#

The HauntedPSX docs might have some suggestions here

#

been a hot minute since I used it

crystal wind
#

game works fine without shaders

#

yeah the problem is from the shaders thing but i have no idea how am gonna fix that

#

best solutions is to see the github again and review the tutorial

plain dagger
#

Unity should log in builds when shaders are missing so you can confirm this

crystal wind
gusty abyss
#

Would the game rise of kingdoms count as a 2d game or 3d

#

Also how hard would it be to make a game like rise of kingdoms

potent geyser
#

This is the second person who asked about this kind of game.

#

It's 3D probably, and hard.

crystal wind
inland river
gusty abyss
tawny prawn
#

is there a way to get the editor to compile/reload the scripts when I save them in VSCode, instead of when I switch back into the editor? This was the case with Visual Studio + Windows (yikes) but now I'm on MacOS.
that way I need to stare at the progress bar when I switch back to the editor a lot less often.

potent geyser
inland river
#

well, it is a free to play game

gusty abyss
potent geyser
#

I assume they mean no mtx

inland river
potent geyser
#

Sure, make the things you buy have nothing to do with how "good" you are at the game.

inland river
#

see every game that sells cosmetics

#

but, you sould probably not get your hopes up

gusty abyss
#

Rise of kingdoms is free yes but if you don't spend money then you won't get far as the ones who spend get all the rewards and such F2P players hate the game so I was thinking about making something like it but more fair

inland river
#

nobody will care

gusty abyss
#

Alot of People care actually

inland river
#

these games are played because the money they make can be spent on ads that will drown your free'ish game

gusty abyss
#

I been playing ROK for 7 years now and most of there community hates that it's such a P2W game now

inland river
#

yes, people hate it, but they still play

#

its not rational

gusty abyss
#

Ok

inland river
#

these games are addictive

gusty abyss
#

Back to the drawing board then

inland river
#

if you look at console/pc games you'll have more opportunity to actually make something that gets seen

#

but thats also very difficult ofc

#

a good game is not enough anymore.

gusty abyss
#

We're working on a PC game now actually

ocean tusk
#

Hello

#

guys should I use 6.2 with ML Agents? or should I get 6.3 (which I supose is the LTS)

marsh cedar
#

my box collider keeps getting pushed down when i press play

storm patio
#

is it that or is your sprite getting pushed up

marsh cedar
#

how do i check?

storm patio
#

make sure your tool is set to pivot mode, so you can see where the transforms actually are.
chekc the collider's offset, make sure it's what you expect

#

if it is, then it's probably the sprite getting moved up. make sure the pivot of the sprite is set correctly

marsh cedar
#

yeah i'm on pivot mode, when i press play the spite is getting moved up, do you want a sc?

storm patio
#

sure

marsh cedar
storm patio
#

why's the offset ever-so-slightly off lmao

marsh cedar
#

it's just to fit it to the sprite

storm patio
#

you should move the sprite to fit the collider, not the other way around

#

since the sprites might all be slightly different, but the collider will be consistent

#

anyways, make sure the pivot is set correctly for all the sprites

marsh cedar
granite lava
#

Ladies and gentlemen, I have a problem
I've been working on a project I started using with a 6000.1 version that had that security oversight a few months ago, I've downloaded the newest LTS version of Unity and I created a new project with the Asset + ProjectSettings folder of the old project (that's how I backup my project too)
When I open the project I got a few errors, most were small stuff like importing the Input System again but it seems that my project lacks the UnityEngine.UI DLL as it cannont reconize the UnityEngine.UI and UnityEngine.SystemEvents namespaces

I have noticed that my old project has the UnityEngine.UI.dll on the Library/ScriptAssemblies folder while the new project doesn't
There's also a missing reference to the DLL on the "Assembly-CSharp.csproj" file
I tried moving the file from the old project and into the new one and adding a reference as pointed out in this thread, but it did not work
https://stackoverflow.com/questions/57071884/the-type-or-namespace-name-ui-does-not-exist-in-the-namespace-unityengine

How can I reimport the UnityEngine.UI package? On the package manager I can't even disable it cause the manager says it has dependencies and I don't see any option to reimport it. I've also uninstalled old VSCommunity 2022 and got the new 2026 one, regenerated the project files, still nothing

granite lava
slow dirge
granite lava
# slow dirge Can you share the actual errors with details?

Im getting several, this is one example:
Assets\A_Scripts\A_UI\Spell Creation\VisualCardInvocation.cs(4,19): error CS0234: The type or namespace name 'UI' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)
using UnityEngine.UI;
This is the line of code in question

sweet tartan
slow dirge
granite lava
#

yes

slow dirge
#

So you need to set up your assembly definitions correctly.

granite lava
#

The UnityEngine.UI assembly?

#

True, apparently it broke?

#

I can't find it

balmy kettle
granite lava
#

Hmm, I just opened my project backup on 6000.1 and there's no reference to the UnityEngine.UI on the assembly reference

granite lava
balmy kettle
#

and you didn't uninstall the UI package?

#

please verify that it is installed

#

but if it is installed, then you need to reference the UI assembly from your asmdef

granite lava
balmy kettle
#

then you have your answer

granite lava
#

wdym? I take it it's still installed

granite lava
#

I'm not referencing it on my old project though and it's still working

balmy kettle
#

then don't do it and make no progress because you have an error that you can easily solve right now if you'd stop arguing about the answer

granite lava
#

But I can't find it

balmy kettle
#

show what you see when you try to add the reference

granite lava
balmy kettle
#

then reset the library to rebuild the entire package cache. close unity, delete the entire Library folder from within the project folder, then open the project again so that everything gets reimported

slow dirge
balmy kettle
#

if you're trying to verify that something else doesn't need to be checked or whatever, then i can verify it wouldn't. the assembly should be there

slow dirge
#

Or maybe even the whole editor so that we see what file it is.

violet inlet
#

would anyone be willing to help me im haveing problems with this 2d platformer im trying to make idk if its the script or what this error pops up and some thing on the hierarchy pops up saying "dontdestroyonload" im brand new this is the first game im trying to make please help🙏

granite lava
#

Reset the Libraby again, still nothing

balmy kettle
balmy kettle
# granite lava Reset the Libraby again, still nothing

are you sure you actually reset the entire library? because that was incredibly fast if you did, it should take a while, longer than if you were creating a brand new project because it should be reimporting everything. all packages and assets.

violet inlet
#

the gravity on the rigidbody2d stops working when i put in the player script

balmy kettle
granite lava
balmy kettle
#

check your package manifest file to make sure it's actually listed in there

#

and the packages lock file too

granite lava
#

It is on the old project though

balmy kettle
#

then you'll need to add it

#

then reset library again

violet inlet
balmy kettle
#

you're showing me the tag ground. show me where you've defined the tag Ground

violet inlet
#

is this not it or am i an idiot

#

im so confusefd

slow dirge
#

Ground... ground

balmy kettle
#

that's where you try using the tag Ground. now show me where you've defined it. you've shown ground, but that's not the same thing

violet inlet
#

how do i defined it bro im abt to punch a hole in my pc

balmy kettle
#

holy hell, how have you not figured out that the capitalization is wrong yet

violet inlet
#

no way im this stupid

granite lava
#

It's still not working

balmy kettle
#

you've manually added the relevant UI package(s) to both the manifest and packages-lock files, saved them, then reset the library?

granite lava
#

Yes, in the "manifest.json" I added one line and on the lock file I added this

"com.unity.modules.ui": { "version": "1.0.0", "depth": 0, "source": "builtin", "dependencies": {} },

But it already contained this I think
"com.unity.modules.ui": { "version": "1.0.0", "depth": 1, "source": "builtin", "dependencies": {} },

I tried both, none worked

balmy kettle
#

the ugui package?

granite lava
#

That one? I'll try it

balmy kettle
#

that's the actual ui package. the ui module contains things like the Canvas class that's directly in the UnityEngine namespace

granite lava
#

Well, it worked, I found it, now I'm getting 201 extra errors, but I DID find the UnityEngine.UI dll

#

They're all TMP related though, lol

balmy kettle
#

you probably need to reference that assembly too

granite lava
#

The errors are from the TMP scripts
I think I installed it wrong, I don't even remember how I installed TMP on the previous project, on this one I got the deprecated package from the manager

balmy kettle
#

TMP is now part of the UI package, and has been for a while.
are you sure the "old project" or whatever was on unity 6.1? it's sounding more like a project even older than unity 6

granite lava
#

Yes, I created it in August last year lol

#

Ah it's fixed

#

I yeeted the TMP package from the Packag manager

balmy kettle
#

like i said, TMP is part of the ugui package and has been since before the unity 6 release near the end of 2024

granite lava
#

Ah yes I vaguely remember Unity acquiring TMP or something
Though it seems that the new project didn't even have the 2D Sprite package
Granted I created it in an unusual way

#

These problems are a little bit weird, I don't know if I trust this project to not have cancer from now on, maybe I should just create a new one and just recreate everything, or mybe try copying the old project and just opening it with the new version, maybe Unity would not get cancer then

#

I had prefabs with Unlit materials, they're missing now

#

Ofc it's not a big deal, but feels kinda weird, what else got messed up in the proccess?

rotund valve
#

hey can anyone help me with my install of unity

#

there's some bug going on after I moved my install to the D drive

dusky forum
#

Normally you'd just provide info about the issue and random volunteers would provide suggestions.

rotund valve
#

I think its because I changed the install locations

#

so it doesnt work now

dusky forum
rotund valve
#

trying to get both 6.3 LTS and 2022.3.62 LTS to download

dusky forum
#

You need to explain and provide more information to get better help

rotund valve
#

give me a second I'll try and reinstall for a ss

dusky forum
rotund valve
#

im probably just gonna go reinstall it again tmrw

#

ill do a clean uninstall with revo

fathom mist
#

hi

supple arch
#

Has anyone managed to get unity to scale right on KDE plasma (wayland)

#

I've been messing around for like 3 days

#

And can't find anything that helps everything either makes it blurry too big or makes it unresponsive

gritty jewel
leaden dragon
#

Does anyone know how I can add sprites on top of the player?

#

for example, whenever the player collects an object, it moves on top of his head, and if he collects more items, they stack up on top of each other etc

#

idk what this concept is called or how it could work, any ideas?

#

like this

charred fog
#

Sorting layers on the renderer, also order in the same sorting layer and sorting groups.

leaden dragon
#

so the concept is known as sorting layers?

storm patio
#

no, but they'd help

#

i don't think there's really a specific term for what you're describing

leaden dragon
#

thing is when i try to make something i usually have like a reference, I have 0 ideas on how i could repliacate this unless id manually draw the sprite which is not ideal in the slightest

storm patio
#

but yes you'd use layering to achieve the desired.. layering, with sorting layers and sorting orders and sorting axes

storm patio
leaden dragon
#

what if i tracked the items i collect, then set a spawnpoint ontop of the players head for the items, the more items id collect the higher the objects i collect would spawn so it looks like theyre stacked on top of eachother

#

wouldnt that also work

storm patio
#

sure? that would be having multiple sprites

#

ah, i shouldve been more specific

storm patio
leaden dragon
#

ah alright

#

but lets say i have an array of items, how do i track down which is which so I know which ones stack on top of eachother in the order i collected them in?

#

thats the first problem

storm patio
#

arrays are inherently ordered

#

though you probably wouldn't want to use an array for that, more likely a list or a stack

leaden dragon
#

fair enough

#

this is all kinda playing with my head lmao, i havent done unity in so long

storm patio
#

gotta break it down into smaller steps/tasks, and write down or draw or diagram your thoughts instead of trying to keep it all in your head

leaden dragon
#

very true

crude sluice
#

Does anyone know when will publish to unity play option be available?

storm patio
#

gotta also consider physical movement, if you want that, like the hot dogs in undertale. not sure if deltarune has that, so not sure if you're going for that