#💻┃unity-talk
1 messages · Page 60 of 1
so you'd want a kind of force pulling towards that position then
a single Move call would move within a fixedupdate
thats what i did
you're still making it move to the position within a single fixed update
do you want it to teleport to your hand every physics tick?
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.
what wrong with calling it in fixed update.
that's the not the issue, the issue is how you're moving it, withMove, 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)
That's a lot of fps. 99999 > 10
im not an expert like at all but have you tried addforce? ive never had issues with addforce on rbs
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.
15-10
funny
ok let me try
didnt work either.
plus i am getting lighting issues out of nowhere
What is Unity Ai and how it works in the editor or on the web can anyone explain
wdym, AI Navigation?
cuz there is something called the AI package in the Unity Registry
how do i change the target spline in a splineanimate component through code?
Unity AI is (or was?) called 'Muse' .. it's their generative AI
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
see #📢┃announcements about AI its not muse i think its a new AI for unity related tasks
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.
Select the camera object and look at it in the scene view, you can see the pivot and the frustrum. The pivot is in the middle of the frustrum near plane
Thx gonna try
Does any of you guys know how to solve this issue for Unity 4.6.5 ? I simply can´t get past it, as I click ok, it just closes
I downloaded it from this official link : https://discussions.unity.com/t/early-unity-versions-downloads/927331
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.
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...
where is ban appeal server ??
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?
You probably want to use sorting layers to ensure layering is consistent instead.
E.g foreground, player, background
But inside one layer I want the objects to be sorted along Y, so this does not change much of the problem unfortunately.
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.
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
An invisible cylinder collider surrounding the base object. Use that cylinder for collisions and calculate force by distance to central line of cylinder
the what
i want the interactable object to move approximately in front of the arm
wut
to me this sounds like an x and y problem
ok that cylinder would be parented to the arm? how is it any different?
I have no idea what the end goal of any of this is. I was offering suggestions but the problem has been poorly defined
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
oh wait its here
something like gravity gun
okay so you want to recreate something that works like the gravity gun from half life 2?
thats the starting point here?
Thank you. I didn't think of the Sorting Group component. I think thats what you meant 😄
yes but its a robot arm and using electromagnets to pull. and instead of object staying in front of the gun it should stay in front of the robotic fist
No, it's not what I meant 🙂
so break your problem down into sizeable chunks...
a. you need some kind of target acquisition system
b. a pull system that would let you attract objects to players control
c. a hold, that lets you keep the object suspended in front of the player.
Adding an empty sprite renderer did nothing. Not sure what you meant then haha. But it seems works so I won't complain haha
what part here are you stuck on
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
i have an acquisition system ready it sends a ray cast on pressing e in the direction of camera's transform.forward. i am stuck in trying to make the pull.
you could do something like
force = normalize(anchorPoint - objectPosition) * gravityGunStrength
you would then apply this force on the target object
maybe with an optional strength variable as well
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
the anchor point being whatever point you want the object to go to i.e the end of the gun
i already tried it
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
and what happened
what's the actual bad behavior occuring
where is it breaking
also either that code or those comments are very obviously ai generated 🧐
Anyone have any ideas on this
this is happening
good observation.
yeah well good luck, im here to help people not clean up broken ai generated code for them:)
magnet seems not strong enough to lift it
people can write broken code too
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
i just needed help i thought ai would help me but it did not
ai just glazes me on this lol, that's why I came here. To get real feedback lol
do singletons survive scene changes?
so increasing the force is the next option?
Depends how you've coded it
If you've added the DDOL, yes, if you haven't, no.
if they are marked with "dontdestroyonload" then yes
yeah
also this is an obvious one but they have to exist in the scene as well they cant be like static only
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
does the gameobject have that tag
yeah
It does find it on the first scene, but doesn't on an exact copy of the same scene
No clue why
Is that object active in the scene when this code runs?
yep
my guess is race condition
Yeah I think so too, I could try this with Awake
non-deterministic/asynchronous initialization is kinda a pain lol
i lack knowledge in physics and mathematics for serious game dev. i tried to fill that gap with ai. but now i have realized its all useless. i feel like giving up what i do.
are you doing multi-scene loading?
Or are the hud and player object in each scene?
unity is stuck after i made a code change while playing the game
with exception to quaternions, the physics required for game dev is very learnable
I've taken several college level physics classes and still don't understand quaternions
Each scene has a hud and player object
not sure if this is the best practice but
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
yeah unless you initialize either one later
Yeah I could do that, just thought it was the same thing except a bit safer
i mean i would still keep this as a back up
i remember reading about gimbal lock
assign it manually but in case you dont have it try and find it on its own
Would it be better if I made the HUDs (basically anything UI) and the Player survive a scene change/reload?
Kind of making them all singletons
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.
assigning in the inspector is safer and "better", yes
Alright thank you all for the help
I've been calling it multiscene loading, but the correct term is 'additive' - if you're not aware of it and need to google
alternatively just make a load scene and tag your objects that you want to move to other scenes with
https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html
I wouldn't rush to add this sort of complexity until you have a reason for it.
the additive loading is alternative to the DDOL..
I feel like additive is more proper than DDOL ;p
DDOL was already spoken of earlier
oh I missed that my bad
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.
!vs
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)
@swift dragon ☝️
that should get it working
alr thank u
right now, VS doesn't understand that your code is part of a C# assembly
Hi
What’s the question?
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
What’s lol man 😂
<@&502884371011731486>
does unity have a check out check in system like unreal does?
this isn't the sort of server where you're likely to get that - you're best bet is to form a specific, and clear, question and ask in #🏃┃animation - see the below bot msg for help on asking
!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.
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:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
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you mean version control?
yeah, im just using git rn but it doesnt seem to have the same file lock system that unreal does
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)
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?
if I want to use the unity AI, MUST I have a company? or be part of a company?
@aitorbrine muted
Reason: Sending too many attachments.
Duration: 29 minutes and 40 seconds
The bots are out in full force today. Does some scam farm have a quota they gotta fill by end of day or what
Hey all,
I'm facing some problems in which I don't understand what is wrong. I have all the info here in the question.
https://discussions.unity.com/t/why-does-adding-wheel-collars-make-the-car-flip/1703872
Interestingly it says they'll announce pricing when Unity 6.2 is out...
Isn't 6.3 the latest version already?
ye
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
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.
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
anyone using unity on cachyos/arch linux? I can't make children or prefabs.
Thanks
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?
Yo how do i get the Android thing on openxr
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.
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?
#1390346776804069396 for lighting questions
My current system does a one-time load of ScriptableObjects into a dictionary in a Singleton that allows them to be referenced by string id. I'm using it for example in a WorldTile class that represents a data layer of a tile on a tilemap. When the user calls Tile.Break() for example it will spawn Items based on a LootTable.
also yes your only option here would be to change the layers and adjust all the lights
unitys rendering layer system is inclusion only
That's definitely a good way to go about it. Better than Resources but a bit more complicated so I wasn't quite wanting to suggest it, but if that's what you're already doing, keep doing that.
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
Yeah, I think ultimately centralizing where possible makes things a bit easier for multiplayer purposes as well.
Ah, thanks, I didn't realize I didn't have all the channels in my channel list
If I use a gameinitiator and load singletons one by one, is this a good idea?
*Objects from which some are singletons
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
Though in some situations it’s not strictly better as it requires a live singleton vs. resources stuff could potentially be done in any scene/ regardless of scene
Everything has tradeoffs
The most important part is to pick a system that makes sense to you
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?
shi sry
thats not how an area light works
youre thinking of a spot light
OHHH right I forgot
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
I'll try adding a light 3d model, it might kinda hide it
spot lights don't look well here..
hello, is this normal? i simply just clicked my mouse and then it started doing this. please help
hey could someoen PLEASE explain how i apply this effect in my scene, ive been thinking for like half an hour and dont get it https://assetstore.unity.com/packages/vfx/shaders/simple-fake-volume-fog-299560#reviews
wait i think i MIGHT have figured it out but i gtg
theres a documentation folder in the asset
It was useless
Why
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
what does your profiler say
SoundManager.LoadFMODSound = 274 ms
Just not sure the right way to get around that. Thought having the asset in the scene did it
are you using fmod banks?
for stuff like music or any "long" sounds ideally you would be streaming them rather than loading them all at once
I mean I just did clip = source, and Play() lol
Is that a compression format or a diff audio component?
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
what's the error coming from, and what's it trying to request?
How can I fix this, my character keep bumping onto this invinsible wall
This is my code btw
📃 Large Code Blocks
Use links to services like:
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📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
share your code properly please
im not really sure... i opened the project and its just empty, even though theres supposed to be things in here
Try this instead. Should solve your problems.
this invinsible wall
well, check if there's an invisible wall there in the scene view.
if you want to show something, use a screenshot or a screen recording, not a video of a screen
you haven't opened a scene
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
what even...
@cold folio share your code properly, there are instructions in the bot message
though honestly, it's probably not the cause
it's probably this, or maybe a lip of a collider. if you're using a tilemap collider, make sure to use a composite collider as well
Alright
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
shader questions would go in #1390346776804069396, they'd be able to help
''' 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);
}
} '''
sorry im just getting back to unity again and trying to get used to it
ill ask there ty
i feel like a dum dum 😭
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?
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
Thats still not the correct way to share code.
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
yeah, i was thinking license in the sense of medical license 😅
@cold folio check this.
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.
use three backticks: ` the symbol on your ~ key
#📲┃ui-ux but looks like you should split the UI into separate canvases. So BattleUI should be a canvas instead of a UI element
Will do.
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
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 😄
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
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
Yeah, my whole structure just didn't have that in mind.
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.
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
Yeah. I can also guess it would be less performance heavy giving it a niche purpose if for example you wanted a constant screensize for your game. And a small performance boost
Which i didn't so i should've known this would be a problem. I just had the wrong structure for the wrong idea.
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?
theres no collab postings here, you can share any current projects in progress in #🏆┃daily-win or #1180170818983051344
Oh, okay, of course, thanks. I'll try. I'm open to conversations. Are there any interesting projects going on right now?
this server has no off topic
that's also not what the server is for
this is a help and assistance server
!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**
if you want to see projects look in #1180170818983051344 but it’s not for collabing or inserting yourself
#🤝┃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)
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
If youre actively working on any unity projects you can share them individually in #1180170818983051344
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
ok got it
default font doesn't have ellipsis????
is it at all practical to actually resolve merge conflicts in unity files?
Unity has a YAML merge tool but i never got it to work well
Usually I try to use lots of prefabs in scenes (and large prefabs) to reduce the chances of merge conflicts you cant resolve with loosing data
is it open source?
or is it part of their unity source control stuff that oyu need a license for?
its an executable already included with the editor install
I think they have a doc page that somewhat talks about it
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
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)
anyone uses websockets for multiplayer? i guess it is way easier to use for a small game
you can but for unity - unity much better solutions exist
there was nothing abiut how to apply the effect
I'm dumb, it was my own code.
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
I have some procedurally generated meshes. I converted them to FBXes, and tried to bake my scene, but that results in some artifacts after baking. How would I tackle this? These meshes don't have UVs.
I saw this, https://docs.unity3d.com/6000.3/Documentation/Manual/troubleshooting-lightmapping-artifacts.html
on which I tried auto generating lightmap UVs from model import settings, but Unity seems to just...crash after that
If using something like source tree it produces a backup copy I think i forget, the names should kinda tell you what they are.
Could be the mesh data is invalid somewhere meaning it causes the crash during uv generation. I forget if there is an import option to remove invalid data.
You can also try importing and re exporting the model in 3d software to fix the file (e.g blender)
also fyi unity has glb/gltf support via the glfast package
The fbx was opened and cleaned in blender. I don't htink there's an option to clean invalid data, it just does that automatically
I know, but not sure how that would help?
said incase you bothered to convert from it to fbx
nah i dont mean blender does, we can expect 3d software to be more robust in importing bad data and once in it should then export fine
Got it. well...its exported from blender, and still fails 🥲
Even tried via Unwrapping.GenerateSecondaryUVSet(mesh);
you can also just make lightmapping uvs in blender in uv1 (second uv channel) and export the model
Ive had some fbx models crash unity when using this option too but i forget what we ended up doing
I guess ill try that
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 ?
Make sure they're set up as sprites instead of textures, and sprite mode is set to single instead of multiple
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
Time to debug your code.
A tool for sharing your source code with the world!
nvm i fixed it
i fat fingered and had an extra - somewhere
I went to import a asset and saw is anyone able to tell me what it means?
It means you will need to wait until compilation is finished to perform that action
Do you have any errors
It compiled Sorry And no i dont have errors
Hi there, does anyone know if a quad can be cut in pieces using non-intersecting lines?
Maybe with voronoi diagram algorithm?
Ill investigate it, thx
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
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
It seems like it's disabled in 2d mode, but you can switch to 3d mode without creating a new project:
https://docs.unity3d.com/6000.3/Documentation/Manual/2DAnd3DModeSettings.html
Up to you. 🤷♂️
<@&502884371011731486>
?softban 866643581757685773 bot spam
ashik0557 was softbanned.
lmao
yo
How do I make my game builds support low end devices?
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
Unity server jumpscare
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
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
there is ~15% border space that i'd like to feel/test, so its not possible ?
I don't think it's possible. Would need to make a build.
welp, thanks
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
huh, didn't realize you could do that with the sprite editor. what if you close it and reopen it from the player sprite?
not working, whenever i reopen or stop playing unity, it always open the same project window and selecting random tileset sprite >:
have you tried restarting unity?
okay i fixed it: reopen the tile palette tab
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
is it within the bounds of your canvas
if you are unsure, then show the hierarchy and scene view with the canvas selected and gizmos enabled
Okay
well from this too-cropped screenshot, it looks like it's in the very bottom left of the canvas
the canvas appears to be really large and fixed in place
yes, because that is how a screen space overlay canvas works. again, documentation in #📲┃ui-ux
thank you
Okay, I understand now. I was able to get my message onto the screen. Thank you!
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?
right, the component will act as if it is disabled until the gameobject is set active
oh thanks!
why newtonsoft json not working with webGL build it is giving me this error
also if i use JsonUtility by unity it cannot serialize dictionary or sub classes
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?
I think both have the same target platform coverage. The difference is more in flexibility you get when mapping / configuring input during development VS the more boilerplate / less direct workflow you get as the developer with the input system
You should not use the old input system.
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.
Nobody uses Azerty keyboards
What's the population of France?
any idea if there is a fix for these boxes in editor text?
Unity 6's editor bugs are driving me insane lol
hi
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)
Sounds solid yeah
You might want the level scene as the active one for reasons im forgetting
hey, is this the unity lightning bug or is it my project bug as i place 2 spot lightnings with the same settings is what i wanted to achieve. On one light object it works fine but when i put 2 light sources this happend:
any ideas?
if you're doing this for the money, then you're unlikely to make any money
yo where can i get help with my code
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.
thanks
i have no job so i want to learn gamemaking so i can make money
im using chatgpt for learning
well,good luck
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?
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
and ask in #💻┃code-beginner
hwo much time will i ttake to learn c#
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.
If you need money you picked the worst profession
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 :)
(so instantiated root objects go in the level)
Mhm yeah thats one
I wanna say there’s some skybox related things too right
rendersettings access and maybe some hdrp stuff?
not sure about that, i only do 2d
homies dimensional maxxing
gonna skip 3d and go straight to 4d soon
whats the best way to model a map
my game will be unique it will be rts game and also i wil make a complex multichoice real life resembling isometric view
Yes im sure most of those 60% thought the same thing about their game.
can i see ur game
Probuilder and external modeling tools
I post semi frequently in #🏆┃daily-win
Does probuilder accept external meshes? I thought it was just a fixed cube that you could reshape
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
I mean guess that's fair, i've never used probuilder (since i do 2d) but assume you meant from there
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
Continue with the other courses on Unity Learn
If that seems like fun to you, then yes.
Experimenting is a good way to learn
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?
That's not Unity
its visual scripts to script in unity
What does that mean
Unity is not Raylib
🙂
I will finish other courses too, even full game courses
What's broken about it?
Someone told me that it's best way to learn how to make games
DrawImage
What about it
Have you read the error
yh bit of complicated
Nobody here is a mind reading wizard
Or at least the ones that are can't do it over discord
Don't feed the troll...
This is a unity server
I agree.
dont you build games in unity
Not with rust no.
Yeah and when I do I read my error messages
lol
No good can come from that
what do yall build then?
Im currently plastering a wall
meh
what should in make better
Yourself
Hey everyone
yo are you good with scripting?
Don't ping people you're not already in conversation with
i did not ping ppl
Yes
What type of conversation
What type of any detail
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
This person is a troll and you would do your best to ignore them
What piece of shit is that
lol
They're trying to rope more people in to their nonsense after we all got wise and stopped responding
Ooh so that
I see with code
what am i doing wrong
Tell me which language you use in scriptinh
Which tool's
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.
ask for help with Raylib on the raylib discord server.
does that exist
yes. It is quite clearly displayed and easy to find on the raylib site.
Thank you!
thank you someone that is nice and doesnt call me a troll
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
can make a custom atlas with some boldening
Use TMP’s Extra Padding\
So it is only time waste
ideally without messing with fonts because I'm anticipating changing them
how?
why are yall so harsh
just asking a question
dam
You didn't know about it if problem solve the struggle is useless
if i cant understand something yall make a whole promble out of it
probably need to edit the shader then if what you're looking for isn't there
what is that for? I tried reading up on it but it doesn't make much sense to me
I see - do you know if all TMP fonts use the same shader?
there's a few different variations
oh...
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
I haven't played around with UI toolkit yet but I might have a look if I don't figure something out
Hey I'm looking on some guidance/help with gameplay planning, is there any proper channels for that?
Not unity specific, just game design
for game design questions you should make a thread here in this channel
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?
a thread.
Don't think I've ever seen a thread in any unity channel tbh
check the description of this channel.
#1390346827005431951, #1390346776804069396, etc have plenty
the non-forum channels also have some from time to time
always seeing threads in the chans when I hover
Oh okay, how do i read channel descriptions?
you can click the description to see the full text
Oh nm I got it 🙂
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
So you want someone's account you can pass off as your own or what?
I'm gonna get yelled at, but ChatGpt is great for factual/tangible things like that, just make sure to google it's results to make sure they're 100% accurate
I just tried and it gave a bunch of really good ones
No, like just as a source. We have to give some sources of social media accounts in a particular field we're writing about. But I don't go on any of those platforms
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
This isn't the place for advertisements. Make a post in #1179447338188673034 or #1080140002849214464
Does Youtube count? Tim Cain’s channel is amazing.
Thanks I'll check it out
why is Paint texture doing this?
im painting in grass and its painting these big white boxes
what
Show the terrain layer and the import settings for the textures it uses
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.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
here's terrain layers, not sure where to find import settings sorry
Which Unity version is this?
6.3
click on the texture, look at the inspector == import settings
I think it’s a bug in the terrain splat shader. Aka, Unity’s fault.
Winrawr
this is a help channel
Idfk anything about unity and im tryna figure out how to use it
So if you have a question ask one instead of posting nonsense
then actually ask.
instead of doing "random equals funny" in a server with no offtopic
sorry i am not seeing that, are you talking about the inspector info at the top?
you have not selected the texture
the texture being, the actual image file in Project Window
This what im looking for?
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);
}
}
If you're using Cinemachine you're not going to be modifying values of the actual Camera.
That's the whole point of Cinemachine
You modify fields on the virtual cameras and they handle messing with the actual camera
the player needs to be able to control the camera with the scroll wheel
I don't know how that changes anything I've just said
I can see that's what the code's doing
i'm quite new to coding by the way i'm not trying to be awkward
Cinemachine modifies the camera values.
Not your code
Your code should be modifying the virtual camera
also when i type using Cinemachine; it doesn't recognise the command for some reason
idk if it changed it's name
you can look at the documentation to see what namespace the types you are using are in
where would i see that? (please have patience im sorry)
see what? the documentation, or where it lists the namespace?
the documentation
Is your project using Assembly Definitions?
If so, you will need to add the Cinemachine asmdef to whichever one this script belongs to
it's important to note that the namespace has changed in cm 3.0
you typically google it
for most things
sometimes theres a pdf in the project files
Ah, has it? I guess my project's still on 2.x
yeah, it's now more uniform with other unity packages by starting with Unity.
AH!!! This helped
I typed using Unity.Cinemachine; and it worked
also brb
instead of just guessing based on comments not directed towards you, try reading the documentation
rtfm
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
read the friendly manual
Links all kept going back to 2.x
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
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
Most of what Ive learned from unity was from google search
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
which tends to return quicker than people on a discord

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
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
Hi
I think that's the SSGI screwing you 😅
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.
I dont know but i to trust you
You can do it bro
What
The problem is that the scene did not boot like the intended scene
but rather it's just a bunch of blocks
doesnt look like a bunch of blocks to me
Never mind it fixed
I was wondering what this lock icon does in unity just notice that?
Locks the inspector
what that means?
means if you click on another asset in your scene or project it wont change the inspector
"if you click on another asset in your scene or project it wont change the inspector"
asset which asset?
lets say you click on asset number 1
in project?
it opens the inspector for that asset
in project window
scene objects or assets, yes
the inspector displays the properties of whatever is currently selected
well, yes, because you didn't do anything after locking it
you just unlocked it immediately
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
lock it and select another object
What's the proper way to size them?
Your PPU -- pixels-per-unit -- value is probably incorect
this is a property of the texture importer
okay so when i replace my "Camera" keyword with "CinemachineCamera" the script no longer recognizes orthographicSize... what wound i replace this with??
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
you'll want to configure this on the individual texture assets that the sprites are being imported from
anyone else having issues with LiberationSans font randomly deciding it doesn't have ellipsis, so your TMP overflow mode changes to Truncate automatically?
Perfect, thankyou
this contains the relevant properties
Ray tracing it is I guess
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
When importing a map into a unity some of the walls become transparent. Can you help me?
how are you doing this?
are you importing a model file (e.g. an FBX)?
by doing open scane
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
how should i do
if so, the model has the faces pointing the wrong way
I have a good map, in fact.
Do I need to receive it as a JSON file?
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
secret laboratory, you mean?
yep
this server doesn't support game modding; you're going to want to find a community that knows how SCP:SL modding works
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
you would have to show the code inside the script
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?
try it and see
@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.
I would recommend to start simple when starting Game Dev & Programming. I can now say that I want to create the next GTA game for example that isn't realistic. Not sure how you think of it but yes I would recommend starting simple
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
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
no i get that but like im trying to complete the course and then i just slowly want to work on things so i want to start with a box that you can open and close, and with a cam that moves when you walk
you should not start off with your current idea
even after you finish the intro courses
alright so just work on it and ideas will come in the process.
with what should i start?
something a lot smaller
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
By the way, I have never created PCG but I have heard it's really hard concept. Have you ever tried guys?
has anyone received emails from unity regarding licensing?
This isn't Unity related. You should find a PC support server.
Idk any, hence why I came here
nope, that's why we don't have, #🥽┃virtual-reality
a lot of people do yes
do you need help with something regarding vr?
Unity is probably the most used engine for VR..?
Yes
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?
write in full sentences, and ask a specific question in #🥽┃virtual-reality
oh, that question has nothing to do with VR
It's a VR game
But idrk I'm VERY new to unity
not relevant to the problem, the VR bit of it can be removed and the problem would still persist
Ok I asked the question in VR channel
!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
read the last point ☝️
Ok bro I posted it in "VR" already 😭
well, that wasn't the point I was making, so anyway ... good luck..
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
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 🥹
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
a game idea is a seed. You can only really see what happenes when you grow it
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
hi guys: does anyone know how to get rid of this?
hello, nerds.
WHAT IS |-5 + 12|? THESE ARE ABSOLUTE VALUES!
Bot
Somewhere in the settings. Ai auto complete or something.
57 trillion
in VSCode, this was called "Intellicode"
iirc
Is this a Unity question
what.
no its a math question
This is the Unity server
i was curious if people are dumb, so i asked a few people that question and 2 servers got it wrong
I assumed this server would it it right since, yk.
There's no off-topic channel here
darn
I textured my model in Blender, but in Unity the textures show up as gray circles. What do I do?
you're probably referring to the materials here
how do I make my textures show on unity
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
I had the textures + model in the fbx file
are the textures actually embedded into the FBX?
I exported the entire thing in blender as whole
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)
im not sure I followed a 11 year old tutorial to even get to this point
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)
thx, it was in vscode settings called parameter hints
somone had said to drag the images but I cant get the textures onto them
spanish noticed
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
got it thanks man
hey i got a problem with my game while building it, can someone help?
explain your problem
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
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
here is it i guess
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
yeah
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
Having a material in Resources or used in a scene is the easiest way to correct missing shader variants
The HauntedPSX docs might have some suggestions here
been a hot minute since I used it
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
Unity should log in builds when shaders are missing so you can confirm this
i used development build thing and it didnt log anything related to shaders
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
This is the second person who asked about this kind of game.
It's 3D probably, and hard.
never heard of 2.5D?
3D rendering, 2D gameplay
Awe ok I see alot of people talk about how they hate the game is P2W so I was thinking about making a game similar but F2P
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.
These games can't be free to play, because you would be burning money running them.
well, it is a free to play game
Well could there be a way to make it so other players don't get so strong right away but still be able to buy stuff?
I assume they mean no mtx
thats up to your design, ofc its possible
Sure, make the things you buy have nothing to do with how "good" you are at the game.
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
nobody will care
Alot of People care actually
these games are played because the money they make can be spent on ads that will drown your free'ish game
I been playing ROK for 7 years now and most of there community hates that it's such a P2W game now
Ok
these games are addictive
Back to the drawing board then
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.
We're working on a PC game now actually
Hello
guys should I use 6.2 with ML Agents? or should I get 6.3 (which I supose is the LTS)
my box collider keeps getting pushed down when i press play
is it that or is your sprite getting pushed up
how do i check?
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
yeah i'm on pivot mode, when i press play the spite is getting moved up, do you want a sc?
sure
why's the offset ever-so-slightly off lmao
it's just to fit it to the sprite
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
yeah thanks, it was set to bottom not center
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
try a library reset
By deleting the folder? Did that, still not working
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
you are likely missing assemblies as it says if you didn't also include the packages dir
Are you using assembly definitions in your project? This error is clearly from your project scripts, so it's unlikely to be an engine issue.
yes
So you need to set up your assembly definitions correctly.
your asmdef needs to reference the UnityEngine.UI assembly
https://docs.unity3d.com/6000.3/Documentation/Manual/assembly-definitions-referencing.html
Hmm, I just opened my project backup on 6000.1 and there's no reference to the UnityEngine.UI on the assembly reference
There's no UnityEngine.UI folder on my packages folder, on the new project that is
There is a folder on the old project
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
I tried disabling it to install again but the button in the package manager got greyed out and it says I can't disable it, so I guess it's still installed
then you have your answer
wdym? I take it it's still installed
I'm not referencing it on my old project though and it's still working
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
But I can't find it
show what you see when you try to add the reference
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
Can you take a screenshot of the whole inspector?
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
Or maybe even the whole editor so that we see what file it is.
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🙏
Reset the Libraby again, still nothing
you can disregard the DontDestroyOnLoad scene, that's normal. the error is pretty self explanatory though
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.
the gravity on the rigidbody2d stops working when i put in the player script
you need to fix the error
Just deleting the folder and opening the project again? Yes
check your package manifest file to make sure it's actually listed in there
and the packages lock file too
It's not there
It is on the old project though
i dont understand the error. it says the tag "ground" is not defined
you're showing me the tag ground. show me where you've defined the tag Ground
Ground... ground
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
how do i defined it bro im abt to punch a hole in my pc
holy hell, how have you not figured out that the capitalization is wrong yet
no way im this stupid
i love you
no homo
It's still not working
you've manually added the relevant UI package(s) to both the manifest and packages-lock files, saved them, then reset the library?
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
the ugui package?
That one? I'll try it
that's the actual ui package. the ui module contains things like the Canvas class that's directly in the UnityEngine namespace
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
you probably need to reference that assembly too
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
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
Yes, I created it in August last year lol
Ah it's fixed
I yeeted the TMP package from the Packag manager
like i said, TMP is part of the ugui package and has been since before the unity 6 release near the end of 2024
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?
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
Normally you'd just provide info about the issue and random volunteers would provide suggestions.
What do you mean by it doesn't work?
Are you getting some console error?
Unable to install Editors?
Editors not launching?
Or something else?
unable to install editors
trying to get both 6.3 LTS and 2022.3.62 LTS to download
What happens when you try to download the Editor?
You need to explain and provide more information to get better help
Have you tried Googling the error?
Google gave me this but you should look at multiple sources just in case: https://discussions.unity.com/t/i-have-a-problem-download-failed-eperm-error/297263/3
im probably just gonna go reinstall it again tmrw
ill do a clean uninstall with revo
hi
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
Unity moment 
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
Sorting layers on the renderer, also order in the same sorting layer and sorting groups.
so the concept is known as sorting layers?
no, but they'd help
i don't think there's really a specific term for what you're describing
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
yeah exactly
but yes you'd use layering to achieve the desired.. layering, with sorting layers and sorting orders and sorting axes
what, the aspect of having multiple sprites stacked on the player? you'd achieve that by just having multiple sprites
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
replace "sprite" with "object" here
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
arrays are inherently ordered
though you probably wouldn't want to use an array for that, more likely a list or a stack
fair enough
this is all kinda playing with my head lmao, i havent done unity in so long
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
very true
Does anyone know when will publish to unity play option be available?
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
