#💻┃unity-talk

1 messages · Page 62 of 1

inland river
#

but nobody has copied that really yet. neither UE nor Unity... i would expect its way complicated

#

however UE is making an effort to give motion matching and reactive animations to everybody

rancid whale
#

"corrected my ambitions" is a bar 🗿 good one. Might be just what I need to hear lol

rancid whale
inland river
#

for personal projects elden ring is still way off 😄

#

the promise of UE is even more a lie than the promise in Unity that making a game is as easy as the demos make it appear

rancid whale
#

If I were to chase that RDR, GTA Euphoria, Assassin's Creed type of motion. What would you recommend me to learn?

#

Or would you recommend me to buy a MoCap suit. Lol

inland river
#

idk, i haven't looked deeper into that stuff, but if i had to guess, the future is some form of machine-learning

rancid whale
#

I know a lot of games just have great math behind the motion, and the animations "try their best" to match what's happening.

#

Maybe that's a more effective approach. I don't know.

inland river
#

well, the "handcrafted" approach is pretty much dead for anything beyond basics

#

just because the effort is too great vs the funding available

rancid whale
#

The whole "fully driven by the animation's root motion" thing is a little strange. But it just, has that feel to it

inland river
rancid whale
#

Oh is that how it is there? I just meant in my project here. I'm just using the animations that come with MxM lol

inland river
#

elden ring is not root motion, it just looks that way because the procedural motion uses the animation as one of many data sources to plot the actual character movement.

rancid whale
#

Even using Springs, Curves, etc I couldn't achieve that Root Motion kind of feeling

#

Yes, actually I tried reading animator.deltaPosition and like, smoothening that out but blending with raw stick input too

inland river
#

imo the root motion toggle in unity makes the concept look more like a binary choice than it really is in practice

rancid whale
#

Yeah of course. I quickly realized OnAnimatorMove is the only way to go, that checkbox is practically worthless 😅

inland river
#

btw, if i had to make a complex character controller for a commercial project on a deadline, i'd go for animancer next time around. All other options are too risky.

#

for a normal complexity controller, i'd go with builtin unity tools as much as possible until they become a risk. But the 'standard' they provide is quite valuable.

rancid whale
inland river
#

it doesn't do anything impressive

#

it just plays and blends regular animations

rancid whale
#

I felt that everything I did in an Animator Controller was super reliable,
but that whole bloated process to simply "play an animation starting at a certain time" really irks me

inland river
#

but the whole armature setup need doesn't go away

#

you still drive an animator with it

#

but you at least don't have to do it visually in a state machine, you can apply any model, and even build something thats more like motion matching

rancid whale
#

I wonder if it's possible to set up all that "float parameter Cycle Offset" thing in code 🤔

inland river
#

animancer makes everything code-first, so its likely your cycle offset problem can be solved there.

carmine rose
#

does anyone know why it always takes so long to reload domain after it compiles my scripts

inland river
#
  • restart your editor
  • avoid doing work in OnValidate()
  • avoid inefficient init on custom inspectors
  • avoid heavy automated processing of assets on reload
  • avoid memory leaks
  • avoid proliferation of static fields, especially on generic types
  • disable domain reload
rancid whale
inland river
copper gust
inland river
#

it also has a much better UX for animation events btw.

inland river
rancid whale
#

Thank you so much, this was invaluable, truly 🙏
I've been struggling for like a year trying to achieve realistic character motion

#

Well I learned a lot of other things too, but. This seems to be the most difficult challenge

inland river
carmine rose
slender robin
#

how can i change the project window view to different layout that shows preview too?

copper gust
#

Slider bottom right

slender robin
rancid whale
#

Dude you were right.
I kept thinking about what you said, and realized,
In my code I was sometimes putting values above 1.0f or below 0.0f into SetInputWeight oof

sour olive
#

does anyone know how to use realtime csg

tall hearth
granite lava
#

Resource.Load<T>() works on built projects, right?

split vine
#

Hallo, spricht hier jemand Deutsch?

storm patio
storm patio
lethal plume
#

Welp I just realized that the $55 I spent on Bakery years ago wont work with my new gpu (AMD). is there an alternative??? or way to make bakery work with amd gpus?

slow dirge
lethal plume
copper gust
#

Pray for a refund

#

If you could get it to work I’d imagine they would support it

sly lake
plain dagger
#

In current year we probably dont want to rely on nvidia only

gusty abyss
#

Good morning everyone

vivid stag
#

Hi

storm patio
vivid stag
#

Then what is?atwhatcost

storm patio
#

if you want to find a social space, you can seek that out yourself

#

there's no social space in this server, it's focused on support/help

copper gust
worldly cave
#

This channel isnt a general chat either

charred fog
#

Do you have a question?

plain dagger
copper gust
#

Decent baking solutions for Unity

sly lake
#

OpenCL is terrible and basically abandoned

#

ROCm is the AMD counterpart to CUDA. Though nowadays you could probably just use DXR through Unity directly.

flat breach
#

hi, why do all the timelines I make don't work? Everytime I add an initial position and a second position at 1seconds, it immediately gets to the 1 seconds and all the positions are also messed up, when I move a gameobject and then check back its position, he's disappeared and is far away from its previous position, it's kinda hard to explain but I could make a video

plain dagger
#

Hmm so its double effort to support AMD? That sucks 😞

near adder
#

Does it usally take long for apk files to complie in Unity?

#

and how do you change the hand in defualt vr template?

pastel bough
#

Can someone tell me why suddenly unity editor freezes when loading dae model file?

sly lake
#

How big is the file?

pastel bough
#

It happened yesterday unexpectedly

sly lake
#

Could toss it in Blender to convert to FBX

near adder
#

How do you changer the hands in the defualt vr template?

boreal river
#

Hey, guys! You know when I build my project files entering my game I see at the top of the screen some red lines displaying not big ones but ye I cannot understand

#

and not always at dark places when I move my camera

pastel bough
boreal river
#

No I cant you wont see it but its let me check maybe there are some examples

#

Probably it has to do with my monitor bro

pastel bough
#

any way i can get unity editor to not have issue with loading dae?

boreal river
#

I see it not only inside but outside as well

near wigeon
pastel bough
#

modding is set aside

near wigeon
#

but you said it yourself you cannot use the Common format FBX because of modding

pastel bough
#

yeah

near wigeon
#

the easy solution minus the modding part is just using the common FBX

#

if you're unable to, that goes into modding talk because you cannot use a common solution due to modding

elfin field
#

hi i want to making 2d pixel room game(?)

#

and sorry for my english, i know how really bad

elfin field
#

i do eveything

#

and i ask every ai

potent geyser
#

If AI can't solve it, you've discovered something impossible to do.

elfin field
#

idk

#

this game present for my friend

#

and my first game

potent geyser
#

But AI can't solve it

elfin field
potent geyser
#

Anyway, you should show how you've set up your collisions. Nobody can help otherwise.

elfin field
#

My goal is to make music play when someone clicks on the radio, but I haven't been able to figure out the clicking part yet

rancid helm
#

can i make a hole on a terrain?

near wigeon
# elfin field

OnMouseDown will not work if you're on the new input system

#

Note: New projects created with this version of Unity are pre-configured to use a version of the Input System that doesn't support this callback. To support this callback in your project, change the Active Input Handling setting in Player settings to either Both or Input Manager (Old). Using the old Input Manager alone is not recommended for new projects. For more information, refer to Input.

elfin field
near wigeon
#

it means exactly what I sent

elfin field
plain dagger
elfin field
#

thank youu

slender robin
#

hey so i wanna do testing with unity on my android phone and after enabling dev options and installed unity remote, it doesnt show on the phone and it has this on log. im on mac, does anyone knows the fix? if so how can i fix, thanks.

Unauthorized device detected, Id: ..., please add debug authorization and reconnect.
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
vivid cedar
slender robin
vivid cedar
#

there should be some popup on the phone or something when you first connect ADP asking to give permissions

vivid cedar
#

you mentioned dev options

#

which implies you're trying to set up an actual adb connection

#

that would be different from Unity remote which is a totally different way of doing things

slender robin
#

well i turned on usb debugging thing

vivid cedar
#

so I think you may have some confusion going

#

what are you actually trying to do

#

run the game with unity remote, or run it with an android dev build?

slender robin
#

im tryna make the game run remotely on my android

vivid cedar
#

yeah but which way

slender robin
#

via unity remote app

vivid cedar
#

then you don't need any of the dev options stuff afaik

plain dagger
#

You need to actually build and install the APK on the device

vivid cedar
#

oh wait I;'m wrong

slender robin
vivid cedar
#

you do need usb debugging enabled

slender robin
#

i dont wanna build yet

slender robin
vivid cedar
# slender robin well its not wokring so its what the tutorial says

have you done this part?

  1. Connect the Unity Editor to Unity Remote

Once the target device is connected to your computer, the Unity Editor should be able to detect it. To connect Unity Remote on the target device to the Unity Editor:

Open Editor settings (menu: Edit > Project Settings > Editor).
In the Unity Remote section, set Device to the target device you want to use.
vivid cedar
#

and the device showed up in the list?

slender robin
plain dagger
#

Unplug and plug the phone back in and pray the "Allow usb debugging" popup appears

vivid cedar
#

are you using a USB cable or wireless

plain dagger
#

Then go to developer options on your phone and revoke all allowed connections and try again

slender robin
plain dagger
#

Its "Revoke USB debugging authorisations"

slender robin
#

multiple times now

plain dagger
#

If your unity install does not have the included android sdk this may never work

#

(unless you installed android studio and assigned this)

slender robin
#

do i need to swicth the platform to andrioid?

#

lemme try though

slender robin
plain dagger
plain dagger
#

unity preferences

#

If its using the included android sdk you can go locate the adb executable in there and use that

slender robin
worldly cave
#

no

near wigeon
worldly cave
#

We all have it actually but have elected not to share it with you

#

Was a big turn out

limpid turtle
#

Yo sorry i just joined siding know

#

Didint

boreal river
#

Hey, guys! I have a question about Git. So, I know this doesn't have to do with Unity but its related somehow. When I am working on my projects solo I am not creating branches and I am commiting and pushing everything in main branch. My teacher told me that its often good for a small project to have at least a feature branch and an alternative branch called staging for example. Is it bad practice what I am doing and commiting and pushing everything in main branch?

vivid cedar
#

it will make things somewhat more complex to use them. but it might be a good idea to use them to get into the habit of it

#

they are going to be pretty essential if you work with other people

boreal river
#

Yes I am just saying he said that I have to use at least feature branch for example but its not good practice to work on main because if something will happen to your project you will lose progress

vivid cedar
#

you won't lose progress either way

#

as long as you're regularly making commits and pushing them

boreal river
#

Ok because I am working on a project personal project for almost 1 and half year right now and I wasn't creating branches I was just using the main branch for the daily workflow until now

#

Can I start right now doing it?

plain dagger
#

Ofcourse

#

When you have released builds its a good idea to have main/master for release only and to work on a dev branch.
Then you merge dev -> main when you want to release a new version (good to tag this too with the version)

#

Its common to setup CI to perform a build on such a merge too

boreal river
#

So how it works I mean I am working on dev branch daily alright and when I want to commit I do commit and then merge to main?

#

I have to have 2 branches?

#

Like the main and a feature branch for example?

#

what if I have bugs to fix and they are not features

#

do I have to create a new bug fix branch?

#

I have never worked with someone on git to tell you

#

I was working all this time solo so I dont know how it works when collaborating

#

like I know the basics push, pull, merge, commit you know

#

but never worked with branches

#

I mean

#

and yes all of that I do in Git Bash

plain dagger
#

If working with main and dev then you may:

  • branch from dev for working on features to merge into dev
  • branch from dev to perform a fix for dev
  • branch from main to perform a hotfix that you need a new release to include now
bold elm
#

branch you work on, then when you want to push to main you create a pull request, then approve it on the main branch "pull requests" (github)

boreal river
plain dagger
boreal river
#

I know how to create branches but I am not sure how it works in collaboration with others

#

I have knowledge of Git and Github but never use it for collaboration purposes

plain dagger
boreal river
#

Yes ok

plain dagger
#

"I just finished adding this enemy i will now merge this into dev"
using branches also allows for use of pull requests

rugged blaze
#

probably just me being dumb, but does anyone have any idea why I can't move the camera anymore in the unity editor?
I can still look around, just not use the zoom or move function

plain dagger
rugged blaze
#

tried that already, although found something else that worked now, resetting all layouts

#

now just don't know what the problem even was

plain dagger
#

sometimes things bug out 🤷‍♂️

rugged blaze
#

yeah, probably it

#

still thanks for the awnser though

hushed hamlet
#

Yeah inspector input and rendering is pretty issue prone when using 6+, or earlier and URP.

#

Might not be anything you did

void egret
#

Getting a weird inspector bug, anyone else seen this? Added a new public InputActionReference to a component, opened the prefab and set the reference to something, but it doesn't save, even after deleting Library and updating to latest 6.3

rugged blaze
rugged blaze
void egret
#

I tried it in a new project and had the same issue, so I've sent a bug report

storm patio
rugged blaze
#

okay thanks

opal glacier
#

if anyone is new to unity, I uploaded a list of good-to-know things that are commonly used in code on my github here. Please understand that I am also new, so if something doesn't make sense, make a pull request to change it. Also I am constantly updating this, so if something is missing, I probably haven't learned about it yet.

near wigeon
opal glacier
#

yes?

#

does it not xD

near wigeon
#

no?

opal glacier
#

what does it do then?

near wigeon
#

void Start() Runs every frame (input) void Update() Runs on physics tick void FixedUpdate() OnEnable()

this is all mixed up

opal glacier
#

i dunno what i'm doing

#

i'm so new i started yesterday

#

void FixedUpdate() OnEnable()
Void fixedupdate doesn't = OnEnable i think the markdown is just not correct on that

near wigeon
#

well might wanna fix these things before even putting it out there to help someone..

opal glacier
#

ok well i'll do some research

faint moth
#

I wanted to make a cute Robot, that is standing on Top of the enemys Robot scarps and the more it upscales, the more it looks like it stands on a pile of rock/metal with blood on it, lol

storm patio
#

eh, let's continue in your thread

storm patio
faint moth
#

Im not a good artist

storm patio
#

if that's the only red, i imagine they'd just show up as 1 or 2 singular red, maybe dark red, dots

faint moth
#

Im doing art up to 64 (I think), so Im gonna replace it anways, but still funny

faint moth
#

just wanted to share, because I found it funny

storm patio
#

there's a lot more red there than just 3 dots

#

the area around it being tinted red in lines makes it look like there's a liquid in there

faint moth
snow plank
#

Hi, I have a question regarding unity and supabase (or any db hosted services). Basically I need to make a game that makes use of a database, So i created a supabase account and created the db and setup the authetification system. Now to communicate with my service, what do i need to do exactly? Do i need to setup an api, download an sdk or dlls, etc. I am very new to all of this and any help would be greatly appreciated!
Basically what i want to do is retriever a plyer state, which would store player data and scene number

storm patio
#

...ok, you didn't show me the original though, there's certainly quite a bit of red in the icons there.

#

maybe they're compression artifacts

faint moth
astral forge
#

question, is there a way to convert .bundle files to .assets?

fierce dock
#

it wont let me delete this and download 2021 when i delete and download 2021 it downloads but it dosent stay like its just grey

storm patio
#

also, consider updating your hub

gray frigate
#

that looks like a really old version of the Hub

gray frigate
potent moss
#

does anyone know if the weird stuff going on in unity 6.2 has been fixed yet?

near wigeon
#

there will be no further 6.2 updates

#

thats how "supported" version works, its only supported till the next version is out

potent moss
balmy kettle
#

also "the weird stuff going on" is not descriptive at all so how could anyone possibly know if whatever issue you are actually referring to has been fixed

near wigeon
#

^ you could look if a specific issue has been reported in bug/issuetracker, it might've been fixed in next versions

potent moss
#

oki

boreal river
#

Hey, guys! I have made a new repo for my project and now I have an issue it says for all of my scripts misc files

#

I have created the new repo everything on the right place

#

I have tried to remove library and open again unity let me see

#

Miscaleneous file

#

It must be assembly

near wigeon
#

misc files where? where are you talking about ? Unity, the repo?

balmy kettle
#

if your IDE is configured then you need to regenerate project files

boreal river
#

I have created a new repo on GitHub for my unity project because I didn't setup git lfs and I wanted to track large files

#

Now I have installed packages etc from scratch no errors but i have misc files

#

Intellisence doesn't work

#

Oh right regenerate and I forgot to change the ide to visual studio maybe you are right

storm patio
#

do you mean your visual studio is showing "miscellaneous files" instead of the workspace/project/solution name

near wigeon
#

..literally should've led in with that, threw in all the misc files and git. I thought they meant something else

boreal river
#

Yes guys I have a problem

near wigeon
boreal river
#

Yes what's happening

near wigeon
#

you manually linked it to the exe?

boreal river
#

What I can right now?

near wigeon
#

huh ? I asked if thats what you did or it chose it for you ? You should see one with the exact version number of VS

#

and did you check you have Visual Studio package installed / updated to latest in package manager

boreal river
#

I don't have installed visual studio editor

#

XD

#

Ok fixed

potent geyser
#

?ban 1460599294795972649 scam

novel scarabBOT
#

dynoSuccess daring_kitten_87572 was banned.

stoic lake
#

getting these errors from the Unity AI

#

causes an infinite popup

stoic cypress
#

I added a button but it's not clickable like the tutorial. The problem is not the script because it's empty I haven't written yet just the button isn't working

near wigeon
glacial meadow
#

can someone tell me how to make an object (enemy) travel in the direction of the player? i have a collider which the enemy can use to detect the player and i js want it to move towards the player in a straight line if it can see it
i feel like it should be pretty simple but online all i can find is rlly complex path finding tutorials

#

2d btw

tiny sonnet
#

Takes the players position, the enemy's, and outputs a little "nudged X units towards" vector, and add modifiers to the distance like an adjustable speed variable and Time.deltaTime?

glacial meadow
#

tysm i think i can use this! idk how i didnt find it its literally called movetowards

near wigeon
#

btw if you apply this directly to transform / translation you will phase through walls/colliders

stoic cypress
stoic lake
#

whats supposed to happen

near wigeon
#

you even turned off the Transition visual

austere mason
stoic lake
#

if there is no click event then yeah nothing will happen

near wigeon
#

event system is already there from first screenshot they shared

spring bronze
#

How can i have my unity smaller like the seconde pics with the orange scnene ?

polar basalt
#

by just dragging them from sides

worldly cave
#

im also pretty sure the one on the left is a far higher screen resolution as well so everything looks smaller in general

polar basalt
#

just click, hold and then drag

vivid cedar
#

yeah it's mostly a screen resolution thing

worldly cave
#

looks like a synty video

polar basalt
#

oh guys

worldly cave
#

those guys are filthy rich so they are all probably rocking 4k monitors

polar basalt
#

i have a question, where can i make flowcharts if anyone knows?

if i try search anywhere its just AI websites that have the performance of AAA games

worldly cave
#

try visio

polar basalt
worldly cave
polar basalt
#

oh you said i dont know

#

hahaha oke oke

solid yew
dense escarp
#

can someone teach me how to make unity games im on unity 6.3

vagrant rootBOT
dense escarp
dense escarp
potent geyser
#

No, no lesson will literally hold your hand knowing what you want to make.

#

Look on YouTube if you want to find a tutorial for your exact thing, and even then it might not exist.

tender oasis
#

hey guys. im originally a roblox game programmer. what is the rate payment per hour if someone is a beginner programmer in unity?
is it worth shifting to unity

vivid cedar
slow dirge
tender oasis
#

Companies? I thought its mainly based on remote jobs

slow dirge
#

If you want to get paid well, you might need to deal with more than unity. Several game engines and programming languages. Maybe even custom engine development.

tender oasis
#

and "locality" makes it sound like an on-sight job

slow dirge
potent geyser
#

It depends on the cost of living from where the job is posted, hence the "locality".

#

You can't just charge your fees if it doesn't align that, just because you're "remote" 🤔

worldly cave
potent geyser
#

You're not worth the premium, if that was the case.

#

And that too

worldly cave
#

it existed for a brief window during the pandemic

slow dirge
#

I don't know about other countries but in Japan, you're very much expected to live in the same city you're working. Definitely not outside Japan.

worldly cave
#

and everyone assumed "Oh all IT sector jobs will now be done remote"

#

also as a "beginner programmer in unity" your average "rate payment per hour" is effectively 0

#

considering how rare it is for talented people with tons of experience to find work, let alone someone who just started

#

ive been telling people this, if you need money, go into a different profession, keep whatever this is as a hobby

tender oasis
worldly cave
#

i would kill for a remote job

tender oasis
#

unlike roblox where almost 100% of jobs are remote

worldly cave
#

if youre refering to freelancing

#

thats a completely different thing

slow dirge
marble fiber
tender oasis
#

how long does it take to make a good 3dgame? not too complex,not too simple

worldly cave
tender oasis
#

nah be realistic

worldly cave
#

i am.

#

thats why i asked you

#

how long is a piece of string

slow dirge
tender oasis
#

6 months? roblox averages 3 months

marble fiber
worldly cave
#

the answer i was hoping you would get to on your own was

#

"it depends"

tender oasis
#

im talking about the dev phase beforee the launch

slow dirge
worldly cave
#

how about that

marble fiber
tender oasis
#

it cant be the same after that precise goal definition "launch"

worldly cave
#

a company can only really survive if their financial runway lets them

slow dirge
worldly cave
#

it depends

tiny sonnet
worldly cave
#

no

#

but dont expect much in this climate

#

people have way too high expectations for cs degrees and programming jobs

marble fiber
#

Yeah, I’m in my 3rd year, I haven’t written a single line of code since the first year, every class is just truth tables

slow dirge
worldly cave
tiny sonnet
#

My bar is not high, I just want to work in programming or IT or anything that pays comfortably and isn't ENTIRELY mindless

marble fiber
#

Depends on the uni I guess

tiny sonnet
tender oasis
#

hmm.. sounds fair.
is the average unity dev knowledgeable of programming and 3d modeling?

worldly cave
#

is the average unity dev knowledgeable of programming?

#

yes?

#

what

#

if they werent would they even be considered an "average unity dev"

tender oasis
#

on the parallel dev world, roblox, the average dev there has 1 skill only.

gray frigate
#

it is extremely useful to have an understanding of other fields

#

even if you aren't highly skilled in them

#

larger projects will absolutely have people who only really do one thing

clever kindle
#

It's pretty hard to develop if you can't program. Then you're just an artist etc

#

or an unreal developer

slow dirge
#

"Game developer" implies many different professions involved in the process of creating a game, including artists/designers, planners and such. It's not just programmers. In indie dev you would often see one person filling several roles, but it's not the standard.

copper gust
tiny sonnet
near adder
#

What is the best tutorial to learn c# for Unity?

near wigeon
near wigeon
#

read manual for unity concepts

#

!learn

vagrant rootBOT
latent meadow
tall hearth
noble locust
#

how can i go about closing the nozzle with a lot less choppiness?

#

i know it's a blender sc but im wondering if unity has a tool to scale down just the edges in the animator

slow dirge
noble locust
vivid cedar
# noble locust how can i go about closing the nozzle with a lot less choppiness?

JW if you've taken a close look at how these actually look/work? https://www.youtube.com/shorts/PW4ETQ8ReTU

It's not done by scaling down the edge

SUB 4 MORE
CREDIT TO KOSKEI AEROSPACE for the footage
his video: https://www.youtube.com/watch?v=jQIwmKEZby4
his channel: https://www.youtube.com/@koskeiaerospace/videos

#warthundergameplay
#shorts
#warthun@W4ETQ8ReTU/analytics/tab-overview/period-default@W4ETQ8ReTU/analytics/tab-overview/period-default
der
#devserverwarthunder
The next majo...

▶ Play video
noble locust
#

maybe im closing them too much for their length or something

vivid cedar
#

I mean it just doesn't look like it's constructed properly. The real thing has sort of multiple layers? I honestly am not totally sure how it's made.

tall hearth
#

yeah as far as i can tell from the short the variable nozzle isnt angled from the edge to center like you have it in the model, instead it's 2 layers of thin straight plates that can expand outward becoming one layer and having a cone that is tighter at the base then the end

floral mica
#

im looking into creating a 3D terrain for my game but is it better to make it using unity's terrain tool, or make it from scratch using blender?

#

im inspired by webfishing's low poly terrain and i want to try recreate something like this but im not sure which option is better than the other

tall hearth
floral mica
#

okay thank u ❤️

#

oh and what about adding water? im not rly sure how to approach that aspect yet

tall hearth
floral mica
#

so for water i can just use unity? :D

tall hearth
#

yeah* blender materials dont carry over to unity so you should use unitys shader graph which is what i meant by "stylized water shader"

floral mica
#

okay thank you so much for the help

#

i should be sleeping but i just saw a video so my brain is only working 10%

tall hearth
#

lol i get that quite a bit

sonic ferry
#

when loading scenes or switching back and forth between scenes, does reloading re-trigger all the start/awake methods or will these only run once the first time the scene is loaded and not reloaded ?

#

aside from ones that are "dont destroy"

near wigeon
#

short answer is all the awakes run again

#

unload you destroy everything, on load you create new ones

copper gust
tall hearth
potent geyser
#

It did use the terrain system yeah

wind escarp
#

Does someone know what happend?? 😭

#

Oh no i don't know what to do, i'm gonna cry.

slow dirge
#

<@&502884371011731486> 👆 sus link or ads.

sage basin
#

?softban 1460599276827836528 bot spam

novel scarabBOT
#

dynoSuccess remarkable_starfish_92135 was softbanned.

slow dirge
#

!logs

vagrant rootBOT
# slow dirge !logs
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

mild grove
#

Hello! I am using Unity Netcode for Game Objects along with Facepunch Transport (For Steamworks) in my 3D First person game. My characters use Character Controller for movement. Sooo, NGO instantiates the Player Prefabs when you start the game right, I want to choose the position at which each player spawns in. How can I do that? I tried to move the players by changing their transform values after disabling Character Controller and Re-enabling it after they move but it doesn't seem to work. Any idea?

tender oasis
#

Help, can’t import a .obj with textures!
Textures not loading… the .obj file originally consisted of multiple blocks with their unique textures but the .obj goes to unity without any textures.
As a new unity dev, do I need a specific add-on or do I need to export and import each model separately and assign each texture separately? That’ll take tons of time

#

Quick note: the obj comes from roblox and should go to unity

slow dirge
#

If the files exist at the correct path, unity should import and assign them automatically.

finite igloo
tender oasis
tender oasis
slow dirge
#

glb and fbx can embed textures in one file, yes.

tender oasis
#

I selected the models with their textures and exported as an obj file but unity didnt see the textures tho

slow dirge
tender oasis
#

I also tried importing that obj to blender, blender also didnt load the textures visually, but I could see the textures in the Hierarchy window of blender

slow dirge
tender oasis
slow dirge
#

Not sure what image format roblox uses. I've never heard of mlt. Usually it's png or something.

tender oasis
slow dirge
#

Do you mean mtl??

tender oasis
#

Yep

slow dirge
#

That just contains the material data, and references to textures. It doesn't contain actual textures.

#

So it seems like an issue with your export.

tender oasis
#

What would be the extension of the textures file?

slow dirge
#

Depends on the implementation. Something like png.

tender oasis
slow dirge
#

I'm not sure. It probably has options that control that.

tender oasis
#

So there is no way to let unity automatically assign textures

slow dirge
#

You can open the mtl file in a text editor and see what textures it references.

slow dirge
tender oasis
#

Exporting isnt that hard.
Select the models with their textures and then export, done

slow dirge
#

Well, then where are the textures?? 😅

#

According to what you're saying it's only obj and mtl, no?

tender oasis
#

Yea. Are there other files supposed to come out?

slow dirge
#

Yes. Textures. I said it multiple times, but these 2 files don't contain them.

#

I mean I don't know if they're supposed to come out or not. Maybe roblox or whatever tool you're using does not allow that. 🤷‍♂️

gusty abyss
#

How would I go about swapping skyboxes in real-time
AND
How would I go about making fog not affect certain areas (such as indoors)

finite igloo
#

Fbx one love

ancient monolith
#

Hi

shy python
#

anyone able to help me with Unity not wanting to open at all despite deleting the license file entirely multiple times, trying multiple accounts and still getting the same error telling me the license's MAC address and my PC's mac address don't match?

#

as the log says: "Machine binding 5 mismatch"

#

I'll also add I'm trying to use Unity 2021.3.16 for modding purposes on Beat Saber

wooden pebble
#

If you can try a new computer

shy python
#

I can't at all unfortunately

wooden pebble
#

Maybe even a VM(idk if unity can use VMs)

shy python
wooden pebble
#

But like see if it can even run on a VM

#

That’s what I would do in your position

copper gust
shy python
#

It's with actually even opening Unity

copper gust
#

That’s one of the reasons we can’t help with modding

#

Most people do not have experience getting very old versions to work correctly

shy python
#

a link to a place that could help me with it would've been more helpful..

copper gust
#

Which we can’t really link here either as modding is tos breaking, can’t link other servers and most people here aren’t familar with beat saber modding

#

I don’t mean this in a rude way or anything, most people here are pro modding in spirit

shy python
#

sorry I'm really confused rn

copper gust
#

Most modding breaks unity tos if it requires doing stuff in editor afaik, even if the games devs are ok with it

#

With this being the official unity server it’s abit more strict

shy python
#

modding the game itself doesn't require unity, but making custom avatars does

#

dunno if that changes anything

sly lake
#

It’s still not as fast as native, and might have issues, but it’d surprise me if it outright didn’t run in Parallels.

shy python
#

got it to run (finally)

#

thank god for Unity 2018

civic ridge
#

Hey, can someone help me? I don't know why the pixels rendered by my camera aren't fixed properly. Is this normal ?

ocean pumice
ocean pumice
ocean pumice
shy python
#

what did fix it was clearing all Unity license files, running Unity 2018 and opening a new project, closing it and opening Unity 2019 afterwards

ocean pumice
shy python
#

the solution was sitting there on the unity forums and a few people actually said it fixed it for them

civic ridge
#

Sorry in advance, I may be annoying, but this is my first time using Unity and developing games in general, so I will often ask for clarification.

#

But that's okay, I found it, thank you.

hidden panther
#

these 3 are identical object, if I create a prefab out of one of them how do I make the other two become the instances of the prefab

ocean pumice
civic ridge
#

thank

copper gust
hidden panther
civic ridge
#

I've been trying to create a friction system for my character for two hours now, but I can't find a video that explains how to do it properly. I know it's my first project, but even if it's harder to manage, my character works with an AddForce system.

copper gust
civic ridge
#

If anything, my project is still very basic. I have a basic movement system with two dashes, but the jump isn't finished yet. A camera and a collision system.

cursive cosmos
#

does anyone know how to install cinematic unity on spt (tarkov) ?

deft rock
#

cinematic unity?
spt?

latent meadow
plush heron
#

guys does anyone know how to use ML agents in Unity

#

i need some help and it is really urgent

latent meadow
fervent salmon
#

please tell me somebody is alive her and can help me

#

im going to crashout so bad

ocean pumice
gray dirge
#

Same, unfortunately

fervent salmon
#

sorry i just tried something else again

#

i am trying to move a boundary for my reflection orb. basically that cube thing

#

and i used to just move each wall individually but for some reason now the opposite boundary moves too

#

its so dumb but i dont know what to do...

plain dagger
fervent salmon
#

im not holding alt or shift or anything just mouse click and drag

plain dagger
#

I forget if it's always worked this way but you can just move the center after I guess.

fervent salmon
#

i done it many times... unless there was some update in the new editor i got

fervent salmon
#

okay so i switched the editors in another project and yep the issue is clear

#

somebody doesnt like me at all 😄

#

hello

deft rock
#

Do not come on an official discord server asking for links to illegal things.

fervent salmon
#

u need to check ahem under the table

potent geyser
#

You don't. This isn't the place for these questions.

copper gust
#

No where

#

Make something else

potent geyser
#

This has to be the dumbest question so far this year.

#

Using what?

fervent salmon
#

i thought mine will be the dumbest

#

but i think its just a bug lol

ember verge
#

hellow guys , i am facing an issue in unity , i just created a new unity project and i got some compiler error saying " Library\PackageCache\com.unity.collab-proxy@1ec4e416a4af\Editor\Views\Changesets\ChangesetsTab.cs(629,9): error CS0122: 'SplitterState' is inaccessible due to its protection level " so did any body has the soultion ??

tender oasis
#

Guys its a trap. Dont answer 🤣 why is he still continuing discussing it here

#

I dont even know whats a photon sdk and why is it illegal

#

I installed unity yesterday

ocean pumice
primal creek
#

Technical side of Assassin's Creed movement system implementation.

fervent salmon
#

sounds like permission issue to me

ember verge
#

i even not aware about that

fervent salmon
#

welp no idea then xd

#

i just use google and hope for prayers

#

for these issues

#

now i found my biggest issue of them all.. seams

ember verge
#

🥲 thought to start a new idea , and beggining start with errors

#

Before even i get motivate , depression takes the place

slow dirge
ember verge
slow dirge
#

It's verion control system. You lose the ability to use it if you remove it

#

Well, not really. You lose the unity in-editor integration.

#

Can still use it via the standalone client

fervent salmon
#

guys actually how do u solve the issue with seams in modular models?

tender oasis
#

Hey all. How long did it take you to get your first commission since your first time opening unity?

fallen dragon
#

There is an issue with gradient editor, if you press backspace while editing alpha or position procentage, it deletes key instead of editing the value
Is it know issue?

undone quarry
#

is it just me or anyone also cant paint grass texture on Terrain

violet thunder
#

I have seen a bunch of people complain about terrain painting lately

#

Maybe something broke in the latest versions

undone quarry
#

i cant paint grass on my backrooms level

worldly cave
austere mason
# fallen dragon There is an issue with gradient editor, if you press backspace while editing alp...

This is a known focus issue. Unity's Inspector sometimes fails to register the keyboard event when you're in a floating window like the Gradient Editor. When you press backspace, the editor thinks you want to delete the selected node (key) instead of the numerical value. Try forcing focus by clicking outside the text field before editing, or simply use the arrow keys to navigate within the percentage. It's a rather annoying UI bug in the engine

pearl veldt
#

Hello where can I ask questions regarding tile palletes for 2d?

austere mason
# fallen dragon There is an issue with gradient editor, if you press backspace while editing alp...

This is a known focus issue. Unity's Inspector sometimes fails to register the keyboard event when you're in a floating window like the Gradient Editor. When you press backspace, the editor thinks you want to delete the selected node (key) instead of the numerical value. Try forcing focus by clicking outside the text field before editing, or simply use the arrow keys to navigate within the percentage. It's a rather annoying UI bug in the engine

gusty abyss
undone quarry
# gusty abyss

look how cool my editor interface looks unlike your flashbang ugly interface

gusty abyss
#

it is not that serious

fervent salmon
undone quarry
#

these are 3d model, with frutiger aero shader

fervent salmon
#

oh damn thats nice

worldly cave
fervent salmon
#

if i made a windows themed i would prob used like win 98 lol

undone quarry
gusty abyss
#

just use ue5 then

undone quarry
#

naww, UE5 laggy af

gusty abyss
#

fair enough

ember verge
#

Guys , i have made an horror game , so its level desgin is done , so can you rate it , or tell me what should i imporve or fix. cuz i wanna make a actually good game so can somebody rate the level desgin and my concept?? if yes mention me ill share the screen

potent geyser
worldly dirge
#

Hi guys, I am working on creating a virtual tour in unity using 360 degree panoramic images (target platform webGL). I want to create a photo gallery in the inside the tour which the user can click on and see multiple photos in a grid and after opening a photo use an image slider (something like the one in the attached screenshot). Are there any assets that can help implement something like this?

potent geyser
ember verge
potent geyser
#

Upload the video to Youtube or some other service and use a link.

worldly dirge
potent geyser
#

Then you're on your own if you want to make something specific to your usecase, or find a image gallery asset and adapt it to your needs.

#

You can also try using the keyword "carousel" in the store for something specific to that kind of navigation/UI

worldly dirge
#

Thank you! 😄

potent geyser
#

It had a carousel I believe, with layering/scaling.

worldly dirge
#

This one is pretty good! I had a doubt about using older assets which applies here as well since I see the last update was around 3 years ago for this one, is it safe to use older assets that have no support anymore? I am relatively new to Unity development so I don't know much about these things.

potent geyser
#

UGUI hasn't changed at all in years, so it's safe to use, yeah.

#

!collab

vagrant rootBOT
# potent geyser !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**

lament iris
#

i thought this is the discussions channel

potent geyser
#

Sure, for Unity development topics/discussions. Job/collab posts go on the Unity Discussions forums, so it doesn't clutter this server with that noise.

lament iris
#

ok ok..

ember verge
lament iris
potent geyser
#

The link is in the bot message

storm patio
grim vector
#

Sorry

formal lodge
#

Hey guys, I don't know how to stretch the white box and how to shrink the text :( I am struggling with UI

near adder
#

How do I dissable collision for something?

primal creek
shadow heron
#

When doing a ground slam how would I do damage to the surrounding objects? Would I add a sphere collider at runtime depending on if I did a normal slam / weak or higher slam / stronger.

craggy pollen
near adder
craggy pollen
#

you can mark the collider as isTrigger, one of the many ways to go for

naive stratus
#

Trying out unity and scrolling through courses

near wigeon
#

chck distance from emitter

naive stratus
#

Is 6.3 compatible with 6.0 courses

near wigeon
craggy pollen
#

assuming you ment like applying a force to the surrounding objects

#

yeah damaging objects can mean many things i agree

shadow heron
#

So overlap sphere is the way? I am going to be damaging / pushing away any near by objects.

craggy pollen
#

explain what you mean with damaging

shadow heron
near wigeon
#

what about objects behind walls?

shadow heron
gray frigate
#

there are several different problems being solved here

near adder
near wigeon
gray frigate
#
  • how do I decide if an object is affected?
  • how do I affect those objects?
#

don't mix them up (:

#

to find things to slam, I think a sphere query (so, Physics.OverlapSphere) combined with a raycast is a great idea

#

I would calculate an "impact" score based on the distance to the target and whether there's a wall in the way

#

You can then use that score to do things like apply force, reduce hitpoints, whatever

gray frigate
craggy pollen
gray frigate
#

If you want really detailed results, you can use multiple sphere casts with different radius values

#

I use this for a vision system. It decides how clearly an entity can see another

#

If you can shoot a big sphere and not hit a wall, the target must be out in the open

#

if only a tiny sphere fits, you might be seeing the target through a small hole in a wall

#

Correctly doing this is still annoying, though. You have to decide what to raycast towards, and the exact choice can matter a lot

near wigeon
#

indeed this can get quite complex, should it cast/hit the middle of object ? the top? multiple points etc.

gray frigate
#

This should give you an intuition for the probelm

near adder
shadow heron
#

Alright thanks for the help! time to get cracking 🙌😊

#

When I go for a ground slam should the overlapsphere appear straight away? or when I slam on the ground should it appear then with the radius already setup.

near wigeon
vivid cedar
buoyant path
#

Can anyone help me with unity? I dont know why it doesnt want to download

gray frigate
#

is the Unity Hub giving you an error?

buoyant path
#

no like when im trying to launch it

buoyant path
#

but i have it

gray frigate
#

show me the error

buoyant path
#

theres just one problem now, it doesnt even want to launch anymore

#

im gonna try to dwonload it again

gray frigate
#

Restart your computer first

#

Then, instead of downloading Unity directly, I'd suggest downloading the Unity Hub

buoyant path
#

theres just one problem

#

my teacher told me i had to do it on the version: 6000.3.3f1 LTS

gray frigate
#

You can install any version of Unity you want through the Unity Hub.

#

(you do have to go the website to install older versions, but they still get installed by the Unity Hub)

safe garden
#

quick q for prefab menu - what is the difference between unpack prefab and unpack completely? if you're going to unpack it wouldn't you just want it to be completely unpacked so you can edit it and move stuff as you please?

midnight saffron
#

i just got a new computer how do i get all my unity projects back

shadow heron
gray frigate
gray frigate
#

You might not want to do this

#

the regular unpack option does one layer

midnight saffron
gray frigate
#

ah, good

#

In the Unity Hub, you can open the project folder in your file browser

#

it's Finder for me on my macbook, but you should see "Explorer" here

#

You can just copy the entire project folder over

#

I would leave out the Library folder

#

that's full of files generated by Unity, like imported assets and compiled shader variants

#

it's usually much larger than your actual Assets folder

midnight saffron
#

im confuzed

craggy pollen
naive atlas
#

Hey can someone help me i am trying to upload this avi but I cant upload it for somereason I bought it off gumroad and I have read the readme that it came with 8 have everything but for some reason the avi will not upload

craggy pollen
#

usually in the Scenes folder you will find the .unity files

midnight saffron
craggy pollen
#

go to Assets then Scene

#

or Import Projects in the hub

midnight saffron
#

ya click impot projects dose nothing

craggy pollen
#

in the unity hub press Installs tab it will show you all the version you installed

midnight saffron
#

ya i got that working now its just the projects

craggy pollen
#

you see the blue button at top

#

left from it ADD

#

then add form disc

noble locust
#

how do i get rid of this plugin? it doesn't show in the "In Project" tab but it's messing with my scripts

craggy pollen
#

you have not imported it yet , it shouldn´t be in your project actually

noble locust
#

how do i get rid of it😭

urban sorrel
#

whoever is free can you please join the voice channel and help me figure out what is my problem, why grass eat a lot of RAM?

craggy pollen
#

go to that location and delete the folder maybe

#

AssetUsageDetector folder

urban sorrel
#

fine

noble locust
#

lowkey gave me a heart attack

naive atlas
#

Hey can someone help me i am trying to upload this avi but I cant upload it for somereason I bought it off gumroad and I have read the readme that it came with 8 have everything but for some reason the avi will not upload

noble locust
#

thanks murado

craggy pollen
#

you are using mesh grass with too many polly probably @urban sorrel

urban sorrel
#

so, i got the issue with my grass, surely its grass problem cuz it firstly i placed it as a tree, and at second it has animation

craggy pollen
#

no both points you mentioned ar enot the problem

urban sorrel
#

join the audithorium

#

62 triangle for 1 grass it is a lot?

mental pulsar
craggy pollen
#

yes way too much , use texture grass you will only have like 4 faces instead 62 in best case

stuck flower
#

Honestly grass that has more than two triangles is probably overkill

mental pulsar
#

yep

worldly cave
#

grass is mostly a flat plane with a transparent texture

#

theres no reason it should have any other geometry

urban sorrel
#

i understood, ill just change for my own

midnight saffron
#

so i reimported all my old projects and the instals of unity now unity is just not opning thoes projects

sterile island
#

hi, does anybody want to make a game

worldly cave
vagrant rootBOT
# worldly cave !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**

sterile island
worldly cave
#

read the bot message

sly lake
naive atlas
#

Hey can someone help me i am trying to upload this avi but I cant upload it for somereason I bought it off gumroad and I have read the readme that it came with 8 have everything but for some reason the avi will not upload

worldly cave
#

avi?

#

like a video file?

#

where are you trying to upload it

naive atlas
#

to vrc it is an avatar i bought

plain dagger
#

!vrchat

vagrant rootBOT
naive atlas
amber thistle
#

hey does anyone have a Rust-like Option class for C#?

worldly cave
# naive atlas

this is a discord for unity developers to get help with their projects

#

this isnt a support server for games made in unity

#

if you need help with vr chat or gorilla tag or whatever, you are going to have to go to their own servers for that.

sterile island
primal creek
plain dagger
#

Yea its nullable to do this with value types but we usually do int? instead of Nullable<int>

primal creek
#

Yeah, though if you really want a Option<T> vibe then Nullable is probably the only way. Then instead of ‘if let Some(x) = …’ u gotta use .HasValue and .Value

balmy kettle
#

int? and Nullable<int> are the same thing

#

but yes, that's basically the closest you can get for Option<T>

primal creek
#

Yes, just another way of writing the same thing

plain dagger
#

I wonder about Box<> 🤔

primal creek
#

Wdym? Its representation in C#? well box<> in rust just stores a value on the heap so it would probably have to do something with manually allocating memory, idk though

plain dagger
#

The best I can think of without cheating is casting to object which will box value types

#

It was just a hypothetical question in the same area

primal creek
#

i know

#

c# isn't really so clear in these aspects :P at least for me. it's easier for me to e.g. read if something is a reference in rust

amber thistle
#

thanks!

#

will check it out

plain dagger
#

Really only temp scope value types have the chance at being stack allocated but even then there are exceptions.
We have to resort to Span to have stack allocated arrays too

#

newer c# may be better but I do not trust mono

gray frigate
#

there's also the notion of something being a ref

#

this is closer to a C++ reference, where you're sharing a storage location

#

you'll see the ref keyword in that case

#

(or in/out for read/write only refs)

primal creek
#

yeah i know. i mean that i understand these concepts, but they just look more clear to me in Rust, maybe because i can choose if i can pass a value as a reference & or not

gray frigate
#

Yes, that's a distinction from C#: most types are inhernetly referred-to

#

You can't directly contain a Transform, for example

primal creek
#

i know

#

well, thanks for a quick c# lesson :P

plain dagger
#

The joys of managed languages. Easier to use but more restrictive

primal creek
#

true 💔

gray frigate
sly lake
gray frigate
#

it'd be nice for expressing things like option types

gray frigate
sly lake
gray frigate
#

C# does have pattern matching in switch statements and expressions

#

but you can't assert, for example, that there are only two types derived from some common abstract class

#

so you can't prove your code will always work

inland river
gray frigate
#

these aren't very elaborate guarantees; i'm just talking about being able to do this without the compiler throwing a fit

#

whoops, Parent should be abstract

plain dagger
#

Some days i wish we had constant expressions 🙁

gray frigate
#

It's plausible for someone to later invent a new class that derives from Parent, so I get yelled at

#

I have similar problems with enums. You get a warning if you don't explicitly add an arm for an invalid enum value

#

This winds up hiding problems later, since any new enum values will be silently eaten up by that arm

#

(i have that warning disabled most of the time)

inland river
gray frigate
#

yeah

inland river
#

well, unless you need to carry them out individually or your more efficient methods destroy the ecosystem.

#

tbh, i suppose if it were possible within the language design we would almost have an algebraic type system or some form of traits in c# already

gray frigate
#

i don't think "i wish I had ADTs" that often, but it comes up often enough to be annoying

inland river
#

the current direction pushes hard towards that stuff

#

i think some form of 'traits' would be a nice thing.

gray frigate
#

Traits are also something I wish I had

inland river
#

but these things are only useful to people who have steeped in actual functional programming

#

one aspect of that stuff is that to the average OOP minded person it looks like "pad practices"

dense otter
#

Not sure Where to ask this but how would yall, move these projects from one device to another? Im trynna zip compress em rn to move em but i feel dumb rn and missing a better method

dense otter
#

Version control, what?

slow dirge
#

You upload your project to version control. Download in another place.

stuck flower
#

You'd connect both projects to the same remote version control repository. Push from the one that has the files, pull on the one that doesn't

dense otter
#

Ah right, is that thru unity hub by chance or its own thing?

vivid cedar
#

"version control" refers to a whole class of software. There are many version control softwares available.

Git is the most popular

#

it is not "through unity hub"

dense otter
#

Damnit, always get Confused on how to navigate git or github

vivid cedar
#

learn it once, use it forever

dense otter
#

Welp best time to learn it yeah

#

Is it all free or do i need to pay for smth?

fleet canopy
#

it is free

#

you should also be using version control in general while making your project so you can safely make changes

dense otter
#

Ok noice, well ty then, would i jus reinstall git on my other device, login or smth and redownload em?

vivid cedar
slow dirge
#

Just to point out that unity version control is one other alternative.

dense otter
#

Alr tysm

#

Is it this, git gui?

fleet canopy
#

github is the cloud provider

#

github desktop is their client for using git

slow dirge
#

There are many gui clients/wrappers though.

dense otter
#

So, git gui is like the main source, and i gotta use Another program to actually store em? Sry im jus a bit lost

slow dirge
#

No. Never heard of git gui. It's probably one of the many gui clients.

#

Git is just git. You can only use it via the command line by default.

dense otter
#

I searched up git, it downloaded smth and now i have git gui

slow dirge
dense otter
#

Ye, downloaded git for windowsx64 setup

slow dirge
#

Yep. I guess they might be including some default gui these days.

#

Or not. Can you show where you see that git gui?

dense otter
#

Gimme 2 secs then the laptop is having its 3rd stroke

#

Thats the new stuff i got, bash and cmd bein command stuff

slow dirge
#

Hmm... I think hat might just open a command line.

dense otter
#

Gui opens a whole thing im jus trynna take a pic of it and blur out my name since its there

slow dirge
#

But generally, that should install the git itself as well.

dense otter
#

I got That

balmy kettle
dense otter
#

Im takin em from my phone since my laptop would break if i opened discord rn

#

Altho could try snippin tool tbf

#

Ok i made a rep on github, theres a Size limit on the files u can drag and drop?

finite rain
#

is there a help channel ?

near wigeon
#

start with a simple tool like Github Desktop in the beginning and let gui do the work proper. Add your current projects root as exisiting repo it will create repo file, choose Unity gitignore and its done

near wigeon
vagrant rootBOT
# near wigeon !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

slow dirge
slow dirge
dense otter
#

Jesus gotta find and fownload like 5 dif things so far jus for one process

#

Ok, github desktop open, lets see

near wigeon
#

the root of project is where you select, where Assets , Project Settings etc. lives

dense otter
#

I added an existing repository i made, it made a folder in my documents

near wigeon
dense otter
#

I only wanna move em from one device to another, the Only process i wanna do since i can keep track of em myself without programs

#

But theyre all 300gbs total

#

I mean i have a 256gb thumbstick, maybe i jus zip em and move em onto there i swear it'll be easier

#

Then download 5 dif things and trynna navigate em all for one process

slow dirge
fleet canopy
#

you should be making 1 repo per project

#

they're not using version control for version controlling, only for file transfer

#

which is odd, but certainly a method

slow dirge
dense otter
#

No All projects total equate to 300gbs, i have like 20 maybe?

fleet canopy
#

make 20 repos then? version control is very much not ideal for a one and done file transfer i'd imagine

dense otter
fleet canopy
#

until you lose evrything but ok

dense otter
slow dirge
dense otter
#

Library and, wat would be unnecessary? Like objs maybe?

fleet canopy
#

im pretty sure these are the 3 folders you need to make a project work

slow dirge
#

It depends. You need to look whta you have. Generally assets folder, packages and project settings is enough I think.

fleet canopy
#

if you were using a gitignore with your version control those are the only 3 folders that would get uploaded as well

dense otter
#

I mean mine are all vrchat style projects so, unfortunetly this is what they look like
Maybe i should go over to their discord server and ask whats needed

#

I never touched it btw this is jus how it "organises" itself

slow dirge
#

Most of it is probably regeneratable automatically, but we don't know for sure. This is not a vr chat server.

fleet canopy
#

most of those are probably generated by packages

dense otter
#

Yeah ill ask over there, but i mean library, logs and obj dont Seem needed so if they're big

#

Ill start with library for em all for now

slow dirge
#

Yes. Library is often bigger than assets.

dense otter
#

Ty anyhow for the help and sry if i seemed agitated, its late and im dead tired and jus wanna finally set up my new desktop so

shadow heron
#

!collab

vagrant rootBOT
# shadow heron !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**

sudden peak
#

Hello. I am trying to zoom into objects because I accidentally deleted all the textures, and a weird issue is happening with the camera.

vivid cedar
#

the pink means a broken material of some kind

#

the other thing looks like a clipping plane issue

sudden peak
vivid cedar
sudden peak
vivid cedar
#

also don't allow your camera to go inside things

#

is your camera like... attached in front of yourplayer's collider or something

sudden peak
tawny quail
#

Select an object and press F. It should reset your clipping planes iirc

vivid cedar
#

also press F on some object

#

yeah

sudden peak
#

thxs

sudden peak
ocean tusk
#

Hello there

#

I am having serious issues with ml agents

#

😭

#

It's been 3 days and I still can't get it to work

sudden peak
ocean tusk
#

Yup it's alr

ocean tusk
woeful spear
#

How can I view a child object in 2D view, independent of its parent object transformation? The Quad here looks tilted in 2D because its parent "EntryLabel" is rotated 25 degrees.

near wigeon
woeful spear
#

Gizmo is probably considering global coordinates.

near wigeon
woeful spear
#

Yeah so I can't view it in local coordinates?

#

There must be some way

near wigeon
#

are you building UI using meshes?

woeful spear
woeful spear
gusty abyss
#

How would someone do reliable VR inside of Linux using a quest

#

The only way I know is with sidequest

near wigeon
woeful spear
#

Instead of quad, think of this cube. I want to view it from top.

#

Which I can't, because its parent is rotated.

near wigeon
#

idk maybe Im not understanding, but thats what clicking the gizmo on the right does . Green in this case

woeful spear
#

If I click red I get this

near wigeon
#

yea don't think you can change that to local

woeful spear
# near wigeon yea don't think you can change that to local

Okay. The whole point of me wanting this is, I want to put some text based textures on some shapes like that quad. Without viewing it from top, I can't get a good review of it. Of course I can manually align it to almost perfect but it's still not perfect. Other way is of course reset rotation of parent.

sweet tartan
#

you could write a quick editor script that manipulates the scene view camera rotation if you have to do this a lot

woeful spear
#

I have just reset rotation for now.

#

But I think this option could be helpful. Blender has this option.

thick heron
#

How can i dial in my art canvas size and ppu? I had my PPU set at 400 which i think is likely too high. I've also heard others talk about drawing at 2x the size you need then resize it before import into unity.

#

I'd like to target 1080p

storm patio