#💻┃unity-talk
1 messages · Page 62 of 1
however UE is making an effort to give motion matching and reactive animations to everybody
"corrected my ambitions" is a bar 🗿 good one. Might be just what I need to hear lol
Yes I actually downloaded UE again. But the GASP sample project is so terrible. It just worries me that I'd be wasting time switching
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
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
idk, i haven't looked deeper into that stuff, but if i had to guess, the future is some form of machine-learning
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.
well, the "handcrafted" approach is pretty much dead for anything beyond basics
just because the effort is too great vs the funding available
The whole "fully driven by the animation's root motion" thing is a little strange. But it just, has that feel to it
you mean in elden ring style games?
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
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.
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
imo the root motion toggle in unity makes the concept look more like a binary choice than it really is in practice
Yeah of course. I quickly realized OnAnimatorMove is the only way to go, that checkbox is practically worthless 😅
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.
I couldn't find a video where anything impressive was shown. Is it really all that?
Yeah for sure. Do you know of any way to get around the whole "float param to Cycle Offset" thing there?
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
that at least can be simplified with animancer
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
I wonder if it's possible to set up all that "float parameter Cycle Offset" thing in code 🤔
animancer makes everything code-first, so its likely your cycle offset problem can be solved there.
does anyone know why it always takes so long to reload domain after it compiles my scripts
lots of possible reasons
- 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
Fair enough. It does advertise right in the UnityAssetStore photos "Just get an animation and play it" 
tbh, that promise is the main reason i have it installed per default in most projects
Disable Domain Reload won’t do anything here right? As they are talking about script editing not play mode?
it also has a much better UX for animation events btw.
true, but i suppose the same reload will happen when they enter playmode and that could also do with a faster loading bar 😉
I don't know if the Animator Controller is that much of a headache for me to consider this option. But I'll keep it in mind. Maybe I need to correct my ambitions firstly anyway 🫡
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
well, you're probably an expert on the path you took so far, at least as far as this server is concerned.
- restarting my editor doesn't work (in fact it takes less time to restart my editor than to wait for domain reload)
- I didn't use OnValidate() anywhere in my project
- I already have domain reload disabled
but I'll look into the other points u mentioned thanks
how can i change the project window view to different layout that shows preview too?
Slider bottom right
ty
An expert on how to create a super unresponsive character controller 🤣
(that uses MoCap data but without motion matching 🤡 )
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 
does anyone know how to use realtime csg
csg?
Resource.Load<T>() works on built projects, right?
Hallo, spricht hier jemand Deutsch?
this is an english-only server, sorry.
afaik, yes
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?
Is that official info from the developer?
unfortunately.
Maybe with Zluda, but no idea how.
I also learnt about this recent but thankfully have not purchased Bakery
In current year we probably dont want to rely on nvidia only
Good morning everyone
Hi
hi yall, this is not a social space.
https://nohello.net
Then what is?
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
Not many options available for that kinda thing tho
A place to find help and assistance when working in unity
This channel isnt a general chat either
Do you have a question?
@lunar moat #1180170818983051344 or #🏆┃daily-win if you want to showcase something. Don't post random things here, please.
What thing? Open CL exists and we have AMD and intel GPUs
Decent baking solutions for Unity
OpenCL is terrible and basically abandoned
ROCm is the AMD counterpart to CUDA. Though nowadays you could probably just use DXR through Unity directly.
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
Hmm so its double effort to support AMD? That sucks 😞
Does it usally take long for apk files to complie in Unity?
and how do you change the hand in defualt vr template?
Can someone tell me why suddenly unity editor freezes when loading dae model file?
How big is the file?
Could toss it in Blender to convert to FBX
How do you changer the hands in the defualt vr template?
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
problem is the tool i used for modding mgsv is heavily incompatible with fbx
Can you take a screenshot?
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
any way i can get unity editor to not have issue with loading dae?
I see it not only inside but outside as well
we can't help with modding issues here
#📖┃code-of-conduct
is it only Unity Engine game you built, or other Unity games? You tried WebGL build too ?
rn is about dae model file not loading
modding is set aside
but you said it yourself you cannot use the Common format FBX because of modding
yeah
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
hi i want to making 2d pixel room game(?)
and sorry for my english, i know how really bad
and my boxcollider2d is not working
i do eveything
and i ask every ai
If AI can't solve it, you've discovered something impossible to do.
But AI can't solve it

Anyway, you should show how you've set up your collisions. Nobody can help otherwise.
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
can i make a hole on a terrain?
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.
What exactly does this mean..
it means exactly what I sent
okey thanks
thanks
See this project I made for an example of how to use Event System to do this instead
https://github.com/rob5300/Unity-EventSystem-Events-Example
thank youu
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 ()
Unity remote would be unrelated to debugging on android
testing the game i meant
there should be some popup on the phone or something when you first connect ADP asking to give permissions
yeah but ADB and debugging etc doesn't use unity remote
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
well i turned on usb debugging thing
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?
im tryna make the game run remotely on my android
yeah but which way
run with unity remote
via unity remote app
then you don't need any of the dev options stuff afaik
Unity remote is just "stream the game output to the phone and stream back touch"
Its not really running on the phone
You need to actually build and install the APK on the device
oh wait I;'m wrong
well its not wokring so its what the tutorial says
you do need usb debugging enabled
yeah im wanting to stream the thing
i dont wanna build yet
even with this on it still doesnt work
have you done this part?
- 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.
and console gave me this.
yep
and the device showed up in the list?
nope
Unplug and plug the phone back in and pray the "Allow usb debugging" popup appears
i am
are you using a USB cable or wireless
Then go to developer options on your phone and revoke all allowed connections and try again
usb
Its "Revoke USB debugging authorisations"
yep i pressed it
multiple times now
If your unity install does not have the included android sdk this may never work
(unless you installed android studio and assigned this)
yea i got andrioid studio on
If you told unity to use this make sure the android dev tools are installed, then open adb and do adb devices when your phone is plugged in
how can i "tell" it
unity preferences
If its using the included android sdk you can go locate the adb executable in there and use that
alr will give it a shot
no
We all have it actually but have elected not to share it with you
Was a big turn out
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?
to be honest if you're working solo you don't necessarily need to use feature branches
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
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
you won't lose progress either way
as long as you're regularly making commits and pushing them
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?
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
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
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
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)
Yes I cannot understand this cycle
Perhaps first you need to understand what it means to "branch off" a commit
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
This website explains the "git flow" method which is similar to what I proposed:
https://danielkummer.github.io/git-flow-cheatsheet/
Yes ok
The reason why you would make a branch to develop a new feature is to not keep commiting in progress stuff to dev.
This way means you can merge it in when its fully complete
"I just finished adding this enemy i will now merge this into dev"
using branches also allows for use of pull requests
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
try selecting some other gameobject and press F to focus on it and see then
tried that already, although found something else that worked now, resetting all layouts
now just don't know what the problem even was
sometimes things bug out 🤷♂️
Yeah inspector input and rendering is pretty issue prone when using 6+, or earlier and URP.
Might not be anything you did
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
well, found out what the actuall problem is, unity thinks I'm zooming in to far so it is minimizing the effect my controls have.
is there any way I can stop that from happening?
does restarting work? I tried to recreate the bug but didn't get it
I tried it in a new project and had the same issue, so I've sent a bug report
generally you fix that by focusing something, what rob suggested - that resets the camera zoom and instead moves the camera to an "appropriate" distance from the object
if you end up needing to zoom anyways after that, if you're in 3d, you could consider using flythrough mode to move the camera closer instead of zooming
okay thanks
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.
i believe #1179447338188673034 would be the place for that
void Update() Runs on physics tick 🤔
no?
what does it do then?
void Start() Runs every frame (input) void Update() Runs on physics tick void FixedUpdate() OnEnable()
this is all mixed up
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
well might wanna fix these things before even putting it out there to help someone..
ok well i'll do some research
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
yeah you need an extra line break to end the list (basically for a <br>)
eh, let's continue in your thread
i mean, why's there red in there
because of the red eyes vs. blue eyes robots
Im not a good artist
if that's the only red, i imagine they'd just show up as 1 or 2 singular red, maybe dark red, dots
Im doing art up to 64 (I think), so Im gonna replace it anways, but still funny
there were just 4 dots and I made them to three already
just wanted to share, because I found it funny
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
nope. thats the original
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
...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
please do not crosspost.
this or upscalling. I just found it funny how from a "cute" logo it became more of an horror
You probably just need to do a web request from C#.
Get it as a string
question, is there a way to convert .bundle files to .assets?
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
why do you need 2021
also, consider updating your hub
that looks like a really old version of the Hub
this server can't help you with decompiling games or asset bundles
dang, alr
does anyone know if the weird stuff going on in unity 6.2 has been fixed yet?
Unity 6.3 LTS is out
there will be no further 6.2 updates
thats how "supported" version works, its only supported till the next version is out
oh wow ok
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
^ you could look if a specific issue has been reported in bug/issuetracker, it might've been fixed in next versions
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
misc files where? where are you talking about ? Unity, the repo?
if your IDE is configured then you need to regenerate project files
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
do you mean your visual studio is showing "miscellaneous files" instead of the workspace/project/solution name
..literally should've led in with that, threw in all the misc files and git. I thought they meant something else
it should not be saying (internal)
Yes what's happening
you manually linked it to the exe?
What I can right now?
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
?ban 1460599294795972649 scam
daring_kitten_87572 was banned.
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
then how do you know its not working
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
From a quick Google, this looks like a good solution?
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Vector3.MoveTowards.html
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?
tysm i think i can use this! idk how i didnt find it its literally called movetowards
btw if you apply this directly to transform / translation you will phase through walls/colliders
because when I start the game it's not clickable like it is in the tutorial
whats supposed to happen
you linked it to nothing, how is anything supposed to happen
you even turned off the Transition visual
Don't worry about the script yet; first, make sure the EventSystem is in your hierarchy, otherwise the button will never detect your click
if there is no click event then yeah nothing will happen
event system is already there from first screenshot they shared
How can i have my unity smaller like the seconde pics with the orange scnene ?
you can rescale the windows
by just dragging them from sides
im also pretty sure the one on the left is a far higher screen resolution as well so everything looks smaller in general
like this
just click, hold and then drag
oh yeah
that looks so small
yeah it's mostly a screen resolution thing
looks like a synty video
oh guys
those guys are filthy rich so they are all probably rocking 4k monitors
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
try visio
i need microsoft 365 for it??
I do not know if that is certain.
I prefer https://app.diagrams.net
yup agreed
can someone teach me how to make unity games im on unity 6.3
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
but im trying to make a game with gorilla tag movement will it still help me?
💀✌️
why are we using the skull emoji in the big 26
Here we go again with GTAG meta.
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.
alr
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
That's an impossible question to answer. Depends on your locality, your skill level, and the particular company/job you get.
"in unity"?
You mean using unity engine?
It depends on your country and company. Can be anywhere from nothing to well paid.
Companies? I thought its mainly based on remote jobs
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.
and "locality" makes it sound like an on-sight job
Well if that's what you're asking you can look at upwork job listings.
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" 🤔
remote programming jobs is a pipe dream
it existed for a brief window during the pandemic
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.
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
looks like unity devs dont enjoy enough remote jobs
i would kill for a remote job
unlike roblox where almost 100% of jobs are remote
I was talking about gamedev industry in general. My company has only like 20% of projects done in unity.
My future CS degree screaming rn with this one
how long does it take to make a good 3dgame? not too complex,not too simple
how long is a piece of string
nah be realistic
How long does it take to make a successful company?
6 months? roblox averages 3 months
5 to 10 years if you really locked in
im talking about the dev phase beforee the launch
Are you sure? I see a lot of cases where they never actually become a successful company.
and the answer is still the same
how about that
I mean, if your company can survive 5 years, that’s when you succeed
not nescessarily
it cant be the same after that precise goal definition "launch"
a company can only really survive if their financial runway lets them
It depends on the scale, genre, your ambitions, etc, etc... It's impossible to answer without a detailed game plan and context.
its still the same.
it depends
I'm starting my program in April should I turn around 
no
but dont expect much in this climate
people have way too high expectations for cs degrees and programming jobs
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
If you drop the "good", "not too simple" and assuming you have experience then maybe a few month-half an year of full work.
4th year MSc we are too busy doing everything but programming atp
My bar is not high, I just want to work in programming or IT or anything that pays comfortably and isn't ENTIRELY mindless
Depends on the uni I guess
Okay but that doesn't sound like a bad thing
hmm.. sounds fair.
is the average unity dev knowledgeable of programming and 3d modeling?
is the average unity dev knowledgeable of programming?
yes?
what
if they werent would they even be considered an "average unity dev"
on the parallel dev world, roblox, the average dev there has 1 skill only.
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
It's pretty hard to develop if you can't program. Then you're just an artist etc
or an unreal developer
"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.
Btw nowadays that is unfortunately a somewhat high bar
I'll take mindless
What is the best tutorial to learn c# for Unity?
learn c# first then understand how the api works
read manual for unity concepts
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
as mentioned, this goes only in #1180170818983051344
kind of ironic cause it's like the job that would fit best for being remote as it's all done on an electronic device
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
There's no such tool. Unity is not a modeling software.
Your best bet is to write some code that modifies the mesh. That or make it a skinned mesh and animate as desired in blender.
alrighty ill see if i can just work around it then
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...
i understand the mechanism, the game im modding this for uses engines that have individual nozzle pieces, but as you can see from my image, the closed version looks a bit strange
maybe im closing them too much for their length or something
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.
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
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
if your are doing something low poly i doubt unity's terrain tool would be any good
okay thank u ❤️
oh and what about adding water? im not rly sure how to approach that aspect yet
i'd just use something like a cube with a stylized water shader as it's material there are quite a few youtube tutorials on how to do just that
so for water i can just use unity? :D
yeah* blender materials dont carry over to unity so you should use unitys shader graph which is what i meant by "stylized water shader"
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%
lol i get that quite a bit
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"
you can always test this
short answer is all the awakes run again
unload you destroy everything, on load you create new ones
A Short Hike uses terrain very nicely iirc
honestly if they do i gotta give them credits never seen "good" looking near vertical mountains with the height map types like unity's terrain system
It did use the terrain system yeah
<@&502884371011731486> 👆 sus link or ads.
?softban 1460599276827836528 bot spam
remarkable_starfish_92135 was softbanned.
If you still on that issue, start from checking the hub logs.
!logs
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
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?
WAR THUNDER
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
Obj files don't embed the texture data. They contain a relative path to the texture, so you need to copy the textures along with it.
If the files exist at the correct path, unity should import and assign them automatically.
I had a similar problem, I just loaded the model into blender and downloaded the textures separately but it was .glb
Which file extension does unity support that automatically fills textures?
Does that mean you attached the textures manually? Since you downloaded them separately
Yep
Obj does. If you provide all the files it needs.
glb and fbx can embed textures in one file, yes.
I selected the models with their textures and exported as an obj file but unity didnt see the textures tho
You mean imported? How did you import them? Is the relative path preserved?
No. I mean exported.
I selected models with their textures and exported from roblox as obj
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
Well, do you actually have the texture files next to the obj??
Is it something like .mlt ?
Not sure what image format roblox uses. I've never heard of mlt. Usually it's png or something.
When exporting obj, there is an auto generated file with extension .mtl (I realized its not called mlt)
Do you mean mtl??
Yep
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.
What would be the extension of the textures file?
Depends on the implementation. Something like png.
When we export from blender, does blender give obj and mtl only?
I'm not sure. It probably has options that control that.
So there is no way to let unity automatically assign textures
You can open the mtl file in a text editor and see what textures it references.
This is not a unity problem, as I said. It's a problem with how you export.
Exporting isnt that hard.
Select the models with their textures and then export, done
Well, then where are the textures?? 😅
According to what you're saying it's only obj and mtl, no?
Yea. Are there other files supposed to come out?
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. 🤷♂️
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)
Fbx one love
Hi
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
If you can try a new computer
I can't at all unfortunately
Maybe even a VM(idk if unity can use VMs)
afaik a VM can't run Unity (low graphical power)
We can’t help with modding here, sorry
The issue isn't with modding (if you read)
It's with actually even opening Unity
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
a link to a place that could help me with it would've been more helpful..
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
modding beat saber isn't tos breaking though?
sorry I'm really confused rn
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
modding the game itself doesn't require unity, but making custom avatars does
dunno if that changes anything
Modern VMs have very good GPU support
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.
Hey, can someone help me? I don't know why the pixels rendered by my camera aren't fixed properly. Is this normal ?
Sounds to me, like your license is tied to the mac address and revoking the license file from your pc does not chagne that. You need to revoke it online in your unity dashboard and then reload it to your pc
I have Personal though
look at your scaling of your game view
Ah got it. Thats weird. Sometimes reinstalling hub also helps.
did this about 8 times
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
sounds like a only for you solution 😄 Great it helped tho 👍
it wasn't only for me though
the solution was sitting there on the unity forums and a few people actually said it fixed it for them
thank you
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.
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
Nothing annoying been seen here, happy coding
Delete them and replace with the prefab version
ouh so I have to do it manually ;(_ _
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.
Ye
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.
does anyone know how to install cinematic unity on spt (tarkov) ?
cinematic unity?
spt?
Game modding is not supported here. see #📖┃code-of-conduct
guys does anyone know how to use ML agents in Unity
i need some help and it is really urgent
perhaps look through and post in #1202574086115557446
Mind reading never been my thing
Same, unfortunately
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...
Using the gizmo or are you changing the size in the inspector?
I forget if it's always worked this way but you can just move the center after I guess.
i done it many times... unless there was some update in the new editor i got
okay so i switched the editors in another project and yep the issue is clear
somebody doesnt like me at all 😄
hello
Do not come on an official discord server asking for links to illegal things.
u need to check ahem under the table
You don't. This isn't the place for these questions.
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 ??
Alr tysm
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
Photon is another network SDK for cross paltform multiplayer, that you can use. Thats all
Technical side of Assassin's Creed movement system implementation.
ur using plastic?
sounds like permission issue to me
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
🥲 thought to start a new idea , and beggining start with errors
Before even i get motivate , depression takes the place
Remove the version control package if you're not planning on using it.
whats that? and whats the effect i get when i removed it
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
guys actually how do u solve the issue with seams in modular models?
Hey all. How long did it take you to get your first commission since your first time opening unity?
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?
is it just me or anyone also cant paint grass texture on Terrain
I have seen a bunch of people complain about terrain painting lately
Maybe something broke in the latest versions
i cant paint grass on my backrooms level
A comission? Like freelance work? Its an insanely competetive market so i doubt many people are even freelancing here, and if they are i doubt they see frequent work.
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
Hello where can I ask questions regarding tile palletes for 2d?
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
Alright, thanks!
look how cool my editor interface looks unlike your flashbang ugly interface
it is not that serious
reminds me of windows xp days 😄
yep, you got it right
these are 3d model, with frutiger aero shader
oh damn thats nice
Why is your unity set up like blender
if i made a windows themed i would prob used like win 98 lol
more like UE5
just use ue5 then
naww, UE5 laggy af
fair enough
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
#1180170818983051344 is where you can share your game for feedback.
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?
Look on the asset store for something?
https://assetstore.unity.com/packages/tools/utilities/vour-virtual-tour-creation-tool-188053
Thanks but i wanna showcase whole area , and want a perfect review so if I make a video , so it will get around 500mbs and we can't share that much videos in dc
Upload the video to Youtube or some other service and use a link.
I checked it out but this is for creating the complete tour which I already have in place with navigation and hotspots, I am just trying to add a photo gallery for which I could not find a good enough asset so far (all are either too old or not exactly what I want).
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
Got it. This might be helpful. I wanted to see if something like this has been done before on which I can build so I don't waste time in reinventíng the wheel.
Thank you! 😄
There was this git that I know included some components that extend the UGUI components:
https://github.com/Unity-UI-Extensions/com.unity.uiextensions
It had a carousel I believe, with layering/scaling.
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.
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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**
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.
ok ok..
Oh that's a great idea
which ones? sorry... i'm just trying to be careful this time...
The link is in the bot message
hi, use #🤝┃introductions for that - this is a help/discussion channel
Sorry
Hey guys, I don't know how to stretch the white box and how to shrink the text :( I am struggling with UI
How do I dissable collision for something?
make a reference to the collider and change the .enabled flag
I'll try, ty!
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.
do you mean temporarily
Like so that in game I can walk into a GameObject/cube
you can mark the collider as isTrigger, one of the many ways to go for
Trying out unity and scrolling through courses
Overlap perhaps
chck distance from emitter
Is 6.3 compatible with 6.0 courses
OverlapSphere
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Rigidbody.AddExplosionForce.html this is a professional way
this will move them if they are rigidbody yes but not necessarily "Damage" them
assuming you ment like applying a force to the surrounding objects
yeah damaging objects can mean many things i agree
So overlap sphere is the way? I am going to be damaging / pushing away any near by objects.
explain what you mean with damaging
For example a random box if the player either ground slams near or on top of the box the box is damaged and breaks , and using force to move the broken pieces away from the player.
what about objects behind walls?
If behind the walls it shouldn't be affected as its behind a wall.
there are several different problems being solved here
I alredy tried that cause it had to trigger smth but I couldn't walk into it
if you dont want those damaged, you would combine overlap with raycasts
- 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
Note that raycasting can be kind of finnicky.
if you mark a collider as isTrigger then you wont collide with it but the ontrigger will still be called
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
Cassidy's ultimate, "Deadeye", is supposed to eliminate any player in view. Guess his aim isn't what it used to be...
UPDATE: Most of these problems were fixed with the release of Season 4 on April 11, 2023 (game version 2.4.0.0.111387). Here is a summary of the changes:
• There are no longer three line-of-sight checks; instead, LOS is only c...
indeed this can get quite complex, should it cast/hit the middle of object ? the top? multiple points etc.
This should give you an intuition for the probelm
I did it originaly but didn't work
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.
only you can answer this , more of a design question
Note it's not something that "appears". It's something you do in your code
Can anyone help me with unity? I dont know why it doesnt want to download
is the Unity Hub giving you an error?
no like when im trying to launch it
it says i need unity hub
but i have it
show me the error
theres just one problem now, it doesnt even want to launch anymore
im gonna try to dwonload it again
Restart your computer first
Then, instead of downloading Unity directly, I'd suggest downloading the Unity Hub
theres just one problem
my teacher told me i had to do it on the version: 6000.3.3f1 LTS
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)
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?
i just got a new computer how do i get all my unity projects back
@gray frigate @near wigeon @craggy pollen Thanks for the help guys, Got everything working now only thing missing are some effects 😀❤️
if you didn't use Unity Version Control or some other version control (e.g. Git + GitHub), there isn't a copy of your projects anywhere but on your old computer
The "Completely" option will recursively unpack nested prefabs too
You might not want to do this
the regular unpack option does one layer
i have the old computer still and can get the files but i have no idea where they are all saved
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
thanks!
im confuzed
you can go to the folder and manually open the unity files if you dont know hwo to do it via hub
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
usually in the Scenes folder you will find the .unity files
ya click impot projects dose nothing
in the unity hub press Installs tab it will show you all the version you installed
ya i got that working now its just the projects
how do i get rid of this plugin? it doesn't show in the "In Project" tab but it's messing with my scripts
you have not imported it yet , it shouldn´t be in your project actually
i did
how do i get rid of it😭
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?
there is no vc here
fine
done, it fixed it\
lowkey gave me a heart attack
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
thanks murado
you are using mesh grass with too many polly probably @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
no both points you mentioned ar enot the problem
if you have 3 million grass yes
yes way too much , use texture grass you will only have like 4 faces instead 62 in best case
Honestly grass that has more than two triangles is probably overkill
yep
yes, too much
grass is mostly a flat plane with a transparent texture
theres no reason it should have any other geometry
i understood, ill just change for my own
so i reimported all my old projects and the instals of unity now unity is just not opning thoes projects
hi, does anybody want to make a game
!collab
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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**
is there a collab channel?
read the bot message
Might be worth having a few more for optimizing overdraw
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
to vrc it is an avatar i bought
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
hey does anyone have a Rust-like Option class for C#?
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.
It didn’t come up for me my bad
Nullable<T>
Yea its nullable to do this with value types but we usually do int? instead of Nullable<int>
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
int? and Nullable<int> are the same thing
but yes, that's basically the closest you can get for Option<T>
Yes, just another way of writing the same thing
I wonder about Box<> 🤔
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
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
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
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
classes are reference types; structs are value types
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)
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
Yes, that's a distinction from C#: most types are inhernetly referred-to
You can't directly contain a Transform, for example
The joys of managed languages. Easier to use but more restrictive
true 💔
I do wish C# had something like Haskell's algebraic datatypes
In C#, boxing is automatic. I use an IDE plugin to highlight it.
it'd be nice for expressing things like option types
surprise allocation!
oh, right
Yeah and it doesn’t even catch everything smh
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
if you start proving that kind of stuff from a type system you end up with a language that can be excellent to reason about but painful to develop in while you don't have your solution fully specified yet.
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
Some days i wish we had constant expressions 🙁
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)
i mean, whatever keeps bugs out of the house is good stuff.
yeah
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
i don't think "i wish I had ADTs" that often, but it comes up often enough to be annoying
the current direction pushes hard towards that stuff
i think some form of 'traits' would be a nice thing.
Traits are also something I wish I had
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"
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
Version control.
git
Version control, what?
You upload your project to version control. Download in another place.
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
Ah right, is that thru unity hub by chance or its own thing?
"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"
Damnit, always get Confused on how to navigate git or github
learn it once, use it forever
it is free
you should also be using version control in general while making your project so you can safely make changes
Ok noice, well ty then, would i jus reinstall git on my other device, login or smth and redownload em?
git itself is free.
There are many cloud providers for git repo hosting (the most popular is GitHub). Most are free up to a point. You can also self host for free (more complicated)
Just to point out that unity version control is one other alternative.
Git is by default a cli program
There are many gui clients/wrappers though.
So, git gui is like the main source, and i gotta use Another program to actually store em? Sry im jus a bit lost
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.
I searched up git, it downloaded smth and now i have git gui
Ye, downloaded git for windowsx64 setup
Yep. I guess they might be including some default gui these days.
Or not. Can you show where you see that git gui?
Gimme 2 secs then the laptop is having its 3rd stroke
Thats the new stuff i got, bash and cmd bein command stuff
Hmm... I think hat might just open a command line.
Gui opens a whole thing im jus trynna take a pic of it and blur out my name since its there
But generally, that should install the git itself as well.
I got That
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?
is there a help channel ?
you should not be dragging and dropping files
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
!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
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You should make sure to use a unity git ignore file too to avoid upload the Library and many other temp files.
Wa- ok lets see
Where would i find that?
On the internet 🪄
Jesus gotta find and fownload like 5 dif things so far jus for one process
Ok, github desktop open, lets see
do Add Existing instead of new, choose unity gitginore in the wizard and ur done
the root of project is where you select, where Assets , Project Settings etc. lives
I added an existing repository i made, it made a folder in my documents
I mean you probably wanna track your projects not just empty folder / repo
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
300gb??how are you measuring the project?
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
How do you keep track of them? Are you making a full project backup for every little change you make?
No All projects total equate to 300gbs, i have like 20 maybe?
make 20 repos then? version control is very much not ideal for a one and done file transfer i'd imagine
I, dont need to, most are in cold storage for now and i dont tend to need to rely on backups
until you lose evrything but ok
Its a new desktop system, and any changes i lose i can very easily recreate
If you're not working on these, it might really be better to just zip them. Just remove the library folders and other unnecessary files.
Library and, wat would be unnecessary? Like objs maybe?
im pretty sure these are the 3 folders you need to make a project work
It depends. You need to look whta you have. Generally assets folder, packages and project settings is enough I think.
if you were using a gitignore with your version control those are the only 3 folders that would get uploaded as well
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
Most of it is probably regeneratable automatically, but we don't know for sure. This is not a vr chat server.
most of those are probably generated by packages
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
Yes. Library is often bigger than assets.
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
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Hello. I am trying to zoom into objects because I accidentally deleted all the textures, and a weird issue is happening with the camera.
the pink means a broken material of some kind
the other thing looks like a clipping plane issue
I know its pink, just how do I fix the camera? Why is everything dissapearing when I get close?
your near clipping plane distance is too big
?? how i fix it then?
decrease the near clipping plane distance
also don't allow your camera to go inside things
is your camera like... attached in front of yourplayer's collider or something
no im just flying around in the scene trying to fix stuff, this isn't in game
Select an object and press F. It should reset your clipping planes iirc
thxs
idk how it even got like that tho lol
Hello there
I am having serious issues with ml agents
😭
It's been 3 days and I still can't get it to work
sorry, I don't know how that works. good luck though
Yup it's alr
Dang thanks
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.
instead of 2D view you could probably focus on it and use orthographic mode should be similiar
It should look like this from this angle with blue arrow pointing towards me, but I have done it manually. I don't know how to use gizmo for this. It doesn't seem working.
Gizmo is probably considering global coordinates.
the one on the right is showing world coordinates yes
what exactly do you need to do?
are you building UI using meshes?
It's basically a rectangle. I want to view it from top.
No it's not UI, it's just a quad.
How would someone do reliable VR inside of Linux using a quest
The only way I know is with sidequest
yes understand what a quad is lol but Im asking what do you need to do with it, since i Saw text I thought you were trying to make UI
Instead of quad, think of this cube. I want to view it from top.
Which I can't, because its parent is rotated.
idk maybe Im not understanding, but thats what clicking the gizmo on the right does . Green in this case
It only works for green because that's not affected by parent rotation. Doesn't work for red and blue.
If I click red I get this
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.
you could write a quick editor script that manipulates the scene view camera rotation if you have to do this a lot
I have just reset rotation for now.
But I think this option could be helpful. Blender has this option.
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
figure out how big you want that object to be in units, decide on how many pixels to use for objects of that size, keep that number consistent

