#💻┃unity-talk

1 messages · Page 63 of 1

thick heron
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is there a range to shoot for where im not being too greedy? I'm worried im going to have too large of textures and have performance problems down the road.

#

and what I mean by that would be like 64-100 is ok, 400+ is probably too high etc.

storm patio
#

worry about perf when you have issues about perf

thick heron
#

Already do, it's why im trying to check this out early.

balmy kettle
#

if you have performance issues then you should be using the profiler to determine where the actual source of those issues is

thick heron
#

I have been. I think a lot of my problem was false positives from running the game in editor mode and not a standalone build.

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I'm just looking to be happy with my choice in ppu before i do too much more art. I just felt like my textures are too large anyways.

balmy kettle
#

the choice of the PPU setting for your textures is unlikely to impact performance. it would be the actual size of those textures that might have any impact. the PPU setting just determines how many pixels of that texture is equivalent to 1 unit of world space

thick heron
#

I think i just started out wrong, I made a 2048x2048 texture that I ended up scaling down a ton in my material (for walls). Maybe i should set my main character to 1 unit or something and figure out how to scale down some of my textures before importing them into unity.

pulsar sparrow
#

sup guys

drifting jacinth
#

Hi :>

woeful spear
#
#

This music is listed as CC0

#

But in description it also asks for credit?

pearl oyster
#

It's not uncommon that people apply licenses to their stuff without understanding what they mean. It's also not uncommon to ask for credit as a courtesy even if the license doesn't strictly require it

ocean pumice
#

you can also set the import settings for each texture if you want in Unity on a platform basis. Having bigger textures that you dont need is more a matter of project size and how well you can handle that big amount of data. If you set your textures to be lower size on mobile for example, the build result is a compressed version of your source texture. So you should decide, what looks good for the target platform and probably account the highest one and use those settings to lower textures on specific platforms.

slender robin
#

can unity run javascript too? if so how to?

sly lake
#

It cannot.

autumn aurora
#

Hi, I want to ask whether this grid floor comes from Blender or Unity. I already asked an AI, but the answer wasn’t certain. I want to learn animation and I’m currently looking for which software would be good to start with

slow dirge
#

As for your question, it's impossible to answer.

gray dirge
#

Could be any of the hundreds of modeling tools and game engines really

autumn aurora
#

eh really?

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But ive seen some of their video descriptions mention using Unity 3D

gray dirge
#

One can animate things in unity yes. The animation system just isn't great compared to many other tools available. Most games likely do the animations outside unity and import them into unity

slow dirge
gray dirge
#

You shouldn't be looking for an answer to the question "which software was this made in" to which neither we nor AI have an answer to. You should be looking for suitable software to learn animations in. I don't have an answer to that but unity wouldn't be it if you are looking to make complicated animations like characters

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People have made 3D games inside Geometry Dash, that doesn't mean you should use Geometry Dash to start learning 3D game making

dreamy snow
#

so Hello here again >D im using unity for about 5 years now and it newer stops surprising me 😄 so now im creating a build of my URP project. and in build everything is pink ,, well mostly everytihng , terain sahder is not inclued its invisible some assets have color 😄 why is that happening ? suggestions ? is there any specific button i need to check to include the shaders so game is actualy vissable ?

im using default URP setttings havnt changed anything

ocean pumice
dreamy snow
#

its a simple scene with few trees a aterrain and additional 10 assets like character and partycle systems (which do have a matterial) rest does not

ocean pumice
#

Do you have different quality levels in your quality tab? Are they all provided with an URP asset?

ocean pumice
dreamy snow
#

yes defautl all use same asset that was there by default

ocean pumice
#

Just for testing purpose, you could try to replace it with a new created one by you. See, if it "resets" something on build.

dreamy snow
#

hm i think i tried it but will do again

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its just ridicolous how such simple thing is not working 😄

keen siren
#

have ure tried?

dreamy snow
#

all teh asset here are for URP i dont need to convert anything

deft rock
#

What platform are you building for ?

dreamy snow
#

PC

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Windows

dreamy snow
#

well i disabled shader striping which did not help , deleting library was my last resort

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whihc gona take some time to import ..

rich charm
#

hi guys. can someone tell me why my environment is looking dark? i dont know how to fix it someone pleasee help me

ocean pumice
dreamy snow
#

even librabry delete did not work lol

#

wtf

ocean pumice
deft rock
deft rock
#

The skybox hasn't been touched

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he's zoomed out far enough, maybe

ocean pumice
#

If its not the clipping, it still might be a shader thing

deft rock
#

the shader/ lighting is also processing (hence that teal-y blue)

tawdry yacht
#

Just hit F and zoom out

deft rock
#

I wouldn't say it's related to shadows, there's nothing to cast a shadow that big

ocean pumice
dreamy snow
#

changed unity version getting this garbage

deft rock
#

That's HDRP, you said you were using URP

dreamy snow
#

well yeah i am

ocean pumice
#

Looks like you installed someHDRP stuff too

deft rock
dreamy snow
#

well im not even sure why its there cause its a URP templete

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and now i cant even build anything cause im on outdated urp setting 😄

deft rock
#

I'm 90% sure that has an auto update

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I've never had to manually update renderer settings after updating the project to a new version

dreamy snow
#

well naither did i right so

ocean pumice
#

The errors might just stop your unity from updating/compiling evverything else right now. So I would start removing the HDRP first and see, what happens from there

inner canyon
#

Yall I need help my fan game gtag got hacked

hardy tulip
#

Hello I tried to do a web build for a test project I have that is using Photon Voice 2 but the build fails with undefined symbols "egpv_opus" (a bunch). Is Photon Voice 2 not supported on web builds? I've searched online but can't find a solution.

dusty wren
#

Hi, I'm not sure if this is the right channel to talk about this, but I'm trying to create a 2D white outline. I've managed to get it working in all four directions (up, down, left, right) but not on the diagonals, and the result is unfortunately not great. I've tried looking for video guides but haven't found anything. Does anyone have a solution ?😄

slow dirge
slow dirge
slow dirge
strong fable
#

how do I create a texture2d with a specific format like RGBAFloat?

hardy tulip
inner canyon
slow dirge
warped oxide
#

How do a gameobject that have font material get a glow?

dreamy snow
ocean pumice
strong fable
tender oasis
#

Help.
How do I know my GPU stats (to know if its performing well)
I have 3060ti palit powered with 600 Cougar 80+ bronze

short wind
#

real time or....

tender oasis
#

Anything

potent geyser
#

Performing well in ... what? Unity?

short wind
#

in unity itself there's the profiler

potent geyser
#

If your game is having performance issues, you use the profiler.

tender oasis
#

In general. To avoid damaging the gpu

potent geyser
#

This isn't a PC support server.

short wind
#

if the machine is well-cooled, windows will manage the hardware load

tender oasis
#

Hm ok

storm patio
strong fable
# tender oasis Hm ok

if u wanna look at some numbers check out the nvidia app. there are stats like gpu heat. if thats consistently very high u got a problem

potent geyser
#

Again, not a PC support server.

strong fable
potent geyser
#

Make a thread if you're going to continue this

strong fable
drifting jacinth
#

Hi Guys?

gray frigate
#

that would, indeed, be a completely new asset with no relation to the texture you generated the image file from

gray frigate
tiny silo
#

Hey, I just wanted to ask here to be sure but is Unlit the best material for performance? I'm using URP.

At some point I changed the bullets of my 2D shoot-em-up game to no longer use animation components and instead use a shader to make the bullets pulse a little. I've found that the performance was better, but my old laptop and a friend's computer actually had worse performance since then. So I wanted to make some sort of alternate option so those people don't suffer performance issues. Anyone have any insight on this? I figured changing the material to something lighter might be a good workaround for lower end computers which is why I wanted to know what the best material for performance is.

TL;DR Want to know what material to use for bullets to improve performance on lower end machines

strong fable
gray frigate
strong fable
#

get a texture with more bits per channel. like rgbafloat instead of rgba8

gray frigate
#

unless you created a very expensive shader

gray frigate
tiny silo
#

Could I post what the shader looks like to see if it's heavyweight?

gray frigate
#

you were talking about using EncodeToPNG() earlier

gray frigate
tiny silo
#

Yeah I did

strong fable
gray frigate
strong fable
gray frigate
#

I did something similar recently

#

I was making a night-sky shader. I encode each star as two pixels in a lookup texture

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I imported it as RGBA 64-bit. Notably, this had to be done specifically for desktop platforms – that format isn't available for all platforms

strong fable
gray frigate
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I don't know what it actually does

gray frigate
#

the docs say that you'll get 8 bits per channel

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The encoded PNG data will be either 8bit grayscale, RGB or RGBA (depending on the passed in format).

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If you want to write out PNGs with more bits per channel, you'll need to look for a third party library

strong fable
#

hmm I guess I could also convert the texture2d into a rendertexture and save that as a rendertexture asset.

gray frigate
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render texture assets do not serialize the actual texture data

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You could, however, just save the texture asset to disk directly

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you don't need a PNG

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you should be able to do:

AssetDatabase.CreateAsset(tex, "Assets/PathGoesHere/tex.asset");
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i do this when constructing texture arrays

#

So you're creating the vertex animation texture inside of Unity, right?

feral smelt
#

Somone really smart here?

short wind
#

possibly

feral smelt
#

Maybe u can help me figureing out a UI bug?

charred fog
#

!ask @feral smelt

vagrant rootBOT
# charred fog !ask <@452623678585307157>

: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

short wind
#

debugging is not my strong suit

safe garden
#

has anyone noticed when you try to swap a prefab for another in inspector sometimes it won't update at all? bit hit or miss for me sometimes

gray frigate
feral smelt
#

The thing is i am trying to solve that for 12h+ and its acually really simple. I have a multislot tetris inventory with diffrent pages and overall 120 slots. when i have items on the first and second page and log out and then bag in again, the first page is shown everything fine. When i open the second page the items are there because the slots are blocked but the sprites are missing. After clicking on diffrent page and going back, they are back, but then one sprite is freezing to the screen

gray frigate
#

depending on how this works, a scripted importer might be the way to go

strong fable
gray frigate
#

you can import a file that tells you how to generate the textures and then add sub-assets to it

charred fog
gray frigate
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no more manually running the script every time the inputs change

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the asset import system handles it for you

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Notably, I have a VRChat avatar that includes a TV that can display a bunch of messages

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some of the messages include audio

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i have a scripted importer that reads a .json file and generates animators, textures, VRC menus, etc.

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(the names of the menus are mildly broken, whoops)

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You can also assign references to existing assets in the importer's inspector

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If you went this way, you'd wind up doing something like this

#
var tex = new Texture2D(...);
// do some stuff to the texture
ctx.AddObjectToAsset(tex, "Animation");
#

now you have a sub-asset named "Animation"

#

This will be a bit of a leap from what you have right now, though

strong fable
# gray frigate this is all you really need

yea going with this for now but what u did is very interesting. I'll probably come back to this at some point tho cuz I love building custom solutions to save time on tedious tasks. thanks for sharing :)

gray frigate
#

importers feel very slick

strong fable
#

works perfectly and the animation is smooth as butter now. thank you very much🙏

gray frigate
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nice (:

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you may be able to get away with 16-bit color, btw

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give that a try; it'll cut your VRAM in half if it looks fine

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and I believe you can do half-precision floats, so it doesn't need to be 16-bit integers

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oh, and make sure the data actually..saved

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so, restart the editor

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it's possible to have a texture whose data never actually made it back to the CPU

solar glade
#

Hi everyone, I'm facing a weird global physics/sync issue in my Mirror-based football game. Everything was working perfectly last night, but today all Rigidbodies (Players, AI, Ball) are floating and frozen in the air.
The Symptoms:
Gravity seems ignored; objects are stuck mid-air.
Players can still rotate in Update, but rb.linearVelocity does absolutely nothing to their position.
The scene layout has shifted by itself. Spawn points are higher than they should be, and the ball is clipped into the floor, even though the Transform coordinates haven't changed.
This issue persists across different scenes (original map and its copies).
What I've Checked:
Time.timeScale = 1, Physics Gravity = -15, Simulation Mode = Fixed Update.
Layer Collision Matrix is correctly set.
Physics Debugger shows FixedUpdate is running.
It feels like a conflict between Mirror's NetworkTransform and local physics, or a corrupted project setting. Any ideas why positions shifted and physics froze after a simple project restart?

strong fable
gray frigate
#

Creating the asset should be sufficient

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But it's possible to create an asset whose contents aren't actually persisted correctly

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it'll look fine until unity has to reload it from the serialized data on disk

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notably, I've had problems reading back from the GPU after blitting into a texture

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i'm a little fuzzy on how that actually works

strong fable
#

16 bit looks fine and the assets are still there after restarting. 🎉

gray frigate
#

hooray

strong fable
#

I love it when things work

solar glade
#

Why was I ignored? 🤔

feral smelt
#

get behind me buddy

strong fable
#

nah there isnt anybody with an answer to ur problem present rn :P

stuck flower
#

This isn't anyone's job, no one is obligated to answer anything

feral smelt
#

so me either even when i wait brave?

gray frigate
#

i see that all of the inactive slots have the "BlueDagger" ID, and the rogue sprite looks like a blue dagger to me

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so my first wild guess is that you're not correctly initializing the slots

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thus leaving them in whatever position they started in (floating away from the actual grid, in this case)

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I'd also guess that's not just one dagger sprite, but actually a big stack of them

deft rock
feral smelt
#

hmmm sounds likea good apooruch let read thruw my 2700lines

#

for (int i = startSlot; i < endSlot; i++)
{
if (slotUIElements[i] != null)
{
slotUIElements[i].UpdateSlot();
}
}

#

man i think your right hang on for a sec

vagrant rootBOT
feral smelt
#

sry m8

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i was not resuing the multislot items or sprites i was recreating hang on

feral smelt
storm patio
#

if you share it properly, sure

rustic pond
#

in wich channel i can ask question about shader graph

rustic pond
feral smelt
charred fog
#

Or rather forum there if you want a debugging session

gray frigate
feral smelt
#

Im fine the guess from @gray frigate was golden! just needed some time to figure out how the stacking is working now i ahve a fuccking nice inventory!!!!! man i am so thankfull

#

now i can sleep

rustic pond
feral smelt
#

fkn hell dude 13h debugging and in the end it was the Slotui called the UpdatedSlot but the set item to slotrect call was to fast it was all about switching 2 lines of code i wanna die fr i refactord it and didnt noticed fuck


slotUIElements[i].gameObject.SetActive(true); 


slotUIElements[i].UpdateSlot();
  → SetItem() liest slotRect.anchoredPosition 
  → Position = (0,0) oder alte Position
  → Alle Icons landen bei (0,0) = Top-Left! 

and the solution was



for (int i = 0; i < slotUIElements.Length; i++)
{
    slotUIElements[i].gameObject.SetActive(shouldShow);
}


Canvas.ForceUpdateCanvases();  


for (int i = startSlot; i < endSlot; i++)
{
    slotUIElements[i].UpdateSlot();  
}

feral smelt
gray frigate
#

automatic layout normally only happens once per frame (right before rendering, iirc)

rich charm
#

hi guys. how can i fix this object , when i zoom out it turns pink D:

gray frigate
#

That means that one of its LODs has a broken material

rich charm
rich charm
#

is there any way to fix it ?

gray frigate
#

inspect each of the child objects

#

each one will have a Mesh Renderer

#

which has a list of materials

rich charm
gray frigate
#

I'm guessing that one of the materials is using a shader that either doesn't exist or doesn't work in your render pipeline

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(you're probably using the universal render pipeline, or URP)

rich charm
#

should i delete the ones that look pink ?

gray frigate
#

no, you should try to fix their materials

rich charm
#

cos one of them doesnt look p,nk

gray frigate
#

show the entire inspector for the broken object

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and unfold the 'Materials' list

rich charm
gray frigate
#

you already have the object selected

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just screenshot the inspector on the right

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the window that displays the Transform, Skinned Mesh Renderer, etc.

rich charm
#

did i ss the correct thing ?,

gray frigate
# rich charm

I want to see the inspector for "MRock_LOD1". You had it selected here.

feral smelt
ocean pumice
#

you screenshot the parent object. you need to seleect the LOD version thats pink and then look at the meshrenderers material list. Click on that material, it will show you the "wrong" material

gray frigate
#

I'm guessing the material is missing entirely

ocean pumice
#

Or that 😄

gray frigate
#

In that case, you would drag in the same material used on the LOD0 object

#

Otherwise, if there is a material, we'll need to look a little closer

rich charm
feral smelt
rich charm
#

i ssd lod2

gray frigate
#

Unflod the 'materials' list

rich charm
#

it doesnt unfold

gray frigate
#

click on the small arrow on the left

gray frigate
#

(e.g. by positioning things in local space)

rich charm
gray frigate
#

I said to unfold the Materials list.

gray frigate
#

I need to see what materials your renderer is using

gray frigate
rich charm
#

can i call u

gray frigate
#

no, I just need you to follow instructions so I can help you

#

select MRock_LOD1, unfold the Materials list, and screenshot that

ocean pumice
gray frigate
#

ForceRebuildLayoutImmediate would actually be the smarter play here:

LayoutRebuilder.ForceRebuildLayoutImmediate(target);
#

It only recalculates the layout for the target RectTransform and its children

#

this assumes that none of your parents need to be laid out, though

ocean pumice
rich charm
gray frigate
gray frigate
rich charm
#

should i screen shot the material on the bottom the asset

#

paert

#

when i click it nothing unfold

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unfolds

gray frigate
#

Of course, because you aren't clicking on the Materials list.

gray frigate
rich charm
#

the material is not on the left lmao

gray frigate
#

yes, because that's not the inspector

#

the hierarchy is on the left, and it shows you the objects in your scene

#

the inspector is on the right, and it shows you things that are attached to the object you've selected

rich charm
#

OHHH LMAOO

rich charm
gray frigate
#

It's very hard to find on google

gray frigate
rich charm
#

im sorry it took me so long to figure it out ahahaha🥲

gray frigate
#

well, now you know (:

#

In this case, you can probably just use the same material that LOD0 uses

rich charm
#

thank you for your patience

gray frigate
#

no problem

rich charm
gray frigate
#

The other possibility was that LOD1/etc. used a different material with a simpler shader

#

in that case, you might have had to switch which shader the material used

ocean pumice
gray frigate
#

it's like how some navmesh stuff is core and some of it is in the AI Navigation package

ocean pumice
#

Yeh, just seen that. so they separated those parts (or maybe they always were)

rich charm
ocean pumice
gusty abyss
#

We're would I ask for an artist to help make my stuff for my game?

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

gusty abyss
#

Thank you

cloud nebula
#

Hello

#

can i get some help applying these textures to my model

gray frigate
#

You'll want to create a material asset (right click in the project window, then Create > Material)

#

you can then assign the appropriate textures

#

You'll need at least the "albedo" texture: that's the base color of the material

cloud nebula
#

can u vc?

gray frigate
#

I see you also have normal maps and some other textures I can't identify

#

no, I cannot

craggy pollen
#

additionally if those belong to your model,try the import settings it could attach them

gray frigate
#

this explains how materials work

stuck flower
cloud nebula
#

the thing is i have a hard time learning cuz i have a learning disability

stuck flower
#

The chances of finding some random person on the internet who has the experience and training necessary to deal with that is nearly zero

cloud nebula
#

oof

craggy pollen
#

do you leanr faster from watching videos, then i´d recommend that at least

cloud nebula
#

sometimes but it really helps to be in aa call and getting help

craggy pollen
#

i ´m sorry but we dont have a vc and there are not many people who would do that volutarely even if there was a vc

feral smelt
#

Hey Fen any suggestions on this bug? So tetris system noticed, i can place but it dosnt it just buggs in the highlite and also it dosnt know that it can be dropped on teh occurted slot and take the bottem slot u know what i mean? (happens while dragging onto the owner slot)

cloud nebula
solar glade
undone monolith
#

Hey where can I find
Create → Localization → String Table Collection

gray frigate
#

that's going to be in the Assets menu

#

which you get by either:

  • right clicking inside the Project window
  • opening the Assets menu in the menubar
undone monolith
stuck flower
undone monolith
gray frigate
#

they were replying to someone else

gray frigate
stuck flower
#

Yeah but it's still a wild thing to say while someone is actively helping you

gray frigate
#

make sure you don't have any compile errors in the console right now

#

true (:

undone monolith
undone monolith
stuck flower
gray frigate
#

ah, I'm on 1.5.8 and that menu path doesn't exist for me, too

#

I've been creating new table collections through the LocalizedString interface

undone monolith
gray frigate
#

e.g., "Label" is a LocalizedString

#

there must be a new place to create table collections from, though

#

ah, it looks like you do it through Window > Asset Management > Localization Tables

#

that window includes a "New Table Collection" button

#

i suspect that the Localization package wants more control over the creation of the tables

#

(more than it'd get from letting you create the assets yourself)

amber walrus
#

Wassup, how everyone's day so far?

fierce axle
#

Polybrush is no longer supported in Unity 6.3, so what do people use for vertex painting now?

vivid cedar
fierce axle
#

I'll need to adjust vertex colors in-engine, I am working on an N64-style project that heavily uses vertex coloring for lighting

amber walrus
vivid cedar
amber walrus
fierce axle
#

and then I found out after the fact that it's just deprecated

#

but I no longer see a way to re-add it into my project

vivid cedar
# fierce axle

Just hit the + button and do "add by name" and use com.unity.polybrush

fierce axle
#

Oh wow thank you

#

I don't mind paying for an asset if it's good, is polybrush the best option for in-engine vertex painting?

vivid cedar
#

no idea

fierce axle
#

thank you

undone monolith
#

Hey I'm trying to use localized text in UI textmesh pro so I added the localize string event component and set the table collection to the string table I created. Where can I find an entry key?

open reef
#

I have 0 idea why my Big boss isnt like animated he is just sliding

#

oops thats not a MP4

craggy pollen
#

what

gray frigate
austere mason
gray frigate
#

it'll look like this if you've got a collection picked, but no entry from that table has been selected

#

aside: I really wish this menu would filter to the collection you've already got picked

#

most of the time, component X can only ever meaningfully use strings from table X

#

so I pre-fill the collection reference

open reef
#

here we go so I am making my friend a Gift and its due in 2 days I just need to just make one enemy and punching animations. I have no idea what to do to fix this

#

if someone is willing to sit with me and help out or just do It ill pay you for either ^v^

undone monolith
#

Yoo no way. My game is also for a birthday gift for my friend

open reef
#

mine is going to be a Fight with The Dirt Man

undone monolith
open reef
#

i got until THursday

gusty abyss
#

hello guys i need help making my character move i cant solve this thing

vital basalt
#

TLS Allocator ALLOC_TEMP_TLS, underlying allocator ALLOC_TEMP_MAIN has unfreed allocations, size 13793
Anyone got the solution for this? I reverted the project to a state that worked before, but looks like this happens regardless.

gray frigate
#

this is probably not your fault, and also not really fatal

#

unity is complaining that something didn't correctly dispose of memory after allocating it

#

I'm always confused by this one, because the entire point of the temp allocator is that you don't need to dispose of the allocations

#

it's a scratchpad that gets reset each frame

solar glade
steel anchor
#

Hey folks. not really sure where to post this:
I am assembling a team for small hobby project (cozy narrative exploration game) , and I am looking for someone more senior to add to the team who will be willing to give us 1-2h a week with guidance and advice. where would be the best place post that?

vagrant rootBOT
# near wigeon !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**

rustic pond
#

i have a small question so i have small project to do and it's a short serie with 4 episode each having 3 to 5 min and i wanted to know if unity is good for film making this project will mix between real people with green screen and 3d environement instead of using blender and davinci i thought about using unity and davinci has anyone ever made a short film in unity before

deft rock
#

loads of people have used Unity for films, I can't think of any that included live action though

short wind
#

The Lion King

#

live action motion capture (camera positions, not people pretending to be lions :D) - unity wasn't the final render but it was used to integrate the motion capture with the venv

keen field
#

woah im so good at making games

keen field
spring jolt
#

does any one know how to fix this

deft rock
#

select something that isn't giant, and press F - you've just focussed on something too big

stuck flower
spring jolt
#

ok ill try

#

thank you it worked

austere blaze
#

So uh.... my Editor has performance issues and not sure what exactly is causing it 😅

main pagoda
#

This is a blender to unity question. When I export to unity, the quality really drops. The image is blender with Evee rendering. Essentially, the textures seem blurry especially if you walk right up to the building in unity. I've increased all the way 8k in the texture quality, but it still seems pretty bad.

royal dune
#

should I have my snowflakes be pixel art or more realistic, there are going to be a lot of shaders anyway so idk if it matters to much

#

just want input 🙂

plain dagger
pseudo valley
#

hi is there a section for beginner questions

royal dune
#

how many particles is to many

stuck flower
royal dune
#

are camera shaders still like.... a thing?

#

or is it just material shaders

plain dagger
#

You mean post processing

royal dune
#

oh. yeah/

#

mb

plain dagger
#

We have much better ways of doing these now in URP/HDRP

brazen umbra
#

Has anyone tried making their own CI on Ubuntu? I encountered a problem, unity has incorrect package for Linux-Android: UnitySetup-Android-Support-for-Editor-6000.3.4f1.pkg(its MacOs format)

cursive blaze
#

Hi guys I’m completely fresh to the server and would like some help sign posting to somewhere where someone could help me learn how to use nvidia ar sdk on unity for a face filter on a obs stream 🙂

fleet canopy
cursive blaze
fleet canopy
#

this server isn't so much for external SDKs and tools

#

if you need help with nvidia or obs then you'll find little to no help here

cursive blaze
#

i really appreciate you spending time to answer this for me

#

chatgpt is my best hope

fleet canopy
#

chatgpt is not your best hope

royal dune
#

why arent my post processing effects overlaying 🙁

cursive blaze
#

its crazy how deep all this stuff is to learn from stratch on your own

plain dagger
near wigeon
cursive blaze
#

basically i think i can be the next burnt peanut on arc radiers

#

i wana use the pro face tracking stuff for my stream and unity seems like the most accurate and flexible

plain dagger
royal dune
#

Am I supposed to add my post processing effects to the URP global settings or on the other renderers

#

and how do I make the effects stack

#

do I just do them in one thingy

near wigeon
#

youre supposed to activate it for the current renderer you're using

#

default its on

royal dune
#

yeah but they arent stacking

near wigeon
#

whats not stacking

royal dune
#

my effects

#

its only one or the other

near wigeon
#

you need to use a global volume with a profile that has all the effects you want

royal dune
#

but you cant put shader graphs into a global volume

cursive blaze
near wigeon
#

what does shader graphs have to do with this now lol

#

if you want a fullscreen effect with shader graph you need to create a scriptable renderer effect

plain dagger
royal dune
#

thats what im doing

#

I think

#

so idk why they arent overlaying

plain dagger
#

Is this materials shader a full screen shader? What is it actually doing?
ask for more help in #1391720450752516147

plain dagger
royal dune
#

Ok I put it in the rendering general thread

#

I think it may just be a conflict in the shaders themselves

cursive blaze
cursive blaze
plain dagger
cursive blaze
#

cheers rob ill come back and let you know how i get on

#

also is there any creators that would charge for programming my setup?

plain dagger
royal dune
#

have any of you guys made a dynamic snow system before bc I cannot find a good tutorial for it

#

Or on the other hand, would it be a better idea to just make a footprint texture be left in the snow

#

or just... no

royal dune
#

Is there a way to make terrain smaller

#

you right mb

austere mason
#

@royal dune
For the snow, use a Render Texture; it's better than pasting on footprint textures. And you can shrink the terrain from the Terrain Settings (the gear icon); don't scale it manually because it will break. Good luck!

royal dune
#

thank you!

royal dune
austere mason
royal dune
#

ok thank you

near wigeon
still quiver
#

Can someone help me with this isometric tileset? I get this annoying magenta line from the original sprite sheet background but I’ve already cut it and matched the ppu

still quiver
#

Don’t work

#

Didn’t work

storm patio
drowsy shadow
#

Guys I need someone who can help me or knows how to make a gorilla tag fan game

cosmic igloo
#

!learn

vagrant rootBOT
vagrant rootBOT
# storm patio !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

storm patio
storm patio
drowsy shadow
still quiver
balmy kettle
vagrant rootBOT
# balmy kettle !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**

austere mason
still quiver
austere mason
austere mason
storm patio
#

is this from chatgpt or something

#

point filter doesn't do smoothing

royal dune
#

im trying to make a dynamic snow thingy and for some reason the trail has an offset to where the particles that are seen by the second camera spawn

#

it seems like a rotation bc it goes in the opposite direction

#

but then after I rotate it there is still an offset of sorts

#

its really weird

still quiver
royal dune
#

when you are making the texture you just actually leave a gap

storm patio
#

i don't think that's right tbh

royal dune
#

it works sometimes but I dont know if its the issue in this situation

storm patio
#

if you open the png directly in some other application, does it have those artifacts?

austere mason
royal dune
#

bro it took you like two years to say "leave a one pixel gap around the edge" I think thats what they meant

still quiver
#

Also I’m using isometric cut

storm patio
#

i can't tell from the photo of the screen

austere mason
storm patio
#

look at the edges of the tile, does the background bleed in in that original file

still quiver
#

here you go

#

idk what artifacts are so you can check it yourself if you want

storm patio
#

the artifacts are the streaks of magenta bleeding into the image, the ones you asked about

still quiver
#

i see

storm patio
#

(google "image artifacts" for more info)

still quiver
#

uhh so what am i supposed to do now

#

i dont see artifacts

#

in the original image

storm patio
# still quiver

so that's a no, then - then the artifacts come from importing into unity

#

could you show the import settings for this texture

still quiver
#

here it is

gusty abyss
#

How can I swap out Skyboxes and Fog in realtime? The same way I could enable and disable a Local Volume for example? (URP)

mystic oriole
#

Does anyone know how to do terrain heightmaps properly? I got a nice looking PNG heightmap from a website, it's 512x512, great.
Loaded it up into GIMP, export as RAW as planar, and RBG.

#

I import it into the terrain in unity, and its an awful spiky mess

#

I've tried switching byte order between mac and windows, played around with the height, resolutions, etc, nothing works properly

undone monolith
#

I tried adding Arabic from Unity's localization but it ended up in these weird bugs. Is there a workaround for this?

#

I already know that it's because of the font style

storm patio
oak meadow
#

can i ask if my game looks good here

balmy kettle
oak meadow
balmy kettle
#

that is still where you can request feedback

somber spire
#

do you guys have a way to shorten those nasty compile and domain reload times?

#

its not crazy but 20s after every change in my code sums up after a while

copper gust
#

Not really tbh

somber spire
short wind
#

well actually not anywhere atm - just conceptual for now

#

workin on proof of concept 🙂

balmy kettle
#

so then your answer should have been "no" or just not responded, that was completely pointless

short wind
#

howso? it opens the conversation and i AM intersted in whether my solution holds up under real world constraints such as within unified environments a la Unity

balmy kettle
#

"does anyone have a solution to X?"
"yes, but it doesn't exist yet"
that is not an answer to their issue, that is just you attempting to promote whatever the fuck it is you're doing

short wind
#

but as an architectural shift, it's not exactly the thing can be 'try this setting' no

#

then i did not understand the question - i am very literal person

copper gust
#

Well the question is “how can i shorten those code recompile times in unity”

#

you can tell it’s about unity as we are in unity-talk in the unity server

short wind
#

in which case you cannot natively, because the compiler is not accesible to modification in that way directly

copper gust
#

Not true !

#

Stuff like proper assembly definitions setup in certain environments and contexts can reduce the time

short wind
#

oh? you can restructure the archtectural order of the compiling cycle?

short wind
copper gust
#

ok

solemn delta
#

русский чат есть?

copper gust
#

Respectfully thats a lot of words to say not much

balmy kettle
#

this guy is just buzzword central, huh

short wind
#

look, i can't help the way i talk

#

it's not buzzwords, it's precision

copper gust
#

It’s precisely not productive

short wind
#

complex linear pathways are singularly the largest performance bottleneck across all forms of computer coding

balmy kettle
solemn delta
balmy kettle
#

english only, too

solemn delta
#

I understand, I want to ask you if there is a Russian chat here?

balmy kettle
#

i literally just said it's english only

solemn delta
#

You're aggressive

short wind
#

it is productive to work on removing that bottleneck entirely rather than staying stuck in trying to optimise it

nova saddle
#

Hey guys I just wanted to know how to solve pink materials issues in 2d projects

balmy kettle
nova saddle
#

Thx

copper gust
short wind
#

i believe i can

#

and if anyone wants to explore that in the appropriate channel (whichever that would be) just tag me

copper gust
#

You can but everyone at Unity cannot

#

Is that correct?

short wind
#

it's not about ability, it's about recognising a different pattern

#

fourier did all his math on transforms DECADES before anyone thought to put that with graphical rending and give us AA technology

#

im not claiming a miracle nor trying to sell myself - i am aware of how substantial this approach is and therefore i want to make sure i am taking steps to validate it thoroughly by considering as many angles as i can in advance

copper gust
#

I mean this with no disrespect but this sounds a bit unwell

short wind
#

i understand that

drifting jacinth
viscid egret
frank thicket
#

notlikethis hi fellow unity users

woeful spear
#

This is a prefab (1st image) with 3 actions already added to it in On Interact Event (). I created an instance of the prefab (2nd image), and added another action to the instance (did not Apply overrides because objects are only available in main scene). So far it works as expected. Now, I want to add one more action, but inside the prefab itself. I did so (3rd image), but it does not reflect in the instance (4th image).

#

It seems weird.

undone monolith
#

I tried adding arabic language option using the Unity localisation package but i keep getting these errors and these boxes. Any fix for this?

copper gust
ocean pumice
ocean pumice
undone monolith
#

i thought maybe downloading an arabic font would work but it doesn't

ocean pumice
# undone monolith i did but idk how to fix it

as you answered that fast, I assume you didnt google a term of my answer to find out. "Font asset", "Fallback", "Text Mesh Pro". Get yourself into the docs and learn about how to handle fonts. you will thank yourself for pushing through later

undone monolith
ocean pumice
undone monolith
undone monolith
ocean pumice
undone monolith
#

I only see 2022

gusty abyss
#

Whats a good workflow for purging unused assets after importing a whole lot of assets for prototyping / environment building?

sage basin
solar panther
#

My man. Don't think I had the time developing my games. But i will still make my own games. However, just need to focus up my main channel for now.

undone monolith
#

The fallback system does not appear in the inspector when i click a font

ocean pumice
ocean pumice
undone monolith
gusty abyss
ocean pumice
# gusty abyss I have sooo many assets it would take forever, is there no automated way to find...

from my experience, if you did not build everything to work with that automated tool that might be out there, you gonna have a bad time repairing your assets, because the tool might took some subreferences the wrong way or what not. If you failed to have a clean setup upfront, it will be your time of learning to do better next time. yes, there are assets and tools, even within Unity build in, but I have seen them fail several times on specific assets or references

undone quarry
#

How yall get the unity badge?

fair cove
# gusty abyss I have sooo many assets it would take forever, is there no automated way to find...

Not sure if theres a way to see what is NOT being used, but you can see what IS being used from the context menu of those assets in your scenes/prefabs, then you can move those to their own folder, theres search filters you can use in the Project window as well to do these checks (although I dont remember what they are and im not sure if you can do more than one at a time), alternatively the other way I know of, is to build a custom editor to do this kind of searching for you, you could even have to do the actual moving/deleting step for you as well, this requires working with Unitys Editor API though which is... A mess on a good day in my experience

undone monolith
undone monolith
undone quarry
#

Oh UNTY badge

gusty abyss
gusty abyss
fair cove
# undone quarry Oh UNTY badge

Those badges are based on the servers your in, I think that server needs to have a certain number of (paid) "boosts" (this server is at lvl 3, so they have access to it), you should be able to apply it from your settings somewhere... Dont remember exactly where but probably under "Appearance" somewhere

undone monolith
#

Why is everyone ignoring me?

undone monolith
fair cove
copper gust
undone monolith
#

man localization really is that hard?

copper gust
#

This isn’t even necessarily a localisation issue, just a font one you stumbled on while localising

#

But yes font stuff can get a bit complicated depending on how deep you go

ocean pumice
# undone monolith <@1408393982505123873> did you not see this i sent you?

Do not tag me directly please. I am going to answer when I got time to who I want to. This server is driven by people who offer their free time to support others. Please respect that and be patient or try to solve things on your own with the information given and come back explaining where you are stuck exactly. Someone else might find time to look into it

ocean pumice
radiant pewter
#

anyone know whats up with my editor font?

#

I am using System Font + Bitmap settings, because SDF is insanely blurry, and Inter (Default) font setting causes inspector serialisation to break constantly + lots of visual issues with the font as well

#

also getting this warning, despite it being set to system scaling which is 100%

#

Unity 6.0 6000.0.62f

ocean pumice
radiant pewter
#

the weird box thing doesnt appear on it though

ocean pumice
#

Hm, I know there was a windows setting back in the days where you also could change the rendering of fonts, but I am not sure, its affecting Unity at all and if its even there. Have not touched windows workwise for years.

ocean pumice
ocean pumice
#

Also, if your DPI resolution is just too low, there are simply not enough pixels to smooth it out I am afraid. You could test how it looks with 200%, just to be sure, its not a rendering issue but maybe a resolution issue

radiant pewter
#

all my desktop icons got yeeted to my other monitor but I'm planning to wipe my pc soon anyway lol

#

thanks for the help

ocean pumice
latent meadow
#

I found the bluriness to be gone on Linux. Windows was horrid. specifically Fedora, KDE, Wayland and multiple monitors with multiple resolutions

#

but i just got here, so i may have missed a bunch

ocean pumice
latent meadow
#

indeed

radiant pewter
latent meadow
#

it definitely is., a known issue with the rendering pipeline of Windows itself

radiant pewter
#

I've been having some issues with my eyes the past half a year so I'm questioning myself 😭

latent meadow
#

nope. do not trick yourself. i did the same. a bit of research will prove it is a Windows specific render issue

radiant pewter
#

restarting reset the editor UI rip

#

I guess I'll just settle for the boxes visual bug lol

flat breach
#

I can't find what I forgot

short wind
ocean pumice
flat breach
ocean pumice
flat breach
ocean pumice
#

oh, mouse x one, sorry, so its not the verticalRotation

flat breach
flat breach
north chasm
#

Hello everyone

ocean pumice
flat breach
#

but It's surely 0

#

I don't know what else would be wrong

ocean pumice
#

So did you setup the MouseXInput correctly in your input settings?

ocean pumice
ocean pumice
flat breach
#

[SerializeField] private string MouseXInput = "Mouse X";

#

this is a variable in the script

#

that I didn't show sorry

ocean pumice
ocean pumice
flat breach
woeful spear
flat breach
storm patio
ocean pumice
ocean pumice
woeful spear
flat breach
copper gust
ocean pumice
#

You could hold a list of methods in your instancing class and just pass those events over to the instances created by that script

storm patio
copper gust
woeful spear
ocean pumice
ocean pumice
copper gust
#

since you don’t need to hook them up in advance

flat breach
ocean pumice
storm patio
#

or just read the name, it tells you exactly what it is

#

but yes, docs will have more info

ocean pumice
woeful spear
#

Using GUI.

flat breach
copper gust
#

Ya forsure, just mentioning so you know why you/people might go down that route

flat breach
ocean pumice
storm patio
#

it's not gonna tell you how to use it, if that's what you're looking for. it's just a value given, how you use it is up to your usecase

#

there are examples though

#

the best answer one could give for "how to use [field]" is just, access the field.

flat breach
storm patio
#

examples are a bonus in docs, the main content you should pay attention to is the description.

#

it's a readonly property, it doesn't do anything. it's just there for you to use

ocean pumice
ocean pumice
#

So if frame 1 mouse was at 50,20 and frame 2 its on 100,50, it will return 50, 30

storm patio
flat breach
flat breach
storm patio
#

maybe you did notice but didn't process it, try paying specific attention to that next time you go through docs. with enough experience it'll be second nature

it's kinda like you're going through a dictionary - first thing you check is what that word is, a noun, a verb, an adjective, etc. same here

ocean pumice
#

I agree tho, it could be more descriptive, but they wont change it, as you should be using the new system anyways with new projects.

flat breach
storm patio
#

the new one is far more flexible, and with that comes more complexity

north chasm
vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

ocean pumice
# flat breach should I really? I feel like the old one is really easy and faster to use, the o...

Its just easier to use in my opinion. you setup your action asset, you let it generate a c# script out of it and have a class to use in your script. from there its just one line to hook into the state and get back the value you need. and one day or the other, the old one will be deprecated and you are stuck with older unity versions. But thats just for long living projects, dont know about yours

flat breach
flat breach
ocean pumice
storm patio
# storm patio the new one is far more flexible, and with that comes more complexity

ive seen a lot of people mention the old one being better for quick prototyping, but tbh afaik the new input system can do everything 1:1 with the old system, except GetAxis with smoothing.

you can do like, Keyboard.current.aKey.isPressed (iirc, might be a method) as a direct analogue to Input.GetKey("A")

and then beyond prototyping, it's a lot more structured with its main system of inputactions, really nice to work with imo

copper gust
#

Very easy to make an extension method that literally does that old convention too

storm patio
#

it's a lot more out of the box, which makes that daunting, but once you realize that they're all separate features and not all required for simple stuff, it falls into place pretty easily

flat breach
spare cedar
#

can someone help? i basically just created a unity project 2 years ago, when i tried to open the project now it s not loading at all , i just click it loads for sometime and nothing happens

#

also whenever i try to create a new project same thing happens

arctic portal
#

how do i reference the circled object in a script in a prefab

hasty glade
hasty glade
deft rock
arctic portal
deft rock
sly lake
#

FindObjectOfType<> is okay, as long as it's infrequent.

#

Can take a few ms in large scenes

arctic portal
deft rock
#

The best thing to do would be to get whatever spawns the object to pass in the reference

hasty glade
arctic portal
sly lake
hasty glade
deft rock
# hasty glade for a prototype thats okay

Not really. There's little point in getting in the habbit of doing things poorly, prototype or not, when there are better alternatives (like FindObjectOfType<T>())

sly lake
arctic portal
deft rock
hasty glade
#

Than i agreed

spare cedar
hasty glade
#

But for manager, on my opinion, the best is Singleton with ExecutionOrder

#

but it all depends on the project

sly lake
#

Honestly, I think the FindObjectByType<> pattern is cleanest. It's close to dependency injection

#

Unity just kinda sucks in that this is so freaking slow

hasty glade
sly lake
#

GetComponent is fast.

#

It's an O(n) loop over a set that is almost always tiny

spare cedar
#

okay ig

sly lake
#

FindObjectByType just does that for every object in the scene.

deft rock
# arctic portal how exactly?

The NPC component will need to be on the parent object of the prefab.

[SerializeField] private ManagerScript managerScript; //assign in inspector
[SerializeField] private NPC npcPrefab;

private void Spawn()
{
  NPC newNPC = Instantiate(npcPrefab);
  newNPC.ManagerScript = managerScript;
}
sly lake
#

Takes like 2ms for 20,000 live objects.

hasty glade
#

You changed unity version?

arctic portal
#

ohh got it thanks

hasty glade
undone monolith
#

I tried adding arabic language option using the Unity localisation package but i keep getting these errors and these boxes. Any fix for this? I've even tried using Fallbacks

hasty glade
#

you need to check if your font support arabic characters

undone monolith
#

None of them work

hasty glade
undone monolith
#

Filtered English and Arabic

hasty glade
#

like 4096 or bigger

undone monolith
#

Like grayed out

hasty glade
undone monolith
hasty glade
#

try Atlas Population for testing chage on Dynamic

undone monolith
#

How much of hours...

#

YOU HAVE SAVED ME

#

😭

hasty glade
#

Static more optimized

undone monolith
#

You're a fucking genius

#

I've been at this for hours, starting this morning

#

😭

hasty glade
jagged yarrow
#

in my horror game the enemy can only move when the player is not looking at it. how should i approach writing a script that allows the enemy to only move when the player is not looking at it and path find round different obstacles like trees to get to the player?

#

im a game development student so i dont have any crazy skills btw

hasty glade
#

it's FP game?

primal creek
# jagged yarrow in my horror game the enemy can only move when the player is not looking at it. ...

you could divide that into 2 parts. first, check if the monster is visible to the player - that could be achieved by a linecast (to check if there's a clear line between two) and frustum check/angle check. then you can use this info to let the monster move or stay in place.

the second part might be a bit more complicated. this could be achieved by navmesh costs, but navmesh doesn't allow you to dynamically change costs without rebaking so you'll need to come up with something different, e.g. creating your own path calculating method where you can apply custom costs (each navmesh triangle could have its own own, e.g. Dictionary<int, int> where the first int is the triangle index and the second one is the triangle cost). but that would require you to code A* and Funnel Algorithm yourself which may be complicated.

stuck flower
jagged yarrow
stuck flower
#

Fair. It's decent for prototyping but I wouldn't really use it for a finished product

primal creek
#

the problem with angle check is that it might not detect the monster as visible if its center is not on the screen, which can cause it to move if its very close to be off screen but you still see it. GeometryUtility.CalculateFrustumPlanes() would be more accurate

potent geyser
#

!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**

potent geyser
#

But nobody is going to do work for free. Good luck.

spare pilot
#

I got 2.5 years of experience

#

All work was free

potent geyser
#

Good for you

spare pilot
#

For many games

potent geyser
#

Anyway, not the place for begging for free work. You can use Unity Discussions forums for that. Link is in the bot.

potent geyser
#

Yes, they have a "collaboration" forum.

spare pilot
tribal jacinth
#

in my devlog am i allowed to send a steam page link to my game?

#

i dont wanna accidentally get banned

storm patio
#

as part of your devlog, sure

fierce shuttle
#

does unity have a system for displaying button icons that change based on the active input device (keyboard / controller) or is that something I have to make myself?

storm patio
#

there's no built-in system, but there are probably packages/libraries for that

vivid cedar
# fierce shuttle does unity have a system for displaying button icons that change based on the ac...

The Warriors example project has an example of how to do this with the new input system:

https://github.com/UnityTechnologies/InputSystem_Warriors/tree/master/InputSystem_Warriors_Project

GitHub

Example Project for the new Unity Input System. Contribute to UnityTechnologies/InputSystem_Warriors development by creating an account on GitHub.

fierce shuttle
#

if like one guys on the keyboard and others on controllers for exMple

flat breach
flat breach
vivid cedar
#
            if (plate.transform.position == plate.realPosition.position)
            {
                brain.GG();
            }```
If brain.GG() is running either those positions are equal or something else is calling it
#

This is a simple matter of adding a few Debug.Logs to find out what's going on @flat breach

flat breach
vivid cedar
#

the position in the inspector is the local position.
transform.position is the world space position

gray dirge
flat breach
gray dirge
#

two vectors are considered equal if the magnitude of their difference is less than 1e-5

flat breach
#

so this is not the issue..... they're alone

vivid cedar
#

rewgardless - start using Debug.Log

flat breach
vivid cedar
#

transform.position is a Vector3

flat breach
vivid cedar
gray dirge
#

Without seeing what is going on, I have no idea whether that makes a difference but especially if you are working with very small scene for some reason, the magnitude difference of 1e-5 may become significant

flat breach
vivid cedar
#

Have you added logs yet?

flat breach
#

I've just added a debug in the if statement and it's indeed true and calling GG(); but the transforms in editor aren't the same...

flat breach
gray dirge
#

Try printing both positions in the case they are same. Are you sure you are looking at the correct transform in the array?

flat breach
vivid cedar
flat breach
vivid cedar
#

so what's going wrong exactly

flat breach
#

and all the conditions should be true

vivid cedar
#

it's going to run GG for EACH ONE that is true

#

what was the intent?

flat breach
#

yea... I forgot it

vivid cedar
#

Did you want to only do it if they're all correct?

flat breach
vivid cedar
#

ok yeah you just wrote the logic wrong

flat breach
#

should I just use a for loop? or there's another better way?

storm patio
#

depends on what you mean by "better"

#

for would be efficient, might be easier to read than others depending on your preferences

vivid cedar
flat breach
#

but for loop already is easy

storm patio
#

that is entirely up to your preferences and experiences

vivid cedar
#

the logic is pretty simple:

bool allTrue = true;
foreach (thing in thing) {
  if (!someCondition(thing)) {
    allTrue = false;
    break;
  }
}

if (allTrue) DoSomething();```
flat breach
#

my intent by asking this was more just to learn another way..

storm patio
#

other ways are alternatives, not strict improvements

vivid cedar
#

YOu could also use Linq, but it may be less efficient.

flat breach
vivid cedar
#

two?

storm patio
#

why would you do that

vivid cedar
#

You just need one

flat breach
flat breach
flat breach
#

I just need one, and then another if (trueVar) {} in the Update();

storm patio
#

mmm markdown does not like that

flat breach
gray dirge
#

If you made that logic into a function/method, you could simplify that by not having to make a variable by returning early if one of the conditions was false and true only if none of the iterations returned: return type was wrong initially

private bool AllTrue(...)
{
    foreach (thing in thing)
    {
        if (!someCondition(thing))
        {
            return false;
        }
    }
    return true;
}

Still not any better or worse but some prefer this way

molten glade
#

hello

#

Hi i try to learn unity , I’m having an issue with Unity Hub where every time I click Create New Project, the project appears in the Hub list but the actual project folder is not created in the location I selected. I already tried running Unity Hub as administrator, choosing a different folder on my internal drive, and removing and recreating the project, but the result is always the same and Unity keeps showing “Project not found.” Has anyone experienced this before or knows what might be causing this? Thanks.

subtle owl
#

Where is !hello, Chris? :>

storm patio
vagrant rootBOT
# storm patio !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

gray dirge
#

I'm not up to date with linq, at least it used to generate some little garbage

storm patio
#

i thought the extra garbage thing was with Where/Select where there were necessarily extra intermediate objects

molten glade
storm patio
#

cool, that's not what i told you to check though

craggy pollen
#

E: \ sounds a little bit weird to me

craggy pollen
#

have you tried another drive

molten glade
#

Yes even internal & external

molten glade
craggy pollen
#

can you send a picture of the location that you showed above, the folder

molten glade
craggy pollen
#

but above you showed the E:\ Drive

molten glade
#

same result

craggy pollen
molten glade
#

like i showed on c drive

glad crow
#

guys i somehow got stuck into copy pasting code from chatbots instead of making my own

#

70% of it is ai : (

craggy pollen
#

you know it is bad and you still do it

glad crow
#

well i am totally new into scripting so i guess

molten glade
craggy pollen
#

yeah and that is exactly the reaosn you should not do it Mirko

#

as a beginner you need to have an understanding of how code works and all of the logic behind it

glad crow
#

my first game was mostly made by me but for some reason my second game was more complicated so i just straight up spammed chatgpt

glad crow
#

because when i am getting into finishing the game to about 50% i just don't know how to make the code

craggy pollen
#

because you let the ai do the job and then you come to a point where it gets messy

glad crow
#

unorganized

#

even with the //text

craggy pollen
#

it is simple, learn proper programming and you will be able to create things on your own with clean and organized code

glad crow
#

will do,i just cannot find stable learning resources

#

from where can i learn unity the correct way?

#

especially c#

craggy pollen
#

learn C# and programming first

glad crow
#

i already learned all of the unity's ui because i was messing around with ai for the past 2 months xd

#

unity interfaces

flat breach
#

hi, a question I've asked myself for a year, what do you guys do when you've got so many GameObjects that you have no space anymore in the hierarchy? I've had this multiple times and this leads to me not being able to create a new GameObject and other issues

flat breach
proud burrow
#

Put the animated gameobject under a parent

flat breach
storm patio
#

do you mean translated

#

shouldn't be an issue if the parent is at the origin

flat breach
flat breach
proud burrow
#

Why would u separate them

flat breach
storm patio
#

why would the parent not be at the origin

proud burrow
#

Shove it in chatgpt bro

flat breach
flat breach
storm patio
#

a parent at position 0,0,0, rotation 0,0,0, scale 1,1,1 effectively mimics the origin.

storm patio