#💻┃unity-talk
1 messages · Page 65 of 1
Im assuming you want to make something that atleast playable and not bad looking yeah
like the first game i ever made after finishing a simple tutorial that i got from unity learn
ngl idc abt looks rn , as long as it functions as intended and is optimized
and if you want to be more advanced with unity, you can keep working on it and add save/load system with level selection , json etc, lots of to learn huh 😄
I've sort of learned that even if you want to work towards your end-goal of your vision you just gatta accept that your entire Minimal Viable Product and its core functionalities are going to be developed on Game Object: Cube Scale: 20x20 4x Prefab and stuff like that
what
optimization should not be a priority at this stage of learning
and it's going to look that garbage the whole time you're doing it which is fine
this is so real
Who cares if the selection circle is a chunky octagon
I agree but also I disagree on something
example Im not type of person that can be productive if Im doing minii projects for just making
It just doesnt work, I just cant
my logic is that if i learn how to optimize early on , i might start doing it subconciousely
I need to be happy and excited about what Im doing atleast
ooooooor
atleast I learned like that way, with struggling hard
energy drink
same for everything else. there are more important things right now
making stuff easy to read and maintain, for example
elaborate pls
true true
or designing coherent, extensible, modular systems
Like... just accept this thing is going to be swinging a sword around on your Sample Texture Assets that you got for free (primarily there for your own appeal)
or internalizing vector math
ok that one is already in my to do list
You need to just start creating something using the knowledge you've got, and explore a few concepts at a time not thinking too hard about the consequences or future
shouldnt be that hard cus we study it in uni alot
the first things you make will be bad and you should learn from those mistakes
ew , free assets? couldnt be me
I mean I'm not one to talk and definitely in the lower tier in the learning department but like focus on Mechanics, focus on the invetory, focus on the building, focus on not falling through the ground
fail fast and often with no thought to actually completing something
ok thats intresting
but how do i deal with that as a perfectionist
meet ma boy BOB
I feel it because every time i download Unity i'm like here we go the multi-trillion dollar GTA 6 RPG Open-World Game coming up and i get so side tracked by the idea of not being to do my idea that i never learn how to do any of my ideas
Stop being a perfectionist, I was a perfectionist and it's only made things harder
yeah see exactly, that dude right there... He's the hero for the next 2 years of System and Mechanic Developments yah know hahaha
maybe every 3 months may him cooler or osmething idk
thats me right now sppending 8 hours on nitro trails on lowpoly car lmao
this is like going to an autistic person and saying "stop being autistic ts bad for u health or smth idk"
my point is there are several steps to making something that are more important than optimization.
to be blunt, it's not important at all at this stage. computers are fast. you won't be making big enough things to see the result of your efforts in optimization.
focus on the things that matter right now
exaaactly
I'm just saying like who cares what it looks like while you're making it... it just needs to look decent enough that you're not demoralized while you're doing stuff
alr alr ty for the advice
you can't possibly aim to make something good when you've not made something before. Imagine getting in a car and trying to complete a race track when you've barely learnt to drive. It's just an unreasonable idea that's obvious in other careers
true , and ngl i already make 3d models that im happy with so ig that can help me stay motivated (seeing my 3d models in a game)
true true
lowkey show us tho

it really isn't. i've been there myself, at some point you just throw your hands up and say it's good enough. making that decision is easier when you tell yourself that perfection isn't needed right now.
cgp gray had a really good quote on this - "The cost of perfection is infinite."
your first game is not going to be good, period. it's a learning experience. the more you can learn from it, the better it is - not the marketability of the finished product. set that as your goal post for "perfection"
yeah and it's probably even more rewarding that you make them yourselves
like the fact that there's even free Mannequin dummies that have darkened joints and stuff is amazing, that right there is like... you wanna make a Total War game? Look at that you have the perfect model for all the animations, perfect model for all the this and the that
I'm sure plenty of us are neurospicy and we run against the same perfectionism. It's really hard to not do it, but there's barely any good that comes from it when you're starting
if you don't make the decision to stop shy of perfection, your body will. it's called burnout, and it's not particularly productive 
and just being able to see the darkened joints and sections on the Mannequins give you such a perfect mapping into where or how things move i don't know how to explain it
yeah i absolutely agree
I refuse to make Temple Run or Clicker RPG 3.5... i should make those games because i'd learn from experience but yeah absolutely agree though... We all want to make our GTA Spiderman Game or what ever it is
mhmmm
where
what , no those are the best games to make , minigames with not much lore or depth , just fun n giggles
Every time I play a video game that i vibe with i'm like I want to make a game like this and add my own stuff but i just gatta accept that stock free grass, Mannequin Man and Girl are like the most amazing thing ever to exist
THATS Why Im in middle
yeah and maybe generate some small revenue
true true
all of us want that juicy monea 
my end goal is something makes sense, but not something is also will only take one week. I learned much more with struggling in bigger projects than something can be done in days honestly.
because if you are working on something bigger, it forces you to learn project management, script management etc which you will never learn otherwise
like look at something like this ... Has all the joints, has all the limb definitions, has all the body subsections, and even has grids on it... Oohh grids? You mean mapping colorbook for Locational Damage?
true cus with semi-big projects u learn alot more than just gamedev , u learn story telling / writing , how to make the game engaging , creating a gameplay cycle... etc
Dream big, but be aware enough to know when and which limits to set. resources run thin, quickly. Time is a resource.
you will understand that you need to make it readable well because you wont understand anything when you are back to your first scripts, or you will start need to make your basic scripts that will remove repeating scripts over and again.
yo bro u got smth to confess 👁️ 👁️ (u lowkey might be inlove with her)
so If I was you, I would try to make a game that is not a single scene.
this right here too me (convincing myself mentally) the greatest possible asset ever to have if you're going for like Human-models
mhmm alr alr
do you want to make a tower defence game? then make it with like 10 levels, an upgrade system, resource management, save and load and powerups that stay between levels.
hahaha bruh think about it.... attachment points, what's it called for clothes and attachment points... It's like Paint rigging and stuff?
this is mid level project for you, it will take you a month but not years
ye that was the main idea ngl , i even started making the assets for it\
you will learn tons of things and you will struggle and ask 30483498 questions
hopefully
I did reach out to a couple devs with experience and one of them told me that the MVP you make will legit get torn apart and remade from scratch multiple times anyways through the process
but you will learn lots of things, trust me

you will learn many things that people tell you here on your own mistakes, "ah what this script does now, I forgot" etc
good luck in your journey 👍
I just gatta accept it bro, stock grass, mannquin model hahaha and just learn how to do Systems, Functions and Mechanics
sure sec
But i do feel it though, it does kind of suck when you kill a unit in your game you're working on and there's no like responsive or detailed indicators of what is actually transpiring haha... Like no one moves, just a bar above their heads going down yah know what i mean? But what ever bro... I'm about to get deep into Unity later I have to
I want to make something, i need to make something and i just gatta do it hahaha
this is from new minigame of my online party game, still WIP
thanks homie
DUDE that looks fire
epic asf
what kind of game you going for?
a party game with lots of minigames
like mario party , same characters, different games with lore and such
thank you haha ❤️
thanks!
i accedantly messed smth up. i messed with a function to load lots of meshes and then unity crashed. after i try to opemn unity back up. im stuck at this loadinmg screen. is there a way to revert this?
If it takes unreasonably too long just close the task. If you have unsaved changes in the new version it will ask to save backup scene on relaunch.
Not sure if it's in 6.0 though, it is in 6.3
im using unity 6.0
how do i get the transform of the child of the given prefab through script, except i only want the objects named followobj?
Do a for each loop and checl if the child's name is followobj
Easiest and safest way is to have a component on the parent, which has a list/ array that you assign them to.
public Transform[] followPositions;
That is the answer if you really want to do that, but in general you would not want to rely on object names for any game logic. Looking for other solutions (like what Carwash showed) is highly recommended
yeah but i'd have to create a script jut to hold the array. will that be an issue?
no, why would that be an issue?
thanks a lot i'll keep that in mind
alright then thanks!
Relying on names would be a much more of an problem. One day when you choose to change the name of the object, everything will break down.
or have a typo
or haven't accounted for something in your check (case, punctuation, clone numbers ((1), (2), etc))
The names of objects should generally only be used for your own convenience to easier recognize which object is which
I generally check if they have a specific script as component, I dont use tags too much
components and tags are among the better ways to identify objects (direct references often being the best where possible)
hey guys - just another prefab q if anyone knows, quite basic - if you have a prefab in the scene and you scale it, then go to apply overrides - is this going to apply overrides to just that prefab in the scene or is it applying the scale to the original prefab in general, as in the prefab in your project folder
the one in the scene isn't a prefab, it's a gameobject based on a prefab (a prefab instance)
when you apply changes, it's applying changes from the gameobject onto the source prefab
is this going to apply overrides to just that prefab in the scene
what would this even do lol
ahh that's cool - just wanted to clarify, ty
yea I was just wondering about terminology, but all good thanks
'override' means you have overridden the values of the prefab on this instance of it.
im trying to build an ai car using waypoints (targets). the roads are proedurally spawned using blocks. each block have their own waypoints. im currently using this script on the car
currentTarget = targets[i];
Vector3 dir = currentTarget.position - transform.position;
rb.linearVelocity = dir.normalized * speed;
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * steerSmooth);
if (Mathf.Abs(dir.magnitude) < 0.5f)
{
i++;
}
everytime a road is spawned, im using this code
npc.targets.AddRange(road.GetComponent<FollowObjectHolder>().FollowObjects);
but its throwing in a tonne of errors. is my logic correct? is there an easier way to do this?
📃 Large Code Blocks
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📃 Inline Code
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Add a comment with a line number if there is an error message.
Why is my squares become gray when hovered, the squares when hovered should be green, is it a material problem or a coding problem?
you've set the alpha for highlight to 0
Who is this message talking to? me?
it says that index is out of range
then you are accessing some item on an array that is out of the range of the array. it should also tell you the line where it happens. Wild guess, its this one: currentTarget = targets[i];
Then the value you're using for i is at some point bigger than the size of the array. Try logging both and see if they're what you expect.
This is a good opportunity to learn how to set breakpoints
i noticed that the
npc.targets.AddRange(road.GetComponent<FollowObjectHolder>().FollowObjects);
part in the game manager script doesnt really add anything to targets list. hence the list is always smaller than i. but i dont know why that itsnt working
You can't access a list at an index it doesn't have
Again, logs. Log the length of the follow objects, log the length of targets after you add it
See if npc is even the same object
To clean it up, I would get the FollowObjects first and then use addrange. but apart from that, as wolfos said. use a breakpoint to check, that your followobjects are actually there and not empty or whatever
alright let me do that
where is the help chat guys
most channels here are help channels #🔎┃find-a-channel
i needed help with wheel collider
!ask
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im sorry if i am sending in wrong channel but i don't see any channel for colliders and i dont know how touse find a channel too. i am learning unity and was trying to make a car game but i thought rather than taking a asset i could start with my own taking a prefab but why is it bouncing so much
is the suspension spring supposed to be that strong?
you might also check, if any colliders on the same layer are colliding with each other
none of the car's child have colliders except for the tires which is wheel colliders
it came in default i thought its how it should be
well it still bounces even if i keep it low
lmao bruh idk why i can't just make Clicker High-Fantasy RPG 3.5
i like for some reason am completely drawn to full on simulation games where like the Player doesn't matter you're just playing the game, it goes on without you
Like it can't just be a group of entities is a unit it has to be like no, all the entities are units and they're apart of a regiment and the rider/horse or pilot/vehicle are separate and either of them can die or both LOL
uhh is there a question in there
I'm talking to AI right now like working some things out (not script wise; though i do like to see what they push out and ask questions about why that and how that works blah blah) but it's just so funny bro
oh you're right technically this might be considered off-topic, my apologies i'm just so used to talking in "generals"... It was just a random thought
this is why i said something about it... it's so funny hahaha (it's just such a meme)
i coudlnt really use breakpoints because i couldnt attach vsc to unity but im pretty sure that this part isnt working.
FollowObjectHolder foh = road.GetComponent<FollowObjectHolder>();
npc.targets.AddRange(foh.FollowObjects);
also there is this wierd stck overflow error that has been coming up
sounds like it hit a recursive.. structure?
have you tried restarting unity or resetting the library?
Comment those lines out and see if the error still happens. If so, then it's not these.
This could be caused by a bad property drawer/custom editor
do you get a stack trace for that exception?
on macOS, stack overflows cause unity to instantly die, which made them very annoying to track down
Stack overflow does give a stack trace yes
you'll need to go all the way to the bottom
i dont know where to ask this, but i get this grey screen while my game is actually running behind (can say by audio)
is there any problem with my camera?
is that in a build, if so do you get the same issue in play mode in the editor?
Make sure the built game is actually loading the MainMenu scene
check the scene list in your build settings
the first scene in the list is the one that will be loaded
not in play mode
it's loading main menu, i can tell by my mouse behaviour and music
plus this ofc
also i am able to get to the 2nd scene without looking because i know where the buttons are, and even 2nd scene is grey
It's possible that you've modified your graphics settings in a way that makes Unity leave out important shaders
I'm not sure how that'd have happened, though, because I haven't had this problem before
yeah the game is shader heavy
lemme check the graphics settings
try putting your main menu canvas into "Screen Space - Overlay" mode – see if that shows up in the built game, at least
Right now it appears to be in "Screen Space - Camera" mode, which means it's being placed in the world and rendered along with everything else in the scene
If something is horribly wrong with rendering, switching to overlay mode may at least give you a main menu
lemme check
ah nah
still gray build
thank god windows build is quicky
to check fast
That's very odd. I'd make a new URP project and make sure this doesn't happen after building it
If a new project looks okay, then you've got something wrong with your render pipeline asset
Also, try making a Development build
that'll show errors in an in-game console, which could help
Actually – I do remember seeing the screen go gray whenever exceptions got thrown inside of the rendering code
Why are 99% of unity versions saying security alert for me
I cant see the photo tryna figure out Js cus im tryna make a game in some 2021 version and all of the 2021s have securitu alerts
welp too bad
you can only use lts
then, as described in the linked article, update to 2021.3.56f2 or later
which got the patched versions
(or is that the enterprise-only extended LTS)
yeah the overflow exception is gone but my actual issue is still there
Theres serversl lts that has security alerts for me
yeah, 2021.3.x is the enterprise extended long-term support version
You can, however, install 2021.3.45f2
that's a generally-available release with the fix applied
<@&502884371011731486> scam
"LTS" just means that the Unity version (e.g. 2021.3) is going to receive support for a long time
?ban 1410944478155505779 scam
goodness0867 was banned.
The blog post lists all versions of Unity that received the fix
What version are you currently using, exactly?
Theres like 6 options i can open a template with and thee all swcurity alerts aint no way
Wait nvm
window server build? how to turn on development build?
nvm found
lemme check
You need to install a version of the unity editor that does not have the security alert. There are versions for 2021 that have been patched. Use one of them.
I need to do something in a unity 6 version that has a security alert and whenever i try move it to a working version it says package manager error
Hi everyone... I am stuck again at different issue with the new game inputs
You probably need to also update some of the packages in the project after changing versions. Start at the top, look at that package, then update it. Repeat until they're gone
Idk what wrong I did... help me to rectify my mistake
show us the exact error you're getting
It's hard to tell exactly which step went wrong, since the exception only tells you what line the problem happened on
I'd debug this by unfolding that line like this:
var player = playerInputActions.Player;
var move = player.Move;
var inputVector = move.ReadValue<Vector2>();
Your code looks okay to me, although I don't use the generated C# class, so I might be missing something
well I am following the tutorial, although his code works fine but not mine
One possibility is that something is calling GetMovementVectorNormalized() before your Awake method runs
I can drop the link with the exact timestamp
but I see this is being called in Player.Update()
so that's probably not the issue
unless GameInput is on a prefab
a prefab doesn't really exist, so its Awake method doesn't get run
when you instantiate the prefab, the method will run on the new instance
So that's a possibility.
These are the three codes so far I have created and using
You are probably calling GetMovementVectorNormalized on an instance of this script that hasn't run Awake yet. Either you're calling it in another object's Awake, or the one you're calling it on is not in the scene, or is disabled
I believe Awake won't have run if the entire game object is deactivated, too
so, look at your Player component in the inspector
let me check for it
double click its "Game Input" field to go to the game input component
is that on a deactivated object? is it on a prefab?
I don't think its on some deavticated object
where is the Game Input component?
on the "Game Input" object in the hierarchy?
double click on this to be taken to the component
make sure it takes you where you expect it to!
(rather than to, say, a prefab)
I lost the game Input empty game object from the scene now
I didn't double clicked it yet
I don't know what this mens
Did you just delete the "Game Input" object?
no, I didn't pressed delete or X or right click then delete
I dragged it accidentally above the "Player" game obect and then it vanished
is it just a child of player
previously it was a separate thing
chris is suggesting that you might've parented the "Game Input" object to the "Player" object
if you then folded up the Player object, it'd seem like the Game Input object disappeared
does that makes some sense?
Which object has your GameInput component on it
Did you just exit Play Mode? I noticed that the "DontDestroyOnLoad" scene is no longer present
actually it was there earlier, but it's lost now
Perhaps you were in play mode when you created the Game Input object.
Any changes you make in play mode get discarded when you leave it.
yes I did that after trying to CTRL + Z but didn't found that. then I exit the game mode
So what object is your Player component referring to now
Okay, so now that you're back in edit mode, create the object and add the component
(but check what Digi suggested first!)
T_T that's so bad
it would be very bad if play mode changes permanently affected your scene
wait let me recreate it again
If it didn't work like that, any objects changed by the gameplay would be permanent forever. Kill an enemy? Gone for good.
The editor changes color slightly when you go into play mode
You can change that tint to make it more obvious when you are in play mode
I have definitely forgotten about this a few times and lost changes
I generally keep it at pause
my "Player"
that parent
screenshot the inspector for the Player component
Is that the object you dragged in to the Game Input field on your Player script?
we're trying to help you understand exactly why you're getting an error right now
I didn't get what you're tring to say
so that you know how to deal with the error in the future
the Player component has a field called "Game Input"
What is currently in that field?
I totally agree with it, but first we should keep it simple. A lot of terms are new and can make confusion to me
that's why we're giving you very specific instructions
It was there earlier but It's no more since the GameInput object is lost from the GameScene
Okay, so now put something in it
Tell it which GameInput you want that to reference
okay. I am working on it.
I gave it to the "GameInput" object from the GameScene into the "Player" script
and
My "GameInput" object have "GameInput" script connected to it
I hope its not confusing
Yes, I am again stuck! That issue still there @stuck flower @gray frigate
So, you've made an object, put a GameInput component on it, and dragged that object into the slot on Player. Correct?
yes
During play, when the error is occurring, show a screenshot of the inspectors for your Player and GameInput objects
Is that because I deleted legacy input codes and am using new input system without a restart (but my input manager is still at "BOTH")
I didn't played it yet, console showed that without playing.
It physically cannot
Did you actually clear out the old errors
The console will only clear itself when you enter play mode or recompile.
(and you can tell it not to do that)
mb sorry guys
I works this time
no errors
but what might be the case earlier?
is it because I was in game mode before changes
Someone know what does that mean ?
Reduced additional punctual light shadows resolution by 8 to make 144 shadow maps fit in the 2048x2048 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
It looks to me like the following things happened, in this order:
- You created the Player, but didn't create a Game Input
- You entered Play Mode
- You got an error because of the missing game input. You had Error Pause on, so the game paused
- You unpaused it a few times and kept getting the error
- You realized you needed to create a GameInput object. You made it, then gave a reference to the Player component
- You didn't unpause, so the game was still stuck, and you thought you were still getting errors
I think you might have to increase the shadow atlast size, decrease the big shadow resolutions or possibly reduce the number of shadow maps active in the same frame
the URP has to combine every shadow map into one large texture (aka an "atlas") so that shaders can sample shadows as needed
I'm new to unity, actually all my light is like this :
if they don't fit, you'll get a warning
maybe i do something wrong 🤔
Is that building one large mesh?
If so, it'll be receiving shadows from many lights at once, and they all need to be crammed into the atlas
In this case, I'd consider baking the lights – this pre-calculates their light and stores it in a texture
so that nothing happens at runtime at all
one of the many reasons why your enviroment should never be 1 giant hero prop as well
also, the lights have a very high shadow map resolution
No, it's a lot a small part
It's from the polygon mansion horror pack
(actually – is there just one giant atlas for the entire frame?)
if so, one giant mesh vs. many small pieces doesn't really matter
i mostly know BiRP so i'm not sure here
lemme refine-
I was already in game mode, but it was paused and I made the GameInput object and assigned script to it and also assigned it to the player script in player inspector (while still being in game mode). to check its working or not, I continue the game and just test it's working or not. All other things went well in these same circumstances (except this one).
Maybe I came out of gamemode and it accidently removed all the linked scripts and objects to the player component so I just lost my previous GameInput object because it was just in scene.
Well I'm not sure about the issue, I'll try to make changes only in edit mode from next time to avoid these hassles.
Yep. Changes made in Play Mode will not stick around.
Will remember it! ❤️
To make it more obvious that you're in play mode, you can adjust the "Playmode tint" color in your preferences
(this isn't Project Settings!)
I use URP, but i don't know if this message can make problem for playing the game
It means some lights aren't going to render shadows correctly
notably, point lights use six shadow maps – one in each cardinal direction
Mmh that's why i saw sometime black line instead of shadow
They eat up a lot of space
I am aware of it, still thanks for pointing it out
lemme do it right away
so i need to use spot instead ?
they got disco lights 
Spot lights would reduce the pressure on the shadow atlas, yes. However, I'd look into baking your lights, so that they aren't rendering in realtime at all
Light baking is a big topic; you'll want to start here https://docs.unity3d.com/6000.3/Documentation/Manual/LightingOverview.html
then you're going to need to reduce the shadow resolutions of those lights
Although
actually, there are baked light modes that support shadowing
e.g. the Shadowmask mode
it would work very well here, since you don't have many overlapping lights
Shadowmask can handle up to four lights hitting the same spot at a time
so it'd be great for a scene with many short-ranged lights
Tbh i don't understand all lol i'm new to unity, i dont even know what is shadowmask
that's why I said it's a big topic 😉
i took a while to figure out the intricacies
for a short-term fix, turn down the shadow resolution of the lights
so yeah, u were right, it was due to some shader not in "always included" that was being referenced by some script
aha, that'll do it
Shader.Find is dangerous if you haven't made sure the shader makes it into the built game
Has anyone successfully used a gaming linux distro like Bazzite or CachyOS for the Unity Editor? I think Ubuntu is only officially supported, but I want to play games and develop on this machine.
hi guys. is there a way for me to know if this asset is compatible with meta xr ?
the fruit tree?
which asset
what asset
the whole green map
the whole green map
how should we know
no idea
have u tried google?
also more importantly whats meta xr
why doesnt it show on the meta xr i dont know what im doing wrong
meta xr simulator
for VR?
yes
same
i started 4 days ago 
oh okay ahahha
insert dabbing up gif
ask in #🥽┃virtual-reality
@gusty karma Please read channel descriptions. Ask here.
Does anybody know how to fix?
So did you see the Console for details
hi is there any way to know how large a persons monitor screen is? cuz I really want to scale my buttons and UI size with it
the Canvas Scaler can already handle this for you
however, if you do need to know the resolution, you can get it from the Screen class
Yea you don't need to do this manually if your canvas scaler is set properly
has anyone any idea how to make a gun in unity
Guns are usually based on raycasts to determine where the bullet should hit. But some games use a more advanced approach - e.g. physical ballistics that can penetrate through thin walls
i want something simple like for a top down and 3dperson view
how should i get started on my game?
start off by learning some c# basics and then start learning unity at learn.unity.com
!learn
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is the game engine hard or only the coding?
everything is difficult in its own way
nothing about this is easy but its easy to learn :)
for a top down view you could simply check which direction the player is looking and cast a ray in that direction. you could then check the RaycastHit and apply damage if it detects an enemy. applying damage depends on how you handle enemy health tho, though it's usually done by just trying to get the health component/field and modifying it.
also consider that whatever game you plan to create also has to be in a certain attainable scope
alright
I don't even know what a canvas scaler is
Component on a canvas
Your main canvas has one. It controls the scaling of itself.
If you use "scale with screen size" it will maintain the same element size for you.
It comes with it, you can change settings on it to determine how it gets its size
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Im kinda new to unity, which unity version should I install?
doesn't matter while you learn - though it's usually best to use the same version as the tutorial you're following
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
start there ☝️
is the recommended release the best?
even tho it says 2021
I have never seen this ui wtf
it's recommending 2021 because you appear to be on an ancient version of the hub
pretty sure 6.3 (the latest LTS) is the current recommended version
Yea plz update 😐
I didnt know you have to update the hub itself lol
I havent touched unity since 2023
it's supposed to update automatically
Perhaps this is soo old it doesnt do that anymore?
Darra darrrrrrra doddıdıd
so old it never got the update to update automatically
i think it did even then, but that was around the time that the new hub released and had a whole bunch of issues so many people ended up installing an older version and preventing it from updating, so i imagine that's the case here
Oh my I remember that
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Is it posible to display a dictionary in the inspector of a scriptable object?
Via Odin or other third party tools yes
Wierd, don't think the guide I was following mentioned any third party components like that
Iirc Unity has it's own serialized dictionary could it have been using that?
This is what their SO looks like in their inspector which utilized this struct
Like, I'm not sure if their editing messed confused me at some point but I couldnt figure out why im only seeing frameTime as a variable
Unity's download page seems to be down, is there any other way to download unity hub rn or do I just gotta wait for it to come back up
https://youtu.be/Bb8Rdivmx8U
For context
Check Out Bezi Sidekick - https://www.bezi.com/sidekick?utm_medium=youtube&utm_source=gdg
Grab the Unity Package for this episode (includes a bunch of bespoke assets from Cabs Of Chaos) - https://www.patreon.com/posts/117914143
Chapters
00:00 - Intro
00:53 - Titles
01:40 - Sponsor
02:41 - Project Overview
03:20 - Creating The Replay Manager
04...
Unity cannot serialize dictionaries so it always needs to be stored in some intermediary format.
Unity provides callbacks to do such work https://docs.unity3d.com/6000.3/Documentation/ScriptReference/ISerializationCallbackReceiver.html
that was nostalgic!
Yeah either i skipped something then or they didnt disclose the dictionary thing
Well you can store a key and value in a class/struct easily and do your own inspector for visualising it.
Odin makes it very easy to do table lists
but odin is paid
For some reason I cant download Unity, the website always leads me to a 404
Ive downloaded unity before but for some reason its doing this to me now
not just you, looks like they goofed
oh alright, thanks
Thank you🙏
Hi guys I'm new here
hi, does anyone know how to fix this invalid signature? I have Unity 6000.3.2f1
restart unity? or try remove and readd package?
I did, also cleaned caches etc
new project maybe , or try diff unity version?
must be some new feature that backfired.
Not sure its actually causing anything to break though
An invalid signature might indicate that the package has been tampered with, is unsafe, or malicious.
lol even funnier that its a unity package
What’s a good gtag copy sever with good projects
Could be that the package was modified on disk or something. 🤔
strange.. I had no clue this was even a thing
I don't know for sure. Was just a guess.
However, you can definitely mess with the packages in the editor install path. So I wouldn't be surprised if there was some kind of validation.
That signature error in Unity 6 is a common problem. Try deleting the "Package Cache" folder from your project and letting Hub regenerate it. If that doesn't work, it's a problem with your Unity account registration Good luck 🤝
Is it possible to increase the camera rotation sensitivity for navigating the scene view within editor?
I wish I had a game dev class, I know it’s more of a university thing but I still wish I had one
Idk why
Why u modding gtag?
The package signing feature has only recently been added. My guess is that they screwed up.
yeah probably
Timeline is also giving invalid signature
i guess they will fix it soon
<@&502884371011731486> scam
?softban 1413434855907131457 crypto scam
kathryn_aurbrey. was softbanned.
yeah, seems so new that it is not even present on Linux yet. I mean the signing check
i use linux too but it is there (6000.3.1f1)
probably they are testing something
Ah, yeah. i am not using that version yet. i generally wait until about 15 patches
hii umm im facing a very weird bug/issue where can I get help
!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
states that I ask here if I cannot find the exact channels so I think this is the best option
So I have this weird thing where my water fx is like rendering based on the scene camera if that makes sense. I cannot understand what is the issue since on another laptop this works perfectly fine like in the scene image. So I am not sure how to fix this
im basically trying to create the visual like the right image in game view but I cannot no matter what I do
working on one does not mean a lot if they have different specs. perhaps one supports a shader model the other does not.
this seems like a #1390346776804069396 question to me
I doubt its rendering because this laptop is a rtx 4050 and the other is integrated..
that was my first point exactly.
but like wouldnt it make sense if it was the other way around or something I mean idk much about shaders but like it does not add up. My only assumption is some camera or project settings
there are several possibilities, but more information is needed.
did you copy the project over, or is this a built project, so it is running a .exe from that?
my project is on my laptop not copied. I changed some project settings but I can not think of anything that can cause this issue
have you ensured the laptop is infact using the 4050 and not falling back to integrated?
what generation of integrated is on each machine?,etc, etc
optimus is off
as for integrated on the other laptop it is a uhd
how is it 'working on one computer and not the other', if it is only on your laptop?
I did not copy the whole project to the other laptop just the assets required for that particular scene
which is water and the floors
ok, in that case i would double check that you got everything. to avoid this issue, copy the entire project and test that.
so, of course, if you copy the entire project and it works, then you are looking towards settings, corrupt library, shaders that never compiled, or even shader model differences in the HW.
or simply missing something in the copy
so the internal reflection and refraction have the scene itself in them for some reason and removing it just adds it back
this is the only thing that I can think of
ok, i have mentioned how I would troubleshoot. i suppose now it is up to you
i dont have any way to transfer at the moment and internet is crappy so it would take over an hr to transfer and run
there is also the strange issue of nvidia drivers occasionally, depending on versions, having issue
I feel like it might be this or the above image
i doubt its anything else
also, are they both using dx11, or dx12, or opengl, etc.. ensure sameness
hello
hello
hi guys. i want to add xr hands and i installed everything that needs to be installed for xr hands but it doesnt show on my xr can someone pls help me
Hi everyone — I took the feedback seriously and spent some time figuring out how to show this properly. I’m back with something I hope makes things clearer. Happy for people to poke at it.
are there any ways to prevent the "stucked touch" in simulator screen?
Using Blender and Unity together, the shortcuts confuse me. There are many similar actions but both have different shortcuts.
they're gonna be different, they're completely different programs
In both you can customise the shortcuts to whatever you want them to be
There is no worldwide shortcut standard that everyone uses. There are some like Ctrl + C/V/Z which are very common but outside those, every program uses their own. Usually you can change them though
Something like this could be used if you wanted the blender like transformation controls https://github.com/RoxDevvv/Unity-Blender-Control-Style
Even the Redo shortcuts are different lol (on Windows).
Redo differs all over the place
I don't want to change shortcuts on Blender, because they get messy and there are a lot. I'm not sure about Unity though.
Ctr + Z is pretty standard, choose any two program and chances are the Redo shortcut differs, there's no standard
not sure about what for unity?
isn't it just either ctrl+shift+z or ctrl+y, or both? are there other defaults
Like does it also have a lot of shortcuts? In Blender, you may change/assign a shortcut for one action, but it can break shortcuts for many workflows. Same shortcut is assigned to a lot of things for different type of work.
it sounds more like a given key (+modifiers) is assigned multiple contextual actions?
best thing for you to do is look at the unity settings and see how you feel
For example, I want to use F key for something in Blender. But I can't do it without reassigning existing ones with something else, and they are a LOT. Not just a few.
And hardly any key is free for a new shortcut.
So I wonder if Unity also have such complex and large number of shortcuts.
you don't need to wonder, you can go look ;p
OK I'll check
Blender has a lot more than Unity though. And it's all contextual, depending on what you're doing at the moment you press the shortcut will give you the relevant action
I want to change some shortcuts, like Ctrl + D to Shift + D. And F to num key dot. So they will become same for both apps.
Yeah, I'll check how's it for Unity. Hopefully less complex.
Hey everyone, about Unity Packages signature error, I just want to share that we're aware of the issue and we're working to fix it!
Hi, is there anywhere a list of features that are coming to 6.4?
ohh didnt see that
so just ignore it?
i think so.
hey guys
!collab
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wdym
read the bot message
The server is mainly for community discussion and assistance with subjects related to channels. Collaboration (finding individuals) isn't supported by the discord server.
where can i find someone?
Did you read the bot message?
the one i got sent on my dms?
The bot message that was linked to you #💻┃unity-talk message
The one that was highlighted, the highlighted bot message.
Until it's fixed yes ;-; I'll let you guys know
In the message !collab there's a link
https://discussions.unity.com/c/collaboration/46
This is the place for collaborations and such
i already did it rhanks for helpin
Np
hey is the channel where I can find help for a unity issue?
yes
maybe this happened because of api issue.
your unity software was unable to fetch the signature of packages through the api due to some network issues.
It happened with me once because of low network I was unable to look up any package in package manager.
Note:- check your console for more info.
or just ignore it because it's an issue Unity know about, are working on, and have stated so in reply to the OP
this topic was answered already
all channels are for help, find the one that fits your topic id:browse
that's okay too lol
they just said to ignore it
delete from here and ask in #⛰️┃terrain-3d
Code questions go in #💻┃code-beginner
Don't upload a text file like that, it truncates the content, no one will download it, and it's irritating to read.
to share code, large amounts like you have, use a paste site
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
oh ok sorry, and what paste site can I use?
A list has already been provided.
after I pasted the code on a file how do I share it? Do i jus copy the link in the search bar?
some sites require you to hit a save button, others just change the url .. have a look around and pay attention to the UI of the site
once you have a shareable link, then yes, share that link in #💻┃code-beginner
Show the entire inspector for the terrain layer
I do find that Unity's terrain shader is a little glossier than I'd like...but it's not that glossy 😉
i need to see these settings
unfold "Channel Default Values" and have a look there
i think the default smoothness is really high
it says "Smoothness is controlled by diffuse alpha channel"
but I've already set the texture to not consider the alpha channel
im so stumped ive been on this all day
ah, right, different terrain shaders behave differently
The shader is still going to read some value, even if the texture doesn't have an alpha channel
I guess the default value is 1
i'm surprised you don't get an option to control that, yeah
this image should do the trick
beautiful transparent image
its actual color is (0, 1, 0, 0)
green is ambient occlusion, and 1 means that the surface isn't occluded
do you have the Terrain Tools package installed? i forget exactly what the UI looks like
(i haven't used terrain in a few months)
gotcha; i was wondering if that might give you better controls for the terrain layer smoothness/metallic/etc. values
great!
I wrote my own terrain shader, so my memory has been poisoned by that, haha
its giving me controls but they dont do anything, just sets the smoothness to 0 it seems
which is good enough tysm
oh yeah! actually
you might just want to plug in a white texture and then use the controls to adjust the value
That makes more sense now. It was falling back to albedo alpha for smoothness because that's how the Standard shader works
is there a place to look for like..testing for testing services? I'll test for you if you test for me?
anyone else getting the entire list of built in packages in unity being "invalid" in the 6000.3.5
QA/playtesting is kind of a job in itself, so i guess see below for finding strangers
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otherwise, generally you just get friends/colleagues/random people at events to playtest lol
ooooh - i'm glad i asked.
Hello, if anyone can help me it would be great.
This is my first project. I created a dummy player prefab for my prototype. It spawns on my map when I start the game. I would like to replace it with the third person controller prefab that Unity offers on its asset store. I have tried a couple of times but it seems really hard. Either the camera isn't working, the new player prefab isn't moving... let alone picking up objects. I couldn't even get to that point. Any suggestion please ? Thank you very much.
if only i had friends/colleagues/events lol
I'd suggest finding a tutorial on 3rd person player controllers and following it. there are just too many unknown variables to give you any useful advice on this.
im using
npc.targets.AddRange(foh.FollowObjects);
to add a list to another list of targets to make a car follow a static sphere.
in the npc script,
im using this script
currentTarget = targets[i];
Vector3 dir = currentTarget.position - transform.position;
rb.linearVelocity = dir.normalized * speed;
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * steerSmooth);
if (Mathf.Abs(dir.magnitude) < 0.5f)
{
Debug.Log("Increase i");
i++;
}
but for some reason, im getting this error.
the list of spheres are added to the target list as soon as the game starts and the error shows up as soon as "increase i" is logged. somebody please help me out
you could also open a dev log in #1180170818983051344, but it's more up to chance as to whether you'll get good feedback from that lol
show the full error message including the filename and line number it's appearing on/in
but basically it seems like whatever foh.FollowObjects is was destroyed
its appearing on the npc script, even though followobjects is literally not referenced
Can you show the full NPC script?
Hello everyone, im making a game and now im on that stage where im thinking is my game even interesting or not? and i want some people to give me a feedback on todays rare version , so is that good if i share a video of little gameplay so you can mark it and give some advises?
using System.Collections.Generic;
using UnityEngine;
public class NPC : MonoBehaviour
{
public List<Transform> targets;
[SerializeField] private float speed;
[SerializeField] private float steerSmooth;
[SerializeField] private Rigidbody rb;
private Transform currentTarget;
private int i;
void Start()
{
i = 0;
rb = GetComponent<Rigidbody>();
currentTarget = targets[i];
}
void Update()
{
if (targets.Count > i)
{
currentTarget = targets[i];
Vector3 dir = currentTarget.position - transform.position;
rb.linearVelocity = dir.normalized * speed;
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * steerSmooth);
if (Mathf.Abs(dir.magnitude) < 0.5f)
{
Debug.Log("Increase i");
i++;
}
}
else
return;
}
}
this is the npc script
void SpawnRoad ()
{
GameObject prefab = RoadStart[roadIndex];
GameObject road = Instantiate(prefab, nextSpawnPoint, nextRotation);
spawnedRoads.Enqueue(road);
FollowObjectHolder foh = road.GetComponent<FollowObjectHolder>();
if (foh.FollowObjects != null)
npc.targets.AddRange(foh.FollowObjects);
Debug.Log("Targets added");
Debug.Log(foh.FollowObjects.Count);
this is a part of the game manager script which involves adding the list
Are you ever:
- loading/reloading any scenes
- Destroying any objects
like are you destroying the targets at any point, maybe when the enemies touch them>
i am not using unity.scenemanagement at all.
i am destroying the road object but only if it is out of range. the error shows up before anything is even destroyed
what are the "target" objects?
Are those roads?
Or something else
Can you show this FollowObjectHolder script?
the targets are children of the road objects which are used for navigation by the npc
its just public List<Transform> FollowObjects;
what the.. the entire list doesn't exist?
one thing i noticed - looks like you keep adding to i each frame under a specific condition, and then you index the targets by i. but looks like i can be larger than the amount of targets. though maybe i misunderstood your code and you have it capped elsewhere
if (targets.Count > i)
yeah that's why I;m confused and want to see the FollowObjectsHolder script @arctic portal
that error doesn't make sense to me for a List
oh, right. i dont know why but i thought this i is 1 :P
it should only happen for a UnityEngine.Object reference
you didn't post the code in a pastebin, so maybe my count is off, but isn't line 28
Vector3 dir = currentTarget.position - transform.position;
how's that erroring, with field names no less, for a completely separate script?
the list does exist. every road prefab has that followobjectholder script with that one line of code. i assigned all the follow objects in the inspector.
yeah, i'm commenting on the error seemingly saying that the list doesn't exist
yeah that is line 28. exactly thats what im wondering too
but it does though. i assigned the list in the inspector. i even logged its count to crosscheck
mate.. i'm not saying the list doesnt' exist
i'm saying that the error is saying that, for some reason
maybe it's trying to say an element of the list doesn't exist, but the message isn't formatted properly?
ohh shi mb
since i recall unset fields having a similar message
but why is the error popping up when i is increased instead of when the list is added to targets
so maybe:
- some reference inside
FollowObjectHolder.FollowObjectswasn't set - that object was set to a sentinel value imitating
null, where if it was accessed, it would give an error includingFollowObjectHolder/FollowObjectsin the message - that object was accessed in NPC, most likely being...
currentTarget, insidetargets, i guess?- but then that'd mean
targetsgot its values from aFollowObjects, which.. maybe is happening in another script, since this field is public.
- but then that'd mean
ah, yep, npc.targets.AddRange(foh.FollowObjects)
can you show the inspector for the FollowObjectHolder
wait so one of the elements of my list is null?
sounds like it
show the inspector for the instance in the scene
oh it's being instantiated
try at runtime then
also btw, your RoadStart/prefab/road/spawnedRoads maybe should use FollowObjectHolder instead of GameObject, since that seems to be the component you actually care about
huh? sorry im slow
use FollowObjectHolder instead of GameObject for the types of the variables i mentioned
i wanna have a project with my frend how can i sync my project with his?
hmm that's odd, i guess try checking currentTarget == null before line 27?
(or other props of it)
most people use git (the service) + github (as a host)
me and him both have a git acc but idk what to do next
you google -> how to use git with unity -> follow tutorial
uh as in try logging if currenttarget == null?
They clone it and start working
k thx
sure, something like that
Hey guys, by any chance does anyone have good toturial for scoring system? I been only able to find ones that deal with position or time but I need to give score when player touches object.
i put this but got no logs
try OnCollisionEnter
You don't need a tutorial that gives points when touching something.
You need to find out how to
- detect a collision (something touching)
- increase a value
They're two separate things to learn, which you can then put together
that first one needs to be after the currentTarget = targets[i] to actually mean anything
are you still getting the error in those tests?
Alright, I will look into it a little more.
yeahhh i switched it and still no log
yeah
Hey everyone,
There is a known issue with all builds of the 600_.x Editor, causing the Package Manager to flag valid packages as invalid.
Unity is already developing an urgent fix to deploy soon, and after the fix, you will need to update your Editor to resolve it.
👉 We'll update this thread on Discussions once the fix is available.
why we have to update, seems like a server issue when it was working fine a week ago?
That's a good question...
Lets presume its a bug in the editor that cant be fixed other ways
y2k...
2038 problem more like
dev left in self destruction timer and it went off today i guess
//TODO: remove temp workaround!!
Hey there !
I have been a professional web and mobile dev for 4 years now. I want to try switching from mobile dev to game play.
But the fact is, I am traveling around the world for now, so when coming back, as I've quit my job before my travel, I'll need to quickly find a new one.
Since my objective is to go game dev, I want to take a bit of time before finding a new job, in order to learn C# and Unity basics. The main goal is to get enough confidence to continue to learn unity/C# and build a portfolio on my free time, aside a part time job.
Do you guys think (even if it's proper to each people) it's achievable to learn enough unity/C# in one month ? Or do I need a bit more time ?
Thank you for reading !
hi, I've some issues with my enemy character, 1: he has a mesh collider working with his skinned mesh renderer but still goes through walls, 2: he's working with navmesh and a whole state machine which should trigger a Jumpscare() function when he gets near the player(added debugs to make sure whether it's running or not and it just isn't getting debugged so the Jumpscare() never gets called) and making this attack not work. Here's a video of the character going trhough walls(walls have colliders) and you can also see there are no attacks getting played
anyone know of any good alternatives to the bakery lightmapper but for us amd folk?
Have you tried adaptive probe volumes?
You should generally use a simple capsule collider for characters, not a mesh collider
If you're doing ragdolls you'd make a skeleton out of primitive colliders, still not a mesh collider
you'll also need to make sure the walls are baked into the navmesh if you're using navmesh
yes but is the same thing fundamentally and im misunderstanding what bakery does?
It’s not a lightmapper, no.
But there’s one of those in Unity too
Yes and it works on mac too 
It’s quite slow
the progressive lightmapper?
That’s the name, yeah
i thought the point of the bakery was that it was way faster
works for me on my laptop so 
and has some minor but important quality differences
rent an nvidia pc for baking 😂
would appreciate an actual answer other than shitposting tbh
Those are the answers literally. there is no bakery port for amd
Could export the scene as GLTF and bake in Blender. Probably possible to automate that workflow
Dunno how good it is
i wasnt asking for a bakery port for amd
would that be faster than just using the unity lightmapper?
I don’t know. Haven’t tried.
i meant no alternative like bakery
I do think Cycles has had a lot more work over the years than Unity’s lightmapper
So decent chance it’s both faster and higher quality
And after you built that tool to automate this you can sell it on the asset store 😛
If i build anything ill probably release it for free tbh
some of these assets are way too overpriced
for what they are
love paying 80 bucks for an asset that has seperate 30 dollar "addons"
Takes a lot of work and maintenance to make something usable for others
ohh okay just changed this
when you say baked, you mean navigation static or obstacles?
its understandable
either one
the baked navmesh shouldn't include that area as walkable
i still think the overpriced "addons" for an expensive asset are bullshit
especially shit like charging different amounts for the brp, urp and hdrp versions
like they can get lost
ohh okay, thank you so much
I thought they were set to static but the only static enabled was the contribute gl
Can someone help me? I'm trying to create a skin for myself to use in VRchat, but it doesn't seem to be showing up in the SDK. Can anyone help me?
pls do not cross-post, you already posted that in code-beginner
Oh sorry, I didnt know that wasnt allowed.
this isnt a discord for vr chat help
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
go here if you need help with vr chat related stuff 👆
I'm sorry, thank you for helping me.
Whats vrchat?
a game
What does this game do?
Why do people ask for vrchat here?
And why do you provide them a link to their discord server?
Literally just google it man
it's not hard to do your own research when you have a question about something
it's not a secret, you can just look stuff up
there's even a summary in the bot message
because they're in the wrong place, and because they're in the wrong place.
take a wild guess
Is vrchat a unity game?
are you trolling or are you just oblivious as to how research works
Its cool and weird that you help them find the right server
the alternative would be them constantly asking here and that's really damn annoying
Could just ask them to google it like you ask me
the same reason is why we're redirecting you to the right place here, google
You are more helpful to them than me though
we're redirecting you to the proper place in both cases
help with vrchat -> vrchat server
"what is vrchat" -> the question answering machine (aka the internet)
In 10 years you will redirect to AI
yikes, what a disappointing mindset
implying the ai bubble will survive to see the new year let alone the next 10
we survived dot com bubble as well
"survived" implies that the ai bubble burst will somehow be bad for us
the bubble is the one that has to survive
whatever happens we are all going to be better off
this is also offtopic so enough about that ig
hello, what's causing my navmeshagent character to slide and not stop moving immediately when I set the isStopped to true and ResetPath(); ?
didn 't even change it, it's the default one
it is 8
do you have other components on it, like a Rigidbody?
no
just an animator, first I thought it might have been the animation just "finishing"
but they're in place animations so I think that shouldn't be the issue here
you could always temporarily disable the animator to make sure
I already tried and it didn't change anything
but I just added a agent.velocity = Vector3.Zero; and it works now
in which unity window do you set up inverse kinematic bones?
trying to animate landing gear suspension with tf scripts and there's two objects that ik bones
@noble locust Don't look for a magic bullet, Igna. It's hierarchical logic. If the suspension script already handles the transform, the IK will fight for control of the bone. Put the IK in the parent and let the script handle the local offset. Short and sweet
🤝
wdym by putting the IK in the parent? what if the parent is an object with the bone objects as its children?
If the script and the IK pull the same transform, the motor doesn't know which to obey and the model breaks. Create an empty object as the parent of the bone: the IK moves the parent and your script handles the child's local rotation This separates the forces Try it; it's the foundation of clean rigging
i've seen people do external baking in Blender
the main issue they run into is that you can't do light probes over there
I'm also unsure about getting directional lightmaps
They don’t want light probes. They want lightmapping 
they tend to go together :p
the lightmapper produces lightmaps and computes probe data
the glfast gameobject export as glb is quite good
On that topic, do you know if it handles terrain at all?
i'll see if i can figure it out then thank you
Guess not. Kinda obscure use case anyway.
hey everyone!
its late here in italy so i just wanted to chat a bit with fellow game developers
anyone down to talk?
this is not a social space
nor is this channel a gen chat or offtopic of any kind
if you need help with anything regarding your game feel free to ask in the correct channels
if you want to talk about your game or the design make a thread
chill out
#📖┃code-of-conduct did you read the rules?
what
jk
well what i said still stands.
if you need help with any particular issue ask in the appropriate channel
otherwise this isnt a social space
ya i know srry
if you want opinions on your game then you can post it in #1180170818983051344
im not great at coding, im getting an issue with this script. im guessing its because its a child of the gameobject but i dont know how i should fix it. any help would be greatly appreciated
Is their a way to grab specific textures off a diffuse texture in unity? Like I want to make my light switch in my cabin the same wood as the chest but Im not sure how because their is other textures in the diffuse on the chest.
Diffuse refers to 1 texture in PBR materials so you are confusing terms here
your script is trying to find a Renderer component on the same object as itself
there is no such component
I would suggest getting rid of that GetComponent call and replacing it with a field
[SerializeField] private Renderer myRenderer;
yeah thats what i thought, how would i access the child too?
you can now drag a component in (e.g. the SkinnedMeshRenderer that's somewhere on the enemy object)
and then you can access it through the myRenderer field
just like how you have the ai, player, etc. fields
you could use GetComponentInChildren to find a Renderer anywhere on the object or any of its children
This can result in funny issues
e.g. you add another renderer for an icon over the enemy
now your script finds the icon
how do i imbed code on dc? i want to send you a script that is working but ai fixed it so i lowkey dont wanna use it
!code #💻┃code-beginner
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
this will work, but has the caveat i mentioned here
this exact thing has bitten me in the ass before
i added a visual effect to a weapon, and suddenly my script was trying to set properties on it
what type of issues could it result in
(which caused the effect to break, sending me down a 90 minute debugging journey)
my game sounds much more simple so im hoping that it wont be an issue
in your case, finding the wrong Renderer would cause the on-screen check to go wrong
for example, if you add a particle system renderer, its bounds will be pretty large
causing the enemy to freeze when it ought to be off-screen
fog isnt classed as a particle render system right? sorry, im new to unity.
this would be a component attached to the enemy
other particle systems wouldn't matter
yeah im not using any particle render systems on the enemy
(and if you're talking about the fog here, that's unrelated)
(this is an HDRP project, so I don't actually have the fog settings in here)
guys most of the time i open unity hub with unity, most of the time it opens hub, but sometimes it may open a window with option "open empty, open project, close", anyone know if there is any fix or smth for that?
you should just open the Hub directly
i've also occasionally seen that happen when I accidentally try to open the editor directly
yeah but i put unity in task bar and its easier than adding hub to task bar and never using it
i open hub then close it after opening editor
yeah its very weird because its so random xd
Hello, is there a component or method without coding that stretches a 3D object between 2 points in 2022.3.62f2?
Circles represents the 2 points and the object is the line.
I assume you want the stretching to change automatically as the object rotates around. The only built-in system that comes to mind would be the animation system but that would only work if you rotate the rest of the object via animations as well. You could take the same animation that rotates the object and add keyframes that stretch those bars accordingly. If the object is not driven by animations, you are probably out of luck. Stretching a cylinder like object to fit between two points does not sound particularly hard problem to solve through code though. If you need help with that, you can always ask in #💻┃code-beginner
Thanks for the answer! Unfortunately, I can not use any code for this due to a restriction.
I would, but I can not.
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
Localhost doesn't lie: either your port is busy or your firewall is blocking VCC Restart the service and check that you don't have a proxy running Short and simple
is vrchat made with unity?
I've been trying to animate the player's model in unity for the past 3 hours. The animator on the model looks like it's playing. There are no errors, there are no warnings or red buttons, the avatar is attached, the controller is attached, and despite all that the animation is stuck to the default humanoid pose. Even the animations in the FBX model are working, they just don't play.
Three hours on the same loop can break anyone. 🤝 Look, Animator says it's playing because the logic is correct, but your model isn't moving due to a mapping error Check in the FBX settings (Rig tab) that both the animation and the model are set to Humanoid and have the same avatar assigned. If there's no bone matching, you're stuck in a perpetual T-pose
They seem to both be set to humanoid but how should I check if they have the same avatar assigned?
Bone mapping is all green as well
I used auto rig pro for the base armature and then I added a singular custom bone to the head
That seems to be working fine too
Okay, if the mapping is Green the Rig isn't the direct culprit Now check the Animator component in your scene: make sure the 'Avatar' field is assigned the same file you just configured Sometimes Unity creates a new Avatar for each import, and if you use the wrong one, the model will stay in T-pose even if the animation runs
Yes the field is the same file "playerModelAvatar"
Since you used a custom bone in the head with Auto Rig Pro it's very likely that your animation mask is ignoring that bone or that the Animator is set to 'Culling Update Transforms'.
Look: Go to the animation Layer check that the mask includes the entire skeleton, and change the Update Mode to 'Normal'. If that doesn't remove it from Pose T, then the animation file doesn't have data for that specific rig
And excuse me, the English is that I have to translate
The issue isn't with that custom bone. Seems to not be ignoring the bone anyways. The animation still is stuck in the default humanoid pose :(
ive been working on a unity 2d game for a while now and randomly its starting to lag big time any time i am in play mode
are there common reasons for this?
If none of that worked, there are only two culprits left
Look at your Animator, Layers tab. Make sure the 'Weight' of the layer containing your animation is set to 1. If it's set to 0, you'll see the perpetual T-pose because the animation lacks 'force'.
Disable 'Apply Root Motion' in the Animator component Sometimes, if the rig doesn't have a well-defined root bone, Unity freezes the entire body trying to calculate the movement
That can sometimes be because of your screen resolution. Check in maximized mode to see if it lags still
Damn. Neither of these were the case. The weight is already set to 1 and apply root motion is already off.
The animator says that there are no clips assigned. Does your Idle state have a motion assigned?
Good eye, dlich. 🤝 Therein lies the problem, INFERNO: your Animator is empty. You can prime the engine all day, but without fuel (clips), the car won't move
I have noticed that yes it does have a motion assigned. Thought it didn't say the correct clip count cuz the motion was read-only.
Can you check that at runtime with the correct gameobject selected?
Yes it still has a motion assigned at runtime
This might be important I dont know, but the read-only clip has the default humanoid animation in the preview, but the FBX import settings shows the actual animation. Is that a problem?
Okay then. Looking at the clip preview, it looks exactly like the game view. So I'd assume that this clip only contains curves/data for the hands and nothing else, which would explain the pose.
I don't think read-only or not has anything to do with the issue. It's likely what I said above.
If you double click the clip and look at the curves/properties in the animation window, what do you see? Can you take a screenshot?
OHH YES that would make sense
I purposely did not include animations for anything other than the hands in the animation
But that's still confusing since another animation I made where everything is keyframed into a t-pose has the exact same pose
This is DefaultPose not HandsIdle and it had the exact same pose for some reason
here
those are the import settings and the read-only file
Ah, that doesn't open the animation window..?
Try clicking Edit.
The right image is what shows up after pressing edit
So yes it does open the animation window
I'm very confused now
No. That's not the animation window. It's the inspector. Try opening the window explicitely and selecting the clip(or the object with the animator).
Yeah, so perhaps it doesn't contain any data at all.
Since it doesn't how do the import settings still contain the animation?
Well, one suspicious thing is that you set the animation clip length to 0 basically. So perhaps it doesn't extract any animation data at all from the original file.
I think there should also be more info on the number of cuves in the original below.
Yeah I just wanted a single frame of animation since I was testing if I could even change it in the first place so I only put one keyframe.
Maybe since I only put one it didn't actually do anything
Well 0 frames is not a single frame
Gotcha. That makes sense
Ill change it and see if it works
It works THANK YOU SO MUCH. THANK YOU.
Can someone make me a gt copy
Hello guys, i just installed unity to try it around and clicked to try the tutorial as suggested, once opened im imediatly met with these errors
I have tried deleting the supposed folders so it regenerates but it continues with the same error, have also tried creating a new project but same errors
let me know if this is not the right place to ask for help
While I Can't Drag My Game Icon As Splash Screen :P
is it set to be a single-mode sprite in the import settings?
Uhh... How?
in import settings
select the texture in the project folder and the import settings will be in the inspector
Can I Ask "Where Is It?"
Inspector when you click on it
Ok?
its not set to sprite
thats if you want to use Sprite Editor
Work Now :D
Oh Yea... If You Want To Know What Game Is This See: https://discord.com/channels/489222168727519232/1463191850591719531
I'm having smoothing issues when importing models from Blender to Unity. I'm using .fbx
Does Unity understand split normals?
Hi. I’m trying to implement Vivox 2D voice chat in my existing game. After installing Vivox via the Package Manager and building for Web, my game freezes at the entry point. The game doesn’t load and gets stuck.
Sup?
I don’t think that’s a normal issue. I think that’s URP’s infamous ambient occlusion not knowing left from right again.