#💻┃unity-talk

1 messages · Page 65 of 1

strong raft
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im in for alot of trouble huh

bleak quartz
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Im assuming you want to make something that atleast playable and not bad looking yeah

strong raft
#

like the first game i ever made after finishing a simple tutorial that i got from unity learn

strong raft
bleak quartz
#

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 😄

hybrid oyster
#

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

storm patio
hybrid oyster
#

and it's going to look that garbage the whole time you're doing it which is fine

hybrid oyster
#

Who cares if the selection circle is a chunky octagon

bleak quartz
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I agree but also I disagree on something

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example Im not type of person that can be productive if Im doing minii projects for just making

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It just doesnt work, I just cant

strong raft
bleak quartz
#

I need to be happy and excited about what Im doing atleast

bleak quartz
#

atleast I learned like that way, with struggling hard

strong raft
#

energy drink

storm patio
#

making stuff easy to read and maintain, for example

strong raft
storm patio
hybrid oyster
#

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)

storm patio
#

or internalizing vector math

strong raft
sage basin
#

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

strong raft
sage basin
#

the first things you make will be bad and you should learn from those mistakes

strong raft
hybrid oyster
#

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

sage basin
#

fail fast and often with no thought to actually completing something

strong raft
hybrid oyster
#

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

sage basin
#

Stop being a perfectionist, I was a perfectionist and it's only made things harder

hybrid oyster
# strong raft meet ma boy BOB

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

bleak quartz
strong raft
storm patio
# strong raft shouldnt be that hard cus we study it in uni alot

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

hybrid oyster
#

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

sage basin
#

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

strong raft
storm patio
# strong raft this is like going to an autistic person and saying "stop being autistic ts bad ...

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"

hybrid oyster
#

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

sage basin
#

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

storm patio
hybrid oyster
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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

hybrid oyster
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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

strong raft
hybrid oyster
#

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

hybrid oyster
strong raft
#

all of us want that juicy monea UnityChanThumbsUp

bleak quartz
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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

hybrid oyster
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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?

strong raft
latent meadow
#

Dream big, but be aware enough to know when and which limits to set. resources run thin, quickly. Time is a resource.

bleak quartz
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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.

strong raft
bleak quartz
#

so If I was you, I would try to make a game that is not a single scene.

hybrid oyster
bleak quartz
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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.

hybrid oyster
bleak quartz
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this is mid level project for you, it will take you a month but not years

strong raft
bleak quartz
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you will learn tons of things and you will struggle and ask 30483498 questions

hybrid oyster
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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

bleak quartz
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but you will learn lots of things, trust me

bleak quartz
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you will learn many things that people tell you here on your own mistakes, "ah what this script does now, I forgot" etc

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good luck in your journey 👍

hybrid oyster
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I just gatta accept it bro, stock grass, mannquin model hahaha and just learn how to do Systems, Functions and Mechanics

bleak quartz
hybrid oyster
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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

bleak quartz
strong raft
strong raft
hybrid oyster
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what kind of game you going for?

bleak quartz
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a party game with lots of minigames

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like mario party , same characters, different games with lore and such

bleak quartz
bleak quartz
thorny willow
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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?

charred fog
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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.

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Not sure if it's in 6.0 though, it is in 6.3

thorny willow
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im using unity 6.0

arctic portal
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how do i get the transform of the child of the given prefab through script, except i only want the objects named followobj?

proud burrow
deft rock
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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;

gray dirge
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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

arctic portal
deft rock
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no, why would that be an issue?

arctic portal
arctic portal
gray dirge
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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.

deft rock
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or have a typo
or haven't accounted for something in your check (case, punctuation, clone numbers ((1), (2), etc))

gray dirge
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The names of objects should generally only be used for your own convenience to easier recognize which object is which

bleak quartz
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I generally check if they have a specific script as component, I dont use tags too much

gray dirge
#

components and tags are among the better ways to identify objects (direct references often being the best where possible)

safe garden
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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

storm patio
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is this going to apply overrides to just that prefab in the scene
what would this even do lol

safe garden
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ahh that's cool - just wanted to clarify, ty

safe garden
deft rock
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'override' means you have overridden the values of the prefab on this instance of it.

arctic portal
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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?

stuck flower
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If you're getting errors you should say what they are

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Also,

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!code

vagrant rootBOT
warped oxide
deft rock
#

you've set the alpha for highlight to 0

warped oxide
arctic portal
ocean pumice
stuck flower
sly lake
#

This is a good opportunity to learn how to set breakpoints

arctic portal
sly lake
#

You can't access a list at an index it doesn't have

stuck flower
#

See if npc is even the same object

sly lake
#

It'll tell you everything about what your code is doing

ocean pumice
arctic portal
#

alright let me do that

honest oyster
#

where is the help chat guys

storm patio
honest oyster
storm patio
#

!ask

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

honest oyster
#

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

storm patio
#

is the suspension spring supposed to be that strong?

ocean pumice
honest oyster
honest oyster
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well it still bounces even if i keep it low

hybrid oyster
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lmao bruh idk why i can't just make Clicker High-Fantasy RPG 3.5

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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

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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

storm patio
#

uhh is there a question in there

hybrid oyster
#

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

hybrid oyster
#

this is why i said something about it... it's so funny hahaha (it's just such a meme)

arctic portal
# arctic portal alright let me do that

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

storm patio
#

sounds like it hit a recursive.. structure?

#

have you tried restarting unity or resetting the library?

stuck flower
gray frigate
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do you get a stack trace for that exception?

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on macOS, stack overflows cause unity to instantly die, which made them very annoying to track down

tall hearth
gray frigate
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you'll need to go all the way to the bottom

tacit coral
#

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?

storm patio
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is that in a build, if so do you get the same issue in play mode in the editor?

gray frigate
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Make sure the built game is actually loading the MainMenu scene

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check the scene list in your build settings

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the first scene in the list is the one that will be loaded

tacit coral
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plus this ofc

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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

gray frigate
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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

tacit coral
#

lemme check the graphics settings

gray frigate
#

try putting your main menu canvas into "Screen Space - Overlay" mode – see if that shows up in the built game, at least

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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

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If something is horribly wrong with rendering, switching to overlay mode may at least give you a main menu

tacit coral
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lemme check

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ah nah

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still gray build

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thank god windows build is quicky

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to check fast

gray frigate
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That's very odd. I'd make a new URP project and make sure this doesn't happen after building it

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If a new project looks okay, then you've got something wrong with your render pipeline asset

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Also, try making a Development build

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that'll show errors in an in-game console, which could help

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Actually – I do remember seeing the screen go gray whenever exceptions got thrown inside of the rendering code

errant lake
#

Why are 99% of unity versions saying security alert for me

gray frigate
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the link will explain the issue

errant lake
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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

mint lake
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you can only use lts

gray frigate
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then, as described in the linked article, update to 2021.3.56f2 or later

mint lake
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which got the patched versions

gray frigate
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(or is that the enterprise-only extended LTS)

arctic portal
errant lake
#

Theres serversl lts that has security alerts for me

gray frigate
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yeah, 2021.3.x is the enterprise extended long-term support version

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You can, however, install 2021.3.45f2

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that's a generally-available release with the fix applied

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<@&502884371011731486> scam

gray frigate
charred fog
#

?ban 1410944478155505779 scam

novel scarabBOT
#

dynoSuccess goodness0867 was banned.

gray frigate
#

The blog post lists all versions of Unity that received the fix

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What version are you currently using, exactly?

errant lake
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Theres like 6 options i can open a template with and thee all swcurity alerts aint no way

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Wait nvm

tacit coral
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nvm found

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lemme check

stuck flower
errant lake
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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

vernal notch
#

Hi everyone... I am stuck again at different issue with the new game inputs

stuck flower
vernal notch
gray frigate
gray frigate
#

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

vernal notch
gray frigate
#

One possibility is that something is calling GetMovementVectorNormalized() before your Awake method runs

vernal notch
#

I can drop the link with the exact timestamp

gray frigate
#

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

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So that's a possibility.

vernal notch
stuck flower
gray frigate
#

I believe Awake won't have run if the entire game object is deactivated, too

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so, look at your Player component in the inspector

vernal notch
gray frigate
#

double click its "Game Input" field to go to the game input component

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is that on a deactivated object? is it on a prefab?

vernal notch
gray frigate
#

where is the Game Input component?

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on the "Game Input" object in the hierarchy?

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double click on this to be taken to the component

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make sure it takes you where you expect it to!

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(rather than to, say, a prefab)

vernal notch
vernal notch
gray frigate
#

Did you just delete the "Game Input" object?

vernal notch
#

I dragged it accidentally above the "Player" game obect and then it vanished

storm patio
#

is it just a child of player

vernal notch
gray frigate
#

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

vernal notch
#

does that makes some sense?

stuck flower
gray frigate
#

Did you just exit Play Mode? I noticed that the "DontDestroyOnLoad" scene is no longer present

vernal notch
gray frigate
#

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.

vernal notch
stuck flower
gray frigate
#

Okay, so now that you're back in edit mode, create the object and add the component

#

(but check what Digi suggested first!)

gray frigate
#

it would be very bad if play mode changes permanently affected your scene

vernal notch
stuck flower
gray frigate
#

The editor changes color slightly when you go into play mode

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You can change that tint to make it more obvious when you are in play mode

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I have definitely forgotten about this a few times and lost changes

vernal notch
gray frigate
#

You need to exit play mode entirely

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Pausing just makes the game stop updating

vernal notch
#

that parent

gray frigate
stuck flower
vernal notch
#

let me redo it

#

forget what we done till now..

gray frigate
#

we're trying to help you understand exactly why you're getting an error right now

vernal notch
gray frigate
#

so that you know how to deal with the error in the future

gray frigate
#

What is currently in that field?

vernal notch
gray frigate
#

that's why we're giving you very specific instructions

vernal notch
# stuck flower

It was there earlier but It's no more since the GameInput object is lost from the GameScene

vernal notch
#

empty

stuck flower
#

Tell it which GameInput you want that to reference

vernal notch
vernal notch
# stuck flower

I gave it to the "GameInput" object from the GameScene into the "Player" script

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and

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My "GameInput" object have "GameInput" script connected to it

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I hope its not confusing

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Yes, I am again stuck! That issue still there @stuck flower @gray frigate

stuck flower
stuck flower
#

During play, when the error is occurring, show a screenshot of the inspectors for your Player and GameInput objects

vernal notch
#

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")

vernal notch
stuck flower
#

Did you actually clear out the old errors

gray frigate
#

The console will only clear itself when you enter play mode or recompile.

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(and you can tell it not to do that)

vernal notch
#

I works this time

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no errors

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but what might be the case earlier?

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is it because I was in game mode before changes

ashen mica
#

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&)

gray frigate
#

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
worldly cave
gray frigate
#

the URP has to combine every shadow map into one large texture (aka an "atlas") so that shaders can sample shadows as needed

ashen mica
#

I'm new to unity, actually all my light is like this :

gray frigate
#

if they don't fit, you'll get a warning

ashen mica
#

maybe i do something wrong 🤔

gray frigate
#

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

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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

worldly cave
#

one of the many reasons why your enviroment should never be 1 giant hero prop as well

gray frigate
#

also, the lights have a very high shadow map resolution

ashen mica
#

No, it's a lot a small part
It's from the polygon mansion horror pack

gray frigate
#

which isn't helping in this case

#

ah, okay, so that's at least not reelvant here

gray frigate
#

if so, one giant mesh vs. many small pieces doesn't really matter

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i mostly know BiRP so i'm not sure here

vernal notch
# gray frigate It looks to me like the following things happened, in this order: - You created...

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.

gray frigate
#

Yep. Changes made in Play Mode will not stick around.

vernal notch
gray frigate
#

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!)

ashen mica
#

I use URP, but i don't know if this message can make problem for playing the game

gray frigate
#

notably, point lights use six shadow maps – one in each cardinal direction

ashen mica
#

Mmh that's why i saw sometime black line instead of shadow

gray frigate
#

They eat up a lot of space

vernal notch
ashen mica
#

so i need to use spot instead ?

gray frigate
ashen mica
#

But i want "all light" cast shadow on my player

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even wall lamp

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🤔

gray frigate
#

then you're going to need to reduce the shadow resolutions of those lights

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Although

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actually, there are baked light modes that support shadowing

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e.g. the Shadowmask mode

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it would work very well here, since you don't have many overlapping lights

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Shadowmask can handle up to four lights hitting the same spot at a time

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so it'd be great for a scene with many short-ranged lights

ashen mica
#

Tbh i don't understand all lol i'm new to unity, i dont even know what is shadowmask

gray frigate
#

that's why I said it's a big topic 😉

#

i took a while to figure out the intricacies

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for a short-term fix, turn down the shadow resolution of the lights

tacit coral
gray frigate
#

aha, that'll do it

#

Shader.Find is dangerous if you haven't made sure the shader makes it into the built game

sterile timber
#

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.

worldly cave
rich charm
#

hi guys. is there a way for me to know if this asset is compatible with meta xr ?

strong raft
#

what asset

rich charm
rich charm
worldly cave
#

how should we know

strong raft
#

have u tried google?

#

also more importantly whats meta xr

rich charm
#

why doesnt it show on the meta xr i dont know what im doing wrong

rich charm
strong raft
rich charm
strong raft
#

no idea

#

i dont even know how to use unity

rich charm
strong raft
#

i started 4 days ago UnityChanClever

rich charm
#

oh okay ahahha

strong raft
worldly cave
charred fog
#

@gusty karma Please read channel descriptions. Ask here.

gusty karma
#

Does anybody know how to fix?

violet thunder
#

So did you see the Console for details

potent moss
#

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

gray frigate
#

however, if you do need to know the resolution, you can get it from the Screen class

potent moss
#

thanks king

plain dagger
plush marten
#

has anyone any idea how to make a gun in unity

primal creek
plush marten
#

i want something simple like for a top down and 3dperson view

agile jacinth
#

how should i get started on my game?

modest meteor
#

!learn

vagrant rootBOT
agile jacinth
worldly cave
#

everything is difficult in its own way

#

nothing about this is easy but its easy to learn :)

primal creek
# plush marten i want something simple like for a top down and 3dperson view

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.

worldly cave
potent moss
stuck flower
plain dagger
#

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.

stuck flower
#

It comes with it, you can change settings on it to determine how it gets its size

potent moss
#

oh wowow

#

thanks :D

modest meteor
#

!collab

vagrant rootBOT
# modest meteor !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
#

Making my first ever Multiplayer VR game

#

wish me luck

left coyote
#

Im kinda new to unity, which unity version should I install?

deft rock
#

doesn't matter while you learn - though it's usually best to use the same version as the tutorial you're following

#

!learn

vagrant rootBOT
deft rock
#

start there ☝️

left coyote
#

even tho it says 2021

gusty abyss
balmy kettle
#

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

plain dagger
#

Yea plz update 😐

left coyote
#

I havent touched unity since 2023

balmy kettle
#

it's supposed to update automatically

plain dagger
#

Perhaps this is soo old it doesnt do that anymore?

alpine comet
#

Darra darrrrrrra doddıdıd

gusty abyss
balmy kettle
#

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

plain dagger
#

Oh my I remember that

deft rock
#

!collab

vagrant rootBOT
# deft rock !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**

short grove
#

Is it posible to display a dictionary in the inspector of a scriptable object?

plain dagger
#

Via Odin or other third party tools yes

short grove
#

Wierd, don't think the guide I was following mentioned any third party components like that

plain dagger
tall hearth
#

Iirc Unity has it's own serialized dictionary could it have been using that?

short grove
#

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

worldly marsh
#

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

short grove
# short grove This is what their SO looks like in their inspector which utilized this struct

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...

▶ Play video
plain dagger
keen sundial
short grove
plain dagger
#

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

cold fulcrum
#

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

sweet tartan
#

not just you, looks like they goofed

cold fulcrum
deep perch
#

Hi guys I'm new here

merry gyro
#

hi, does anyone know how to fix this invalid signature? I have Unity 6000.3.2f1

near wigeon
merry gyro
near wigeon
#

must be some new feature that backfired.

hushed hamlet
#

Not sure its actually causing anything to break though

near wigeon
#

An invalid signature might indicate that the package has been tampered with, is unsafe, or malicious.
lol even funnier that its a unity package

covert kernel
#

What’s a good gtag copy sever with good projects

slow dirge
near wigeon
slow dirge
#

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.

austere mason
glacial zenith
#

Is it possible to increase the camera rotation sensitivity for navigating the scene view within editor?

royal dune
#

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

rich yarrow
#

hi, is this ok?

#

as i see this one is not the only one? should i be concerned?

viscid aspen
sly lake
rich yarrow
#

yeah probably

#

Timeline is also giving invalid signature

#

i guess they will fix it soon

stuck flower
#

<@&502884371011731486> scam

sage basin
#

?softban 1413434855907131457 crypto scam

novel scarabBOT
#

dynoSuccess kathryn_aurbrey. was softbanned.

latent meadow
#

yeah, seems so new that it is not even present on Linux yet. I mean the signing check

rich yarrow
#

probably they are testing something

latent meadow
#

Ah, yeah. i am not using that version yet. i generally wait until about 15 patches

balmy basin
#

hii umm im facing a very weird bug/issue where can I get help

latent meadow
#

!ask

vagrant rootBOT
# latent meadow !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

balmy basin
#

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

latent meadow
#

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

balmy basin
latent meadow
#

that was my first point exactly.

balmy basin
#

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

latent meadow
#

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?

balmy basin
#

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

latent meadow
#

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

balmy basin
#

as for integrated on the other laptop it is a uhd

latent meadow
#

how is it 'working on one computer and not the other', if it is only on your laptop?

balmy basin
#

which is water and the floors

latent meadow
#

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

balmy basin
#

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

latent meadow
#

ok, i have mentioned how I would troubleshoot. i suppose now it is up to you

balmy basin
#

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

latent meadow
#

there is also the strange issue of nvidia drivers occasionally, depending on versions, having issue

balmy basin
#

i doubt its anything else

latent meadow
#

also, are they both using dx11, or dx12, or opengl, etc.. ensure sameness

whole obsidian
#

hello

glass patio
#

hello

rich charm
#

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

short wind
#

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.

glass saddle
#

are there any ways to prevent the "stucked touch" in simulator screen?

woeful spear
#

Using Blender and Unity together, the shortcuts confuse me. There are many similar actions but both have different shortcuts.

deft rock
#

they're gonna be different, they're completely different programs

#

In both you can customise the shortcuts to whatever you want them to be

gray dirge
woeful spear
deft rock
#

Redo differs all over the place

woeful spear
#

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.

gray dirge
#

Ctr + Z is pretty standard, choose any two program and chances are the Redo shortcut differs, there's no standard

storm patio
woeful spear
# deft rock not sure about what for unity?

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.

storm patio
#

it sounds more like a given key (+modifiers) is assigned multiple contextual actions?

deft rock
#

best thing for you to do is look at the unity settings and see how you feel

woeful spear
#

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.

deft rock
#

you don't need to wonder, you can go look ;p

woeful spear
#

OK I'll check

deft rock
#

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

woeful spear
#

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.

woeful spear
unreal sluice
vale harness
#

Hi, is there anywhere a list of features that are coming to 6.4?

jaunty niche
#

This normal?

#

all are real unity packages

primal creek
jaunty niche
#

so just ignore it?

primal creek
#

i think so.

mighty ledge
#

hey guys

dusky forum
#

!collab

vagrant rootBOT
# dusky forum !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**

mighty ledge
storm patio
#

read the bot message

dusky forum
# mighty ledge wdym

The server is mainly for community discussion and assistance with subjects related to channels. Collaboration (finding individuals) isn't supported by the discord server.

mighty ledge
#

where can i find someone?

charred fog
mighty ledge
charred fog
#

The one that was highlighted, the highlighted bot message.

unreal sluice
unreal sluice
mighty ledge
unreal sluice
#

Np

gusty abyss
#

whats up with my terrain being so smooth and shiny? I tried so many things

ripe rock
#

hey is the channel where I can find help for a unity issue?

vernal notch
# jaunty niche This normal?

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.

deft rock
primal creek
#

this topic was answered already

deft rock
vernal notch
ripe rock
deft rock
#

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

vagrant rootBOT
ripe rock
deft rock
#

A list has already been provided.

ripe rock
#

after I pasted the code on a file how do I share it? Do i jus copy the link in the search bar?

deft rock
#

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

gray frigate
#

I do find that Unity's terrain shader is a little glossier than I'd like...but it's not that glossy 😉

gray frigate
#

i need to see these settings

gusty abyss
#

ah mb

gray frigate
#

unfold "Channel Default Values" and have a look there

#

i think the default smoothness is really high

gusty abyss
#

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

gray frigate
#

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

gusty abyss
#

is there no way to force it into not having smoothness

#

its ridiculous

gray frigate
#

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

gusty abyss
#

where would I use this texture?

#

mask map?

gray frigate
#

you'd plug it into the Mask Map slot

#

yeah

gusty abyss
#

dude

#

I wanna kiss u so bad rn

gray frigate
#

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)

gusty abyss
#

I dont believe I do, I should

#

worked like a charm thank you so much

gray frigate
#

gotcha; i was wondering if that might give you better controls for the terrain layer smoothness/metallic/etc. values

#

great!

gray frigate
gusty abyss
#

its giving me controls but they dont do anything, just sets the smoothness to 0 it seems

#

which is good enough tysm

gray frigate
#

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

gusty abyss
#

perfect.

#

works like a charm tysm

weary ravine
#

is there a place to look for like..testing for testing services? I'll test for you if you test for me?

thin pond
#

anyone else getting the entire list of built in packages in unity being "invalid" in the 6000.3.5

storm patio
storm patio
#

!collab

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**

storm patio
#

otherwise, generally you just get friends/colleagues/random people at events to playtest lol

weary ravine
#

ooooh - i'm glad i asked.

signal cliff
#

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.

weary ravine
#

if only i had friends/colleagues/events lol

strong fable
arctic portal
#

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

storm patio
vivid cedar
#

but basically it seems like whatever foh.FollowObjects is was destroyed

arctic portal
vivid cedar
stark sorrel
#

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?

arctic portal
# vivid cedar Can you show the full NPC script?
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

vivid cedar
#

like are you destroying the targets at any point, maybe when the enemies touch them>

arctic portal
vivid cedar
#

what are the "target" objects?

#

Are those roads?

#

Or something else

#

Can you show this FollowObjectHolder script?

arctic portal
arctic portal
storm patio
#

what the.. the entire list doesn't exist?

primal creek
vivid cedar
#

that error doesn't make sense to me for a List

primal creek
vivid cedar
#

it should only happen for a UnityEngine.Object reference

storm patio
#

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?

arctic portal
storm patio
#

yeah, i'm commenting on the error seemingly saying that the list doesn't exist

arctic portal
arctic portal
storm patio
#

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?

arctic portal
storm patio
arctic portal
storm patio
#

so maybe:

  • some reference inside FollowObjectHolder.FollowObjects wasn't set
  • that object was set to a sentinel value imitating null, where if it was accessed, it would give an error including FollowObjectHolder/FollowObjects in the message
  • that object was accessed in NPC, most likely being... currentTarget, inside targets, i guess?
    • but then that'd mean targets got its values from a FollowObjects, which.. maybe is happening in another script, since this field is public.
storm patio
#

can you show the inspector for the FollowObjectHolder

arctic portal
storm patio
storm patio
#

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

arctic portal
storm patio
#

use FollowObjectHolder instead of GameObject for the types of the variables i mentioned

finite scroll
#

i wanna have a project with my frend how can i sync my project with his?

storm patio
# arctic portal

hmm that's odd, i guess try checking currentTarget == null before line 27?

#

(or other props of it)

deft rock
finite scroll
worldly cave
#

You create a repo for your project

#

Do the initial commit

deft rock
arctic portal
worldly cave
#

They clone it and start working

storm patio
hardy flare
#

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.

arctic portal
deft rock
storm patio
#

are you still getting the error in those tests?

hardy flare
arctic portal
arctic portal
unreal sluice
#

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.

wraith pasture
#

why we have to update, seems like a server issue when it was working fine a week ago?

vivid cedar
#

That's a good question...

plain dagger
#

Lets presume its a bug in the editor that cant be fixed other ways

wraith pasture
#

y2k...

plain dagger
#

2038 problem more like

wraith pasture
#

dev left in self destruction timer and it went off today i guess

plain dagger
#
//TODO: remove temp workaround!!
left nymph
#

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 !

flat breach
#

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

worldly cave
#

anyone know of any good alternatives to the bakery lightmapper but for us amd folk?

sly lake
#

Have you tried adaptive probe volumes?

vivid cedar
#

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

worldly cave
sly lake
#

It’s not a lightmapper, no.

worldly cave
#

right

#

so i guess my original question still stands...

sly lake
#

But there’s one of those in Unity too

wraith pasture
#

Yes and it works on mac too kek

sly lake
#

It’s quite slow

worldly cave
sly lake
#

That’s the name, yeah

worldly cave
#

i thought the point of the bakery was that it was way faster

wraith pasture
#

works for me on my laptop so heh

worldly cave
#

and has some minor but important quality differences

wraith pasture
#

rent an nvidia pc for baking 😂

worldly cave
#

would appreciate an actual answer other than shitposting tbh

wraith pasture
#

Those are the answers literally. there is no bakery port for amd

sly lake
#

Could export the scene as GLTF and bake in Blender. Probably possible to automate that workflow

#

Dunno how good it is

worldly cave
worldly cave
sly lake
#

I don’t know. Haven’t tried.

wraith pasture
sly lake
#

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

wraith pasture
#

And after you built that tool to automate this you can sell it on the asset store 😛

worldly cave
#

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"

sly lake
#

Takes a lot of work and maintenance to make something usable for others

flat breach
vivid cedar
#

the baked navmesh shouldn't include that area as walkable

worldly cave
#

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

flat breach
#

I thought they were set to static but the only static enabled was the contribute gl

worn raft
#

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?

primal creek
#

pls do not cross-post, you already posted that in code-beginner

hardy flare
worldly cave
#

!vrchat

vagrant rootBOT
worldly cave
#

go here if you need help with vr chat related stuff 👆

worn raft
#

I'm sorry, thank you for helping me.

strange moon
worldly cave
#

a game

strange moon
worldly cave
#

idk man the discord link is right there...

#

see for yourself or google it

strange moon
#

Why do people ask for vrchat here?

#

And why do you provide them a link to their discord server?

stuck flower
#

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

storm patio
#

there's even a summary in the bot message

storm patio
worldly cave
strange moon
#

Is vrchat a unity game?

storm patio
#

are you trolling or are you just oblivious as to how research works

strange moon
#

Its cool and weird that you help them find the right server

storm patio
#

the alternative would be them constantly asking here and that's really damn annoying

strange moon
#

Could just ask them to google it like you ask me

storm patio
#

the same reason is why we're redirecting you to the right place here, google

strange moon
#

You are more helpful to them than me though

storm patio
#

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)

strange moon
#

In 10 years you will redirect to AI

storm patio
#

yikes, what a disappointing mindset

worldly cave
strange moon
#

we survived dot com bubble as well

worldly cave
#

"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

flat breach
#

hello, what's causing my navmeshagent character to slide and not stop moving immediately when I set the isStopped to true and ResetPath(); ?

craggy pollen
#

can you show the inspector for the agent

#

how is the acceleration

flat breach
flat breach
vivid cedar
flat breach
#

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

vivid cedar
#

you could always temporarily disable the animator to make sure

flat breach
#

but I just added a agent.velocity = Vector3.Zero; and it works now

noble locust
#

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

austere mason
#

@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

#

🤝

noble locust
austere mason
gray frigate
#

the main issue they run into is that you can't do light probes over there

#

I'm also unsure about getting directional lightmaps

sly lake
#

They don’t want light probes. They want lightmapping catshrug

gray frigate
#

they tend to go together :p

#

the lightmapper produces lightmaps and computes probe data

plain dagger
#

the glfast gameobject export as glb is quite good

sly lake
#

On that topic, do you know if it handles terrain at all?

noble locust
sly lake
last gazelle
#

hey everyone!

#

its late here in italy so i just wanted to chat a bit with fellow game developers

#

anyone down to talk?

worldly cave
#

nor is this channel a gen chat or offtopic of any kind

last gazelle
#

im talking about my game

#

i need some tips

#

its my first ambitious project

worldly cave
#

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

last gazelle
#

chill out

plain dagger
worldly cave
last gazelle
#

jk

worldly cave
#

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

last gazelle
#

ya i know srry

fleet canopy
jagged yarrow
#

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

craggy swan
#

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.

plain dagger
gray frigate
#

there is no such component

#

I would suggest getting rid of that GetComponent call and replacing it with a field

#
[SerializeField] private Renderer myRenderer;
jagged yarrow
#

yeah thats what i thought, how would i access the child too?

gray frigate
#

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

jagged yarrow
#

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

dusky forum
vagrant rootBOT
gray frigate
#

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

jagged yarrow
#

what type of issues could it result in

gray frigate
#

(which caused the effect to break, sending me down a 90 minute debugging journey)

jagged yarrow
#

my game sounds much more simple so im hoping that it wont be an issue

gray frigate
#

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

jagged yarrow
#

fog isnt classed as a particle render system right? sorry, im new to unity.

gray frigate
#

this would be a component attached to the enemy

#

other particle systems wouldn't matter

jagged yarrow
#

yeah im not using any particle render systems on the enemy

gray frigate
#

(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)

polar basalt
#

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?

gray frigate
#

you should just open the Hub directly

#

i've also occasionally seen that happen when I accidentally try to open the editor directly

polar basalt
#

i open hub then close it after opening editor

polar basalt
warm tree
#

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.

gray dirge
# warm tree Hello, is there a component or method without coding that stretches a 3D object ...

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

warm tree
#

I would, but I can not.

pale shard
#

i need help abt it

#

idk how fix it

charred fog
vagrant rootBOT
austere mason
# pale shard

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

celest matrix
#

is vrchat made with unity?

paper thunder
#

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.

austere mason
paper thunder
#

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

austere mason
# paper thunder

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

paper thunder
austere mason
# paper thunder 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

austere mason
paper thunder
novel kelp
#

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?

austere mason
#

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

paper thunder
paper thunder
slow dirge
# paper thunder

The animator says that there are no clips assigned. Does your Idle state have a motion assigned?

austere mason
#

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

paper thunder
slow dirge
paper thunder
#

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?

slow dirge
#

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.

slow dirge
#

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?

paper thunder
#

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

paper thunder
#

here

#

those are the import settings and the read-only file

slow dirge
paper thunder
#

So yes it does open the animation window

#

I'm very confused now

slow dirge
#

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).

paper thunder
#

Ah it's empty

slow dirge
paper thunder
slow dirge
#

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.

paper thunder
#

Maybe since I only put one it didn't actually do anything

slow dirge
#

Well 0 frames is not a single frame

paper thunder
#

Ill change it and see if it works

paper thunder
fickle leaf
#

Can someone make me a gt copy

humble mulch
#

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

drifting jacinth
#

While I Can't Drag My Game Icon As Splash Screen :P

balmy kettle
#

is it set to be a single-mode sprite in the import settings?

drifting jacinth
near wigeon
balmy kettle
#

select the texture in the project folder and the import settings will be in the inspector

drifting jacinth
stuck flower
near wigeon
#

its not set to sprite

drifting jacinth
#

Do I Need To Install :P

near wigeon
drifting jacinth
#

Work Now :D

woeful spear
#

I'm having smoothing issues when importing models from Blender to Unity. I'm using .fbx

#

Does Unity understand split normals?

sonic zodiac
#

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.

solar panther
#

Sup?

sonic crest
#

Anyone got a carpet texture?

#

Cant find any

#

Not online not anywhere

sly lake