#šŸ’»ā”ƒunity-talk

1 messages Ā· Page 66 of 1

woeful spear
#

šŸ¤” Glad if it's not smoothing issue. Do you mean the SSAO thing which is in game settings?

sly lake
#

Yeah. Can you try disabling it?

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There’s settings to improve the quality but the default is… like this

woeful spear
#

I will have to check, I don't know how to do it.

woeful spear
#

So you may be right it's not mesh/smoothing issue.

cyan lion
#

Weird. Maybe photograph a carpet irl and make it a texture. Or make one procedurally in substance designer

woeful spear
sly lake
#

Ah

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If you step through the frame debugger you’ll be able to see exactly which pass is causing it

woeful spear
#

If I turn off the lights, it doesn't show those lines. Maybe because it's too dark.

gusty abyss
#

Is it possible to swap between Renderer Assets through script or / and between scenes?

sly lake
#

Then you can switch quality levels at runtime

#

I imagine it works the same for URP.

Do keep in mind that this increases the number of shader variants you need to compile.

keen walrus
#

guys, how to make a riding train in a multiplayer game? passengers should have some sort of stabilization, but the train its still moving for everyone outside of the train

gusty abyss
copper gust
royal wing
#

I've heard before that public variables are "unsecure". Should I be using " [Serializefield] private" in place of public variables whenever I can?

brave ridge
royal wing
fair cove
boreal river
#

Hey, guys! You know I have a question. So, I am trying to make this logic when I am interacting with a door to attach actually the openDoor audio source to it, as well as the closeDoor audio source as well. You know when I am saying attach I mean to make it child of the door

keen walrus
boreal river
#

And I am really thinking right now how it must be done

#

If you have any suggestions

celest matrix
#

Is hiring allowed here?

boreal river
#

That will help

boreal river
#

Go to other servers there are millions

copper gust
#

ideally you'd need to ask questions about specific things you don't know about, rather than a more broad concept

azure thorn
#

Hello

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Anyone online here ?

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I was just wondering how could i change the distance betwen two object's

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Ik i can calculate the distance but how can i change that distance

copper gust
#

you move the objects ?

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youd have to be more specific

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do you mean like how magnets push each other away?

azure thorn
#

Like literally switching the position of one of the objects to the position that has the distance changed

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Imagen the distance as a line

dusky forum
azure thorn
dusky forum
azure thorn
#

Make only one object move away

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Im making a zoomable camera

dusky forum
azure thorn
#

How would that be typed ?

dusky forum
#
var dir = (target.position - initial.position).normalized;
var offset = dir * dist;
initial.position += offset;```
azure thorn
#

Thank you very much you really helped me out

woeful spear
#

I did last commit few hours ago and then press push origin so it was saved on github. After that I've made some changes locally in project. I want to sync project again same as last commit. How to do it?

#

Basically, want to undo all changes I did after that commit and push.

deft rock
#

Once you discard those changes, there will be nothing to commit and push

woeful spear
deft rock
#

For future reference, if you need to you can discard files individually.. probably unselect everything you don't want to discard and rm on the one you do... probably

woeful spear
#

I wanted total undo, so I clicked this Discard all option. But I don't know why I had to do it twice. On first click, it only removed those green and red icon files. In second try, it also removed those yellow icon files.

deft rock
#

There are some files that will always show in git as changed, they get automatically changed (For whatever reason, i've never looked) when the project is open. So I've had files instantly reappear after a discard

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Though that doesn't apply to scene files

woeful spear
#

Oh, maybe one click was enough for me then. But it didn't seem to do anything wrong. I got what I wanted.

deft rock
#

just gotta look at the file names, you should know from those which ones you want to deal with

strong raft
#

does anyone here use unity

copper gust
#

yup, hope that helps

slow dirge
plain dagger
glad crow
glad crow
deft rock
charred fog
strong raft
glad crow
#

paint is the best

strong raft
#

fr fr

glad crow
#

thanks man

glad crow
#

for it to shoot

copper gust
strong raft
charred fog
glad crow
#

so i can put in my player controller

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do i have to compare it to a tag?

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because i have 2

charred fog
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or rather you can pull from current information you need about the object

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You can check by name or tag, however you wish

glad crow
#

okay thank you

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very much

charred fog
#

I think it would update current only if it's Selectable, so if you are checking against buttons it would work for you. If it's against other UI area you'll have to do a raycast probably.

arctic portal
#
        if (foh.FollowObjects != null)
            Debug.Log(foh.FollowObjects.Count);
            npc.targets.AddRange(foh.FollowObjects);
            Debug.Log("Targets added"); 

im using this script to add a list to another. however its not adding at all. log gives me a proper count but the list is just not getting added. someone please help me out

copper gust
#

when you dont use brackets it only does the first line

#

thats doing

if (foh thing)
Debug.Log()

npc.addrange
debug.log

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are you getting an error in the console?

plain dagger
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Yea meaning its always added regardless of it being null or not

arctic portal
arctic portal
arctic portal
wise yacht
#

does unity have like its own version control system and are there benefits to it over git?

storm patio
wise yacht
#

well like what would you say are the reasons you'd use it over git i suppose

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assuming that you already know git

storm patio
#

to learn, i guess?

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i don't use it

crude sluice
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While I'm packaging game, will unused assets be included in final build?

storm patio
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git is industry standard, ive always used git. haven't had a reason to try anything else really

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i'm too young to have tried mercurial or subversion when they were still in prevalent use

woeful spear
woeful spear
#

Here (video above), he says "Choose this as active quality setting". I set the option as "None" like he says, but don't understand why he says "Choose.........." thing. How to do that?

#

Oh, it seems like I have to click on that "Dev" to make it active. The one clicked upon becomes active?

crude sluice
woeful spear
#

What does green checkboxes mean?

sly lake
woeful spear
sly lake
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Yeah. Although the user doesn’t see the options.

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That used to be a thing but you’d have to expose it yourself now

plucky aspen
#

Small question;
Do linux builds always take forever to build? Its literally a simple dark forest with LOD’s and fog 😭 its been 16 mins. It took 5 mins for the windows build

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Or do builds not happen on the GPU

sly lake
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Builds do not happen on the GPU, no.

woeful spear
#

I just want to experiment.

sly lake
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The arrows next to default

plucky aspen
woeful spear
plucky aspen
#

Defo not adding linux support now šŸ„€

sly lake
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First build is always slower though

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Since you have to do shader compilation. Which is cached.

plucky aspen
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Oh right so the second build will take less time?

hybrid oyster
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Just watched a 45 minute video on making a Cinemachine Camera and my brain hurts (45 minutes probably x like 2 or 3 cuz of pausing etc etc)

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Somethings they did i don't neccessarily need because I want the camera locked onto the target not having to accelarate or deaccelarte to the target or w/e but that's a future me problem

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also got an issue where when directly looking at the ground the W/S doesn't work cuz it's trying to move through the ground but A and D do... so that's something ill have to mess around with later

storm patio
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do you have a question that you need help with or something

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i gotta remind you that this isn't a chat

celest matrix
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Why is unity so jagged or its just the default render quality?

woeful spear
#

I'm not sure if that's what this option is used for, though.

torn mulch
#

yo is realistic voice chat hard to pull off as solo dev? like you know, different reverb at outside and different one inside some building or behind the wall etc

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im good at physics and math, but i got zero experience in coding

gray dirge
sly lake
woeful spear
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These are also same as the ones shown in the light settings right?

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It's just that these are default for this URP asset.

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0.5 fixes issue.

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I changed it in light settings only.

nova lodge
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Hey uh may I ask what channel I can use to get help with unity? ( As in in general with the editor)

nova lodge
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Thank you, uh so I have a question

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My whole package thingy whatever it is just shows errors for this entire sector because "The signature is Invalid"??

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It does this in 3D and with any project I create

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Installed unity as of yesterday evening

slow dirge
nova lodge
hidden panther
#

is there a way to configure post-process volume component in animation? I want to gradually increase bloom, or do I have to use script with key event

hybrid oyster
#

so my unity topic was my current work on the camera and how i learned quite a bit... if you want to solve all my Camera problems then go for it lolol

storm patio
hybrid oyster
#

also didn't realize you were the conversation dictator or a moderator

storm patio
# hybrid oyster also didn't realize you were the conversation dictator or a moderator

i'm not a mod, no, but i've been active here long enough to know the norms of the community, and i'm trying to pass that knowledge along.

Remember, you’re a part of this community too, and can contribute to its health with proper communication. Discouraging bad behavior lets our Moderators be community facilitators, not just rule enforcers.

hidden panther
storm patio
hybrid oyster
#

anyways moving on, so you said something about seperating the pitch and yaw?

hybrid oyster
storm patio
storm patio
proven thunder
#

Can someone help me, my blender character model turned grey when i imported it idk how to make it get its color

craggy pollen
proven thunder
copper gust
proven thunder
#

i didnt ask for link i asked if someone could help me import my material into my model

craggy pollen
#

did you import all the textures and materials too? in the import settings of your model you can auto assign materials and textures there are a few features. if those dont work you will have to assign materials and textures manually

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you can create materials and assign all the textures

craggy pollen
#

yes, select your model from the assets , on the right side you will get the inspector with the imort settings.

craggy pollen
#

well then you have to google and research a little bit

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as Batby posted above

hollow leaf
#

Can someone help me make a walking, running and jumping player (with wasd keys) and this is how I want it to look like:

potent geyser
#

Are you asking someone to model and animate this entire thing from scratch?

hollow leaf
#

i mean only a walking, running, and jumping system with the wasd keys

potent geyser
#

You have the model set up?

#

If you're asking how to move something with keyboard inputs, there are countless tutorials on how to do that being that's one of the most common inputs for games.

hollow leaf
#

I already searched for a video but it didn't work

radiant pewter
#

I have a different editor version on the project I'm working on both at home and at uni - I know switching from .52f1 to .62f1 shouldn't introduce issues usually, I'm just wondering if there is a reason I shouldn't keep changing versions between the devices, or if there is a reason I should just change my version at home to match the uni one? (since the uni one is unlikely to change any time soon)

copper gust
#

use version control but yeah i'd suggest bumping up to uni

fair cove
# hollow leaf I already searched for a video but it didn't work

As a pointer, describing something as "didnt work" isnt helpful for solving it, usually youll want to provide details on what you have tried, what was the actual result when you ran your code (if it even compiled), what you think could be related to why you got the result you did, and what result you are trying to go for - posting the code you used is also helpful

I would suggest to start simpler than a character, just add a primitive cube to your scene with all the defaults, attach your script to it and just try and get input to log to the console, then try to get that cube to move in a direction based on the input, this way you can isolate what "didnt work" before trying to apply that to a more complex case such as a character with animations and physics

glad crow
craggy pollen
#

many ways, you could simply use a layermask, you could if not needed remove the colliders

glad crow
#

i don't know how to change the code to ignore the item layer

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i made a new layer called items

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and what now

craggy pollen
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a layermask does the opposite, in your raycast method you use it so only this layer is detected

glad crow
#

oh

potent topaz
potent topaz
#

Is this their fantastic new signature system for Assets? Failing on first try?

plucky aspen
#

quick materials question, how do i assign materials to certain faces of my structure? i.e. i want the metal texture on the posts and the wood texture everywhere else

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or do i just remodel it so the posts are different objects

craggy pollen
#

uv mapping needed

plucky aspen
#

oh dear

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thanks imma try do that

near wigeon
#

(must probuilderize the mesh first)

gray frigate
#

if you have one material that has various textures on it (what you might call an "atlas"), then you need to UV map the model appropriately

strong raft
#

quick question , whats better for a 3d wave based survival game , isometric topdown view , normal top down view , or 3rd person

plucky aspen
gray frigate
near wigeon
strong raft
gray frigate
#

Neither of these questions have a meaningful answer šŸ˜‰

#

Different perspectives will influence how the game feels and how the player interacts with it

worldly cave
gray frigate
#

But that's more of a matter of art style and theming

strong raft
gray frigate
#

A third person camera makes you feel more connected to your character

strong raft
gray frigate
#

but it also makes it harder to see everything

strong raft
strong raft
#

then isometric it is

shadow heron
near wigeon
shadow heron
near wigeon
hidden panther
#

I wanna ask, can I create an itch.io page before the game even finished. or do I have to release the game/project to create an itch.io page

near wigeon
hidden panther
#

idk where to ask

worldly cave
#

woops

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welp theres an itchio official discord server

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so possibly there...

near wigeon
#

but yeah itch has their dc

hidden panther
#

oh can you give me that

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in dm

worldly cave
#

you can google it

hidden panther
#

okay

torn mulch
#

hey how can I find publishers to make a deal with them as a developer?

craggy pollen
#

not on this server, it does not allow collabs

torn mulch
#

yeye i know not on this server so i ask where

near wigeon
near wigeon
craggy swan
#

Sorry im not the best at unity, what does PBR mean?

plain dagger
craggy swan
plain dagger
flat breach
near wigeon
worldly cave
flat breach
worldly cave
#

also notice even with continous, tunneling can still happen if your projectiles are moving really fast, you would need some sort of anti tunneling check with raycasts if that happens

flat breach
sly lake
flat breach
#

but why did continous not work?

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It's been a long time since I've not used physics with rigidbodies and I kinda forgot the difference between continous and continuous dynamic, I should get back to it and watch tutorials lol

analog crane
#

Not sure where to ask but any reason why meshes is grayed out?

sly lake
worldly cave
sly lake
#

No, and neither does Unreal

worldly cave
#

i thought ue5 did up until recently

sly lake
#

HDRP offers Lambert as an option

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But there’s practically no difference with Disney

sly lake
worldly cave
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i would disagree honestly

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lambert makes everything look like hot plastic garbage

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disney/burley is simply peak

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istg i always thought unitys urp shaders used lambert ig im wrong

sly lake
#

I tried both in my game and could scarcely tell the difference

worldly cave
#

it mostly matters for stuff like skin

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lambert could never do shit like this

flat breach
#

hi, I'm trying to equal a Transform variable to the first collision position of a OnCollisionEnter(Collision collision) , I did it like this : impactPos.position = collision.contacts[0].point; but I think it's wrong because when I run my game there's a null exception appearing

gray frigate
#

a null reference exception means that one of your variables doesn't refer to anything

#

in that line of code, the following could, theoretically, be null:

  • impactPos
  • collision
  • collision.contacts
#

It's very unlikely that collision or collision.contacts are null

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since that would be an engine bug

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I'd take a look at impactPos

open fossil
#

how to fix?
trying to get back into unity after 5 years and installed the latest build

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instant errors

near wigeon
#

this is a common bug going around

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its not breaking per say , I don't think

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but if you don't want to see it stick with 6.0 LTS for now

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its what happens when Unity releases new shit and some intern pushed it out or something

open fossil
#

hahhaha

#

fair

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anything im missing out on if im picking 6..0

vivid cedar
open fossil
#

whats your thoughts on unitys progression over the last few years and vision for the future?

near wigeon
#

they focus too much on shit we don't want / ask for and neglet the things we want šŸ¤·ā€ā™‚ļø

#

gotta appease the shareholders tho..* cough * AI CRAP etc. * cough *

open fossil
#

hahaha

worldly cave
open fossil
#

i remember that feeling when bolt came out lol long time ago

worldly cave
#

Unity but Source Engineā„¢

plain dagger
#

My feelings towards s&box have changed a lot. I got to start using it very early on when it was more s2 like

worldly cave
#

changed towards a more negative or positive attitude šŸ¤”

plain dagger
#

Its cool but I dont like the whole "here is a skin buy now or its gone forever" they keep doing

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It was more fun at the start when we were all converting s1 stuff and trying to explore s2 in its original state (I worked on TF S2)

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anyway its more unity like now and I think regardless of unitys fuck up that unity is still strong in the industry

worldly cave
#

i dont need another roblox

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my biggest fear is they start pushing it exclusively as a distribution platform ontop of engine

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thats whats going to kill it

plain dagger
#

Id rather they just supported development of some popular addons and you buy the game like gmod

plain dagger
# worldly cave wym

They give money to the most played addons (i presume paid for partly by the skin sales)
not my thing as I dont care for repeated fomo

copper gust
worldly cave
#

it used to be like that

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it was exclusively a gmod sequel

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it would have been a sandbox game with modding capabilities, then they started to refactor to it into a dedicated engine

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the issue is that they are now going back to that old style

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i want an engine lol

copper gust
#

Tbh I personally think they’d have more of a chance going that route vs engine

worldly cave
#

at least both could work

near wigeon
#

working with Source2 was awsome, switching it to Unity was a mistake

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shouldve been basically GmodSource 2 and work similar

worldly cave
#

it just uses unitys scene system

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kinda like godot does (sort of)

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it was a welcome change and almost everyone agreed it was for the better

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ĀÆ_(惄)_/ĀÆ

plain dagger
#

I dont know if its the same now but if you wanted hammer maps they were just slapped in the scene all weird

worldly cave
#

you can also edit the hammer geometry in engine now

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imo hammer is a great tool and a good reason they stayed with S2, its probuilder but significantly better at what it does

near wigeon
#

hammer S2 is goated

worldly cave
#

one day we will get something similliar in unity

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i can only hope

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would make level design so much faster and easier

gray frigate
#

i've always found probuilder to be very clunky

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i'd rather use something brush-based

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(i know that a lot of stuff in Source 2 isn't brush-based, but still)

copper gust
#

Freya Holmer’s tool sometime eventually maybe

modest meteor
worldly cave
#

rust is blatantly p2w in some major ways and alot of the p2w """skins""" arent even available anymore or cost an arm or a leg

#

ahem ninja suit

near wigeon
plain dagger
near wigeon
#

also to keep in mind Hammer was made entirely for the purpose of making levels in Source by their own team, made my dozens of their devs to fit their specific games

worldly cave
#

and i have no clue why the community just lets facepunch off for shit like this

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but yeah the s&box stuff is all the less surprising and im afraid they will continue to push shit like this into s&box somehow

copper gust
worldly cave
#

hammer is like 30 years old lol, everyone had time to catch up

gray frigate
#

it's very purpose-built

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the Source engine does Valve Game stuff

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and includes a bunch of Valve Game-specific features

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i think there's a continuum here

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where one end is the Unity engine (which makes very few assumptions about how your games works)

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the other is Source

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and then Unreal is somewhere in the middle (it has a lot of pre-built systems)

worldly cave
#

i think the word youre thinking of is "sdk"

gray frigate
#

At some point it does just turn into an SDK, yeah

worldly cave
#

source is its own ecosystem

gray frigate
#

but what even is software

worldly cave
#

i mean im pretty sure its called the source sdk

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but also theres no reason something like hammer couldnt work elsewhere

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its purpose built but that purpose is generally universal

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as proven with s&box

copper gust
worldly cave
#

yeah s&box gets big ups for going open source too

gray frigate
#

true, you can't be expected to hack the engine if it's closed source šŸ˜‰

#

GameObjects are now Florps

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This does mean that all Unity games are somewhat...unified

#

oh my god, title drop

worldly cave
#

wait till you find out "unity" is an acronym

#

its not

copper gust
#

U
Need
Iteration
Time,
Y’know?

flint kernel
#

Who can help me

worldly cave
#

you dont have to pay

#

just ask

#

whats troubling you

#

we are here to help with unity issues

near wigeon
vagrant rootBOT
# near wigeon !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #šŸ”Žā”ƒfind-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 #šŸŒ±ā”ƒstart-here

near wigeon
#

Unexplained New Issues This Year

copper gust
#

mhm this year is solid

#

Upgrades Not Incoming This Year

storm patio
#

Ultimately Not Improving The Yield

gray frigate
tranquil sluice
#

šŸ‘‹ Hey! Where would I go to ask questions about debugging shaderlab issues?

tranquil sluice
analog crane
#

How would you draw multiple meshes? (as in Mesh[], on a single component)

copper gust
#

multiple components

analog crane
# copper gust multiple components

No other way? That mesh count can ramp up a lot if i draw more shapes and i don't think Unity will like me creating and deleting components each frame

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Honestly i could also wait for the author of the lib i'm trying to adapt to figure it out since i'm not in a hurry

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Plus he's currently rewriting parts of it

copper gust
#

You can enable and disable the components..

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You don’t need to create and destroy them

stray apex
#

What would a good way to go about implementing sounds for guns? I usually make a new temporary gameobject for every instance of a sound but that seems like a bad idea for something like a minigun firing at 1500 rpm.

plain dagger
analog crane
#

I could try that

near wigeon
#

how you said also works but if you pooled it, should be fine too

stray apex
near wigeon
#

but usually

#

OneShot cant work sometimes for long sounds because it can't be interrupted

radiant pewter
#

any idea why the content is being offset? these layout components drive me crazy

near wigeon
radiant pewter
near wigeon
#

your parent starts right here

radiant pewter
near wigeon
#

look at the anchor

plain dagger
#

Yes move its pivot to top center

radiant pewter
plain dagger
#

ScrollRect controls the position of "Content" inside its viewport

radiant pewter
plain dagger
plain dagger
#

ask for more ugui help in #šŸ“²ā”ƒui-ux and ill try to help
I have done soo much ugui it obeys my every command

onyx stratus
#

Hey skis

#

I have a fat issue with this player take cover system I’m working on

#

šŸ˜žšŸ«©

vagrant rootBOT
# near wigeon !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #šŸ”Žā”ƒfind-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 #šŸŒ±ā”ƒstart-here

acoustic flame
#

chat i need help

potent geyser
#

!collab

vagrant rootBOT
# potent geyser !collab

:loudspeaker: Collaborating and Job Posting

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

copper gust
#

Im sure they know they can do that

onyx stratus
#

Sorry

fierce valley
# acoustic flame chat i need help

the message is pretty self explanatory; disable your antivirus, and relaunch unity. If that doesn't work, your instance is corrupt and may need to reinstall 2022.3.62f3

acoustic flame
fading turtle
#

Does anyone know what version unity wants me to install šŸ¤”

slow dirge
prisma widget
#

Hello! Is there anyone that can help me with a programming issue?

I am new to programming and am creating a peggle-like game. My pegs are randomly disappearing, and after checking each of my scripts and even trying to refer to claude, i cannot for the LIFE of me figure it out

slow dirge
#

!ask

vagrant rootBOT
# slow dirge !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 #šŸ”Žā”ƒfind-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 #šŸŒ±ā”ƒstart-here

clear spoke
#

hi guys i have a game idea and im trying to improve my idea before i start making the game, is there anyone that is willing to hear my idea and give me feedback?

latent meadow
#

you would have better luck on the Game Dev Network discord, i'd say

clear spoke
#

just asking lol

latent meadow
#

i've already told you where to go. also, do stop pinging me.

slow dirge
clear spoke
slow dirge
clear spoke
#

seems like you dont play game that much

#

you got a life

#

i dont

#

😭

latent meadow
slow dirge
#

This is not the correct place for such a post. Try patreon or fivver or something.

latent meadow
#

you cannot attempt to sell things here.

near wigeon
#

via whatsapp ? sound sus

latent meadow
#

very.

eager ibex
#

or Dm

latent meadow
#

you have been told, this is not the place. please remove the message or a moderator will be contacted

near wigeon
#

use the legitmate means to sell code/projects

eager ibex
#

use the legitmate means to sell code/projects what are these

slow dirge
near wigeon
#

Gumroad is also a good one

hybrid oyster
#

I don't know exactly how he had it set up but i'm going for like the "Player Rendering Object" (for loading/streaming chunks) but also let it so the Camera can move distances away from the "Player Rendering Object" and stop... Odd to explain but in Kenshi even tho the "Player" is essentially the hand in the sky you require your controllable entities to be able to move past the camera's floating bounds

#

I gatta set mine up differently though as my plan is that as you progress (which you don't have to progress this far; you can stay solo bounty hunter/thief/mage/wizard or small adventuring party or w/e) it becomes more RTS-ish and Total War (battle) w/ Grand Strategy stuff so you'll have to be able to move around all your loaded chunks when you have say your own city... Idk i'm still in that design phase with that... Right now it's just getting the Camera down...

I'll keep the Cinemachine Camera and Script but do you have maybe a link to some Documentation or some good video sources for messing around with the innate unity camera system?

bitter sedge
#

Hey guys does anyone know about the moderator CPU? He used to be active in 2021 and I wanna contact him again but can't find him.

potent geyser
bitter sedge
potent geyser
#

There has never been a mod here named CPU.

bitter sedge
royal dune
#

should I pool my enemies or is that unecessary

#

I am already pooling bullets

lofty lava
royal dune
#

it is indeed a bullet hell game

#

ok thanks for the advice

lofty lava
#

i can show you what happens if you not pool, since it happened to me yesterday that i had set wrong enemy number in pool, which lead to performance spikes from instancing:

#

these blue spikes caused game to lag, it was from instancing many enemy units at once. When correcting pool, the instanciating happened at start and then game ran smooth again.

royal dune
#

yeah those spikes are pretty large lol

#

imma try and optimize as much as I can

#

I havent really ever just taken some time to really make something small scale

#

did you have all the enemies in seperate pools

#

or did you manage to sort them

#

because I do not know how to even start with sorting them

lofty lava
# royal dune did you have all the enemies in seperate pools

I have one pooling script for all things that need pooling, enemy, loot, etc. The pool itself has groups in inspector, which help me visually distinguish when setting up the pool, but the pool itself does not care about groups- in code, i just do mgrPools.PoolGet(anyPooledPrefab)

royal dune
#

yeah I do NOT know how to do that lol

#

ive tried before and it just did not work at all

lofty lava
royal dune
#

crazy lol

#

I could probably find a way to do it but it isnt letting me make a pool for gameobjects

#

it needs to be for a script

#

which makes it difficult to make an array of

lofty lava
#

i can try send via pm

royal dune
#

its fine

#

im sure I can find a solution eventually

#

I just learned pooling today ngl

lofty lava
#

sent šŸ‘

#

Incase your question was solved, i'd also like to throw a question into the room too: i have my shadows not showing, no matter what i check: camera, urp settings, project settings -> Quality and Graphics, etc.. Got a directional light which usually should cast shadows.

#

Only via the renderer debugger i can get shadows to show

royal dune
#

'''
private void Awake()
{
objectPool = new ObjectPool<GameObject>(CreateProjectile, OnGetFromPool,
OnReleaseToPool, OnDestroyPooledObject, collectionCheck, defaultCapacity, maxSize);

}

private GameObject CreateProjectile()
{
GameObject EnemyInstance = Instantiate(Enemy);
EnemyInstance.ObjectPool = objectPool;
return EnemyInstance;
}
'''

lofty lava
#

Without using Renderer Debugger, i cant get shadows to show

royal dune
#

it did not do the thingy smh

#

one sec

lofty lava
#

i am not a professional, but imo, as soon as you use Instantiate, it creates a new instace which leads to more overhead than just enabling gameobjects (what pool does).

#

Usually (with pooling) your code should look like:

 private GameObject CreateProjectile() {
     GameObject EnemyInstance = mgrPools.PoolGet(enemyUnitName);
     return EnemyInstance;
 }```
sly lake
dapper current
#

Started new project in the LTS build and its like this. Is this normal?

dapper current
dapper current
sly lake
coarse cape
#

hello i got my first phone now i can finaly talk here where do i introduce

weary portal
#

when the pipeline unification happens whats gonna happen to all the asset store products that support one of the two?

twin flicker
#

Hellos, Im trying to find out who or where i can go to see about the AI-Assistant?

weary portal
twin flicker
#

True, saw that , seems its a forum and not a chat sadly

weary portal
#

what problem do u have with the assistant?

austere lantern
#

for some reason my project recompiled a lot of shaders when re-building and now all of my materials (left picture) are invisible. Things still have collisions but it's really frustrating, why are some objects not visible??

twin flicker
#

When enabled, my mouse stutters quite a bit every like 3-5 seconds, a bit irratiing but would like to see if theres a fix for it , been missclickign a few times due to it

weary portal
weary portal
twin flicker
#

Never did like looking at that but ill try i guess

#

Was hoping this was somewhat common and a fix for it

weary portal
#

maybe it is ive never used it, dont like tryna analyze the profiler either but dont know what else u can do. maybe someone else does

#

r u sure its the assistant that causes it?

twin flicker
#

I getcha , thank you though

#

Yeah and also when Unity is in focus

#

When i disabled it , it runs like normal Unity

weary portal
#

by disable u mean hide the panel?

austere lantern
twin flicker
#

If i recall in t he eiditor preferences, let me check

weary portal
twin flicker
#

I dont see it , might have been the dev consol on the site, but it was off for a few hours yetserday while i was tryign to figure it out

weary portal
#

lost u

twin flicker
#

Yeah the Dev Consol, when you click the assistant and "manage account"

#

That site has the option to toggle it

weary portal
#

so when u disable that the lagging stops?

twin flicker
#

Yups 😐

#

After a r eboot of the project of course

weary portal
#

if its enabled but the assistant window hidden do u have lag?

twin flicker
#

Oh i see what you mean , i Can test that for sure

weary portal
#

well either way dunno how it can be fixed :p but if u have access to the source u can ask copilot to look into it maybe it gives some insight

twin flicker
#

Interesting, i had it docked in Unity and when i closed it , it DID stop the lag and somehow when i brought it back to docked mode, it stayed that way, seems to have solve that but for how long, however i think t hat was the problem so i can at least temporarily resolve it, Now question do you think if i have it docked and just 'swap tab's IE: visually hide it, is a better approach for now insstead of closing and reopening it?

#

Since im guessing its the editor of the assistant in t his case

weary portal
#

whichever fits u best i guess

#

u can just hide it

twin flicker
#

Oks thanks , at least manage to semi solve it thanks to you , this was a bit maddening lol thanks again šŸ™‚

lapis kestrel
#

I've tried to ask Vr. Nobody responded.

twin flicker
#

I did that temporarily , found some nice assets on the Unity Asset store (Made by Unity if i r ecall) to help with that. First start id say is there, get youself some temeplates, learn how VR works iwth Unity and your general setup with your headset and go from there

#

There might even by a template on the Unity Hub launcher as well by now

lapis kestrel
#

Alr

#

Do you know how to make a full body rig?

twin flicker
#

Like normal rigging? Or VR?

lapis kestrel
#

Vr

twin flicker
#

Yeah theres 3rd person and 1st person setups , let me see if i can find that asset to get you started

lapis kestrel
#

Alr thanks

twin flicker
#

Do note, i had this yeears ago , 2020ish, there may be better options by now , infact im sure there are

twin flicker
#

Oh wait yeah, its in the title of that asset, use VRTK 4 lol

#

No problem

crude sluice
#

How does Unity Webinar works?

arctic portal
#

i still have this stupid error. it says it doesnt exist anymore but its just there??? someone please help me out

using System.Collections.Generic;
using UnityEngine;

public class NPC : MonoBehaviour
{
   public List<Transform> targets;
   public ManagerScript managerScript;

   [SerializeField] private float speed;
    [SerializeField] private float steerSmooth;
   [SerializeField] private Rigidbody rb;
    [SerializeField] private GameObject currentRoad;

   private Transform currentTarget;
   private int i;
   private int j;

   void Start()
    {
        i = 0;
        j = 0;
        rb = GetComponent<Rigidbody>();
        currentTarget = targets[i];
    }
    
    void Update()
    {         
        targets = currentRoad.GetComponent<FollowObjectHolder>().FollowObjects;

        Debug.Log("i: " + i);
        Debug.Log("target count: " + targets.Count);
        Debug.Log("current road: " + currentRoad.name, currentRoad);
        Debug.Log("j: " + j);

        if (i < targets.Count) 
        {
            currentTarget = targets[i];

            //Movement
            Vector3 dir = currentTarget.position - transform.position;
            rb.linearVelocity = dir.normalized * speed;
            transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * steerSmooth);

            //Next Target
            if (Mathf.Abs(dir.magnitude) < 0.5f)
            {
                i++;
            }
        }

        //Change Road
        else
        {
            j++;
            currentRoad = managerScript.spawnedRoads[j];
            i = 0;
        }

    }
}

this is the code im using for the waypoint system for my npc car

dusky forum
#

It would be the follow object holder script

arctic portal
dusky forum
arctic portal
dusky forum
#

Make sure you do not have a duplicate component somewhere or are referencing the wrong instance.

plucky aspen
#

are they gonna get rid of the old input manager? (i like old input manager)

storm patio
#

deprecation and removal are very separate things

fair cove
#

I figured they would just leave it as a legacy feature for older projects, kind of like how you can still create a legacy "Animation" component even though the standard is to use the Animator component with states

storm patio
#

good point, legacy and deprecated aren't the same either. docs say input manager is legacy rather than deprecated

long remnant
#

Is this a good channel to ask for help? I cant seems to find a help channel...

I am just gonna ask here.. so i am new to unity so I wanna know how can add a texture to a line renderer? Maybe some kind of brush texture??

craggy pollen
#

do you know how to create a material and assign a texture to it?

storm patio
long remnant
craggy pollen
#

the lr has a field for a material

austere hill
#

Hey there, could someone help me with something? I'm doing my first mini project to get familiarized with unity and I'm stuck with something that I think is pretty basic

long remnant
feral smelt
#

Can somone help me to figure out whats wrong with my stat loading and saving system?

storm patio
#

!ask @austere hill @feral smelt šŸ‘‡
specifically that last point

vagrant rootBOT
# storm patio !ask <@318017550912847873> <@452623678585307157> šŸ‘‡ specifically that last poin...

: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 #šŸ”Žā”ƒfind-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 #šŸŒ±ā”ƒstart-here

austere hill
#

I'm getting a box collider does not support negative scale or size error but there's no negative values in the objects that i'm colliding with (I think)

storm patio
#

do you have a stacktrace for that error?

feral smelt
#

Its i have my SO Playerstats and in that i ahve all my stats. Some of the stats when i change are imditnly changed ingame, others dont they need time and others are not even reacting. When i Drop items the items are not svaed in my inventory and EQ slot and the Stats are not apllied and removed when equpied, it worked on day but now its...

still aurora
#

Is it possible to free up space of the Version Control? Mine says it's full so I would like to see if I could free up the space.

gusty karma
open fossil
#

yo basic question. ui mouse input is best with newest input system right? not used unity in 5 years

craggy pollen
#

input system compared to the old input class has alot of advantages, i would recommend using it.

main path
#

hey guys! i need like 5-10 tester for closed tests

open fossil
#

damn inputsystem_actions is a lot different from the old 'new' input system lol

storm patio
plain dagger
potent moss
storm patio
#

do proper canvas scaling and anchoring

plucky aspen
languid saddle
#

Why I have this when I open fresh project ?

plain dagger
languid saddle
#

Thanks ā¤ļø

#

In this tutorial series, we build a PS1-style pixel art rally car entirely in Blender, with no steps skipped.

In Part 1, we focus on setting up the project properly:

importing and aligning blueprints

establishing scale and proportions

building a clean guide mesh that captures the silhouette of the car

laying the groundwork for a low-poly, p...

ā–¶ Play video
#

At 16:43, he says "ok now we can just link them toghetter"

#

If I try to press "J"

#

Whyyyyyyyy xd

storm patio
#

this is a unity server, ask in the blender server

#

!blender

vagrant rootBOT
languid saddle
#

omg I'm so sorry my bad

#

I think you are right LOL

modest meteor
radiant pewter
#

is it possible to get a null reference exception from application events, and show it to the player in a popup UI? or will that not work because it essentially stops the lifecycle?

plain dagger
storm patio
radiant pewter
#

I forgot to set something in inspector -> tries to access it -> null reference exception in console, but on builds I'd like to show it to the player to make them aware something went wrong (will make testing easier)

deft rock
#

you can get consoles for builds

plain dagger
#

I think you need to add your own logger that catches all logs (and still fowards to the unity logger)

#

I forget if there is an event to do this easier or not

wary gale
#

is unity free?

#

or we still have to pay?

deft rock
storm patio
#

if you make money to a certain point, you have to pay, yes

#

see licensing.

radiant pewter
plain dagger
radiant pewter
#

unless I guess I'm doing it from a different thread?

#

but that's way too complicated for me

plain dagger
#

exceptions end execution till its caught up the callstack

#

it wont crash the process because the c# CLR is hosted in a native program (the unity engine)

#

So these methods of finding out about some uncaught exception will work just fine IF they happen on the main unity thread.
Its your job to catch and log exceptions on other threads correctly.

radiant pewter
#

ok it works I think

#

I hope

#

seems to be working anyway

weary portal
#

wth is happenin with the volume overrides i thought when a toggle is unchecked the shown value is used, isnt that it?

plush bone
#

can anyone help me with my unity making lighting go from the normal lighting to bright ass lighting when i look around in my scene same with in game?

royal dune
#

I know this obvously looks bad bc I just started working on it, but I have no clue where I should put the health wheel bc I want pretty much the whole screen to be visible

#

(its the red wheel in the bottom right)

plush bone
craggy pollen
#

use the renderin general thread

plush bone
charred fog
#

!collab

vagrant rootBOT
# charred fog !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**

onyx stratus
#

Hello

#

Please who knows how to stop colliders from entering each other

#

Like my character controller and a box collider to be precise

modest meteor
#

you have to move your rigidbodies with addforce or set velocity directly for them to respect collisions

vivid cedar
#

show us what you're doing

#

you've misconfigured or miscoded something

onyx stratus
onyx stratus
#

Ok let me explain

#

It’s a cover system and basically everything works fine but when I’m holding forward and I’m near a wall I kinda glitch into it

rancid whale
#

CharacterController won’t collide with other colliders even if they don’t have a Rigidbody

rancid whale
jaunty terrace
#

Hello I have a question. Just want to cover my bases. I have a work account with a work license. Unity Enterprise. But I also have my Private account with a Personal License. I have been told unity knows which account works on which project. And If I by mistake work on my Work project with my private account. My private account might get banned. Or vice versa. If I use my work account on some random private projects there might be issues. Did anyone ever have issues with that?

onyx stratus
rancid whale
#

Enable Gizmos, the Capsule collider of the CharacterController surely isn’t going through at all

vivid cedar
#

the code

onyx stratus
#

When I’m not too near the point to take cover it works but when I am it does

vivid cedar
#

the components you have on everything

onyx stratus
#

This might be a code issue now I think about it lemme check again 🫩

craggy swan
#

I'm using the pro builder UV editor to grab specific parts of diffuse textures in unity for models. Is this a good way or is their a better or more efficient way?

rancid whale
#

It’s normal behavior. The capsule itself won’t go through, that’s how that works
Your character mesh can clip through for sure.

onyx stratus
#

The model has nothing to do with it because I disabled it completely

#

I’m still checking the code

modest meteor
onyx stratus
#

How do I share my code

craggy swan
modest meteor
vagrant rootBOT
modest meteor
onyx stratus
#

Nvm my people I am dumb šŸŒž

#

I fixed it

#

I was checking if player is near in a straight line instead of all around

craggy swan
barren hollow
#

Got a question, Simmulating the falling of a tree. I made the roots (lower tree trunk) which has a cilinder collidor and an asset for the upper part of the tree that should fall down, which has a cilinder collidor and a rigidbody. But when I press play the upper part falls so perfect on the lower part that it just stays on top of it...

#

I didn't expect it to go that way, I thought because both mesh collidors where cilindrical that the one on top would at least fall to one of the sides

deft rock
#

if the top of the root collider is flat, and the bottom of the trunk is flat.. it's highly possible it will just stand on the trunk.

#

Add in some randomness that means they're not flat, or add a tiny bit of force in a random direction for the trunk (you'll want the pivot for it at the bottom so it rotates correctly

barren hollow
#

Well the two colliders collide with each other and not the trunk and top part of the tree right? Isn't it then weird that the top part doesn't just fall because both colliders have a dome as bottom and top?

#

Or could I make my own collidor somehow and just make two pointy edges?

fossil yacht
#

guys after a while I just started unity again now I was focused on blender 3d and kinda art stuff for making my own assets. But now I am enough about it and I will focus unity. Which unity version could be best for now? I didnt follow that for a while

vivid cedar
barren hollow
#

Also didn't work

#

I did a self generatet mesh collider

vivid cedar
#

and add a tiny random angular velocity

barren hollow
#

that worked

weary frigate
#

Ya'll might get a kick out of this

#

Shiet hold on let me get a better angle

blazing wigeon
#

Hi

#

Guys i cant download unity editor

#

It says validation failed

near wigeon
#

you need to check the logs as I already told you in other channel

#

!install šŸ‘‡

vagrant rootBOT
# near wigeon !install šŸ‘‡
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#šŸ’»ā”ƒunity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
blazing wigeon
#

Thx

blazing wigeon
#

until now it's going greate

crude sluice
#

Visual Studio + Unity package is enough for C#, right?

near wigeon
crude sluice
#

Or that one is enough

near wigeon
crude sluice
near wigeon
crude sluice
near wigeon
#

if you mean autosuggest as in completion of code thats a different thing

crude sluice
near wigeon
crude sluice
near wigeon
crude sluice
#

Thank you

crude sluice
crude sluice
crude sluice
near wigeon
near wigeon
crude sluice
near wigeon
#

yes thats fine, open a script in unity and let it open vs

crude sluice
near wigeon
crude sluice
near wigeon
# crude sluice

right click where says unloaded and do Reload with Dependencies

crude sluice
near wigeon
#

alr so do it then try the same steps again

crude sluice
#

Alright, thanks

crude sluice
sterile plank
#

hey

near wigeon
sterile plank
#

shucks

sour dove
#

im wondering what artstyle should my game use?

storm patio
#

the one you want? it's your game

fair cove
# sour dove im wondering what artstyle should my game use?

I would try to think more on what your trying to convey, and how your art style would help convey that, and how much learning your willing to do for an art style you might not be familiar with creating - if you have a few art styles already in mind, it could be good to start with mentioning those and your reasons for why you cant simply choose one of those at random

cloud flower
#

wheres the conversation take place here?

balmy kettle
#

!ask

vagrant rootBOT
# balmy kettle !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 #šŸ”Žā”ƒfind-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 #šŸŒ±ā”ƒstart-here

simple dune
#

hey guys

cloud flower
#

Any ideas

#

thats all I get

turbid lantern
#

Hello. When I click on any object, my inspector stays blank?

#

No matter which object I select, inspector stays blank

vivid cedar
storm patio
turbid lantern
#

I did

vagrant rootBOT
# storm patio !install
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#šŸ’»ā”ƒunity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
cloud flower
#

yea its not on c drive

#

im retrying

#

but I cant uninstall hub from E drive

storm patio
cloud flower
#

ive got it running on another laptop but its hella slow im trying to see if its any faster on my desktop but I cant even get it installed

turbid lantern
#

I did. I think it might be my OS's problem

#

Pop!_os

cloud flower
#

its sayign unity is in use so I cant uninstall but its not

balmy kettle
#

you don't have to install it on your C drive, it can be installed on E, you just need to make sure that you still do have space on C since the hub and editor both put stuff in the AppData folder

turbid lantern
balmy kettle
turbid lantern
#

I'm pretty sure it's a bug. idk if I should report it to Unity or Pop_os/COSMIC

cloud flower
turbid lantern
vivid cedar
turbid lantern
#

Nope. Searching around a bit it seems the issue is with COSMIC's.

#

I've alreayd reported it in their github as you can see

cloud flower
#

im having fun lol

dawn pasture
#

What’s up

still peak
#

hello, so im try to build my game but i dont know why some of object is render but some is render and unity object like capsule, box not rendered, but in a second of i try build i can see the camera is rendered anyone know why?

paper lintel
#

unsure where to ask, but what should i cut out/add/fix in my xr origin for a fnaf 4 remake? iirc you can't jump or climb kekW

noble locust
#

how can i use look rotation 1d to make these objects "join" each other?

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rn it looks like this

patent raptor
#

guys.. in Unity pathways VR Development
it showing "All content must be completed"

but i already completed all the sections and showing 100%
then also it doesnt let me complete the pathways

zealous grail
#

hello people. i need to get an "AvatarMask" from my humanoid charachter

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now

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i don't know how to get it

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i need an avatar mask for only making some body parts animated

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This is the avatar mask

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but i don't know how to save it? seems like i dont have it in the files

atomic bramble
#

Hello, I am making a card game and I was hoping to implement a loading screen between two scene transitions. If anyone could suggest me the most optimal way to implement a loading screen, it would be helpful. Thanks.

zealous grail
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found it

fleet canopy
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try making one

twin flicker
ember verge
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is there someone who can help me with character animation , like i am trying to make a character which holds the gun , i have a gun holding animation but the hand placment was wrong , so i added ik system but its still a bit wrong can someone help me ...

weary portal
twin flicker
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if its a prefab, make sure the render obects are children and rotate THOSE to the right direction

pearl jungle
#

this is quieter than I thought

storm patio
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if you have a question you're free to ask. this isn't a social space

twin flicker
#

Lol guess i cant post a 'funny' gif @@!

storm patio
#

that's correct, yes.

twin flicker
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Sorry about that

storm patio
twin flicker
#

Bascially said "Shhhh, people are sleeping", but i understand tbh

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Understood, just goofy by nature šŸ™‚

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Ill attacah the boring script to the human prefab, for now

latent meadow
proper anvil
#

so this is probably a really common and annoying question but
the camera box? thing? is gone :(
i searched up so many times and poeple say to turn on the gizmos thing but mine is already on? i think?

twin flicker
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Im g etting these errors on every install of Unity, Ive uninstalled the editor and still getting this problem

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@fish Thats your gizmos

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Press e

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or a

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Oh you mean the box, You might have hidden it via the gizmo ui?

proper anvil
#

this thing i believe?

pearl oyster
#

You cropped out the entire editor so we can't tell if the gizmos are on either

proper anvil
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oh sorry
kinda dumb of me wai

proper anvil
latent meadow
twin flicker
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Might be ortho mode, se that to Perspective temporarity to see if that fixes or you can see the issue

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Ahhh oks Thanks Hunanbean

proper anvil
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it didnt seem to do anything ahhh

pearl oyster
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Select reset layout in the layout menu

proper anvil
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woah everything looks normal now
thank you, did not know that existed for some reason

twin flicker
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Geeze, seriously , seriously this AI-Assistant is JUST AMAZING, Sovled by using AI-Assistant.

Unity Devs, Keep Rocking!

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Didnt have to bounce myself all over the net, call anyone, go to forums or even email support, Nope , Consult AI-Assistant

copper gust
#

Thank the people that advice is sourced from lol

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I think that advice near the bottom about adding a proxy at work is at best wrong and at worst probably a firable offence lol

twin flicker
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Lol

pearl oyster
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Too bad the advice is incorrect entirely

copper gust
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Yeah was re-reading the whole thing and hm

twin flicker
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True, ill explain my fix, this response actually let me in the right direction

copper gust
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ā€œshit from butt lied to me but it had good vibes!ā€ we need a server counter for this kinda ai response

twin flicker
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So the secon part about the package case, where it says to go to Edit >prreferences>Package manager...

So TLDR, i have my own location on its own drive, not the default location in the C:.

Once i changed it back to my 'production drive' i saw loading and viola, Fresh refresh with no errors

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Since i reinstalled the editor , all was reset

hoary iris
#

Hopefully this is a quick question: Is there any easy way to evenly distribute these keyframes in the animator? Or will I have to manually move each one?

latent meadow
hoary iris
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Oh is there? Sorry, I must have missed that

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Thanks

latent meadow
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no worries. they just know more there

fervent wyvern
#

Hello

brittle folio
#

is unity ml-agents toolkit still good for thesis?

charred fog
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@gusty abyss Not a place for promotion.

eager wren
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how would I get my IK Targets pointing the same way as my stick direction?

ember verge
latent meadow
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yet you never asked in the animation room..

brittle folio
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what unity version should i use for unity ml-agents?

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is there a caveat for using unity 6?

gentle heron
#

guys i have a very simple 2d game that worked perfectly fine. but without doing much suddenly when i enter playmode, i get MASSIVE lag spikes. sadly i dont know much about analysing with the profiler. but it looks like this

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idk whats going on and how to fix it šŸ™

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version is 6.2

hidden panther
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can I ignore this

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package manager invalid signature

stuck flower
#

Yeah, something went wrong on unity's end and it's reporting a lot of their own internal packages as invalid

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It'll be fixed soon, hopefully

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If it says invalid but it's also showing as "From Unity Registry" you can trust it

hidden panther
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okayy thanks

gentle heron
gusty abyss
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Asset has disappeared while building player to 'sharedassets21.assets' - path '', instancedID '-256870' when building i think i may go insane, has anyone enountered this before?

broken gust
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cant open this project for some reason

broken gust
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no

potent geyser
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Did you try selecting "that" instead?

balmy palm
#

I'm pretty sure "this" needs a context to work.

broken gust
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ok i fixed it guys

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thanks for thew help

fossil yacht
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when I play and stop unıty sends me in package folder why

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Also the issue about package manager When it will fixed any timing we know?

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everyone have this issue I guess

fossil yacht
elfin hazel
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(I pasted this from elsewhere, trying to get more eyes..)
Hello, I'm on a fresh project with Unity 6000.3.5f1 to demonstrate an error I've been getting for the past few days.
I merely want to build one of my game projects (built on android,) and I've received the exact same error on every single unity project on Unity 6 as a whole right now.

I've tried anything and everything I could to no avail, and I promise you, whatever you'll ask if I did, I most definitely have tried.
Please help me, what do I do 😭

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I've tried a Unity 6.0 LTS to no avail as well.

unreal sluice
fossil yacht
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thank you for telling that

near wigeon
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rolling out new features without fully testing them, classic

eager wren
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If I want my entire character moving for my IK so I need to set up the entire thing as an IK rig, or can I do it in parts and link then together?

stark sorrel
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Hey everyone, can someone go with me to voice to help fix my problem? I have a water reflection and it works perfectly when only one person and one camera are on scene; however, when the screen splits into 2 and there are two cameras reflection of water is broking and for some reason first camera of player is working as reflection for second camera and in other direction

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i just dont sure if its posible to make it in chat

fossil yacht
near wigeon
marble fiber
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How are you supposed to update editors? I usually just use the same version and never update

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Without messing up your project

balmy kettle
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you download the new editor version you would like to use then open your project with that version

marble fiber
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Yea but isn’t it bad if you do huge jumps like 6.1 to 6.2 or nah?

balmy kettle
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and "messing up your project" shouldn't be a concern because you should be using some sort of version control which would allow you to revert any changes if necessary

near wigeon
near wigeon
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if you did Unity 5 to Unity 6, now thats a huge leap. Ofc it depends on the assets you're using in the project, in most cases they will be okay unless the asset hasnt been updated to deal with new changes

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ofc you want to use Version Control and not make a move like that without a commit

light isle
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hiya, i wanna ask a simple question to yall. to anyone working w ui - how do you organise your hierarchy? the way i have it is okay... but i feel as if im overcomplicating it. im essentially prefixing the game object names (for example, under a settings menu - say Settings Menu Container, then an object under that would be Settings MC Options Panel then Settings MC OP * and so on so forth...) you can see how thisll get complicated with a lot of child objects. any ideas for a good way to organise your ui, or more out of curiosity as to how yall would set it up! thanks

near wigeon
light isle
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yeah thats what i figured. i suppose it doesnt necessarily matter if you and your team can understand it. im asking more bcs i wanna see how others handle this personally, to see if i can learn from them

near wigeon
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personally the more descriptions, the better
I don't like having 20 objects named Image in UI because If I need to find it with the object selector, or Search.. its harder

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if its HealthBar-Image now I know what that Image is

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I always Prefix or Postfix the type in the name

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WelcomeText - TMP
AlertWindowBtn - Button

light isle
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ooo i see. i never thought about postfixing the actual type of the object after the initial name. i can see how that could be helpful, cool!

near wigeon
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makes it easier for me personally to glance, if I put it in the name I may not see it well so I add - or _type

light isle
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i agree w you on the more description the better, but when is more description too much yk? following the settings setup in this ss, i feel like this is too much even for me haha

near wigeon
light isle
near wigeon
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but yeah reasonably you don't want the name to be a long novel lol

frail geyser
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Hello :D, im new to game dev, is c# too different from c++?

near wigeon
craggy pollen
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different yes but if you are used to c++ you will have it easy to learn c#

near wigeon
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they have similiarities but they different in many core ways

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c# is vastly easier

frail geyser
stark sorrel
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@near wigeon i m really tilted, even not a single AI helping with that "reflection?" problem and now i feel miserable, can you please just check the problem?

near wigeon
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also what reflection problem, I'm not sure I recall

near wigeon
# stark sorrel this

oh..not sure why you randomly decided to ping me though, I have no clue which is why I haven't replied to it

stark sorrel
near wigeon
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No clue what the issue is

near wigeon
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my guess is they have two different FOVs but without you showing the setup, with a screenshot like that along is just speculation

dire gulch
#

Me?

karmic frigate
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anyone know how to get the message's tail to not be seen through the message bubble. they are both the same transparency, but i cant find a way to fix it

balmy kettle
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use a Mask

karmic frigate
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this is my first time using unity so dont judge please but when i put a mask component, it gets rid of the tail thats outside of the bubble and not inside. is there a way to reverse this

balmy kettle
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ah my bad, the default Mask component for UI doesn't support cutouts, i was thinking of SpriteRenderers that allow that. You'd need to either find an asset that does that for you, or create a shader for it

gray frigate
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conceptually, you should be able to just tell the shader to not draw in the masked area, instead of not drawing outside the area

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but that would require you to mess with the shader

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unity doesn't offer an option for that

karmic frigate
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w unity

gray frigate
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You'd also get some ugly pixels at the edge anyway

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since masking is all-or-nothing per pixel

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the mask component is kind of evil: it reaches in and replaces the shader for the child renderer

near adder
#

how do u use ProBuilder UV mapping? I've watched a tuto but it's for some reason different

gray frigate
#

the UI changed a fair bit in Unity 6

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they moved everything into a scene-view overlay

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(rather than being in a separate ProBuilder window)

near adder
#

The texture doesn't show up in the UV Editor.

tepid horizon
#

Perhaps does anyone know how to revert these arrows to text in the project window?

tepid horizon
#

I don't think it's a bug because it has functionality

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If I click on it the categories appear

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I don't recall turning anything on

near wigeon
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doubt its a feature

tepid horizon
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Uhhh guess it's not, restarted my editor and it fixed

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Oh I see I think the text just disappeared but it left the arrows

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Didn't know the arrows were a functional thing before

near wigeon
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both the text / arrows are clickable

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in normal navigation this part of "breadcrumbs" nav

tepid horizon
#

hm okay thanks

formal valve
#

This is a long shot, but does anyone know why UpdateReflectionProbeAtlas is taking up a huge amount of GPU time in editor? Unity 2022.3.62f2, URP, Forward+. As with this discussion post, I don't have any reflection probes in the scene, this issue only occurs in-editor (builds are fine), and the issue happens much more if scene view is visible. It sounds like for one person, updating unity (to Unity 6, I'm assuming) fixed the issue. (There's a similar discussion post that suggests switching to deferred rendering, which I can't do)

The first part of my screenshot is only showing the game view, and UpdateReflectionProbeAtlas is called every frame but only spikes on certain frames. The second part is with the scene view visible as well, and UpdateReflectionProbeAtlas spikes on more frames.

onyx stratus
#

Yo my skis

#

How do I make my character controller interact with rigidbodies

plain dagger
balmy kettle
#

define "interact with"

formal valve
frosty pilot
#

Or RenderDoc

formal valve
frosty pilot
#

(DirectX, Vulkan)

#

I generally catch black screens on DirectX 12.

celest fable
#

Hey everyone
Im senior engineer working mainly on Web3 projects.
Recently I’ve been building Discord Bot, NFT games, We3 platforms.
If anyone here is working on something similar and wants to collaborate or bounce ideas, pls let me know..
glad to be here...

frosty pilot
#

So i'm using DirectX 11